diff --git a/com.unity.netcode.gameobjects/CHANGELOG.md b/com.unity.netcode.gameobjects/CHANGELOG.md index 8b68a5b22b..df8bec4dd2 100644 --- a/com.unity.netcode.gameobjects/CHANGELOG.md +++ b/com.unity.netcode.gameobjects/CHANGELOG.md @@ -23,6 +23,7 @@ Additional documentation and release notes are available at [Multiplayer Documen ### Fixed - Issue where `NetworkAnimator` logged an error for a trigger-conditioned transition into an Exit node, and a client that joined during that transition, or during one into a sub-state machine, did not synchronize with it. Transitions that pass through Exit, Entry or sub-state machine nodes now resolve to the state they reach, and a late-joining client cross-fades from the matching originating state when several states transition into the same destination. (#4240) +- Fixed a NullReferenceException that would be thrown if a MonoBehaviour derived from NetworkManager defines it's own Awake or OnEnable. (#4237) - Issue where `NetworkTime` reported a `TickOffset` of almost a whole tick, instead of zero, for some times that land on a tick (for example 0.3 at a tick rate of 10), which put `TickWithPartial` one tick ahead or, in long sessions, `Tick` one tick behind. Times between minus one tick and zero now report tick -1 with a positive `TickOffset`, as other negative times do. (#4227) - Issue where bits written with `BitWriter` were lost when a later `BitWriter.TryBeginWriteBits` call in the same bitwise context grew the `FastBufferWriter`. The bytes written earlier in that context were replaced with zeros or uninitialized memory. (#4225) - Issue where a growable `FastBufferWriter` created with a size of 0 never returned from its first write or `TryBeginWrite` call that needed the buffer to grow. (#4223) diff --git a/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs b/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs index 25b86e3da0..36bb40d760 100644 --- a/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs +++ b/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs @@ -1071,11 +1071,18 @@ public void SetSingleton() OnSingletonReady?.Invoke(); } - private void Awake() + /// + /// Unity calls Awake when loading an instance of a script component. + /// + /// + /// Override this method to implement custom initialization logic for a derived . + /// Ensure you call base.Awake() in your override to allow the base initialization to happen. + /// + protected virtual void Awake() { if (Log == null) { - Log = new ContextualLogger(this, false); + Log = new ContextualLogger(this); } NetworkConfig?.InitializePrefabs(); @@ -1088,7 +1095,14 @@ private void Awake() OnInstantiated?.Invoke(this); } - private void OnEnable() + /// + /// Called when a component of an active GameObject is first enabled. + /// + /// + /// Override this method to implement custom initialization logic for a derived . + /// Ensure you call base.OnEnable() in your override to allow the base initialization to happen. + /// + protected virtual void OnEnable() { if (RunInBackground) { @@ -1337,6 +1351,11 @@ private bool CanStart(StartType type) /// returns true if started in server mode successfully; otherwise false public bool StartServer() { + if (Log == null) + { + Log = new ContextualLogger(this); + Log.Warning(new Context(LogLevel.Normal, "No logger defined. Ensure base.Awake() and base.OnEnable() is called in any derived NetworkManager classes.")); + } Log.CaptureFunctionCall(); if (!CanStart(StartType.Server)) @@ -1397,6 +1416,11 @@ public bool StartServer() /// (/) returns true if started in client mode successfully. public bool StartClient() { + if (Log == null) + { + Log = new ContextualLogger(this); + Log.Warning(new Context(LogLevel.Normal, "No logger defined. Ensure base.Awake() and base.OnEnable() is called in any derived NetworkManager classes.")); + } Log.CaptureFunctionCall(); if (!CanStart(StartType.Client)) @@ -1450,6 +1474,11 @@ public bool StartClient() /// (/) returns true if started in host mode successfully. public bool StartHost() { + if (Log == null) + { + Log = new ContextualLogger(this); + Log.Warning(new Context(LogLevel.Normal, "No logger defined. Ensure base.Awake() and base.OnEnable() is called in any derived NetworkManager