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)
101 lines
2.7 KiB
C#
101 lines
2.7 KiB
C#
#if MULTIPLAYER_TOOLS
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using System.Collections;
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using System.Linq;
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using NUnit.Framework;
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using Unity.Multiplayer.Tools.MetricTypes;
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using Unity.Multiplayer.Tools.NetStats;
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namespace Unity.Netcode.TestHelpers.Runtime.Metrics
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{
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internal abstract class WaitForMetricValues<TMetric> : IMetricObserver
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{
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protected readonly string m_MetricName;
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protected bool m_Found;
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protected bool m_HasError;
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protected string m_Error;
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protected uint m_NbFrames = 0;
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public WaitForMetricValues(IMetricDispatcher dispatcher, DirectionalMetricInfo directionalMetricName)
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{
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m_MetricName = directionalMetricName.Id;
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dispatcher.RegisterObserver(this);
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}
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abstract public void Observe(MetricCollection collection);
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public void AssertMetricValuesHaveNotBeenFound()
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{
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if (m_HasError)
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{
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Assert.Fail(m_Error);
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}
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if (!m_Found)
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{
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Assert.Pass();
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}
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else
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{
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Assert.Fail();
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}
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}
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public IEnumerator WaitForMetricsReceived()
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{
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yield return WaitForFrames(60);
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}
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protected void AssertHasError()
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{
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if (m_HasError)
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{
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Assert.Fail(m_Error);
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}
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}
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protected void AssertIsFound()
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{
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if (!m_Found)
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{
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Assert.Fail($"Found no matching values for metric of type '{typeof(TMetric).Name}', with name '{m_MetricName}' during '{m_NbFrames}' frames.");
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}
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}
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protected bool FindMetric(MetricCollection collection, out IMetric metric)
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{
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if (m_Found || m_HasError)
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{
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metric = null;
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return false;
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}
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metric = collection.Metrics.SingleOrDefault(x => x.Name == m_MetricName);
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if (metric == default)
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{
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m_HasError = true;
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m_Error = $"Metric collection does not contain metric named '{m_MetricName}'.";
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return false;
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}
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return true;
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}
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protected void SetError(IMetric metric)
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{
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m_HasError = true;
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m_Error = $"Metric collection contains a metric of type '{metric.GetType().Name}' for name '{m_MetricName}', but was expecting '{typeof(TMetric).Name}'.";
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}
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private IEnumerator WaitForFrames(uint maxNbFrames)
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{
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while (!m_Found && m_NbFrames < maxNbFrames)
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{
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m_NbFrames++;
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yield return null;
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}
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}
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}
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}
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#endif
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