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:
@@ -18,6 +18,7 @@ namespace Unity.Netcode.EditorTests
|
||||
public int B;
|
||||
public int C;
|
||||
public static bool Serialized;
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
Serialized = true;
|
||||
@@ -36,7 +37,7 @@ namespace Unity.Netcode.EditorTests
|
||||
public int Version => 0;
|
||||
}
|
||||
|
||||
private class TestMessageSender : IMessageSender
|
||||
private class TestMessageSender : INetworkMessageSender
|
||||
{
|
||||
public List<byte[]> MessageQueue = new List<byte[]>();
|
||||
|
||||
@@ -46,30 +47,31 @@ namespace Unity.Netcode.EditorTests
|
||||
}
|
||||
}
|
||||
|
||||
private class TestMessageProvider : IMessageProvider, IDisposable
|
||||
private class TestMessageProvider : INetworkMessageProvider, IDisposable
|
||||
{
|
||||
// Keep track of what we sent
|
||||
private List<List<MessagingSystem.MessageWithHandler>> m_CachedMessages = new List<List<MessagingSystem.MessageWithHandler>>();
|
||||
private List<List<NetworkMessageManager.MessageWithHandler>> m_CachedMessages = new List<List<NetworkMessageManager.MessageWithHandler>>();
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
foreach (var cachedItem in m_CachedMessages)
|
||||
{
|
||||
// Clear out any references to MessagingSystem.MessageWithHandlers
|
||||
// Clear out any references to NetworkMessageManager.MessageWithHandlers
|
||||
cachedItem.Clear();
|
||||
}
|
||||
|
||||
m_CachedMessages.Clear();
|
||||
}
|
||||
|
||||
public List<MessagingSystem.MessageWithHandler> GetMessages()
|
||||
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
|
||||
{
|
||||
var messageList = new List<MessagingSystem.MessageWithHandler>
|
||||
var messageList = new List<NetworkMessageManager.MessageWithHandler>
|
||||
{
|
||||
new MessagingSystem.MessageWithHandler
|
||||
new NetworkMessageManager.MessageWithHandler
|
||||
{
|
||||
MessageType = typeof(TestMessage),
|
||||
Handler = MessagingSystem.ReceiveMessage<TestMessage>,
|
||||
GetVersion = MessagingSystem.CreateMessageAndGetVersion<TestMessage>
|
||||
Handler = NetworkMessageManager.ReceiveMessage<TestMessage>,
|
||||
GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<TestMessage>
|
||||
}
|
||||
};
|
||||
// Track messages sent
|
||||
@@ -80,7 +82,7 @@ namespace Unity.Netcode.EditorTests
|
||||
|
||||
private TestMessageProvider m_TestMessageProvider;
|
||||
private TestMessageSender m_MessageSender;
|
||||
private MessagingSystem m_MessagingSystem;
|
||||
private NetworkMessageManager m_MessageManager;
|
||||
private ulong[] m_Clients = { 0 };
|
||||
|
||||
[SetUp]
|
||||
@@ -89,16 +91,16 @@ namespace Unity.Netcode.EditorTests
|
||||
TestMessage.Serialized = false;
|
||||
m_MessageSender = new TestMessageSender();
|
||||
m_TestMessageProvider = new TestMessageProvider();
|
||||
m_MessagingSystem = new MessagingSystem(m_MessageSender, this, m_TestMessageProvider);
|
||||
m_MessagingSystem.ClientConnected(0);
|
||||
m_MessagingSystem.SetVersion(0, XXHash.Hash32(typeof(TestMessage).FullName), 0);
|
||||
m_MessageManager = new NetworkMessageManager(m_MessageSender, this, m_TestMessageProvider);
|
||||
m_MessageManager.ClientConnected(0);
|
||||
m_MessageManager.SetVersion(0, XXHash.Hash32(typeof(TestMessage).FullName), 0);
|
||||
}
|
||||
|
||||
[TearDown]
|
||||
public void TearDown()
|
||||
{
|
||||
m_TestMessageProvider.Dispose();
|
||||
m_MessagingSystem.Dispose();
|
||||
m_MessageManager.Dispose();
|
||||
}
|
||||
|
||||
private TestMessage GetMessage()
|
||||
@@ -116,7 +118,7 @@ namespace Unity.Netcode.EditorTests
|
||||
public void WhenSendingMessage_SerializeIsCalled()
|
||||
{
|
||||
var message = GetMessage();
|
||||
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
Assert.IsTrue(TestMessage.Serialized);
|
||||
}
|
||||
|
||||
@@ -124,7 +126,7 @@ namespace Unity.Netcode.EditorTests
|
||||
public void WhenSendingMessage_NothingIsSentBeforeProcessingSendQueue()
|
||||
{
|
||||
var message = GetMessage();
|
||||
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
Assert.IsEmpty(m_MessageSender.MessageQueue);
|
||||
}
|
||||
|
||||
@@ -132,9 +134,9 @@ namespace Unity.Netcode.EditorTests
|
||||
public void WhenProcessingSendQueue_MessageIsSent()
|
||||
{
|
||||
var message = GetMessage();
|
||||
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
|
||||
m_MessagingSystem.ProcessSendQueues();
|
||||
m_MessageManager.ProcessSendQueues();
|
||||
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