classes.")); + } Log.CaptureFunctionCall(); if (!CanStart(StartType.Host)) @@ -1613,7 +1642,7 @@ private void OnSceneUnloaded(Scene scene) { if (gameObject != null && scene == gameObject.scene) { - OnDestroy(); + DestroyInternal(); } } @@ -1728,7 +1757,7 @@ internal void ShutdownInternal() OnStopped?.Invoke(); } - // Ensures that the NetworkManager is cleaned up before OnDestroy is run on NetworkObjects and NetworkBehaviours when quitting the application. + // Ensures that the NetworkManager is cleaned up before DestroyInternal is run on NetworkObjects and NetworkBehaviours when quitting the application. private void OnApplicationQuit() { // Abrupt shutdown (or immediate exit of play mode). @@ -1742,7 +1771,7 @@ private void OnApplicationQuit() { return; } - OnDestroy(); + DestroyInternal(); #if UNITY_EDITOR if (Singleton != null) { @@ -1751,9 +1780,28 @@ private void OnApplicationQuit() #endif } + /// + /// Called when a GameObject or component is about to be destroyed. + /// + /// + /// Override this method to implement custom teardown logic for a derived . + /// Ensure you call base.OnDestroy() in your override to allow the base teardown to happen. + /// + protected virtual void OnDestroy() + { + DestroyInternal(); + } + + // Internal destroy method that can't be overridden by derived classes. // Note that this gets also called manually by OnSceneUnloaded and OnApplicationQuit - private void OnDestroy() + private void DestroyInternal() { + if (Log == null) + { + Log = new ContextualLogger(this); + Log.Warning(new Context(LogLevel.Normal, "No logger defined. Ensure base.Awake() and base.OnEnable() is called in any derived NetworkManager classes.")); + } + try { ShutdownInternal(); @@ -1849,7 +1897,7 @@ internal void OnValidate() if (Log == null) { - Log = new ContextualLogger(this, false); + Log = new ContextualLogger(this); } // Do a validation pass on NetworkConfig properties diff --git a/com.unity.netcode.gameobjects/package.json b/com.unity.netcode.gameobjects/package.json index e257255fcc..124d7ce7fa 100644 --- a/com.unity.netcode.gameobjects/package.json +++ b/com.unity.netcode.gameobjects/package.json @@ -2,7 +2,7 @@ "name": "com.unity.netcode.gameobjects", "displayName": "Netcode for GameObjects", "description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.", - "version": "2.13.4", + "version": "2.14.0", "unity": "6000.0", "dependencies": { "com.unity.nuget.mono-cecil": "1.11.4", @@ -15,4 +15,4 @@ "path": "Samples~/Bootstrap" } ] -} \ No newline at end of file +} diff --git a/testproject/Assets/Tests/Runtime/NetworkManagerTests.cs b/testproject/Assets/Tests/Runtime/NetworkManagerTests.cs index ccf46cb61c..5dd74a95ba 100644 --- a/testproject/Assets/Tests/Runtime/NetworkManagerTests.cs +++ b/testproject/Assets/Tests/Runtime/NetworkManagerTests.cs @@ -198,4 +198,45 @@ private void OnServerStopped(bool obj) m_ServerNetworkManager.Shutdown(); } } + + internal class DerivedNetworkManagerTests + { + private class TestNetworkManager : NetworkManager + { + public void Awake() { } + public void OnEnable() { } + } + + [UnityTest] + public IEnumerator ValidateDerivedNetworkManager() + { + var gameObject = new GameObject("TestNetworkManager"); + var server = gameObject.AddComponent(); + var mockTransport = server.gameObject.AddComponent(); + server.NetworkConfig ??= new NetworkConfig(); + server.NetworkConfig.NetworkTransport = mockTransport; + var client = Object.Instantiate(server); + + var isListening = server.StartServer(); + Assert.That(isListening, Is.True, "Server failed to start!"); + + client.StartClient(); + + var timeoutHelper = new TimeoutHelper(); + yield return NetcodeIntegrationTest.WaitForConditionOrTimeOut(() => client.IsListening, timeoutHelper); + Assert.That(timeoutHelper.TimedOut, Is.False, "Client timed out waiting to connect!"); + + Object.Destroy(client.gameObject); + + server.Shutdown(); + timeoutHelper = new TimeoutHelper(); + yield return NetcodeIntegrationTest.WaitForConditionOrTimeOut(() => !server.IsListening, timeoutHelper); + Assert.That(timeoutHelper.TimedOut, Is.False, "Timed out waiting for server to shutdown!"); + + isListening = server.StartHost(); + Assert.That(isListening, Is.True, "Host failed to start!"); + + Object.Destroy(gameObject); + } + } }