You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
refactor: Remove SIPTransport and replace it with UnityTransport (#1870)
* delete `SIPTransport` & `SIPTransportTests`
* fix compile errors
* fix
This fixes the timing issues with the MessageOrdering.SpawnRpcDespawn integration test.
This also includes a minor update to NetcodeIntegrationTestHelpers (destroy as opposed to destroy immediate).
* fix
This fixes the issue with MultiClientConnectionApproval.ClientConnectedCallbackTest failing when using UTP as opposed to SIP.
* fix
Fixed issue with ConnectionApprovalHandler's prefab getting destroyed when a client was disconnected.
Applied same fix to the NetcodeIntegrationTest when creating a prefab.
Also fixing issue with NetworkManager spewing spam messages if the NetworkConfig.ConnectionApproval is set but there is no ConnectionApprovalCallback assigned. Adjusted it to make sure it is either the Server or Host that this applies to, but not a client.
* fix
This fixes the ConnectionApprovalMismatchTest issue that caused it to fail with UTP.
Switching over to client notifications (i.e. the server detects the mismatch and disconnects the clients, we want to make sure the clients received the disconnection notification).
* fix
Global fix for teardown and NetworkObject destroying....make sure the server is the NetworkManagerOwner before destroying it.
* fix
Some NetcodeIntegrationTest adjustments to handle the switch over to UTP.
* fix
Fixes issues with NetworkObjectParentingTests (increased wait time between changes to 1 full Network Tick).
Also the recent NetcodeIntegrationTest updates helped fix some of the issues with NetworkObjectParentingTests.
* fix
Fixes the issue with NetworkSpawnManagerTests.TestConnectAndDisconnect.
* Fix - NetworkSceneManager
Switching to UnityTransport exposed a potential bug where the server disconnects a client while the client is still processing a SceneEventType.Synchronize message which by the time the client processes this it has already sent the SceneEventType.SynchronizeComplete message back to the server that *could* attempt to send a resynchronization message where the MessageSystem will crash because the m_SendQueues entry for the now disconnected client no longer exists.
* Fix - NetcodeIntegrationTest
Added some additional UnityTransport settings for payload size, send queue size, and reducing the connection attempts and time out to connect per attempt.
Added the ability to specify whether you want the server or clients to be instantiated first (see comments under NetcodeIntegrationTest.m_CreateServerFirst for further explanation).
* Fix - ClientOnlyConnectionTests
Removing UNet and just using UTP.
Reducing the timeout period so it doesn't take over 60 seconds to timeout.
* Fix - DisconnectTests
Fixes timing issues with this test that is causing it to not passing when using UTP.
* fix - NetworkObjectOwnershipTests
Fixed timing issues exposed when using UTP.
* fix - NetworkSceneManagerEventDataPoolTest
This fixes an issue when I originally switched it to be the server as the default NetworkManager to be instantiated when using NetcodeIntegrationTestHelper.Create. This sets the, recently updated NetcodeIntegrationTest m_CreateServerFirst, clients to instantiate before the server (needed for in-scene objects)
* fix - NetworkSceneManagerSeneVerification
This test requires the clients to be instantiated before the server.
* style
* style
* update MTT-3016MTT-3016
Changelog entries.
* Update CHANGELOG.md
* Update CHANGELOG.md
* fix - tools
This resolves the issues with tools integration tests and switching over to UnityTransport.
* Update com.unity.netcode.gameobjects/CHANGELOG.md
Co-authored-by: Fatih Mar <[email protected]>
* Update com.unity.netcode.gameobjects/CHANGELOG.md
Co-authored-by: Fatih Mar <[email protected]>
* fix
The following fixes some edge-case timing related issues that are being exposed in Yamato where it might take longer than 1 network tick depending upon the virtual machine's current load. Primarily, the majority of the fixes are handled by just waiting for the condition or timing out.
* fix - console - ps4
the time out was never yielding and causing issues on PS4/
* revert
Removing some code that didn't need to make it into this PR.
Co-authored-by: Fatih Mar <[email protected]>
/// <param name="targetFrameRate">The targetFrameRate of the Unity engine to use while the multi instance helper is running. Will be reset on shutdown.</param>
0 commit comments