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com.unity.netcode.gameobjects/Tests/Editor/Transports/BatchedReceiveQueueTests.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

196 lines
5.9 KiB
C#

using System;
using NUnit.Framework;
using Unity.Collections;
using Unity.Netcode.Transports.UTP;
#if !UTP_TRANSPORT_2_0_ABOVE
using Unity.Networking.Transport;
#endif
namespace Unity.Netcode.EditorTests
{
internal class BatchedReceiveQueueTests
{
[Test]
public void BatchedReceiveQueue_EmptyReader()
{
var data = new NativeArray<byte>(0, Allocator.Temp);
var reader = new DataStreamReader(data);
var q = new BatchedReceiveQueue(reader);
Assert.AreEqual(default(ArraySegment<byte>), q.PopMessage());
Assert.True(q.IsEmpty);
}
[Test]
public void BatchedReceiveQueue_SingleMessage()
{
var dataLength = sizeof(int) + 1;
var data = new NativeArray<byte>(dataLength, Allocator.Temp);
var writer = new DataStreamWriter(data);
writer.WriteInt(1);
writer.WriteByte(42);
var reader = new DataStreamReader(data);
var q = new BatchedReceiveQueue(reader);
Assert.False(q.IsEmpty);
var message = q.PopMessage();
Assert.AreEqual(1, message.Count);
Assert.AreEqual((byte)42, message.Array[message.Offset]);
Assert.AreEqual(default(ArraySegment<byte>), q.PopMessage());
Assert.True(q.IsEmpty);
}
[Test]
public void BatchedReceiveQueue_MultipleMessages()
{
var dataLength = (sizeof(int) + 1) * 2;
var data = new NativeArray<byte>(dataLength, Allocator.Temp);
var writer = new DataStreamWriter(data);
writer.WriteInt(1);
writer.WriteByte(42);
writer.WriteInt(1);
writer.WriteByte(142);
var reader = new DataStreamReader(data);
var q = new BatchedReceiveQueue(reader);
Assert.False(q.IsEmpty);
var message1 = q.PopMessage();
Assert.AreEqual(1, message1.Count);
Assert.AreEqual((byte)42, message1.Array[message1.Offset]);
var message2 = q.PopMessage();
Assert.AreEqual(1, message2.Count);
Assert.AreEqual((byte)142, message2.Array[message2.Offset]);
Assert.AreEqual(default(ArraySegment<byte>), q.PopMessage());
Assert.True(q.IsEmpty);
}
[Test]
public void BatchedReceiveQueue_PartialMessage()
{
var dataLength = sizeof(int);
var data = new NativeArray<byte>(dataLength, Allocator.Temp);
var writer = new DataStreamWriter(data);
writer.WriteInt(42);
var reader = new DataStreamReader(data);
var q = new BatchedReceiveQueue(reader);
Assert.False(q.IsEmpty);
Assert.AreEqual(default(ArraySegment<byte>), q.PopMessage());
}
[Test]
public void BatchedReceiveQueue_PushReader_ToFilledQueue()
{
var data1Length = sizeof(int);
var data2Length = sizeof(byte);
var data1 = new NativeArray<byte>(data1Length, Allocator.Temp);
var data2 = new NativeArray<byte>(data2Length, Allocator.Temp);
var writer1 = new DataStreamWriter(data1);
writer1.WriteInt(1);
var writer2 = new DataStreamWriter(data2);
writer2.WriteByte(42);
var reader1 = new DataStreamReader(data1);
var reader2 = new DataStreamReader(data2);
var q = new BatchedReceiveQueue(reader1);
Assert.False(q.IsEmpty);
q.PushReader(reader2);
Assert.False(q.IsEmpty);
var message = q.PopMessage();
Assert.AreEqual(1, message.Count);
Assert.AreEqual((byte)42, message.Array[message.Offset]);
Assert.AreEqual(default(ArraySegment<byte>), q.PopMessage());
Assert.True(q.IsEmpty);
}
[Test]
public void BatchedReceiveQueue_PushReader_ToPartiallyFilledQueue()
{
var dataLength = sizeof(int) + 1;
var data = new NativeArray<byte>(dataLength, Allocator.Temp);
var writer = new DataStreamWriter(data);
writer.WriteInt(1);
writer.WriteByte(42);
var reader = new DataStreamReader(data);
var q = new BatchedReceiveQueue(reader);
reader = new DataStreamReader(data);
q.PushReader(reader);
var message = q.PopMessage();
Assert.AreEqual(1, message.Count);
Assert.AreEqual((byte)42, message.Array[message.Offset]);
reader = new DataStreamReader(data);
q.PushReader(reader);
message = q.PopMessage();
Assert.AreEqual(1, message.Count);
Assert.AreEqual((byte)42, message.Array[message.Offset]);
message = q.PopMessage();
Assert.AreEqual(1, message.Count);
Assert.AreEqual((byte)42, message.Array[message.Offset]);
Assert.AreEqual(default(ArraySegment<byte>), q.PopMessage());
Assert.True(q.IsEmpty);
}
[Test]
public void BatchedReceiveQueue_PushReader_ToEmptyQueue()
{
var dataLength = sizeof(int) + 1;
var data = new NativeArray<byte>(dataLength, Allocator.Temp);
var writer = new DataStreamWriter(data);
writer.WriteInt(1);
writer.WriteByte(42);
var reader = new DataStreamReader(data);
var q = new BatchedReceiveQueue(reader);
Assert.False(q.IsEmpty);
q.PopMessage();
Assert.True(q.IsEmpty);
reader = new DataStreamReader(data);
q.PushReader(reader);
var message = q.PopMessage();
Assert.AreEqual(1, message.Count);
Assert.AreEqual((byte)42, message.Array[message.Offset]);
Assert.AreEqual(default(ArraySegment<byte>), q.PopMessage());
Assert.True(q.IsEmpty);
}
}
}