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:
Unity Technologies
2023-06-07 00:00:00 +00:00
parent b5abc3ff7c
commit 4d70c198bd
119 changed files with 11328 additions and 3164 deletions

View File

@@ -0,0 +1,72 @@
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class ClientApprovalDenied : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
private bool m_ApproveConnection = true;
private ulong m_PendingClientId = 0;
private ulong m_DisconnectedClientId = 0;
private List<ulong> m_DisconnectedClientIdentifiers = new List<ulong>();
private void ConnectionApproval(NetworkManager.ConnectionApprovalRequest connectionApprovalRequest, NetworkManager.ConnectionApprovalResponse connectionApprovalResponse)
{
connectionApprovalResponse.Approved = m_ApproveConnection;
connectionApprovalResponse.CreatePlayerObject = true;
// When denied, store the client identifier to use for validating the client disconnected notification identifier matches
if (!m_ApproveConnection)
{
m_PendingClientId = connectionApprovalRequest.ClientNetworkId;
}
}
protected override void OnNewClientCreated(NetworkManager networkManager)
{
networkManager.NetworkConfig.ConnectionApproval = true;
base.OnNewClientCreated(networkManager);
}
protected override bool ShouldWaitForNewClientToConnect(NetworkManager networkManager)
{
return false;
}
/// <summary>
/// Validates that when a pending client is denied approval the server-host
/// OnClientDisconnected method will return the valid pending client identifier.
/// </summary>
[UnityTest]
public IEnumerator ClientDeniedAndDisconnectionNotificationTest()
{
m_ServerNetworkManager.NetworkConfig.ConnectionApproval = true;
m_ServerNetworkManager.ConnectionApprovalCallback = ConnectionApproval;
m_ApproveConnection = false;
m_ServerNetworkManager.OnClientDisconnectCallback += OnClientDisconnectCallback;
yield return CreateAndStartNewClient();
yield return WaitForConditionOrTimeOut(() => m_PendingClientId == m_DisconnectedClientId);
AssertOnTimeout($"Timed out waiting for disconnect notification for pending Client-{m_PendingClientId}!");
// Validate that we don't get multiple disconnect notifications for clients being disconnected
// Have a client disconnect remotely
m_ClientNetworkManagers[0].Shutdown();
// Have the server disconnect a client
m_ServerNetworkManager.DisconnectClient(m_ClientNetworkManagers[1].LocalClientId);
m_ServerNetworkManager.OnClientDisconnectCallback -= OnClientDisconnectCallback;
}
private void OnClientDisconnectCallback(ulong clientId)
{
Assert.False(m_DisconnectedClientIdentifiers.Contains(clientId), $"Received two disconnect notifications from Client-{clientId}!");
m_DisconnectedClientIdentifiers.Add(clientId);
m_DisconnectedClientId = clientId;
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e46e2cb14a6d49c48bc8c33094467961
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -6,10 +6,19 @@ using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
public class EmbeddedManagedNetworkSerializableType : INetworkSerializable
{
public int Int;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref Int);
}
}
public class ManagedNetworkSerializableType : INetworkSerializable, IEquatable<ManagedNetworkSerializableType>
{
public string Str = "";
public int[] Ints = Array.Empty<int>();
public EmbeddedManagedNetworkSerializableType Embedded = new EmbeddedManagedNetworkSerializableType();
public int InMemoryValue;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
@@ -28,6 +37,8 @@ namespace Unity.Netcode.RuntimeTests
serializer.SerializeValue(ref val);
Ints[i] = val;
}
serializer.SerializeValue(ref Embedded);
}
public bool Equals(ManagedNetworkSerializableType other)
@@ -60,6 +71,11 @@ namespace Unity.Netcode.RuntimeTests
}
}
if (Embedded.Int != other.Embedded.Int)
{
return false;
}
return true;
}
@@ -280,7 +296,8 @@ namespace Unity.Netcode.RuntimeTests
m_NetworkVariableManaged = new NetworkVariable<ManagedNetworkSerializableType>(new ManagedNetworkSerializableType
{
Str = "1234567890",
Ints = new[] { 1, 2, 3, 4, 5 }
Ints = new[] { 1, 2, 3, 4, 5 },
Embedded = new EmbeddedManagedNetworkSerializableType { Int = 6 }
});
// Use this nifty class: NetworkVariableHelper
@@ -386,7 +403,8 @@ namespace Unity.Netcode.RuntimeTests
Assert.IsTrue(m_NetworkVariableManaged.Value.Equals(new ManagedNetworkSerializableType
{
Str = "ManagedNetworkSerializableType",
Ints = new[] { 1000, 2000, 3000, 4000, 5000, 6000, 7000, 8000, 9000, 10000 }
Ints = new[] { 1000, 2000, 3000, 4000, 5000, 6000, 7000, 8000, 9000, 10000 },
Embedded = new EmbeddedManagedNetworkSerializableType { Int = 20000 }
}));
}
@@ -433,7 +451,8 @@ namespace Unity.Netcode.RuntimeTests
m_NetworkVariableManaged.Value = new ManagedNetworkSerializableType
{
Str = "ManagedNetworkSerializableType",
Ints = new[] { 1000, 2000, 3000, 4000, 5000, 6000, 7000, 8000, 9000, 10000 }
Ints = new[] { 1000, 2000, 3000, 4000, 5000, 6000, 7000, 8000, 9000, 10000 },
Embedded = new EmbeddedManagedNetworkSerializableType { Int = 20000 }
};
//Set the timeout (i.e. how long we will wait for all NetworkVariables to have registered their changes)

View File

@@ -60,7 +60,7 @@ namespace Unity.Netcode.RuntimeTests
if (m_ApprovalFailureType == ApprovalTimedOutTypes.ServerDoesNotRespond)
{
// We catch (don't process) the incoming approval message to simulate the server not sending the approved message in time
m_ClientNetworkManagers[0].MessagingSystem.Hook(new MessageCatcher<ConnectionApprovedMessage>(m_ClientNetworkManagers[0]));
m_ClientNetworkManagers[0].ConnectionManager.MessageManager.Hook(new MessageCatcher<ConnectionApprovedMessage>(m_ClientNetworkManagers[0]));
m_ExpectedLogMessage = new Regex("Timed out waiting for the server to approve the connection request.");
m_LogType = LogType.Log;
}
@@ -68,7 +68,7 @@ namespace Unity.Netcode.RuntimeTests
{
// We catch (don't process) the incoming connection request message to simulate a transport connection but the client never
// sends (or takes too long to send) the connection request.
m_ServerNetworkManager.MessagingSystem.Hook(new MessageCatcher<ConnectionRequestMessage>(m_ServerNetworkManager));
m_ServerNetworkManager.ConnectionManager.MessageManager.Hook(new MessageCatcher<ConnectionRequestMessage>(m_ServerNetworkManager));
// For this test, we know the timed out client will be Client-1
m_ExpectedLogMessage = new Regex("Server detected a transport connection from Client-1, but timed out waiting for the connection request message.");
@@ -86,16 +86,18 @@ namespace Unity.Netcode.RuntimeTests
// Verify we haven't received the time out message yet
NetcodeLogAssert.LogWasNotReceived(LogType.Log, m_ExpectedLogMessage);
// Wait for 3/4s of the time out period to pass (totaling 1.25x the wait period)
yield return new WaitForSeconds(k_TestTimeoutPeriod * 0.75f);
yield return new WaitForSeconds(k_TestTimeoutPeriod * 1.5f);
// We should have the test relative log message by this time.
NetcodeLogAssert.LogWasReceived(m_LogType, m_ExpectedLogMessage);
Debug.Log("Checking connected client count");
// It should only have the host client connected
Assert.AreEqual(1, m_ServerNetworkManager.ConnectedClients.Count, $"Expected only one client when there were {m_ServerNetworkManager.ConnectedClients.Count} clients connected!");
Assert.AreEqual(0, m_ServerNetworkManager.PendingClients.Count, $"Expected no pending clients when there were {m_ServerNetworkManager.PendingClients.Count} pending clients!");
Assert.True(!m_ClientNetworkManagers[0].IsApproved, $"Expected the client to not have been approved, but it was!");
Assert.AreEqual(0, m_ServerNetworkManager.ConnectionManager.PendingClients.Count, $"Expected no pending clients when there were {m_ServerNetworkManager.ConnectionManager.PendingClients.Count} pending clients!");
Assert.True(!m_ClientNetworkManagers[0].LocalClient.IsApproved, $"Expected the client to not have been approved, but it was!");
}
}
}

