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:
267
TestHelpers/Runtime/Transport/SIPTransport.cs
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267
TestHelpers/Runtime/Transport/SIPTransport.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Unity.Netcode.TestHelpers.Runtime
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{
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/// <summary>
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/// SIPTransport (SIngleProcessTransport)
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/// is a NetworkTransport designed to be used with multiple network instances in a single process
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/// it's designed for the netcode in a way where no networking stack has to be available
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/// it's designed for testing purposes and it's not designed with speed in mind
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/// </summary>
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public class SIPTransport : TestingNetworkTransport
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{
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private struct Event
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{
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public NetworkEvent Type;
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public ulong ConnectionId;
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public ArraySegment<byte> Data;
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}
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private class Peer
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{
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public ulong ConnectionId;
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public SIPTransport Transport;
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public Queue<Event> IncomingBuffer = new Queue<Event>();
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}
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private readonly Dictionary<ulong, Peer> m_Peers = new Dictionary<ulong, Peer>();
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private ulong m_ClientsCounter = 1;
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private static Peer s_Server;
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private Peer m_LocalConnection;
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public override ulong ServerClientId => 0;
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public ulong LocalClientId;
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public override void DisconnectLocalClient()
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{
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if (m_LocalConnection != null)
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{
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// Inject local disconnect
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m_LocalConnection.IncomingBuffer.Enqueue(new Event
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{
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Type = NetworkEvent.Disconnect,
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ConnectionId = m_LocalConnection.ConnectionId,
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Data = new ArraySegment<byte>()
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});
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if (s_Server != null && m_LocalConnection != null)
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{
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// Remove the connection
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s_Server.Transport.m_Peers.Remove(m_LocalConnection.ConnectionId);
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}
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if (m_LocalConnection.ConnectionId == ServerClientId)
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{
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StopServer();
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}
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// Remove the local connection
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m_LocalConnection = null;
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}
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}
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// Called by server
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public override void DisconnectRemoteClient(ulong clientId)
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{
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if (m_Peers.ContainsKey(clientId))
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{
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// Inject disconnect into remote
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m_Peers[clientId].IncomingBuffer.Enqueue(new Event
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{
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Type = NetworkEvent.Disconnect,
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ConnectionId = clientId,
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Data = new ArraySegment<byte>()
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});
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// Inject local disconnect
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m_LocalConnection.IncomingBuffer.Enqueue(new Event
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{
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Type = NetworkEvent.Disconnect,
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ConnectionId = clientId,
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Data = new ArraySegment<byte>()
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});
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// Remove the local connection on remote
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m_Peers[clientId].Transport.m_LocalConnection = null;
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// Remove connection on server
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m_Peers.Remove(clientId);
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}
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}
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public override ulong GetCurrentRtt(ulong clientId)
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{
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// Always returns 50ms
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return 50;
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}
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public override void Initialize(NetworkManager networkManager = null)
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{
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}
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private void StopServer()
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{
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s_Server = null;
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m_Peers.Remove(ServerClientId);
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m_LocalConnection = null;
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}
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public override void Shutdown()
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{
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// Inject disconnects to all the remotes
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foreach (KeyValuePair<ulong, Peer> onePeer in m_Peers)
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{
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onePeer.Value.IncomingBuffer.Enqueue(new Event
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{
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Type = NetworkEvent.Disconnect,
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ConnectionId = LocalClientId,
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Data = new ArraySegment<byte>()
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});
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}
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if (m_LocalConnection != null && m_LocalConnection.ConnectionId == ServerClientId)
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{
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StopServer();
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}
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// TODO: Cleanup
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}
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public override bool StartClient()
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{
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if (s_Server == null)
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{
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// No server
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Debug.LogError("No server");
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return false;
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}
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if (m_LocalConnection != null)
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{
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// Already connected
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Debug.LogError("Already connected");
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return false;
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}
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// Generate an Id for the server that represents this client
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ulong serverConnectionId = ++s_Server.Transport.m_ClientsCounter;
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LocalClientId = serverConnectionId;
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// Create local connection
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m_LocalConnection = new Peer()
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{
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ConnectionId = serverConnectionId,
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Transport = this,
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IncomingBuffer = new Queue<Event>()
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};
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// Add the server as a local connection
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m_Peers.Add(ServerClientId, s_Server);
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// Add local connection as a connection on the server
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s_Server.Transport.m_Peers.Add(serverConnectionId, m_LocalConnection);
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// Sends a connect message to the server
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s_Server.Transport.m_LocalConnection.IncomingBuffer.Enqueue(new Event()
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{
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Type = NetworkEvent.Connect,
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ConnectionId = serverConnectionId,
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Data = new ArraySegment<byte>()
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});
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// Send a local connect message
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m_LocalConnection.IncomingBuffer.Enqueue(new Event
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{
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Type = NetworkEvent.Connect,
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ConnectionId = ServerClientId,
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Data = new ArraySegment<byte>()
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});
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return true;
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}
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public override bool StartServer()
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{
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if (s_Server != null)
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{
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// Can only have one server
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Debug.LogError("Server already started");
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return false;
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}
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if (m_LocalConnection != null)
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{
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// Already connected
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Debug.LogError("Already connected");
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return false;
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}
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// Create local connection
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m_LocalConnection = new Peer()
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{
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ConnectionId = ServerClientId,
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Transport = this,
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IncomingBuffer = new Queue<Event>()
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};
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// Set the local connection as the server
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s_Server = m_LocalConnection;
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m_Peers.Add(ServerClientId, s_Server);
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return true;
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}
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public override void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery)
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{
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if (m_LocalConnection != null)
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{
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// Create copy since netcode wants the byte array back straight after the method call.
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// Hard on GC.
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byte[] copy = new byte[payload.Count];
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Buffer.BlockCopy(payload.Array, payload.Offset, copy, 0, payload.Count);
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if (m_Peers.ContainsKey(clientId))
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{
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m_Peers[clientId].IncomingBuffer.Enqueue(new Event
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{
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Type = NetworkEvent.Data,
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ConnectionId = m_LocalConnection.ConnectionId,
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Data = new ArraySegment<byte>(copy)
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});
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}
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}
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}
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public override NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime)
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{
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if (m_LocalConnection != null)
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{
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if (m_LocalConnection.IncomingBuffer.Count == 0)
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{
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clientId = 0;
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payload = new ArraySegment<byte>();
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receiveTime = 0;
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return NetworkEvent.Nothing;
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}
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var peerEvent = m_LocalConnection.IncomingBuffer.Dequeue();
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clientId = peerEvent.ConnectionId;
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payload = peerEvent.Data;
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receiveTime = 0;
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return peerEvent.Type;
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}
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clientId = 0;
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payload = new ArraySegment<byte>();
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receiveTime = 0;
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return NetworkEvent.Nothing;
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}
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}
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}
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