com.unity.netcode.gameobjects@1.0.0-pre.4
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.4] - 2021-01-04 ### Added - Added `com.unity.modules.physics` and `com.unity.modules.physics2d` package dependencies (#1565) ### Removed - Removed `com.unity.modules.ai` package dependency (#1565) - Removed `FixedQueue`, `StreamExtensions`, `TypeExtensions` (#1398) ### Fixed - Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354) - Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393) - Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379) - Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402) - NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385) - Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383) - Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434) - Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390) - Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500) - Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511) - Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323) ### Changed - The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384) - Updated com.unity.collections to 1.1.0 (#1451)
This commit is contained in:
@@ -92,7 +92,7 @@ namespace Unity.Netcode.EditorTests
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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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m_MessagingSystem.HandleMessage(messageHeader, reader, 0, 0);
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m_MessagingSystem.HandleMessage(messageHeader, reader, 0, 0, 0);
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Assert.IsTrue(TestMessage.Deserialized);
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Assert.AreEqual(1, TestMessage.DeserializedValues.Count);
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Assert.AreEqual(message, TestMessage.DeserializedValues[0]);
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@@ -143,7 +143,7 @@ namespace Unity.Netcode.EditorTests
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};
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var messageHeader = new MessageHeader
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{
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MessageSize = (ushort)UnsafeUtility.SizeOf<TestMessage>(),
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MessageSize = (uint)UnsafeUtility.SizeOf<TestMessage>(),
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MessageType = m_MessagingSystem.GetMessageType(typeof(TestMessage)),
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};
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var message = GetMessage();
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@@ -151,12 +151,10 @@ namespace Unity.Netcode.EditorTests
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var writer = new FastBufferWriter(1300, Allocator.Temp);
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using (writer)
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{
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writer.TryBeginWrite(FastBufferWriter.GetWriteSize(batchHeader) +
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FastBufferWriter.GetWriteSize(messageHeader) +
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FastBufferWriter.GetWriteSize(message));
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writer.WriteValue(batchHeader);
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writer.WriteValue(messageHeader);
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writer.WriteValue(message);
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writer.WriteValueSafe(batchHeader);
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BytePacker.WriteValueBitPacked(writer, messageHeader.MessageType);
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BytePacker.WriteValueBitPacked(writer, messageHeader.MessageSize);
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writer.WriteValueSafe(message);
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var reader = new FastBufferReader(writer, Allocator.Temp);
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using (reader)
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@@ -188,14 +186,13 @@ namespace Unity.Netcode.EditorTests
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var writer = new FastBufferWriter(1300, Allocator.Temp);
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using (writer)
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{
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writer.TryBeginWrite(FastBufferWriter.GetWriteSize(batchHeader) +
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FastBufferWriter.GetWriteSize(messageHeader) * 2 +
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FastBufferWriter.GetWriteSize(message) * 2);
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writer.WriteValue(batchHeader);
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writer.WriteValue(messageHeader);
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writer.WriteValue(message);
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writer.WriteValue(messageHeader);
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writer.WriteValue(message2);
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writer.WriteValueSafe(batchHeader);
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BytePacker.WriteValueBitPacked(writer, messageHeader.MessageType);
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BytePacker.WriteValueBitPacked(writer, messageHeader.MessageSize);
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writer.WriteValueSafe(message);
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BytePacker.WriteValueBitPacked(writer, messageHeader.MessageType);
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BytePacker.WriteValueBitPacked(writer, messageHeader.MessageSize);
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writer.WriteValueSafe(message2);
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var reader = new FastBufferReader(writer, Allocator.Temp);
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using (reader)
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@@ -124,7 +124,7 @@ namespace Unity.Netcode.EditorTests
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public void WhenNotExceedingBatchSize_NewBatchesAreNotCreated()
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{
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var message = GetMessage();
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var size = UnsafeUtility.SizeOf<TestMessage>() + UnsafeUtility.SizeOf<MessageHeader>();
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var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
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for (var i = 0; i < 1300 / size; ++i)
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{
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m_MessagingSystem.SendMessage(message, NetworkDelivery.Reliable, m_Clients);
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@@ -138,7 +138,7 @@ namespace Unity.Netcode.EditorTests
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public void WhenExceedingBatchSize_NewBatchesAreCreated()
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{
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var message = GetMessage();
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var size = UnsafeUtility.SizeOf<TestMessage>() + UnsafeUtility.SizeOf<MessageHeader>();
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var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
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for (var i = 0; i < (1300 / size) + 1; ++i)
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{
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m_MessagingSystem.SendMessage(message, NetworkDelivery.Reliable, m_Clients);
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@@ -152,7 +152,7 @@ namespace Unity.Netcode.EditorTests
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public void WhenExceedingMTUSizeWithFragmentedDelivery_NewBatchesAreNotCreated()
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{
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var message = GetMessage();
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var size = UnsafeUtility.SizeOf<TestMessage>() + UnsafeUtility.SizeOf<MessageHeader>();
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var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
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for (var i = 0; i < (1300 / size) + 1; ++i)