View File

@@ -50,7 +50,7 @@ namespace Unity.Netcode.RuntimeTests
return ret;
}
public int DeferredMessageCountForType(IDeferredMessageManager.TriggerType trigger)
public int DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType trigger)
{
var count = 0;
if (m_Triggers.TryGetValue(trigger, out var dict))
@@ -68,7 +68,7 @@ namespace Unity.Netcode.RuntimeTests
return count;
}
public int DeferredMessageCountForKey(IDeferredMessageManager.TriggerType trigger, ulong key)
public int DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType trigger, ulong key)
{
if (m_PurgedKeys.Contains(key))
{
@@ -85,20 +85,20 @@ namespace Unity.Netcode.RuntimeTests
return 0;
}
public override void DeferMessage(IDeferredMessageManager.TriggerType trigger, ulong key, FastBufferReader reader, ref NetworkContext context)
public override void DeferMessage(IDeferredNetworkMessageManager.TriggerType trigger, ulong key, FastBufferReader reader, ref NetworkContext context)
{
OnBeforeDefer?.Invoke(this, key);
DeferMessageCalled = true;
base.DeferMessage(trigger, key, reader, ref context);
}
public override void ProcessTriggers(IDeferredMessageManager.TriggerType trigger, ulong key)
public override void ProcessTriggers(IDeferredNetworkMessageManager.TriggerType trigger, ulong key)
{
ProcessTriggersCalled = true;
base.ProcessTriggers(trigger, key);
}
protected override void PurgeTrigger(IDeferredMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo)
protected override void PurgeTrigger(IDeferredNetworkMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo)
{
OnBeforePurge?.Invoke(this, key);
base.PurgeTrigger(triggerType, key, triggerInfo);
@@ -207,13 +207,13 @@ namespace Unity.Netcode.RuntimeTests
m_UseHost = false;
// Replace the IDeferredMessageManager component with our test one in the component factory
ComponentFactory.Register<IDeferredMessageManager>(networkManager => new TestDeferredMessageManager(networkManager));
ComponentFactory.Register<IDeferredNetworkMessageManager>(networkManager => new TestDeferredMessageManager(networkManager));
}
protected override void OnInlineTearDown()
{
// Revert the IDeferredMessageManager component to its default (DeferredMessageManager)
ComponentFactory.Deregister<IDeferredMessageManager>();
ComponentFactory.Deregister<IDeferredNetworkMessageManager>();
m_ClientSpawnCatchers.Clear();
}
@@ -294,7 +294,7 @@ namespace Unity.Netcode.RuntimeTests
{
var catcher = new MessageCatcher<CreateObjectMessage>(client);
m_ClientSpawnCatchers.Add(catcher);
client.MessagingSystem.Hook(catcher);
client.ConnectionManager.MessageManager.Hook(catcher);
}
}
@@ -303,7 +303,7 @@ namespace Unity.Netcode.RuntimeTests
for (var i = 0; i < m_ClientNetworkManagers.Length; ++i)
{
// Unhook first so the spawn catcher stops catching spawns
m_ClientNetworkManagers[i].MessagingSystem.Unhook(m_ClientSpawnCatchers[i]);
m_ClientNetworkManagers[i].ConnectionManager.MessageManager.Unhook(m_ClientSpawnCatchers[i]);
m_ClientSpawnCatchers[i].ReleaseMessages();
}
m_ClientSpawnCatchers.Clear();
@@ -343,9 +343,9 @@ namespace Unity.Netcode.RuntimeTests
private void AssertSpawnTriggerCountForObject(TestDeferredMessageManager manager, GameObject serverObject, int expectedCount = 1)
{
Assert.AreEqual(expectedCount, manager.DeferredMessageCountTotal());
Assert.AreEqual(expectedCount, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(expectedCount, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(0, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnAddPrefab));
Assert.AreEqual(expectedCount, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(expectedCount, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(0, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab));
}
private void WaitForAllClientsToReceive<T>() where T : INetworkMessage
@@ -505,9 +505,9 @@ namespace Unity.Netcode.RuntimeTests
Assert.IsTrue(manager.DeferMessageCalled);
Assert.IsFalse(manager.ProcessTriggersCalled);
Assert.AreEqual(1, manager.DeferredMessageCountTotal());
Assert.AreEqual(0, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(1, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnAddPrefab));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnAddPrefab, serverObject.GetComponent<NetworkObject>().GlobalObjectIdHash));
Assert.AreEqual(0, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(1, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, serverObject.GetComponent<NetworkObject>().GlobalObjectIdHash));
var component = GetComponentForClient<DeferredMessageTestRpcComponent>(client.LocalClientId);
Assert.IsNull(component);
@@ -672,9 +672,9 @@ namespace Unity.Netcode.RuntimeTests
Assert.IsFalse(manager.ProcessTriggersCalled);
Assert.AreEqual(4, manager.DeferredMessageCountTotal());
Assert.AreEqual(4, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(4, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(0, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnAddPrefab));
Assert.AreEqual(4, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(4, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(0, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab));
AddPrefabsToClient(client);
}
@@ -731,9 +731,9 @@ namespace Unity.Netcode.RuntimeTests
Assert.IsFalse(manager.ProcessTriggersCalled);
Assert.AreEqual(2, manager.DeferredMessageCountTotal());
Assert.AreEqual(0, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(2, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnAddPrefab));
Assert.AreEqual(2, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnAddPrefab, serverObject.GetComponent<NetworkObject>().GlobalObjectIdHash));
Assert.AreEqual(0, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(2, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab));
Assert.AreEqual(2, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, serverObject.GetComponent<NetworkObject>().GlobalObjectIdHash));
AddPrefabsToClient(client);
}
@@ -816,10 +816,10 @@ namespace Unity.Netcode.RuntimeTests
Assert.AreEqual(5, manager.DeferredMessageCountTotal());
Assert.AreEqual(4, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(4, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(1, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnAddPrefab));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnAddPrefab, serverObject.GetComponent<NetworkObject>().GlobalObjectIdHash));
Assert.AreEqual(4, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(4, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(1, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, serverObject.GetComponent<NetworkObject>().GlobalObjectIdHash));
AddPrefabsToClient(client);
}
@@ -890,7 +890,7 @@ namespace Unity.Netcode.RuntimeTests
foreach (var unused in m_ClientNetworkManagers)
{
LogAssert.Expect(LogType.Warning, $"[Netcode] Deferred messages were received for a trigger of type {IDeferredMessageManager.TriggerType.OnSpawn} with key {serverObject.GetComponent<NetworkObject>().NetworkObjectId}, but that trigger was not received within within {timeout} second(s).");
LogAssert.Expect(LogType.Warning, $"[Netcode] Deferred messages were received for a trigger of type {IDeferredNetworkMessageManager.TriggerType.OnSpawn} with key {serverObject.GetComponent<NetworkObject>().NetworkObjectId}, but that trigger was not received within within {timeout} second(s).");
}
int purgeCount = 0;
@@ -903,8 +903,8 @@ namespace Unity.Netcode.RuntimeTests
Debug.Log(client.RealTimeProvider.GetType().FullName);
Assert.GreaterOrEqual(elapsed, timeout);
Assert.AreEqual(1, manager.DeferredMessageCountTotal());
Assert.AreEqual(1, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnSpawn, key));
Assert.AreEqual(1, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, key));
Assert.AreEqual(serverObject.GetComponent<NetworkObject>().NetworkObjectId, key);
};
var manager = (TestDeferredMessageManager)client.DeferredMessageManager;
@@ -986,7 +986,7 @@ namespace Unity.Netcode.RuntimeTests
foreach (var unused in m_ClientNetworkManagers)
{
LogAssert.Expect(LogType.Warning, $"[Netcode] Deferred messages were received for a trigger of type {IDeferredMessageManager.TriggerType.OnSpawn} with key {serverObject.GetComponent<NetworkObject>().NetworkObjectId}, but that trigger was not received within within {timeout} second(s).");
