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Unity Technologies 4d70c198bd com.unity.netcode.gameobjects@1.5.1
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)
2023-06-07 00:00:00 +00:00

187 lines
5.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class NetcodeLogAssert : IDisposable
{
private struct LogData
{
public LogType LogType;
public string Message;
public string StackTrace;
}
private readonly object m_Lock = new object();
private bool m_Disposed;
private List<LogData> AllLogs { get; }
private bool m_ResetIgnoreFailingMessagesOnTearDown;
public NetcodeLogAssert(bool ignorFailingMessages = false, bool resetOnTearDown = true)
{
LogAssert.ignoreFailingMessages = ignorFailingMessages;
m_ResetIgnoreFailingMessagesOnTearDown = resetOnTearDown;
AllLogs = new List<LogData>();
Activate();
}
private void Activate()
{
Application.logMessageReceivedThreaded += AddLog;
}
private void Deactivate()
{
Application.logMessageReceivedThreaded -= AddLog;
}
public void AddLog(string message, string stacktrace, LogType type)
{
lock (m_Lock)
{
var log = new LogData
{
LogType = type,
Message = message,
StackTrace = stacktrace,
};
AllLogs.Add(log);
}
}
[UnityTearDown]
public void OnTearDown()
{
// Defaults to true and will reset LogAssert.ignoreFailingMessages during tear down
if (m_ResetIgnoreFailingMessagesOnTearDown)
{
LogAssert.ignoreFailingMessages = false;
}
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
private void Dispose(bool disposing)
{
// Always reset when disposing
LogAssert.ignoreFailingMessages = false;
if (m_Disposed)
{
return;
}
m_Disposed = true;
if (disposing)
{
Deactivate();
}
}
public void LogWasNotReceived(LogType type, string message)
{
lock (m_Lock)
{
foreach (var logEvent in AllLogs)
{
if (logEvent.LogType == type && message.Equals(logEvent.Message))
{
Assert.Fail($"Unexpected log: [{logEvent.LogType}] {logEvent.Message}");
}
}
}
}
public void LogWasNotReceived(LogType type, Regex messageRegex)
{
lock (m_Lock)
{
foreach (var logEvent in AllLogs)
{
if (logEvent.LogType == type && messageRegex.IsMatch(logEvent.Message))
{
Assert.Fail($"Unexpected log: [{logEvent.LogType}] {logEvent.Message}");
}
}
}
}
public void LogWasReceived(LogType type, string message)
{
lock (m_Lock)
{
var found = false;
foreach (var logEvent in AllLogs)
{
if (logEvent.LogType == type && message.Equals(logEvent.Message))
{
found = true;
break;
}
}
if (!found)
{
Assert.Fail($"Expected log was not received: [{type}] {message}");
}
}
}
public void LogWasReceived(LogType type, Regex messageRegex)
{
lock (m_Lock)
{
var found = false;
foreach (var logEvent in AllLogs)
{
if (logEvent.LogType == type && messageRegex.IsMatch(logEvent.Message))
{
found = true;
break;
}
}
if (!found)
{
Assert.Fail($"Expected log was not received: [{type}] {messageRegex}");
}
}
}
public bool HasLogBeenReceived(LogType type, string message)
{
var found = false;
lock (m_Lock)
{
foreach (var logEvent in AllLogs)
{
if (logEvent.LogType == type && message.Equals(logEvent.Message))
{
found = true;
break;
}
}
}
return found;
}
public void Reset()
{
lock (m_Lock)
{
AllLogs.Clear();
}
}
}
}