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com.unity.netcode.gameobjects/Tests/Runtime/Components/BufferDataValidationComponent.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

111 lines
3.8 KiB
C#

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