LogAssert.Expect(LogType.Warning, $"[Netcode] Deferred messages were received for a trigger of type {IDeferredNetworkMessageManager.TriggerType.OnSpawn} with key {serverObject.GetComponent<NetworkObject>().NetworkObjectId}, but that trigger was not received within within {timeout} second(s).");
}
int purgeCount = 0;
@@ -998,8 +998,8 @@ namespace Unity.Netcode.RuntimeTests
var elapsed = client.RealTimeProvider.RealTimeSinceStartup - start;
Assert.GreaterOrEqual(elapsed, timeout);
Assert.AreEqual(3, manager.DeferredMessageCountTotal());
Assert.AreEqual(3, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(3, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnSpawn, key));
Assert.AreEqual(3, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(3, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, key));
Assert.AreEqual(serverObject.GetComponent<NetworkObject>().NetworkObjectId, key);
};
var manager = (TestDeferredMessageManager)client.DeferredMessageManager;
@@ -1092,8 +1092,8 @@ namespace Unity.Netcode.RuntimeTests
foreach (var unused in m_ClientNetworkManagers)
{
LogAssert.Expect(LogType.Warning, $"[Netcode] Deferred messages were received for a trigger of type {IDeferredMessageManager.TriggerType.OnSpawn} with key {serverObject.GetComponent<NetworkObject>().NetworkObjectId}, but that trigger was not received within within {timeout} second(s).");
LogAssert.Expect(LogType.Warning, $"[Netcode] Deferred messages were received for a trigger of type {IDeferredMessageManager.TriggerType.OnSpawn} with key {serverObject2.GetComponent<NetworkObject>().NetworkObjectId}, but that trigger was not received within within {timeout} second(s).");
LogAssert.Expect(LogType.Warning, $"[Netcode] Deferred messages were received for a trigger of type {IDeferredNetworkMessageManager.TriggerType.OnSpawn} with key {serverObject.GetComponent<NetworkObject>().NetworkObjectId}, but that trigger was not received within within {timeout} second(s).");
LogAssert.Expect(LogType.Warning, $"[Netcode] Deferred messages were received for a trigger of type {IDeferredNetworkMessageManager.TriggerType.OnSpawn} with key {serverObject2.GetComponent<NetworkObject>().NetworkObjectId}, but that trigger was not received within within {timeout} second(s).");
}
int purgeCount = 0;
@@ -1106,8 +1106,8 @@ namespace Unity.Netcode.RuntimeTests
var elapsed = client.RealTimeProvider.RealTimeSinceStartup - start;
Assert.GreaterOrEqual(elapsed, timeout - 0.25f);
Assert.AreEqual(remainingMessagesTotalThisClient, manager.DeferredMessageCountTotal());
Assert.AreEqual(remainingMessagesTotalThisClient, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(3, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnSpawn, key));
Assert.AreEqual(remainingMessagesTotalThisClient, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(3, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, key));
remainingMessagesTotalThisClient -= 3;
};
var manager = (TestDeferredMessageManager)client.DeferredMessageManager;
@@ -1167,8 +1167,8 @@ namespace Unity.Netcode.RuntimeTests
{
var manager = (TestDeferredMessageManager)client.DeferredMessageManager;
Assert.AreEqual(1, manager.DeferredMessageCountTotal());
Assert.AreEqual(1, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(1, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
}
serverObject.GetComponent<NetworkObject>().ChangeOwnership(m_ServerNetworkManager.LocalClientId);
@@ -1178,13 +1178,13 @@ namespace Unity.Netcode.RuntimeTests
{
var manager = (TestDeferredMessageManager)client.DeferredMessageManager;
Assert.AreEqual(2, manager.DeferredMessageCountTotal());
Assert.AreEqual(2, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(2, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(2, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(2, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
}
foreach (var unused in m_ClientNetworkManagers)
{
LogAssert.Expect(LogType.Warning, $"[Netcode] Deferred messages were received for a trigger of type {IDeferredMessageManager.TriggerType.OnSpawn} with key {serverObject.GetComponent<NetworkObject>().NetworkObjectId}, but that trigger was not received within within {timeout} second(s).");
LogAssert.Expect(LogType.Warning, $"[Netcode] Deferred messages were received for a trigger of type {IDeferredNetworkMessageManager.TriggerType.OnSpawn} with key {serverObject.GetComponent<NetworkObject>().NetworkObjectId}, but that trigger was not received within within {timeout} second(s).");
}
int purgeCount = 0;
@@ -1196,8 +1196,8 @@ namespace Unity.Netcode.RuntimeTests
var elapsed = client.RealTimeProvider.RealTimeSinceStartup - start;
Assert.GreaterOrEqual(elapsed, timeout - 0.05f);
Assert.AreEqual(2, manager.DeferredMessageCountTotal());
Assert.AreEqual(2, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(2, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnSpawn, key));
Assert.AreEqual(2, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(2, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, key));
Assert.AreEqual(serverObject.GetComponent<NetworkObject>().NetworkObjectId, key);
};
var manager = (TestDeferredMessageManager)client.DeferredMessageManager;
@@ -1262,9 +1262,9 @@ namespace Unity.Netcode.RuntimeTests
{
var manager = (TestDeferredMessageManager)client.DeferredMessageManager;
Assert.AreEqual(1, manager.DeferredMessageCountTotal());
Assert.AreEqual(1, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(0, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnSpawn, serverObject2.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(1, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(0, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject2.GetComponent<NetworkObject>().NetworkObjectId));
}
serverObject2.GetComponent<NetworkObject>().ChangeOwnership(m_ServerNetworkManager.LocalClientId);
@@ -1274,14 +1274,14 @@ namespace Unity.Netcode.RuntimeTests
{
var manager = (TestDeferredMessageManager)client.DeferredMessageManager;
Assert.AreEqual(2, manager.DeferredMessageCountTotal());
Assert.AreEqual(2, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnSpawn, serverObject2.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(2, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject2.GetComponent<NetworkObject>().NetworkObjectId));
}
foreach (var unused in m_ClientNetworkManagers)
{
LogAssert.Expect(LogType.Warning, $"[Netcode] Deferred messages were received for a trigger of type {IDeferredMessageManager.TriggerType.OnSpawn} with key {serverObject.GetComponent<NetworkObject>().NetworkObjectId}, but that trigger was not received within within {timeout} second(s).");
LogAssert.Expect(LogType.Warning, $"[Netcode] Deferred messages were received for a trigger of type {IDeferredNetworkMessageManager.TriggerType.OnSpawn} with key {serverObject.GetComponent<NetworkObject>().NetworkObjectId}, but that trigger was not received within within {timeout} second(s).");
}
int purgeCount = 0;
@@ -1293,10 +1293,10 @@ namespace Unity.Netcode.RuntimeTests
var elapsed = client.RealTimeProvider.RealTimeSinceStartup - start;
Assert.GreaterOrEqual(elapsed, timeout - 0.05f);
Assert.AreEqual(2, manager.DeferredMessageCountTotal());
Assert.AreEqual(2, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(2, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnSpawn, serverObject2.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject2.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(serverObject.GetComponent<NetworkObject>().NetworkObjectId, key);
};
@@ -1316,9 +1316,9 @@ namespace Unity.Netcode.RuntimeTests
{
var manager = (TestDeferredMessageManager)client.DeferredMessageManager;
Assert.AreEqual(1, manager.DeferredMessageCountTotal());
Assert.AreEqual(1, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(0, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnSpawn, serverObject2.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(1, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(0, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject2.GetComponent<NetworkObject>().NetworkObjectId));
}
foreach (var client in m_ClientNetworkManagers)
{

