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chore: update MessageVersionData for service compatibility #3037
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50 changes: 50 additions & 0 deletions
50
com.unity.netcode.gameobjects/Tests/Runtime/Messaging/MessageVersionDataTests.cs
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Original file line number | Diff line number | Diff line change |
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using System.Collections; | ||
using NUnit.Framework; | ||
using Unity.Netcode.TestHelpers.Runtime; | ||
using UnityEngine.TestTools; | ||
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namespace Unity.Netcode.RuntimeTests | ||
{ | ||
[TestFixture(HostOrServer.DAHost)] | ||
[TestFixture(HostOrServer.Host)] | ||
[TestFixture(HostOrServer.Server)] | ||
internal class MessageVersionDataTests : NetcodeIntegrationTest | ||
{ | ||
protected override int NumberOfClients => 2; | ||
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private NetworkManager m_SessionOwner; | ||
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public MessageVersionDataTests(HostOrServer hostOrServer) : base(hostOrServer) { } | ||
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private void ValidateConnectionRequest(NetworkManager networkManager) | ||
{ | ||
var message = networkManager.ConnectionManager.GenerateConnectionRequestMessage(); | ||
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foreach (var messageVersionData in message.MessageVersions) | ||
{ | ||
Assert.True(messageVersionData.SendMessageType == m_DistributedAuthority, $"Include {nameof(MessageVersionData.SendMessageType)} is {messageVersionData.SendMessageType} and distributed authority is {m_DistributedAuthority}!"); | ||
if (m_DistributedAuthority) | ||
{ | ||
var type = networkManager.ConnectionManager.MessageManager.GetMessageForHash(messageVersionData.Hash); | ||
var networkMessageType = ILPPMessageProvider.TypeToNetworkMessageType[type]; | ||
Assert.True(messageVersionData.NetworkMessageType == (uint)networkMessageType, $"{nameof(MessageVersionData.NetworkMessageType)} is {messageVersionData.NetworkMessageType} but the hash type derived value is {networkMessageType}!"); | ||
} | ||
} | ||
} | ||
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[UnityTest] | ||
public IEnumerator MessageVersionDataTest() | ||
{ | ||
m_SessionOwner = UseCMBService() ? m_ClientNetworkManagers[0] : m_ServerNetworkManager; | ||
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ValidateConnectionRequest(m_SessionOwner); | ||
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foreach (var client in m_ClientNetworkManagers) | ||
{ | ||
ValidateConnectionRequest(client); | ||
} | ||
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yield return null; | ||
} | ||
} | ||
} |
2 changes: 2 additions & 0 deletions
2
com.unity.netcode.gameobjects/Tests/Runtime/Messaging/MessageVersionDataTests.cs.meta
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This whole group of logic feels like it maybe would make sense on the data structure?
Something like two constructors, one that is for
DistributedAuthorityMode == false
and takes the hash and the version, and one that is forDistributedAuthorityMode == true
that takes the type and the version, and then calculates the hash internally. That way if the type is important, the hash can never be wrong. That would also mean the logic of do we or do we not send the type is better encapsulated and consistent.There was a problem hiding this comment.
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Hmmm... let me fiddle with that idea...seems a bit cleaner indeed.