This repository has been archived on 2025-04-22. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
com.unity.netcode.gameobjects/Tests/Editor/SnapshotRttTests.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

74 lines
2.7 KiB
C#

using NUnit.Framework;
namespace Unity.Netcode.EditorTests
{
public class SnapshotRttTests
{
private const double k_Epsilon = 0.0001;
[Test]
public void TestBasicRtt()
{
var snapshot = new SnapshotSystem(null, new NetworkConfig(), null);
var client1 = snapshot.GetConnectionRtt(0);
client1.NotifySend(0, 0.0);
client1.NotifySend(1, 10.0);
client1.NotifyAck(1, 15.0);
client1.NotifySend(2, 20.0);
client1.NotifySend(3, 30.0);
client1.NotifySend(4, 32.0);
client1.NotifyAck(4, 38.0);
client1.NotifyAck(3, 40.0);
ConnectionRtt.Rtt ret = client1.GetRtt();
Assert.True(ret.AverageSec < 7.0 + k_Epsilon);
Assert.True(ret.AverageSec > 7.0 - k_Epsilon);
Assert.True(ret.WorstSec < 10.0 + k_Epsilon);
Assert.True(ret.WorstSec > 10.0 - k_Epsilon);
Assert.True(ret.BestSec < 5.0 + k_Epsilon);
Assert.True(ret.BestSec > 5.0 - k_Epsilon);
// note: `last` latency is latest received Ack, not latest sent sequence.
Assert.True(ret.LastSec < 10.0 + k_Epsilon);
Assert.True(ret.LastSec > 10.0 - k_Epsilon);
}
[Test]
public void TestEdgeCasesRtt()
{
var snapshot = new SnapshotSystem(null, new NetworkConfig(), null);
var client1 = snapshot.GetConnectionRtt(0);
var iterationCount = NetworkConfig.RttWindowSize * 3;
var extraCount = NetworkConfig.RttWindowSize * 2;
// feed in some messages
for (var iteration = 0; iteration < iterationCount; iteration++)
{
client1.NotifySend(iteration, 25.0 * iteration);
}
// ack some random ones in there (1 out of each 9), always 7.0 later
for (var iteration = 0; iteration < iterationCount; iteration += 9)
{
client1.NotifyAck(iteration, 25.0 * iteration + 7.0);
}
// ack some unused key, to check it doesn't throw off the values
for (var iteration = iterationCount; iteration < iterationCount + extraCount; iteration++)
{
client1.NotifyAck(iteration, 42.0);
}
ConnectionRtt.Rtt ret = client1.GetRtt();
Assert.True(ret.AverageSec < 7.0 + k_Epsilon);
Assert.True(ret.AverageSec > 7.0 - k_Epsilon);
Assert.True(ret.WorstSec < 7.0 + k_Epsilon);
Assert.True(ret.WorstSec > 7.0 - k_Epsilon);
Assert.True(ret.BestSec < 7.0 + k_Epsilon);
Assert.True(ret.BestSec > 7.0 - k_Epsilon);
}
}
}