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). ## [1.0.0-pre.7] - 2022-04-01 ### Added - Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828) - Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823) - Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762) - `UnityTransport` settings can now be set programmatically. (#1845) - `FastBufferWriter` and Reader IsInitialized property. (#1859) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849) ### Removed - Removed `SnapshotSystem` (#1852) - Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812) - Removed `com.unity.collections` dependency from the package (#1849) ### Fixed - Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850) - Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847) - Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841) - Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838) - Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836) - Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828) - Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821) - Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811) - Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809) - Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808) - Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801) - Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780) - Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779) - Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777) - Fixed parenting warning printing for false positives (#1855)
194 lines
5.9 KiB
C#
194 lines
5.9 KiB
C#
using System;
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using NUnit.Framework;
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using Unity.Collections;
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using Unity.Netcode.Transports.UTP;
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using Unity.Networking.Transport;
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namespace Unity.Netcode.EditorTests
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{
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public class BatchedReceiveQueueTests
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{
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[Test]
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public void BatchedReceiveQueue_EmptyReader()
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{
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var data = new NativeArray<byte>(0, Allocator.Temp);
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var reader = new DataStreamReader(data);
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var q = new BatchedReceiveQueue(reader);
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Assert.AreEqual(default(ArraySegment<byte>), q.PopMessage());
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Assert.True(q.IsEmpty);
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}
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[Test]
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public void BatchedReceiveQueue_SingleMessage()
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{
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var dataLength = sizeof(int) + 1;
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var data = new NativeArray<byte>(dataLength, Allocator.Temp);
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var writer = new DataStreamWriter(data);
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writer.WriteInt(1);
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writer.WriteByte((byte)42);
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var reader = new DataStreamReader(data);
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var q = new BatchedReceiveQueue(reader);
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Assert.False(q.IsEmpty);
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var message = q.PopMessage();
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Assert.AreEqual(1, message.Count);
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Assert.AreEqual((byte)42, message.Array[message.Offset]);
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Assert.AreEqual(default(ArraySegment<byte>), q.PopMessage());
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Assert.True(q.IsEmpty);
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}
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[Test]
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public void BatchedReceiveQueue_MultipleMessages()
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{
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var dataLength = (sizeof(int) + 1) * 2;
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var data = new NativeArray<byte>(dataLength, Allocator.Temp);
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var writer = new DataStreamWriter(data);
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writer.WriteInt(1);
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writer.WriteByte((byte)42);
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writer.WriteInt(1);
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writer.WriteByte((byte)142);
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var reader = new DataStreamReader(data);
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var q = new BatchedReceiveQueue(reader);
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Assert.False(q.IsEmpty);
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var message1 = q.PopMessage();
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Assert.AreEqual(1, message1.Count);
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Assert.AreEqual((byte)42, message1.Array[message1.Offset]);
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var message2 = q.PopMessage();
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Assert.AreEqual(1, message2.Count);
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Assert.AreEqual((byte)142, message2.Array[message2.Offset]);
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Assert.AreEqual(default(ArraySegment<byte>), q.PopMessage());
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Assert.True(q.IsEmpty);
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}
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[Test]
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public void BatchedReceiveQueue_PartialMessage()
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{
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var dataLength = sizeof(int);
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var data = new NativeArray<byte>(dataLength, Allocator.Temp);
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var writer = new DataStreamWriter(data);
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writer.WriteInt(42);
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var reader = new DataStreamReader(data);
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var q = new BatchedReceiveQueue(reader);
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Assert.False(q.IsEmpty);
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Assert.AreEqual(default(ArraySegment<byte>), q.PopMessage());
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}
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[Test]
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public void BatchedReceiveQueue_PushReader_ToFilledQueue()
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{
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var data1Length = sizeof(int);
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var data2Length = sizeof(byte);
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var data1 = new NativeArray<byte>(data1Length, Allocator.Temp);
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var data2 = new NativeArray<byte>(data2Length, Allocator.Temp);
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var writer1 = new DataStreamWriter(data1);
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writer1.WriteInt(1);
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var writer2 = new DataStreamWriter(data2);
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writer2.WriteByte(42);
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var reader1 = new DataStreamReader(data1);
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var reader2 = new DataStreamReader(data2);
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var q = new BatchedReceiveQueue(reader1);
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Assert.False(q.IsEmpty);
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q.PushReader(reader2);
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Assert.False(q.IsEmpty);
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var message = q.PopMessage();
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Assert.AreEqual(1, message.Count);
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Assert.AreEqual((byte)42, message.Array[message.Offset]);
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Assert.AreEqual(default(ArraySegment<byte>), q.PopMessage());
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Assert.True(q.IsEmpty);
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}
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[Test]
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public void BatchedReceiveQueue_PushReader_ToPartiallyFilledQueue()
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{
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var dataLength = sizeof(int) + 1;
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var data = new NativeArray<byte>(dataLength, Allocator.Temp);
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var writer = new DataStreamWriter(data);
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writer.WriteInt(1);
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writer.WriteByte((byte)42);
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var reader = new DataStreamReader(data);
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var q = new BatchedReceiveQueue(reader);
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reader = new DataStreamReader(data);
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q.PushReader(reader);
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var message = q.PopMessage();
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Assert.AreEqual(1, message.Count);
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Assert.AreEqual((byte)42, message.Array[message.Offset]);
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reader = new DataStreamReader(data);
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q.PushReader(reader);
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message = q.PopMessage();
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Assert.AreEqual(1, message.Count);
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Assert.AreEqual((byte)42, message.Array[message.Offset]);
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message = q.PopMessage();
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Assert.AreEqual(1, message.Count);
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Assert.AreEqual((byte)42, message.Array[message.Offset]);
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Assert.AreEqual(default(ArraySegment<byte>), q.PopMessage());
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Assert.True(q.IsEmpty);
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}
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[Test]
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public void BatchedReceiveQueue_PushReader_ToEmptyQueue()
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{
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var dataLength = sizeof(int) + 1;
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var data = new NativeArray<byte>(dataLength, Allocator.Temp);
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var writer = new DataStreamWriter(data);
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writer.WriteInt(1);
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writer.WriteByte((byte)42);
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var reader = new DataStreamReader(data);
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var q = new BatchedReceiveQueue(reader);
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Assert.False(q.IsEmpty);
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q.PopMessage();
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Assert.True(q.IsEmpty);
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reader = new DataStreamReader(data);
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q.PushReader(reader);
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var message = q.PopMessage();
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Assert.AreEqual(1, message.Count);
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Assert.AreEqual((byte)42, message.Array[message.Offset]);
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Assert.AreEqual(default(ArraySegment<byte>), q.PopMessage());
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Assert.True(q.IsEmpty);
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}
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}
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}
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