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Merge branch 'develop' into feat/convert-to-multiplayer-services-sdk
# Conflicts: # .yamato/project.metafile # CHANGELOG.md # Packages/manifest.json # Packages/packages-lock.json # README.md
2 parents a6f89ea + 3dfcd47 commit 11596b8

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.yamato/mobile-build-and-run.yml

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@@ -40,18 +40,19 @@ Build_Player_With_Tests_Android_{{ project.name }}_{{ editor }}:
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type: Unity::VM
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# Any generic image can be used, no need to have Android tools in the image for building
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# All Android tools will be downloaded by unity-downloader-cli
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image: mobile/android-execution-base:stable
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flavor: b1.xlarge
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image: mobile/android-execution-base:v2.1774381
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flavor: b1.large
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commands:
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# Download unity-downloader-cli
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- pip install unity-downloader-cli==1.2.0 --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade
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- curl -s https://artifactory.prd.it.unity3d.com/artifactory/unity-tools/utr-standalone/utr.bat --output utr.bat
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- python .yamato/disable-burst-if-requested.py --project-path {{ project.path }} --platform Android
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- gsudo choco source add -n Unity -s https://artifactory-slo.bf.unity3d.com/artifactory/api/nuget/unity-choco-local --priority=1
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- gsudo choco install -y unity-config unity-downloader-cli
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- curl -s https://artifactory.prd.it.unity3d.com/artifactory/unity-tools-local/utr-standalone/utr.bat --output ./utr.bat
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- unity-config project set registry candidates --project-path {{ project.path }}
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- unity-downloader-cli -c Editor -c Android -u {{ editor }} --fast --wait
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- python .yamato/disable-burst-if-requested.py --project-path {{ project.path }} --platform Android
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# Build player(s)
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- set UTR_VERSION=0.12.0
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- ./utr.bat --suite=playmode --platform=Android --editor-location=.Editor --testproject={{ project.path }} --player-save-path=build/players --artifacts_path=build/logs --scripting-backend=mono --build-only --testfilter=Unity.BossRoom.Tests.Runtime
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- ./utr.bat --suite=playmode --platform=Android --editor-location=.Editor --testproject={{ project.path }} --player-save-path=build/players --artifacts_path=build/logs --scripting-backend=il2cpp --build-only --testfilter=Unity.BossRoom.Tests.Runtime
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artifacts:
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players:
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paths:
@@ -106,7 +107,7 @@ mobile_test_android_{{ project.name }}_{{ editor }}:
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name: {{ project.name }} mobile project tests - {{ editor }} on Android
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agent:
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type: Unity::mobile::shield
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image: mobile/android-execution-base:stable
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image: package-ci/ubuntu-22.04:v4
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flavor: b1.medium
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# Skip repository cloning
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- .yamato/mobile-build-and-run.yml#Build_Player_With_Tests_Android_{{ project.name }}_{{ editor }}
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commands:
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# Download standalone UnityTestRunner
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- curl -s https://artifactory.prd.it.unity3d.com/artifactory/unity-tools/utr-standalone/utr.bat --output utr.bat
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- |
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set ANDROID_DEVICE_CONNECTION=%BOKKEN_DEVICE_IP%
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start %ANDROID_SDK_ROOT%\platform-tools\adb.exe connect %BOKKEN_DEVICE_IP%
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start %ANDROID_SDK_ROOT%\platform-tools\adb.exe devices
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set UTR_VERSION=0.12.0
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./utr --artifacts_path=build/test-results --testproject={{ project.path }} --editor-location=.Editor --reruncount=2 --suite=playmode --platform=android --player-load-path=build/players --testfilter=Unity.BossRoom.Tests.Runtime
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- unity-downloader-cli --fast --wait -u {{ editor }} -c editor -c Android
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- >
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ANDROID_DEVICE_CONNECTION=$BOKKEN_DEVICE_IP
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ANDROID_SDK_ROOT=$PWD/.Editor/Data/PlaybackEngines/AndroidPlayer/SDK
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UnifiedTestRunner
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--artifacts-path=build/test-results
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--editor-location=.Editor
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--suite=playmode
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--testproject={{ project.path }}
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--platform=Android
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--player-load-path=build/players
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--testfilter=Unity.BossRoom.Tests.Runtime
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--reruncount=2
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--player-connection-ip=$BOKKEN_HOST_IP
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# Set uploadable artifact paths
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artifacts:
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logs:

