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

@@ -1,53 +0,0 @@
using System;
using System.Text;
using NUnit.Framework;
using UnityEngine;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
public class SIPTransportTests
{
[Test]
public void SendReceiveData()
{
SIPTransport server = new GameObject("Server").AddComponent<SIPTransport>();
SIPTransport client = new GameObject("Client").AddComponent<SIPTransport>();
server.Initialize();
server.StartServer();
client.Initialize();
client.StartClient();
NetworkEvent serverEvent = server.PollEvent(out ulong clientId, out _, out _);
NetworkEvent clientEvent = client.PollEvent(out ulong serverId, out _, out _);
// Make sure both connected
Assert.True(serverEvent == NetworkEvent.Connect);
Assert.True(clientEvent == NetworkEvent.Connect);
// Send data
server.Send(clientId, new ArraySegment<byte>(Encoding.ASCII.GetBytes("Hello Client")), NetworkDelivery.ReliableSequenced);
client.Send(serverId, new ArraySegment<byte>(Encoding.ASCII.GetBytes("Hello Server")), NetworkDelivery.ReliableSequenced);
serverEvent = server.PollEvent(out ulong newClientId, out ArraySegment<byte> serverPayload, out _);
clientEvent = client.PollEvent(out ulong newServerId, out ArraySegment<byte> clientPayload, out _);
// Make sure we got data
Assert.True(serverEvent == NetworkEvent.Data);
Assert.True(clientEvent == NetworkEvent.Data);
// Make sure the ID is correct
Assert.True(newClientId == clientId);
Assert.True(newServerId == serverId);
// Make sure the payload was correct
Assert.That(serverPayload, Is.EquivalentTo(Encoding.ASCII.GetBytes("Hello Server")));
Assert.That(clientPayload, Is.EquivalentTo(Encoding.ASCII.GetBytes("Hello Client")));
server.Shutdown();
client.Shutdown();
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: e3fe3777ca6a4f4392d6281d148d0d3c
timeCreated: 1620385694