com.unity.netcode.gameobjects@1.0.0-pre.7
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.0.0-pre.7] - 2022-04-01 ### Added - Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828) - Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823) - Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762) - `UnityTransport` settings can now be set programmatically. (#1845) - `FastBufferWriter` and Reader IsInitialized property. (#1859) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849) ### Removed - Removed `SnapshotSystem` (#1852) - Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812) - Removed `com.unity.collections` dependency from the package (#1849) ### Fixed - Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850) - Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847) - Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841) - Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838) - Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836) - Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828) - Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821) - Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811) - Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809) - Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808) - Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801) - Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780) - Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779) - Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777) - Fixed parenting warning printing for false positives (#1855)
This commit is contained in:
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Tests/Runtime/NetworkManagerTransportTests.cs
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133
Tests/Runtime/NetworkManagerTransportTests.cs
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using System;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.TestTools;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode.RuntimeTests
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{
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.Server)]
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public class NetworkManagerTransportTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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private bool m_CanStartServerAndClients = false;
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public NetworkManagerTransportTests(HostOrServer hostOrServer) : base(hostOrServer) { }
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protected override IEnumerator OnSetup()
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{
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m_CanStartServerAndClients = false;
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return base.OnSetup();
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}
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protected override bool CanStartServerAndClients()
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{
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return m_CanStartServerAndClients;
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}
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/// <summary>
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/// Validate that if the NetworkTransport fails to start the NetworkManager
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/// will not continue the startup process and will shut itself down.
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/// </summary>
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/// <param name="testClient">if true it will test the client side</param>
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[UnityTest]
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public IEnumerator DoesNotStartWhenTransportFails([Values] bool testClient)
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{
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// The error message we should expect
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var messageToCheck = "";
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if (!testClient)
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{
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Object.DestroyImmediate(m_ServerNetworkManager.NetworkConfig.NetworkTransport);
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m_ServerNetworkManager.NetworkConfig.NetworkTransport = m_ServerNetworkManager.gameObject.AddComponent<FailedTransport>();
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m_ServerNetworkManager.NetworkConfig.NetworkTransport.Initialize(m_ServerNetworkManager);
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// The error message we should expect
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messageToCheck = $"Server is shutting down due to network transport start failure of {m_ServerNetworkManager.NetworkConfig.NetworkTransport.GetType().Name}!";
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}
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else
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{
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foreach (var client in m_ClientNetworkManagers)
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{
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Object.DestroyImmediate(client.NetworkConfig.NetworkTransport);
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client.NetworkConfig.NetworkTransport = client.gameObject.AddComponent<FailedTransport>();
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client.NetworkConfig.NetworkTransport.Initialize(m_ServerNetworkManager);
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}
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// The error message we should expect
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messageToCheck = $"Client is shutting down due to network transport start failure of {m_ClientNetworkManagers[0].NetworkConfig.NetworkTransport.GetType().Name}!";
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}
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// Trap for the nested NetworkManager exception
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LogAssert.Expect(LogType.Error, messageToCheck);
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m_CanStartServerAndClients = true;
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// Due to other errors, we must not send clients if testing the server-host side
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// We can test both server and client(s) when testing client-side only
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if (testClient)
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{
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NetcodeIntegrationTestHelpers.Start(m_UseHost, m_ServerNetworkManager, m_ClientNetworkManagers);
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yield return s_DefaultWaitForTick;
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foreach (var client in m_ClientNetworkManagers)
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{
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Assert.False(client.IsListening);
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Assert.False(client.IsConnectedClient);
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}
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}
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else
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{
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NetcodeIntegrationTestHelpers.Start(m_UseHost, m_ServerNetworkManager, new NetworkManager[] { });
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yield return s_DefaultWaitForTick;
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Assert.False(m_ServerNetworkManager.IsListening);
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}
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}
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}
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/// <summary>
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/// Does nothing but simulate a transport that failed to start
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/// </summary>
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public class FailedTransport : TestingNetworkTransport
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{
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public override void Shutdown()
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{
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}
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public override ulong ServerClientId => 0;
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public override NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime)
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{
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clientId = 0;
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payload = new ArraySegment<byte>();
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receiveTime = 0;
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return NetworkEvent.Nothing;
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}
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public override bool StartClient()
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{
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// Simulate failure, always return false
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return false;
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}
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public override bool StartServer()
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{
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// Simulate failure, always return false
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return false;
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}
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public override void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery)
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{
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}
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public override void DisconnectRemoteClient(ulong clientId)
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{
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}
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public override void Initialize(NetworkManager networkManager = null)
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{
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}
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public override ulong GetCurrentRtt(ulong clientId)
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{
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return 0;
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}
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public override void DisconnectLocalClient()
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{
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}
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}
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}
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