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). ## [1.0.1] - 2022-08-23 ### Changed - Changed version to 1.0.1. (#2131) - Updated dependency on `com.unity.transport` to 1.2.0. (#2129) - When using `UnityTransport`, _reliable_ payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081) - Preformance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects ### Fixed - Fixed an issue where reading/writing more than 8 bits at a time with BitReader/BitWriter would write/read from the wrong place, returning and incorrect result. (#2130) - Fixed issue with the internal `NetworkTransformState.m_Bitset` flag not getting cleared upon the next tick advancement. (#2110) - Fixed interpolation issue with `NetworkTransform.Teleport`. (#2110) - Fixed issue where the authoritative side was interpolating its transform. (#2110) - Fixed Owner-written NetworkVariable infinitely write themselves (#2109) - Fixed NetworkList issue that showed when inserting at the very end of a NetworkList (#2099) - Fixed issue where a client owner of a `NetworkVariable` with both owner read and write permissions would not update the server side when changed. (#2097) - Fixed issue when attempting to spawn a parent `GameObject`, with `NetworkObject` component attached, that has one or more child `GameObject`s, that are inactive in the hierarchy, with `NetworkBehaviour` components it will no longer attempt to spawn the associated `NetworkBehaviour`(s) or invoke ownership changed notifications but will log a warning message. (#2096) - Fixed an issue where destroying a NetworkBehaviour would not deregister it from the parent NetworkObject, leading to exceptions when the parent was later destroyed. (#2091) - Fixed issue where `NetworkObject.NetworkHide` was despawning and destroying, as opposed to only despawning, in-scene placed `NetworkObject`s. (#2086) - Fixed `NetworkAnimator` synchronizing transitions twice due to it detecting the change in animation state once a transition is started by a trigger. (#2084) - Fixed issue where `NetworkAnimator` would not synchronize a looping animation for late joining clients if it was at the very end of its loop. (#2076) - Fixed issue where `NetworkAnimator` was not removing its subscription from `OnClientConnectedCallback` when despawned during the shutdown sequence. (#2074) - Fixed IsServer and IsClient being set to false before object despawn during the shutdown sequence. (#2074) - Fixed NetworkList Value event on the server. PreviousValue is now set correctly when a new value is set through property setter. (#2067) - Fixed NetworkLists not populating on client. NetworkList now uses the most recent list as opposed to the list at the end of previous frame, when sending full updates to dynamically spawned NetworkObject. The difference in behaviour is required as scene management spawns those objects at a different time in the frame, relative to updates. (#2062)
302 lines
11 KiB
C#
302 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text.RegularExpressions;
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using NUnit.Framework;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Random = System.Random;
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namespace Unity.Netcode.EditorTests
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{
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public class MessageSendingTests
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{
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private struct TestMessage : INetworkMessage, INetworkSerializeByMemcpy
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{
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public int A;
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public int B;
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public int C;
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public static bool Serialized;
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public void Serialize(FastBufferWriter writer)
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{
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Serialized = true;
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writer.WriteValueSafe(this);
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}
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public bool Deserialize(FastBufferReader reader, ref NetworkContext context)
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{
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return true;
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}
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public void Handle(ref NetworkContext context)
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{
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}
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}
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private class TestMessageSender : IMessageSender
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{
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public List<byte[]> MessageQueue = new List<byte[]>();
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public void Send(ulong clientId, NetworkDelivery delivery, FastBufferWriter batchData)
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{
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MessageQueue.Add(batchData.ToArray());
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}
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}
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private class TestMessageProvider : IMessageProvider, IDisposable
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{
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// Keep track of what we sent
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private List<List<MessagingSystem.MessageWithHandler>> m_CachedMessages = new List<List<MessagingSystem.MessageWithHandler>>();
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public void Dispose()
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{
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foreach (var cachedItem in m_CachedMessages)
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{
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// Clear out any references to MessagingSystem.MessageWithHandlers
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cachedItem.Clear();
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}
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m_CachedMessages.Clear();
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}
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public List<MessagingSystem.MessageWithHandler> GetMessages()
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{
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var messageList = new List<MessagingSystem.MessageWithHandler>
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{
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new MessagingSystem.MessageWithHandler
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{
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MessageType = typeof(TestMessage),
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Handler = MessagingSystem.ReceiveMessage<TestMessage>
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}
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};
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// Track messages sent
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m_CachedMessages.Add(messageList);
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return messageList;
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}
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}
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private TestMessageProvider m_TestMessageProvider;
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private TestMessageSender m_MessageSender;
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private MessagingSystem m_MessagingSystem;
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private ulong[] m_Clients = { 0 };
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[SetUp]
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public void SetUp()
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{
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TestMessage.Serialized = false;
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m_MessageSender = new TestMessageSender();
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m_TestMessageProvider = new TestMessageProvider();
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m_MessagingSystem = new MessagingSystem(m_MessageSender, this, m_TestMessageProvider);
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m_MessagingSystem.ClientConnected(0);
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}
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[TearDown]
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public void TearDown()
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{
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m_TestMessageProvider.Dispose();
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m_MessagingSystem.Dispose();
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}
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private TestMessage GetMessage()
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{
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var random = new Random();
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return new TestMessage
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{
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A = random.Next(),
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B = random.Next(),
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C = random.Next(),
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};
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}
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[Test]
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public void WhenSendingMessage_SerializeIsCalled()
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{
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var message = GetMessage();
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m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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Assert.IsTrue(TestMessage.Serialized);
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}
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[Test]
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public void WhenSendingMessage_NothingIsSentBeforeProcessingSendQueue()
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{
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var message = GetMessage();
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m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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Assert.IsEmpty(m_MessageSender.MessageQueue);
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}
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[Test]
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public void WhenProcessingSendQueue_MessageIsSent()
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{
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var message = GetMessage();
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m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessagingSystem.ProcessSendQueues();
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Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
