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)
This commit is contained in:
153
TestHelpers/Runtime/NetworkVariableHelper.cs
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153
TestHelpers/Runtime/NetworkVariableHelper.cs
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using System;
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using System.Collections.Generic;
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namespace Unity.Netcode.TestHelpers.Runtime
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{
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/// <summary>
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/// Will automatically register for the NetworkVariable OnValueChanged
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/// delegate handler. It then will expose that single delegate invocation
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/// to anything that registers for this NetworkVariableHelper's instance's OnValueChanged event.
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/// This allows us to register any NetworkVariable type as well as there are basically two "types of types":
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/// IEquatable<T>
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/// ValueType
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/// From both we can then at least determine if the value indeed changed
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/// </summary>
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/// <typeparam name="T"></typeparam>
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public class NetworkVariableHelper<T> : NetworkVariableBaseHelper where T : unmanaged
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{
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private readonly NetworkVariable<T> m_NetworkVariable;
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public delegate void OnMyValueChangedDelegateHandler(T previous, T next);
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public event OnMyValueChangedDelegateHandler OnValueChanged;
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/// <summary>
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/// IEquatable<T> Equals Check
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/// </summary>
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private void CheckVariableChanged(IEquatable<T> previous, IEquatable<T> next)
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{
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if (!previous.Equals(next))
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{
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ValueChanged();
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}
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}
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/// <summary>
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/// ValueType Equals Check
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/// </summary>
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private void CheckVariableChanged(ValueType previous, ValueType next)
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{
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if (!previous.Equals(next))
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{
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ValueChanged();
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}
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}
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/// <summary>
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/// INetworkVariable's OnVariableChanged delegate callback
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/// </summary>
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/// <param name="previous"></param>
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/// <param name="next"></param>
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private void OnVariableChanged(T previous, T next)
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{
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if (previous is ValueType testValueType)
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{
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CheckVariableChanged(previous, next);
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}
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else
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{
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CheckVariableChanged(previous as IEquatable<T>, next as IEquatable<T>);
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}
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OnValueChanged?.Invoke(previous, next);
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}
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public NetworkVariableHelper(NetworkVariableBase networkVariable) : base(networkVariable)
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{
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m_NetworkVariable = networkVariable as NetworkVariable<T>;
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m_NetworkVariable.OnValueChanged = OnVariableChanged;
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}
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}
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/// <summary>
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/// The BaseNetworkVariableHelper keeps track of:
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/// The number of instances and associates the instance with the NetworkVariable
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/// The number of times a specific NetworkVariable instance had its value changed (i.e. !Equal)
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/// Note: This could be expanded for future tests focuses around NetworkVariables
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/// </summary>
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public class NetworkVariableBaseHelper
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{
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private static Dictionary<NetworkVariableBaseHelper, NetworkVariableBase> s_Instances;
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private static Dictionary<NetworkVariableBase, int> s_InstanceChangedCount;
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/// <summary>
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/// Returns the total number of registered INetworkVariables
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/// </summary>
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public static int InstanceCount
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{
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get
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{
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if (s_Instances != null)
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{
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return s_Instances.Count;
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}
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return 0;
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}
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}
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/// <summary>
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/// Returns total number of changes that occurred for all registered INetworkVariables
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/// </summary>
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public static int VarChangedCount
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{
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get
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{
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if (s_InstanceChangedCount != null)
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{
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var changeCount = 0;
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foreach (var keyPair in s_InstanceChangedCount)
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{
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changeCount += keyPair.Value;
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}
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return changeCount;
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}
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return 0;
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}
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}
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/// <summary>
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/// Called by the child class NetworkVariableHelper when a value changed
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/// </summary>
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protected void ValueChanged()
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{
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if (s_Instances.ContainsKey(this))
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{
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if (s_InstanceChangedCount.ContainsKey(s_Instances[this]))
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{
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s_InstanceChangedCount[s_Instances[this]]++;
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}
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}
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}
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public NetworkVariableBaseHelper(NetworkVariableBase networkVariable)
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{
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if (s_Instances == null)
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{
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s_Instances = new Dictionary<NetworkVariableBaseHelper, NetworkVariableBase>();
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}
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if (s_InstanceChangedCount == null)
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{
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s_InstanceChangedCount = new Dictionary<NetworkVariableBase, int>();
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}
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// Register new instance and associated INetworkVariable
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if (!s_Instances.ContainsKey(this))
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{
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s_Instances.Add(this, networkVariable);
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if (!s_InstanceChangedCount.ContainsKey(networkVariable))
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{
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s_InstanceChangedCount.Add(networkVariable, 0);
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}
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}
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}
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}
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}
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