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com.unity.netcode.gameobjects/Tests/Editor/Serialization/UserBitReaderAndBitWriterTests_NCCBUG175.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

96 lines
3.0 KiB
C#

using NUnit.Framework;
using Unity.Collections;
namespace Unity.Netcode.EditorTests
{
internal class UserBitReaderAndBitWriterTests_NCCBUG175
{
[Test]
public void WhenBitwiseWritingMoreThan8Bits_ValuesAreCorrect()
{
using var writer = new FastBufferWriter(1024, Allocator.Temp);
ulong inVal = 123456789;
for (int i = 0; i < 100; ++i)
{
writer.WriteValueSafe(i);
}
using (var bitWriter = writer.EnterBitwiseContext())
{
for (int i = 0; i < 16; ++i)
{
Assert.IsTrue((bitWriter.TryBeginWriteBits(32)));
bitWriter.WriteBits(inVal, 31);
bitWriter.WriteBit(true);
}
}
using var reader = new FastBufferReader(writer, Allocator.Temp);
for (int i = 0; i < 100; ++i)
{
reader.ReadValueSafe(out int outVal);
Assert.AreEqual(i, outVal);
}
using var bitReader = reader.EnterBitwiseContext();
for (int i = 0; i < 16; ++i)
{
Assert.IsTrue(bitReader.TryBeginReadBits(32));
bitReader.ReadBits(out ulong outVal, 31);
bitReader.ReadBit(out bool bit);
Assert.AreEqual(inVal, outVal);
Assert.AreEqual(true, bit);
}
}
[Test]
public void WhenBitwiseReadingMoreThan8Bits_ValuesAreCorrect()
{
using var writer = new FastBufferWriter(1024, Allocator.Temp);
ulong inVal = 123456789;
for (int i = 0; i < 100; ++i)
{
writer.WriteValueSafe(i);
}
uint combined = (uint)inVal | (1u << 31);
writer.WriteValueSafe(combined);
writer.WriteValueSafe(combined);
writer.WriteValueSafe(combined);
using var reader = new FastBufferReader(writer, Allocator.Temp);
for (int i = 0; i < 100; ++i)
{
reader.ReadValueSafe(out int outVal);
Assert.AreEqual(i, outVal);
}
using (var bitReader = reader.EnterBitwiseContext())
{
Assert.IsTrue(bitReader.TryBeginReadBits(32));
bitReader.ReadBits(out ulong outVal, 31);
bitReader.ReadBit(out bool bit);
Assert.AreEqual(inVal, outVal);
Assert.AreEqual(true, bit);
Assert.IsTrue(bitReader.TryBeginReadBits(32));
bitReader.ReadBits(out outVal, 31);
bitReader.ReadBit(out bit);
Assert.AreEqual(inVal, outVal);
Assert.AreEqual(true, bit);
Assert.IsTrue(bitReader.TryBeginReadBits(32));
bitReader.ReadBits(out outVal, 31);
bitReader.ReadBit(out bit);
Assert.AreEqual(inVal, outVal);
Assert.AreEqual(true, bit);
}
}
}
}