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)
64 lines
2.1 KiB
C#
64 lines
2.1 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using Random = System.Random;
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namespace Unity.Netcode.EditorTests
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{
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/// <summary>
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/// Helper functions for timing related tests. Allows to get a set of time steps and simulate time advancing without the need of a full playmode test.
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/// </summary>
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internal static class TimingTestHelper
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{
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public static List<float> GetRandomTimeSteps(float totalDuration, float min, float max, int seed)
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{
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var random = new Random(seed);
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var steps = new List<float>();
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while (totalDuration > 0f)
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{
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var next = Mathf.Lerp(min, max, (float)random.NextDouble());
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steps.Add(next);
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totalDuration -= next;
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}
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// correct overshoot at the end
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steps[steps.Count - 1] -= totalDuration;
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return steps;
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}
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public delegate void StepCheckDelegate(int step);
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public delegate void StepCheckResetDelegate(int step, bool reset);
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public static void ApplySteps(NetworkTimeSystem timeSystem, NetworkTickSystem tickSystem, List<float> steps, StepCheckDelegate stepCheck = null)
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{
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for (var i = 0; i < steps.Count; i++)
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{
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var step = steps[i];
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timeSystem.Advance(step);
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tickSystem.UpdateTick(timeSystem.LocalTime, timeSystem.ServerTime);
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if (stepCheck != null)
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{
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stepCheck(i);
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}
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}
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}
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public static void ApplySteps(NetworkTimeSystem timeSystem, NetworkTickSystem tickSystem, List<float> steps, StepCheckResetDelegate stepCheck = null)
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{
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for (var i = 0; i < steps.Count; i++)
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{
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var step = steps[i];
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var reset = timeSystem.Advance(step);
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tickSystem.UpdateTick(timeSystem.LocalTime, timeSystem.ServerTime);
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if (stepCheck != null)
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{
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stepCheck(i, reset);
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}
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}
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}
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}
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}
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