com.unity.netcode.gameobjects@1.0.0-pre.10
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). ## [1.0.0-pre.10] - 2022-06-21 ### Added - Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994) - Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994) - Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969) - Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025) - (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972) ### Removed ### Fixed - Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017) - Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009) - Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003) - Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985) - Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984) - Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975) - Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973) - Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972) - Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961) - Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976) - Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947) - Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946) - Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946) - Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946) - Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946) - Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
This commit is contained in:
@@ -3,131 +3,158 @@ using System.Collections;
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using UnityEngine;
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using UnityEngine.TestTools;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode.RuntimeTests
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{
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.Server)]
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public class NetworkManagerTransportTests : NetcodeIntegrationTest
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public class NetworkManagerTransportTests
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{
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protected override int NumberOfClients => 1;
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private bool m_CanStartServerAndClients = false;
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public NetworkManagerTransportTests(HostOrServer hostOrServer) : base(hostOrServer) { }
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protected override IEnumerator OnSetup()
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[Test]
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public void ClientDoesNotStartWhenTransportFails()
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{
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m_CanStartServerAndClients = false;
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return base.OnSetup();
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bool callbackInvoked = false;
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Action onTransportFailure = () => { callbackInvoked = true; };
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var manager = new GameObject().AddComponent<NetworkManager>();
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manager.OnTransportFailure += onTransportFailure;
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var transport = manager.gameObject.AddComponent<FailedTransport>();
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transport.FailOnStart = true;
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manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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LogAssert.Expect(LogType.Error, $"Client is shutting down due to network transport start failure of {transport.GetType().Name}!");
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Assert.False(manager.StartClient());
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Assert.False(manager.IsListening);
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Assert.False(manager.IsConnectedClient);
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Assert.True(callbackInvoked);
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}
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protected override bool CanStartServerAndClients()
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[Test]
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public void HostDoesNotStartWhenTransportFails()
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{
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return m_CanStartServerAndClients;
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bool callbackInvoked = false;
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Action onTransportFailure = () => { callbackInvoked = true; };
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var manager = new GameObject().AddComponent<NetworkManager>();
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manager.OnTransportFailure += onTransportFailure;
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var transport = manager.gameObject.AddComponent<FailedTransport>();
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transport.FailOnStart = true;
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manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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LogAssert.Expect(LogType.Error, $"Server is shutting down due to network transport start failure of {transport.GetType().Name}!");
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Assert.False(manager.StartHost());
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Assert.False(manager.IsListening);
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Assert.True(callbackInvoked);
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}
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[Test]
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public void ServerDoesNotStartWhenTransportFails()
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{
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bool callbackInvoked = false;
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Action onTransportFailure = () => { callbackInvoked = true; };
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var manager = new GameObject().AddComponent<NetworkManager>();
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manager.OnTransportFailure += onTransportFailure;
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var transport = manager.gameObject.AddComponent<FailedTransport>();
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transport.FailOnStart = true;
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manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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LogAssert.Expect(LogType.Error, $"Server is shutting down due to network transport start failure of {transport.GetType().Name}!");
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Assert.False(manager.StartServer());
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Assert.False(manager.IsListening);
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Assert.True(callbackInvoked);
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}
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[UnityTest]
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public IEnumerator ShutsDownWhenTransportFails()
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{
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bool callbackInvoked = false;
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Action onTransportFailure = () => { callbackInvoked = true; };
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var manager = new GameObject().AddComponent<NetworkManager>();
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manager.OnTransportFailure += onTransportFailure;
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var transport = manager.gameObject.AddComponent<FailedTransport>();
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transport.FailOnNextPoll = true;
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manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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Assert.True(manager.StartServer());
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Assert.True(manager.IsListening);
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LogAssert.Expect(LogType.Error, $"Shutting down due to network transport failure of {transport.GetType().Name}!");
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// Need two updates to actually shut down. First one to see the transport failing, which
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// marks the NetworkManager as shutting down. Second one where actual shutdown occurs.
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yield return null;
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yield return null;
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Assert.False(manager.IsListening);
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Assert.True(callbackInvoked);
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}
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/// <summary>
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/// Validate that if the NetworkTransport fails to start the NetworkManager
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/// will not continue the startup process and will shut itself down.
