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com.unity.netcode.gameobjects/Tests/Runtime/Components/BufferDataValidationComponent.cs
Unity Technologies 5b4aaa8b59 com.unity.netcode.gameobjects@1.0.0-pre.6
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)
2022-03-02 00:00:00 +00:00

111 lines
3.8 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// Used in conjunction with the RpcQueueTest to validate from 1 byte to (n) MaximumBufferSize
/// - Sending and Receiving a continually growing buffer up to (MaximumBufferSize)
/// - Default maximum buffer size is 1MB
/// </summary>
public class BufferDataValidationComponent : NetworkBehaviour
{
/// <summary>
/// Allows the external RPCQueueTest to begin testing or stop it
/// </summary>
public bool EnableTesting;
/// <summary>
/// The maximum size of the buffer to send
/// </summary>
public int MaximumBufferSize = 1 << 15;
/// <summary>
/// The rate at which the buffer size increases until it reaches MaximumBufferSize
/// (the default starting buffer size is 1 bytes)
/// </summary>
public int BufferSizeStart = 1;
/// <summary>
/// Is checked to determine if the test exited because it failed
/// </summary>
public bool TestFailed { get; internal set; }
private bool m_WaitForValidation;
private int m_CurrentBufferSize;
private List<byte> m_SendBuffer;
private List<byte> m_PreCalculatedBufferValues;
// Start is called before the first frame update
private void Start()
{
m_WaitForValidation = false;
m_CurrentBufferSize = BufferSizeStart;
m_SendBuffer = new List<byte>(MaximumBufferSize + 1);
m_PreCalculatedBufferValues = new List<byte>(MaximumBufferSize + 1);
while (m_PreCalculatedBufferValues.Count <= MaximumBufferSize)
{
m_PreCalculatedBufferValues.Add((byte)Random.Range(0, 255));
}
}
/// <summary>
/// Returns back whether the test has completed the total number of iterations
/// </summary>
/// <returns></returns>
public bool IsTestComplete()
{
if (m_CurrentBufferSize > MaximumBufferSize || TestFailed)
{
return true;
}
return false;
}
// Update is called once per frame
private void Update()
{
if (NetworkManager.Singleton.IsListening && EnableTesting && !IsTestComplete() && !m_WaitForValidation)
{
m_SendBuffer.Clear();
//Keep the current contents of the bufffer and fill the buffer with the delta difference of the buffer's current size and new size from the m_PreCalculatedBufferValues
m_SendBuffer.AddRange(m_PreCalculatedBufferValues.GetRange(0, m_CurrentBufferSize));
//Make sure we don't do anything until we finish validating buffer
m_WaitForValidation = true;
//Send the buffer
SendBufferServerRpc(m_SendBuffer.ToArray());
}
}
/// <summary>
/// Server side RPC for testing
/// </summary>
/// <param name="parameters">server rpc parameters</param>
[ServerRpc]
private void SendBufferServerRpc(byte[] buffer)
{
TestFailed = !NetworkManagerHelper.BuffersMatch(0, buffer.Length, buffer, m_SendBuffer.ToArray());
if (!TestFailed)
{
Debug.Log($"Tested buffer size of {m_SendBuffer.Count} -- OK");
}
if (m_CurrentBufferSize == MaximumBufferSize)
{
m_CurrentBufferSize++;
}
else
{
//Increasse buffer size
m_CurrentBufferSize = m_CurrentBufferSize << 1;
}
m_WaitForValidation = false;
}
}
}