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Author SHA1 Message Date
MrGadget
3b75567d78
Merge 83fd6cbc20 into 03357f4275 2024-10-29 15:42:47 +07:00
28 changed files with 129 additions and 2506 deletions

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@ -16,7 +16,7 @@ jobs:
- 2021.3.45f1
- 2022.3.51f1
- 2023.2.20f1
- 6000.0.25f1
- 6000.0.24f1
steps:
- name: Checkout repository

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@ -48,28 +48,28 @@ public class TargetRpcAttribute : Attribute
}
/// <summary>
/// Only an active server will run this method.
/// <para>Prints a warning if a client or in-active server tries to execute this method.</para>
/// Prevents clients from running this method.
/// <para>Prints a warning if a client tries to execute this method.</para>
/// </summary>
[AttributeUsage(AttributeTargets.Method)]
public class ServerAttribute : Attribute {}
/// <summary>
/// Only an active server will run this method.
/// Prevents clients from running this method.
/// <para>No warning is thrown.</para>
/// </summary>
[AttributeUsage(AttributeTargets.Method)]
public class ServerCallbackAttribute : Attribute {}
/// <summary>
/// Only an active client will run this method.
/// <para>Prints a warning if the server or in-active client tries to execute this method.</para>
/// Prevents the server from running this method.
/// <para>Prints a warning if the server tries to execute this method.</para>
/// </summary>
[AttributeUsage(AttributeTargets.Method)]
public class ClientAttribute : Attribute {}
/// <summary>
/// Only an active client will run this method.
/// Prevents the server from running this method.
/// <para>No warning is printed.</para>
/// </summary>
[AttributeUsage(AttributeTargets.Method)]

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@ -709,25 +709,8 @@ void OnDestroy()
// if an identity is still in .spawned, remove it too.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/3324
//
// however, verify that spawned[netId] is this NetworkIdentity
// fixes: https://github.com/MirrorNetworking/Mirror/issues/3785
// - server: netId=42 walks out of and back into AOI range in same frame
// - client frame 1:
// on_destroymsg(42) -> NetworkClient.DestroyObject -> GameObject.Destroy(42) // next frame
// on_spawnmsg(42) -> NetworkClient.SpawnPrefab -> Instantiate(42) -> spawned[42]=new_identity
// - client frame 2:
// Unity destroys the old 42
// NetworkIdentity.OnDestroy removes .spawned[42] which is new_identity not old_identity
// new_identity becomes orphaned
//
// solution: only remove if spawned[netId] is this NetworkIdentity or null
if (NetworkClient.spawned.TryGetValue(netId, out NetworkIdentity entry))
{
if (entry == this || entry == null)
NetworkClient.spawned.Remove(netId);
}
}
// workaround for cyclid NI<->NB reference causing memory leaks
// after Destroy. [Credits: BigBoxVR/R.S.]
@ -901,7 +884,7 @@ internal void OnStopLocalPlayer()
for (int i = 0; i < components.Length; ++i)
{
NetworkBehaviour component = components[i];
ulong nthBit = 1ul << i;
ulong nthBit = (1u << i);
bool dirty = component.IsDirty();
@ -948,7 +931,7 @@ ulong ClientDirtyMask()
// on client, only consider owned components with SyncDirection to server
NetworkBehaviour component = components[i];
ulong nthBit = 1ul << i;
ulong nthBit = (1u << i);
if (isOwned && component.syncDirection == SyncDirection.ClientToServer)
{
@ -966,7 +949,7 @@ ulong ClientDirtyMask()
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static bool IsDirty(ulong mask, int index)
{
ulong nthBit = 1ul << index;
ulong nthBit = (ulong)(1 << index);
return (mask & nthBit) != 0;
}

