This repository has been archived on 2025-04-22. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
com.unity.netcode.gameobjects/Tests/Editor/Timing/TimingTestHelper.cs
Unity Technologies 63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.4
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-exp.4] - 2024-05-31

### Added

- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)

### Fixed

- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)

### Changed

- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
2024-05-31 00:00:00 +00:00

64 lines
2.1 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Random = System.Random;
namespace Unity.Netcode.EditorTests
{
/// <summary>
/// Helper functions for timing related tests. Allows to get a set of time steps and simulate time advancing without the need of a full playmode test.
/// </summary>
internal static class TimingTestHelper
{
public static List<float> GetRandomTimeSteps(float totalDuration, float min, float max, int seed)
{
var random = new Random(seed);
var steps = new List<float>();
while (totalDuration > 0f)
{
var next = Mathf.Lerp(min, max, (float)random.NextDouble());
steps.Add(next);
totalDuration -= next;
}
// correct overshoot at the end
steps[steps.Count - 1] -= totalDuration;
return steps;
}
public delegate void StepCheckDelegate(int step);
public delegate void StepCheckResetDelegate(int step, bool reset);
public static void ApplySteps(NetworkTimeSystem timeSystem, NetworkTickSystem tickSystem, List<float> steps, StepCheckDelegate stepCheck = null)
{
for (var i = 0; i < steps.Count; i++)
{
var step = steps[i];
timeSystem.Advance(step);
tickSystem.UpdateTick(timeSystem.LocalTime, timeSystem.ServerTime);
if (stepCheck != null)
{
stepCheck(i);
}
}
}
public static void ApplySteps(NetworkTimeSystem timeSystem, NetworkTickSystem tickSystem, List<float> steps, StepCheckResetDelegate stepCheck = null)
{
for (var i = 0; i < steps.Count; i++)
{
var step = steps[i];
var reset = timeSystem.Advance(step);
tickSystem.UpdateTick(timeSystem.LocalTime, timeSystem.ServerTime);
if (stepCheck != null)
{
stepCheck(i, reset);
}
}
}
}
}