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:
52
Tests/Runtime/Transports/DummyTransport.cs
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52
Tests/Runtime/Transports/DummyTransport.cs
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@@ -0,0 +1,52 @@
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using System;
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namespace Unity.Netcode.RuntimeTests
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{
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internal class DummyTransport : TestingNetworkTransport
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{
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public override ulong ServerClientId { get; } = 0;
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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 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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return true;
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}
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public override bool StartServer()
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{
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return true;
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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 DisconnectLocalClient()
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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 Shutdown()
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{
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}
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public override void Initialize(NetworkManager networkManager = null)
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{
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}
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}
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}
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11
Tests/Runtime/Transports/DummyTransport.cs.meta
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11
Tests/Runtime/Transports/DummyTransport.cs.meta
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fileFormatVersion: 2
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guid: 976ca592c7fa4bcb854203dfbadc0ad9
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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53
Tests/Runtime/Transports/SIPTransportTests.cs
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53
Tests/Runtime/Transports/SIPTransportTests.cs
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using System;
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using System.Text;
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using NUnit.Framework;
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using UnityEngine;
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using Unity.Netcode.TestHelpers.Runtime;
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namespace Unity.Netcode.RuntimeTests
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{
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public class SIPTransportTests
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{
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[Test]
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public void SendReceiveData()
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{
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SIPTransport server = new GameObject("Server").AddComponent<SIPTransport>();
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SIPTransport client = new GameObject("Client").AddComponent<SIPTransport>();
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server.Initialize();
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server.StartServer();
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client.Initialize();
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client.StartClient();
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NetworkEvent serverEvent = server.PollEvent(out ulong clientId, out _, out _);
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NetworkEvent clientEvent = client.PollEvent(out ulong serverId, out _, out _);
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// Make sure both connected
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Assert.True(serverEvent == NetworkEvent.Connect);
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Assert.True(clientEvent == NetworkEvent.Connect);
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// Send data
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server.Send(clientId, new ArraySegment<byte>(Encoding.ASCII.GetBytes("Hello Client")), NetworkDelivery.ReliableSequenced);
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client.Send(serverId, new ArraySegment<byte>(Encoding.ASCII.GetBytes("Hello Server")), NetworkDelivery.ReliableSequenced);
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serverEvent = server.PollEvent(out ulong newClientId, out ArraySegment<byte> serverPayload, out _);
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clientEvent = client.PollEvent(out ulong newServerId, out ArraySegment<byte> clientPayload, out _);
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// Make sure we got data
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Assert.True(serverEvent == NetworkEvent.Data);
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Assert.True(clientEvent == NetworkEvent.Data);
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// Make sure the ID is correct
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Assert.True(newClientId == clientId);
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Assert.True(newServerId == serverId);
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// Make sure the payload was correct
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Assert.That(serverPayload, Is.EquivalentTo(Encoding.ASCII.GetBytes("Hello Server")));
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Assert.That(clientPayload, Is.EquivalentTo(Encoding.ASCII.GetBytes("Hello Client")));
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server.Shutdown();
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client.Shutdown();
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}
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}
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}
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3
Tests/Runtime/Transports/SIPTransportTests.cs.meta
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3
Tests/Runtime/Transports/SIPTransportTests.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: e3fe3777ca6a4f4392d6281d148d0d3c
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timeCreated: 1620385694
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383
Tests/Runtime/Transports/UnityTransportConnectionTests.cs
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383
Tests/Runtime/Transports/UnityTransportConnectionTests.cs
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using NUnit.Framework;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Netcode.Transports.UTP;
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using UnityEngine;
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using UnityEngine.TestTools;
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using static Unity.Netcode.RuntimeTests.UnityTransportTestHelpers;
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namespace Unity.Netcode.RuntimeTests
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{
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public class UnityTransportConnectionTests
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{
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// For tests using multiple clients.
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private const int k_NumClients = 5;
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private UnityTransport m_Server;
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private UnityTransport[] m_Clients = new UnityTransport[k_NumClients];
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private List<TransportEvent> m_ServerEvents;
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private List<TransportEvent>[] m_ClientsEvents = new List<TransportEvent>[k_NumClients];
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[UnityTearDown]
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public IEnumerator Cleanup()
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{
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if (m_Server)
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{
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m_Server.Shutdown();
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UnityEngine.Object.DestroyImmediate(m_Server);
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}
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foreach (var transport in m_Clients)
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{
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if (transport)
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{
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transport.Shutdown();
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UnityEngine.Object.DestroyImmediate(transport);
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}
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}
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foreach (var transportEvents in m_ClientsEvents)
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{
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transportEvents?.Clear();
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}
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yield return null;
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}
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// Check connection with a single client.
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[UnityTest]
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public IEnumerator ConnectSingleClient()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
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m_Server.StartServer();
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m_Clients[0].StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
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// Check we've received Connect event on server too.
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Assert.AreEqual(1, m_ServerEvents.Count);
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Assert.AreEqual(NetworkEvent.Connect, m_ServerEvents[0].Type);
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yield return null;
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}
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// Check connection with multiple clients.
