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com.unity.netcode.gameobjects/Tests/Runtime/Transports/UnityTransportDriverClient.cs
Unity Technologies 60e2dabef4 com.unity.netcode.gameobjects@1.0.0-pre.7
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)
2022-04-01 00:00:00 +00:00

95 lines
3.5 KiB
C#

using NUnit.Framework;
using System.Collections;
using Unity.Networking.Transport;
using Unity.Networking.Transport.Utilities;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UTPNetworkEvent = Unity.Networking.Transport.NetworkEvent;
using static Unity.Netcode.RuntimeTests.UnityTransportTestHelpers;
namespace Unity.Netcode.RuntimeTests
{
// Thin wrapper around a UTP NetworkDriver that can act as a client to a UnityTransport server.
// In particular that means the pipelines are set up the same way as in UnityTransport.
//
// The only reason it's defined as a MonoBehaviour is that OnDestroy is the only reliable way
// to get the driver's Dispose method called from a UnityTest. Making it disposable would be
// the preferred solution, but that doesn't always mesh well with coroutines.
public class UnityTransportDriverClient : MonoBehaviour
{
private NetworkDriver m_Driver;
public NetworkDriver Driver => m_Driver;
private NetworkConnection m_Connection;
private NetworkPipeline m_UnreliableSequencedPipeline;
private NetworkPipeline m_ReliableSequencedPipeline;
private NetworkPipeline m_ReliableSequencedFragmentedPipeline;
public NetworkPipeline UnreliableSequencedPipeline => m_UnreliableSequencedPipeline;
public NetworkPipeline ReliableSequencedPipeline => m_ReliableSequencedPipeline;
public NetworkPipeline ReliableSequencedFragmentedPipeline => m_ReliableSequencedFragmentedPipeline;
private NetworkPipeline m_LastEventPipeline;
public NetworkPipeline LastEventPipeline => m_LastEventPipeline;
private void Awake()
{
var maxCap = UnityTransport.InitialMaxPayloadSize + 128;
var settings = new NetworkSettings();
settings.WithFragmentationStageParameters(payloadCapacity: maxCap);
var fragParams = new FragmentationUtility.Parameters() { PayloadCapacity = maxCap };
m_Driver = NetworkDriver.Create(settings);
m_UnreliableSequencedPipeline = m_Driver.CreatePipeline(typeof(UnreliableSequencedPipelineStage));
m_ReliableSequencedPipeline = m_Driver.CreatePipeline(typeof(ReliableSequencedPipelineStage));
m_ReliableSequencedFragmentedPipeline = m_Driver.CreatePipeline(typeof(FragmentationPipelineStage), typeof(ReliableSequencedPipelineStage));
}
private void Update()
{
m_Driver.ScheduleUpdate().Complete();
}
private void OnDestroy()
{
if (m_Driver.IsCreated)
{
m_Driver.Dispose();
}
}
public void Connect()
{
var endpoint = NetworkEndPoint.LoopbackIpv4;
endpoint.Port = 7777;
m_Connection = m_Driver.Connect(endpoint);
}
// Wait for the given event to be generated by the client's driver.
public IEnumerator WaitForNetworkEvent(UTPNetworkEvent.Type type)
{
float startTime = Time.realtimeSinceStartup;
while (Time.realtimeSinceStartup - startTime < MaxNetworkEventWaitTime)
{
UTPNetworkEvent.Type eventType = m_Driver.PopEvent(out _, out _, out m_LastEventPipeline);
if (eventType != UTPNetworkEvent.Type.Empty)
{
Assert.AreEqual(type, eventType);
yield break;
}
yield return null;
}
Assert.Fail("Timed out while waiting for network event.");
}
}
}