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). ## [1.4.0] - 2023-04-10 ### Added - Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437) - Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388) - Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388) - Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388) - Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388) - Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388) - Added `HalfVector3` used for scale when half float precision is enabled. (#2388) - Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388) - Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388) - Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388) - Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388) - Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383) - Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383) ### Changed - Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388) - Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388) - Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388) - Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383) ### Fixed - Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502) - Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492) - Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481) - Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441) - Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426) - Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423) - Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416) - Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416) - Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388) - Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388) - Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383) - Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
605 lines
23 KiB
C#
605 lines
23 KiB
C#
using System;
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using NUnit.Framework;
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using UnityEngine;
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using Random = System.Random;
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namespace Unity.Netcode.EditorTests
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{
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public abstract class BaseFastBufferReaderWriterTest
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{
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protected enum ByteEnum : byte
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{
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A,
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B,
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C
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};
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protected enum SByteEnum : sbyte
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{
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A,
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B,
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C
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};
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protected enum ShortEnum : short
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{
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A,
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B,
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C
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};
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protected enum UShortEnum : ushort
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{
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A,
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B,
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C
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};
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protected enum IntEnum : int
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{
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A,
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B,
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C
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};
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protected enum UIntEnum : uint
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{
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A,
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B,
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C
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};
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protected enum LongEnum : long
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{
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A,
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B,
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C
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};
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protected enum ULongEnum : ulong
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{
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A,
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B,
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C
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};
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protected struct TestStruct : INetworkSerializeByMemcpy
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{
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public byte A;
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public short B;
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public ushort C;
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public int D;
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public uint E;
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public long F;
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public ulong G;
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public bool H;
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public char I;
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public float J;
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public double K;
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}
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public enum WriteType
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{
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WriteDirect,
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WriteSafe
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}
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protected abstract void RunTypeTest<T>(T valueToTest) where T : unmanaged;
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protected abstract void RunTypeTestSafe<T>(T valueToTest) where T : unmanaged;
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protected abstract void RunTypeArrayTest<T>(T[] valueToTest) where T : unmanaged;
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protected abstract void RunTypeArrayTestSafe<T>(T[] valueToTest) where T : unmanaged;
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protected TestStruct GetTestStruct()
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{
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var random = new Random();
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var testStruct = new TestStruct
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{
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A = (byte)random.Next(),
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B = (short)random.Next(),
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C = (ushort)random.Next(),
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D = random.Next(),
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E = (uint)random.Next(),
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F = ((long)random.Next() << 32) + random.Next(),