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[UnityTest]
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public IEnumerator ConnectMultipleClients()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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m_Server.StartServer();
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for (int i = 0; i < k_NumClients; i++)
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{
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InitializeTransport(out m_Clients[i], out m_ClientsEvents[i]);
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m_Clients[i].StartClient();
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}
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[k_NumClients - 1]);
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// Check that every client received a Connect event.
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Assert.True(m_ClientsEvents.All(evs => evs.Count == 1));
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Assert.True(m_ClientsEvents.All(evs => evs[0].Type == NetworkEvent.Connect));
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// Check we've received Connect events on server too.
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Assert.AreEqual(k_NumClients, m_ServerEvents.Count);
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Assert.True(m_ServerEvents.All(ev => ev.Type == NetworkEvent.Connect));
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yield return null;
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}
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// Check server disconnection with a single client.
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[UnityTest]
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public IEnumerator ServerDisconnectSingleClient()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
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m_Server.StartServer();
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m_Clients[0].StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
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m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
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yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ClientsEvents[0]);
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yield return null;
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}
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// Check server disconnection with multiple clients.
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[UnityTest]
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public IEnumerator ServerDisconnectMultipleClients()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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m_Server.StartServer();
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for (int i = 0; i < k_NumClients; i++)
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{
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InitializeTransport(out m_Clients[i], out m_ClientsEvents[i]);
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m_Clients[i].StartClient();
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}
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[k_NumClients - 1]);
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// Disconnect a single client.
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m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
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// Need to manually wait since we don't know which client will get the Disconnect.
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yield return new WaitForSeconds(MaxNetworkEventWaitTime);
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// Check that we received a Disconnect event on only one client.
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Assert.AreEqual(1, m_ClientsEvents.Count(evs => evs.Count == 2 && evs[1].Type == NetworkEvent.Disconnect));
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// Disconnect all the other clients.
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for (int i = 1; i < k_NumClients; i++)
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{
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m_Server.DisconnectRemoteClient(m_ServerEvents[i].ClientID);
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}
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// Need to manually wait since we don't know which client got the Disconnect.
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yield return new WaitForSeconds(MaxNetworkEventWaitTime);
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// Check that all clients got a Disconnect event.
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Assert.True(m_ClientsEvents.All(evs => evs.Count == 2));
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Assert.True(m_ClientsEvents.All(evs => evs[1].Type == NetworkEvent.Disconnect));
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yield return null;
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}
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// Check client disconnection from a single client.
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[UnityTest]
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public IEnumerator ClientDisconnectSingleClient()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
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m_Server.StartServer();
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m_Clients[0].StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
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m_Clients[0].DisconnectLocalClient();
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yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
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}
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// Check client disconnection with multiple clients.
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[UnityTest]
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public IEnumerator ClientDisconnectMultipleClients()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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m_Server.StartServer();
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for (int i = 0; i < k_NumClients; i++)
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{
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InitializeTransport(out m_Clients[i], out m_ClientsEvents[i]);
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m_Clients[i].StartClient();
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}
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[k_NumClients - 1]);
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// Disconnect a single client.
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m_Clients[0].DisconnectLocalClient();
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yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
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// Disconnect all the other clients.
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for (int i = 1; i < k_NumClients; i++)
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{
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m_Clients[i].DisconnectLocalClient();
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}
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yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
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// Check that we got the correct number of Disconnect events on the server.
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Assert.AreEqual(k_NumClients * 2, m_ServerEvents.Count);
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Assert.AreEqual(k_NumClients, m_ServerEvents.Count(e => e.Type == NetworkEvent.Disconnect));
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yield return null;
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}
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// Check that server re-disconnects are no-ops.
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[UnityTest]
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public IEnumerator RepeatedServerDisconnectsNoop()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
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||||
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m_Server.StartServer();
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m_Clients[0].StartClient();
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||||
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
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||||
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||||
m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
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||||
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||||
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ClientsEvents[0]);
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||||
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||||
var previousServerEventsCount = m_ServerEvents.Count;
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||||
var previousClientEventsCount = m_ClientsEvents[0].Count;
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||||
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||||
m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
|
||||
|
||||
// Need to wait manually since no event should be generated.
|
||||
yield return new WaitForSeconds(MaxNetworkEventWaitTime);
|
||||
|
||||
// Check we haven't received anything else on the client or server.
|
||||
Assert.AreEqual(m_ServerEvents.Count, previousServerEventsCount);
|
||||
Assert.AreEqual(m_ClientsEvents[0].Count, previousClientEventsCount);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Check that client re-disconnects are no-ops.
|
||||
[UnityTest]
|
||||
public IEnumerator RepeatedClientDisconnectsNoop()
|
||||
{
|
||||
InitializeTransport(out m_Server, out m_ServerEvents);
|
||||
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
|
||||
|
||||
m_Server.StartServer();
|
||||
m_Clients[0].StartClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
|
||||
|
||||
m_Clients[0].DisconnectLocalClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
|
||||
|
||||
var previousServerEventsCount = m_ServerEvents.Count;
|
||||
var previousClientEventsCount = m_ClientsEvents[0].Count;
|
||||
|
||||
m_Clients[0].DisconnectLocalClient();
|
||||
|
||||
// Need to wait manually since no event should be generated.
