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)
This commit is contained in:
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using NUnit.Framework;
|
||||
using Unity.Collections;
|
||||
using UnityEngine;
|
||||
using Random = System.Random;
|
||||
|
||||
@@ -11,50 +12,50 @@ namespace Unity.Netcode.EditorTests
|
||||
{
|
||||
A,
|
||||
B,
|
||||
C
|
||||
};
|
||||
C = byte.MaxValue
|
||||
}
|
||||
protected enum SByteEnum : sbyte
|
||||
{
|
||||
A,
|
||||
B,
|
||||
C
|
||||
};
|
||||
C = sbyte.MaxValue
|
||||
}
|
||||
protected enum ShortEnum : short
|
||||
{
|
||||
A,
|
||||
B,
|
||||
C
|
||||
};
|
||||
C = short.MaxValue
|
||||
}
|
||||
protected enum UShortEnum : ushort
|
||||
{
|
||||
A,
|
||||
B,
|
||||
C
|
||||
};
|
||||
C = ushort.MaxValue
|
||||
}
|
||||
protected enum IntEnum : int
|
||||
{
|
||||
A,
|
||||
B,
|
||||
C
|
||||
};
|
||||
C = int.MaxValue
|
||||
}
|
||||
protected enum UIntEnum : uint
|
||||
{
|
||||
A,
|
||||
B,
|
||||
C
|
||||
};
|
||||
C = uint.MaxValue
|
||||
}
|
||||
protected enum LongEnum : long
|
||||
{
|
||||
A,
|
||||
B,
|
||||
C
|
||||
};
|
||||
C = long.MaxValue
|
||||
}
|
||||
protected enum ULongEnum : ulong
|
||||
{
|
||||
A,
|
||||
B,
|
||||
C
|
||||
};
|
||||
C = ulong.MaxValue
|
||||
}
|
||||
|
||||
protected struct TestStruct : INetworkSerializeByMemcpy
|
||||
{
|
||||
@@ -85,23 +86,32 @@ namespace Unity.Netcode.EditorTests
|
||||
|
||||
protected abstract void RunTypeArrayTestSafe<T>(T[] valueToTest) where T : unmanaged;
|
||||
|
||||
protected abstract void RunTypeNativeArrayTest<T>(NativeArray<T> valueToTest) where T : unmanaged;
|
||||
|
||||
protected abstract void RunTypeNativeArrayTestSafe<T>(NativeArray<T> valueToTest) where T : unmanaged;
|
||||
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
protected abstract void RunTypeNativeListTest<T>(NativeList<T> valueToTest) where T : unmanaged;
|
||||
|
||||
protected abstract void RunTypeNativeListTestSafe<T>(NativeList<T> valueToTest) where T : unmanaged;
|
||||
#endif
|
||||
|
||||
private Random m_Random = new Random();
|
||||
protected TestStruct GetTestStruct()
|
||||
{
|
||||
var random = new Random();
|
||||
|
||||
var testStruct = new TestStruct
|
||||
{
|
||||
A = (byte)random.Next(),
|
||||
B = (short)random.Next(),
|
||||
C = (ushort)random.Next(),
|
||||
D = random.Next(),
|
||||
E = (uint)random.Next(),
|
||||
F = ((long)random.Next() << 32) + random.Next(),
|
||||
G = ((ulong)random.Next() << 32) + (ulong)random.Next(),
|
||||
A = (byte)m_Random.Next(),
|
||||
B = (short)m_Random.Next(),
|
||||
C = (ushort)m_Random.Next(),
|
||||
D = m_Random.Next(),
|
||||
E = (uint)m_Random.Next(),
|
||||
F = ((long)m_Random.Next() << 32) + m_Random.Next(),
|
||||
G = ((ulong)m_Random.Next() << 32) + (ulong)m_Random.Next(),
|
||||
H = true,
|
||||
I = '\u263a',
|
||||
J = (float)random.NextDouble(),
|
||||
K = random.NextDouble(),
|
||||
J = (float)m_Random.NextDouble(),
|
||||
K = m_Random.NextDouble(),
|
||||
};
|
||||
|
||||
return testStruct;
|
||||
@@ -600,5 +610,695 @@ namespace Unity.Netcode.EditorTests
|
||||
Assert.Fail("No type handler was provided for this type in the test!");
|
||||
}
|
||||
}
|
||||
|
||||
public void BaseNativeArrayTypeTest(Type testType, WriteType writeType)
|
||||
{
|
||||
var random = new Random();
|
||||
void RunTypeTestLocal<T>(NativeArray<T> val, WriteType wt) where T : unmanaged
|
||||
{
|
||||
switch (wt)
|
||||
{
|
||||
case WriteType.WriteDirect:
|
||||
RunTypeNativeArrayTest(val);
|
||||
break;
|
||||
case WriteType.WriteSafe:
|
||||
RunTypeNativeArrayTestSafe(val);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (testType == typeof(byte))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<byte>(new[]{
|
||||
(byte) random.Next(),
|
||||
(byte) random.Next(),
|
||||
(byte) random.Next(),
|
||||
(byte) random.Next(),
|
||||
(byte) random.Next(),
|
||||
(byte) random.Next(),
|
||||
(byte) random.Next()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(sbyte))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<sbyte>(new[]{
|
||||
(sbyte) random.Next(),
|
||||
(sbyte) random.Next(),
|
||||
(sbyte) random.Next(),
|
||||
(sbyte) random.Next(),
|
||||
(sbyte) random.Next(),
|
||||
(sbyte) random.Next(),
|
||||