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@ -645,6 +645,31 @@ public void StopClient()
NetworkClient.Disconnect();
}
// called when quitting the application by closing the window / pressing
// stop in the editor. virtual so that inheriting classes'
// OnApplicationQuit() can call base.OnApplicationQuit() too
public virtual void OnApplicationQuit()
{
// stop client first
// (we want to send the quit packet to the server instead of waiting
// for a timeout)
if (NetworkClient.isConnected)
{
StopClient();
//Debug.Log("OnApplicationQuit: stopped client");
}
// stop server after stopping client (for proper host mode stopping)
if (NetworkServer.active)
{
StopServer();
//Debug.Log("OnApplicationQuit: stopped server");
}
// Call ResetStatics to reset statics and singleton
ResetStatics();
}
/// <summary>Set the frame rate for a headless builds. Override to disable or modify.</summary>
// useful for dedicated servers.
// useful for headless benchmark clients.
@ -758,41 +783,12 @@ public static void ResetStatics()
singleton = null;
}
// called when quitting the application by closing the window / pressing
// stop in the editor.
// use OnDestroy instead of OnApplicationQuit:
// fixes: https://github.com/MirrorNetworking/Mirror/issues/2802
// virtual so that inheriting classes' OnDestroy() can call base.OnDestroy() too
public virtual void OnDestroy()
{
//Debug.Log("NetworkManager destroyed");
// stop client first
// (we want to send the quit packet to the server instead of waiting
// for a timeout)
if (NetworkClient.isConnected)
{
StopClient();
//Debug.Log("OnApplicationQuit: stopped client");
}
// stop server after stopping client (for proper host mode stopping)
if (NetworkServer.active)
{
StopServer();
//Debug.Log("OnApplicationQuit: stopped server");
}
// Call ResetStatics to reset statics and singleton
ResetStatics();
}
// [Obsolete] in case someone is inheriting it.
// don't use this anymore.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/2802
// DEPRECATED 2024-10-29
[Obsolete("Override OnDestroy instead of OnApplicationQuit.")]
public virtual void OnApplicationQuit() {}
/// <summary>The name of the current network scene.</summary>
// set by NetworkManager when changing the scene.
// new clients will automatically load this scene.

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@ -313,6 +313,8 @@ public static List<T> ReadList<T>(this NetworkReader reader)
// structs may have .Set<T> members which weaver needs to be able to
// fully serialize for NetworkMessages etc.
// note that Weaver/Readers/GenerateReader() handles this manually.
// TODO writer not found. need to adjust weaver first. see tests.
/*
public static HashSet<T> ReadHashSet<T>(this NetworkReader reader)
{
// we offset count by '1' to easily support null without writing another byte.
@ -332,6 +334,7 @@ public static HashSet<T> ReadHashSet<T>(this NetworkReader reader)
}
return result;
}
*/
public static T[] ReadArray<T>(this NetworkReader reader)
{

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@ -365,25 +365,28 @@ public static void WriteList<T>(this NetworkWriter writer, List<T> list)
// structs may have .Set<T> members which weaver needs to be able to
// fully serialize for NetworkMessages etc.
// note that Weaver/Writers/GenerateWriter() handles this manually.
public static void WriteHashSet<T>(this NetworkWriter writer, HashSet<T> hashSet)
{
// we offset count by '1' to easily support null without writing another byte.
// encoding null as '0' instead of '-1' also allows for better compression
// (ushort vs. short / varuint vs. varint) etc.
if (hashSet is null)
{
// most sizes are small, write size as VarUInt!
Compression.CompressVarUInt(writer, 0u);
//writer.WriteUInt(0);
return;
}
// most sizes are small, write size as VarUInt!
Compression.CompressVarUInt(writer, checked((uint)hashSet.Count) + 1u);
//writer.WriteUInt(checked((uint)hashSet.Count) + 1u);
foreach (T item in hashSet)
writer.Write(item);
}
// TODO writer not found. need to adjust weaver first. see tests.
// /*
// public static void WriteHashSet<T>(this NetworkWriter writer, HashSet<T> hashSet)
// {
// // we offset count by '1' to easily support null without writing another byte.
// // encoding null as '0' instead of '-1' also allows for better compression
// // (ushort vs. short / varuint vs. varint) etc.
// if (hashSet is null)
// {
// // most sizes are small, write size as VarUInt!
// Compression.CompressVarUInt(writer, 0u);
// //writer.WriteUInt(0);
// return;
// }
//
// // most sizes are small, write size as VarUInt!
// Compression.CompressVarUInt(writer, checked((uint)hashSet.Count) + 1u);
// //writer.WriteUInt(checked((uint)hashSet.Count) + 1u);
// foreach (T item in hashSet)
// writer.Write(item);
// }
// */
public static void WriteArray<T>(this NetworkWriter writer, T[] array)
{

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@ -114,18 +114,6 @@ public static void SetPositionAndRotation(this Transform transform, Vector3 posi
transform.position = position;
transform.rotation = rotation;
}
public static void GetLocalPositionAndRotation(this Transform transform, out Vector3 position, out Quaternion rotation)
{
position = transform.localPosition;
rotation = transform.localRotation;
}
public static void SetLocalPositionAndRotation(this Transform transform, Vector3 position, Quaternion rotation)
{
transform.localPosition = position;
transform.localRotation = rotation;
}
#endif
// IPEndPoint address only to pretty string.

