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com.unity.netcode.gameobjects/TestHelpers/Runtime/MessageHooksConditional.cs
Unity Technologies 4d70c198bd com.unity.netcode.gameobjects@1.5.1
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).

## [1.5.1] - 2023-06-07

### Added

- Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375)
- The location of the automatically-created default network prefab list can now be configured (#2544)
- Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530)
- Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568)

### Fixed

- Fixed: Fixed a null reference in codegen in some projects (#2581)
- Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569)
- Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565)
- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
- Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events.  (#2542,#2543)
- Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
- Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529)
- Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528)
- Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)
- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)
- Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518)
- Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510)
- Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)

## Changed

- Adding network prefabs before NetworkManager initialization is now supported. (#2565)
- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)
- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533)
- Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
2023-06-07 00:00:00 +00:00

148 lines
4.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
namespace Unity.Netcode.TestHelpers.Runtime
{
public class MessageHooksConditional : ConditionalPredicateBase
{
private List<MessageHookEntry> m_MessageHookEntries;
public bool AllMessagesReceived { get; internal set; }
public int NumberOfMessagesReceived
{
get
{
return m_MessageHookEntries.Where((c) => !c.MessageHooks.IsWaiting).Count();
}
}
public string GetHooksStillWaiting()
{
var retMessageTypes = string.Empty;
var waitingMessages = m_MessageHookEntries.Where((c) => c.MessageHooks.IsWaiting);
foreach (var waitingMessage in waitingMessages)
{
retMessageTypes += $":{waitingMessage.MessageType}:";
}
return retMessageTypes;
}
protected override bool OnHasConditionBeenReached()
{
AllMessagesReceived = NumberOfMessagesReceived == m_MessageHookEntries.Count;
if (AllMessagesReceived)
{
foreach (var entry in m_MessageHookEntries)
{
entry.RemoveHook();
}
}
return AllMessagesReceived;
}
protected override void OnFinished()
{
base.OnFinished();
}
public void Reset()
{
foreach (var entry in m_MessageHookEntries)
{
entry.Initialize();
}
}
public MessageHooksConditional(List<MessageHookEntry> messageHookEntries)
{
m_MessageHookEntries = messageHookEntries;
}
}
public enum ReceiptType
{
Received,
Handled
}
public class MessageHookEntry
{
internal MessageHooks MessageHooks;
protected NetworkManager m_NetworkManager;
private MessageHooks.MessageReceiptCheck m_MessageReceiptCheck;
private MessageHooks.MessageHandleCheck m_MessageHandleCheck;
internal string MessageType;
private ReceiptType m_ReceiptType;
public void Initialize()
{
MessageHooks = new MessageHooks();
if (m_ReceiptType == ReceiptType.Handled)
{
Assert.IsNotNull(m_MessageHandleCheck, $"{nameof(m_MessageHandleCheck)} is null, did you forget to initialize?");
MessageHooks.HandleCheck = m_MessageHandleCheck;
}
else
{
Assert.IsNotNull(m_MessageReceiptCheck, $"{nameof(m_MessageReceiptCheck)} is null, did you forget to initialize?");
MessageHooks.ReceiptCheck = m_MessageReceiptCheck;
}
Assert.IsNotNull(m_NetworkManager.ConnectionManager.MessageManager, $"{nameof(NetworkMessageManager)} is null! Did you forget to start first?");
m_NetworkManager.ConnectionManager.MessageManager.Hook(MessageHooks);
}
internal void AssignMessageType<T>() where T : INetworkMessage
{
MessageType = typeof(T).Name;
if (m_ReceiptType == ReceiptType.Handled)
{
m_MessageHandleCheck = MessageHooks.CheckForMessageOfTypeHandled<T>;
}
else
{
m_MessageReceiptCheck = MessageHooks.CheckForMessageOfTypeReceived<T>;
}
Initialize();
}
internal void RemoveHook()
{
m_NetworkManager.ConnectionManager.MessageManager.Unhook(MessageHooks);
}
internal void AssignMessageType(Type type)
{
MessageType = type.Name;
if (m_ReceiptType == ReceiptType.Handled)
{
m_MessageHandleCheck = (message) =>
{
return message.GetType() == type;
};
}
else
{
m_MessageReceiptCheck = (messageType) =>
{
return messageType == type;
};
}
Initialize();
}
public MessageHookEntry(NetworkManager networkManager, ReceiptType type = ReceiptType.Handled)
{
m_NetworkManager = networkManager;
m_ReceiptType = type;
}
}
}