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{
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m_MessagingSystem.SendMessage(message, NetworkDelivery.ReliableFragmentedSequenced, m_Clients);
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@@ -198,24 +198,25 @@ namespace Unity.Netcode.EditorTests
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var reader = new FastBufferReader(m_MessageSender.MessageQueue[0], Allocator.Temp);
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using (reader)
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{
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reader.TryBeginRead(
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FastBufferWriter.GetWriteSize<BatchHeader>() +
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FastBufferWriter.GetWriteSize<MessageHeader>() * 2 +
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FastBufferWriter.GetWriteSize<TestMessage>() * 2
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);
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reader.ReadValue(out BatchHeader header);
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reader.ReadValueSafe(out BatchHeader header);
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Assert.AreEqual(2, header.BatchSize);
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reader.ReadValue(out MessageHeader messageHeader);
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MessageHeader messageHeader;
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ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageType);
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ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageSize);
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Assert.AreEqual(m_MessagingSystem.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
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Assert.AreEqual(UnsafeUtility.SizeOf<TestMessage>(), messageHeader.MessageSize);
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reader.ReadValue(out TestMessage receivedMessage);
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reader.ReadValueSafe(out TestMessage receivedMessage);
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Assert.AreEqual(message, receivedMessage);
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reader.ReadValue(out MessageHeader messageHeader2);
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Assert.AreEqual(m_MessagingSystem.GetMessageType(typeof(TestMessage)), messageHeader2.MessageType);
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Assert.AreEqual(UnsafeUtility.SizeOf<TestMessage>(), messageHeader2.MessageSize);
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reader.ReadValue(out TestMessage receivedMessage2);
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ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageType);
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ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageSize);
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Assert.AreEqual(m_MessagingSystem.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
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Assert.AreEqual(UnsafeUtility.SizeOf<TestMessage>(), messageHeader.MessageSize);
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reader.ReadValueSafe(out TestMessage receivedMessage2);
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Assert.AreEqual(message2, receivedMessage2);
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}
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}
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@@ -9,7 +9,7 @@ namespace Unity.Netcode.EditorTests
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[Test]
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public void TestBasicRtt()
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{
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var snapshot = new SnapshotSystem(default);
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var snapshot = new SnapshotSystem(null, new NetworkConfig(), null);
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var client1 = snapshot.GetConnectionRtt(0);
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client1.NotifySend(0, 0.0);
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@@ -40,7 +40,7 @@ namespace Unity.Netcode.EditorTests
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[Test]
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public void TestEdgeCasesRtt()
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{
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var snapshot = new SnapshotSystem(NetworkManager.Singleton);
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var snapshot = new SnapshotSystem(null, new NetworkConfig(), null);
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var client1 = snapshot.GetConnectionRtt(0);
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var iterationCount = NetworkConfig.RttWindowSize * 3;
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var extraCount = NetworkConfig.RttWindowSize * 2;
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372
Tests/Editor/SnapshotTests.cs
Normal file
372
Tests/Editor/SnapshotTests.cs
Normal file
@@ -0,0 +1,372 @@
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using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine;
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using NUnit.Framework;
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using Random = System.Random;
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namespace Unity.Netcode.EditorTests
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{
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public class SnapshotTests
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{
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private SnapshotSystem m_SendSnapshot;
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private SnapshotSystem m_RecvSnapshot;
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private NetworkTimeSystem m_SendTimeSystem;
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private NetworkTickSystem m_SendTickSystem;
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private NetworkTimeSystem m_RecvTimeSystem;
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private NetworkTickSystem m_RecvTickSystem;
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private int m_SpawnedObjectCount;
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private int m_DespawnedObjectCount;
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private int m_NextSequence;
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private uint m_TicksPerSec = 15;
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private int m_MinSpawns;
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private int m_MinDespawns;
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private bool m_ExpectSpawns;
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private bool m_ExpectDespawns;
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private bool m_LoseNextMessage;
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private bool m_PassBackResponses;
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public void Prepare()
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{
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PrepareSendSideSnapshot();
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PrepareRecvSideSnapshot();
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}
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public void AdvanceOneTickSendSide()
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{
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m_SendTimeSystem.Advance(1.0f / m_TicksPerSec);
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m_SendTickSystem.UpdateTick(m_SendTimeSystem.LocalTime, m_SendTimeSystem.ServerTime);
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m_SendSnapshot.NetworkUpdate(NetworkUpdateStage.EarlyUpdate);
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}
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public void AdvanceOneTickRecvSide()
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{
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m_RecvTimeSystem.Advance(1.0f / m_TicksPerSec);
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m_RecvTickSystem.UpdateTick(m_RecvTimeSystem.LocalTime, m_RecvTimeSystem.ServerTime);
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m_RecvSnapshot.NetworkUpdate(NetworkUpdateStage.EarlyUpdate);