|
||||
yield return new WaitForSeconds(MaxNetworkEventWaitTime);
|
||||
|
||||
// Check we haven't received anything else on the client or server.
|
||||
Assert.AreEqual(m_ServerEvents.Count, previousServerEventsCount);
|
||||
Assert.AreEqual(m_ClientsEvents[0].Count, previousClientEventsCount);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Check connection with different server/listen addresses.
|
||||
[UnityTest]
|
||||
public IEnumerator DifferentServerAndListenAddresses()
|
||||
{
|
||||
InitializeTransport(out m_Server, out m_ServerEvents);
|
||||
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
|
||||
|
||||
m_Server.SetConnectionData("127.0.0.1", 10042, "0.0.0.0");
|
||||
m_Clients[0].SetConnectionData("127.0.0.1", 10042);
|
||||
|
||||
m_Server.StartServer();
|
||||
m_Clients[0].StartClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
|
||||
|
||||
// Check we've received Connect event on server too.
|
||||
Assert.AreEqual(1, m_ServerEvents.Count);
|
||||
Assert.AreEqual(NetworkEvent.Connect, m_ServerEvents[0].Type);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Check server disconnection with data in send queue.
|
||||
[UnityTest]
|
||||
public IEnumerator ServerDisconnectWithDataInQueue()
|
||||
{
|
||||
InitializeTransport(out m_Server, out m_ServerEvents);
|
||||
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
|
||||
|
||||
m_Server.StartServer();
|
||||
m_Clients[0].StartClient();
|
||||
|
||||
// Wait for the client to connect before we disconnect the client
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
|
||||
|
||||
var data = new ArraySegment<byte>(new byte[] { 42 });
|
||||
m_Server.Send(m_ServerEvents[0].ClientID, data, NetworkDelivery.Unreliable);
|
||||
|
||||
m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ClientsEvents[0]);
|
||||
|
||||
if (m_ClientsEvents[0].Count >= 3)
|
||||
{
|
||||
Assert.AreEqual(NetworkEvent.Disconnect, m_ClientsEvents[0][2].Type);
|
||||
}
|
||||
else
|
||||
{
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ClientsEvents[0]);
|
||||
}
|
||||
}
|
||||
|
||||
// Check client disconnection with data in send queue.
|
||||
[UnityTest]
|
||||
public IEnumerator ClientDisconnectWithDataInQueue()
|
||||
{
|
||||
InitializeTransport(out m_Server, out m_ServerEvents);
|
||||
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
|
||||
|
||||
m_Server.StartServer();
|
||||
m_Clients[0].StartClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ServerEvents);
|
||||
|
||||
var data = new ArraySegment<byte>(new byte[] { 42 });
|
||||
m_Clients[0].Send(m_Clients[0].ServerClientId, data, NetworkDelivery.Unreliable);
|
||||
|
||||
m_Clients[0].DisconnectLocalClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
|
||||
|
||||
if (m_ServerEvents.Count >= 3)
|
||||
{
|
||||
Assert.AreEqual(NetworkEvent.Disconnect, m_ServerEvents[2].Type);
|
||||
}
|
||||
else
|
||||
{
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
|
||||
}
|
||||
}
|
||||
|
||||
// Check that a server can disconnect a client after another client has disconnected.
|
||||
[UnityTest]
|
||||
public IEnumerator ServerDisconnectAfterClientDisconnect()
|
||||
{
|
||||
InitializeTransport(out m_Server, out m_ServerEvents);
|
||||
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
|
||||
InitializeTransport(out m_Clients[1], out m_ClientsEvents[1]);
|
||||
|
||||
m_Server.StartServer();
|
||||
|
||||
m_Clients[0].StartClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
|
||||
|
||||
m_Clients[1].StartClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[1]);
|
||||
|
||||
m_Clients[0].DisconnectLocalClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
|
||||
|
||||
// Pick the client ID of the still connected client.
|
||||
var clientId = m_ServerEvents[0].ClientID;
|
||||
if (m_ServerEvents[2].ClientID == clientId)
|
||||
{
|
||||
clientId = m_ServerEvents[1].ClientID;
|
||||
}
|
||||
|
||||
m_Server.DisconnectRemoteClient(clientId);
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ClientsEvents[1]);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0a6b90810a6304cd98c615c9828888a5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
94
Tests/Runtime/Transports/UnityTransportDriverClient.cs
Normal file
94
Tests/Runtime/Transports/UnityTransportDriverClient.cs
Normal file
@@ -0,0 +1,94 @@
|
||||
using NUnit.Framework;
|
||||
using System.Collections;
|
||||
using Unity.Networking.Transport;
|
||||
using Unity.Networking.Transport.Utilities;
|
||||
using Unity.Netcode.Transports.UTP;
|
||||
using UnityEngine;
|
||||
|
||||
using UTPNetworkEvent = Unity.Networking.Transport.NetworkEvent;
|
||||
using static Unity.Netcode.RuntimeTests.UnityTransportTestHelpers;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
// Thin wrapper around a UTP NetworkDriver that can act as a client to a UnityTransport server.
|
||||
// In particular that means the pipelines are set up the same way as in UnityTransport.