View File

@@ -2,111 +2,165 @@ using System.Collections;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class DisconnectTests
/// <summary>
/// Validates the client disconnection process.
/// This assures that:
/// - When a client disconnects from the server that the server:
/// -- Detects the client disconnected.
/// -- Cleans up the transport to NGO client (and vice versa) mappings.
/// - When a server disconnects a client that:
/// -- The client detects this disconnection.
/// -- The server cleans up the transport to NGO client (and vice versa) mappings.
/// - When <see cref="OwnerPersistence.DestroyWithOwner"/> the server-side player object is destroyed
/// - When <see cref="OwnerPersistence.DontDestroyWithOwner"/> the server-side player object ownership is transferred back to the server
/// </summary>
[TestFixture(OwnerPersistence.DestroyWithOwner)]
[TestFixture(OwnerPersistence.DontDestroyWithOwner)]
public class DisconnectTests : NetcodeIntegrationTest
{
private bool m_ClientDisconnected;
[UnityTest]
public IEnumerator RemoteDisconnectPlayerObjectCleanup()
public enum OwnerPersistence
{
// create server and client instances
NetcodeIntegrationTestHelpers.Create(1, out NetworkManager server, out NetworkManager[] clients);
// create prefab
var gameObject = new GameObject("PlayerObject");
var networkObject = gameObject.AddComponent<NetworkObject>();
networkObject.DontDestroyWithOwner = true;
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
server.NetworkConfig.PlayerPrefab = gameObject;
for (int i = 0; i < clients.Length; i++)
{
clients[i].NetworkConfig.PlayerPrefab = gameObject;
}
// start server and connect clients
NetcodeIntegrationTestHelpers.Start(false, server, clients);
// wait for connection on client side
yield return NetcodeIntegrationTestHelpers.WaitForClientsConnected(clients);
// wait for connection on server side
yield return NetcodeIntegrationTestHelpers.WaitForClientConnectedToServer(server);
// disconnect the remote client
m_ClientDisconnected = false;
server.DisconnectClient(clients[0].LocalClientId);
clients[0].OnClientDisconnectCallback += OnClientDisconnectCallback;
var timeoutHelper = new TimeoutHelper();
yield return NetcodeIntegrationTest.WaitForConditionOrTimeOut(() => m_ClientDisconnected, timeoutHelper);
// We need to do this to remove other associated client properties/values from NetcodeIntegrationTestHelpers
NetcodeIntegrationTestHelpers.StopOneClient(clients[0]);
// ensure the object was destroyed
Assert.False(server.SpawnManager.SpawnedObjects.Any(x => x.Value.IsPlayerObject && x.Value.OwnerClientId == clients[0].LocalClientId));
// cleanup
NetcodeIntegrationTestHelpers.Destroy();
DestroyWithOwner,
DontDestroyWithOwner
}
public enum ClientDisconnectType
{
ServerDisconnectsClient,
ClientDisconnectsFromServer
}
protected override int NumberOfClients => 1;
private OwnerPersistence m_OwnerPersistence;
private bool m_ClientDisconnected;
private ulong m_TransportClientId;
private ulong m_ClientId;
public DisconnectTests(OwnerPersistence ownerPersistence)
{
m_OwnerPersistence = ownerPersistence;
}
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.GetComponent<NetworkObject>().DontDestroyWithOwner = m_OwnerPersistence == OwnerPersistence.DontDestroyWithOwner;
base.OnCreatePlayerPrefab();
}
protected override void OnServerAndClientsCreated()
{
// Adjusting client and server timeout periods to reduce test time
// Get the tick frequency in milliseconds and triple it for the heartbeat timeout
var heartBeatTimeout = (int)(300 * (1.0f / m_ServerNetworkManager.NetworkConfig.TickRate));
var unityTransport = m_ServerNetworkManager.NetworkConfig.NetworkTransport as Transports.UTP.UnityTransport;
if (unityTransport != null)
{
unityTransport.HeartbeatTimeoutMS = heartBeatTimeout;
}
unityTransport = m_ClientNetworkManagers[0].NetworkConfig.NetworkTransport as Transports.UTP.UnityTransport;
if (unityTransport != null)
{
unityTransport.HeartbeatTimeoutMS = heartBeatTimeout;
}
base.OnServerAndClientsCreated();
}
protected override IEnumerator OnSetup()
{
m_ClientDisconnected = false;
m_ClientId = 0;
m_TransportClientId = 0;
return base.OnSetup();
}
/// <summary>
/// Used to detect the client disconnected on the server side
/// </summary>
private void OnClientDisconnectCallback(ulong obj)
{
m_ClientDisconnected = true;
}
[UnityTest]
public IEnumerator ClientDisconnectPlayerObjectCleanup()
/// <summary>
/// Conditional check to assure the transport to client (and vice versa) mappings are cleaned up
/// </summary>
private bool TransportIdCleanedUp()
{
// create server and client instances
NetcodeIntegrationTestHelpers.Create(1, out NetworkManager server, out NetworkManager[] clients);
// create prefab
var gameObject = new GameObject("PlayerObject");
var networkObject = gameObject.AddComponent<NetworkObject>();
networkObject.DontDestroyWithOwner = true;
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
server.NetworkConfig.PlayerPrefab = gameObject;
for (int i = 0; i < clients.Length; i++)
if (m_ServerNetworkManager.ConnectionManager.TransportIdToClientId(m_TransportClientId) == m_ClientId)
{
clients[i].NetworkConfig.PlayerPrefab = gameObject;
return false;
}
// start server and connect clients
NetcodeIntegrationTestHelpers.Start(false, server, clients);
if (m_ServerNetworkManager.ConnectionManager.ClientIdToTransportId(m_ClientId) == m_TransportClientId)
{
return false;
}
return true;
}
// wait for connection on client side
yield return NetcodeIntegrationTestHelpers.WaitForClientsConnected(clients);
/// <summary>
/// Conditional check to make sure the client player object no longer exists on the server side
/// </summary>
private bool DoesServerStillHaveSpawnedPlayerObject()
{
if (m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId].ContainsKey(m_ClientId))
{
var playerObject = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientId];
if (playerObject != null && playerObject.IsSpawned)
{
return false;
}
}
return !m_ServerNetworkManager.SpawnManager.SpawnedObjects.Any(x => x.Value.IsPlayerObject && x.Value.OwnerClientId == m_ClientId);
}
// wait for connection on server side
yield return NetcodeIntegrationTestHelpers.WaitForClientConnectedToServer(server);
[UnityTest]
public IEnumerator ClientPlayerDisconnected([Values] ClientDisconnectType clientDisconnectType)
{
m_ClientId = m_ClientNetworkManagers[0].LocalClientId;
// disconnect the remote client
m_ClientDisconnected = false;
var serverSideClientPlayer = m_ServerNetworkManager.ConnectionManager.ConnectedClients[m_ClientId].PlayerObject;
server.OnClientDisconnectCallback += OnClientDisconnectCallback;
m_TransportClientId = m_ServerNetworkManager.ConnectionManager.ClientIdToTransportId(m_ClientId);
var serverSideClientPlayer = server.ConnectedClients[clients[0].LocalClientId].PlayerObject;
if (clientDisconnectType == ClientDisconnectType.ServerDisconnectsClient)
{
m_ClientNetworkManagers[0].OnClientDisconnectCallback += OnClientDisconnectCallback;
m_ServerNetworkManager.DisconnectClient(m_ClientId);
}
else
{
m_ServerNetworkManager.OnClientDisconnectCallback += OnClientDisconnectCallback;
// Stopping the client is the same as the client disconnecting
NetcodeIntegrationTestHelpers.StopOneClient(clients[0]);
yield return StopOneClient(m_ClientNetworkManagers[0]);
}
var timeoutHelper = new TimeoutHelper();
yield return NetcodeIntegrationTest.WaitForConditionOrTimeOut(() => m_ClientDisconnected, timeoutHelper);
yield return WaitForConditionOrTimeOut(() => m_ClientDisconnected);
AssertOnTimeout("Timed out waiting for client to disconnect!");
// ensure the object was destroyed
Assert.True(serverSideClientPlayer.IsOwnedByServer, $"The client's player object's ownership was not transferred back to the server!");
if (m_OwnerPersistence == OwnerPersistence.DestroyWithOwner)
{
// When we are destroying with the owner, validate the player object is destroyed on the server side
yield return WaitForConditionOrTimeOut(DoesServerStillHaveSpawnedPlayerObject);
AssertOnTimeout("Timed out waiting for client's player object to be destroyed!");
}
else
{
// When we are not destroying with the owner, ensure the player object's ownership was transferred back to the server
yield return WaitForConditionOrTimeOut(() => serverSideClientPlayer.IsOwnedByServer);
AssertOnTimeout("The client's player object's ownership was not transferred back to the server!");
}
// cleanup
NetcodeIntegrationTestHelpers.Destroy();
yield return WaitForConditionOrTimeOut(TransportIdCleanedUp);
AssertOnTimeout("Timed out waiting for transport and client id mappings to be cleaned up!");
}
}
}

View File

@@ -80,7 +80,7 @@ namespace Unity.Netcode.RuntimeTests
public IEnumerator WhenSendingConnectionApprovedToAlreadyConnectedClient_ConnectionApprovedMessageIsRejected()
{
var message = new ConnectionApprovedMessage();
m_ServerNetworkManager.SendMessage(ref message, NetworkDelivery.Reliable, m_ClientNetworkManagers[0].LocalClientId);
m_ServerNetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, m_ClientNetworkManagers[0].LocalClientId);
// Unnamed message is something to wait for. When this one is received,
// we know the above one has also reached its destination.
@@ -91,7 +91,7 @@ namespace Unity.Netcode.RuntimeTests
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(m_ClientNetworkManagers[0].LocalClientId, writer);
}
m_ClientNetworkManagers[0].MessagingSystem.Hook(new Hooks<ConnectionApprovedMessage>());
m_ClientNetworkManagers[0].ConnectionManager.MessageManager.Hook(new Hooks<ConnectionApprovedMessage>());
LogAssert.Expect(LogType.Error, new Regex($"A {nameof(ConnectionApprovedMessage)} was received from the server when the connection has already been established\\. This should not happen\\."));
@@ -102,7 +102,7 @@ namespace Unity.Netcode.RuntimeTests
public IEnumerator WhenSendingConnectionRequestToAnyClient_ConnectionRequestMessageIsRejected()
{
var message = new ConnectionRequestMessage();
m_ServerNetworkManager.SendMessage(ref message, NetworkDelivery.Reliable, m_ClientNetworkManagers[0].LocalClientId);
m_ServerNetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, m_ClientNetworkManagers[0].LocalClientId);
// Unnamed message is something to wait for. When this one is received,
// we know the above one has also reached its destination.
@@ -113,7 +113,7 @@ namespace Unity.Netcode.RuntimeTests
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(m_ClientNetworkManagers[0].LocalClientId, writer);
}
m_ClientNetworkManagers[0].MessagingSystem.Hook(new Hooks<ConnectionRequestMessage>());
m_ClientNetworkManagers[0].ConnectionManager.MessageManager.Hook(new Hooks<ConnectionRequestMessage>());
LogAssert.Expect(LogType.Error, new Regex($"A {nameof(ConnectionRequestMessage)} was received from the server on the client side\\. This should not happen\\."));
@@ -124,7 +124,7 @@ namespace Unity.Netcode.RuntimeTests
public IEnumerator WhenSendingConnectionRequestFromAlreadyConnectedClient_ConnectionRequestMessageIsRejected()
{
var message = new ConnectionRequestMessage();
m_ClientNetworkManagers[0].SendMessage(ref message, NetworkDelivery.Reliable, m_ServerNetworkManager.LocalClientId);
m_ClientNetworkManagers[0].ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, m_ServerNetworkManager.LocalClientId);
// Unnamed message is something to wait for. When this one is received,
// we know the above one has also reached its destination.
@@ -135,7 +135,7 @@ namespace Unity.Netcode.RuntimeTests
m_ClientNetworkManagers[0].CustomMessagingManager.SendUnnamedMessage(m_ServerNetworkManager.LocalClientId, writer);
}
m_ServerNetworkManager.MessagingSystem.Hook(new Hooks<ConnectionRequestMessage>());
m_ServerNetworkManager.ConnectionManager.MessageManager.Hook(new Hooks<ConnectionRequestMessage>());
LogAssert.Expect(LogType.Error, new Regex($"A {nameof(ConnectionRequestMessage)} was received from a client when the connection has already been established\\. This should not happen\\."));
@@ -146,7 +146,7 @@ namespace Unity.Netcode.RuntimeTests
public IEnumerator WhenSendingConnectionApprovedFromAnyClient_ConnectionApprovedMessageIsRejected()
{
var message = new ConnectionApprovedMessage();
m_ClientNetworkManagers[0].SendMessage(ref message, NetworkDelivery.Reliable, m_ServerNetworkManager.LocalClientId);
m_ClientNetworkManagers[0].ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, m_ServerNetworkManager.LocalClientId);
// Unnamed message is something to wait for. When this one is received,
// we know the above one has also reached its destination.
@@ -157,7 +157,7 @@ namespace Unity.Netcode.RuntimeTests
m_ClientNetworkManagers[0].CustomMessagingManager.SendUnnamedMessage(m_ServerNetworkManager.LocalClientId, writer);
}
m_ServerNetworkManager.MessagingSystem.Hook(new Hooks<ConnectionApprovedMessage>());
m_ServerNetworkManager.ConnectionManager.MessageManager.Hook(new Hooks<ConnectionApprovedMessage>());
LogAssert.Expect(LogType.Error, new Regex($"A {nameof(ConnectionApprovedMessage)} was received from a client on the server side\\. This should not happen\\."));

