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Fix/cast messagesize as uint #1592

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1 change: 1 addition & 0 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -23,6 +23,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
- Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1509)
- Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect. (#1513)
- Fixed OwnedObjects not being properly modified when using ChangeOwnership. (#1572)
- Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1591)

### Changed

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Original file line number Diff line number Diff line change
Expand Up @@ -371,7 +371,7 @@ internal unsafe int SendMessage<TMessageType, TClientIdListType>(ref TMessageTyp

var header = new MessageHeader
{
MessageSize = (ushort)tmpSerializer.Length,
MessageSize = (uint)tmpSerializer.Length,
MessageType = m_MessageTypes[typeof(TMessageType)],
};
BytePacker.WriteValueBitPacked(headerSerializer, header.MessageType);
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Original file line number Diff line number Diff line change
@@ -0,0 +1,59 @@
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;

namespace Unity.Netcode.RuntimeTests
{
public class NetworkObjectSpawnManyObjectsTests
{
// "many" in this case means enough to exceed a ushort_max message size written in the header
// 1500 is not a magic number except that it's big enough to trigger a failure
private const int k_SpawnedObjects = 1500;

[UnityTest]
// When this test fails it does so without an exception and will wait the default ~6 minutes
[Timeout(10000)]
public IEnumerator WhenManyObjectsAreSpawnedAtOnce_AllAreReceived()
{
MultiInstanceHelpers.Create(1, out NetworkManager server, out NetworkManager[] clients);

// create prefab
var gameObject = new GameObject("TestObject");
var networkObject = gameObject.AddComponent<NetworkObject>();
MultiInstanceHelpers.MakeNetworkObjectTestPrefab(networkObject);

server.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab()
{
Prefab = gameObject
});

for (int i = 0; i < clients.Length; i++)
{
clients[i].NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab()
{
Prefab = gameObject
});
}

MultiInstanceHelpers.Start(false, server, clients);

for (int i = 0; i < k_SpawnedObjects; i++)
{
NetworkObject serverObject = Object.Instantiate(gameObject).GetComponent<NetworkObject>();
serverObject.NetworkManagerOwner = server;
serverObject.Spawn();
}

// wait for connection on client side
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnected(clients, null, 10f));

// wait for connection on server side
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientConnectedToServer(server, null, 10f));

// ensure all objects are replicated
Assert.AreEqual(k_SpawnedObjects, clients[0].SpawnManager.SpawnedObjectsList.Count);
MultiInstanceHelpers.Destroy();
}
}
}

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