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}
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public void AdvanceOneTick()
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{
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AdvanceOneTickSendSide();
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AdvanceOneTickRecvSide();
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}
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internal int SpawnObject(SnapshotSpawnCommand command)
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{
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m_SpawnedObjectCount++;
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return 0;
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}
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internal int DespawnObject(SnapshotDespawnCommand command)
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{
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m_DespawnedObjectCount++;
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return 0;
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}
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internal int SendMessage(in SnapshotDataMessage message, NetworkDelivery delivery, ulong clientId)
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{
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if (!m_PassBackResponses)
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{
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// we're not ack'ing anything, so those should stay 0
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Debug.Assert(message.Ack.LastReceivedSequence == 0);
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}
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Debug.Assert(message.Ack.ReceivedSequenceMask == 0);
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Debug.Assert(message.Sequence == m_NextSequence); // sequence has to be the expected one
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if (m_ExpectSpawns)
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{
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Debug.Assert(message.Spawns.Length >= m_MinSpawns); // there has to be multiple spawns per SnapshotMessage
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}
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else
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{
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Debug.Assert(message.Spawns.Length == 0); // Spawns were not expected
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}
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if (m_ExpectDespawns)
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{
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Debug.Assert(message.Despawns.Length >= m_MinDespawns); // there has to be multiple despawns per SnapshotMessage
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}
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else
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{
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Debug.Assert(message.Despawns.IsEmpty); // this test should not have despawns
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}
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Debug.Assert(message.Entries.Length == 0);
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m_NextSequence++;
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if (!m_LoseNextMessage)
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{
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using var writer = new FastBufferWriter(1024, Allocator.Temp);
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message.Serialize(writer);
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using var reader = new FastBufferReader(writer, Allocator.Temp);
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var context = new NetworkContext { SenderId = 0, Timestamp = 0.0f, SystemOwner = new Tuple<SnapshotSystem, ulong>(m_RecvSnapshot, 0) };
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SnapshotDataMessage.Receive(reader, context);
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}
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else
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{
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message.Spawns.Dispose();
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message.Despawns.Dispose();
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message.Entries.Dispose();
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}
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return 0;
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}
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internal int SendMessageRecvSide(in SnapshotDataMessage message, NetworkDelivery delivery, ulong clientId)
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{
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if (m_PassBackResponses)
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{
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using var writer = new FastBufferWriter(1024, Allocator.Temp);
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message.Serialize(writer);
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using var reader = new FastBufferReader(writer, Allocator.Temp);
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var context = new NetworkContext { SenderId = 0, Timestamp = 0.0f, SystemOwner = new Tuple<SnapshotSystem, ulong>(m_SendSnapshot, 1) };
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SnapshotDataMessage.Receive(reader, context);
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}
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else
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{
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message.Spawns.Dispose();
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message.Despawns.Dispose();
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message.Entries.Dispose();
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}
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return 0;
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}
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private void PrepareSendSideSnapshot()
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{
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var config = new NetworkConfig();
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m_SendTickSystem = new NetworkTickSystem(m_TicksPerSec, 0.0, 0.0);
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m_SendTimeSystem = new NetworkTimeSystem(0.2, 0.2, 1.0);
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config.UseSnapshotDelta = false;
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config.UseSnapshotSpawn = true;
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m_SendSnapshot = new SnapshotSystem(null, config, m_SendTickSystem);
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m_SendSnapshot.IsServer = true;
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m_SendSnapshot.IsConnectedClient = false;
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m_SendSnapshot.ServerClientId = 0;
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m_SendSnapshot.ConnectedClientsId.Clear();
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m_SendSnapshot.ConnectedClientsId.Add(0);
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m_SendSnapshot.ConnectedClientsId.Add(1);
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m_SendSnapshot.MockSendMessage = SendMessage;
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m_SendSnapshot.MockSpawnObject = SpawnObject;
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m_SendSnapshot.MockDespawnObject = DespawnObject;
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}
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private void PrepareRecvSideSnapshot()
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{
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var config = new NetworkConfig();
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m_RecvTickSystem = new NetworkTickSystem(m_TicksPerSec, 0.0, 0.0);
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m_RecvTimeSystem = new NetworkTimeSystem(0.2, 0.2, 1.0);
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config.UseSnapshotDelta = false;
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config.UseSnapshotSpawn = true;
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m_RecvSnapshot = new SnapshotSystem(null, config, m_RecvTickSystem);
