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)
93 lines
3.0 KiB
C#
93 lines
3.0 KiB
C#
using System.Collections.Generic;
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using NUnit.Framework;
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namespace Unity.Netcode.EditorTests
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{
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internal class DisconnectOnSendTests
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{
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private struct TestMessage : INetworkMessage, INetworkSerializeByMemcpy
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{
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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}
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public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
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{
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return true;
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}
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public void Handle(ref NetworkContext context)
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{
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}
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public int Version => 0;
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}
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private class DisconnectOnSendMessageSender : INetworkMessageSender
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{
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public NetworkMessageManager MessageManager;
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public void Send(ulong clientId, NetworkDelivery delivery, FastBufferWriter batchData)
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{
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MessageManager.ClientDisconnected(clientId);
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}
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}
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private class TestMessageProvider : INetworkMessageProvider
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{
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// Keep track of what we sent
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private List<NetworkMessageManager.MessageWithHandler> m_MessageList = new List<NetworkMessageManager.MessageWithHandler>
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{
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new NetworkMessageManager.MessageWithHandler
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{
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MessageType = typeof(TestMessage),
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Handler = NetworkMessageManager.ReceiveMessage<TestMessage>,
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GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<TestMessage>
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}
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};
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public List<NetworkMessageManager.MessageWithHandler> GetMessages()
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{
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return m_MessageList;
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}
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}
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private TestMessageProvider m_TestMessageProvider;
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private DisconnectOnSendMessageSender m_MessageSender;
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private NetworkMessageManager m_MessageManager;
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private ulong[] m_Clients = { 0 };
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[SetUp]
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public void SetUp()
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{
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m_MessageSender = new DisconnectOnSendMessageSender();
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m_TestMessageProvider = new TestMessageProvider();
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m_MessageManager = new NetworkMessageManager(m_MessageSender, this, m_TestMessageProvider);
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m_MessageSender.MessageManager = m_MessageManager;
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m_MessageManager.ClientConnected(0);
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m_MessageManager.SetVersion(0, XXHash.Hash32(typeof(TestMessage).FullName), 0);
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}
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[TearDown]
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public void TearDown()
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{
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m_MessageManager.Dispose();
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}
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private TestMessage GetMessage()
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{
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return new TestMessage();
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}
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[Test]
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public void WhenDisconnectIsCalledDuringSend_NoErrorsOccur()
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{
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var message = GetMessage();
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m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
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// This is where an exception would be thrown and logged.
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m_MessageManager.ProcessSendQueues();
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}
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}
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}
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