View File

@@ -37,6 +37,8 @@ namespace Unity.Netcode.RuntimeTests.Metrics
[UnityTest]
public IEnumerator TrackServerLogSentMetric()
{
// Set the client NetworkManager to assure the log is sent
NetworkLog.NetworkManagerOverride = Client;
var waitForSentMetric = new WaitForEventMetricValues<ServerLogEvent>(ClientMetrics.Dispatcher, NetworkMetricTypes.ServerLogSent);
var message = Guid.NewGuid().ToString();
@@ -82,6 +84,12 @@ namespace Unity.Netcode.RuntimeTests.Metrics
var serializedLength = GetWriteSizeForLog(NetworkLog.LogType.Warning, message);
Assert.AreEqual(serializedLength, receivedMetric.BytesCount);
}
protected override IEnumerator OnTearDown()
{
NetworkLog.NetworkManagerOverride = null;
return base.OnTearDown();
}
}
}
#endif

View File

@@ -14,7 +14,7 @@ namespace Unity.Netcode.RuntimeTests.Metrics
{
// Header is dynamically sized due to packing, will be 2 bytes for all test messages.
private const int k_MessageHeaderSize = 2;
private static readonly long k_MessageOverhead = 8 + FastBufferWriter.GetWriteSize<BatchHeader>() + k_MessageHeaderSize;
private static readonly long k_MessageOverhead = 8 + FastBufferWriter.GetWriteSize<NetworkBatchHeader>() + k_MessageHeaderSize;
[UnityTest]
public IEnumerator TrackTotalNumberOfBytesSent()

View File

@@ -312,7 +312,7 @@ namespace Unity.Netcode.RuntimeTests
}
// Update the NetworkBehaviours to make sure all network variables are no longer marked as dirty
m_ServerNetworkManager.BehaviourUpdater.NetworkBehaviourUpdate(m_ServerNetworkManager);
m_ServerNetworkManager.BehaviourUpdater.NetworkBehaviourUpdate();
// Verify that all network variables are no longer dirty on server side only if we have clients (including host)
foreach (var serverSpawnedObject in spawnedPrefabs)

View File

@@ -27,10 +27,6 @@ namespace Unity.Netcode.RuntimeTests
{
callbackInvoked = true;
Assert.IsFalse(wasAlsoClient);
if (m_ServerManager.IsServer)
{
Assert.Fail("OnServerStopped called when the server is still active");
}
};
// Start server to cause initialization process
@@ -57,10 +53,6 @@ namespace Unity.Netcode.RuntimeTests
{
callbackInvoked = true;
Assert.IsFalse(wasAlsoServer);
if (m_ClientManager.IsClient)
{
Assert.Fail("onClientStopped called when the client is still active");
}
};
m_ClientManager.OnClientStopped += onClientStopped;
@@ -85,20 +77,12 @@ namespace Unity.Netcode.RuntimeTests
{
callbacksInvoked++;
Assert.IsTrue(wasAlsoServer);
if (m_ServerManager.IsClient)
{
Assert.Fail("onClientStopped called when the client is still active");
}
};
Action<bool> onServerStopped = (bool wasAlsoClient) =>
{
callbacksInvoked++;
Assert.IsTrue(wasAlsoClient);
if (m_ServerManager.IsServer)
{
Assert.Fail("OnServerStopped called when the server is still active");
}
};
// Start server to cause initialization process
@@ -179,19 +163,11 @@ namespace Unity.Netcode.RuntimeTests
Action onClientStarted = () =>
{
callbacksInvoked++;
if (!m_ServerManager.IsClient)
{
Assert.Fail("OnClientStarted called when the client is not active yet");
}
};
Action onServerStarted = () =>
{
callbacksInvoked++;
if (!m_ServerManager.IsServer)
{
Assert.Fail("OnServerStarted called when the server is not active yet");
}
};
m_ServerManager.OnServerStarted += onServerStarted;

View File

@@ -22,7 +22,7 @@ namespace Unity.Netcode.RuntimeTests
manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
LogAssert.Expect(LogType.Error, $"Client is shutting down due to network transport start failure of {transport.GetType().Name}!");
LogAssert.Expect(LogType.Error, $"[Netcode] Client is shutting down due to network transport start failure of {transport.GetType().Name}!");
Assert.False(manager.StartClient());
Assert.False(manager.IsListening);
@@ -45,7 +45,7 @@ namespace Unity.Netcode.RuntimeTests
manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
LogAssert.Expect(LogType.Error, $"Server is shutting down due to network transport start failure of {transport.GetType().Name}!");
LogAssert.Expect(LogType.Error, $"[Netcode] Host is shutting down due to network transport start failure of {transport.GetType().Name}!");
Assert.False(manager.StartHost());
Assert.False(manager.IsListening);
@@ -67,7 +67,7 @@ namespace Unity.Netcode.RuntimeTests
manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
LogAssert.Expect(LogType.Error, $"Server is shutting down due to network transport start failure of {transport.GetType().Name}!");
LogAssert.Expect(LogType.Error, $"[Netcode] Server is shutting down due to network transport start failure of {transport.GetType().Name}!");
Assert.False(manager.StartServer());
Assert.False(manager.IsListening);
@@ -92,7 +92,7 @@ namespace Unity.Netcode.RuntimeTests
Assert.True(manager.StartServer());
Assert.True(manager.IsListening);
LogAssert.Expect(LogType.Error, $"Shutting down due to network transport failure of {transport.GetType().Name}!");
LogAssert.Expect(LogType.Error, $"[Netcode] Server is shutting down due to network transport failure of {transport.GetType().Name}!");
// Need two updates to actually shut down. First one to see the transport failing, which
// marks the NetworkManager as shutting down. Second one where actual shutdown occurs.

View File

@@ -52,24 +52,63 @@ namespace Unity.Netcode.RuntimeTests
Assert.IsTrue(go == null);
}
/// <summary>
/// Tests that a client cannot destroy a spawned networkobject.
/// </summary>
/// <returns></returns>
[UnityTest]
public IEnumerator TestNetworkObjectClientDestroy()
public enum ClientDestroyObject
{
// This is the *SERVER VERSION* of the *CLIENT PLAYER*
var serverClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId, m_ServerNetworkManager, serverClientPlayerResult);
ShuttingDown,
ActiveSession
}
/// <summary>
/// Validates the expected behavior when the client-side destroys a <see cref="NetworkObject"/>
/// </summary>
[UnityTest]
public IEnumerator TestNetworkObjectClientDestroy([Values] ClientDestroyObject clientDestroyObject)
{
var isShuttingDown = clientDestroyObject == ClientDestroyObject.ShuttingDown;
var clientPlayer = m_ClientNetworkManagers[0].LocalClient.PlayerObject;
var clientId = clientPlayer.OwnerClientId;
// This is the *CLIENT VERSION* of the *CLIENT PLAYER*
var clientClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId, m_ClientNetworkManagers[0], clientClientPlayerResult);
//destroying a NetworkObject while shutting down is allowed
if (isShuttingDown)
{
m_ClientNetworkManagers[0].Shutdown();
}
else
{
LogAssert.ignoreFailingMessages = true;
NetworkLog.NetworkManagerOverride = m_ClientNetworkManagers[0];
}
// destroy the client player, this is not allowed
LogAssert.Expect(LogType.Exception, "NotServerException: Destroy a spawned NetworkObject on a non-host client is not valid. Call Destroy or Despawn on the server/host instead.");
Object.DestroyImmediate(clientClientPlayerResult.Result.gameObject);
Object.DestroyImmediate(clientPlayer.gameObject);
// destroying a NetworkObject while a session is active is not allowed
if (!isShuttingDown)
{
yield return WaitForConditionOrTimeOut(HaveLogsBeenReceived);
AssertOnTimeout($"Not all expected logs were received when destroying a {nameof(NetworkObject)} on the client side during an active session!");
}
}
private bool HaveLogsBeenReceived()
{
if (!NetcodeLogAssert.HasLogBeenReceived(LogType.Error, "[Netcode] Destroy a spawned NetworkObject on a non-host client is not valid. Call Destroy or Despawn on the server/host instead."))
{
return false;
}
if (!NetcodeLogAssert.HasLogBeenReceived(LogType.Error, $"[Netcode-Server Sender={m_ClientNetworkManagers[0].LocalClientId}] Destroy a spawned NetworkObject on a non-host client is not valid. Call Destroy or Despawn on the server/host instead."))
{
return false;
}
return true;
}
protected override IEnumerator OnTearDown()
{
NetworkLog.NetworkManagerOverride = null;
LogAssert.ignoreFailingMessages = false;
return base.OnTearDown();
}
}
}