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@ -196,15 +196,8 @@ public virtual void ServerLateUpdate() {}
/// <summary>Shut down the transport, both as client and server</summary>
public abstract void Shutdown();
// [Obsolete] in case someone is inheriting it.
// don't use this anymore.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/2802
// DEPRECATED 2024-10-29
[Obsolete("Override OnDestroy instead of OnApplicationQuit.")]
public virtual void OnApplicationQuit() {}
// fixes: https://github.com/MirrorNetworking/Mirror/issues/2802
public virtual void OnDestroy()
/// <summary>Called by Unity when quitting. Inheriting Transports should call base for proper Shutdown.</summary>
public virtual void OnApplicationQuit()
{
// stop transport (e.g. to shut down threads)
// (when pressing Stop in the Editor, Unity keeps threads alive

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@ -125,13 +125,6 @@ MethodReference GenerateReader(TypeReference variableReference, ref bool Weaving
return GenerateReadCollection(variableReference, elementType, nameof(NetworkReaderExtensions.ReadList), ref WeavingFailed);
}
else if (variableDefinition.Is(typeof(HashSet<>)))
{
GenericInstanceType genericInstance = (GenericInstanceType)variableReference;
TypeReference elementType = genericInstance.GenericArguments[0];
return GenerateReadCollection(variableReference, elementType, nameof(NetworkReaderExtensions.ReadHashSet), ref WeavingFailed);
}
// handle both NetworkBehaviour and inheritors.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/2939
else if (variableReference.IsDerivedFrom<NetworkBehaviour>() || variableReference.Is<NetworkBehaviour>())

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@ -126,13 +126,6 @@ MethodReference GenerateWriter(TypeReference variableReference, ref bool Weaving
return GenerateCollectionWriter(variableReference, elementType, nameof(NetworkWriterExtensions.WriteList), ref WeavingFailed);
}
if (variableReference.Is(typeof(HashSet<>)))
{
GenericInstanceType genericInstance = (GenericInstanceType)variableReference;
TypeReference elementType = genericInstance.GenericArguments[0];
return GenerateCollectionWriter(variableReference, elementType, nameof(NetworkWriterExtensions.WriteHashSet), ref WeavingFailed);
}
// handle both NetworkBehaviour and inheritors.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/2939

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@ -62,6 +62,15 @@ public override void LateUpdate()
base.LateUpdate();
}
/// <summary>
/// Runs on both Server and Client
/// </summary>
public override void OnDestroy()
{
base.OnDestroy();
//UnityEngine.Debug.Log("OnDestroy");
}
#endregion
#region Start & Stop
@ -78,10 +87,10 @@ public override void ConfigureHeadlessFrameRate()
/// <summary>
/// called when quitting the application by closing the window / pressing stop in the editor
/// </summary>
public override void OnDestroy()
public override void OnApplicationQuit()
{
base.OnDestroy();
//UnityEngine.Debug.Log("OnDestroy");
base.OnApplicationQuit();
//UnityEngine.Debug.Log("OnApplicationQuit");
}
#endregion

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@ -71,6 +71,14 @@ public override void ConfigureHeadlessFrameRate()
base.ConfigureHeadlessFrameRate();
}
/// <summary>
/// called when quitting the application by closing the window / pressing stop in the editor
/// </summary>
public override void OnApplicationQuit()
{
base.OnApplicationQuit();
}
#endregion
#region Scene Management

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@ -301,7 +195,6 @@ Transform:
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 0}
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View File

@ -38,7 +38,6 @@ Transform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
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m_Father: {fileID: 0}
m_RootOrder: 0
@ -198,6 +197,7 @@ MonoBehaviour:
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turnAcceleration: 3
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_turnSpeed: 0
_animVelocity: 0
@ -328,112 +328,6 @@ MonoBehaviour:
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--- !u!1 &9109672380512621037
GameObject:
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@ -465,7 +359,7 @@ Transform:
m_LocalScale: {x: 0.1, y: 0.1, z: 0.1}
m_Children: []
m_Father: {fileID: 4659514702152478195}
m_RootOrder: 2
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!23 &4153780752967283830
MeshRenderer:
@ -552,11 +446,6 @@ PrefabInstance:
propertyPath: m_Name
value: BasePrefab
objectReference: {fileID: 0}
- target: {fileID: 3638700596990361445, guid: dad07e68d3659e6439279d0d4110cf4c,
type: 3}
propertyPath: m_RootOrder
value: 0
objectReference: {fileID: 0}
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type: 3}
propertyPath: m_LocalPosition.x