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G = ((ulong)random.Next() << 32) + (ulong)random.Next(),
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H = true,
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I = '\u263a',
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J = (float)random.NextDouble(),
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K = random.NextDouble(),
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};
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return testStruct;
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}
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private void RunTestWithWriteType<T>(T val, WriteType wt, FastBufferWriter.ForPrimitives _ = default) where T : unmanaged
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{
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switch (wt)
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{
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case WriteType.WriteDirect:
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RunTypeTest(val);
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break;
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case WriteType.WriteSafe:
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RunTypeTestSafe(val);
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break;
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}
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}
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public void BaseTypeTest(Type testType, WriteType writeType)
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{
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var random = new Random();
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if (testType == typeof(byte))
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{
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RunTestWithWriteType((byte)random.Next(), writeType);
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}
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else if (testType == typeof(sbyte))
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{
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RunTestWithWriteType((sbyte)random.Next(), writeType);
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}
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else if (testType == typeof(short))
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{
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RunTestWithWriteType((short)random.Next(), writeType);
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}
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else if (testType == typeof(ushort))
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{
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RunTestWithWriteType((ushort)random.Next(), writeType);
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}
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else if (testType == typeof(int))
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{
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RunTestWithWriteType(random.Next(), writeType);
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}
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else if (testType == typeof(uint))
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{
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RunTestWithWriteType((uint)random.Next(), writeType);
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}
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else if (testType == typeof(long))
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{
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RunTestWithWriteType(((long)random.Next() << 32) + random.Next(), writeType);
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}
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else if (testType == typeof(ulong))
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{
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RunTestWithWriteType(((ulong)random.Next() << 32) + (ulong)random.Next(), writeType);
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}
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else if (testType == typeof(bool))
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{
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RunTestWithWriteType(true, writeType);
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}
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else if (testType == typeof(char))
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{
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RunTestWithWriteType('a', writeType);
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RunTestWithWriteType('\u263a', writeType);
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}
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else if (testType == typeof(float))
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{
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RunTestWithWriteType((float)random.NextDouble(), writeType);
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}
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else if (testType == typeof(double))
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{
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RunTestWithWriteType(random.NextDouble(), writeType);
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}
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else if (testType == typeof(ByteEnum))
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{
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RunTestWithWriteType(ByteEnum.C, writeType);
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}
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else if (testType == typeof(SByteEnum))
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{
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RunTestWithWriteType(SByteEnum.C, writeType);
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}
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else if (testType == typeof(ShortEnum))
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{
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RunTestWithWriteType(ShortEnum.C, writeType);
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}
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else if (testType == typeof(UShortEnum))
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{
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RunTestWithWriteType(UShortEnum.C, writeType);
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}
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else if (testType == typeof(IntEnum))
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{
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RunTestWithWriteType(IntEnum.C, writeType);
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}
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else if (testType == typeof(UIntEnum))
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{
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RunTestWithWriteType(UIntEnum.C, writeType);
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}
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else if (testType == typeof(LongEnum))
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{
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RunTestWithWriteType(LongEnum.C, writeType);
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}
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else if (testType == typeof(ULongEnum))
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{
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RunTestWithWriteType(ULongEnum.C, writeType);
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}
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else if (testType == typeof(Vector2))
