com.unity.netcode.gameobjects@1.0.0-pre.10
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.0.0-pre.10] - 2022-06-21 ### Added - Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994) - Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994) - Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969) - Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025) - (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972) ### Removed ### Fixed - Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017) - Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009) - Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003) - Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985) - Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984) - Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975) - Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973) - Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972) - Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961) - Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976) - Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947) - Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946) - Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946) - Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946) - Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946) - Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
This commit is contained in:
@@ -351,8 +351,9 @@ namespace Unity.Netcode.EditorTests
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[Values(typeof(byte), typeof(sbyte), typeof(short), typeof(ushort), typeof(int), typeof(uint),
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typeof(long), typeof(ulong), typeof(bool), typeof(char), typeof(float), typeof(double),
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typeof(ByteEnum), typeof(SByteEnum), typeof(ShortEnum), typeof(UShortEnum), typeof(IntEnum),
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typeof(UIntEnum), typeof(LongEnum), typeof(ULongEnum), typeof(Vector2), typeof(Vector3), typeof(Vector4),
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typeof(Quaternion), typeof(Color), typeof(Color32), typeof(Ray), typeof(Ray2D), typeof(TestStruct))]
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typeof(UIntEnum), typeof(LongEnum), typeof(ULongEnum), typeof(Vector2), typeof(Vector3),
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typeof(Vector2Int), typeof(Vector3Int), typeof(Vector4), typeof(Quaternion), typeof(Color),
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typeof(Color32), typeof(Ray), typeof(Ray2D), typeof(TestStruct))]
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Type testType,
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[Values] WriteType writeType)
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{
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@@ -364,14 +365,156 @@ namespace Unity.Netcode.EditorTests
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[Values(typeof(byte), typeof(sbyte), typeof(short), typeof(ushort), typeof(int), typeof(uint),
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typeof(long), typeof(ulong), typeof(bool), typeof(char), typeof(float), typeof(double),
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typeof(ByteEnum), typeof(SByteEnum), typeof(ShortEnum), typeof(UShortEnum), typeof(IntEnum),
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typeof(UIntEnum), typeof(LongEnum), typeof(ULongEnum), typeof(Vector2), typeof(Vector3), typeof(Vector4),
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typeof(Quaternion), typeof(Color), typeof(Color32), typeof(Ray), typeof(Ray2D), typeof(TestStruct))]
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typeof(UIntEnum), typeof(LongEnum), typeof(ULongEnum), typeof(Vector2), typeof(Vector3),
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typeof(Vector2Int), typeof(Vector3Int), typeof(Vector4), typeof(Quaternion), typeof(Color),
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typeof(Color32), typeof(Ray), typeof(Ray2D), typeof(TestStruct))]
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Type testType,
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[Values] WriteType writeType)
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{
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BaseArrayTypeTest(testType, writeType);
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}
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public unsafe void RunFixedStringTest<T>(T fixedStringValue, int numBytesWritten, WriteType writeType) where T : unmanaged, INativeList<byte>, IUTF8Bytes
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{
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fixedStringValue.Length = numBytesWritten;
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var serializedValueSize = FastBufferWriter.GetWriteSize(fixedStringValue);
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Assert.AreEqual(serializedValueSize, fixedStringValue.Length + sizeof(int));
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var writer = new FastBufferWriter(serializedValueSize + 3, Allocator.Temp);
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using (writer)
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{
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var offset = 0;
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switch (writeType)
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{
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case WriteType.WriteDirect:
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Assert.IsTrue(writer.TryBeginWrite(serializedValueSize + 2), "Writer denied write permission");
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writer.WriteValue(fixedStringValue);
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break;
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case WriteType.WriteSafe:
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writer.WriteValueSafe(fixedStringValue);
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break;
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}
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WriteCheckBytes(writer, serializedValueSize + offset);
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var reader = new FastBufferReader(writer, Allocator.Temp);
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using (reader)
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{
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VerifyPositionAndLength(reader, writer.Length);
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var result = new T();
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reader.ReadValueSafe(out result);
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Assert.AreEqual(fixedStringValue, result);
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VerifyCheckBytes(reader, serializedValueSize);
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}
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}
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}
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[TestCase(3, WriteType.WriteDirect)]
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[TestCase(5, WriteType.WriteSafe)]
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[TestCase(16, WriteType.WriteDirect)]
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[TestCase(29, WriteType.WriteSafe)]
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public void WhenReadingFixedString32Bytes_ValueIsReadCorrectly(int numBytesWritten, WriteType writeType)
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{
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// Repeats 01234567890123456789...