(sbyte) random.Next()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(short))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<short>(new[]{
|
||||
(short) random.Next(),
|
||||
(short) random.Next(),
|
||||
(short) random.Next(),
|
||||
(short) random.Next(),
|
||||
(short) random.Next()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(ushort))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<ushort>(new[]{
|
||||
(ushort) random.Next(),
|
||||
(ushort) random.Next(),
|
||||
(ushort) random.Next(),
|
||||
(ushort) random.Next(),
|
||||
(ushort) random.Next(),
|
||||
(ushort) random.Next()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(int))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<int>(new[]{
|
||||
random.Next(),
|
||||
random.Next(),
|
||||
random.Next(),
|
||||
random.Next(),
|
||||
random.Next(),
|
||||
random.Next(),
|
||||
random.Next(),
|
||||
random.Next()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(uint))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<uint>(new[]{
|
||||
(uint) random.Next(),
|
||||
(uint) random.Next(),
|
||||
(uint) random.Next(),
|
||||
(uint) random.Next(),
|
||||
(uint) random.Next(),
|
||||
(uint) random.Next()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(long))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<long>(new[]{
|
||||
((long)random.Next() << 32) + random.Next(),
|
||||
((long)random.Next() << 32) + random.Next(),
|
||||
((long)random.Next() << 32) + random.Next(),
|
||||
((long)random.Next() << 32) + random.Next()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(ulong))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<ulong>(new[]{
|
||||
((ulong)random.Next() << 32) + (ulong)random.Next(),
|
||||
((ulong)random.Next() << 32) + (ulong)random.Next(),
|
||||
((ulong)random.Next() << 32) + (ulong)random.Next(),
|
||||
((ulong)random.Next() << 32) + (ulong)random.Next(),
|
||||
((ulong)random.Next() << 32) + (ulong)random.Next(),
|
||||
((ulong)random.Next() << 32) + (ulong)random.Next(),
|
||||
((ulong)random.Next() << 32) + (ulong)random.Next(),
|
||||
((ulong)random.Next() << 32) + (ulong)random.Next(),
|
||||
((ulong)random.Next() << 32) + (ulong)random.Next()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(bool))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<bool>(new[]{
|
||||
true,
|
||||
false,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
true,
|
||||
false,
|
||||
true
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(char))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<char>(new[]{
|
||||
'a',
|
||||
'\u263a'
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(float))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<float>(new[]{
|
||||
(float)random.NextDouble(),
|
||||
(float)random.NextDouble(),
|
||||
(float)random.NextDouble(),
|
||||
(float)random.NextDouble(),
|
||||
(float)random.NextDouble(),
|
||||
(float)random.NextDouble(),
|
||||
(float)random.NextDouble(),
|
||||
(float)random.NextDouble(),
|
||||
(float)random.NextDouble()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(double))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<double>(new[]{
|
||||
random.NextDouble(),
|
||||
random.NextDouble(),
|
||||
random.NextDouble(),
|
||||
random.NextDouble(),
|
||||
random.NextDouble(),
|
||||
random.NextDouble(),
|
||||
random.NextDouble(),
|
||||
random.NextDouble(),
|
||||
random.NextDouble()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(ByteEnum))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<ByteEnum>(new[]{
|
||||
ByteEnum.C,
|
||||
ByteEnum.A,
|
||||
ByteEnum.B
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(SByteEnum))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<SByteEnum>(new[]{
|
||||
SByteEnum.C,
|
||||
SByteEnum.A,
|
||||
SByteEnum.B
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(ShortEnum))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<ShortEnum>(new[]{
|
||||
ShortEnum.C,
|
||||
ShortEnum.A,
|
||||
ShortEnum.B
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(UShortEnum))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<UShortEnum>(new[]{
|
||||
UShortEnum.C,
|
||||
UShortEnum.A,
|
||||
UShortEnum.B