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}
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[Test]
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public void WhenSendingMultipleMessages_MessagesAreBatched()
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{
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var message = GetMessage();
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m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessagingSystem.ProcessSendQueues();
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Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
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}
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[Test]
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public void WhenNotExceedingBatchSize_NewBatchesAreNotCreated()
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{
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var message = GetMessage();
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var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
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for (var i = 0; i < 1300 / size; ++i)
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{
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m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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}
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m_MessagingSystem.ProcessSendQueues();
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Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
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}
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[Test]
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public void WhenExceedingBatchSize_NewBatchesAreCreated()
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{
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var message = GetMessage();
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var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
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for (var i = 0; i < (1300 / size) + 1; ++i)
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{
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m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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}
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m_MessagingSystem.ProcessSendQueues();
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Assert.AreEqual(2, m_MessageSender.MessageQueue.Count);
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}
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[Test]
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public void WhenExceedingMTUSizeWithFragmentedDelivery_NewBatchesAreNotCreated()
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{
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var message = GetMessage();
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var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
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for (var i = 0; i < (1300 / size) + 1; ++i)
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{
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m_MessagingSystem.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, m_Clients);
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}
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m_MessagingSystem.ProcessSendQueues();
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Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
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}
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[Test]
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public void WhenSwitchingDelivery_NewBatchesAreCreated()
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{
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var message = GetMessage();
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m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Unreliable, m_Clients);
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m_MessagingSystem.ProcessSendQueues();
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Assert.AreEqual(2, m_MessageSender.MessageQueue.Count);
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}
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[Test]
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public void WhenSwitchingChannel_NewBatchesAreNotCreated()
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{
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var message = GetMessage();
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m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessagingSystem.ProcessSendQueues();
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Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
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}
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[Test]
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public void WhenSendingMessaged_SentDataIsCorrect()
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{
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var message = GetMessage();
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var message2 = GetMessage();
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m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessagingSystem.SendMessage(ref message2, NetworkDelivery.Reliable, m_Clients);
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m_MessagingSystem.ProcessSendQueues();
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var reader = new FastBufferReader(m_MessageSender.MessageQueue[0], Allocator.Temp);
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using (reader)
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{
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reader.ReadValueSafe(out BatchHeader header);
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Assert.AreEqual(2, header.BatchSize);
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MessageHeader messageHeader;
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ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageType);
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ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageSize);
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Assert.AreEqual(m_MessagingSystem.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
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Assert.AreEqual(UnsafeUtility.SizeOf<TestMessage>(), messageHeader.MessageSize);
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reader.ReadValueSafe(out TestMessage receivedMessage);
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Assert.AreEqual(message, receivedMessage);
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ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageType);
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ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageSize);
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Assert.AreEqual(m_MessagingSystem.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
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Assert.AreEqual(UnsafeUtility.SizeOf<TestMessage>(), messageHeader.MessageSize);
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reader.ReadValueSafe(out TestMessage receivedMessage2);
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Assert.AreEqual(message2, receivedMessage2);
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}
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}
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private class TestNoHandlerMessageProvider : IMessageProvider
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{
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public List<MessagingSystem.MessageWithHandler> GetMessages()
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{
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return new List<MessagingSystem.MessageWithHandler>
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{
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new MessagingSystem.MessageWithHandler
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{
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MessageType = typeof(TestMessage),
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Handler = null
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}
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};
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}
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}
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[Test]
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public void WhenReceivingAMessageWithoutAHandler_ExceptionIsLogged()
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{
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// If a MessagingSystem already exists then dispose of it before creating a new MessagingSystem (otherwise memory leak)
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if (m_MessagingSystem != null)
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{
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m_MessagingSystem.Dispose();
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m_MessagingSystem = null;
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}
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// Since m_MessagingSystem is disposed during teardown we don't need to worry about that here.
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m_MessagingSystem = new MessagingSystem(new NopMessageSender(), this, new TestNoHandlerMessageProvider());
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m_MessagingSystem.ClientConnected(0);
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var messageHeader = new MessageHeader
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{
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MessageSize = (ushort)UnsafeUtility.SizeOf<TestMessage>(),
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MessageType = m_MessagingSystem.GetMessageType(typeof(TestMessage)),
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};
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var message = GetMessage();
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var writer = new FastBufferWriter(1300, Allocator.Temp);
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using (writer)
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{
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writer.TryBeginWrite(FastBufferWriter.GetWriteSize(message));
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writer.WriteValue(message);
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var reader = new FastBufferReader(writer, Allocator.Temp);
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using (reader)
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{
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m_MessagingSystem.HandleMessage(messageHeader, reader, 0, 0, 0);
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LogAssert.Expect(LogType.Exception, new Regex(".*HandlerNotRegisteredException.*"));
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}
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}
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}
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}
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}
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