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{
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RunTestWithWriteType(new Vector2((float)random.NextDouble(), (float)random.NextDouble()), writeType);
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}
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else if (testType == typeof(Vector3))
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{
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RunTestWithWriteType(new Vector3((float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble()), writeType);
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}
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else if (testType == typeof(Vector2Int))
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{
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RunTestWithWriteType(new Vector2Int((int)random.NextDouble(), (int)random.NextDouble()), writeType);
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}
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else if (testType == typeof(Vector3Int))
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{
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RunTestWithWriteType(new Vector3Int((int)random.NextDouble(), (int)random.NextDouble(), (int)random.NextDouble()), writeType);
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}
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else if (testType == typeof(Vector4))
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{
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RunTestWithWriteType(new Vector4((float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble()), writeType);
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}
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else if (testType == typeof(Quaternion))
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{
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RunTestWithWriteType(new Quaternion((float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble()), writeType);
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}
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else if (testType == typeof(Color))
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{
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RunTestWithWriteType(new Color((float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble()), writeType);
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}
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else if (testType == typeof(Color32))
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{
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RunTestWithWriteType(new Color32((byte)random.Next(), (byte)random.Next(), (byte)random.Next(), (byte)random.Next()), writeType);
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}
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else if (testType == typeof(Ray))
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{
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RunTestWithWriteType(new Ray(
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new Vector3((float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble()),
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new Vector3((float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble())), writeType);
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}
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else if (testType == typeof(Ray2D))
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{
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RunTestWithWriteType(new Ray2D(
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new Vector2((float)random.NextDouble(), (float)random.NextDouble()),
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new Vector2((float)random.NextDouble(), (float)random.NextDouble())), writeType);
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}
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else if (testType == typeof(TestStruct))
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{
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RunTestWithWriteType(GetTestStruct(), writeType);
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}
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else
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{
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Assert.Fail("No type handler was provided for this type in the test!");
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}
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}
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public void BaseArrayTypeTest(Type testType, WriteType writeType)
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{
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var random = new Random();
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void RunTypeTestLocal<T>(T[] val, WriteType wt) where T : unmanaged
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{
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switch (wt)
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{
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case WriteType.WriteDirect:
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RunTypeArrayTest(val);
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break;
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case WriteType.WriteSafe:
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RunTypeArrayTestSafe(val);
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break;
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}
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}
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if (testType == typeof(byte))
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{
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RunTypeTestLocal(new[]{
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(byte) random.Next(),
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(byte) random.Next(),
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(byte) random.Next(),
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(byte) random.Next(),
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(byte) random.Next(),
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(byte) random.Next(),
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(byte) random.Next()
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}, writeType);
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}
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else if (testType == typeof(sbyte))
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{
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RunTypeTestLocal(new[]{
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(sbyte) random.Next(),
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(sbyte) random.Next(),
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(sbyte) random.Next(),
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(sbyte) random.Next(),
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(sbyte) random.Next(),
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(sbyte) random.Next(),
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(sbyte) random.Next()
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}, writeType);
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}
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else if (testType == typeof(short))
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{
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RunTypeTestLocal(new[]{
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(short) random.Next(),
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(short) random.Next(),
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(short) random.Next(),
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(short) random.Next(),