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m_RecvSnapshot.IsServer = false;
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m_RecvSnapshot.IsConnectedClient = true;
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m_RecvSnapshot.ServerClientId = 0;
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m_RecvSnapshot.ConnectedClientsId.Clear();
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m_SendSnapshot.ConnectedClientsId.Add(0);
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m_SendSnapshot.ConnectedClientsId.Add(1);
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m_RecvSnapshot.MockSendMessage = SendMessageRecvSide;
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m_RecvSnapshot.MockSpawnObject = SpawnObject;
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m_RecvSnapshot.MockDespawnObject = DespawnObject;
|
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}
|
||||
|
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private void SendSpawnToSnapshot(ulong objectId)
|
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{
|
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SnapshotSpawnCommand command = default;
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// identity
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command.NetworkObjectId = objectId;
|
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// archetype
|
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command.GlobalObjectIdHash = 0;
|
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command.IsSceneObject = true;
|
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// parameters
|
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command.IsPlayerObject = false;
|
||||
command.OwnerClientId = 0;
|
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command.ParentNetworkId = 0;
|
||||
command.ObjectPosition = default;
|
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command.ObjectRotation = default;
|
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command.ObjectScale = new Vector3(1.0f, 1.0f, 1.0f);
|
||||
command.TargetClientIds = new List<ulong> { 1 };
|
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m_SendSnapshot.Spawn(command);
|
||||
}
|
||||
|
||||
private void SendDespawnToSnapshot(ulong objectId)
|
||||
{
|
||||
SnapshotDespawnCommand command = default;
|
||||
// identity
|
||||
command.NetworkObjectId = objectId;
|
||||
command.TargetClientIds = new List<ulong> { 1 };
|
||||
m_SendSnapshot.Despawn(command);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSnapshotSpawn()
|
||||
{
|
||||
Prepare();
|
||||
|
||||
m_SpawnedObjectCount = 0;
|
||||
m_NextSequence = 0;
|
||||
m_ExpectSpawns = true;
|
||||
m_ExpectDespawns = false;
|
||||
m_MinSpawns = 2; // many spawns are to be sent together
|
||||
m_LoseNextMessage = false;
|
||||
m_PassBackResponses = false;
|
||||
|
||||
var ticksToRun = 20;
|
||||
|
||||
// spawns one more than current buffer size
|
||||
var objectsToSpawn = m_SendSnapshot.SpawnsBufferCount + 1;
|
||||
|
||||
for (int i = 0; i < objectsToSpawn; i++)
|
||||
{
|
||||
SendSpawnToSnapshot((ulong)i);
|
||||
}
|
||||
|
||||
for (int i = 0; i < ticksToRun; i++)
|
||||
{
|
||||
AdvanceOneTick();
|
||||
}
|
||||
|
||||
Debug.Assert(m_SpawnedObjectCount == objectsToSpawn);
|
||||
Debug.Assert(m_SendSnapshot.SpawnsBufferCount > objectsToSpawn); // spawn buffer should have grown
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSnapshotSpawnDespawns()
|
||||
{
|
||||
Prepare();
|
||||
|
||||
// test that buffers actually shrink and will grow back to needed size
|
||||
m_SendSnapshot.ReduceBufferUsage();
|
||||
m_RecvSnapshot.ReduceBufferUsage();
|
||||
Debug.Assert(m_SendSnapshot.SpawnsBufferCount == 1);
|
||||
Debug.Assert(m_SendSnapshot.DespawnsBufferCount == 1);
|
||||
Debug.Assert(m_RecvSnapshot.SpawnsBufferCount == 1);
|
||||
Debug.Assert(m_RecvSnapshot.DespawnsBufferCount == 1);
|
||||
|
||||
m_SpawnedObjectCount = 0;
|
||||
m_DespawnedObjectCount = 0;
|
||||
|
||||
m_NextSequence = 0;
|
||||
m_ExpectSpawns = true;
|
||||
m_ExpectDespawns = false;
|
||||
m_MinDespawns = 2; // many despawns are to be sent together
|
||||
m_LoseNextMessage = false;
|
||||
m_PassBackResponses = false;
|
||||
|
||||
var ticksToRun = 20;
|
||||
|
||||
// spawns one more than current buffer size
|
||||
var objectsToSpawn = 10;
|
||||
|
||||
for (int i = 0; i < objectsToSpawn; i++)
|
||||
{
|
||||
SendSpawnToSnapshot((ulong)i);
|
||||
}
|
||||
|
||||
for (int i = 0; i < ticksToRun; i++)
|
||||
{
|
||||
AdvanceOneTick();
|
||||
}
|
||||
|
||||
for (int i = 0; i < objectsToSpawn; i++)
|
||||
{
|
||||
SendDespawnToSnapshot((ulong)i);
|
||||
}
|
||||
|
||||
m_ExpectSpawns = true; // the un'acked spawns will still be present
|
||||
m_MinSpawns = 1; // but we don't really care how they are grouped then
|
||||
m_ExpectDespawns = true;
|
||||
|
||||
for (int i = 0; i < ticksToRun; i++)
|
||||
{
|
||||
AdvanceOneTick();
|
||||
}
|
||||
|
||||
Debug.Assert(m_DespawnedObjectCount == objectsToSpawn);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSnapshotMessageLoss()
|
||||
{
|
||||
var r = new Random();
|
||||
Prepare();
|
||||
|
||||
m_SpawnedObjectCount = 0;
|
||||
m_NextSequence = 0;
|
||||
m_ExpectSpawns = true;
|
||||
m_ExpectDespawns = false;
|
||||
m_MinSpawns = 1;
|
||||
m_LoseNextMessage = false;
|
||||
m_PassBackResponses = false;
|
||||
|
||||
var ticksToRun = 10;
|
||||
|
||||
for (int i = 0; i < ticksToRun; i++)
|
||||
{
|
||||
m_LoseNextMessage = (r.Next() % 2) > 0;
|
||||
|
||||
SendSpawnToSnapshot((ulong)i);
|
||||
AdvanceOneTick();
|
||||
}
|
||||
|
||||
m_LoseNextMessage = false;
|
||||
AdvanceOneTick();
|
||||
AdvanceOneTick();
|
||||
|
||||
Debug.Assert(m_SpawnedObjectCount == ticksToRun);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSnapshotAcks()
|
||||
{
|
||||
Prepare();
|
||||
|
||||
m_SpawnedObjectCount = 0;
|
||||
m_NextSequence = 0;
|
||||
m_ExpectSpawns = true;
|
||||
m_ExpectDespawns = false;
|
||||
m_MinSpawns = 1;
|
||||
m_LoseNextMessage = false;
|
||||
m_PassBackResponses = true;
|
||||
|
||||
var objectsToSpawn = 10;
|
||||
|
||||
for (int i = 0; i < objectsToSpawn; i++)
|
||||
{
|
||||
SendSpawnToSnapshot((ulong)i);
|
||||
}
|
||||
AdvanceOneTickSendSide(); // let's tick the send multiple time, to check it still tries to send
|
||||
AdvanceOneTick();
|
||||
|
||||
m_ExpectSpawns = false; // all spawns should have made it back and forth and be absent from next messages
|
||||
AdvanceOneTick();
|
||||
|
||||
for (int i = 0; i < objectsToSpawn; i++)
|
||||
{
|
||||
SendDespawnToSnapshot((ulong)i);
|
||||
}
|
||||
|
||||
m_ExpectDespawns = true; // we should now be seeing despawns
|
||||
AdvanceOneTickSendSide(); // let's tick the send multiple time, to check it still tries to send
|
||||
AdvanceOneTick();
|
||||
|
||||
Debug.Assert(m_SpawnedObjectCount == objectsToSpawn);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e946a6fdcfcb9dd48b76b38871c0a77b
|
||||
guid: 3d41788be1de34b7c8bcfce6a2877754
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -45,13 +45,26 @@ namespace Unity.Netcode.EditorTests
|
||||
public void TestFlagShutdown()
|
||||
{
|
||||
m_NetworkManager.StartServer();
|
||||
m_NetworkManager.Shutdown();
|
||||
m_NetworkManager.ShutdownInternal();
|
||||
|
||||
Assert.False(m_NetworkManager.IsServer);
|
||||
Assert.False(m_NetworkManager.IsClient);
|
||||
Assert.False(m_NetworkManager.IsHost);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestShutdownWithoutStartForExceptions()
|
||||
{
|
||||
m_NetworkManager.ShutdownInternal();
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestShutdownWithoutConfigForExceptions()
|
||||
{
|
||||
m_NetworkManager.NetworkConfig = null;
|
||||
m_NetworkManager.ShutdownInternal();
|
||||
}
|
||||
|
||||
[TearDown]
|
||||
public void Teardown()
|
||||
{
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
"name": "Unity.Netcode.EditorTests",
|
||||
"rootNamespace": "Unity.Netcode.EditorTests",
|
||||
"references": [
|
||||
"Unity.Collections",
|
||||
"Unity.Netcode.Runtime",
|
||||
"Unity.Netcode.Editor",
|
||||
"Unity.Netcode.Components",
|
||||
|
||||
@@ -15,8 +15,10 @@ namespace Unity.Netcode.RuntimeTests.Metrics
|
||||
public class MessagingMetricsTests : DualClientMetricTestBase
|
||||
{
|
||||
private const uint k_MessageNameHashSize = 8;
|
||||
private static readonly int k_NamedMessageOverhead = (int)k_MessageNameHashSize + FastBufferWriter.GetWriteSize<MessageHeader>();
|
||||
private static readonly int k_UnnamedMessageOverhead = FastBufferWriter.GetWriteSize<MessageHeader>();
|
||||
// Header is dynamically sized due to packing, will be 2 bytes for all test messages.
