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.2] - 2024-04-02 ### Added - Added updates to all internal messages to account for a distributed authority network session connection. (#2863) - Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863) - For a customized `NetworkRigidbodyBase` class: - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes. - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned. - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to: - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`. - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use. - Provides additional public methods: - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting). - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping. - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep. - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic. - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state. - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized. - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863) - Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863) - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority. - Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863) - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation. - Added distributed authority mode support to `NetworkAnimator`. (#2863) - Added session mode selection to `NetworkManager` inspector view. (#2863) - Added distributed authority permissions feature. (#2863) - Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863) - Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863) - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example). - Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863) - Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863) - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true. - Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863) - Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863) ### Fixed - Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807) - Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796) ### Changed - Changed client side awareness of other clients is now the same as a server or host. (#2863) - Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863) - Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863) - Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863) - Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863) - Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863) - Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810) - Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
397 lines
14 KiB
C#
397 lines
14 KiB
C#
using System;
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using NUnit.Framework;
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using Unity.Collections;
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using Unity.Netcode.Transports.UTP;
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#if !UTP_TRANSPORT_2_0_ABOVE
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using Unity.Networking.Transport;
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#endif
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namespace Unity.Netcode.EditorTests
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{
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public class BatchedSendQueueTests
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{
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private const int k_TestQueueCapacity = 16 * 1024;
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private const int k_TestMessageSize = 1020;
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private const int k_NumMessagesToFillQueue = k_TestQueueCapacity / (k_TestMessageSize + BatchedSendQueue.PerMessageOverhead);
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private ArraySegment<byte> m_TestMessage;
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private void AssertIsTestMessage(NativeArray<byte> data)
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{
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var reader = new DataStreamReader(data);
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Assert.AreEqual(k_TestMessageSize, reader.ReadInt());
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for (int i = 0; i < k_TestMessageSize; i++)
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{
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Assert.AreEqual(m_TestMessage.Array[i], reader.ReadByte());
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}
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}
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[OneTimeSetUp]
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public void InitializeTestMessage()
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{
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var data = new byte[k_TestMessageSize];
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for (int i = 0; i < k_TestMessageSize; i++)
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{
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data[i] = (byte)i;
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}
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m_TestMessage = new ArraySegment<byte>(data);
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}
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[Test]
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public void BatchedSendQueue_EmptyOnCreation()
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{
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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Assert.AreEqual(0, q.Length);
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Assert.True(q.IsEmpty);
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}
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[Test]
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public void BatchedSendQueue_NotCreatedAfterDispose()
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{
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var q = new BatchedSendQueue(k_TestQueueCapacity);
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q.Dispose();
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Assert.False(q.IsCreated);
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}
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[Test]
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public void BatchedSendQueue_InitialCapacityLessThanMaximum()
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{
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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Assert.AreEqual(q.Capacity, BatchedSendQueue.MinimumMinimumCapacity);
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}
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[Test]
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public void BatchedSendQueue_PushMessage_ReturnValue()
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{
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// Will fit a single test message, but not two (with overhead included).
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var queueCapacity = (k_TestMessageSize * 2) + BatchedSendQueue.PerMessageOverhead;
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using var q = new BatchedSendQueue(queueCapacity);
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Assert.True(q.PushMessage(m_TestMessage));
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Assert.False(q.PushMessage(m_TestMessage));
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}
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[Test]
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public void BatchedSendQueue_PushMessage_IncreasesLength()
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{
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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q.PushMessage(m_TestMessage);
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Assert.AreEqual(k_TestMessageSize + BatchedSendQueue.PerMessageOverhead, q.Length);
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}
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[Test]
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public void BatchedSendQueue_PushMessage_SucceedsAfterConsume()
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{
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var messageLength = k_TestMessageSize + BatchedSendQueue.PerMessageOverhead;
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var queueCapacity = messageLength * 2;
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using var q = new BatchedSendQueue(queueCapacity);
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q.PushMessage(m_TestMessage);
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q.PushMessage(m_TestMessage);
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q.Consume(messageLength);
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Assert.IsTrue(q.PushMessage(m_TestMessage));
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Assert.AreEqual(queueCapacity, q.Length);
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}
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[Test]
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public void BatchedSendQueue_PushMessage_GrowsDataIfNeeded()
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{
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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var messageLength = k_TestMessageSize + BatchedSendQueue.PerMessageOverhead;
