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.6] - 2022-03-02 ### Added - NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765) - Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735) ### Changed ### Fixed - Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683) - Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683) - Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683) - Disallowed async keyword in RPCs (#1681) - Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678) - Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen) - Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694) - Fixed spawn flow to propagate `IsSceneObject` down to children NetworkObjects, decouple implicit relationship between object spawning & `IsSceneObject` flag (#1685) - Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720) - Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680) - Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682) - Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725) - Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721) - Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724) - Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728) - Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731) - Improved performance in NetworkAnimator (#1735) - Removed the "always sync" network animator (aka "autosend") parameters (#1746)
364 lines
12 KiB
C#
364 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine;
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using NUnit.Framework;
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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 SnapshotTests
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{
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private SnapshotSystem m_SendSnapshot;
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private SnapshotSystem m_RecvSnapshot;
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private NetworkTimeSystem m_SendTimeSystem;
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private NetworkTickSystem m_SendTickSystem;
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private NetworkTimeSystem m_RecvTimeSystem;
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private NetworkTickSystem m_RecvTickSystem;
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private int m_SpawnedObjectCount;
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private int m_DespawnedObjectCount;
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private int m_NextSequence;
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private uint m_TicksPerSec = 15;
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private int m_MinSpawns;
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private int m_MinDespawns;
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private bool m_ExpectSpawns;
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private bool m_ExpectDespawns;
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private bool m_LoseNextMessage;
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private bool m_PassBackResponses;
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public void Prepare()
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{
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PrepareSendSideSnapshot();
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PrepareRecvSideSnapshot();
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}
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public void AdvanceOneTickSendSide()
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{
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m_SendTimeSystem.Advance(1.0f / m_TicksPerSec);
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m_SendTickSystem.UpdateTick(m_SendTimeSystem.LocalTime, m_SendTimeSystem.ServerTime);
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m_SendSnapshot.NetworkUpdate(NetworkUpdateStage.EarlyUpdate);
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}
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public void AdvanceOneTickRecvSide()
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{
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m_RecvTimeSystem.Advance(1.0f / m_TicksPerSec);
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m_RecvTickSystem.UpdateTick(m_RecvTimeSystem.LocalTime, m_RecvTimeSystem.ServerTime);
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m_RecvSnapshot.NetworkUpdate(NetworkUpdateStage.EarlyUpdate);
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}
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public void AdvanceOneTick()
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{
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AdvanceOneTickSendSide();
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AdvanceOneTickRecvSide();
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}
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internal int SpawnObject(SnapshotSpawnCommand command)
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{
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m_SpawnedObjectCount++;
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return 0;
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}
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internal int DespawnObject(SnapshotDespawnCommand command)
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{
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m_DespawnedObjectCount++;
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return 0;
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}
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internal int SendMessage(ref SnapshotDataMessage message, NetworkDelivery delivery, ulong clientId)
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{
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if (!m_PassBackResponses)
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{
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// we're not ack'ing anything, so those should stay 0
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Debug.Assert(message.Ack.LastReceivedSequence == 0);
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}
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Debug.Assert(message.Ack.ReceivedSequenceMask == 0);
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Debug.Assert(message.Sequence == m_NextSequence); // sequence has to be the expected one
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if (m_ExpectSpawns)
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{
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Debug.Assert(message.Spawns.Length >= m_MinSpawns); // there has to be multiple spawns per SnapshotMessage
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}
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else
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{
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Debug.Assert(message.Spawns.Length == 0); // Spawns were not expected
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}
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if (m_ExpectDespawns)
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{
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Debug.Assert(message.Despawns.Length >= m_MinDespawns); // there has to be multiple despawns per SnapshotMessage
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}
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else
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{
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Debug.Assert(message.Despawns.IsEmpty); // this test should not have despawns
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}
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Debug.Assert(message.Entries.Length == 0);
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m_NextSequence++;
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if (!m_LoseNextMessage)
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{
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using var writer = new FastBufferWriter(1024, Allocator.Temp);
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message.Serialize(writer);
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using var reader = new FastBufferReader(writer, Allocator.Temp);
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var context = new NetworkContext { SenderId = 0, Timestamp = 0.0f, SystemOwner = new Tuple<SnapshotSystem, ulong>(m_RecvSnapshot, 0) };