|
||||
private const int k_MessageHeaderSize = 2;
|
||||
private static readonly int k_NamedMessageOverhead = (int)k_MessageNameHashSize + k_MessageHeaderSize;
|
||||
private static readonly int k_UnnamedMessageOverhead = k_MessageHeaderSize;
|
||||
|
||||
protected override int NbClients => 2;
|
||||
|
||||
|
||||
@@ -14,6 +14,8 @@ namespace Unity.Netcode.RuntimeTests.Metrics
|
||||
{
|
||||
private const string k_NewNetworkObjectName = "TestNetworkObjectToSpawn";
|
||||
private NetworkObject m_NewNetworkPrefab;
|
||||
// Header is dynamically sized due to packing, will be 2 bytes for all test messages.
|
||||
private const int k_MessageHeaderSize = 2;
|
||||
|
||||
protected override Action<GameObject> UpdatePlayerPrefab => _ =>
|
||||
{
|
||||
@@ -58,7 +60,7 @@ namespace Unity.Netcode.RuntimeTests.Metrics
|
||||
var ownershipChangeSent = metricValues.First();
|
||||
Assert.AreEqual(networkObject.NetworkObjectId, ownershipChangeSent.NetworkId.NetworkId);
|
||||
Assert.AreEqual(Server.LocalClientId, ownershipChangeSent.Connection.Id);
|
||||
Assert.AreEqual(FastBufferWriter.GetWriteSize<ChangeOwnershipMessage>() + FastBufferWriter.GetWriteSize<MessageHeader>(), ownershipChangeSent.BytesCount);
|
||||
Assert.AreEqual(FastBufferWriter.GetWriteSize<ChangeOwnershipMessage>() + k_MessageHeaderSize, ownershipChangeSent.BytesCount);
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
|
||||
@@ -11,7 +11,9 @@ namespace Unity.Netcode.RuntimeTests.Metrics
|
||||
{
|
||||
internal class ServerLogsMetricTests : SingleClientMetricTestBase
|
||||
{
|
||||
private static readonly int k_ServerLogSentMessageOverhead = 2 + FastBufferWriter.GetWriteSize<MessageHeader>();
|
||||
// Header is dynamically sized due to packing, will be 2 bytes for all test messages.
|
||||
private const int k_MessageHeaderSize = 2;
|
||||
private static readonly int k_ServerLogSentMessageOverhead = 2 + k_MessageHeaderSize;
|
||||
private static readonly int k_ServerLogReceivedMessageOverhead = 2;
|
||||
|
||||
[UnityTest]
|
||||
|
||||
@@ -13,7 +13,9 @@ namespace Unity.Netcode.RuntimeTests.Metrics
|
||||
{
|
||||
internal class TransportBytesMetricsTests : SingleClientMetricTestBase
|
||||
{
|
||||
static readonly long MessageOverhead = 8 + FastBufferWriter.GetWriteSize<BatchHeader>() + FastBufferWriter.GetWriteSize<MessageHeader>();
|
||||
// Header is dynamically sized due to packing, will be 2 bytes for all test messages.
|
||||
private const int k_MessageHeaderSize = 2;
|
||||
static readonly long MessageOverhead = 8 + FastBufferWriter.GetWriteSize<BatchHeader>() + k_MessageHeaderSize;
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TrackTotalNumberOfBytesSent()
|
||||
|
||||
@@ -450,7 +450,7 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
if (!waitResult.Result)
|
||||
{
|
||||
throw new Exception();
|
||||
Assert.Fail("Predicate condition failed");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -103,6 +103,8 @@ namespace Unity.Netcode.RuntimeTests
|
||||
var serverNetVarCount = serverNetVarsToUpdate.Count;
|
||||
|
||||
yield return new WaitForSeconds(0); // wait a frame to make sure spawn is done
|
||||
// todo: with Snapshot spawns enabled and the current race condition, the following line is needed:
|
||||
// yield return new WaitForSeconds(0.2f); // wait a bit to fix the spawn/update race condition
|
||||
|
||||
foreach (var netVar in serverNetVarsToUpdate)
|
||||
{
|
||||
|
||||
@@ -0,0 +1,132 @@
|
||||
using System.Collections;
|
||||
using NUnit.Framework;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
/// <summary>
|
||||
/// Tests that check OnNetworkDespawn being invoked
|
||||
/// </summary>
|
||||
public class NetworkObjectOnNetworkDespawnTests
|
||||
{
|
||||
private NetworkManager m_ServerHost;
|
||||
private NetworkManager[] m_Clients;
|
||||
|
||||
private GameObject m_ObjectToSpawn;
|
||||
private NetworkObject m_NetworkObject;
|
||||
|
||||
internal class OnNetworkDespawnTestComponent : NetworkBehaviour
|
||||
{
|
||||
public bool OnNetworkDespawnCalled { get; internal set; }
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
OnNetworkDespawnCalled = false;
|
||||
base.OnNetworkSpawn();
|
||||
}
|
||||
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
OnNetworkDespawnCalled = true;
|
||||
base.OnNetworkDespawn();
|
||||
}
|
||||
}
|
||||
|
||||
[UnitySetUp]
|
||||
public IEnumerator Setup()
|
||||
{
|
||||
Assert.IsTrue(MultiInstanceHelpers.Create(1, out m_ServerHost, out m_Clients));
|
||||
|
||||
m_ObjectToSpawn = new GameObject();
|
||||
m_NetworkObject = m_ObjectToSpawn.AddComponent<NetworkObject>();
|
||||
m_ObjectToSpawn.AddComponent<OnNetworkDespawnTestComponent>();
|
||||
|
||||
// Make it a prefab
|
||||
MultiInstanceHelpers.MakeNetworkObjectTestPrefab(m_NetworkObject);
|
||||
|
||||
var networkPrefab = new NetworkPrefab();
|
||||
networkPrefab.Prefab = m_ObjectToSpawn;
|
||||
m_ServerHost.NetworkConfig.NetworkPrefabs.Add(networkPrefab);
|
||||
|
||||
foreach (var client in m_Clients)
|
||||
{
|
||||
client.NetworkConfig.NetworkPrefabs.Add(networkPrefab);
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTearDown]
|
||||
public IEnumerator Teardown()
|
||||
{
|
||||
// Shutdown and clean up both of our NetworkManager instances
|
||||
if (m_ObjectToSpawn)
|
||||
{
|
||||
Object.Destroy(m_ObjectToSpawn);
|
||||
m_ObjectToSpawn = null;
|
||||
}
|
||||
MultiInstanceHelpers.Destroy();
|
||||
yield return null;
|
||||
}
|
||||
|
||||
public enum InstanceType
|
||||
{
|
||||
Server,
|
||||
Host,
|
||||
Client
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests that a spawned NetworkObject's associated NetworkBehaviours will have
|
||||
/// their OnNetworkDespawn invoked during NetworkManager shutdown.
