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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Tests/Runtime/StopStartRuntimeTests.cs
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73
Tests/Runtime/StopStartRuntimeTests.cs
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using System.Collections;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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public class StopStartRuntimeTests
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{
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[UnityTest]
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public IEnumerator WhenShuttingDownAndRestarting_SDKRestartsSuccessfullyAndStaysRunning()
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{ // create server and client instances
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MultiInstanceHelpers.Create(1, out NetworkManager server, out NetworkManager[] clients);
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try
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{
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// create prefab
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var gameObject = new GameObject("PlayerObject");
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var networkObject = gameObject.AddComponent<NetworkObject>();
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networkObject.DontDestroyWithOwner = true;
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MultiInstanceHelpers.MakeNetworkObjectTestPrefab(networkObject);
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server.NetworkConfig.PlayerPrefab = gameObject;
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for (int i = 0; i < clients.Length; i++)
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{
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clients[i].NetworkConfig.PlayerPrefab = gameObject;
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}
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// start server and connect clients
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MultiInstanceHelpers.Start(false, server, clients);
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// wait for connection on client side
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yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnected(clients));
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// wait for connection on server side
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yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientConnectedToServer(server));
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// shutdown the server
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server.Shutdown();
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// wait 1 frame because shutdowns are delayed
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var nextFrameNumber = Time.frameCount + 1;
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yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
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// Verify the shutdown occurred
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Assert.IsFalse(server.IsServer);
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Assert.IsFalse(server.IsListening);
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Assert.IsFalse(server.IsHost);
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Assert.IsFalse(server.IsClient);
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server.StartServer();
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// Verify the server started
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Assert.IsTrue(server.IsServer);
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Assert.IsTrue(server.IsListening);
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// Wait several frames
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nextFrameNumber = Time.frameCount + 10;
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yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
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// Verify the server is still running
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Assert.IsTrue(server.IsServer);
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Assert.IsTrue(server.IsListening);
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}
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finally
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{
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// cleanup
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MultiInstanceHelpers.Destroy();
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}
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}
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}
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}
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