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). ## [2.0.0-exp.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
96 lines
3.9 KiB
C#
96 lines
3.9 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using NUnit.Framework;
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using Unity.Netcode.Transports.UTP;
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using Unity.Networking.Transport;
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using UnityEngine;
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namespace Unity.Netcode.RuntimeTests
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{
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internal static class UnityTransportTestHelpers
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{
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// Half a second might seem like a very long time to wait for a network event, but in CI
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// many of the machines are underpowered (e.g. old Android devices or Macs) and there are
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// sometimes very high lag spikes. PS4 and Switch are particularly sensitive in this regard
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// so we allow even more time for these platforms.
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public const float MaxNetworkEventWaitTime = 0.5f;
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// Wait for an event to appear in the given event list (must be the very next event).
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public static IEnumerator WaitForNetworkEvent(NetworkEvent type, List<TransportEvent> events, float timeout = MaxNetworkEventWaitTime)
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{
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int initialCount = events.Count;
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float startTime = Time.realtimeSinceStartup;
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while (Time.realtimeSinceStartup - startTime < timeout)
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{
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if (events.Count > initialCount)
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{
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Assert.AreEqual(type, events[initialCount].Type);
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yield break;
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}
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yield return new WaitForSeconds(0.01f);
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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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// Common code to initialize a UnityTransport that logs its events.
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public static void InitializeTransport(out UnityTransport transport, out List<TransportEvent> events,
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int maxPayloadSize = UnityTransport.InitialMaxPayloadSize, int maxSendQueueSize = 0, NetworkFamily family = NetworkFamily.Ipv4)
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{
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var logger = new TransportEventLogger();
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events = logger.Events;
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transport = new GameObject().AddComponent<UnityTransport>();
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transport.OnTransportEvent += logger.HandleEvent;
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transport.MaxPayloadSize = maxPayloadSize;
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transport.MaxSendQueueSize = maxSendQueueSize;
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if (family == NetworkFamily.Ipv6)
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{
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transport.SetConnectionData("::1", 7777);
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}
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transport.Initialize();
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}
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// Information about an event generated by a transport (basically just the parameters that
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// are normally passed along to a TransportEventDelegate).
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internal struct TransportEvent
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{
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public NetworkEvent Type;
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public ulong ClientID;
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public ArraySegment<byte> Data;
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public float ReceiveTime;
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}
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// Utility class that logs events generated by a UnityTransport. Set it up by adding the
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// HandleEvent method as an OnTransportEvent delegate of the transport. The list of events
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// (in order in which they were generated) can be accessed through the Events property.
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internal class TransportEventLogger
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{
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private readonly List<TransportEvent> m_Events = new List<TransportEvent>();
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public List<TransportEvent> Events => m_Events;
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public void HandleEvent(NetworkEvent type, ulong clientID, ArraySegment<byte> data, float receiveTime)
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{
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// Copy the data since the backing array will be reused for future messages.
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if (data != default(ArraySegment<byte>))
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{
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var dataCopy = new byte[data.Count];
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Array.Copy(data.Array, data.Offset, dataCopy, 0, data.Count);
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data = new ArraySegment<byte>(dataCopy);
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}
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m_Events.Add(new TransportEvent
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{
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Type = type,
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ClientID = clientID,
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Data = data,
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ReceiveTime = receiveTime
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});
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}
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}
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}
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}
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