|
||||
}
|
||||
|
||||
@@ -142,11 +144,11 @@ namespace Unity.Netcode.EditorTests
|
||||
public void WhenSendingMultipleMessages_MessagesAreBatched()
|
||||
{
|
||||
var message = GetMessage();
|
||||
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
|
||||
m_MessagingSystem.ProcessSendQueues();
|
||||
m_MessageManager.ProcessSendQueues();
|
||||
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
|
||||
}
|
||||
|
||||
@@ -155,40 +157,42 @@ namespace Unity.Netcode.EditorTests
|
||||
{
|
||||
var message = GetMessage();
|
||||
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
|
||||
for (var i = 0; i < (1300 - UnsafeUtility.SizeOf<BatchHeader>()) / size; ++i)
|
||||
for (var i = 0; i < (m_MessageManager.NonFragmentedMessageMaxSize - UnsafeUtility.SizeOf<NetworkBatchHeader>()) / size; ++i)
|
||||
{
|
||||
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
}
|
||||
|
||||
m_MessagingSystem.ProcessSendQueues();
|
||||
m_MessageManager.ProcessSendQueues();
|
||||
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void WhenExceedingBatchSize_NewBatchesAreCreated()
|
||||
public void WhenExceedingBatchSize_NewBatchesAreCreated([Values(500, 1000, 1300, 2000)] int maxMessageSize)
|
||||
{
|
||||
var message = GetMessage();
|
||||
m_MessageManager.NonFragmentedMessageMaxSize = maxMessageSize;
|
||||
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
|
||||
for (var i = 0; i < ((1300 - UnsafeUtility.SizeOf<BatchHeader>()) / size) + 1; ++i)
|
||||
for (var i = 0; i < ((m_MessageManager.NonFragmentedMessageMaxSize - UnsafeUtility.SizeOf<NetworkBatchHeader>()) / size) + 1; ++i)
|
||||
{
|
||||
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
}
|
||||
|
||||
m_MessagingSystem.ProcessSendQueues();
|
||||
m_MessageManager.ProcessSendQueues();
|
||||
Assert.AreEqual(2, m_MessageSender.MessageQueue.Count);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void WhenExceedingMTUSizeWithFragmentedDelivery_NewBatchesAreNotCreated()
|
||||
public void WhenExceedingMTUSizeWithFragmentedDelivery_NewBatchesAreNotCreated([Values(500, 1000, 1300, 2000)] int maxMessageSize)
|
||||
{
|
||||
var message = GetMessage();
|
||||
m_MessageManager.NonFragmentedMessageMaxSize = maxMessageSize;
|
||||
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
|
||||
for (var i = 0; i < ((1300 - UnsafeUtility.SizeOf<BatchHeader>()) / size) + 1; ++i)
|
||||
for (var i = 0; i < ((m_MessageManager.NonFragmentedMessageMaxSize - UnsafeUtility.SizeOf<NetworkBatchHeader>()) / size) + 1; ++i)
|
||||
{
|
||||
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, m_Clients);
|
||||
m_MessageManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, m_Clients);
|
||||
}
|
||||
|
||||
m_MessagingSystem.ProcessSendQueues();
|
||||
m_MessageManager.ProcessSendQueues();
|
||||
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
|
||||
}
|
||||
|
||||
@@ -196,11 +200,11 @@ namespace Unity.Netcode.EditorTests
|
||||
public void WhenSwitchingDelivery_NewBatchesAreCreated()
|
||||
{
|
||||
var message = GetMessage();
|
||||
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Unreliable, m_Clients);
|
||||
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessageManager.SendMessage(ref message, NetworkDelivery.Unreliable, m_Clients);
|
||||
|
||||
m_MessagingSystem.ProcessSendQueues();
|
||||
m_MessageManager.ProcessSendQueues();
|
||||
Assert.AreEqual(2, m_MessageSender.MessageQueue.Count);
|
||||
}
|
||||
|
||||
@@ -208,11 +212,11 @@ namespace Unity.Netcode.EditorTests
|
||||
public void WhenSwitchingChannel_NewBatchesAreNotCreated()
|
||||
{
|
||||
var message = GetMessage();
|
||||
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
|
||||
m_MessagingSystem.ProcessSendQueues();
|
||||
m_MessageManager.ProcessSendQueues();
|
||||
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
|
||||
}
|
||||
|
||||
@@ -221,22 +225,22 @@ namespace Unity.Netcode.EditorTests
|
||||
{
|
||||
var message = GetMessage();
|
||||
var message2 = GetMessage();
|
||||
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessagingSystem.SendMessage(ref message2, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
|
||||
m_MessageManager.SendMessage(ref message2, NetworkDelivery.Reliable, m_Clients);
|
||||
|
||||
m_MessagingSystem.ProcessSendQueues();
|
||||
m_MessageManager.ProcessSendQueues();
|
||||
var reader = new FastBufferReader(m_MessageSender.MessageQueue[0], Allocator.Temp);
|
||||
using (reader)
|
||||
{
|
||||
