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:
Unity Technologies
2022-04-01 00:00:00 +00:00
parent 5b4aaa8b59
commit 60e2dabef4
123 changed files with 5751 additions and 3419 deletions

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using System;
namespace Unity.Netcode.RuntimeTests
{
internal class DummyTransport : TestingNetworkTransport
{
public override ulong ServerClientId { get; } = 0;
public override void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery)
{
}
public override NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime)
{
clientId = 0;
payload = new ArraySegment<byte>();
receiveTime = 0;
return NetworkEvent.Nothing;
}
public override bool StartClient()
{
return true;
}
public override bool StartServer()
{
return true;
}
public override void DisconnectRemoteClient(ulong clientId)
{
}
public override void DisconnectLocalClient()
{
}
public override ulong GetCurrentRtt(ulong clientId)
{
return 0;
}
public override void Shutdown()
{
}
public override void Initialize(NetworkManager networkManager = null)
{
}
}
}

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using System;
using System.Text;
using NUnit.Framework;
using UnityEngine;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
public class SIPTransportTests
{
[Test]
public void SendReceiveData()
{
SIPTransport server = new GameObject("Server").AddComponent<SIPTransport>();
SIPTransport client = new GameObject("Client").AddComponent<SIPTransport>();
server.Initialize();
server.StartServer();
client.Initialize();
client.StartClient();
NetworkEvent serverEvent = server.PollEvent(out ulong clientId, out _, out _);
NetworkEvent clientEvent = client.PollEvent(out ulong serverId, out _, out _);
// Make sure both connected
Assert.True(serverEvent == NetworkEvent.Connect);
Assert.True(clientEvent == NetworkEvent.Connect);
// Send data
server.Send(clientId, new ArraySegment<byte>(Encoding.ASCII.GetBytes("Hello Client")), NetworkDelivery.ReliableSequenced);
client.Send(serverId, new ArraySegment<byte>(Encoding.ASCII.GetBytes("Hello Server")), NetworkDelivery.ReliableSequenced);
serverEvent = server.PollEvent(out ulong newClientId, out ArraySegment<byte> serverPayload, out _);
clientEvent = client.PollEvent(out ulong newServerId, out ArraySegment<byte> clientPayload, out _);
// Make sure we got data
Assert.True(serverEvent == NetworkEvent.Data);
Assert.True(clientEvent == NetworkEvent.Data);
// Make sure the ID is correct
Assert.True(newClientId == clientId);
Assert.True(newServerId == serverId);
// Make sure the payload was correct
Assert.That(serverPayload, Is.EquivalentTo(Encoding.ASCII.GetBytes("Hello Server")));
Assert.That(clientPayload, Is.EquivalentTo(Encoding.ASCII.GetBytes("Hello Client")));
server.Shutdown();
client.Shutdown();
}
}
}

