com.unity.netcode.gameobjects@2.2.0
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). ## [2.2.0] - 2024-12-12 ### Added - Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175) - Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130) - Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113) ### Fixed - Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177) - Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162) - Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160) - Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160) - Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118) - Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147) - Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133) - Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133) - Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122) - Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`. (#3113) - Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111) - Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110) - Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108) ### Changed - In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175) - Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode. - The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
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using System.Collections;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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internal class SessionVersionConnectionRequest : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 0;
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public SessionVersionConnectionRequest() : base(NetworkTopologyTypes.DistributedAuthority, HostOrServer.DAHost) { }
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private bool m_UseValidSessionVersion;
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private bool m_ClientWasDisconnected;
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private NetworkManager m_ClientNetworkManager;
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/// <summary>
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/// Callback used to mock the scenario where a client has an invalid session version
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/// </summary>
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/// <returns><see cref="SessionConfig"/></returns>
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private SessionConfig GetInavlidSessionConfig()
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{
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return new SessionConfig(m_ServerNetworkManager.SessionConfig.SessionVersion - 1);
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}
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/// <summary>
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/// Overriding this method allows us to configure the newly instantiated client's
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/// NetworkManager prior to it being started.
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/// </summary>
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/// <param name="networkManager">the newly instantiated NetworkManager</param>
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protected override void OnNewClientCreated(NetworkManager networkManager)
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{
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m_ClientWasDisconnected = false;
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m_ClientNetworkManager = networkManager;
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m_ClientNetworkManager.OnClientDisconnectCallback += OnClientDisconnectCallback;
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if (!m_UseValidSessionVersion)
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{
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networkManager.OnGetSessionConfig = GetInavlidSessionConfig;
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}
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base.OnNewClientCreated(networkManager);
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}
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/// <summary>
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/// Tracks if the client was disconnected or not
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/// </summary>
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private void OnClientDisconnectCallback(ulong clientId)
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{
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m_ClientWasDisconnected = true;
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m_ClientNetworkManager.OnClientDisconnectCallback -= OnClientDisconnectCallback;
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}
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/// <summary>
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/// This handles disabling the internal integration test logic that waits for
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/// clients to be connected. When we know the client will be disconnected,
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/// we want to have the NetcodeIntegrationTest not wait for the client to
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/// connect (otherwise it will timeout there and fail the test).
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/// </summary>
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/// <param name="networkManager"></param>
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/// <returns>true = wait | false = don't wait</returns>
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protected override bool ShouldWaitForNewClientToConnect(NetworkManager networkManager)
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{
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return m_UseValidSessionVersion;
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}
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/// <summary>
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/// Validates that when the client's session config version is valid a client will be
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/// allowed to connect and when it is not valid the client will be disconnected.
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/// </summary>
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/// <remarks>
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/// This is just a mock of the service logic to validate everything on the NGO side is
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/// working correctly.
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/// </remarks>
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/// <param name="useValidSessionVersion">true = use valid session version | false = use invalid session version</param>
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[UnityTest]
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public IEnumerator ValidateSessionVersion([Values] bool useValidSessionVersion)
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{
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// Test client being disconnected due to invalid session version
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m_UseValidSessionVersion = useValidSessionVersion;
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yield return CreateAndStartNewClient();
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yield return s_DefaultWaitForTick;
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if (!m_UseValidSessionVersion)
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{
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yield return WaitForConditionOrTimeOut(() => m_ClientWasDisconnected);
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AssertOnTimeout("Client was not disconnected when it should have been!");
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Assert.True(m_ClientNetworkManager.DisconnectReason == ConnectionRequestMessage.InvalidSessionVersionMessage, "Client did not receive the correct invalid session version message!");
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}
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else
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{
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Assert.False(m_ClientWasDisconnected, "Client was disconnected when it was expected to connect!");
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Assert.True(m_ClientNetworkManager.IsConnectedClient, "Client did not connect properly using the correct session version!");
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}
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}
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/// <summary>
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/// Invoked at the end of each integration test pass.
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/// Primarily used to clean up for the next pass.
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/// </summary>
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protected override IEnumerator OnTearDown()
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{
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m_ClientNetworkManager.OnClientDisconnectCallback -= OnClientDisconnectCallback;
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m_ClientNetworkManager = null;
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yield return base.OnTearDown();
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}
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}
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}
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