View File

@@ -14,6 +14,86 @@ namespace Unity.Netcode.RuntimeTests
protected override int NumberOfClients => 2;
public enum ObserverTestTypes
{
WithObservers,
WithoutObservers
}
private GameObject m_ObserverPrefab;
private NetworkObject m_ObserverTestNetworkObject;
private ObserverTestTypes m_ObserverTestType;
private const string k_ObserverTestObjName = "ObsObj";
private const string k_WithObserversError = "Not all clients spawned the";
private const string k_WithoutObserversError = "A client spawned the";
protected override void OnServerAndClientsCreated()
{
m_ObserverPrefab = CreateNetworkObjectPrefab(k_ObserverTestObjName);
base.OnServerAndClientsCreated();
}
private bool CheckClientsSideObserverTestObj()
{
foreach (var client in m_ClientNetworkManagers)
{
if (!s_GlobalNetworkObjects.ContainsKey(client.LocalClientId))
{
// When no observers there shouldn't be any client spawned NetworkObjects
// (players are held in a different list)
return !(m_ObserverTestType == ObserverTestTypes.WithObservers);
}
var clientObjects = s_GlobalNetworkObjects[client.LocalClientId];
// Make sure they did spawn the object
if (m_ObserverTestType == ObserverTestTypes.WithObservers)
{
if (!clientObjects.ContainsKey(m_ObserverTestNetworkObject.NetworkObjectId))
{
return false;
}
if (!clientObjects[m_ObserverTestNetworkObject.NetworkObjectId].IsSpawned)
{
return false;
}
}
}
return true;
}
[UnityTest]
public IEnumerator ObserverSpawnTests([Values] ObserverTestTypes observerTestTypes)
{
m_ObserverTestType = observerTestTypes;
var prefabNetworkObject = m_ObserverPrefab.GetComponent<NetworkObject>();
prefabNetworkObject.SpawnWithObservers = observerTestTypes == ObserverTestTypes.WithObservers;
var instance = SpawnObject(m_ObserverPrefab, m_ServerNetworkManager);
m_ObserverTestNetworkObject = instance.GetComponent<NetworkObject>();
var withoutObservers = m_ObserverTestType == ObserverTestTypes.WithoutObservers;
if (withoutObservers)
{
// Just give a little time to make sure nothing spawned
yield return s_DefaultWaitForTick;
}
yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
AssertOnTimeout($"{(withoutObservers ? k_WithoutObserversError : k_WithObserversError)} {k_ObserverTestObjName} object!");
// If we spawned without observers
if (withoutObservers)
{
// Make each client an observer
foreach (var client in m_ClientNetworkManagers)
{
m_ObserverTestNetworkObject.NetworkShow(client.LocalClientId);
}
// Validate the clients spawned the NetworkObject
m_ObserverTestType = ObserverTestTypes.WithObservers;
yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
AssertOnTimeout($"{k_WithObserversError} {k_ObserverTestObjName} object!");
}
}
/// <summary>
/// Tests that instantiating a <see cref="NetworkObject"/> and destroying without spawning it
/// does not run <see cref="NetworkBehaviour.OnNetworkSpawn"/> or <see cref="NetworkBehaviour.OnNetworkSpawn"/>.
@@ -52,6 +132,11 @@ namespace Unity.Netcode.RuntimeTests
protected override IEnumerator OnTearDown()
{
if (m_ObserverPrefab != null)
{
Object.Destroy(m_ObserverPrefab);
}
if (m_TestNetworkObjectPrefab != null)
{
Object.Destroy(m_TestNetworkObjectPrefab);

View File

@@ -286,6 +286,36 @@ namespace Unity.Netcode.RuntimeTests
}
}
[UnityTest]
public IEnumerator ConcurrentShowAndHideOnDifferentObjects()
{
m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ClientIdToTarget = m_ClientId0;
// create 3 objects
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
// get the NetworkObject on a client instance
yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
AssertOnTimeout($"Could not refresh all NetworkObjects!");
m_NetSpawnedObject1.NetworkHide(m_ClientId0);
yield return WaitForTicks(m_ServerNetworkManager, 5);
m_NetSpawnedObject1.NetworkShow(m_ClientId0);
m_NetSpawnedObject2.NetworkHide(m_ClientId0);
yield return WaitForTicks(m_ServerNetworkManager, 5);
}
[UnityTest]
public IEnumerator NetworkShowHideQuickTest()
{

