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)
96 lines
3.5 KiB
C#
96 lines
3.5 KiB
C#
#if MULTIPLAYER_TOOLS
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using System;
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using System.Collections;
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using System.Linq;
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using NUnit.Framework;
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using Unity.Collections;
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using Unity.Multiplayer.Tools.MetricTypes;
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using UnityEngine.TestTools;
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using Unity.Netcode.TestHelpers.Runtime.Metrics;
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namespace Unity.Netcode.RuntimeTests.Metrics
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{
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internal class ServerLogsMetricTests : SingleClientMetricTestBase
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{
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// Header is dynamically sized due to packing, will be 3 bytes for all test messages.
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private const int k_MessageHeaderSize = 3;
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protected override IEnumerator OnSetup()
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{
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m_CreateServerFirst = false;
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return base.OnSetup();
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}
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private int GetWriteSizeForLog(NetworkLog.LogType logType, string logMessage)
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{
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var message = new ServerLogMessage
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{
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LogType = logType,
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Message = logMessage
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};
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using var writer = new FastBufferWriter(1024, Allocator.Temp);
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message.Serialize(writer, message.Version);
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return writer.Length;
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}
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[UnityTest]
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public IEnumerator TrackServerLogSentMetric()
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{
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// Set the client NetworkManager to assure the log is sent
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NetworkLog.NetworkManagerOverride = Client;
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var waitForSentMetric = new WaitForEventMetricValues<ServerLogEvent>(ClientMetrics.Dispatcher, NetworkMetricTypes.ServerLogSent);
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var message = Guid.NewGuid().ToString();
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Client.LogLevel = LogLevel.Developer;
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Server.LogLevel = LogLevel.Developer;
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NetworkLog.LogWarningServer(message);
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yield return s_DefaultWaitForTick;
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yield return waitForSentMetric.WaitForMetricsReceived();
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var sentMetrics = waitForSentMetric.AssertMetricValuesHaveBeenFound();
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Assert.AreEqual(1, sentMetrics.Count);
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var sentMetric = sentMetrics.First();
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Assert.AreEqual(Server.LocalClientId, sentMetric.Connection.Id);
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Assert.AreEqual((uint)NetworkLog.LogType.Warning, (uint)sentMetric.LogLevel);
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var serializedLength = GetWriteSizeForLog(NetworkLog.LogType.Warning, message);
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Assert.AreEqual(serializedLength + k_MessageHeaderSize, sentMetric.BytesCount);
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}
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[UnityTest]
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public IEnumerator TrackServerLogReceivedMetric()
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{
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var waitForReceivedMetric = new WaitForEventMetricValues<ServerLogEvent>(ServerMetrics.Dispatcher, NetworkMetricTypes.ServerLogReceived);
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var message = Guid.NewGuid().ToString();
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Client.LogLevel = LogLevel.Developer;
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Server.LogLevel = LogLevel.Developer;
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NetworkLog.LogWarningServer(message);
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yield return s_DefaultWaitForTick;
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yield return waitForReceivedMetric.WaitForMetricsReceived();
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var receivedMetrics = waitForReceivedMetric.AssertMetricValuesHaveBeenFound();
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Assert.AreEqual(1, receivedMetrics.Count);
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var receivedMetric = receivedMetrics.First();
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Assert.AreEqual(Client.LocalClientId, receivedMetric.Connection.Id);
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Assert.AreEqual((uint)NetworkLog.LogType.Warning, (uint)receivedMetric.LogLevel);
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var serializedLength = GetWriteSizeForLog(NetworkLog.LogType.Warning, message);
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Assert.AreEqual(serializedLength, receivedMetric.BytesCount);
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}
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protected override IEnumerator OnTearDown()
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{
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NetworkLog.NetworkManagerOverride = null;
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return base.OnTearDown();
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}
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}
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}
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#endif
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