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(short) random.Next()
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}, writeType);
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}
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else if (testType == typeof(ushort))
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{
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RunTypeTestLocal(new[]{
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(ushort) random.Next(),
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(ushort) random.Next(),
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(ushort) random.Next(),
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(ushort) random.Next(),
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(ushort) random.Next(),
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(ushort) random.Next()
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}, writeType);
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}
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else if (testType == typeof(int))
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{
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RunTypeTestLocal(new[]{
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random.Next(),
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random.Next(),
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random.Next(),
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random.Next(),
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random.Next(),
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random.Next(),
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random.Next(),
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random.Next()
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}, writeType);
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}
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else if (testType == typeof(uint))
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{
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RunTypeTestLocal(new[]{
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(uint) random.Next(),
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(uint) random.Next(),
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(uint) random.Next(),
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(uint) random.Next(),
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(uint) random.Next(),
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(uint) random.Next()
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}, writeType);
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}
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else if (testType == typeof(long))
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{
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RunTypeTestLocal(new[]{
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((long)random.Next() << 32) + random.Next(),
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((long)random.Next() << 32) + random.Next(),
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((long)random.Next() << 32) + random.Next(),
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((long)random.Next() << 32) + random.Next()
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}, writeType);
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}
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else if (testType == typeof(ulong))
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{
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RunTypeTestLocal(new[]{
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((ulong)random.Next() << 32) + (ulong)random.Next(),
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((ulong)random.Next() << 32) + (ulong)random.Next(),
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((ulong)random.Next() << 32) + (ulong)random.Next(),
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((ulong)random.Next() << 32) + (ulong)random.Next(),
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((ulong)random.Next() << 32) + (ulong)random.Next(),
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((ulong)random.Next() << 32) + (ulong)random.Next(),
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((ulong)random.Next() << 32) + (ulong)random.Next(),
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((ulong)random.Next() << 32) + (ulong)random.Next(),
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((ulong)random.Next() << 32) + (ulong)random.Next()
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}, writeType);
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}
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else if (testType == typeof(bool))
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{
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RunTypeTestLocal(new[]{
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true,
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false,
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true,
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true,
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false,
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false,
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true,
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false,
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true
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}, writeType);
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}
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else if (testType == typeof(char))
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{
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RunTypeTestLocal(new[]{
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'a',
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'\u263a'
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}, writeType);
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}
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else if (testType == typeof(float))
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{
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RunTypeTestLocal(new[]{
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(float)random.NextDouble(),
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(float)random.NextDouble(),
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(float)random.NextDouble(),
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(float)random.NextDouble(),
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(float)random.NextDouble(),
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(float)random.NextDouble(),
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(float)random.NextDouble(),
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(float)random.NextDouble(),
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(float)random.NextDouble()
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}, writeType);
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}
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else if (testType == typeof(double))
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{
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RunTypeTestLocal(new[]{
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random.NextDouble(),
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random.NextDouble(),
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random.NextDouble(),
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random.NextDouble(),
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random.NextDouble(),
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random.NextDouble(),
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random.NextDouble(),
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random.NextDouble(),
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random.NextDouble()
