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