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:
461
Tests/Runtime/Transports/UnityTransportTests.cs
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461
Tests/Runtime/Transports/UnityTransportTests.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 System.Text;
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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 UnityTransportTests
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{
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// No need to test all reliable delivery methods since they all map to the same pipeline.
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private static readonly NetworkDelivery[] k_DeliveryParameters =
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{
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NetworkDelivery.Unreliable,
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NetworkDelivery.UnreliableSequenced,
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NetworkDelivery.Reliable
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};
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private UnityTransport m_Server, m_Client1, m_Client2;
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private List<TransportEvent> m_ServerEvents, m_Client1Events, m_Client2Events;
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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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// Need to destroy the GameObject (all assigned components will get destroyed too)
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UnityEngine.Object.DestroyImmediate(m_Server.gameObject);
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}
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if (m_Client1)
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{
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m_Client1.Shutdown();
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// Need to destroy the GameObject (all assigned components will get destroyed too)
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UnityEngine.Object.DestroyImmediate(m_Client1.gameObject);
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}
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if (m_Client2)
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{
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m_Client2.Shutdown();
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// Need to destroy the GameObject (all assigned components will get destroyed too)
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UnityEngine.Object.DestroyImmediate(m_Client2.gameObject);
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}
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m_ServerEvents?.Clear();
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m_Client1Events?.Clear();
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m_Client2Events?.Clear();
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yield return null;
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}
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// Check if can make a simple data exchange.
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[UnityTest]
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public IEnumerator PingPong([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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m_Server.StartServer();
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m_Client1.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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var ping = new ArraySegment<byte>(Encoding.ASCII.GetBytes("ping"));
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m_Client1.Send(m_Client1.ServerClientId, ping, delivery);
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
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Assert.That(m_ServerEvents[1].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("ping")));
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var pong = new ArraySegment<byte>(Encoding.ASCII.GetBytes("pong"));
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m_Server.Send(m_ServerEvents[0].ClientID, pong, delivery);
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_Client1Events);
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Assert.That(m_Client1Events[1].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("pong")));
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yield return null;
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}
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// Check if can make a simple data exchange (both ways at a time).
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[UnityTest]
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public IEnumerator PingPongSimultaneous([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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m_Server.StartServer();
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m_Client1.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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var ping = new ArraySegment<byte>(Encoding.ASCII.GetBytes("ping"));
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m_Server.Send(m_ServerEvents[0].ClientID, ping, delivery);
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m_Client1.Send(m_Client1.ServerClientId, ping, delivery);
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// Once one event is in the other should be too.
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
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Assert.That(m_ServerEvents[1].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("ping")));
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Assert.That(m_Client1Events[1].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("ping")));
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var pong = new ArraySegment<byte>(Encoding.ASCII.GetBytes("pong"));
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m_Server.Send(m_ServerEvents[0].ClientID, pong, delivery);
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m_Client1.Send(m_Client1.ServerClientId, pong, delivery);
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// Once one event is in the other should be too.
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
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Assert.That(m_ServerEvents[2].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("pong")));
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Assert.That(m_Client1Events[2].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("pong")));
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yield return null;
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}
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// Test is ignored on Switch, PS4, and PS5 because on these platforms the OS buffers for
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// loopback traffic are too small for the amount of data sent in a single update here.
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[UnityTest]
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[UnityPlatform(exclude = new[] { RuntimePlatform.Switch, RuntimePlatform.PS4, RuntimePlatform.PS5 })]
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public IEnumerator SendMaximumPayloadSize([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
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{
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// We want something that's over the old limit of ~44KB for reliable payloads.