|
||||
//
|
||||
// The only reason it's defined as a MonoBehaviour is that OnDestroy is the only reliable way
|
||||
// to get the driver's Dispose method called from a UnityTest. Making it disposable would be
|
||||
// the preferred solution, but that doesn't always mesh well with coroutines.
|
||||
public class UnityTransportDriverClient : MonoBehaviour
|
||||
{
|
||||
private NetworkDriver m_Driver;
|
||||
public NetworkDriver Driver => m_Driver;
|
||||
|
||||
private NetworkConnection m_Connection;
|
||||
|
||||
private NetworkPipeline m_UnreliableSequencedPipeline;
|
||||
private NetworkPipeline m_ReliableSequencedPipeline;
|
||||
private NetworkPipeline m_ReliableSequencedFragmentedPipeline;
|
||||
|
||||
public NetworkPipeline UnreliableSequencedPipeline => m_UnreliableSequencedPipeline;
|
||||
public NetworkPipeline ReliableSequencedPipeline => m_ReliableSequencedPipeline;
|
||||
public NetworkPipeline ReliableSequencedFragmentedPipeline => m_ReliableSequencedFragmentedPipeline;
|
||||
|
||||
private NetworkPipeline m_LastEventPipeline;
|
||||
public NetworkPipeline LastEventPipeline => m_LastEventPipeline;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
var maxCap = UnityTransport.InitialMaxPayloadSize + 128;
|
||||
|
||||
var settings = new NetworkSettings();
|
||||
settings.WithFragmentationStageParameters(payloadCapacity: maxCap);
|
||||
|
||||
var fragParams = new FragmentationUtility.Parameters() { PayloadCapacity = maxCap };
|
||||
|
||||
m_Driver = NetworkDriver.Create(settings);
|
||||
|
||||
m_UnreliableSequencedPipeline = m_Driver.CreatePipeline(typeof(UnreliableSequencedPipelineStage));
|
||||
m_ReliableSequencedPipeline = m_Driver.CreatePipeline(typeof(ReliableSequencedPipelineStage));
|
||||
m_ReliableSequencedFragmentedPipeline = m_Driver.CreatePipeline(typeof(FragmentationPipelineStage), typeof(ReliableSequencedPipelineStage));
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
m_Driver.ScheduleUpdate().Complete();
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (m_Driver.IsCreated)
|
||||
{
|
||||
m_Driver.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
public void Connect()
|
||||
{
|
||||
var endpoint = NetworkEndPoint.LoopbackIpv4;
|
||||
endpoint.Port = 7777;
|
||||
|
||||
m_Connection = m_Driver.Connect(endpoint);
|
||||
}
|
||||
|
||||
// Wait for the given event to be generated by the client's driver.
|
||||
public IEnumerator WaitForNetworkEvent(UTPNetworkEvent.Type type)
|
||||
{
|
||||
float startTime = Time.realtimeSinceStartup;
|
||||
|
||||
while (Time.realtimeSinceStartup - startTime < MaxNetworkEventWaitTime)
|
||||
{
|
||||
UTPNetworkEvent.Type eventType = m_Driver.PopEvent(out _, out _, out m_LastEventPipeline);
|
||||
if (eventType != UTPNetworkEvent.Type.Empty)
|
||||
{
|
||||
Assert.AreEqual(type, eventType);
|
||||
yield break;
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
Assert.Fail("Timed out while waiting for network event.");
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Tests/Runtime/Transports/UnityTransportDriverClient.cs.meta
Normal file
11
Tests/Runtime/Transports/UnityTransportDriverClient.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a087bb407f16c402dbc67a2ab9386eab
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
85
Tests/Runtime/Transports/UnityTransportTestHelpers.cs
Normal file
85
Tests/Runtime/Transports/UnityTransportTestHelpers.cs
Normal file
@@ -0,0 +1,85 @@
|
||||
using NUnit.Framework;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.Netcode.Transports.UTP;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
public static class UnityTransportTestHelpers
|
||||
{
|
||||
// Half a second might seem like a very long time to wait for a network event, but in CI
|
||||
// many of the machines are underpowered (e.g. old Android devices or Macs) and there are
|
||||
// sometimes very high lag spikes. PS4 and Switch are particularly sensitive in this regard
|
||||
// so we allow even more time for these platforms.
|
||||
public const float MaxNetworkEventWaitTime = 0.5f;
|
||||
|
||||
// Wait for an event to appear in the given event list (must be the very next event).
|
||||
public static IEnumerator WaitForNetworkEvent(NetworkEvent type, List<TransportEvent> events, float timeout = MaxNetworkEventWaitTime)
|
||||
{
|
||||
int initialCount = events.Count;
|
||||
float startTime = Time.realtimeSinceStartup;
|
||||
|
||||
while (Time.realtimeSinceStartup - startTime < timeout)
|
||||
{
|
||||
if (events.Count > initialCount)
|
||||
{
|
||||
Assert.AreEqual(type, events[initialCount].Type);
|
||||
yield break;
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(0.01f);
|
||||
}
|
||||
|
||||
Assert.Fail("Timed out while waiting for network event.");
|
||||
}
|
||||
|
||||
// Common code to initialize a UnityTransport that logs its events.
