com.unity.netcode.gameobjects@1.0.0-pre.7
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.7] - 2022-04-01 ### Added - Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828) - Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823) - Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762) - `UnityTransport` settings can now be set programmatically. (#1845) - `FastBufferWriter` and Reader IsInitialized property. (#1859) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849) ### Removed - Removed `SnapshotSystem` (#1852) - Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812) - Removed `com.unity.collections` dependency from the package (#1849) ### Fixed - Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850) - Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847) - Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841) - Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838) - Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836) - Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828) - Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821) - Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811) - Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809) - Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808) - Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801) - Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780) - Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779) - Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777) - Fixed parenting warning printing for false positives (#1855)
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Tests/Runtime/Transports/UnityTransportDriverClient.cs
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Tests/Runtime/Transports/UnityTransportDriverClient.cs
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using NUnit.Framework;
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using System.Collections;
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using Unity.Networking.Transport;
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using Unity.Networking.Transport.Utilities;
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using Unity.Netcode.Transports.UTP;
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using UnityEngine;
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using UTPNetworkEvent = Unity.Networking.Transport.NetworkEvent;
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using static Unity.Netcode.RuntimeTests.UnityTransportTestHelpers;
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namespace Unity.Netcode.RuntimeTests
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{
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// Thin wrapper around a UTP NetworkDriver that can act as a client to a UnityTransport server.
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// In particular that means the pipelines are set up the same way as in UnityTransport.
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//
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// The only reason it's defined as a MonoBehaviour is that OnDestroy is the only reliable way
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// to get the driver's Dispose method called from a UnityTest. Making it disposable would be
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// the preferred solution, but that doesn't always mesh well with coroutines.
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public class UnityTransportDriverClient : MonoBehaviour
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{
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private NetworkDriver m_Driver;
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public NetworkDriver Driver => m_Driver;
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private NetworkConnection m_Connection;
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private NetworkPipeline m_UnreliableSequencedPipeline;
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private NetworkPipeline m_ReliableSequencedPipeline;
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private NetworkPipeline m_ReliableSequencedFragmentedPipeline;
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public NetworkPipeline UnreliableSequencedPipeline => m_UnreliableSequencedPipeline;
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public NetworkPipeline ReliableSequencedPipeline => m_ReliableSequencedPipeline;
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public NetworkPipeline ReliableSequencedFragmentedPipeline => m_ReliableSequencedFragmentedPipeline;
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private NetworkPipeline m_LastEventPipeline;
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public NetworkPipeline LastEventPipeline => m_LastEventPipeline;
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private void Awake()
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{
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var maxCap = UnityTransport.InitialMaxPayloadSize + 128;
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var settings = new NetworkSettings();
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settings.WithFragmentationStageParameters(payloadCapacity: maxCap);
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var fragParams = new FragmentationUtility.Parameters() { PayloadCapacity = maxCap };
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m_Driver = NetworkDriver.Create(settings);
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m_UnreliableSequencedPipeline = m_Driver.CreatePipeline(typeof(UnreliableSequencedPipelineStage));
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m_ReliableSequencedPipeline = m_Driver.CreatePipeline(typeof(ReliableSequencedPipelineStage));
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m_ReliableSequencedFragmentedPipeline = m_Driver.CreatePipeline(typeof(FragmentationPipelineStage), typeof(ReliableSequencedPipelineStage));
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}
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private void Update()
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{
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m_Driver.ScheduleUpdate().Complete();
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}
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private void OnDestroy()
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{
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if (m_Driver.IsCreated)
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{
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m_Driver.Dispose();
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}
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}
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public void Connect()
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{
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var endpoint = NetworkEndPoint.LoopbackIpv4;
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endpoint.Port = 7777;
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m_Connection = m_Driver.Connect(endpoint);
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}
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// Wait for the given event to be generated by the client's driver.
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public IEnumerator WaitForNetworkEvent(UTPNetworkEvent.Type type)
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{
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float startTime = Time.realtimeSinceStartup;
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while (Time.realtimeSinceStartup - startTime < MaxNetworkEventWaitTime)
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{
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UTPNetworkEvent.Type eventType = m_Driver.PopEvent(out _, out _, out m_LastEventPipeline);
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if (eventType != UTPNetworkEvent.Type.Empty)
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{
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Assert.AreEqual(type, eventType);
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yield break;
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}
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yield return null;
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}
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Assert.Fail("Timed out while waiting for network event.");
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}
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}
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}
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