diff --git a/com.unity.netcode.gameobjects/CHANGELOG.md b/com.unity.netcode.gameobjects/CHANGELOG.md
index 4a03809c92..06327de75f 100644
--- a/com.unity.netcode.gameobjects/CHANGELOG.md
+++ b/com.unity.netcode.gameobjects/CHANGELOG.md
@@ -18,6 +18,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
### Fixed
+- Fixed a NullReferenceException that would be thrown if a MonoBehaviour derived from NetworkManager defines it's own Awake or OnEnable. (#4244)
- Ensured a useful and human readable error is logged when a NetworkVariable is trying to serialize a private or protected type. (#4239)
- 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. (#4238)
- Ensured all callbacks are wrapped with exception handling to avoid silent errors. (#4161)
diff --git a/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs b/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs
index fa3e886dc5..6806d7d56a 100644
--- a/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs
+++ b/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs
@@ -1100,11 +1100,18 @@ 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();
@@ -1124,7 +1131,14 @@ private void Awake()
}
}
- 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)
{
@@ -1485,6 +1499,11 @@ private void UnifiedApplyNetcodeConfig()
/// 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))
@@ -1578,6 +1597,11 @@ internal bool InternalStartServer()
/// (/) 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))
@@ -1663,6 +1687,11 @@ internal bool InternalStartClient()
/// (/) 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))
@@ -1848,7 +1877,7 @@ private void OnSceneUnloaded(Scene scene)
{
if (gameObject != null && scene == gameObject.scene)
{
- OnDestroy();
+ DestroyInternal();
}
}
@@ -1991,7 +2020,7 @@ internal void ShutdownInternal()
}
}
- // 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).
@@ -2005,7 +2034,7 @@ private void OnApplicationQuit()
{
return;
}
- OnDestroy();
+ DestroyInternal();
#if UNITY_EDITOR
if (Singleton != null)
{
@@ -2016,8 +2045,21 @@ private void OnApplicationQuit()
private bool m_IsDestroyed = false;
+ ///
+ /// 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 (m_IsDestroyed)
{
@@ -2025,6 +2067,12 @@ private void OnDestroy()
}
m_IsDestroyed = true;
+ 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();
@@ -2120,7 +2168,7 @@ 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 3494748360..9d3100e1cf 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": "3.2.1",
+ "version": "3.3.0",
"unity": "6000.7",
"unityRelease": "0b8",
"dependencies": {
@@ -17,4 +17,4 @@
"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);
+ }
+ }
}