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var payloadSize = 64 * 1024;
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InitializeTransport(out m_Server, out m_ServerEvents, payloadSize);
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InitializeTransport(out m_Client1, out m_Client1Events, payloadSize);
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m_Server.StartServer();
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m_Client1.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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var payloadData = new byte[payloadSize];
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for (int i = 0; i < payloadData.Length; i++)
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{
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payloadData[i] = (byte)i;
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}
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var payload = new ArraySegment<byte>(payloadData);
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m_Client1.Send(m_Client1.ServerClientId, payload, delivery);
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents, MaxNetworkEventWaitTime * 4);
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Assert.AreEqual(payloadSize, m_ServerEvents[1].Data.Count);
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var receivedArray = m_ServerEvents[1].Data.Array;
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var receivedArrayOffset = m_ServerEvents[1].Data.Offset;
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for (int i = 0; i < payloadSize; i++)
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{
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Assert.AreEqual(payloadData[i], receivedArray[receivedArrayOffset + i]);
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}
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yield return null;
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}
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// Check making multiple sends to a client in a single frame.
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[UnityTest]
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public IEnumerator MultipleSendsSingleFrame([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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m_Server.StartServer();
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m_Client1.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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var data1 = new ArraySegment<byte>(new byte[] { 11 });
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m_Client1.Send(m_Client1.ServerClientId, data1, delivery);
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var data2 = new ArraySegment<byte>(new byte[] { 22 });
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m_Client1.Send(m_Client1.ServerClientId, data2, delivery);
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
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Assert.AreEqual(3, m_ServerEvents.Count);
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Assert.AreEqual(NetworkEvent.Data, m_ServerEvents[2].Type);
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Assert.AreEqual(11, m_ServerEvents[1].Data.First());
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Assert.AreEqual(22, m_ServerEvents[2].Data.First());
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yield return null;
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}
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// Check sending data to multiple clients.
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[UnityTest]
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public IEnumerator SendMultipleClients([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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InitializeTransport(out m_Client2, out m_Client2Events);
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m_Server.StartServer();
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m_Client1.StartClient();
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m_Client2.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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if (m_Client2Events.Count == 0)
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{
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client2Events);
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}
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// Ensure we got both Connect events.
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Assert.AreEqual(2, m_ServerEvents.Count);
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var data1 = new ArraySegment<byte>(new byte[] { 11 });
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m_Server.Send(m_ServerEvents[0].ClientID, data1, delivery);
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var data2 = new ArraySegment<byte>(new byte[] { 22 });
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m_Server.Send(m_ServerEvents[1].ClientID, data2, delivery);
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// Once one has received its data, the other should have too.
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_Client1Events);
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// Do make sure the other client got its Data event.
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Assert.AreEqual(2, m_Client2Events.Count);
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Assert.AreEqual(NetworkEvent.Data, m_Client2Events[1].Type);
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byte c1Data = m_Client1Events[1].Data.First();
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byte c2Data = m_Client2Events[1].Data.First();
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Assert.That((c1Data == 11 && c2Data == 22) || (c1Data == 22 && c2Data == 11));
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yield return null;
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}
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// Check receiving data from multiple clients.
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[UnityTest]
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public IEnumerator ReceiveMultipleClients([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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InitializeTransport(out m_Client2, out m_Client2Events);
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m_Server.StartServer();
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m_Client1.StartClient();
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m_Client2.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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if (m_Client2Events.Count == 0)
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{
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client2Events);
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}
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var data1 = new ArraySegment<byte>(new byte[] { 11 });
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m_Client1.Send(m_Client1.ServerClientId, data1, delivery);
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var data2 = new ArraySegment<byte>(new byte[] { 22 });
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m_Client2.Send(m_Client2.ServerClientId, data2, delivery);
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
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// Make sure we got both data messages.
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Assert.AreEqual(4, m_ServerEvents.Count);
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Assert.AreEqual(NetworkEvent.Data, m_ServerEvents[3].Type);
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byte sData1 = m_ServerEvents[2].Data.First();
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byte sData2 = m_ServerEvents[3].Data.First();
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Assert.That((sData1 == 11 && sData2 == 22) || (sData1 == 22 && sData2 == 11));
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yield return null;
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}
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// Check that we get disconnected when overflowing the reliable send queue.