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(IntEnum))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<IntEnum>(new[]{
|
||||
IntEnum.C,
|
||||
IntEnum.A,
|
||||
IntEnum.B
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(UIntEnum))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<UIntEnum>(new[]{
|
||||
UIntEnum.C,
|
||||
UIntEnum.A,
|
||||
UIntEnum.B
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(LongEnum))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<LongEnum>(new[]{
|
||||
LongEnum.C,
|
||||
LongEnum.A,
|
||||
LongEnum.B
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(ULongEnum))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<ULongEnum>(new[]{
|
||||
ULongEnum.C,
|
||||
ULongEnum.A,
|
||||
ULongEnum.B
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Vector2))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Vector2>(new[]{
|
||||
new Vector2((float) random.NextDouble(), (float) random.NextDouble()),
|
||||
new Vector2((float) random.NextDouble(), (float) random.NextDouble()),
|
||||
new Vector2((float) random.NextDouble(), (float) random.NextDouble()),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Vector3))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Vector3>(new[]{
|
||||
new Vector3((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble()),
|
||||
new Vector3((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble()),
|
||||
new Vector3((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble()),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Vector2Int))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Vector2Int>(new[]{
|
||||
new Vector2Int((int) random.NextDouble(), (int) random.NextDouble()),
|
||||
new Vector2Int((int) random.NextDouble(), (int) random.NextDouble()),
|
||||
new Vector2Int((int) random.NextDouble(), (int) random.NextDouble()),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Vector3Int))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Vector3Int>(new[]{
|
||||
new Vector3Int((int) random.NextDouble(), (int) random.NextDouble(), (int) random.NextDouble()),
|
||||
new Vector3Int((int) random.NextDouble(), (int) random.NextDouble(), (int) random.NextDouble()),
|
||||
new Vector3Int((int) random.NextDouble(), (int) random.NextDouble(), (int) random.NextDouble()),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Vector4))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Vector4>(new[]{
|
||||
new Vector4((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble()),
|
||||
new Vector4((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble()),
|
||||
new Vector4((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble()),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Quaternion))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Quaternion>(new[]{
|
||||
new Quaternion((float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble(), (float) random.NextDouble()),
|
||||
new Quaternion((float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble(), (float) random.NextDouble()),
|
||||
new Quaternion((float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble(), (float) random.NextDouble()),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Color))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Color>(new[]{
|
||||
new Color((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble()),
|
||||
new Color((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble()),
|
||||
new Color((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble()),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Color32))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Color32>(new[]{
|
||||
new Color32((byte) random.Next(), (byte) random.Next(), (byte) random.Next(), (byte) random.Next()),
|
||||
new Color32((byte) random.Next(), (byte) random.Next(), (byte) random.Next(), (byte) random.Next()),
|
||||
new Color32((byte) random.Next(), (byte) random.Next(), (byte) random.Next(), (byte) random.Next()),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Ray))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Ray>(new[]{
|
||||
new Ray(
|
||||
new Vector3((float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble()),
|
||||
new Vector3((float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble())),