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var newMessage = new SnapshotDataMessage();
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newMessage.Deserialize(reader, ref context);
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newMessage.Handle(ref context);
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}
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return 0;
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}
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internal int SendMessageRecvSide(ref SnapshotDataMessage message, NetworkDelivery delivery, ulong clientId)
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{
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if (m_PassBackResponses)
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{
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using var writer = new FastBufferWriter(1024, Allocator.Temp);
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message.Serialize(writer);
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using var reader = new FastBufferReader(writer, Allocator.Temp);
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var context = new NetworkContext { SenderId = 0, Timestamp = 0.0f, SystemOwner = new Tuple<SnapshotSystem, ulong>(m_SendSnapshot, 1) };
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var newMessage = new SnapshotDataMessage();
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newMessage.Deserialize(reader, ref context);
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newMessage.Handle(ref context);
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}
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return 0;
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}
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private void PrepareSendSideSnapshot()
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{
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var config = new NetworkConfig();
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m_SendTickSystem = new NetworkTickSystem(m_TicksPerSec, 0.0, 0.0);
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m_SendTimeSystem = new NetworkTimeSystem(0.2, 0.2, 1.0);
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config.UseSnapshotDelta = false;
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config.UseSnapshotSpawn = true;
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m_SendSnapshot = new SnapshotSystem(null, config, m_SendTickSystem);
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m_SendSnapshot.IsServer = true;
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m_SendSnapshot.IsConnectedClient = false;
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m_SendSnapshot.ServerClientId = 0;
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m_SendSnapshot.ConnectedClientsId.Clear();
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m_SendSnapshot.ConnectedClientsId.Add(0);
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m_SendSnapshot.ConnectedClientsId.Add(1);
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m_SendSnapshot.MockSendMessage = SendMessage;
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m_SendSnapshot.MockSpawnObject = SpawnObject;
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m_SendSnapshot.MockDespawnObject = DespawnObject;
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}
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private void PrepareRecvSideSnapshot()
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{
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var config = new NetworkConfig();
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m_RecvTickSystem = new NetworkTickSystem(m_TicksPerSec, 0.0, 0.0);
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m_RecvTimeSystem = new NetworkTimeSystem(0.2, 0.2, 1.0);
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config.UseSnapshotDelta = false;
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config.UseSnapshotSpawn = true;
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m_RecvSnapshot = new SnapshotSystem(null, config, m_RecvTickSystem);
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m_RecvSnapshot.IsServer = false;
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m_RecvSnapshot.IsConnectedClient = true;
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m_RecvSnapshot.ServerClientId = 0;
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m_RecvSnapshot.ConnectedClientsId.Clear();
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m_SendSnapshot.ConnectedClientsId.Add(0);
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m_SendSnapshot.ConnectedClientsId.Add(1);
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m_RecvSnapshot.MockSendMessage = SendMessageRecvSide;
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m_RecvSnapshot.MockSpawnObject = SpawnObject;
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m_RecvSnapshot.MockDespawnObject = DespawnObject;
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}
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private void SendSpawnToSnapshot(ulong objectId)
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{
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SnapshotSpawnCommand command = default;
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// identity
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command.NetworkObjectId = objectId;
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// archetype
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command.GlobalObjectIdHash = 0;
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command.IsSceneObject = true;
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// parameters
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command.IsPlayerObject = false;
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command.OwnerClientId = 0;
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command.ParentNetworkId = 0;
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command.ObjectPosition = default;
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command.ObjectRotation = default;
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command.ObjectScale = new Vector3(1.0f, 1.0f, 1.0f);
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command.TargetClientIds = new List<ulong> { 1 };
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m_SendSnapshot.Spawn(command);
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}
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private void SendDespawnToSnapshot(ulong objectId)
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{
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SnapshotDespawnCommand command = default;
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// identity
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command.NetworkObjectId = objectId;
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command.TargetClientIds = new List<ulong> { 1 };
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m_SendSnapshot.Despawn(command);
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}
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[Test]
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public void TestSnapshotSpawn()
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{
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Prepare();
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m_SpawnedObjectCount = 0;
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m_NextSequence = 0;
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m_ExpectSpawns = true;
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m_ExpectDespawns = false;
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m_MinSpawns = 2; // many spawns are to be sent together
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m_LoseNextMessage = false;
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m_PassBackResponses = false;
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var ticksToRun = 20;
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// spawns one more than current buffer size
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var objectsToSpawn = m_SendSnapshot.SpawnsBufferCount + 1;
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for (int i = 0; i < objectsToSpawn; i++)
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{