View File

@@ -37,10 +37,17 @@ namespace Unity.Netcode.RuntimeTests
return ServerAuthority;
}
public static NetworkTransformTestComponent AuthorityInstance;
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
if (CanCommitToTransform)
{
AuthorityInstance = this;
}
ReadyToReceivePositionUpdate = true;
}
@@ -59,31 +66,38 @@ namespace Unity.Netcode.RuntimeTests
/// <summary>
/// Helper component for NetworkTransform parenting tests
/// </summary>
public class ChildObjectComponent : NetworkBehaviour
public class ChildObjectComponent : NetworkTransform
{
public static readonly List<ChildObjectComponent> Instances = new List<ChildObjectComponent>();
public static ChildObjectComponent ServerInstance { get; internal set; }
public static ChildObjectComponent AuthorityInstance { get; internal set; }
public static readonly Dictionary<ulong, NetworkObject> ClientInstances = new Dictionary<ulong, NetworkObject>();
public static void Reset()
{
ServerInstance = null;
AuthorityInstance = null;
ClientInstances.Clear();
Instances.Clear();
}
public bool ServerAuthority;
protected override bool OnIsServerAuthoritative()
{
return ServerAuthority;
}
public override void OnNetworkSpawn()
{
if (IsServer)
base.OnNetworkSpawn();
if (CanCommitToTransform)
{
ServerInstance = this;
AuthorityInstance = this;
}
else
{
ClientInstances.Add(NetworkManager.LocalClientId, NetworkObject);
Instances.Add(this);
}
Instances.Add(this);
base.OnNetworkSpawn();
ClientInstances.Add(NetworkManager.LocalClientId, NetworkObject);
}
}
@@ -101,7 +115,8 @@ namespace Unity.Netcode.RuntimeTests
{
private NetworkObject m_AuthoritativePlayer;
private NetworkObject m_NonAuthoritativePlayer;
private NetworkObject m_ChildObjectToBeParented;
private NetworkObject m_ChildObject;
private NetworkObject m_ParentObject;
private NetworkTransformTestComponent m_AuthoritativeTransform;
private NetworkTransformTestComponent m_NonAuthoritativeTransform;
@@ -133,6 +148,13 @@ namespace Unity.Netcode.RuntimeTests
Quaternion
}
public enum RotationCompression
{
None,
QuaternionCompress
}
public enum TransformSpace
{
World,
@@ -190,6 +212,7 @@ namespace Unity.Netcode.RuntimeTests
protected override void OnInlineSetup()
{
NetworkTransformTestComponent.AuthorityInstance = null;
m_Precision = Precision.Full;
ChildObjectComponent.Reset();
}
@@ -209,17 +232,22 @@ namespace Unity.Netcode.RuntimeTests
protected override void OnServerAndClientsCreated()
{
var childObject = CreateNetworkObjectPrefab("ChildObject");
childObject.AddComponent<ChildObjectComponent>();
var childNetworkTransform = childObject.AddComponent<NetworkTransform>();
childNetworkTransform.InLocalSpace = true;
m_ChildObjectToBeParented = childObject.GetComponent<NetworkObject>();
var childNetworkTransform = childObject.AddComponent<ChildObjectComponent>();
childNetworkTransform.ServerAuthority = m_Authority == Authority.ServerAuthority;
m_ChildObject = childObject.GetComponent<NetworkObject>();
var parentObject = CreateNetworkObjectPrefab("ParentObject");
var parentNetworkTransform = parentObject.AddComponent<NetworkTransformTestComponent>();
parentNetworkTransform.ServerAuthority = m_Authority == Authority.ServerAuthority;
m_ParentObject = parentObject.GetComponent<NetworkObject>();
// Now apply local transform values
m_ChildObjectToBeParented.transform.position = m_ChildObjectLocalPosition;
var childRotation = m_ChildObjectToBeParented.transform.rotation;
m_ChildObject.transform.position = m_ChildObjectLocalPosition;
var childRotation = m_ChildObject.transform.rotation;
childRotation.eulerAngles = m_ChildObjectLocalRotation;
m_ChildObjectToBeParented.transform.rotation = childRotation;
m_ChildObjectToBeParented.transform.localScale = m_ChildObjectLocalScale;
m_ChildObject.transform.rotation = childRotation;
m_ChildObject.transform.localScale = m_ChildObjectLocalScale;
if (m_EnableVerboseDebug)
{
m_ServerNetworkManager.LogLevel = LogLevel.Developer;
@@ -268,7 +296,7 @@ namespace Unity.Netcode.RuntimeTests
/// <returns></returns>
private bool AllChildObjectInstancesAreSpawned()
{
if (ChildObjectComponent.ServerInstance == null)
if (ChildObjectComponent.AuthorityInstance == null)
{
return false;
}
@@ -306,21 +334,34 @@ namespace Unity.Netcode.RuntimeTests
/// </summary>
private bool AllInstancesKeptLocalTransformValues()
{
var authorityObjectLocalPosition = m_AuthorityChildObject.transform.localPosition;
var authorityObjectLocalRotation = m_AuthorityChildObject.transform.localRotation.eulerAngles;
var authorityObjectLocalScale = m_AuthorityChildObject.transform.localScale;
foreach (var childInstance in ChildObjectComponent.Instances)
{
var childLocalPosition = childInstance.transform.localPosition;
var childLocalRotation = childInstance.transform.localRotation.eulerAngles;
var childLocalScale = childInstance.transform.localScale;
if (!Approximately(childLocalPosition, m_ChildObjectLocalPosition))
// Adjust approximation based on precision
if (m_Precision == Precision.Half)
{
m_CurrentHalfPrecision = k_HalfPrecisionPosScale;
}
if (!Approximately(childLocalPosition, authorityObjectLocalPosition))
{
return false;
}
if (!ApproximatelyEuler(childLocalRotation, m_ChildObjectLocalRotation))
if (!Approximately(childLocalScale, authorityObjectLocalScale))
{
return false;
}
if (!Approximately(childLocalScale, m_ChildObjectLocalScale))
// Adjust approximation based on precision
if (m_Precision == Precision.Half)
{
m_CurrentHalfPrecision = k_HalfPrecisionRot;
}
if (!ApproximatelyEuler(childLocalRotation, authorityObjectLocalRotation))
{
return false;
}
@@ -333,68 +374,133 @@ namespace Unity.Netcode.RuntimeTests
/// If not, it generates a message containing the axial values that did not match
/// the target/start local space values.
/// </summary>
private void WaitForAllChildrenLocalTransformValuesToMatch()
private void AllChildrenLocalTransformValuesMatch()
{
var success = WaitForConditionOrTimeOutWithTimeTravel(AllInstancesKeptLocalTransformValues);
var infoMessage = string.Empty;
if (s_GlobalTimeoutHelper.TimedOut)
//TimeTravelToNextTick();
var infoMessage = new System.Text.StringBuilder($"Timed out waiting for all children to have the correct local space values:\n");
var authorityObjectLocalPosition = m_AuthorityChildObject.transform.localPosition;
var authorityObjectLocalRotation = m_AuthorityChildObject.transform.localRotation.eulerAngles;
var authorityObjectLocalScale = m_AuthorityChildObject.transform.localScale;
if (s_GlobalTimeoutHelper.TimedOut || !success)
{
foreach (var childInstance in ChildObjectComponent.Instances)
{
var childLocalPosition = childInstance.transform.localPosition;
var childLocalRotation = childInstance.transform.localRotation.eulerAngles;
var childLocalScale = childInstance.transform.localScale;
// Adjust approximation based on precision
if (m_Precision == Precision.Half)
{
m_CurrentHalfPrecision = k_HalfPrecisionPosScale;
}
if (!Approximately(childLocalPosition, authorityObjectLocalPosition))
{
infoMessage.AppendLine($"[{childInstance.name}] Child's Local Position ({childLocalPosition}) | Authority Local Position ({authorityObjectLocalPosition})");
success = false;
}
if (!Approximately(childLocalScale, authorityObjectLocalScale))
{
infoMessage.AppendLine($"[{childInstance.name}] Child's Local Scale ({childLocalScale}) | Authority Local Scale ({authorityObjectLocalScale})");
success = false;
}
if (!Approximately(childLocalPosition, m_ChildObjectLocalPosition))
// Adjust approximation based on precision
if (m_Precision == Precision.Half)
{
infoMessage += $"[{childInstance.name}] Child's Local Position ({childLocalPosition}) | Original Local Position ({m_ChildObjectLocalPosition})\n";
m_CurrentHalfPrecision = k_HalfPrecisionRot;
}
if (!ApproximatelyEuler(childLocalRotation, m_ChildObjectLocalRotation))
if (!ApproximatelyEuler(childLocalRotation, authorityObjectLocalRotation))
{
infoMessage += $"[{childInstance.name}] Child's Local Rotation ({childLocalRotation}) | Original Local Rotation ({m_ChildObjectLocalRotation})\n";
}
if (!Approximately(childLocalScale, m_ChildObjectLocalScale))
{
infoMessage += $"[{childInstance.name}] Child's Local Scale ({childLocalScale}) | Original Local Rotation ({m_ChildObjectLocalScale})\n";
infoMessage.AppendLine($"[{childInstance.name}] Child's Local Rotation ({childLocalRotation}) | Authority Local Rotation ({authorityObjectLocalRotation})");
success = false;
}
}
Assert.True(success, $"Timed out waiting for all children to have the correct local space values:\n {infoMessage}");
if (!success)
{
Assert.True(success, infoMessage.ToString());
}
}
}
private NetworkObject m_AuthorityParentObject;
private NetworkTransformTestComponent m_AuthorityParentNetworkTransform;
private NetworkObject m_AuthorityChildObject;
private ChildObjectComponent m_AuthorityChildNetworkTransform;
/// <summary>
/// Validates that local space transform values remain the same when a NetworkTransform is
/// parented under another NetworkTransform
/// Validates that transform values remain the same when a NetworkTransform is
/// parented under another NetworkTransform under all of the possible axial conditions
/// as well as when the parent has a varying scale.
/// </summary>
[Test]
public void NetworkTransformParentedLocalSpaceTest([Values] Interpolation interpolation)
public void ParentedNetworkTransformTest([Values] Precision precision, [Values] Rotation rotation,
[Values] RotationCompression rotationCompression, [Values] Interpolation interpolation, [Values] bool worldPositionStays,
[Values(0.5f, 1.0f, 5.0f)] float scale)
{
m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
var authoritativeChildObject = SpawnObject(m_ChildObjectToBeParented.gameObject, m_AuthoritativeTransform.NetworkManager);
// Set the precision being used for threshold adjustments
m_Precision = precision;
// Assure all of the child object instances are spawned
// Get the NetworkManager that will have authority in order to spawn with the correct authority
var isServerAuthority = m_Authority == Authority.ServerAuthority;
var authorityNetworkManager = m_ServerNetworkManager;
if (!isServerAuthority)
{
authorityNetworkManager = m_ClientNetworkManagers[0];
}
// Spawn a parent and child object
var serverSideParent = SpawnObject(m_ParentObject.gameObject, authorityNetworkManager).GetComponent<NetworkObject>();
var serverSideChild = SpawnObject(m_ChildObject.gameObject, authorityNetworkManager).GetComponent<NetworkObject>();
// Assure all of the child object instances are spawned before proceeding to parenting
var success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned);
Assert.True(success, "Timed out waiting for all child instances to be spawned!");
// Just a sanity check as it should have timed out before this check
Assert.IsNotNull(ChildObjectComponent.ServerInstance, $"The server-side {nameof(ChildObjectComponent)} instance is null!");
// This determines which parent on the server side should be the parent
if (m_AuthoritativeTransform.IsServerAuthoritative())
{
Assert.True(ChildObjectComponent.ServerInstance.NetworkObject.TrySetParent(m_AuthoritativeTransform.transform, false), "[Authoritative] Failed to parent the child object!");
}
else
{
Assert.True(ChildObjectComponent.ServerInstance.NetworkObject.TrySetParent(m_NonAuthoritativeTransform.transform, false), "[Non-Authoritative] Failed to parent the child object!");
}
// Get the authority parent and child instances
m_AuthorityParentObject = NetworkTransformTestComponent.AuthorityInstance.NetworkObject;
m_AuthorityChildObject = ChildObjectComponent.AuthorityInstance.NetworkObject;
// The child NetworkTransform will use world space when world position stays and
// local space when world position does not stay when parenting.
ChildObjectComponent.AuthorityInstance.InLocalSpace = !worldPositionStays;
ChildObjectComponent.AuthorityInstance.UseHalfFloatPrecision = precision == Precision.Half;
ChildObjectComponent.AuthorityInstance.UseQuaternionSynchronization = rotation == Rotation.Quaternion;
ChildObjectComponent.AuthorityInstance.UseQuaternionCompression = rotationCompression == RotationCompression.QuaternionCompress;
// Set whether we are interpolating or not
m_AuthorityParentNetworkTransform = m_AuthorityParentObject.GetComponent<NetworkTransformTestComponent>();
m_AuthorityParentNetworkTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_AuthorityChildNetworkTransform = m_AuthorityChildObject.GetComponent<ChildObjectComponent>();
m_AuthorityChildNetworkTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
// Apply a scale to the parent object to make sure the scale on the child is properly updated on
// non-authority instances.
m_AuthorityParentObject.transform.localScale = new Vector3(scale, scale, scale);
// Allow one tick for authority to update these changes
TimeTravelToNextTick();
// Parent the child under the parent with the current world position stays setting
Assert.True(serverSideChild.TrySetParent(serverSideParent.transform, worldPositionStays), "[Server-Side Child] Failed to set child's parent!");
// This waits for all child instances to be parented
success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild);
Assert.True(success, "Timed out waiting for all instances to have parented a child!");
// This validates each child instance has preserved their local space values
WaitForAllChildrenLocalTransformValuesToMatch();
AllChildrenLocalTransformValuesMatch();
// Verify that a late joining client will synchronize to the parented NetworkObjects properly
CreateAndStartNewClientWithTimeTravel();
// Assure all of the child object instances are spawned (basically for the newly connected client)
success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned);
Assert.True(success, "Timed out waiting for all child instances to be spawned!");
// Assure the newly connected client's child object's transform values are correct
AllChildrenLocalTransformValuesMatch();
}
/// <summary>