|
||||
public static void InitializeTransport(out UnityTransport transport, out List<TransportEvent> events, int maxPayloadSize = UnityTransport.InitialMaxPayloadSize)
|
||||
{
|
||||
var logger = new TransportEventLogger();
|
||||
events = logger.Events;
|
||||
|
||||
transport = new GameObject().AddComponent<UnityTransport>();
|
||||
transport.OnTransportEvent += logger.HandleEvent;
|
||||
transport.SetMaxPayloadSize(maxPayloadSize);
|
||||
transport.Initialize();
|
||||
}
|
||||
|
||||
// Information about an event generated by a transport (basically just the parameters that
|
||||
// are normally passed along to a TransportEventDelegate).
|
||||
public struct TransportEvent
|
||||
{
|
||||
public NetworkEvent Type;
|
||||
public ulong ClientID;
|
||||
public ArraySegment<byte> Data;
|
||||
public float ReceiveTime;
|
||||
}
|
||||
// Utility class that logs events generated by a UnityTransport. Set it up by adding the
|
||||
// HandleEvent method as an OnTransportEvent delegate of the transport. The list of events
|
||||
// (in order in which they were generated) can be accessed through the Events property.
|
||||
public class TransportEventLogger
|
||||
{
|
||||
private readonly List<TransportEvent> m_Events = new List<TransportEvent>();
|
||||
public List<TransportEvent> Events => m_Events;
|
||||
public void HandleEvent(NetworkEvent type, ulong clientID, ArraySegment<byte> data, float receiveTime)
|
||||
{
|
||||
// Copy the data since the backing array will be reused for future messages.
|
||||
if (data != default(ArraySegment<byte>))
|
||||
{
|
||||
var dataCopy = new byte[data.Count];
|
||||
Array.Copy(data.Array, data.Offset, dataCopy, 0, data.Count);
|
||||
data = new ArraySegment<byte>(dataCopy);
|
||||
}
|
||||
m_Events.Add(new TransportEvent
|
||||
{
|
||||
Type = type,
|
||||
ClientID = clientID,
|
||||
Data = data,
|
||||
ReceiveTime = receiveTime
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Tests/Runtime/Transports/UnityTransportTestHelpers.cs.meta
Normal file
11
Tests/Runtime/Transports/UnityTransportTestHelpers.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3af9d71bc7c414cebad947e6340de223
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
461
Tests/Runtime/Transports/UnityTransportTests.cs
Normal file
461
Tests/Runtime/Transports/UnityTransportTests.cs
Normal file
@@ -0,0 +1,461 @@
|
||||
using NUnit.Framework;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using Unity.Netcode.Transports.UTP;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
using static Unity.Netcode.RuntimeTests.UnityTransportTestHelpers;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
public class UnityTransportTests
|
||||
{
|
||||
// No need to test all reliable delivery methods since they all map to the same pipeline.
|
||||
private static readonly NetworkDelivery[] k_DeliveryParameters =
|
||||
{
|
||||
NetworkDelivery.Unreliable,
|
||||
NetworkDelivery.UnreliableSequenced,
|
||||
NetworkDelivery.Reliable
|
||||
};
|
||||
|
||||
private UnityTransport m_Server, m_Client1, m_Client2;
|
||||
private List<TransportEvent> m_ServerEvents, m_Client1Events, m_Client2Events;
|
||||
|
||||
[UnityTearDown]
|
||||
public IEnumerator Cleanup()
|
||||
{
|
||||
if (m_Server)
|
||||
{
|
||||
m_Server.Shutdown();
|
||||
|
||||
// Need to destroy the GameObject (all assigned components will get destroyed too)
|
||||
UnityEngine.Object.DestroyImmediate(m_Server.gameObject);
|
||||
}
|
||||
|
||||
if (m_Client1)
|
||||
{
|
||||
m_Client1.Shutdown();
|
||||
|
||||
// Need to destroy the GameObject (all assigned components will get destroyed too)
|
||||
UnityEngine.Object.DestroyImmediate(m_Client1.gameObject);
|
||||
}
|
||||
|
||||
if (m_Client2)
|
||||
{
|
||||
m_Client2.Shutdown();
|
||||
|
||||
// Need to destroy the GameObject (all assigned components will get destroyed too)
|
||||
UnityEngine.Object.DestroyImmediate(m_Client2.gameObject);
|
||||
}
|
||||
|
||||
m_ServerEvents?.Clear();
|
||||
m_Client1Events?.Clear();
|
||||
m_Client2Events?.Clear();
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Check if can make a simple data exchange.
|
||||
[UnityTest]
|
||||
public IEnumerator PingPong([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
|
||||
{
|
||||
InitializeTransport(out m_Server, out m_ServerEvents);
|
||||
InitializeTransport(out m_Client1, out m_Client1Events);
|
||||
|
||||
m_Server.StartServer();
|
||||
m_Client1.StartClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
|
||||
|
||||
var ping = new ArraySegment<byte>(Encoding.ASCII.GetBytes("ping"));
|
||||
m_Client1.Send(m_Client1.ServerClientId, ping, delivery);
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
|
||||
|
||||
Assert.That(m_ServerEvents[1].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("ping")));
|
||||
|
||||
var pong = new ArraySegment<byte>(Encoding.ASCII.GetBytes("pong"));
|
||||
m_Server.Send(m_ServerEvents[0].ClientID, pong, delivery);
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Data, m_Client1Events);
|
||||
|
||||
Assert.That(m_Client1Events[1].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("pong")));
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Check if can make a simple data exchange (both ways at a time).
