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