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com.unity.netcode.gameobjects/TestHelpers/Runtime/IntegrationTestWithApproximation.cs
Unity Technologies 8fe07bbad2 com.unity.netcode.gameobjects@2.2.0
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).

## [2.2.0] - 2024-12-12

### Added

- Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175)
- Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130)
- Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113)

### Fixed

- Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177)
- Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162)
- Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160)
- Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160)
- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
- Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147)
- Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133)
- Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133)
- Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122)
- Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`.  (#3113)
- Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111)
- Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110)
- Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108)

### Changed

- In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175)
- Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode.
- The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
2024-12-12 00:00:00 +00:00

99 lines
3.6 KiB
C#

using System;
using System.Runtime.CompilerServices;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Unity.Netcode.TestHelpers.Runtime
{
public abstract class IntegrationTestWithApproximation : NetcodeIntegrationTest
{
private const float k_AproximateDeltaVariance = 0.016f;
protected string GetVector3Values(ref Vector3 vector3)
{
return $"({vector3.x:F6},{vector3.y:F6},{vector3.z:F6})";
}
protected string GetVector3Values(Vector3 vector3)
{
return GetVector3Values(ref vector3);
}
protected virtual float GetDeltaVarianceThreshold()
{
return k_AproximateDeltaVariance;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected float EulerDelta(float a, float b)
{
return Mathf.DeltaAngle(a, b);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected Vector3 EulerDelta(Vector3 a, Vector3 b)
{
return new Vector3(Mathf.DeltaAngle(a.x, b.x), Mathf.DeltaAngle(a.y, b.y), Mathf.DeltaAngle(a.z, b.z));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected bool ApproximatelyEuler(float a, float b)
{
return Mathf.Abs(EulerDelta(a, b)) <= GetDeltaVarianceThreshold();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected bool Approximately(float a, float b)
{
return Mathf.Abs(a - b) <= GetDeltaVarianceThreshold();
}
protected bool Approximately(Vector2 a, Vector2 b)
{
var deltaVariance = GetDeltaVarianceThreshold();
return Math.Round(Mathf.Abs(a.x - b.x), 2) <= deltaVariance &&
Math.Round(Mathf.Abs(a.y - b.y), 2) <= deltaVariance;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected bool Approximately(Vector3 a, Vector3 b)
{
var deltaVariance = GetDeltaVarianceThreshold();
return Math.Round(Mathf.Abs(a.x - b.x), 2) <= deltaVariance &&
Math.Round(Mathf.Abs(a.y - b.y), 2) <= deltaVariance &&
Math.Round(Mathf.Abs(a.z - b.z), 2) <= deltaVariance;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected bool Approximately(Quaternion a, Quaternion b)
{
var deltaVariance = GetDeltaVarianceThreshold();
return Mathf.Abs(a.x - b.x) <= deltaVariance &&
Mathf.Abs(a.y - b.y) <= deltaVariance &&
Mathf.Abs(a.z - b.z) <= deltaVariance &&
Mathf.Abs(a.w - b.w) <= deltaVariance;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected bool ApproximatelyEuler(Vector3 a, Vector3 b)
{
return ApproximatelyEuler(a.x, b.x) && ApproximatelyEuler(a.y, b.y) && ApproximatelyEuler(a.z, b.z);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected Vector3 GetRandomVector3(float min, float max)
{
return new Vector3(Random.Range(min, max), Random.Range(min, max), Random.Range(min, max));
}
public IntegrationTestWithApproximation(NetworkTopologyTypes networkTopologyType, HostOrServer hostOrServer) : base(networkTopologyType, hostOrServer) { }
public IntegrationTestWithApproximation(NetworkTopologyTypes networkTopologyType) : base(networkTopologyType) { }
public IntegrationTestWithApproximation(HostOrServer hostOrServer) : base(hostOrServer) { }
public IntegrationTestWithApproximation() : base() { }
}
}