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)
312 lines
12 KiB
C#
312 lines
12 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, int targetVersion)
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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, int receivedMessageVersion)
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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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public int Version => 0;
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}
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private class TestMessageSender : INetworkMessageSender
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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 : INetworkMessageProvider, IDisposable
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{
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// Keep track of what we sent
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private List<List<NetworkMessageManager.MessageWithHandler>> m_CachedMessages = new List<List<NetworkMessageManager.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 NetworkMessageManager.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<NetworkMessageManager.MessageWithHandler> GetMessages()
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{
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var messageList = 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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// 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 NetworkMessageManager m_MessageManager;
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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_MessageManager = new NetworkMessageManager(m_MessageSender, this, m_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_TestMessageProvider.Dispose();
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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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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_MessageManager.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_MessageManager.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_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessageManager.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_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessageManager.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 < (m_MessageManager.NonFragmentedMessageMaxSize - UnsafeUtility.SizeOf<NetworkBatchHeader>()) / size; ++i)
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{
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m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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}
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m_MessageManager.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([Values(500, 1000, 1300, 2000)] int maxMessageSize)
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{
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var message = GetMessage();
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m_MessageManager.NonFragmentedMessageMaxSize = maxMessageSize;
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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 < ((m_MessageManager.NonFragmentedMessageMaxSize - UnsafeUtility.SizeOf<NetworkBatchHeader>()) / size) + 1; ++i)
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{
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m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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}
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m_MessageManager.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([Values(500, 1000, 1300, 2000)] int maxMessageSize)
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{
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var message = GetMessage();
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m_MessageManager.NonFragmentedMessageMaxSize = maxMessageSize;
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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 < ((m_MessageManager.NonFragmentedMessageMaxSize - UnsafeUtility.SizeOf<NetworkBatchHeader>()) / size) + 1; ++i)
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{
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m_MessageManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, m_Clients);
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}
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m_MessageManager.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_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessageManager.SendMessage(ref message, NetworkDelivery.Unreliable, m_Clients);
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m_MessageManager.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_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessageManager.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_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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m_MessageManager.SendMessage(ref message2, NetworkDelivery.Reliable, m_Clients);
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m_MessageManager.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 NetworkBatchHeader header);
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Assert.AreEqual(2, header.BatchCount);
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NetworkMessageHeader 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_MessageManager.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_MessageManager.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 : 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 = null,
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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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[Test]
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public void WhenReceivingAMessageWithoutAHandler_ExceptionIsLogged()
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{
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// If a NetworkMessageManager already exists then dispose of it before creating a new NetworkMessageManager (otherwise memory leak)
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if (m_MessageManager != null)
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{
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m_MessageManager.Dispose();
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m_MessageManager = null;
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}
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// Since m_MessageManager is disposed during teardown we don't need to worry about that here.
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m_MessageManager = new NetworkMessageManager(new NopMessageSender(), this, new TestNoHandlerMessageProvider());
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m_MessageManager.ClientConnected(0);
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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(m_MessageManager.NonFragmentedMessageMaxSize, 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_MessageManager.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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