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}, writeType);
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}
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else if (testType == typeof(ByteEnum))
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{
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RunTypeTestLocal(new[]{
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ByteEnum.C,
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ByteEnum.A,
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ByteEnum.B
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}, writeType);
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}
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else if (testType == typeof(SByteEnum))
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{
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RunTypeTestLocal(new[]{
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SByteEnum.C,
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SByteEnum.A,
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SByteEnum.B
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}, writeType);
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}
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else if (testType == typeof(ShortEnum))
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{
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RunTypeTestLocal(new[]{
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ShortEnum.C,
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ShortEnum.A,
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ShortEnum.B
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}, writeType);
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}
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else if (testType == typeof(UShortEnum))
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{
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RunTypeTestLocal(new[]{
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UShortEnum.C,
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UShortEnum.A,
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UShortEnum.B
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}, writeType);
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}
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else if (testType == typeof(IntEnum))
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{
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RunTypeTestLocal(new[]{
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IntEnum.C,
|
|
IntEnum.A,
|
|
IntEnum.B
|
|
}, writeType);
|
|
}
|
|
else if (testType == typeof(UIntEnum))
|
|
{
|
|
RunTypeTestLocal(new[]{
|
|
UIntEnum.C,
|
|
UIntEnum.A,
|
|
UIntEnum.B
|
|
}, writeType);
|
|
}
|
|
else if (testType == typeof(LongEnum))
|
|
{
|
|
RunTypeTestLocal(new[]{
|
|
LongEnum.C,
|
|
LongEnum.A,
|
|
LongEnum.B
|
|
}, writeType);
|
|
}
|
|
else if (testType == typeof(ULongEnum))
|
|
{
|
|
RunTypeTestLocal(new[]{
|
|
ULongEnum.C,
|
|
ULongEnum.A,
|
|
ULongEnum.B
|
|
}, writeType);
|
|
}
|
|
else if (testType == typeof(Vector2))
|
|
{
|
|
RunTypeTestLocal(new[]{
|
|
new Vector2((float) random.NextDouble(), (float) random.NextDouble()),
|
|
new Vector2((float) random.NextDouble(), (float) random.NextDouble()),
|
|
new Vector2((float) random.NextDouble(), (float) random.NextDouble()),
|
|
}, writeType);
|
|
}
|
|
else if (testType == typeof(Vector3))
|
|
{
|
|
RunTypeTestLocal(new[]{
|
|
new Vector3((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble()),
|
|
new Vector3((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble()),
|
|
new Vector3((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble()),
|
|
}, writeType);
|
|
}
|
|
else if (testType == typeof(Vector2Int))
|
|
{
|
|
RunTypeTestLocal(new[]{
|
|
new Vector2Int((int) random.NextDouble(), (int) random.NextDouble()),
|
|
new Vector2Int((int) random.NextDouble(), (int) random.NextDouble()),
|
|
new Vector2Int((int) random.NextDouble(), (int) random.NextDouble()),
|
|
}, writeType);
|
|
}
|
|
else if (testType == typeof(Vector3Int))
|
|
{
|
|
RunTypeTestLocal(new[]{
|
|
new Vector3Int((int) random.NextDouble(), (int) random.NextDouble(), (int) random.NextDouble()),
|
|
new Vector3Int((int) random.NextDouble(), (int) random.NextDouble(), (int) random.NextDouble()),
|
|
new Vector3Int((int) random.NextDouble(), (int) random.NextDouble(), (int) random.NextDouble()),
|
|
}, writeType);
|
|
}
|
|
else if (testType == typeof(Vector4))
|
|
{
|
|
RunTypeTestLocal(new[]{
|
|
new Vector4((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble(),
|
|
(float) random.NextDouble()),
|
|
new Vector4((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble(),
|
|
(float) random.NextDouble()),
|
|
new Vector4((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble(),
|
|
(float) random.NextDouble()),
|
|
}, writeType);
|
|
}
|
|
else if (testType == typeof(Quaternion))
|
|
{
|
|
RunTypeTestLocal(new[]{
|
|
new Quaternion((float) random.NextDouble(), (float) random.NextDouble(),
|
|
(float) random.NextDouble(), (float) random.NextDouble()),
|
|
new Quaternion((float) random.NextDouble(), (float) random.NextDouble(),
|
|
(float) random.NextDouble(), (float) random.NextDouble()),
|
|
new Quaternion((float) random.NextDouble(), (float) random.NextDouble(),
|
|
(float) random.NextDouble(), (float) random.NextDouble()),
|
|
}, writeType);
|
|
}
|
|
else if (testType == typeof(Color))
|
|
{
|
|
RunTypeTestLocal(new[]{
|
|
new Color((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble(),
|
|
(float) random.NextDouble()),
|
|
new Color((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble(),
|
|
(float) random.NextDouble()),
|
|
new Color((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble(),
|
|
(float) random.NextDouble()),
|
|
}, writeType);
|
|
}
|
|
else if (testType == typeof(Color32))
|
|
{
|
|
RunTypeTestLocal(new[]{
|
|
new Color32((byte) random.Next(), (byte) random.Next(), (byte) random.Next(), (byte) random.Next()),
|
|
new Color32((byte) random.Next(), (byte) random.Next(), (byte) random.Next(), (byte) random.Next()),
|
|
new Color32((byte) random.Next(), (byte) random.Next(), (byte) random.Next(), (byte) random.Next()),
|
|
}, writeType);
|
|
}
|
|
else if (testType == typeof(Ray))
|
|
{
|
|
RunTypeTestLocal(new[]{
|
|
new Ray(
|
|
new Vector3((float) random.NextDouble(), (float) random.NextDouble(),
|
|
(float) random.NextDouble()),
|
|
new Vector3((float) random.NextDouble(), (float) random.NextDouble(),
|
|
(float) random.NextDouble())),
|
|
new Ray(
|
|
new Vector3((float) random.NextDouble(), (float) random.NextDouble(),
|
|
(float) random.NextDouble()),
|
|
new Vector3((float) random.NextDouble(), (float) random.NextDouble(),
|
|
(float) random.NextDouble())),
|
|
new Ray(
|
|
new Vector3((float) random.NextDouble(), (float) random.NextDouble(),
|
|
(float) random.NextDouble()),
|
|
new Vector3((float) random.NextDouble(), (float) random.NextDouble(),
|
|
(float) random.NextDouble())),
|
|
}, writeType);
|
|
}
|
|
else if (testType == typeof(Ray2D))
|
|
{
|
|
RunTypeTestLocal(new[]{
|
|
new Ray2D(
|
|
new Vector2((float) random.NextDouble(), (float) random.NextDouble()),
|
|
new Vector2((float) random.NextDouble(), (float) random.NextDouble())),
|
|
new Ray2D(
|
|
new Vector2((float) random.NextDouble(), (float) random.NextDouble()),
|
|
new Vector2((float) random.NextDouble(), (float) random.NextDouble())),
|
|
new Ray2D(
|
|
new Vector2((float) random.NextDouble(), (float) random.NextDouble()),
|
|
new Vector2((float) random.NextDouble(), (float) random.NextDouble())),
|
|
}, writeType);
|
|
}
|
|
else if (testType == typeof(TestStruct))
|
|
{
|
|
RunTypeTestLocal(new[] {
|
|
GetTestStruct(),
|
|
GetTestStruct(),
|
|
GetTestStruct(),
|
|
}, writeType);
|
|
}
|
|
else
|
|
{
|
|
Assert.Fail("No type handler was provided for this type in the test!");
|
|
}
|
|
}
|
|
}
|
|
}
|