com.unity.netcode.gameobjects@1.0.0-pre.6
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.6] - 2022-03-02 ### Added - NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765) - Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735) ### Changed ### Fixed - Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683) - Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683) - Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683) - Disallowed async keyword in RPCs (#1681) - Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678) - Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen) - Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694) - Fixed spawn flow to propagate `IsSceneObject` down to children NetworkObjects, decouple implicit relationship between object spawning & `IsSceneObject` flag (#1685) - Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720) - Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680) - Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682) - Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725) - Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721) - Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724) - Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728) - Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731) - Improved performance in NetworkAnimator (#1735) - Removed the "always sync" network animator (aka "autosend") parameters (#1746)
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115
TestHelpers/Runtime/IntegrationTestSceneHandler.cs
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115
TestHelpers/Runtime/IntegrationTestSceneHandler.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode.TestHelpers.Runtime
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{
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/// <summary>
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/// The default SceneManagerHandler used for all NetcodeIntegrationTest derived children.
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/// </summary>
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internal class IntegrationTestSceneHandler : ISceneManagerHandler, IDisposable
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{
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internal CoroutineRunner CoroutineRunner;
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// Default client simulated delay time
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protected const float k_ClientLoadingSimulatedDelay = 0.02f;
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// Controls the client simulated delay time
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protected float m_ClientLoadingSimulatedDelay = k_ClientLoadingSimulatedDelay;
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public delegate bool CanClientsLoadUnloadDelegateHandler();
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public event CanClientsLoadUnloadDelegateHandler CanClientsLoad;
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public event CanClientsLoadUnloadDelegateHandler CanClientsUnload;
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internal List<Coroutine> CoroutinesRunning = new List<Coroutine>();
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/// <summary>
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/// Used to control when clients should attempt to fake-load a scene
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/// Note: Unit/Integration tests that only use <see cref="NetcodeIntegrationTestHelpers"/>
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/// need to subscribe to the CanClientsLoad and CanClientsUnload events
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/// in order to control when clients can fake-load.
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/// Tests that derive from <see cref="NetcodeIntegrationTest"/> already have integrated
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/// support and you can override <see cref="NetcodeIntegrationTest.CanClientsLoad"/> and
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/// <see cref="NetcodeIntegrationTest.CanClientsUnload"/>.
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/// </summary>
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protected bool OnCanClientsLoad()
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{
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if (CanClientsLoad != null)
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{
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return CanClientsLoad.Invoke();
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}
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return true;
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}
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/// <summary>
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/// Fake-Loads a scene for a client
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/// </summary>
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internal IEnumerator ClientLoadSceneCoroutine(string sceneName, ISceneManagerHandler.SceneEventAction sceneEventAction)
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{
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yield return new WaitForSeconds(m_ClientLoadingSimulatedDelay);
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while (!OnCanClientsLoad())
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{
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yield return new WaitForSeconds(m_ClientLoadingSimulatedDelay);
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}
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sceneEventAction.Invoke();
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}
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protected bool OnCanClientsUnload()
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{
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if (CanClientsUnload != null)
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{
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return CanClientsUnload.Invoke();
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}
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return true;
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}
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/// <summary>
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/// Fake-Unloads a scene for a client
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/// </summary>
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internal IEnumerator ClientUnloadSceneCoroutine(ISceneManagerHandler.SceneEventAction sceneEventAction)
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{
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yield return new WaitForSeconds(m_ClientLoadingSimulatedDelay);
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while (!OnCanClientsUnload())
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{
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yield return new WaitForSeconds(m_ClientLoadingSimulatedDelay);
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}
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sceneEventAction.Invoke();
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}
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public AsyncOperation LoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode, ISceneManagerHandler.SceneEventAction sceneEventAction)
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{
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CoroutinesRunning.Add(CoroutineRunner.StartCoroutine(ClientLoadSceneCoroutine(sceneName, sceneEventAction)));
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// This is OK to return a "nothing" AsyncOperation since we are simulating client loading
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return new AsyncOperation();
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}
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public AsyncOperation UnloadSceneAsync(Scene scene, ISceneManagerHandler.SceneEventAction sceneEventAction)
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{
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CoroutinesRunning.Add(CoroutineRunner.StartCoroutine(ClientUnloadSceneCoroutine(sceneEventAction)));
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// This is OK to return a "nothing" AsyncOperation since we are simulating client loading
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return new AsyncOperation();
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}
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public IntegrationTestSceneHandler()
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{
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if (CoroutineRunner == null)
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{
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CoroutineRunner = new GameObject("UnitTestSceneHandlerCoroutine").AddComponent<CoroutineRunner>();
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}
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}
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public void Dispose()
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{
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foreach (var coroutine in CoroutinesRunning)
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{
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CoroutineRunner.StopCoroutine(coroutine);
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}
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CoroutineRunner.StopAllCoroutines();
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Object.Destroy(CoroutineRunner.gameObject);
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}
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}
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}
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