|
||||
[UnityTest]
|
||||
public IEnumerator PingPongSimultaneous([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
|
||||
{
|
||||
InitializeTransport(out m_Server, out m_ServerEvents);
|
||||
InitializeTransport(out m_Client1, out m_Client1Events);
|
||||
|
||||
m_Server.StartServer();
|
||||
m_Client1.StartClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
|
||||
|
||||
var ping = new ArraySegment<byte>(Encoding.ASCII.GetBytes("ping"));
|
||||
m_Server.Send(m_ServerEvents[0].ClientID, ping, delivery);
|
||||
m_Client1.Send(m_Client1.ServerClientId, ping, delivery);
|
||||
|
||||
// Once one event is in the other should be too.
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
|
||||
|
||||
Assert.That(m_ServerEvents[1].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("ping")));
|
||||
Assert.That(m_Client1Events[1].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("ping")));
|
||||
|
||||
var pong = new ArraySegment<byte>(Encoding.ASCII.GetBytes("pong"));
|
||||
m_Server.Send(m_ServerEvents[0].ClientID, pong, delivery);
|
||||
m_Client1.Send(m_Client1.ServerClientId, pong, delivery);
|
||||
|
||||
// Once one event is in the other should be too.
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
|
||||
|
||||
Assert.That(m_ServerEvents[2].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("pong")));
|
||||
Assert.That(m_Client1Events[2].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("pong")));
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Test is ignored on Switch, PS4, and PS5 because on these platforms the OS buffers for
|
||||
// loopback traffic are too small for the amount of data sent in a single update here.
|
||||
[UnityTest]
|
||||
[UnityPlatform(exclude = new[] { RuntimePlatform.Switch, RuntimePlatform.PS4, RuntimePlatform.PS5 })]
|
||||
public IEnumerator SendMaximumPayloadSize([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
|
||||
{
|
||||
// We want something that's over the old limit of ~44KB for reliable payloads.
|
||||
var payloadSize = 64 * 1024;
|
||||
|
||||
InitializeTransport(out m_Server, out m_ServerEvents, payloadSize);
|
||||
InitializeTransport(out m_Client1, out m_Client1Events, payloadSize);
|
||||
|
||||
m_Server.StartServer();
|
||||
m_Client1.StartClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
|
||||
|
||||
var payloadData = new byte[payloadSize];
|
||||
for (int i = 0; i < payloadData.Length; i++)
|
||||
{
|
||||
payloadData[i] = (byte)i;
|
||||
}
|
||||
|
||||
var payload = new ArraySegment<byte>(payloadData);
|
||||
m_Client1.Send(m_Client1.ServerClientId, payload, delivery);
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents, MaxNetworkEventWaitTime * 4);
|
||||
|
||||
Assert.AreEqual(payloadSize, m_ServerEvents[1].Data.Count);
|
||||
|
||||
var receivedArray = m_ServerEvents[1].Data.Array;
|
||||
var receivedArrayOffset = m_ServerEvents[1].Data.Offset;
|
||||
for (int i = 0; i < payloadSize; i++)
|
||||
{
|
||||
Assert.AreEqual(payloadData[i], receivedArray[receivedArrayOffset + i]);
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Check making multiple sends to a client in a single frame.
|
||||
[UnityTest]
|
||||
public IEnumerator MultipleSendsSingleFrame([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
|
||||
{
|
||||
InitializeTransport(out m_Server, out m_ServerEvents);
|
||||
InitializeTransport(out m_Client1, out m_Client1Events);
|
||||
|
||||
m_Server.StartServer();
|
||||
m_Client1.StartClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
|
||||
|
||||
var data1 = new ArraySegment<byte>(new byte[] { 11 });
|
||||
m_Client1.Send(m_Client1.ServerClientId, data1, delivery);
|
||||
|
||||
var data2 = new ArraySegment<byte>(new byte[] { 22 });
|
||||
m_Client1.Send(m_Client1.ServerClientId, data2, delivery);
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
|
||||
|
||||
Assert.AreEqual(3, m_ServerEvents.Count);
|
||||
Assert.AreEqual(NetworkEvent.Data, m_ServerEvents[2].Type);
|
||||
|
||||
Assert.AreEqual(11, m_ServerEvents[1].Data.First());
|
||||
Assert.AreEqual(22, m_ServerEvents[2].Data.First());
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Check sending data to multiple clients.
|
||||
[UnityTest]
|
||||
public IEnumerator SendMultipleClients([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
|
||||
{
|
||||
InitializeTransport(out m_Server, out m_ServerEvents);
|
||||
InitializeTransport(out m_Client1, out m_Client1Events);
|
||||
InitializeTransport(out m_Client2, out m_Client2Events);
|
||||
|
||||
m_Server.StartServer();
|
||||
m_Client1.StartClient();
|
||||
m_Client2.StartClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
|
||||
if (m_Client2Events.Count == 0)
|
||||
{
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client2Events);
|
||||
}
|
||||
|
||||
// Ensure we got both Connect events.
|
||||
Assert.AreEqual(2, m_ServerEvents.Count);
|
||||
|
||||
var data1 = new ArraySegment<byte>(new byte[] { 11 });
|
||||
m_Server.Send(m_ServerEvents[0].ClientID, data1, delivery);
|
||||
|
||||
var data2 = new ArraySegment<byte>(new byte[] { 22 });
|
||||
m_Server.Send(m_ServerEvents[1].ClientID, data2, delivery);
|
||||
|
||||
// Once one has received its data, the other should have too.
