using System.Collections.Generic;
using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
///
/// Used in conjunction with the RpcQueueTest to validate from 1 byte to (n) MaximumBufferSize
/// - Sending and Receiving a continually growing buffer up to (MaximumBufferSize)
/// - Default maximum buffer size is 1MB
///
public class BufferDataValidationComponent : NetworkBehaviour
{
///
/// Allows the external RPCQueueTest to begin testing or stop it
///
public bool EnableTesting;
///
/// The maximum size of the buffer to send
///
public int MaximumBufferSize = 1 << 15;
///
/// The rate at which the buffer size increases until it reaches MaximumBufferSize
/// (the default starting buffer size is 1 bytes)
///
public int BufferSizeStart = 1;
///
/// Is checked to determine if the test exited because it failed
///
public bool TestFailed { get; internal set; }
private bool m_WaitForValidation;
private int m_CurrentBufferSize;
private List m_SendBuffer;
private List m_PreCalculatedBufferValues;
// Start is called before the first frame update
private void Start()
{
m_WaitForValidation = false;
m_CurrentBufferSize = BufferSizeStart;
m_SendBuffer = new List(MaximumBufferSize + 1);
m_PreCalculatedBufferValues = new List(MaximumBufferSize + 1);
while (m_PreCalculatedBufferValues.Count <= MaximumBufferSize)
{
m_PreCalculatedBufferValues.Add((byte)Random.Range(0, 255));
}
}
///
/// Returns back whether the test has completed the total number of iterations
///
///
public bool IsTestComplete()
{
if (m_CurrentBufferSize > MaximumBufferSize || TestFailed)
{
return true;
}
return false;
}
// Update is called once per frame
private void Update()
{
if (NetworkManager.Singleton.IsListening && EnableTesting && !IsTestComplete() && !m_WaitForValidation)
{
m_SendBuffer.Clear();
//Keep the current contents of the bufffer and fill the buffer with the delta difference of the buffer's current size and new size from the m_PreCalculatedBufferValues
m_SendBuffer.AddRange(m_PreCalculatedBufferValues.GetRange(0, m_CurrentBufferSize));
//Make sure we don't do anything until we finish validating buffer
m_WaitForValidation = true;
//Send the buffer
SendBufferServerRpc(m_SendBuffer.ToArray());
}
}
///
/// Server side RPC for testing
///
/// server rpc parameters
[ServerRpc]
private void SendBufferServerRpc(byte[] buffer)
{
TestFailed = !NetworkManagerHelper.BuffersMatch(0, buffer.Length, buffer, m_SendBuffer.ToArray());
if (!TestFailed)
{
Debug.Log($"Tested buffer size of {m_SendBuffer.Count} -- OK");
}
if (m_CurrentBufferSize == MaximumBufferSize)
{
m_CurrentBufferSize++;
}
else
{
//Increasse buffer size
m_CurrentBufferSize = m_CurrentBufferSize << 1;
}
m_WaitForValidation = false;
}
}
}