com.unity.netcode.gameobjects@1.5.1
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). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
This commit is contained in:
@@ -431,6 +431,18 @@ namespace Unity.Netcode.TestHelpers.Runtime
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{
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}
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/// <summary>
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/// CreateAndStartNewClient Only
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/// Override this method to bypass the waiting for a client to connect.
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/// </summary>
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/// <remarks>
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/// Use this for testing connection and disconnection scenarios
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/// </remarks>
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protected virtual bool ShouldWaitForNewClientToConnect(NetworkManager networkManager)
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{
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return true;
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}
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/// <summary>
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/// This will create, start, and connect a new client while in the middle of an
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/// integration test.
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@@ -448,26 +460,29 @@ namespace Unity.Netcode.TestHelpers.Runtime
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if (LogAllMessages)
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{
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networkManager.MessagingSystem.Hook(new DebugNetworkHooks());
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networkManager.ConnectionManager.MessageManager.Hook(new DebugNetworkHooks());
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}
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AddRemoveNetworkManager(networkManager, true);
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OnNewClientStarted(networkManager);
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// Wait for the new client to connect
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yield return WaitForClientsConnectedOrTimeOut();
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OnNewClientStartedAndConnected(networkManager);
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if (s_GlobalTimeoutHelper.TimedOut)
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if (ShouldWaitForNewClientToConnect(networkManager))
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{
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AddRemoveNetworkManager(networkManager, false);
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Object.DestroyImmediate(networkManager.gameObject);
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}
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// Wait for the new client to connect
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yield return WaitForClientsConnectedOrTimeOut();
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AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for the new client to be connected!");
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ClientNetworkManagerPostStart(networkManager);
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VerboseDebug($"[{networkManager.name}] Created and connected!");
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OnNewClientStartedAndConnected(networkManager);
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if (s_GlobalTimeoutHelper.TimedOut)
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{
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AddRemoveNetworkManager(networkManager, false);
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Object.DestroyImmediate(networkManager.gameObject);
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}
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AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for the new client to be connected!");
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ClientNetworkManagerPostStart(networkManager);
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VerboseDebug($"[{networkManager.name}] Created and connected!");
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}
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}
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/// <summary>
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@@ -487,7 +502,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
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if (LogAllMessages)
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{
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networkManager.MessagingSystem.Hook(new DebugNetworkHooks());
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networkManager.ConnectionManager.MessageManager.Hook(new DebugNetworkHooks());
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}
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AddRemoveNetworkManager(networkManager, true);
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@@ -1056,10 +1071,10 @@ namespace Unity.Netcode.TestHelpers.Runtime
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/// </summary>
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protected void EnableMessageLogging()
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{
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m_ServerNetworkManager.MessagingSystem.Hook(new DebugNetworkHooks());
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m_ServerNetworkManager.ConnectionManager.MessageManager.Hook(new DebugNetworkHooks());
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foreach (var client in m_ClientNetworkManagers)
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{
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client.MessagingSystem.Hook(new DebugNetworkHooks());
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client.ConnectionManager.MessageManager.Hook(new DebugNetworkHooks());
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}
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}
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@@ -1578,12 +1593,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
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foreach (var behaviour in Object.FindObjectsOfType<NetworkBehaviour>())
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#endif
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{
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var method = behaviour.GetType().GetMethod(methodName, BindingFlags.NonPublic | BindingFlags.Instance);
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if (method == null)
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{
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method = behaviour.GetType().GetMethod(methodName, BindingFlags.Public | BindingFlags.Instance);
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}
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var method = behaviour.GetType().GetMethod(methodName, BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
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method?.Invoke(behaviour, new object[] { });
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}
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}
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