View File

@ -38,7 +38,6 @@ Transform:
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m_Father: {fileID: 0}
m_RootOrder: 0
@ -198,6 +197,7 @@ MonoBehaviour:
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turnAcceleration: 3
runtimeData:
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_turnSpeed: 0
_animVelocity: 0
@ -328,112 +328,6 @@ MonoBehaviour:
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scaleSensitivity: 0.01
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value: BasePrefab
objectReference: {fileID: 0}
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View File

@ -19,6 +19,11 @@ void Awake()
mainCam = Camera.main;
}
void OnDisable()
{
//Debug.Log("PlayerCamera.OnDisable");
}
public override void OnStartLocalPlayer()
{
if (mainCam != null)
@ -33,46 +38,16 @@ public override void OnStartLocalPlayer()
Debug.LogWarning("PlayerCamera: Could not find a camera in scene with 'MainCamera' tag.");
}
void OnApplicationQuit()
{
//Debug.Log("PlayerCamera.OnApplicationQuit");
ReleaseCamera();
}
public override void OnStopLocalPlayer()
{
//Debug.Log("PlayerCamera.OnStopLocalPlayer");
ReleaseCamera();
}
void OnDisable()
{
//Debug.Log("PlayerCamera.OnDisable");
ReleaseCamera();
}
void OnDestroy()
{
//Debug.Log("PlayerCamera.OnDestroy");
ReleaseCamera();
}
void ReleaseCamera()
{
if (mainCam != null && mainCam.transform.parent == transform)
{
//Debug.Log("PlayerCamera.ReleaseCamera");
mainCam.transform.SetParent(null);
SceneManager.MoveGameObjectToScene(mainCam.gameObject, SceneManager.GetActiveScene());
mainCam.orthographic = true;
mainCam.orthographicSize = 15f;
mainCam.transform.localPosition = new Vector3(0f, 70f, 0f);
mainCam.transform.localEulerAngles = new Vector3(90f, 0f, 0f);
if (mainCam.gameObject.scene != SceneManager.GetActiveScene())
SceneManager.MoveGameObjectToScene(mainCam.gameObject, SceneManager.GetActiveScene());
mainCam = null;
}
}
}

View File

@ -1,5 +1,4 @@
// base class for networking tests to make things easier.
using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
@ -82,18 +81,6 @@ protected void CreateNetworked(out GameObject go, out NetworkIdentity identity)
instantiated.Add(go);
}
protected void CreateNetworked(out GameObject go, out NetworkIdentity identity, Action<NetworkIdentity> preAwake)
{
go = new GameObject();
identity = go.AddComponent<NetworkIdentity>();
preAwake(identity);
// Awake is only called in play mode.
// call manually for initialization.
identity.Awake();
// track
instantiated.Add(go);
}
// create GameObject + NetworkIdentity + NetworkBehaviour<T>
// add to tracker list if needed (useful for cleanups afterwards)
protected void CreateNetworked<T>(out GameObject go, out NetworkIdentity identity, out T component)
@ -282,44 +269,6 @@ protected void CreateNetworkedAndSpawn(
Assert.That(NetworkClient.spawned.ContainsKey(serverIdentity.netId));
}
// create GameObject + NetworkIdentity + NetworkBehaviour & SPAWN
// => preAwake callbacks can be used to add network behaviours to the NI
// => ownerConnection can be NetworkServer.localConnection if needed.
// => returns objects from client and from server.
// will be same in host mode.
protected void CreateNetworkedAndSpawn(
out GameObject serverGO, out NetworkIdentity serverIdentity, Action<NetworkIdentity> serverPreAwake,
out GameObject clientGO, out NetworkIdentity clientIdentity, Action<NetworkIdentity> clientPreAwake,
NetworkConnectionToClient ownerConnection = null)
{
// server & client need to be active before spawning
Debug.Assert(NetworkClient.active, "NetworkClient needs to be active before spawning.");
Debug.Assert(NetworkServer.active, "NetworkServer needs to be active before spawning.");
// create one on server, one on client
// (spawning has to find it on client, it doesn't create it)
CreateNetworked(out serverGO, out serverIdentity, serverPreAwake);
CreateNetworked(out clientGO, out clientIdentity, clientPreAwake);
// give both a scene id and register it on client for spawnables
clientIdentity.sceneId = serverIdentity.sceneId = (ulong)serverGO.GetHashCode();
NetworkClient.spawnableObjects[clientIdentity.sceneId] = clientIdentity;
// spawn
NetworkServer.Spawn(serverGO, ownerConnection);
ProcessMessages();
// double check isServer/isClient. avoids debugging headaches.
Assert.That(serverIdentity.isServer, Is.True);
Assert.That(clientIdentity.isClient, Is.True);
// double check that we have authority if we passed an owner connection
if (ownerConnection != null)
Debug.Assert(clientIdentity.isOwned == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
// make sure the client really spawned it.
Assert.That(NetworkClient.spawned.ContainsKey(serverIdentity.netId));
}
// create GameObject + NetworkIdentity + NetworkBehaviour & SPAWN
// => ownerConnection can be NetworkServer.localConnection if needed.
protected void CreateNetworkedAndSpawn<T>(out GameObject go, out NetworkIdentity identity, out T component, NetworkConnectionToClient ownerConnection = null)

