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). ## [2.0.0-exp.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
97 lines
3.4 KiB
C#
97 lines
3.4 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Unity.Netcode.TestHelpers.Runtime
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{
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public abstract class IntegrationTestWithApproximation : NetcodeIntegrationTest
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{
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private const float k_AproximateDeltaVariance = 0.016f;
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protected string GetVector3Values(ref Vector3 vector3)
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{
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return $"({vector3.x:F6},{vector3.y:F6},{vector3.z:F6})";
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}
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protected string GetVector3Values(Vector3 vector3)
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{
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return GetVector3Values(ref vector3);
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}
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protected virtual float GetDeltaVarianceThreshold()
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{
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return k_AproximateDeltaVariance;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected float EulerDelta(float a, float b)
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{
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return Mathf.DeltaAngle(a, b);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected Vector3 EulerDelta(Vector3 a, Vector3 b)
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{
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return new Vector3(Mathf.DeltaAngle(a.x, b.x), Mathf.DeltaAngle(a.y, b.y), Mathf.DeltaAngle(a.z, b.z));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected bool ApproximatelyEuler(float a, float b)
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{
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return Mathf.Abs(EulerDelta(a, b)) <= GetDeltaVarianceThreshold();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected bool Approximately(float a, float b)
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{
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return Mathf.Abs(a - b) <= GetDeltaVarianceThreshold();
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}
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protected bool Approximately(Vector2 a, Vector2 b)
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{
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var deltaVariance = GetDeltaVarianceThreshold();
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return Math.Round(Mathf.Abs(a.x - b.x), 2) <= deltaVariance &&
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Math.Round(Mathf.Abs(a.y - b.y), 2) <= deltaVariance;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected bool Approximately(Vector3 a, Vector3 b)
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{
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var deltaVariance = GetDeltaVarianceThreshold();
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return Math.Round(Mathf.Abs(a.x - b.x), 2) <= deltaVariance &&
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Math.Round(Mathf.Abs(a.y - b.y), 2) <= deltaVariance &&
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Math.Round(Mathf.Abs(a.z - b.z), 2) <= deltaVariance;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected bool Approximately(Quaternion a, Quaternion b)
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{
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var deltaVariance = GetDeltaVarianceThreshold();
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return Mathf.Abs(a.x - b.x) <= deltaVariance &&
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Mathf.Abs(a.y - b.y) <= deltaVariance &&
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Mathf.Abs(a.z - b.z) <= deltaVariance &&
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Mathf.Abs(a.w - b.w) <= deltaVariance;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected bool ApproximatelyEuler(Vector3 a, Vector3 b)
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{
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return ApproximatelyEuler(a.x, b.x) && ApproximatelyEuler(a.y, b.y) && ApproximatelyEuler(a.z, b.z);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected Vector3 GetRandomVector3(float min, float max)
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{
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return new Vector3(Random.Range(min, max), Random.Range(min, max), Random.Range(min, max));
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}
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public IntegrationTestWithApproximation(NetworkTopologyTypes networkTopologyType) : base(networkTopologyType) { }
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public IntegrationTestWithApproximation(HostOrServer hostOrServer) : base(hostOrServer) { }
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public IntegrationTestWithApproximation() : base() { }
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}
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}
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