com.unity.netcode.gameobjects@1.0.0-pre.5
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.5] - 2022-01-26 ### Added - Added `PreviousValue` in `NetworkListEvent`, when `Value` has changed (#1528) ### Changed - NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484) - NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484) ### Fixed - Fixed network tick value sometimes being duplicated or skipped. (#1614) - Fixed The ClientNetworkTransform sample script to allow for owner changes at runtime. (#1606)
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@@ -224,8 +224,8 @@ namespace Unity.Netcode.RuntimeTests
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{
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return m_Player1OnServer.TheList.Count == 1 &&
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m_Player1OnClient1.TheList.Count == 1 &&
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m_Player1OnServer.TheList.Contains(k_TestKey1) &&
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m_Player1OnClient1.TheList.Contains(k_TestKey1);
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m_Player1OnServer.TheList.Contains(k_TestVal1) &&
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m_Player1OnClient1.TheList.Contains(k_TestVal1);
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}
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);
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}
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@@ -328,6 +328,58 @@ namespace Unity.Netcode.RuntimeTests
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);
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}
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[UnityTest]
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public IEnumerator NetworkListValueUpdate([Values(true, false)] bool useHost)
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{
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m_TestWithHost = useHost;
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yield return MultiInstanceHelpers.RunAndWaitForCondition(
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() =>
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{
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m_Player1OnServer.TheList.Add(k_TestVal1);
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},
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() =>
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{
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return m_Player1OnServer.TheList.Count == 1 &&
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m_Player1OnClient1.TheList.Count == 1 &&
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m_Player1OnServer.TheList[0] == k_TestVal1 &&
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m_Player1OnClient1.TheList[0] == k_TestVal1;
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}
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);
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var testSucceeded = false;
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void TestValueUpdatedCallback(NetworkListEvent<int> changedEvent)
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{
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testSucceeded = changedEvent.PreviousValue == k_TestVal1 &&
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changedEvent.Value == k_TestVal3;
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}
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try
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{
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yield return MultiInstanceHelpers.RunAndWaitForCondition(
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() =>
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{
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m_Player1OnServer.TheList[0] = k_TestVal3;
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m_Player1OnClient1.TheList.OnListChanged += TestValueUpdatedCallback;
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},
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() =>
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{
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return m_Player1OnServer.TheList.Count == 1 &&
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m_Player1OnClient1.TheList.Count == 1 &&
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m_Player1OnServer.TheList[0] == k_TestVal3 &&
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m_Player1OnClient1.TheList[0] == k_TestVal3;
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}
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);
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}
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finally
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{
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m_Player1OnClient1.TheList.OnListChanged -= TestValueUpdatedCallback;
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}
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Assert.That(testSucceeded);
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}
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[Test]
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public void NetworkListIEnumerator([Values(true, false)] bool useHost)
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{
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