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com.unity.netcode.gameobjects/Tests/Runtime/Transports/UnityTransportTestHelpers.cs
Unity Technologies 8fe07bbad2 com.unity.netcode.gameobjects@2.2.0
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).

## [2.2.0] - 2024-12-12

### Added

- Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175)
- Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130)
- Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113)

### Fixed

- Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177)
- Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162)
- Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160)
- Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160)
- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
- Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147)
- Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133)
- Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133)
- Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122)
- Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`.  (#3113)
- Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111)
- Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110)
- Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108)

### Changed

- In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175)
- Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode.
- The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
2024-12-12 00:00:00 +00:00

167 lines
6.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode.Transports.UTP;
using Unity.Networking.Transport;
using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
internal static class UnityTransportTestHelpers
{
// Half a second might seem like a very long time to wait for a network event, but in CI
// many of the machines are underpowered (e.g. old Android devices or Macs) and there are
// sometimes very high lag spikes. PS4 and Switch are particularly sensitive in this regard
// so we allow even more time for these platforms.
public const float MaxNetworkEventWaitTime = 0.5f;
// Wait for an event to appear in the given event list (must be the very next event).
public static IEnumerator WaitForNetworkEvent(NetworkEvent type, List<TransportEvent> events, float timeout = MaxNetworkEventWaitTime)
{
int initialCount = events.Count;
float startTime = Time.realtimeSinceStartup;
while (Time.realtimeSinceStartup - startTime < timeout)
{
if (events.Count > initialCount)
{
Assert.AreEqual(type, events[initialCount].Type);
yield break;
}
yield return new WaitForSeconds(0.01f);
}
Assert.Fail("Timed out while waiting for network event.");
}
// Wait to ensure no event is sent.
public static IEnumerator EnsureNoNetworkEvent(List<TransportEvent> events, float timeout = MaxNetworkEventWaitTime)
{
int initialCount = events.Count;
float startTime = Time.realtimeSinceStartup;
while (Time.realtimeSinceStartup - startTime < timeout)
{
if (events.Count > initialCount)
{
Assert.Fail("Received unexpected network event.");
}
yield return new WaitForSeconds(0.01f);
}
}
// Common code to initialize a UnityTransport that logs its events.
public static void InitializeTransport(out UnityTransport transport, out List<TransportEvent> events,
int maxPayloadSize = UnityTransport.InitialMaxPayloadSize, int maxSendQueueSize = 0, NetworkFamily family = NetworkFamily.Ipv4)
{
var logger = new TransportEventLogger();
events = logger.Events;
transport = new GameObject().AddComponent<UnityTransportTestComponent>();
transport.OnTransportEvent += logger.HandleEvent;
transport.MaxPayloadSize = maxPayloadSize;
transport.MaxSendQueueSize = maxSendQueueSize;
if (family == NetworkFamily.Ipv6)
{
transport.SetConnectionData("::1", 7777);
}
transport.Initialize();
}
// Information about an event generated by a transport (basically just the parameters that
// are normally passed along to a TransportEventDelegate).
internal struct TransportEvent
{
public NetworkEvent Type;
public ulong ClientID;
public ArraySegment<byte> Data;
public float ReceiveTime;
}
// Utility class that logs events generated by a UnityTransport. Set it up by adding the
// HandleEvent method as an OnTransportEvent delegate of the transport. The list of events
// (in order in which they were generated) can be accessed through the Events property.
internal class TransportEventLogger
{
private readonly List<TransportEvent> m_Events = new List<TransportEvent>();
public List<TransportEvent> Events => m_Events;
public void HandleEvent(NetworkEvent type, ulong clientID, ArraySegment<byte> data, float receiveTime)
{
// Copy the data since the backing array will be reused for future messages.
if (data != default(ArraySegment<byte>))
{
var dataCopy = new byte[data.Count];
Array.Copy(data.Array, data.Offset, dataCopy, 0, data.Count);
data = new ArraySegment<byte>(dataCopy);
}
m_Events.Add(new TransportEvent
{
Type = type,
ClientID = clientID,
Data = data,
ReceiveTime = receiveTime
});
}
}
internal class UnityTransportTestComponent : UnityTransport, INetworkUpdateSystem
{
private static List<UnityTransportTestComponent> s_Instances = new List<UnityTransportTestComponent>();
public static void CleanUp()
{
for (int i = s_Instances.Count - 1; i >= 0; i--)
{
var instance = s_Instances[i];
instance.Shutdown();
DestroyImmediate(instance.gameObject);
}
s_Instances.Clear();
}
/// <summary>
/// Simulate the <see cref="NetworkManager.NetworkUpdate"/> being invoked so <see cref="UnityTransport.EarlyUpdate"/>
/// and <see cref="UnityTransport.PostLateUpdate"/> are invoked.
/// </summary>
public void NetworkUpdate(NetworkUpdateStage updateStage)
{
switch (updateStage)
{
case NetworkUpdateStage.EarlyUpdate:
{
EarlyUpdate();
break;
}
case NetworkUpdateStage.PostLateUpdate:
{
PostLateUpdate();
break;
}
}
}
public override void Shutdown()
{
s_Instances.Remove(this);
base.Shutdown();
this.UnregisterAllNetworkUpdates();
}
public override void Initialize(NetworkManager networkManager = null)
{
base.Initialize(networkManager);
this.RegisterNetworkUpdate(NetworkUpdateStage.EarlyUpdate);
this.RegisterNetworkUpdate(NetworkUpdateStage.PreUpdate);
this.RegisterNetworkUpdate(NetworkUpdateStage.PostLateUpdate);
s_Instances.Add(this);
}
}
}
}