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Assert.AreEqual(q.Capacity, BatchedSendQueue.MinimumMinimumCapacity);
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var numMessagesToFillMinimum = BatchedSendQueue.MinimumMinimumCapacity / messageLength;
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for (int i = 0; i < numMessagesToFillMinimum; i++)
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{
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q.PushMessage(m_TestMessage);
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}
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Assert.AreEqual(q.Capacity, BatchedSendQueue.MinimumMinimumCapacity);
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q.PushMessage(m_TestMessage);
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Assert.AreEqual(q.Capacity, BatchedSendQueue.MinimumMinimumCapacity * 2);
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}
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[Test]
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public void BatchedSendQueue_PushMessage_DoesNotGrowDataPastMaximum()
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{
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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for (int i = 0; i < k_NumMessagesToFillQueue; i++)
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{
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Assert.IsTrue(q.PushMessage(m_TestMessage));
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}
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Assert.AreEqual(q.Capacity, k_TestQueueCapacity);
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Assert.IsFalse(q.PushMessage(m_TestMessage));
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Assert.AreEqual(q.Capacity, k_TestQueueCapacity);
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}
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[Test]
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public void BatchedSendQueue_PushMessage_TrimsDataAfterGrowing()
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{
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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var messageLength = k_TestMessageSize + BatchedSendQueue.PerMessageOverhead;
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for (int i = 0; i < k_NumMessagesToFillQueue; i++)
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{
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Assert.IsTrue(q.PushMessage(m_TestMessage));
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}
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Assert.AreEqual(q.Capacity, k_TestQueueCapacity);
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q.Consume(messageLength * (k_NumMessagesToFillQueue - 1));
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Assert.IsTrue(q.PushMessage(m_TestMessage));
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Assert.AreEqual(messageLength * 2, q.Length);
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Assert.AreEqual(q.Capacity, BatchedSendQueue.MinimumMinimumCapacity * 2);
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}
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[Test]
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public void BatchedSendQueue_FillWriterWithMessages_ReturnValue()
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{
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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using var data = new NativeArray<byte>(k_TestQueueCapacity, Allocator.Temp);
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q.PushMessage(m_TestMessage);
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var writer = new DataStreamWriter(data);
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var filled = q.FillWriterWithMessages(ref writer);
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Assert.AreEqual(k_TestMessageSize + BatchedSendQueue.PerMessageOverhead, filled);
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}
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[Test]
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public void BatchedSendQueue_FillWriterWithMessages_NoopIfNoPushedMessages()
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{
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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using var data = new NativeArray<byte>(k_TestQueueCapacity, Allocator.Temp);
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var writer = new DataStreamWriter(data);
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Assert.AreEqual(0, q.FillWriterWithMessages(ref writer));
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}
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[Test]
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public void BatchedSendQueue_FillWriterWithMessages_NoopIfNotEnoughCapacity()
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{
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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using var data = new NativeArray<byte>(2, Allocator.Temp);
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q.PushMessage(m_TestMessage);
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var writer = new DataStreamWriter(data);
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Assert.AreEqual(0, q.FillWriterWithMessages(ref writer));
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}
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[Test]
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public void BatchedSendQueue_FillWriterWithMessages_SinglePushedMessage()
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{
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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using var data = new NativeArray<byte>(k_TestQueueCapacity, Allocator.Temp);
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q.PushMessage(m_TestMessage);
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var writer = new DataStreamWriter(data);
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q.FillWriterWithMessages(ref writer);
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AssertIsTestMessage(data);
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}
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[Test]
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public void BatchedSendQueue_FillWriterWithMessages_MultiplePushedMessages()
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{
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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using var data = new NativeArray<byte>(k_TestQueueCapacity, Allocator.Temp);
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q.PushMessage(m_TestMessage);
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q.PushMessage(m_TestMessage);
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var writer = new DataStreamWriter(data);
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q.FillWriterWithMessages(ref writer);
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var messageLength = k_TestMessageSize + BatchedSendQueue.PerMessageOverhead;
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AssertIsTestMessage(data);
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AssertIsTestMessage(data.GetSubArray(messageLength, messageLength));
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}
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[Test]
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public void BatchedSendQueue_FillWriterWithMessages_PartialPushedMessages()
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{
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var messageLength = k_TestMessageSize + BatchedSendQueue.PerMessageOverhead;
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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using var data = new NativeArray<byte>(messageLength, Allocator.Temp);
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q.PushMessage(m_TestMessage);
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q.PushMessage(m_TestMessage);
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var writer = new DataStreamWriter(data);
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Assert.AreEqual(messageLength, q.FillWriterWithMessages(ref writer));
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AssertIsTestMessage(data);
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q.Consume(messageLength);
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writer = new DataStreamWriter(data);
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Assert.AreEqual(messageLength, q.FillWriterWithMessages(ref writer));
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AssertIsTestMessage(data);
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}
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[Test]
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public void BatchedSendQueue_FillWriterWithMessages_StopOnSoftMaxBytes()
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{
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var smallMessage = new ArraySegment<byte>(new byte[10]);
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var largeMessage = new ArraySegment<byte>(new byte[3000]);
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var smallMessageSize = smallMessage.Count + BatchedSendQueue.PerMessageOverhead;
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var largeMessageSize = largeMessage.Count + BatchedSendQueue.PerMessageOverhead;
