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chore: migrate tests from public to internal #2930
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NoelStephensUnity
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develop-2.0.0
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chore/migrate-tests-from-public-to-internal-ngo-2.0.0
May 22, 2024
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chore: migrate tests from public to internal #2930
NoelStephensUnity
merged 4 commits into
develop-2.0.0
from
chore/migrate-tests-from-public-to-internal-ngo-2.0.0
May 22, 2024
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…internal-ngo-2.0.0
NoelStephensUnity
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Looks good @fluong6 !
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* feat: enum ordered message versioning (#2929) * chore: migrate tests from public to internal (#2930) * update Added the MessageTypeDefines ordering class that orders messages based on the NetworkMessageType. Use tick offset. Change the ticks ago based on whether DAHost or CMBService. Changing all test public api to internal Adding FixedJoint attach and detach methods to NetworkRigidbodyBase. * test Fixing issue with tests using their own message provider. Fixing a few more tests that don't need the message ordering or count verification stuff to be running. Removed the message ordering related tests since this it was no longer needed. --------- Co-authored-by: Noel Stephens <noel.stephens@unity3d.com> * update Migrated non-authority NetworkTransform updates to the pre late update to more align with how it is handled in v1.x. Added NetworkRigidbodyBase reference to NetworkObject. For now, added the ability to add a fixed joint when parenting two NetworkObjects with NetworkTransforms and NetworkRigidbodies that both have UseRigidBodyForMotion set to true (i.e. Rigidbody has no concept of "local space" motion). * update Change the FixedJoint approach so it does not require parenting. The "parent" rigid body now updates its children in NetworkTransform when the "parent's" state is updated in order to keep both parent and children state updates synchronized on the same network tick. Added NetworkObject.CurrentParent that is set when a NetworkObject is parented. NetworkObject.NetworkTransform is now NetworkObject.NetworkTransforms (a single NetworkObject can have many NetworkTransforms). NetworkObject.NetworkRigidbodybase is now NetworkObject.NetworkRigidbodies (a single NetworkObject can have many NetworkRigidbodybase components). * fix Adding COM_UNITY_MODULES_PHYSICS wrappers around NetworkObject.NetworkRigidbodies. * fix wrapping some physics dependent properties in #if COM_UNITY_MODULES_PHYSICS. * fix Last missed NetworkRigidbodies needed wrapping in #if COM_UNITY_MODULES_PHYSICS * fix Only invoke DetachFromFixedJoint if HasAuthority is true during despawn. * fix Fixing issue where NetworkTransforms updated during FixedUpdate can have a render time that is slightly earlier than the start time. The delta between the two is typically in the nano to pico seconds range. This first pass approach to resolve this issue is to just cast the two double properties to floats prior to subtracting one from the other in order to reduce that level of granularity of the delta between the two. --------- Co-authored-by: Frank Luong <100299641+fluong6@users.noreply.github.com>
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* chore: distributed authority UI displays dependent upon multiplayer SDK package (#2875) * update Renaming Session Mode to Network Topology. This includes any related properties or XML API documentation references. Adding package dependent conditional define MULTIPLAYER_SDK_INSTALLED that is defined when the com.unity.services.multiplayer package is installed to the editor assembly definition file. This removes the custom property drawer since it appears the default enum flag drawer visual bug is resolved in Unity 6. incrementing the version change * feat: expose the UTP connect (#2935) * feat: expose the UTP connect payload * pass accept payload * fix formatting * make Connect and m_Driver protected * remove payload output * chore: Merge develop 2.0.0 into exp.3 (#2933) * feat: enum ordered message versioning (#2929) * chore: migrate tests from public to internal (#2930) * update Added the MessageTypeDefines ordering class that orders messages based on the NetworkMessageType. Use tick offset. Change the ticks ago based on whether DAHost or CMBService. Changing all test public api to internal Adding FixedJoint attach and detach methods to NetworkRigidbodyBase. * test Fixing issue with tests using their own message provider. Fixing a few more tests that don't need the message ordering or count verification stuff to be running. Removed the message ordering related tests since this it was no longer needed. --------- Co-authored-by: Noel Stephens <noel.stephens@unity3d.com> * update Migrated non-authority NetworkTransform updates to the pre late update to more align with how it is handled in v1.x. Added NetworkRigidbodyBase reference to NetworkObject. For now, added the ability to add a fixed joint when parenting two NetworkObjects with NetworkTransforms and NetworkRigidbodies that both have UseRigidBodyForMotion set to true (i.e. Rigidbody has no concept of "local space" motion). * update Change the FixedJoint approach so it does not require parenting. The "parent" rigid body now updates its children in NetworkTransform when the "parent's" state is updated in order to keep both parent and children state updates synchronized on the same network tick. Added NetworkObject.CurrentParent that is set when a NetworkObject is parented. NetworkObject.NetworkTransform is now NetworkObject.NetworkTransforms (a single NetworkObject can have many NetworkTransforms). NetworkObject.NetworkRigidbodybase is now NetworkObject.NetworkRigidbodies (a single NetworkObject can have many NetworkRigidbodybase components). * fix Adding COM_UNITY_MODULES_PHYSICS wrappers around NetworkObject.NetworkRigidbodies. * fix wrapping some physics dependent properties in #if COM_UNITY_MODULES_PHYSICS. * fix Last missed NetworkRigidbodies needed wrapping in #if COM_UNITY_MODULES_PHYSICS * fix Only invoke DetachFromFixedJoint if HasAuthority is true during despawn. * fix Fixing issue where NetworkTransforms updated during FixedUpdate can have a render time that is slightly earlier than the start time. The delta between the two is typically in the nano to pico seconds range. This first pass approach to resolve this issue is to just cast the two double properties to floats prior to subtracting one from the other in order to reduce that level of granularity of the delta between the two. --------- Co-authored-by: Frank Luong <100299641+fluong6@users.noreply.github.com> * chore: add NGO 2.0.0-exp.3 version and date to changelog (#2937) adding release version and date to changelog * removing "unreleased" tag * chore: update changelog in ngo 2.0.0 exp.4 (#2939) * updating changelog * bumping ngo version in package json * adding unreleased section back --------- Co-authored-by: Noel Stephens <noel.stephens@unity3d.com> Co-authored-by: Dominick <dominick@schroer.ca>
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Migrating all the access modifiers from Public to Internal for test classes.
Changelog
Changed: Change all the access modifiers of test class from Public to Internal (#2930)
Testing and Documentation