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using NUnit.Framework;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UnityEngine.TestTools;
using static Unity.Netcode.RuntimeTests.UnityTransportTestHelpers;
namespace Unity.Netcode.RuntimeTests
{
public class UnityTransportConnectionTests
{
// For tests using multiple clients.
private const int k_NumClients = 5;
private UnityTransport m_Server;
private UnityTransport[] m_Clients = new UnityTransport[k_NumClients];
private List<TransportEvent> m_ServerEvents;
private List<TransportEvent>[] m_ClientsEvents = new List<TransportEvent>[k_NumClients];
[UnityTearDown]
public IEnumerator Cleanup()
{
if (m_Server)
{
m_Server.Shutdown();
UnityEngine.Object.DestroyImmediate(m_Server);
}
foreach (var transport in m_Clients)
{
if (transport)
{
transport.Shutdown();
UnityEngine.Object.DestroyImmediate(transport);
}
}
foreach (var transportEvents in m_ClientsEvents)
{
transportEvents?.Clear();
}
yield return null;
}
// Check connection with a single client.
[UnityTest]
public IEnumerator ConnectSingleClient()
{
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]);
// 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 connection with multiple clients.
[UnityTest]
public IEnumerator ConnectMultipleClients()
{
InitializeTransport(out m_Server, out m_ServerEvents);
m_Server.StartServer();
for (int i = 0; i < k_NumClients; i++)
{
InitializeTransport(out m_Clients[i], out m_ClientsEvents[i]);
m_Clients[i].StartClient();
}
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[k_NumClients - 1]);
// Check that every client received a Connect event.
Assert.True(m_ClientsEvents.All(evs => evs.Count == 1));
Assert.True(m_ClientsEvents.All(evs => evs[0].Type == NetworkEvent.Connect));
// Check we've received Connect events on server too.
Assert.AreEqual(k_NumClients, m_ServerEvents.Count);
Assert.True(m_ServerEvents.All(ev => ev.Type == NetworkEvent.Connect));
yield return null;
}
// Check server disconnection with a single client.
[UnityTest]
public IEnumerator ServerDisconnectSingleClient()
{
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_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ClientsEvents[0]);
yield return null;
}
// Check server disconnection with multiple clients.
[UnityTest]
public IEnumerator ServerDisconnectMultipleClients()
{
InitializeTransport(out m_Server, out m_ServerEvents);
m_Server.StartServer();
for (int i = 0; i < k_NumClients; i++)
{
InitializeTransport(out m_Clients[i], out m_ClientsEvents[i]);
m_Clients[i].StartClient();
}
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[k_NumClients - 1]);
// Disconnect a single client.
m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
// Need to manually wait since we don't know which client will get the Disconnect.
yield return new WaitForSeconds(MaxNetworkEventWaitTime);
// Check that we received a Disconnect event on only one client.
Assert.AreEqual(1, m_ClientsEvents.Count(evs => evs.Count == 2 && evs[1].Type == NetworkEvent.Disconnect));
// Disconnect all the other clients.
for (int i = 1; i < k_NumClients; i++)
{
m_Server.DisconnectRemoteClient(m_ServerEvents[i].ClientID);
}
// Need to manually wait since we don't know which client got the Disconnect.
yield return new WaitForSeconds(MaxNetworkEventWaitTime);
// Check that all clients got a Disconnect event.
Assert.True(m_ClientsEvents.All(evs => evs.Count == 2));
Assert.True(m_ClientsEvents.All(evs => evs[1].Type == NetworkEvent.Disconnect));
yield return null;
}
// Check client disconnection from a single client.
[UnityTest]
public IEnumerator ClientDisconnectSingleClient()
{
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);
}
// Check client disconnection with multiple clients.
[UnityTest]
public IEnumerator ClientDisconnectMultipleClients()
{
InitializeTransport(out m_Server, out m_ServerEvents);
m_Server.StartServer();
for (int i = 0; i < k_NumClients; i++)
{
InitializeTransport(out m_Clients[i], out m_ClientsEvents[i]);
m_Clients[i].StartClient();
}
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[k_NumClients - 1]);
// Disconnect a single client.
m_Clients[0].DisconnectLocalClient();
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
// Disconnect all the other clients.
for (int i = 1; i < k_NumClients; i++)
{
m_Clients[i].DisconnectLocalClient();
}
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
// Check that we got the correct number of Disconnect events on the server.
Assert.AreEqual(k_NumClients * 2, m_ServerEvents.Count);
Assert.AreEqual(k_NumClients, m_ServerEvents.Count(e => e.Type == NetworkEvent.Disconnect));
yield return null;
}
// Check that server re-disconnects are no-ops.
[UnityTest]
public IEnumerator RepeatedServerDisconnectsNoop()
{
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_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ClientsEvents[0]);
var previousServerEventsCount = m_ServerEvents.Count;
var previousClientEventsCount = m_ClientsEvents[0].Count;
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;
}
}
}

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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.");
}
}
}

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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
});
}
}
}
}

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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;
}
}
}

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