|
||||
/// </summary>
|
||||
[UnityTest]
|
||||
public IEnumerator TestNetworkObjectDespawnOnShutdown([Values(InstanceType.Server, InstanceType.Host, InstanceType.Client)] InstanceType despawnCheck)
|
||||
{
|
||||
var useHost = despawnCheck == InstanceType.Server ? false : true;
|
||||
var networkManager = despawnCheck == InstanceType.Host || despawnCheck == InstanceType.Server ? m_ServerHost : m_Clients[0];
|
||||
|
||||
// Start the instances
|
||||
if (!MultiInstanceHelpers.Start(useHost, m_ServerHost, m_Clients))
|
||||
{
|
||||
Debug.LogError("Failed to start instances");
|
||||
Assert.Fail("Failed to start instances");
|
||||
}
|
||||
|
||||
// [Client-Side] Wait for a connection to the server
|
||||
yield return MultiInstanceHelpers.WaitForClientsConnected(m_Clients, null, 512);
|
||||
|
||||
// [Host-Server-Side] Check to make sure all clients are connected
|
||||
var clientCount = useHost ? m_Clients.Length + 1 : m_Clients.Length;
|
||||
yield return MultiInstanceHelpers.WaitForClientsConnectedToServer(m_ServerHost, clientCount, null, 512);
|
||||
|
||||
// Spawn the test object
|
||||
var spawnedObject = Object.Instantiate(m_NetworkObject);
|
||||
var spawnedNetworkObject = spawnedObject.GetComponent<NetworkObject>();
|
||||
spawnedNetworkObject.NetworkManagerOwner = m_ServerHost;
|
||||
spawnedNetworkObject.Spawn(true);
|
||||
|
||||
// Get the spawned object relative to which NetworkManager instance we are testing.
|
||||
var relativeSpawnedObject = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
|
||||
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.GetComponent<OnNetworkDespawnTestComponent>() != null), networkManager, relativeSpawnedObject));
|
||||
var onNetworkDespawnTestComponent = relativeSpawnedObject.Result.GetComponent<OnNetworkDespawnTestComponent>();
|
||||
|
||||
// Confirm it is not set before shutting down the NetworkManager
|
||||
Assert.IsFalse(onNetworkDespawnTestComponent.OnNetworkDespawnCalled);
|
||||
|
||||
// Shutdown the NetworkManager instance we are testing.
|
||||
networkManager.Shutdown();
|
||||
|
||||
// Since shutdown is now delayed until the post frame update
|
||||
// just wait 2 frames before checking to see if OnNetworkDespawnCalled is true
|
||||
var currentFrame = Time.frameCount + 2;
|
||||
yield return new WaitUntil(() => Time.frameCount <= currentFrame);
|
||||
|
||||
// Confirm that OnNetworkDespawn is invoked after shutdown
|
||||
Assert.IsTrue(onNetworkDespawnTestComponent.OnNetworkDespawnCalled);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 93f8ca7aa8b616746a1c15592830b047
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -115,6 +115,9 @@ namespace Unity.Netcode.RuntimeTests
|
||||
Assert.That(clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(dummyNetworkObjectId));
|
||||
}
|
||||
|
||||
// Verifies that removing the ownership when the default (server) is already set does not cause
|
||||
// a Key Not Found Exception
|
||||
m_ServerNetworkManager.SpawnManager.RemoveOwnership(dummyNetworkObject);
|
||||
|
||||
var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[dummyNetworkObjectId];
|
||||
var clientObject = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[dummyNetworkObjectId];
|
||||
|
||||
@@ -11,9 +11,19 @@ namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
public uint SomeInt;
|
||||
public bool SomeBool;
|
||||
public static bool NetworkSerializeCalledOnWrite;
|
||||
public static bool NetworkSerializeCalledOnRead;
|
||||
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
if (serializer.IsReader)
|
||||
{
|
||||
NetworkSerializeCalledOnRead = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
NetworkSerializeCalledOnWrite = true;
|
||||
}
|
||||
serializer.SerializeValue(ref SomeInt);
|
||||
serializer.SerializeValue(ref SomeBool);
|
||||
}
|
||||
@@ -409,6 +419,28 @@ namespace Unity.Netcode.RuntimeTests
|
||||
);
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TestINetworkSerializableCallsNetworkSerialize([Values(true, false)] bool useHost)
|
||||
{
|
||||
m_TestWithHost = useHost;
|
||||
yield return MultiInstanceHelpers.RunAndWaitForCondition(
|
||||
() =>
|
||||
{
|
||||
TestStruct.NetworkSerializeCalledOnWrite = false;
|
||||
TestStruct.NetworkSerializeCalledOnRead = false;
|
||||
m_Player1OnServer.TheStruct.Value =
|
||||
new TestStruct() { SomeInt = k_TestUInt, SomeBool = false };
|
||||
m_Player1OnServer.TheStruct.SetDirty(true);
|
||||
},
|
||||
() =>
|
||||
{
|
||||
return
|
||||
TestStruct.NetworkSerializeCalledOnWrite &&
|
||||
TestStruct.NetworkSerializeCalledOnRead;
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
[UnityTearDown]
|
||||
public override IEnumerator Teardown()
|
||||
{
|
||||
|
||||
@@ -70,6 +70,7 @@ namespace Unity.Netcode.RuntimeTests.Physics
|
||||
|
||||
yield return NetworkRigidbodyTestBase.WaitForFrames(5);
|
||||
|
||||
// This should equal Kinematic
|
||||
Assert.IsTrue(serverPlayer.GetComponent<Rigidbody2D>().isKinematic == Kinematic);
|
||||
|
||||
yield return NetworkRigidbodyTestBase.WaitForFrames(5);
|
||||
|
||||
@@ -1,148 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
/// <summary>
|
||||
/// Used in conjunction with the RpcQueueTest to validate:
|
||||
/// - Sending and Receiving pipeline to validate that both sending and receiving pipelines are functioning properly.
