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com.unity.netcode.gameobjects/Tests/Editor/StartStopTests.cs
Unity Technologies 36d07fad5e com.unity.netcode.gameobjects@1.0.0-pre.4
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.4] - 2021-01-04

### Added

- Added `com.unity.modules.physics` and `com.unity.modules.physics2d` package dependencies (#1565)

### Removed

- Removed `com.unity.modules.ai` package dependency (#1565)
- Removed `FixedQueue`, `StreamExtensions`, `TypeExtensions` (#1398)

### Fixed
- Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354)
- Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393)
- Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379)
- Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402)
- NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385)
- Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383)
- Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434)
- Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390)
- Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500)
- Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511)
- Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323)

### Changed
- The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384)
- Updated com.unity.collections to 1.1.0 (#1451)
2021-01-04 00:00:00 +00:00

76 lines
2.0 KiB
C#

using NUnit.Framework;
using UnityEngine;
namespace Unity.Netcode.EditorTests
{
public class StartStopTests
{
private NetworkManager m_NetworkManager;
[SetUp]
public void Setup()
{
// Create the reusable NetworkManager
m_NetworkManager = new GameObject(nameof(NetworkManager)).AddComponent<NetworkManager>();
var transport = m_NetworkManager.gameObject.AddComponent<DummyTransport>();
m_NetworkManager.NetworkConfig = new NetworkConfig()
{
NetworkTransport = transport
};
}
[Test]
public void TestStopAndRestartForExceptions()
{
m_NetworkManager.StartServer();
m_NetworkManager.Shutdown();
m_NetworkManager.StartServer();
m_NetworkManager.Shutdown();
}
[Test]
public void TestStartupServerState()
{
m_NetworkManager.StartServer();
Assert.True(m_NetworkManager.IsServer);
Assert.False(m_NetworkManager.IsClient);
Assert.False(m_NetworkManager.IsHost);
m_NetworkManager.Shutdown();
}
[Test]
public void TestFlagShutdown()
{
m_NetworkManager.StartServer();
m_NetworkManager.ShutdownInternal();
Assert.False(m_NetworkManager.IsServer);
Assert.False(m_NetworkManager.IsClient);
Assert.False(m_NetworkManager.IsHost);
}
[Test]
public void TestShutdownWithoutStartForExceptions()
{
m_NetworkManager.ShutdownInternal();
}
[Test]
public void TestShutdownWithoutConfigForExceptions()
{
m_NetworkManager.NetworkConfig = null;
m_NetworkManager.ShutdownInternal();
}
[TearDown]
public void Teardown()
{
// Cleanup
Object.DestroyImmediate(m_NetworkManager.gameObject);
}
}
}