|
||||
new Ray(
|
||||
new Vector3((float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble()),
|
||||
new Vector3((float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble())),
|
||||
new Ray(
|
||||
new Vector3((float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble()),
|
||||
new Vector3((float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble())),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Ray2D))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Ray2D>(new[]{
|
||||
new Ray2D(
|
||||
new Vector2((float) random.NextDouble(), (float) random.NextDouble()),
|
||||
new Vector2((float) random.NextDouble(), (float) random.NextDouble())),
|
||||
new Ray2D(
|
||||
new Vector2((float) random.NextDouble(), (float) random.NextDouble()),
|
||||
new Vector2((float) random.NextDouble(), (float) random.NextDouble())),
|
||||
new Ray2D(
|
||||
new Vector2((float) random.NextDouble(), (float) random.NextDouble()),
|
||||
new Vector2((float) random.NextDouble(), (float) random.NextDouble())),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(TestStruct))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<TestStruct>(new[] {
|
||||
GetTestStruct(),
|
||||
GetTestStruct(),
|
||||
GetTestStruct(),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else
|
||||
{
|
||||
Assert.Fail("No type handler was provided for this type in the test!");
|
||||
}
|
||||
}
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
public void BaseNativeListTypeTest(Type testType, WriteType writeType)
|
||||
{
|
||||
var random = new Random();
|
||||
void RunTypeTestLocal<T>(NativeArray<T> val, WriteType wt) where T : unmanaged
|
||||
{
|
||||
var lst = new NativeList<T>(val.Length, Allocator.Temp);
|
||||
foreach (var item in val)
|
||||
{
|
||||
lst.Add(item);
|
||||
}
|
||||
switch (wt)
|
||||
{
|
||||
case WriteType.WriteDirect:
|
||||
RunTypeNativeListTest(lst);
|
||||
break;
|
||||
case WriteType.WriteSafe:
|
||||
RunTypeNativeListTestSafe(lst);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (testType == typeof(byte))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<byte>(new[]{
|
||||
(byte) random.Next(),
|
||||
(byte) random.Next(),
|
||||
(byte) random.Next(),
|
||||
(byte) random.Next(),
|
||||
(byte) random.Next(),
|
||||
(byte) random.Next(),
|
||||
(byte) random.Next()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(sbyte))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<sbyte>(new[]{
|
||||
(sbyte) random.Next(),
|
||||
(sbyte) random.Next(),
|
||||
(sbyte) random.Next(),
|
||||
(sbyte) random.Next(),
|
||||
(sbyte) random.Next(),
|
||||
(sbyte) random.Next(),
|
||||
(sbyte) random.Next()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(short))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<short>(new[]{
|
||||
(short) random.Next(),
|
||||
(short) random.Next(),
|
||||
(short) random.Next(),
|
||||
(short) random.Next(),
|
||||
(short) random.Next()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(ushort))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<ushort>(new[]{
|
||||
(ushort) random.Next(),
|
||||
(ushort) random.Next(),
|
||||
(ushort) random.Next(),
|
||||
(ushort) random.Next(),
|
||||
(ushort) random.Next(),
|
||||
(ushort) random.Next()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(int))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<int>(new[]{
|
||||
random.Next(),
|
||||
random.Next(),
|
||||
random.Next(),
|
||||
random.Next(),
|
||||
random.Next(),
|
||||
random.Next(),
|
||||
random.Next(),
|
||||
random.Next()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(uint))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<uint>(new[]{
|
||||
(uint) random.Next(),
|
||||
(uint) random.Next(),
|
||||
(uint) random.Next(),
|
||||
(uint) random.Next(),
|
||||
(uint) random.Next(),
|
||||
(uint) random.Next()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(long))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<long>(new[]{
|
||||
((long)random.Next() << 32) + random.Next(),
|
||||
((long)random.Next() << 32) + random.Next(),
|
||||
((long)random.Next() << 32) + random.Next(),
|
||||