|
||||
/// - Usage of the ServerRpcParams.Send.UpdateStage and ClientRpcParams.Send.UpdateStage functionality.
|
||||
/// - Rpcs receive will be invoked at the appropriate NetworkUpdateStage.
|
||||
/// </summary>
|
||||
public class RpcPipelineTestComponent : NetworkBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Allows the external RPCQueueTest to begin testing or stop it
|
||||
/// </summary>
|
||||
public bool PingSelfEnabled;
|
||||
|
||||
/// <summary>
|
||||
/// How many times will we iterate through the various NetworkUpdateStage values?
|
||||
/// (defaults to 2)
|
||||
/// </summary>
|
||||
public int MaxIterations = 2;
|
||||
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
{
|
||||
m_MaxStagesSent = Enum.GetValues(typeof(NetworkUpdateStage)).Length * MaxIterations;
|
||||
|
||||
//Start out with this being true (for first sequence)
|
||||
m_ClientReceivedRpc = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determine if we have iterated over more than our maximum stages we want to test
|
||||
/// </summary>
|
||||
/// <returns>true or false (did we exceed the max iterations or not?)</returns>
|
||||
public bool ExceededMaxIterations()
|
||||
{
|
||||
if (m_StagesSent.Count > m_MaxStagesSent && m_MaxStagesSent > 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns back whether the test has completed the total number of iterations
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public bool IsTestComplete()
|
||||
{
|
||||
if (m_Counter >= MaxIterations)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool m_ClientReceivedRpc;
|
||||
private int m_Counter = 0;
|
||||
private int m_MaxStagesSent = 0;
|
||||
private ServerRpcParams m_ServerParams;
|
||||
private ClientRpcParams m_ClientParams;
|
||||
private NetworkUpdateStage m_LastUpdateStage;
|
||||
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
if (NetworkManager.Singleton.IsListening && PingSelfEnabled && m_ClientReceivedRpc)
|
||||
{
|
||||
//Reset this for the next sequence of rpcs
|
||||
m_ClientReceivedRpc = false;
|
||||
|
||||
//As long as testing isn't completed, keep testing
|
||||
if (!IsTestComplete())
|
||||
{
|
||||
PingMySelfServerRpc(m_StagesSent.Count, m_ServerParams);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private readonly List<NetworkUpdateStage> m_ServerStagesReceived = new List<NetworkUpdateStage>();
|
||||
private readonly List<NetworkUpdateStage> m_ClientStagesReceived = new List<NetworkUpdateStage>();
|
||||
private readonly List<NetworkUpdateStage> m_StagesSent = new List<NetworkUpdateStage>();
|
||||
|
||||
/// <summary>
|
||||
/// Assures all update stages were in alginment with one another
|
||||
/// </summary>
|
||||
/// <returns>true or false</returns>
|
||||
public bool ValidateUpdateStages()
|
||||
{
|
||||
var validated = false;
|
||||
if (m_ServerStagesReceived.Count == m_ClientStagesReceived.Count && m_ClientStagesReceived.Count == m_StagesSent.Count)
|
||||
{
|
||||
for (int i = 0; i < m_StagesSent.Count; i++)
|
||||
{
|
||||
var currentStage = m_StagesSent[i];
|
||||
if (m_ServerStagesReceived[i] != currentStage)
|
||||
{
|
||||
Debug.Log($"ServerRpc Update Stage ({m_ServerStagesReceived[i]}) is not equal to the current update stage ({currentStage})");
|
||||
|
||||
return validated;
|
||||
}
|
||||
|
||||
if (m_ClientStagesReceived[i] != currentStage)
|
||||
{
|
||||
Debug.Log($"ClientRpc Update Stage ({m_ClientStagesReceived[i]}) is not equal to the current update stage ({currentStage})");
|
||||
|
||||
return validated;
|
||||
}
|
||||
}
|
||||
|
||||
validated = true;
|
||||
}
|
||||
|
||||
return validated;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Server side RPC for testing
|
||||
/// </summary>
|
||||
/// <param name="parameters">server rpc parameters</param>
|
||||
[ServerRpc]
|
||||
private void PingMySelfServerRpc(int currentCount, ServerRpcParams parameters = default)
|
||||
{
|
||||
Debug.Log($"{nameof(PingMySelfServerRpc)}: [HostClient][ServerRpc][{currentCount}] invoked.");
|
||||
|
||||
PingMySelfClientRpc(currentCount, m_ClientParams);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Client Side RPC called by PingMySelfServerRPC to validate both Client->Server and Server-Client pipeline is working
|
||||
/// </summary>
|
||||
/// <param name="parameters">client rpc parameters</param>
|
||||
[ClientRpc]
|
||||
private void PingMySelfClientRpc(int currentCount, ClientRpcParams parameters = default)
|
||||
{
|
||||
Debug.Log($"{nameof(PingMySelfClientRpc)}: [HostServer][ClientRpc][{currentCount}] invoked. (previous output line should confirm this)");
|
||||
|
||||
m_ClientReceivedRpc = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -10,13 +10,13 @@ namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
public class RpcTestNB : NetworkBehaviour
|
||||
{
|
||||
public event Action OnServer_Rpc;
|
||||
public event Action<ulong, ServerRpcParams> OnServer_Rpc;
|
||||
public event Action OnClient_Rpc;
|
||||
|
||||
[ServerRpc]
|
||||
public void MyServerRpc()
|
||||
public void MyServerRpc(ulong clientId, ServerRpcParams param = default)
|
||||
{
|
||||
OnServer_Rpc();
|
||||
OnServer_Rpc(clientId, param);
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
@@ -42,11 +42,12 @@ namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
// This is the *SERVER VERSION* of the *CLIENT PLAYER*
|
||||
var serverClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
|
||||
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ServerNetworkManager, serverClientPlayerResult));
|
||||
var clientId = m_ClientNetworkManagers[0].LocalClientId;
|
||||
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == clientId), m_ServerNetworkManager, serverClientPlayerResult));
|
||||
|
||||
// This is the *CLIENT VERSION* of the *CLIENT PLAYER*
|
||||
var clientClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
|
||||
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ClientNetworkManagers[0], clientClientPlayerResult));
|
||||
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == clientId), m_ClientNetworkManagers[0], clientClientPlayerResult));
|
||||
|
||||
// Setup state
|
||||
bool hasReceivedServerRpc = false;
|
||||
@@ -59,15 +60,16 @@ namespace Unity.Netcode.RuntimeTests
|
||||
hasReceivedClientRpcRemotely = true;
|
||||
};
|
||||
|
||||
clientClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += () =>
|
||||
clientClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += (clientId, param) =>
|
||||
{
|
||||
// The RPC invoked locally. (Weaver failure?)
