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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