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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using var data = new NativeArray<byte>(largeMessageSize, Allocator.Temp);
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q.PushMessage(smallMessage);
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q.PushMessage(largeMessage);
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q.PushMessage(smallMessage);
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var writer = new DataStreamWriter(data);
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Assert.AreEqual(smallMessageSize, q.FillWriterWithMessages(ref writer, 1000));
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q.Consume(smallMessageSize);
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writer = new DataStreamWriter(data);
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Assert.AreEqual(largeMessageSize, q.FillWriterWithMessages(ref writer, 1000));
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q.Consume(largeMessageSize);
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writer = new DataStreamWriter(data);
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Assert.AreEqual(smallMessageSize, q.FillWriterWithMessages(ref writer, 1000));
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q.Consume(smallMessageSize);
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}
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[Test]
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public void BatchedSendQueue_FillWriterWithBytes_NoopIfNoData()
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{
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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using var data = new NativeArray<byte>(k_TestQueueCapacity, Allocator.Temp);
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var writer = new DataStreamWriter(data);
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Assert.AreEqual(0, q.FillWriterWithBytes(ref writer));
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}
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[Test]
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public void BatchedSendQueue_FillWriterWithBytes_WriterCapacityMoreThanLength()
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{
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var dataLength = k_TestMessageSize + BatchedSendQueue.PerMessageOverhead;
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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using var data = new NativeArray<byte>(k_TestQueueCapacity, Allocator.Temp);
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q.PushMessage(m_TestMessage);
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var writer = new DataStreamWriter(data);
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Assert.AreEqual(dataLength, q.FillWriterWithBytes(ref writer));
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AssertIsTestMessage(data);
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}
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[Test]
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public void BatchedSendQueue_FillWriterWithBytes_WriterCapacityLessThanLength()
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{
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var dataLength = k_TestMessageSize + BatchedSendQueue.PerMessageOverhead;
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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using var data = new NativeArray<byte>(dataLength, Allocator.Temp);
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q.PushMessage(m_TestMessage);
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q.PushMessage(m_TestMessage);
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var writer = new DataStreamWriter(data);
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Assert.AreEqual(dataLength, q.FillWriterWithBytes(ref writer));
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AssertIsTestMessage(data);
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}
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[Test]
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public void BatchedSendQueue_FillWriterWithBytes_WriterCapacityEqualToLength()
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{
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var dataLength = k_TestMessageSize + BatchedSendQueue.PerMessageOverhead;
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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using var data = new NativeArray<byte>(dataLength, Allocator.Temp);
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q.PushMessage(m_TestMessage);
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var writer = new DataStreamWriter(data);
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Assert.AreEqual(dataLength, q.FillWriterWithBytes(ref writer));
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AssertIsTestMessage(data);
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}
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[Test]
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public void BatchedSendQueue_FillWriterWithBytes_MaxBytesGreaterThanCapacity()
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{
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var dataLength = k_TestMessageSize + BatchedSendQueue.PerMessageOverhead;
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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using var data = new NativeArray<byte>(dataLength, Allocator.Temp);
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q.PushMessage(m_TestMessage);
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q.PushMessage(m_TestMessage);
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var writer = new DataStreamWriter(data);
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Assert.AreEqual(dataLength, q.FillWriterWithBytes(ref writer, dataLength * 2));
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AssertIsTestMessage(data);
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Assert.False(writer.HasFailedWrites);
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}
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[Test]
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public void BatchedSendQueue_Consume_LessThanLength()
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{
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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q.PushMessage(m_TestMessage);
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q.PushMessage(m_TestMessage);
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var messageLength = k_TestMessageSize + BatchedSendQueue.PerMessageOverhead;
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q.Consume(messageLength);
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Assert.AreEqual(messageLength, q.Length);
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}
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[Test]
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public void BatchedSendQueue_Consume_ExactLength()
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{
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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q.PushMessage(m_TestMessage);
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q.Consume(k_TestMessageSize + BatchedSendQueue.PerMessageOverhead);
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Assert.AreEqual(0, q.Length);
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Assert.True(q.IsEmpty);
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}
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[Test]
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public void BatchedSendQueue_Consume_MoreThanLength()
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{
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using var q = new BatchedSendQueue(k_TestQueueCapacity);
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|
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q.PushMessage(m_TestMessage);
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|
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q.Consume(k_TestQueueCapacity);
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Assert.AreEqual(0, q.Length);
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|
Assert.True(q.IsEmpty);
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}
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|
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|
[Test]
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public void BatchedSendQueue_Consume_TrimsDataOnEmpty()
|
|
{
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|
using var q = new BatchedSendQueue(k_TestQueueCapacity);
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|
|
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for (int i = 0; i < k_NumMessagesToFillQueue; i++)
|
|
{
|
|
q.PushMessage(m_TestMessage);
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|
}
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|
|
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Assert.AreEqual(q.Capacity, k_TestQueueCapacity);
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|
q.Consume(k_TestQueueCapacity);
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|
Assert.AreEqual(q.Capacity, BatchedSendQueue.MinimumMinimumCapacity);
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|
}
|
|
}
|
|
}
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