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com.unity.netcode.gameobjects/Tests/Editor/Messaging/DisconnectOnSendTests.cs
Unity Technologies 63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.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).

## [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)
2024-05-31 00:00:00 +00:00

93 lines
3.0 KiB
C#

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