View File

@ -1,5 +1,4 @@
// OnDe/SerializeSafely tests.
using System.Collections.Generic;
using System.Text.RegularExpressions;
using Mirror.Tests.EditorBehaviours.NetworkIdentities;
using NUnit.Framework;
@ -70,123 +69,6 @@ public void SerializeAndDeserializeAll()
Assert.That(clientObserversComp.value, Is.EqualTo(42)); // observers mode should be in data
}
// test serialize -> deserialize of any supported number of components
[Test]
public void SerializeAndDeserializeN([NUnit.Framework.Range(1, 64)] int numberOfNBs)
{
List<SerializeTest1NetworkBehaviour> serverNBs = new List<SerializeTest1NetworkBehaviour>();
List<SerializeTest1NetworkBehaviour> clientNBs = new List<SerializeTest1NetworkBehaviour>();
// need two of both versions so we can serialize -> deserialize
CreateNetworkedAndSpawn(
out _, out NetworkIdentity serverIdentity, ni =>
{
for (int i = 0; i < numberOfNBs; i++)
{
SerializeTest1NetworkBehaviour nb = ni.gameObject.AddComponent<SerializeTest1NetworkBehaviour>();
nb.syncInterval = 0;
nb.syncMode = SyncMode.Observers;
serverNBs.Add(nb);
}
},
out _, out NetworkIdentity clientIdentity, ni =>
{
for (int i = 0; i < numberOfNBs; i++)
{
SerializeTest1NetworkBehaviour nb = ni.gameObject.AddComponent<SerializeTest1NetworkBehaviour>();
nb.syncInterval = 0;
nb.syncMode = SyncMode.Observers;
clientNBs.Add(nb);
}
}
);
// INITIAL SYNC
// set unique values on server components
for (int i = 0; i < serverNBs.Count; i++)
{
serverNBs[i].value = (i + 1) * 3;
serverNBs[i].SetDirty();
}
// serialize server object
serverIdentity.SerializeServer(true, ownerWriter, observersWriter);
// deserialize client object with OBSERVERS payload
NetworkReader reader = new NetworkReader(observersWriter.ToArray());
clientIdentity.DeserializeClient(reader, true);
for (int i = 0; i < clientNBs.Count; i++)
{
int expected = (i + 1) * 3;
Assert.That(clientNBs[i].value, Is.EqualTo(expected), $"Expected the clientNBs[{i}] to have a value of {expected}");
}
// clear dirty bits for incremental sync
foreach (SerializeTest1NetworkBehaviour serverNB in serverNBs)
serverNB.ClearAllDirtyBits();
// INCREMENTAL SYNC ALL
// set unique values on server components
for (int i = 0; i < serverNBs.Count; i++)
{
serverNBs[i].value = (i + 1) * 11;
serverNBs[i].SetDirty();
}
ownerWriter.Reset();
observersWriter.Reset();
// serialize server object
serverIdentity.SerializeServer(false, ownerWriter, observersWriter);
// deserialize client object with OBSERVERS payload
reader = new NetworkReader(observersWriter.ToArray());
clientIdentity.DeserializeClient(reader, false);
for (int i = 0; i < clientNBs.Count; i++)
{
int expected = (i + 1) * 11;
Assert.That(clientNBs[i].value, Is.EqualTo(expected), $"Expected the clientNBs[{i}] to have a value of {expected}");
}
// clear dirty bits for incremental sync
foreach (SerializeTest1NetworkBehaviour serverNB in serverNBs)
serverNB.ClearAllDirtyBits();
// INCREMENTAL SYNC INDIVIDUAL
for (int i = 0; i < numberOfNBs; i++)
{
// reset all client nbs
foreach (SerializeTest1NetworkBehaviour clientNB in clientNBs)
clientNB.value = 0;
int expected = (i + 1) * 7;
// set unique value on server components
serverNBs[i].value = expected;
serverNBs[i].SetDirty();
ownerWriter.Reset();
observersWriter.Reset();
// serialize server object
serverIdentity.SerializeServer(false, ownerWriter, observersWriter);
// deserialize client object with OBSERVERS payload
reader = new NetworkReader(observersWriter.ToArray());
clientIdentity.DeserializeClient(reader, false);
for (int index = 0; index < clientNBs.Count; index++)
{
SerializeTest1NetworkBehaviour clientNB = clientNBs[index];
if (index == i)
{
Assert.That(clientNB.value, Is.EqualTo(expected), $"Expected the clientNBs[{index}] to have a value of {expected}");
}
else
{
Assert.That(clientNB.value, Is.EqualTo(0), $"Expected the clientNBs[{index}] to have a value of 0 since we're not syncing that index (on sync of #{i})");
}
}
}
}
// serialization should work even if a component throws an exception.
// so if first component throws, second should still be serialized fine.
[Test]