((long)random.Next() << 32) + random.Next()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(ulong))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<ulong>(new[]{
|
||||
((ulong)random.Next() << 32) + (ulong)random.Next(),
|
||||
((ulong)random.Next() << 32) + (ulong)random.Next(),
|
||||
((ulong)random.Next() << 32) + (ulong)random.Next(),
|
||||
((ulong)random.Next() << 32) + (ulong)random.Next(),
|
||||
((ulong)random.Next() << 32) + (ulong)random.Next(),
|
||||
((ulong)random.Next() << 32) + (ulong)random.Next(),
|
||||
((ulong)random.Next() << 32) + (ulong)random.Next(),
|
||||
((ulong)random.Next() << 32) + (ulong)random.Next(),
|
||||
((ulong)random.Next() << 32) + (ulong)random.Next()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(bool))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<bool>(new[]{
|
||||
true,
|
||||
false,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
true,
|
||||
false,
|
||||
true
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(char))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<char>(new[]{
|
||||
'a',
|
||||
'\u263a'
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(float))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<float>(new[]{
|
||||
(float)random.NextDouble(),
|
||||
(float)random.NextDouble(),
|
||||
(float)random.NextDouble(),
|
||||
(float)random.NextDouble(),
|
||||
(float)random.NextDouble(),
|
||||
(float)random.NextDouble(),
|
||||
(float)random.NextDouble(),
|
||||
(float)random.NextDouble(),
|
||||
(float)random.NextDouble()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(double))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<double>(new[]{
|
||||
random.NextDouble(),
|
||||
random.NextDouble(),
|
||||
random.NextDouble(),
|
||||
random.NextDouble(),
|
||||
random.NextDouble(),
|
||||
random.NextDouble(),
|
||||
random.NextDouble(),
|
||||
random.NextDouble(),
|
||||
random.NextDouble()
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(ByteEnum))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<ByteEnum>(new[]{
|
||||
ByteEnum.C,
|
||||
ByteEnum.A,
|
||||
ByteEnum.B
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(SByteEnum))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<SByteEnum>(new[]{
|
||||
SByteEnum.C,
|
||||
SByteEnum.A,
|
||||
SByteEnum.B
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(ShortEnum))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<ShortEnum>(new[]{
|
||||
ShortEnum.C,
|
||||
ShortEnum.A,
|
||||
ShortEnum.B
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(UShortEnum))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<UShortEnum>(new[]{
|
||||
UShortEnum.C,
|
||||
UShortEnum.A,
|
||||
UShortEnum.B
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(IntEnum))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<IntEnum>(new[]{
|
||||
IntEnum.C,
|
||||
IntEnum.A,
|
||||
IntEnum.B
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(UIntEnum))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<UIntEnum>(new[]{
|
||||
UIntEnum.C,
|
||||
UIntEnum.A,
|
||||
UIntEnum.B
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(LongEnum))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<LongEnum>(new[]{
|
||||
LongEnum.C,
|
||||
LongEnum.A,
|
||||
LongEnum.B
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(ULongEnum))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<ULongEnum>(new[]{
|
||||
ULongEnum.C,
|
||||
ULongEnum.A,
|
||||
ULongEnum.B
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Vector2))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Vector2>(new[]{
|
||||
new Vector2((float) random.NextDouble(), (float) random.NextDouble()),
|
||||
new Vector2((float) random.NextDouble(), (float) random.NextDouble()),
|
||||
new Vector2((float) random.NextDouble(), (float) random.NextDouble()),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Vector3))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Vector3>(new[]{
|
||||
new Vector3((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble()),
|
||||
new Vector3((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble()),
|
||||
new Vector3((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble()),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Vector2Int))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Vector2Int>(new[]{
