com.unity.netcode.gameobjects@1.0.0-pre.8

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.8] - 2022-04-27

### Changed

- `unmanaged` structs are no longer universally accepted as RPC parameters because some structs (i.e., structs with pointers in them, such as `NativeList<T>`) can't be supported by the default memcpy struct serializer. Structs that are intended to be serialized across the network must add `INetworkSerializeByMemcpy` to the interface list (i.e., `struct Foo : INetworkSerializeByMemcpy`). This interface is empty and just serves to mark the struct as compatible with memcpy serialization. For external structs you can't edit, you can pass them to RPCs by wrapping them in `ForceNetworkSerializeByMemcpy<T>`. (#1901)

### Removed
- Removed `SIPTransport` (#1870)

- Removed `ClientNetworkTransform` from the package samples and moved to Boss Room's Utilities package which can be found [here](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/main/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkTransform.cs).

### Fixed

- Fixed `NetworkTransform` generating false positive rotation delta checks when rolling over between 0 and 360 degrees. (#1890)
- Fixed client throwing an exception if it has messages in the outbound queue when processing the `NetworkEvent.Disconnect` event and is using UTP. (#1884)
- Fixed issue during client synchronization if 'ValidateSceneBeforeLoading' returned false it would halt the client synchronization process resulting in a client that was approved but not synchronized or fully connected with the server. (#1883)
- Fixed an issue where UNetTransport.StartServer would return success even if the underlying transport failed to start (#854)
- Passing generic types to RPCs no longer causes a native crash (#1901)
- Fixed an issue where calling `Shutdown` on a `NetworkManager` that was already shut down would cause an immediate shutdown the next time it was started (basically the fix makes `Shutdown` idempotent). (#1877)
This commit is contained in:
Unity Technologies
2022-04-27 00:00:00 +00:00
parent 60e2dabef4
commit add668dfd2
119 changed files with 4434 additions and 1801 deletions

View File

@@ -3,11 +3,7 @@ using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
#if UNITY_UNET_PRESENT
using Unity.Netcode.Transports.UNET;
#else
using Unity.Netcode.Transports.UTP;
#endif
namespace Unity.Netcode.RuntimeTests
{
@@ -26,15 +22,13 @@ namespace Unity.Netcode.RuntimeTests
m_NetworkManagerGameObject = new GameObject();
m_ClientNetworkManager = m_NetworkManagerGameObject.AddComponent<NetworkManager>();
m_ClientNetworkManager.NetworkConfig = new NetworkConfig();
#if UNITY_UNET_PRESENT
m_TimeoutHelper = new TimeoutHelper(30);
m_ClientNetworkManager.NetworkConfig.NetworkTransport = m_NetworkManagerGameObject.AddComponent<UNetTransport>();
#else
// Default is 1000ms per connection attempt and 60 connection attempts (60s)
// Currently there is no easy way to set these values other than in-editor
m_TimeoutHelper = new TimeoutHelper(70);
m_ClientNetworkManager.NetworkConfig.NetworkTransport = m_NetworkManagerGameObject.AddComponent<UnityTransport>();
#endif
var unityTransport = m_NetworkManagerGameObject.AddComponent<UnityTransport>();
unityTransport.ConnectTimeoutMS = 1000;
unityTransport.MaxConnectAttempts = 1;
m_TimeoutHelper = new TimeoutHelper(2);
m_ClientNetworkManager.NetworkConfig.NetworkTransport = unityTransport;
}
[UnityTest]
@@ -46,10 +40,9 @@ namespace Unity.Netcode.RuntimeTests
// Only start the client (so it will timeout)
m_ClientNetworkManager.StartClient();
#if !UNITY_UNET_PRESENT
// Unity Transport throws an error when it times out
LogAssert.Expect(LogType.Error, "Failed to connect to server.");
#endif
yield return NetcodeIntegrationTest.WaitForConditionOrTimeOut(() => m_WasDisconnected, m_TimeoutHelper);
Assert.False(m_TimeoutHelper.TimedOut, "Timed out waiting for client to timeout waiting to connect!");