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). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
204 lines
7.7 KiB
C#
204 lines
7.7 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 NUnit.Framework.Internal;
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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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namespace Unity.Netcode.EditorTests
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{
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public class MessageCorruptionTests
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{
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private struct TestMessage : INetworkMessage, INetworkSerializeByMemcpy
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{
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public ForceNetworkSerializeByMemcpy<Guid> Value;
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public static bool Handled;
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public static bool Deserialized;
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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writer.WriteValueSafe(Value);
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}
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public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
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{
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Deserialized = true;
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reader.ReadValueSafe(out Value);
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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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Handled = true;
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}
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public int Version => 0;
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}
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private class TestMessageProvider : INetworkMessageProvider
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{
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public List<NetworkMessageManager.MessageWithHandler> GetMessages()
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{
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return new List<NetworkMessageManager.MessageWithHandler>
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{
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new NetworkMessageManager.MessageWithHandler
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{
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MessageType = typeof(TestMessage),
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Handler = NetworkMessageManager.ReceiveMessage<TestMessage>,
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GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<TestMessage>
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}
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};
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}
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}
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public enum TypeOfCorruption
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{
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OffsetPlus,
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OffsetMinus,
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CorruptBytes,
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Truncated,
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AdditionalGarbageData,
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}
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private class TestMessageSender : INetworkMessageSender
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{
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public TypeOfCorruption Corruption;
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public List<byte[]> MessageQueue = new List<byte[]>();
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public unsafe void Send(ulong clientId, NetworkDelivery delivery, FastBufferWriter batchData)
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{
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switch (Corruption)
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{
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case TypeOfCorruption.OffsetPlus:
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{
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using var subWriter = new FastBufferWriter(batchData.Length + 1, Allocator.Temp);
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subWriter.WriteByteSafe(0);
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subWriter.WriteBytesSafe(batchData.GetUnsafePtr(), batchData.Length);
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MessageQueue.Add(subWriter.ToArray());
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break;
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}
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case TypeOfCorruption.OffsetMinus:
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{
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using var subWriter = new FastBufferWriter(batchData.Length - 1, Allocator.Temp);
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subWriter.WriteBytesSafe(batchData.GetUnsafePtr() + 1, batchData.Length - 1);
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MessageQueue.Add(subWriter.ToArray());
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break;
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}
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case TypeOfCorruption.CorruptBytes:
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batchData.Seek(batchData.Length - 2);
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var currentByte = batchData.GetUnsafePtr()[0];
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batchData.WriteByteSafe((byte)(currentByte == 0 ? 1 : 0));
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MessageQueue.Add(batchData.ToArray());
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break;
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case TypeOfCorruption.Truncated:
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batchData.Truncate(batchData.Length - 1);
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MessageQueue.Add(batchData.ToArray());
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break;
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case TypeOfCorruption.AdditionalGarbageData:
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batchData.Seek(batchData.Length);
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batchData.WriteByteSafe(0);
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MessageQueue.Add(batchData.ToArray());
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break;
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}
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}
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}
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private NetworkMessageManager m_MessageManager;
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private TestMessageSender m_MessageSender;
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[SetUp]
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public void SetUp()
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{
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TestMessage.Handled = false;
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TestMessage.Deserialized = false;
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m_MessageSender = new TestMessageSender();
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m_MessageManager = new NetworkMessageManager(m_MessageSender, this, new TestMessageProvider());
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m_MessageManager.ClientConnected(0);
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m_MessageManager.SetVersion(0, XXHash.Hash32(typeof(TestMessage).FullName), 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_MessageManager.Dispose();
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}
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private TestMessage GetMessage()
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{
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return new TestMessage
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{
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Value = Guid.NewGuid()
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};
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}
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[Test]
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public unsafe void WhenPacketsAreCorrupted_TheyDontGetProcessed([Values] TypeOfCorruption typeOfCorruption)
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{
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m_MessageSender.Corruption = typeOfCorruption;
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switch (typeOfCorruption)
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{
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case TypeOfCorruption.OffsetMinus:
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case TypeOfCorruption.OffsetPlus:
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LogAssert.Expect(LogType.Error, new Regex("Received a packet with an invalid Magic Value\\."));
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break;
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case TypeOfCorruption.Truncated:
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case TypeOfCorruption.AdditionalGarbageData:
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LogAssert.Expect(LogType.Error, new Regex("Received a packet with an invalid Batch Size Value\\."));
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break;
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case TypeOfCorruption.CorruptBytes:
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LogAssert.Expect(LogType.Error, new Regex("Received a packet with an invalid Hash Value\\."));
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break;
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}
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// Dummy batch header
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var batchHeader = new NetworkBatchHeader
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{
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BatchCount = 1
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};
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var messageHeader = new NetworkMessageHeader
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{
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MessageSize = (ushort)UnsafeUtility.SizeOf<TestMessage>(),
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MessageType = m_MessageManager.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(batchHeader) +
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FastBufferWriter.GetWriteSize(messageHeader) +
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FastBufferWriter.GetWriteSize(message));
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writer.WriteValue(batchHeader);
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writer.WriteValue(messageHeader);
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writer.WriteValue(message);
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// Fill out the rest of the batch header
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writer.Seek(0);
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batchHeader = new NetworkBatchHeader
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{
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Magic = NetworkBatchHeader.MagicValue,
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BatchSize = writer.Length,
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BatchHash = XXHash.Hash64(writer.GetUnsafePtr() + sizeof(NetworkBatchHeader), writer.Length - sizeof(NetworkBatchHeader)),
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BatchCount = 1
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};
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writer.WriteValue(batchHeader);
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m_MessageSender.Send(0, NetworkDelivery.Reliable, writer);
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var receivedMessage = m_MessageSender.MessageQueue[0];
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m_MessageSender.MessageQueue.Clear();
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m_MessageManager.HandleIncomingData(0, new ArraySegment<byte>(receivedMessage), 0);
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Assert.IsFalse(TestMessage.Deserialized);
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Assert.IsFalse(TestMessage.Handled);
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}
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}
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}
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}
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