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SendSpawnToSnapshot((ulong)i);
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}
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for (int i = 0; i < ticksToRun; i++)
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{
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AdvanceOneTick();
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}
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Debug.Assert(m_SpawnedObjectCount == objectsToSpawn);
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Debug.Assert(m_SendSnapshot.SpawnsBufferCount > objectsToSpawn); // spawn buffer should have grown
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}
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[Test]
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public void TestSnapshotSpawnDespawns()
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{
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Prepare();
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// test that buffers actually shrink and will grow back to needed size
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m_SendSnapshot.ReduceBufferUsage();
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m_RecvSnapshot.ReduceBufferUsage();
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Debug.Assert(m_SendSnapshot.SpawnsBufferCount == 1);
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Debug.Assert(m_SendSnapshot.DespawnsBufferCount == 1);
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Debug.Assert(m_RecvSnapshot.SpawnsBufferCount == 1);
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Debug.Assert(m_RecvSnapshot.DespawnsBufferCount == 1);
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m_SpawnedObjectCount = 0;
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m_DespawnedObjectCount = 0;
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m_NextSequence = 0;
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m_ExpectSpawns = true;
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m_ExpectDespawns = false;
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m_MinDespawns = 2; // many despawns are to be sent together
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m_LoseNextMessage = false;
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m_PassBackResponses = false;
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var ticksToRun = 20;
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// spawns one more than current buffer size
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var objectsToSpawn = 10;
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for (int i = 0; i < objectsToSpawn; i++)
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{
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SendSpawnToSnapshot((ulong)i);
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}
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for (int i = 0; i < ticksToRun; i++)
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{
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AdvanceOneTick();
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}
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for (int i = 0; i < objectsToSpawn; i++)
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{
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SendDespawnToSnapshot((ulong)i);
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}
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m_ExpectSpawns = true; // the un'acked spawns will still be present
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m_MinSpawns = 1; // but we don't really care how they are grouped then
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m_ExpectDespawns = true;
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for (int i = 0; i < ticksToRun; i++)
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{
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AdvanceOneTick();
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}
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Debug.Assert(m_DespawnedObjectCount == objectsToSpawn);
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}
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[Test]
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public void TestSnapshotMessageLoss()
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{
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var r = new Random();
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Prepare();
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m_SpawnedObjectCount = 0;
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m_NextSequence = 0;
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m_ExpectSpawns = true;
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m_ExpectDespawns = false;
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m_MinSpawns = 1;
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m_LoseNextMessage = false;
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m_PassBackResponses = false;
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var ticksToRun = 10;
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for (int i = 0; i < ticksToRun; i++)
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{
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m_LoseNextMessage = (r.Next() % 2) > 0;
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SendSpawnToSnapshot((ulong)i);
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AdvanceOneTick();
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}
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m_LoseNextMessage = false;
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AdvanceOneTick();
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AdvanceOneTick();
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Debug.Assert(m_SpawnedObjectCount == ticksToRun);
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}
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[Test]
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public void TestSnapshotAcks()
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{
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Prepare();
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m_SpawnedObjectCount = 0;
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m_NextSequence = 0;
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m_ExpectSpawns = true;
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m_ExpectDespawns = false;
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m_MinSpawns = 1;
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m_LoseNextMessage = false;
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m_PassBackResponses = true;
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var objectsToSpawn = 10;
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for (int i = 0; i < objectsToSpawn; i++)
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{
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SendSpawnToSnapshot((ulong)i);
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}
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AdvanceOneTickSendSide(); // let's tick the send multiple time, to check it still tries to send
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AdvanceOneTick();
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m_ExpectSpawns = false; // all spawns should have made it back and forth and be absent from next messages
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AdvanceOneTick();
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for (int i = 0; i < objectsToSpawn; i++)
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{
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SendDespawnToSnapshot((ulong)i);
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}
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m_ExpectDespawns = true; // we should now be seeing despawns
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AdvanceOneTickSendSide(); // let's tick the send multiple time, to check it still tries to send
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AdvanceOneTick();
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Debug.Assert(m_SpawnedObjectCount == objectsToSpawn);
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}
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}
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}
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