|
||||
Assert.Fail("ServerRpc invoked locally. Weaver failure?");
|
||||
};
|
||||
|
||||
serverClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += () =>
|
||||
serverClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += (clientId, param) =>
|
||||
{
|
||||
Debug.Log("ServerRpc received on server object");
|
||||
Assert.True(param.Receive.SenderClientId == clientId);
|
||||
hasReceivedServerRpc = true;
|
||||
};
|
||||
|
||||
@@ -79,7 +81,7 @@ namespace Unity.Netcode.RuntimeTests
|
||||
};
|
||||
|
||||
// Send ServerRpc
|
||||
clientClientPlayerResult.Result.GetComponent<RpcTestNB>().MyServerRpc();
|
||||
clientClientPlayerResult.Result.GetComponent<RpcTestNB>().MyServerRpc(clientId);
|
||||
|
||||
// Send ClientRpc
|
||||
serverClientPlayerResult.Result.GetComponent<RpcTestNB>().MyClientRpc();
|
||||
|
||||
73
Tests/Runtime/StopStartRuntimeTests.cs
Normal file
73
Tests/Runtime/StopStartRuntimeTests.cs
Normal file
@@ -0,0 +1,73 @@
|
||||
using System.Collections;
|
||||
using NUnit.Framework;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
public class StopStartRuntimeTests
|
||||
{
|
||||
[UnityTest]
|
||||
public IEnumerator WhenShuttingDownAndRestarting_SDKRestartsSuccessfullyAndStaysRunning()
|
||||
{ // create server and client instances
|
||||
MultiInstanceHelpers.Create(1, out NetworkManager server, out NetworkManager[] clients);
|
||||
|
||||
try
|
||||
{
|
||||
|
||||
// create prefab
|
||||
var gameObject = new GameObject("PlayerObject");
|
||||
var networkObject = gameObject.AddComponent<NetworkObject>();
|
||||
networkObject.DontDestroyWithOwner = true;
|
||||
MultiInstanceHelpers.MakeNetworkObjectTestPrefab(networkObject);
|
||||
|
||||
server.NetworkConfig.PlayerPrefab = gameObject;
|
||||
|
||||
for (int i = 0; i < clients.Length; i++)
|
||||
{
|
||||
clients[i].NetworkConfig.PlayerPrefab = gameObject;
|
||||
}
|
||||
|
||||
// start server and connect clients
|
||||
MultiInstanceHelpers.Start(false, server, clients);
|
||||
|
||||
// wait for connection on client side
|
||||
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnected(clients));
|
||||
|
||||
// wait for connection on server side
|
||||
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientConnectedToServer(server));
|
||||
|
||||
// shutdown the server
|
||||
server.Shutdown();
|
||||
|
||||
// wait 1 frame because shutdowns are delayed
|
||||
var nextFrameNumber = Time.frameCount + 1;
|
||||
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
|
||||
|
||||
// Verify the shutdown occurred
|
||||
Assert.IsFalse(server.IsServer);
|
||||
Assert.IsFalse(server.IsListening);
|
||||
Assert.IsFalse(server.IsHost);
|
||||
Assert.IsFalse(server.IsClient);
|
||||
|
||||
server.StartServer();
|
||||
// Verify the server started
|
||||
Assert.IsTrue(server.IsServer);
|
||||
Assert.IsTrue(server.IsListening);
|
||||
|
||||
// Wait several frames
|
||||
nextFrameNumber = Time.frameCount + 10;
|
||||
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
|
||||
|
||||
// Verify the server is still running
|
||||
Assert.IsTrue(server.IsServer);
|
||||
Assert.IsTrue(server.IsListening);
|
||||
}
|
||||
finally
|
||||
{
|
||||
// cleanup
|
||||
MultiInstanceHelpers.Destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Tests/Runtime/StopStartRuntimeTests.cs.meta
Normal file
11
Tests/Runtime/StopStartRuntimeTests.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 97a5298e33ee4d32be46ce84fecdcd06
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -56,8 +56,8 @@ namespace Unity.Netcode.RuntimeTests
|
||||
var networkManagers = MultiInstanceHelpers.NetworkManagerInstances.ToArray();
|
||||
|
||||
var server = networkManagers.First(t => t.IsServer);
|
||||
var firstClient = networkManagers.First(t => t.IsClient);
|
||||
var secondClient = networkManagers.Last(t => t.IsClient);
|
||||
var firstClient = networkManagers.First(t => !t.IsServer);
|
||||
var secondClient = networkManagers.Last(t => !t.IsServer);
|
||||
|
||||
Assert.AreNotEqual(firstClient, secondClient);
|
||||
|
||||
|
||||
@@ -112,6 +112,7 @@ namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
s_Server = null;
|
||||
m_Peers.Remove(ServerClientId);
|
||||
m_LocalConnection = null;
|
||||
}
|
||||
|
||||
public override void Shutdown()
|
||||
|
||||
Reference in New Issue
Block a user