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/// Does nothing but simulate a transport that can fail at startup and/or when polling events.
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/// </summary>
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/// <param name="testClient">if true it will test the client side</param>
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[UnityTest]
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public IEnumerator DoesNotStartWhenTransportFails([Values] bool testClient)
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public class FailedTransport : TestingNetworkTransport
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{
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// The error message we should expect
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var messageToCheck = "";
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if (!testClient)
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{
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Object.DestroyImmediate(m_ServerNetworkManager.NetworkConfig.NetworkTransport);
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m_ServerNetworkManager.NetworkConfig.NetworkTransport = m_ServerNetworkManager.gameObject.AddComponent<FailedTransport>();
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m_ServerNetworkManager.NetworkConfig.NetworkTransport.Initialize(m_ServerNetworkManager);
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// The error message we should expect
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messageToCheck = $"Server is shutting down due to network transport start failure of {m_ServerNetworkManager.NetworkConfig.NetworkTransport.GetType().Name}!";
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}
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else
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{
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foreach (var client in m_ClientNetworkManagers)
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{
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Object.DestroyImmediate(client.NetworkConfig.NetworkTransport);
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client.NetworkConfig.NetworkTransport = client.gameObject.AddComponent<FailedTransport>();
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client.NetworkConfig.NetworkTransport.Initialize(m_ServerNetworkManager);
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}
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// The error message we should expect
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messageToCheck = $"Client is shutting down due to network transport start failure of {m_ClientNetworkManagers[0].NetworkConfig.NetworkTransport.GetType().Name}!";
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}
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public bool FailOnStart = false;
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public bool FailOnNextPoll = false;
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// Trap for the nested NetworkManager exception
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LogAssert.Expect(LogType.Error, messageToCheck);
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m_CanStartServerAndClients = true;
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// Due to other errors, we must not send clients if testing the server-host side
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// We can test both server and client(s) when testing client-side only
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if (testClient)
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public override bool StartClient() => !FailOnStart;
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public override bool StartServer() => !FailOnStart;
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public override NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime)
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{
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NetcodeIntegrationTestHelpers.Start(m_UseHost, m_ServerNetworkManager, m_ClientNetworkManagers);
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yield return s_DefaultWaitForTick;
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foreach (var client in m_ClientNetworkManagers)
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clientId = 0;
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payload = new ArraySegment<byte>();
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receiveTime = 0;
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if (FailOnNextPoll)
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{
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Assert.False(client.IsListening);
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Assert.False(client.IsConnectedClient);
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FailOnNextPoll = false;
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return NetworkEvent.TransportFailure;
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}
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else
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{
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return NetworkEvent.Nothing;
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}
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}
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else
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public override ulong ServerClientId => 0;
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public override void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery)
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{
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NetcodeIntegrationTestHelpers.Start(m_UseHost, m_ServerNetworkManager, new NetworkManager[] { });
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yield return s_DefaultWaitForTick;
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Assert.False(m_ServerNetworkManager.IsListening);
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}
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}
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}
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/// <summary>
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/// Does nothing but simulate a transport that failed to start
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/// </summary>
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public class FailedTransport : TestingNetworkTransport
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{
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public override void Shutdown()
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{
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}
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public override void Initialize(NetworkManager networkManager = null)
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{
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}
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public override ulong ServerClientId => 0;
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public override void Shutdown()
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{
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}
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public override NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime)
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{
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clientId = 0;
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payload = new ArraySegment<byte>();
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receiveTime = 0;
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return NetworkEvent.Nothing;
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}
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public override bool StartClient()
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{
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// Simulate failure, always return false
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return false;
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}
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public override bool StartServer()
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{
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// Simulate failure, always return false
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return false;
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}
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public override void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery)
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{
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}
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public override ulong GetCurrentRtt(ulong clientId) => 0;
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public override void DisconnectRemoteClient(ulong clientId)
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{
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}
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public override void DisconnectRemoteClient(ulong clientId)
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{
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}
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public override void Initialize(NetworkManager networkManager = null)
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{
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}
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public override ulong GetCurrentRtt(ulong clientId)
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{
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return 0;
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}
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public override void DisconnectLocalClient()
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{
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public override void DisconnectLocalClient()
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{
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}
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}
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}
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}
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