View File

@ -1341,15 +1341,7 @@ public void TestNullList()
Assert.That(readList, Is.Null);
}
// writer.Write<T> for HashSet only works if it's actually used by weaver somewhere.
// so for TestHashSet() to pass, we need to pretend using a HashSet<int> somewhere.
class HashSetNetworkBehaviour : NetworkBehaviour
{
[Command]
public void CmdHashSet(HashSet<int> hashSet) {}
}
[Test] // requires HashSetNetworkBehaviour to exits!
[Test, Ignore("TODO")]
public void TestHashSet()
{
HashSet<int> original = new HashSet<int>() { 1, 2, 3, 4, 5 };
@ -1361,7 +1353,7 @@ public void TestHashSet()
Assert.That(readHashSet, Is.EqualTo(original));
}
[Test] // requires HashSetNetworkBehaviour to exits!
[Test, Ignore("TODO")]
public void TestNullHashSet()
{
NetworkWriter writer = new NetworkWriter();

View File

@ -323,7 +323,7 @@ public void SetServerLobbyParams(LobbyCreateRequest request)
_request = request;
}
public override void OnDestroy()
private void OnDestroy()
{
// attempt to clean up lobbies, if active
if (NetworkServer.active)
@ -340,8 +340,6 @@ public override void OnDestroy()
// sorry. this can go once the lobby service can timeout lobbies itself
Thread.Sleep(300);
}
base.OnDestroy();
}
}
}

View File

@ -197,10 +197,11 @@ void EnsureThread()
Debug.Log($"ThreadedTransport: started worker thread!");
}
public override void OnDestroy()
protected virtual void OnDestroy()
{
// stop thread fully
base.OnDestroy();
Shutdown();
// TODO recycle writers.
}

View File

@ -68,6 +68,14 @@ public class #SCRIPTNAME# : NetworkManager
base.ConfigureHeadlessFrameRate();
}
/// <summary>
/// called when quitting the application by closing the window / pressing stop in the editor
/// </summary>
public override void OnApplicationQuit()
{
base.OnApplicationQuit();
}
#endregion
#region Scene Management

View File

@ -15,6 +15,8 @@ public class #SCRIPTNAME# : NetworkManager
public event Action OnStartAction;
public event Action OnDestroyAction;
public event Action OnApplicationQuitAction;
public event Action<string> ServerChangeSceneAction;
public event Action<string> OnServerChangeSceneAction;
public event Action<string> OnServerSceneChangedAction;
@ -115,6 +117,15 @@ public class #SCRIPTNAME# : NetworkManager
base.ConfigureHeadlessFrameRate();
}
/// <summary>
/// called when quitting the application by closing the window / pressing stop in the editor
/// </summary>
public override void OnApplicationQuit()
{
OnApplicationQuitAction?.Invoke();
base.OnApplicationQuit();
}
#endregion
#region Scene Management