reader.ReadValueSafe(out BatchHeader header);
|
||||
reader.ReadValueSafe(out NetworkBatchHeader header);
|
||||
Assert.AreEqual(2, header.BatchCount);
|
||||
|
||||
MessageHeader messageHeader;
|
||||
NetworkMessageHeader messageHeader;
|
||||
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageType);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageSize);
|
||||
|
||||
Assert.AreEqual(m_MessagingSystem.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
|
||||
Assert.AreEqual(m_MessageManager.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
|
||||
Assert.AreEqual(UnsafeUtility.SizeOf<TestMessage>(), messageHeader.MessageSize);
|
||||
reader.ReadValueSafe(out TestMessage receivedMessage);
|
||||
Assert.AreEqual(message, receivedMessage);
|
||||
@@ -244,24 +248,24 @@ namespace Unity.Netcode.EditorTests
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageType);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageSize);
|
||||
|
||||
Assert.AreEqual(m_MessagingSystem.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
|
||||
Assert.AreEqual(m_MessageManager.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
|
||||
Assert.AreEqual(UnsafeUtility.SizeOf<TestMessage>(), messageHeader.MessageSize);
|
||||
reader.ReadValueSafe(out TestMessage receivedMessage2);
|
||||
Assert.AreEqual(message2, receivedMessage2);
|
||||
}
|
||||
}
|
||||
|
||||
private class TestNoHandlerMessageProvider : IMessageProvider
|
||||
private class TestNoHandlerMessageProvider : INetworkMessageProvider
|
||||
{
|
||||
public List<MessagingSystem.MessageWithHandler> GetMessages()
|
||||
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
|
||||
{
|
||||
return new List<MessagingSystem.MessageWithHandler>
|
||||
return new List<NetworkMessageManager.MessageWithHandler>
|
||||
{
|
||||
new MessagingSystem.MessageWithHandler
|
||||
new NetworkMessageManager.MessageWithHandler
|
||||
{
|
||||
MessageType = typeof(TestMessage),
|
||||
Handler = null,
|
||||
GetVersion = MessagingSystem.CreateMessageAndGetVersion<TestMessage>
|
||||
GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<TestMessage>
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -270,25 +274,26 @@ namespace Unity.Netcode.EditorTests
|
||||
[Test]
|
||||
public void WhenReceivingAMessageWithoutAHandler_ExceptionIsLogged()
|
||||
{
|
||||
// If a MessagingSystem already exists then dispose of it before creating a new MessagingSystem (otherwise memory leak)
|
||||
if (m_MessagingSystem != null)
|
||||
// If a NetworkMessageManager already exists then dispose of it before creating a new NetworkMessageManager (otherwise memory leak)
|
||||
if (m_MessageManager != null)
|
||||
{
|
||||
m_MessagingSystem.Dispose();
|
||||
m_MessagingSystem = null;
|
||||
m_MessageManager.Dispose();
|
||||
m_MessageManager = null;
|
||||
}
|
||||
|
||||
// Since m_MessagingSystem is disposed during teardown we don't need to worry about that here.
|
||||
m_MessagingSystem = new MessagingSystem(new NopMessageSender(), this, new TestNoHandlerMessageProvider());
|
||||
m_MessagingSystem.ClientConnected(0);
|
||||
// Since m_MessageManager is disposed during teardown we don't need to worry about that here.
|
||||
m_MessageManager = new NetworkMessageManager(new NopMessageSender(), this, new TestNoHandlerMessageProvider());
|
||||
m_MessageManager.ClientConnected(0);
|
||||
|
||||
var messageHeader = new MessageHeader
|
||||
var messageHeader = new NetworkMessageHeader
|
||||
{
|
||||
MessageSize = (ushort)UnsafeUtility.SizeOf<TestMessage>(),
|
||||
MessageType = m_MessagingSystem.GetMessageType(typeof(TestMessage)),
|
||||
MessageType = m_MessageManager.GetMessageType(typeof(TestMessage)),
|
||||
};
|
||||
|
||||
var message = GetMessage();
|
||||
|
||||
var writer = new FastBufferWriter(1300, Allocator.Temp);
|
||||
var writer = new FastBufferWriter(m_MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp);
|
||||
using (writer)
|
||||
{
|
||||
writer.TryBeginWrite(FastBufferWriter.GetWriteSize(message));
|
||||
@@ -297,7 +302,7 @@ namespace Unity.Netcode.EditorTests
|
||||
var reader = new FastBufferReader(writer, Allocator.Temp);
|
||||
using (reader)
|
||||
{
|
||||
m_MessagingSystem.HandleMessage(messageHeader, reader, 0, 0, 0);
|
||||
m_MessageManager.HandleMessage(messageHeader, reader, 0, 0, 0);
|
||||
LogAssert.Expect(LogType.Exception, new Regex(".*HandlerNotRegisteredException.*"));
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user