|
||||
new Vector2Int((int) random.NextDouble(), (int) random.NextDouble()),
|
||||
new Vector2Int((int) random.NextDouble(), (int) random.NextDouble()),
|
||||
new Vector2Int((int) random.NextDouble(), (int) random.NextDouble()),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Vector3Int))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Vector3Int>(new[]{
|
||||
new Vector3Int((int) random.NextDouble(), (int) random.NextDouble(), (int) random.NextDouble()),
|
||||
new Vector3Int((int) random.NextDouble(), (int) random.NextDouble(), (int) random.NextDouble()),
|
||||
new Vector3Int((int) random.NextDouble(), (int) random.NextDouble(), (int) random.NextDouble()),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Vector4))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Vector4>(new[]{
|
||||
new Vector4((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble()),
|
||||
new Vector4((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble()),
|
||||
new Vector4((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble()),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Quaternion))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Quaternion>(new[]{
|
||||
new Quaternion((float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble(), (float) random.NextDouble()),
|
||||
new Quaternion((float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble(), (float) random.NextDouble()),
|
||||
new Quaternion((float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble(), (float) random.NextDouble()),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Color))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Color>(new[]{
|
||||
new Color((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble()),
|
||||
new Color((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble()),
|
||||
new Color((float) random.NextDouble(), (float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble()),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Color32))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Color32>(new[]{
|
||||
new Color32((byte) random.Next(), (byte) random.Next(), (byte) random.Next(), (byte) random.Next()),
|
||||
new Color32((byte) random.Next(), (byte) random.Next(), (byte) random.Next(), (byte) random.Next()),
|
||||
new Color32((byte) random.Next(), (byte) random.Next(), (byte) random.Next(), (byte) random.Next()),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Ray))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Ray>(new[]{
|
||||
new Ray(
|
||||
new Vector3((float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble()),
|
||||
new Vector3((float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble())),
|
||||
new Ray(
|
||||
new Vector3((float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble()),
|
||||
new Vector3((float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble())),
|
||||
new Ray(
|
||||
new Vector3((float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble()),
|
||||
new Vector3((float) random.NextDouble(), (float) random.NextDouble(),
|
||||
(float) random.NextDouble())),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(Ray2D))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<Ray2D>(new[]{
|
||||
new Ray2D(
|
||||
new Vector2((float) random.NextDouble(), (float) random.NextDouble()),
|
||||
new Vector2((float) random.NextDouble(), (float) random.NextDouble())),
|
||||
new Ray2D(
|
||||
new Vector2((float) random.NextDouble(), (float) random.NextDouble()),
|
||||
new Vector2((float) random.NextDouble(), (float) random.NextDouble())),
|
||||
new Ray2D(
|
||||
new Vector2((float) random.NextDouble(), (float) random.NextDouble()),
|
||||
new Vector2((float) random.NextDouble(), (float) random.NextDouble())),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else if (testType == typeof(TestStruct))
|
||||
{
|
||||
RunTypeTestLocal(new NativeArray<TestStruct>(new[] {
|
||||
GetTestStruct(),
|
||||
GetTestStruct(),
|
||||
GetTestStruct(),
|
||||
}, Allocator.Temp), writeType);
|
||||
}
|
||||
else
|
||||
{
|
||||
Assert.Fail("No type handler was provided for this type in the test!");
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user