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[UnityTest]
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public IEnumerator DisconnectOnReliableSendQueueOverflow()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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m_Server.StartServer();
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m_Client1.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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m_Server.Shutdown();
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var numSends = (UnityTransport.InitialMaxSendQueueSize / 1024);
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for (int i = 0; i < numSends; i++)
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{
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var payload = new ArraySegment<byte>(new byte[1024]);
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m_Client1.Send(m_Client1.ServerClientId, payload, NetworkDelivery.Reliable);
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}
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LogAssert.Expect(LogType.Error, "Couldn't add payload of size 1024 to reliable send queue. " +
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$"Closing connection {m_Client1.ServerClientId} as reliability guarantees can't be maintained. " +
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$"Perhaps 'Max Send Queue Size' ({UnityTransport.InitialMaxSendQueueSize}) is too small for workload.");
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Assert.AreEqual(2, m_Client1Events.Count);
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Assert.AreEqual(NetworkEvent.Disconnect, m_Client1Events[1].Type);
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yield return null;
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}
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// Check that it's fine to overflow the unreliable send queue (traffic is flushed on overflow).
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// Test is ignored on Switch, PS4, and PS5 because on these platforms the OS buffers for
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// loopback traffic are too small for the amount of data sent in a single update here.
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[UnityTest]
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[UnityPlatform(exclude = new[] { RuntimePlatform.Switch, RuntimePlatform.PS4, RuntimePlatform.PS5 })]
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public IEnumerator SendCompletesOnUnreliableSendQueueOverflow()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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m_Server.StartServer();
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m_Client1.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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var numSends = (UnityTransport.InitialMaxSendQueueSize / 1024) + 1;
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for (int i = 0; i < numSends; i++)
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{
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var payload = new ArraySegment<byte>(new byte[1024]);
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m_Client1.Send(m_Client1.ServerClientId, payload, NetworkDelivery.Unreliable);
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}
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// Manually wait. This ends up generating quite a bit of packets and it might take a
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// while for everything to make it to the server.
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yield return new WaitForSeconds(numSends * 0.02f);
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// Extra event is the connect event.
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Assert.AreEqual(numSends + 1, m_ServerEvents.Count);
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for (int i = 1; i <= numSends; i++)
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{
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Assert.AreEqual(NetworkEvent.Data, m_ServerEvents[i].Type);
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Assert.AreEqual(1024, m_ServerEvents[i].Data.Count);
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}
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yield return null;
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}
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// Check that simulator parameters are effective. We only check with the drop rate, because
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// that's easy to check and we only really want to make sure the simulator parameters are
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// configured properly (the simulator pipeline stage is already well-tested in UTP).
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[UnityTest]
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[UnityPlatform(include = new[] { RuntimePlatform.OSXEditor, RuntimePlatform.WindowsEditor, RuntimePlatform.LinuxEditor })]
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public IEnumerator SimulatorParametersAreEffective()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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m_Server.SetDebugSimulatorParameters(0, 0, 100);
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m_Server.StartServer();
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m_Client1.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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var data = new ArraySegment<byte>(new byte[] { 42 });
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m_Client1.Send(m_Client1.ServerClientId, data, NetworkDelivery.Reliable);
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yield return new WaitForSeconds(MaxNetworkEventWaitTime);
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Assert.AreEqual(1, m_ServerEvents.Count);
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yield return null;
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}
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// Check that RTT is reported correctly.
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[UnityTest]
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[UnityPlatform(include = new[] { RuntimePlatform.OSXEditor, RuntimePlatform.WindowsEditor, RuntimePlatform.LinuxEditor })]
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public IEnumerator CurrentRttReportedCorrectly()
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{
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const int simulatedRtt = 25;
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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m_Server.SetDebugSimulatorParameters(simulatedRtt, 0, 0);
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m_Server.StartServer();
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m_Client1.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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||||
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var data = new ArraySegment<byte>(new byte[] { 42 });
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m_Client1.Send(m_Client1.ServerClientId, data, NetworkDelivery.Reliable);
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents,
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timeout: MaxNetworkEventWaitTime + (2 * simulatedRtt));
|
||||
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||||
Assert.GreaterOrEqual(m_Client1.GetCurrentRtt(m_Client1.ServerClientId), simulatedRtt);
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||||
|
||||
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);
|
||||
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||||
var data = new ArraySegment<byte>(new byte[] { 42 });
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||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user