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string valueToTest = "";
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for (var i = 0; i < 29; ++i)
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{
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valueToTest += (i % 10).ToString();
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}
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var fixedStringValue = new FixedString32Bytes(valueToTest);
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RunFixedStringTest(fixedStringValue, numBytesWritten, writeType);
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}
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[TestCase(3, WriteType.WriteDirect)]
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[TestCase(5, WriteType.WriteSafe)]
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[TestCase(16, WriteType.WriteDirect)]
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[TestCase(29, WriteType.WriteSafe)]
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[TestCase(61, WriteType.WriteSafe)]
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public void WhenReadingFixedString64Bytes_ValueIsReadCorrectly(int numBytesWritten, WriteType writeType)
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{
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// Repeats 01234567890123456789...
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string valueToTest = "";
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for (var i = 0; i < 61; ++i)
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{
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valueToTest += (i % 10).ToString();
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}
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var fixedStringValue = new FixedString64Bytes(valueToTest);
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RunFixedStringTest(fixedStringValue, numBytesWritten, writeType);
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}
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[TestCase(3, WriteType.WriteDirect)]
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[TestCase(5, WriteType.WriteSafe)]
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[TestCase(16, WriteType.WriteDirect)]
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[TestCase(29, WriteType.WriteSafe)]
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[TestCase(61, WriteType.WriteSafe)]
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[TestCase(125, WriteType.WriteSafe)]
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public void WhenReadingFixedString128Bytes_ValueIsReadCorrectly(int numBytesWritten, WriteType writeType)
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{
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// Repeats 01234567890123456789...
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string valueToTest = "";
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for (var i = 0; i < 125; ++i)
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{
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valueToTest += (i % 10).ToString();
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}
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var fixedStringValue = new FixedString128Bytes(valueToTest);
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RunFixedStringTest(fixedStringValue, numBytesWritten, writeType);
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}
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[TestCase(3, WriteType.WriteDirect)]
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[TestCase(5, WriteType.WriteSafe)]
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[TestCase(16, WriteType.WriteDirect)]
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[TestCase(29, WriteType.WriteSafe)]
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[TestCase(61, WriteType.WriteSafe)]
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[TestCase(125, WriteType.WriteSafe)]
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[TestCase(509, WriteType.WriteSafe)]
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public void WhenReadingFixedString512Bytes_ValueIsReadCorrectly(int numBytesWritten, WriteType writeType)
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{
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// Repeats 01234567890123456789...
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string valueToTest = "";
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for (var i = 0; i < 509; ++i)
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{
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valueToTest += (i % 10).ToString();
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}
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var fixedStringValue = new FixedString512Bytes(valueToTest);
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RunFixedStringTest(fixedStringValue, numBytesWritten, writeType);
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}
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[TestCase(3, WriteType.WriteDirect)]
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[TestCase(5, WriteType.WriteSafe)]
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[TestCase(16, WriteType.WriteDirect)]
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[TestCase(29, WriteType.WriteSafe)]
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[TestCase(61, WriteType.WriteSafe)]
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[TestCase(125, WriteType.WriteSafe)]
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[TestCase(509, WriteType.WriteSafe)]
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[TestCase(4093, WriteType.WriteSafe)]
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public void WhenReadingFixedString4096Bytes_ValueIsReadCorrectly(int numBytesWritten, WriteType writeType)
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{
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// Repeats 01234567890123456789...
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string valueToTest = "";
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for (var i = 0; i < 4093; ++i)
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{
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valueToTest += (i % 10).ToString();
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}
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var fixedStringValue = new FixedString4096Bytes(valueToTest);
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RunFixedStringTest(fixedStringValue, numBytesWritten, writeType);
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}
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[TestCase(false, WriteType.WriteDirect)]
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[TestCase(false, WriteType.WriteSafe)]
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[TestCase(true, WriteType.WriteDirect)]
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