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com.unity.netcode.gameobjects/TestHelpers/Runtime/MockTransport.cs
Unity Technologies c813386c5c com.unity.netcode.gameobjects@2.0.0-pre.2
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-pre.2] - 2024-06-17

### Added

- Added `AnticipatedNetworkVariable<T>`, which adds support for client anticipation of `NetworkVariable` values, allowing for more responsive gameplay. (#2957)
- Added `AnticipatedNetworkTransform`, which adds support for client anticipation of NetworkTransforms. (#2957)
- Added `NetworkVariableBase.ExceedsDirtinessThreshold` to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in `NetworkVariable<T>` with the callback `NetworkVariable<T>.CheckExceedsDirtinessThreshold`). (#2957)
- Added `NetworkVariableUpdateTraits`, which add additional throttling support: `MinSecondsBetweenUpdates` will prevent the `NetworkVariable` from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while `MaxSecondsBetweenUpdates` will force a dirty `NetworkVariable` to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2957)
- Added virtual method `NetworkVariableBase.OnInitialize` which can be used by `NetworkVariable` subclasses to add initialization code. (#2957)
- Added `NetworkTime.TickWithPartial`, which represents the current tick as a double that includes the fractional/partial tick value. (#2957)
- Added `NetworkTickSystem.AnticipationTick`, which can be helpful with implementation of client anticipation. This value represents the tick the current local client was at at the beginning of the most recent network round trip, which enables it to correlate server update ticks with the client tick that may have triggered them. (#2957)
- Added event `NetworkManager.OnSessionOwnerPromoted` that is invoked when a new session owner promotion occurs. (#2948)
- Added `NetworkRigidBodyBase.GetLinearVelocity` and `NetworkRigidBodyBase.SetLinearVelocity` convenience/helper methods. (#2948)
- Added `NetworkRigidBodyBase.GetAngularVelocity` and `NetworkRigidBodyBase.SetAngularVelocity` convenience/helper methods. (#2948)

### Fixed

- Fixed issue when `NetworkTransform` half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948)
- Fixed issue where `OnClientConnected` not being invoked on the session owner when connecting to a new distributed authority session. (#2948)
- Fixed issue where Rigidbody micro-motion (i.e. relatively small velocities) would result in non-authority instances slightly stuttering as the body would come to a rest (i.e. no motion). Now, the threshold value can increase at higher velocities and can decrease slightly below the provided threshold to account for this. (#2948)

### Changed

- Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2957)
- Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2957)
- Changed the client's owned objects is now returned (`NetworkClient` and `NetworkSpawnManager`) as an array as opposed to a list for performance purposes. (#2948)
- Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948)
- Changed `NetworkTransformEditor.OnEnable` to a virtual method to be able to customize a `NetworkTransform` derived class by creating a derived editor control from `NetworkTransformEditor`. (#2948)
2024-06-17 00:00:00 +00:00

134 lines
4.7 KiB
C#

using System;
using System.Collections.Generic;
using Random = UnityEngine.Random;
namespace Unity.Netcode.TestHelpers.Runtime
{
internal class MockTransport : NetworkTransport
{
private struct MessageData
{
public ulong FromClientId;
public ArraySegment<byte> Payload;
public NetworkEvent Event;
public float AvailableTime;
}
private static Dictionary<ulong, Queue<MessageData>> s_MessageQueue = new Dictionary<ulong, Queue<MessageData>>();
public override ulong ServerClientId { get; } = 0;
public static ulong HighTransportId = 0;
public ulong TransportId = 0;
public float SimulatedLatencySeconds;
public float PacketDropRate;
public float LatencyJitter;
public NetworkManager NetworkManager;
public override void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery)
{
if (Random.Range(0, 1) < PacketDropRate)
{
return;
}
var copy = new byte[payload.Array.Length];
Array.Copy(payload.Array, copy, payload.Array.Length);
s_MessageQueue[clientId].Enqueue(new MessageData
{
FromClientId = TransportId,
Payload = new ArraySegment<byte>(copy, payload.Offset, payload.Count),
Event = NetworkEvent.Data,
AvailableTime =
NetworkManager.RealTimeProvider.UnscaledTime + SimulatedLatencySeconds + Random.Range(-LatencyJitter, LatencyJitter)
});
}
public override NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime)
{
if (s_MessageQueue[TransportId].Count > 0)
{
var data = s_MessageQueue[TransportId].Peek();
if (data.AvailableTime > NetworkManager.RealTimeProvider.UnscaledTime)
{
clientId = 0;
payload = new ArraySegment<byte>();
receiveTime = 0;
return NetworkEvent.Nothing;
}
s_MessageQueue[TransportId].Dequeue();
clientId = data.FromClientId;
payload = data.Payload;
receiveTime = NetworkManager.RealTimeProvider.RealTimeSinceStartup;
if (NetworkManager.IsServer && data.Event == NetworkEvent.Connect)
{
s_MessageQueue[data.FromClientId].Enqueue(new MessageData { Event = NetworkEvent.Connect, FromClientId = ServerClientId, Payload = new ArraySegment<byte>() });
}
return data.Event;
}
clientId = 0;
payload = new ArraySegment<byte>();
receiveTime = 0;
return NetworkEvent.Nothing;
}
public override bool StartClient()
{
TransportId = ++HighTransportId;
s_MessageQueue[TransportId] = new Queue<MessageData>();
s_MessageQueue[ServerClientId].Enqueue(new MessageData { Event = NetworkEvent.Connect, FromClientId = TransportId, Payload = new ArraySegment<byte>() });
return true;
}
public override bool StartServer()
{
s_MessageQueue[ServerClientId] = new Queue<MessageData>();
return true;
}
public override void DisconnectRemoteClient(ulong clientId)
{
s_MessageQueue[clientId].Enqueue(new MessageData { Event = NetworkEvent.Disconnect, FromClientId = TransportId, Payload = new ArraySegment<byte>() });
}
public override void DisconnectLocalClient()
{
s_MessageQueue[ServerClientId].Enqueue(new MessageData { Event = NetworkEvent.Disconnect, FromClientId = TransportId, Payload = new ArraySegment<byte>() });
}
public override ulong GetCurrentRtt(ulong clientId)
{
return 0;
}
public override void Shutdown()
{
}
protected override NetworkTopologyTypes OnCurrentTopology()
{
return NetworkManager != null ? NetworkManager.NetworkConfig.NetworkTopology : NetworkTopologyTypes.ClientServer;
}
public override void Initialize(NetworkManager networkManager = null)
{
NetworkManager = networkManager;
}
public static void Reset()
{
s_MessageQueue.Clear();
HighTransportId = 0;
}
public static void ClearQueues()
{
foreach (var kvp in s_MessageQueue)
{
kvp.Value.Clear();
}
}
}
}