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)
104 lines
3.4 KiB
C#
104 lines
3.4 KiB
C#
#if MULTIPLAYER_TOOLS
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using System;
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using System.Collections;
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using NUnit.Framework;
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using Unity.Collections;
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using Unity.Multiplayer.Tools.MetricTypes;
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using Unity.Multiplayer.Tools.NetStats;
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using Unity.Netcode.TestHelpers.Runtime.Metrics;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests.Metrics
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{
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internal class TransportBytesMetricsTests : SingleClientMetricTestBase
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{
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// Header is dynamically sized due to packing, will be 2 bytes for all test messages.
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private const int k_MessageHeaderSize = 2;
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private static readonly long k_MessageOverhead = 8 + FastBufferWriter.GetWriteSize<NetworkBatchHeader>() + k_MessageHeaderSize;
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[UnityTest]
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public IEnumerator TrackTotalNumberOfBytesSent()
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{
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var messageName = new ForceNetworkSerializeByMemcpy<Guid>(Guid.NewGuid());
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var writer = new FastBufferWriter(1300, Allocator.Temp);
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var observer = new TotalBytesObserver(ClientMetrics.Dispatcher, NetworkMetricTypes.TotalBytesReceived);
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try
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{
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writer.WriteValueSafe(messageName);
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Server.CustomMessagingManager.SendNamedMessage(messageName.Value.ToString(), Client.LocalClientId, writer);
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}
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finally
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{
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writer.Dispose();
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}
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var nbFrames = 0;
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while (!observer.Found || nbFrames < 10)
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{
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yield return null;
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nbFrames++;
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}
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Assert.True(observer.Found);
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Assert.AreEqual(FastBufferWriter.GetWriteSize(messageName) + k_MessageOverhead, observer.Value);
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}
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[UnityTest]
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public IEnumerator TrackTotalNumberOfBytesReceived()
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{
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var messageName = new ForceNetworkSerializeByMemcpy<Guid>(Guid.NewGuid());
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var writer = new FastBufferWriter(1300, Allocator.Temp);
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var observer = new TotalBytesObserver(ClientMetrics.Dispatcher, NetworkMetricTypes.TotalBytesReceived);
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try
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{
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writer.WriteValueSafe(messageName);
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Server.CustomMessagingManager.SendNamedMessage(messageName.Value.ToString(), Client.LocalClientId, writer);
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}
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finally
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{
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writer.Dispose();
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}
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var nbFrames = 0;
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while (!observer.Found || nbFrames < 10)
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{
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yield return null;
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nbFrames++;
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}
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Assert.True(observer.Found);
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Assert.AreEqual(FastBufferWriter.GetWriteSize(messageName) + k_MessageOverhead, observer.Value);
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}
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private class TotalBytesObserver : IMetricObserver
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{
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private readonly DirectionalMetricInfo m_MetricInfo;
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public TotalBytesObserver(IMetricDispatcher dispatcher, DirectionalMetricInfo metricInfo)
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{
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m_MetricInfo = metricInfo;
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dispatcher.RegisterObserver(this);
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}
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public bool Found { get; private set; }
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public long Value { get; private set; }
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public void Observe(MetricCollection collection)
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{
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if (collection.TryGetCounter(m_MetricInfo.Id, out var counter) && counter.Value > 0)
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{
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Found = true;
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Value = counter.Value;
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}
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}
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}
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}
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}
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#endif
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