.yamato/project.metafile

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@@ -30,4 +30,4 @@ projects:
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- name: com.unity.multiplayer.samples.coop
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path: Packages/com.unity.multiplayer.samples.coop
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test_editors:
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- 6000.0
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- 6000.0.25

README.md

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@@ -237,8 +237,8 @@ Running the game over internet currently requires setting up a relay.
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* Session Create with Relay - StartHostSession() in [Assets/Scripts/ConnectionManagement/ConnectionState/OfflineState.cs ](Assets/Scripts/ConnectionManagement/ConnectionState/OfflineState.cs)
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* Subscribing to SessionEvents - SubscribeToJoinedSessionAsync() in [Assets/Scripts/UnityServices/Sessions/MultiplayerServicesFacade.cs ](Assets/Scripts/UnityServices/Sessions/MultiplayerServicesFacade.cs)
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* Authentication - EnsurePlayerIsAuthorized() in [Assets/Scripts/UnityServices/Auth/AuthenticationServiceFacade.cs ](Assets/Scripts/UnityServices/Auth/AuthenticationServiceFacade.cs)
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* Authentication - Profile management for ParrelSync/local instances - GetProfile() in [Assets/Scripts/Utils/ProfileManager.cs](Assets/Scripts/Utils/ProfileManager.cs)
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* Profile manager for ParrelSync and local play [Assets/Scripts/Utils/ProfileManager.cs](Assets/Scripts/Utils/ProfileManager.cs)
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* Authentication - Profile management for local instances - GetProfile() in [Assets/Scripts/Utils/ProfileManager.cs](Assets/Scripts/Utils/ProfileManager.cs)
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* Profile manager for local play [Assets/Scripts/Utils/ProfileManager.cs](Assets/Scripts/Utils/ProfileManager.cs)
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### Tools and Utilities
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* Networked message channel (inter-class and networked messaging) - [Assets/Scripts/Infrastructure/PubSub/NetworkedMessageChannel.cs](Assets/Scripts/Infrastructure/PubSub/NetworkedMessageChannel.cs)
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* Scene utils with synced loading screens - [Packages/com.unity.multiplayer.samples.coop/Utilities/SceneManagement/ ](Packages/com.unity.multiplayer.samples.coop/Utilities/SceneManagement/)
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* RNSM custom config - [Packages/com.unity.multiplayer.samples.coop/Utilities/Net/RNSM/CustomNetStatsMonitorConfiguration.asset ](Packages/com.unity.multiplayer.samples.coop/Utilities/Net/RNSM/CustomNetStatsMonitorConfiguration.asset)
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* NetworkSimulator usage through UI - [Assets/Scripts/Utils/NetworkSimulatorUIMediator.cs ](Assets/Scripts/Utils/NetworkSimulatorUIMediator.cs)
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* Multiplayer Play Mode - [ Packages/manifest.json ](Packages/manifest.json)
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</details>
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Third Party Notices.md

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@@ -34,22 +34,6 @@ OTHER DEALINGS IN THE SOFTWARE.
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For more information, please refer to <http://unlicense.org>
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---------
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Component Name: ParrelSync
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License Type: MIT
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Copyright (c) 2018 Greg M
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Copyright (c) 2020 Ian and Contributors
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https://github.com/VeriorPies/ParrelSync
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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---------
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Component Name: LiteNetLib
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