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). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
148 lines
4.3 KiB
C#
148 lines
4.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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namespace Unity.Netcode.TestHelpers.Runtime
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{
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public class MessageHooksConditional : ConditionalPredicateBase
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{
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private List<MessageHookEntry> m_MessageHookEntries;
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public bool AllMessagesReceived { get; internal set; }
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public int NumberOfMessagesReceived
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{
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get
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{
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return m_MessageHookEntries.Where((c) => !c.MessageHooks.IsWaiting).Count();
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}
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}
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public string GetHooksStillWaiting()
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{
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var retMessageTypes = string.Empty;
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var waitingMessages = m_MessageHookEntries.Where((c) => c.MessageHooks.IsWaiting);
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foreach (var waitingMessage in waitingMessages)
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{
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retMessageTypes += $":{waitingMessage.MessageType}:";
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}
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return retMessageTypes;
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}
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protected override bool OnHasConditionBeenReached()
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{
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AllMessagesReceived = NumberOfMessagesReceived == m_MessageHookEntries.Count;
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if (AllMessagesReceived)
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{
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foreach (var entry in m_MessageHookEntries)
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{
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entry.RemoveHook();
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}
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}
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return AllMessagesReceived;
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}
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protected override void OnFinished()
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{
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base.OnFinished();
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}
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public void Reset()
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{
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foreach (var entry in m_MessageHookEntries)
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{
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entry.Initialize();
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}
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}
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public MessageHooksConditional(List<MessageHookEntry> messageHookEntries)
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{
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m_MessageHookEntries = messageHookEntries;
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}
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}
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public enum ReceiptType
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{
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Received,
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Handled
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}
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public class MessageHookEntry
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{
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internal MessageHooks MessageHooks;
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protected NetworkManager m_NetworkManager;
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private MessageHooks.MessageReceiptCheck m_MessageReceiptCheck;
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private MessageHooks.MessageHandleCheck m_MessageHandleCheck;
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internal string MessageType;
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private ReceiptType m_ReceiptType;
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public void Initialize()
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{
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MessageHooks = new MessageHooks();
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if (m_ReceiptType == ReceiptType.Handled)
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{
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Assert.IsNotNull(m_MessageHandleCheck, $"{nameof(m_MessageHandleCheck)} is null, did you forget to initialize?");
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MessageHooks.HandleCheck = m_MessageHandleCheck;
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}
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else
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{
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Assert.IsNotNull(m_MessageReceiptCheck, $"{nameof(m_MessageReceiptCheck)} is null, did you forget to initialize?");
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MessageHooks.ReceiptCheck = m_MessageReceiptCheck;
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}
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Assert.IsNotNull(m_NetworkManager.ConnectionManager.MessageManager, $"{nameof(NetworkMessageManager)} is null! Did you forget to start first?");
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m_NetworkManager.ConnectionManager.MessageManager.Hook(MessageHooks);
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}
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internal void AssignMessageType<T>() where T : INetworkMessage
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{
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MessageType = typeof(T).Name;
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if (m_ReceiptType == ReceiptType.Handled)
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{
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m_MessageHandleCheck = MessageHooks.CheckForMessageOfTypeHandled<T>;
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}
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else
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{
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m_MessageReceiptCheck = MessageHooks.CheckForMessageOfTypeReceived<T>;
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}
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Initialize();
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}
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internal void RemoveHook()
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{
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m_NetworkManager.ConnectionManager.MessageManager.Unhook(MessageHooks);
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}
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internal void AssignMessageType(Type type)
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{
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MessageType = type.Name;
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if (m_ReceiptType == ReceiptType.Handled)
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{
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m_MessageHandleCheck = (message) =>
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{
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return message.GetType() == type;
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};
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}
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else
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{
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m_MessageReceiptCheck = (messageType) =>
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{
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return messageType == type;
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};
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}
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Initialize();
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}
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public MessageHookEntry(NetworkManager networkManager, ReceiptType type = ReceiptType.Handled)
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{
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m_NetworkManager = networkManager;
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m_ReceiptType = type;
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}
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}
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}
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