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Data, m_Client1Events);
|
||||
|
||||
// Do make sure the other client got its Data event.
|
||||
Assert.AreEqual(2, m_Client2Events.Count);
|
||||
Assert.AreEqual(NetworkEvent.Data, m_Client2Events[1].Type);
|
||||
|
||||
byte c1Data = m_Client1Events[1].Data.First();
|
||||
byte c2Data = m_Client2Events[1].Data.First();
|
||||
Assert.That((c1Data == 11 && c2Data == 22) || (c1Data == 22 && c2Data == 11));
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Check receiving data from multiple clients.
|
||||
[UnityTest]
|
||||
public IEnumerator ReceiveMultipleClients([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
|
||||
{
|
||||
InitializeTransport(out m_Server, out m_ServerEvents);
|
||||
InitializeTransport(out m_Client1, out m_Client1Events);
|
||||
InitializeTransport(out m_Client2, out m_Client2Events);
|
||||
|
||||
m_Server.StartServer();
|
||||
m_Client1.StartClient();
|
||||
m_Client2.StartClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
|
||||
if (m_Client2Events.Count == 0)
|
||||
{
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client2Events);
|
||||
}
|
||||
|
||||
var data1 = new ArraySegment<byte>(new byte[] { 11 });
|
||||
m_Client1.Send(m_Client1.ServerClientId, data1, delivery);
|
||||
|
||||
var data2 = new ArraySegment<byte>(new byte[] { 22 });
|
||||
m_Client2.Send(m_Client2.ServerClientId, data2, delivery);
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
|
||||
|
||||
// Make sure we got both data messages.
|
||||
Assert.AreEqual(4, m_ServerEvents.Count);
|
||||
Assert.AreEqual(NetworkEvent.Data, m_ServerEvents[3].Type);
|
||||
|
||||
byte sData1 = m_ServerEvents[2].Data.First();
|
||||
byte sData2 = m_ServerEvents[3].Data.First();
|
||||
Assert.That((sData1 == 11 && sData2 == 22) || (sData1 == 22 && sData2 == 11));
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Check that we get disconnected when overflowing the reliable send queue.
|
||||
[UnityTest]
|
||||
public IEnumerator DisconnectOnReliableSendQueueOverflow()
|
||||
{
|
||||
InitializeTransport(out m_Server, out m_ServerEvents);
|
||||
InitializeTransport(out m_Client1, out m_Client1Events);
|
||||
|
||||
m_Server.StartServer();
|
||||
m_Client1.StartClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
|
||||
|
||||
m_Server.Shutdown();
|
||||
|
||||
var numSends = (UnityTransport.InitialMaxSendQueueSize / 1024);
|
||||
|
||||
for (int i = 0; i < numSends; i++)
|
||||
{
|
||||
var payload = new ArraySegment<byte>(new byte[1024]);
|
||||
m_Client1.Send(m_Client1.ServerClientId, payload, NetworkDelivery.Reliable);
|
||||
}
|
||||
|
||||
LogAssert.Expect(LogType.Error, "Couldn't add payload of size 1024 to reliable send queue. " +
|
||||
$"Closing connection {m_Client1.ServerClientId} as reliability guarantees can't be maintained. " +
|
||||
$"Perhaps 'Max Send Queue Size' ({UnityTransport.InitialMaxSendQueueSize}) is too small for workload.");
|
||||
|
||||
Assert.AreEqual(2, m_Client1Events.Count);
|
||||
Assert.AreEqual(NetworkEvent.Disconnect, m_Client1Events[1].Type);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Check that it's fine to overflow the unreliable send queue (traffic is flushed on overflow).
|
||||
// Test is ignored on Switch, PS4, and PS5 because on these platforms the OS buffers for
|
||||
// loopback traffic are too small for the amount of data sent in a single update here.
|
||||
[UnityTest]
|
||||
[UnityPlatform(exclude = new[] { RuntimePlatform.Switch, RuntimePlatform.PS4, RuntimePlatform.PS5 })]
|
||||
public IEnumerator SendCompletesOnUnreliableSendQueueOverflow()
|
||||
{
|
||||
InitializeTransport(out m_Server, out m_ServerEvents);
|
||||
InitializeTransport(out m_Client1, out m_Client1Events);
|
||||
|
||||
m_Server.StartServer();
|
||||
m_Client1.StartClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
|
||||
|
||||
var numSends = (UnityTransport.InitialMaxSendQueueSize / 1024) + 1;
|
||||
|
||||
for (int i = 0; i < numSends; i++)
|
||||
{
|
||||
var payload = new ArraySegment<byte>(new byte[1024]);
|
||||
m_Client1.Send(m_Client1.ServerClientId, payload, NetworkDelivery.Unreliable);
|
||||
}
|
||||
|
||||
// Manually wait. This ends up generating quite a bit of packets and it might take a
|
||||
// while for everything to make it to the server.
