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)
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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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