File diff suppressed because it is too large Load Diff

View File

@@ -143,6 +143,10 @@ namespace Unity.Netcode.RuntimeTests
value = new MyTypeOne();
reader.ReadValueSafe(out value.Value);
};
UserNetworkVariableSerialization<MyTypeOne>.DuplicateValue = (in MyTypeOne value, ref MyTypeOne duplicatedValue) =>
{
duplicatedValue = value;
};
var serverObject = SpawnObject(m_WorkingPrefab, m_ServerNetworkManager);
var serverNetworkObject = serverObject.GetComponent<NetworkObject>();
@@ -172,6 +176,10 @@ namespace Unity.Netcode.RuntimeTests
{
UserNetworkVariableSerialization<MyTypeTwo>.WriteValue = NetworkVariableUserSerializableTypesTestsExtensionMethods.WriteValueSafe;
UserNetworkVariableSerialization<MyTypeTwo>.ReadValue = NetworkVariableUserSerializableTypesTestsExtensionMethods.ReadValueSafe;
UserNetworkVariableSerialization<MyTypeTwo>.DuplicateValue = (in MyTypeTwo value, ref MyTypeTwo duplicatedValue) =>
{
duplicatedValue = value;
};
var serverObject = SpawnObject(m_ExtensionMethodPrefab, m_ServerNetworkManager);
var serverNetworkObject = serverObject.GetComponent<NetworkObject>();

View File

@@ -4,9 +4,9 @@ using System.Collections.Generic;
using NUnit.Framework;
using Unity.Collections;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Debug = UnityEngine.Debug;
using Vector3 = UnityEngine.Vector3;
namespace Unity.Netcode.RuntimeTests
{
@@ -15,7 +15,15 @@ namespace Unity.Netcode.RuntimeTests
public class RpcTestNB : NetworkBehaviour
{
public event Action<ulong, ServerRpcParams> OnServer_Rpc;
public event Action<Vector3, Vector3[], FixedString32Bytes> OnTypedServer_Rpc;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
public event Action<NativeList<ulong>, ServerRpcParams> OnNativeListServer_Rpc;
#endif
public event Action<Vector3, Vector3[],
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
NativeList<Vector3>,
#endif
FixedString32Bytes> OnTypedServer_Rpc;
public event Action OnClient_Rpc;
[ServerRpc]
@@ -24,6 +32,15 @@ namespace Unity.Netcode.RuntimeTests
OnServer_Rpc(clientId, param);
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
[ServerRpc]
public void MyNativeListServerRpc(NativeList<ulong> clientId, ServerRpcParams param = default)
{
OnNativeListServer_Rpc(clientId, param);
}
#endif
[ClientRpc]
public void MyClientRpc()
{
@@ -31,9 +48,17 @@ namespace Unity.Netcode.RuntimeTests
}
[ServerRpc]
public void MyTypedServerRpc(Vector3 param1, Vector3[] param2, FixedString32Bytes param3)
public void MyTypedServerRpc(Vector3 param1, Vector3[] param2,
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
NativeList<Vector3> param3,
#endif
FixedString32Bytes param4)
{
OnTypedServer_Rpc(param1, param2, param3);
OnTypedServer_Rpc(param1, param2,
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
param3,
#endif
param4);
}
}
@@ -61,6 +86,13 @@ namespace Unity.Netcode.RuntimeTests
var vector3 = new Vector3(1, 2, 3);
Vector3[] vector3s = new[] { new Vector3(4, 5, 6), new Vector3(7, 8, 9) };
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
using var vector3sNativeList = new NativeList<Vector3>(Allocator.Persistent)
{
new Vector3(10, 11, 12),
new Vector3(13, 14, 15)
};
#endif
localClienRpcTestNB.OnClient_Rpc += () =>
{
@@ -90,14 +122,24 @@ namespace Unity.Netcode.RuntimeTests
var str = new FixedString32Bytes("abcdefg");
serverClientRpcTestNB.OnTypedServer_Rpc += (param1, param2, param3) =>
serverClientRpcTestNB.OnTypedServer_Rpc += (param1, param2,
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
param3,
#endif
param4) =>
{
Debug.Log("TypedServerRpc received on server object");
Assert.AreEqual(param1, vector3);
Assert.AreEqual(param2.Length, vector3s.Length);
Assert.AreEqual(param2[0], vector3s[0]);
Assert.AreEqual(param2[1], vector3s[1]);
Assert.AreEqual(param3, str);
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
Assert.AreEqual(param3.Length, vector3s.Length);
Assert.AreEqual(param3[0], vector3sNativeList[0]);
Assert.AreEqual(param3[1], vector3sNativeList[1]);
#endif
Assert.AreEqual(param4, str);
hasReceivedTypedServerRpc = true;
};
@@ -105,12 +147,16 @@ namespace Unity.Netcode.RuntimeTests
localClienRpcTestNB.MyServerRpc(m_ClientNetworkManagers[0].LocalClientId);
// Send TypedServerRpc
localClienRpcTestNB.MyTypedServerRpc(vector3, vector3s, str);
localClienRpcTestNB.MyTypedServerRpc(vector3, vector3s,
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
vector3sNativeList,
#endif
str);
// Send ClientRpc
serverClientRpcTestNB.MyClientRpc();
// Validate each NetworkManager relative MessagingSystem received each respective RPC
// Validate each NetworkManager relative NetworkMessageManager received each respective RPC
var messageHookList = new List<MessageHookEntry>();
var serverMessageHookEntry = new MessageHookEntry(m_ServerNetworkManager);
serverMessageHookEntry.AssignMessageType<ServerRpcMessage>();
@@ -126,6 +172,7 @@ namespace Unity.Netcode.RuntimeTests
clientMessageHookEntry.AssignMessageType<ClientRpcMessage>();
messageHookList.Add(clientMessageHookEntry);
}
var rpcMessageHooks = new MessageHooksConditional(messageHookList);
yield return WaitForConditionOrTimeOut(rpcMessageHooks);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for messages: {rpcMessageHooks.GetHooksStillWaiting()}");

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: fd1b9e10285844d48c86d1930652d22c
timeCreated: 1672959718

View File

@@ -16,7 +16,7 @@ namespace Unity.Netcode.RuntimeTests
private struct TriggerData
{
public FastBufferReader Reader;
public MessageHeader Header;
public NetworkMessageHeader Header;
public ulong SenderId;
public float Timestamp;
public int SerializedHeaderSize;
@@ -29,7 +29,7 @@ namespace Unity.Netcode.RuntimeTests
foreach (var caughtSpawn in m_CaughtMessages)
{
// Reader will be disposed within HandleMessage
m_OwnerNetworkManager.MessagingSystem.HandleMessage(caughtSpawn.Header, caughtSpawn.Reader, caughtSpawn.SenderId, caughtSpawn.Timestamp, caughtSpawn.SerializedHeaderSize);
m_OwnerNetworkManager.ConnectionManager.MessageManager.HandleMessage(caughtSpawn.Header, caughtSpawn.Reader, caughtSpawn.SenderId, caughtSpawn.Timestamp, caughtSpawn.SerializedHeaderSize);
}
}

View File

@@ -45,6 +45,22 @@ namespace Unity.Netcode.RuntimeTests
yield return null;
}
// Check that invalid endpoint addresses are detected and return false if detected
[Test]
public void DetectInvalidEndpoint()
{
using var netcodeLogAssert = new NetcodeLogAssert(true);
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
m_Server.ConnectionData.Address = "Fubar";
m_Server.ConnectionData.ServerListenAddress = "Fubar";
m_Clients[0].ConnectionData.Address = "MoreFubar";
Assert.False(m_Server.StartServer(), "Server failed to detect invalid endpoint!");
Assert.False(m_Clients[0].StartClient(), "Client failed to detect invalid endpoint!");
netcodeLogAssert.LogWasReceived(LogType.Error, $"Network listen address ({m_Server.ConnectionData.Address}) is Invalid!");
netcodeLogAssert.LogWasReceived(LogType.Error, $"Target server network address ({m_Clients[0].ConnectionData.Address}) is Invalid!");
}
// Check connection with a single client.
[UnityTest]
public IEnumerator ConnectSingleClient()