|
||||
yield return new WaitForSeconds(numSends * 0.02f);
|
||||
|
||||
// Extra event is the connect event.
|
||||
Assert.AreEqual(numSends + 1, m_ServerEvents.Count);
|
||||
|
||||
for (int i = 1; i <= numSends; i++)
|
||||
{
|
||||
Assert.AreEqual(NetworkEvent.Data, m_ServerEvents[i].Type);
|
||||
Assert.AreEqual(1024, m_ServerEvents[i].Data.Count);
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Check that simulator parameters are effective. We only check with the drop rate, because
|
||||
// that's easy to check and we only really want to make sure the simulator parameters are
|
||||
// configured properly (the simulator pipeline stage is already well-tested in UTP).
|
||||
[UnityTest]
|
||||
[UnityPlatform(include = new[] { RuntimePlatform.OSXEditor, RuntimePlatform.WindowsEditor, RuntimePlatform.LinuxEditor })]
|
||||
public IEnumerator SimulatorParametersAreEffective()
|
||||
{
|
||||
InitializeTransport(out m_Server, out m_ServerEvents);
|
||||
InitializeTransport(out m_Client1, out m_Client1Events);
|
||||
|
||||
m_Server.SetDebugSimulatorParameters(0, 0, 100);
|
||||
|
||||
m_Server.StartServer();
|
||||
m_Client1.StartClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
|
||||
|
||||
var data = new ArraySegment<byte>(new byte[] { 42 });
|
||||
m_Client1.Send(m_Client1.ServerClientId, data, NetworkDelivery.Reliable);
|
||||
|
||||
yield return new WaitForSeconds(MaxNetworkEventWaitTime);
|
||||
|
||||
Assert.AreEqual(1, m_ServerEvents.Count);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Check that RTT is reported correctly.
|
||||
[UnityTest]
|
||||
[UnityPlatform(include = new[] { RuntimePlatform.OSXEditor, RuntimePlatform.WindowsEditor, RuntimePlatform.LinuxEditor })]
|
||||
public IEnumerator CurrentRttReportedCorrectly()
|
||||
{
|
||||
const int simulatedRtt = 25;
|
||||
|
||||
InitializeTransport(out m_Server, out m_ServerEvents);
|
||||
InitializeTransport(out m_Client1, out m_Client1Events);
|
||||
|
||||
m_Server.SetDebugSimulatorParameters(simulatedRtt, 0, 0);
|
||||
|
||||
m_Server.StartServer();
|
||||
m_Client1.StartClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
|
||||
|
||||
var data = new ArraySegment<byte>(new byte[] { 42 });
|
||||
m_Client1.Send(m_Client1.ServerClientId, data, NetworkDelivery.Reliable);
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents,
|
||||
timeout: MaxNetworkEventWaitTime + (2 * simulatedRtt));
|
||||
|
||||
Assert.GreaterOrEqual(m_Client1.GetCurrentRtt(m_Client1.ServerClientId), simulatedRtt);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator SendQueuesFlushedOnShutdown([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
|
||||
{
|
||||
InitializeTransport(out m_Server, out m_ServerEvents);
|
||||
InitializeTransport(out m_Client1, out m_Client1Events);
|
||||
|
||||
m_Server.StartServer();
|
||||
m_Client1.StartClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
|
||||
|
||||
var data = new ArraySegment<byte>(new byte[] { 42 });
|
||||
m_Client1.Send(m_Client1.ServerClientId, data, delivery);
|
||||
|
||||
m_Client1.Shutdown();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator SendQueuesFlushedOnLocalClientDisconnect([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
|
||||
{
|
||||
InitializeTransport(out m_Server, out m_ServerEvents);
|
||||
InitializeTransport(out m_Client1, out m_Client1Events);
|
||||
|
||||
m_Server.StartServer();
|
||||
m_Client1.StartClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
|
||||
|
||||
var data = new ArraySegment<byte>(new byte[] { 42 });
|
||||
m_Client1.Send(m_Client1.ServerClientId, data, delivery);
|
||||
|
||||
m_Client1.DisconnectLocalClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator SendQueuesFlushedOnRemoteClientDisconnect([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
|
||||
{
|
||||
InitializeTransport(out m_Server, out m_ServerEvents);
|
||||
InitializeTransport(out m_Client1, out m_Client1Events);
|
||||
|
||||
m_Server.StartServer();
|
||||
m_Client1.StartClient();
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
|
||||
|
||||
var data = new ArraySegment<byte>(new byte[] { 42 });
|
||||
m_Server.Send(m_Client1.ServerClientId, data, delivery);
|
||||
|
||||
m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
|
||||
|
||||
yield return WaitForNetworkEvent(NetworkEvent.Data, m_Client1Events);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Tests/Runtime/Transports/UnityTransportTests.cs.meta
Normal file
11
Tests/Runtime/Transports/UnityTransportTests.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 66e054c3619ad4bd982e351eb8d63087
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user