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). ## [2.1.1] - 2024-10-18 ### Added - Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097) - Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094) - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094) - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094) - Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088) - Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088) ### Fixed - Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103) - Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099) - Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096) - Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092) - Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081) - Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081) - Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081) - Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081) - Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078) - Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077) - Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075) ### Changed - Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097) - Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
105 lines
4.5 KiB
C#
105 lines
4.5 KiB
C#
using System.Collections;
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using System.Text.RegularExpressions;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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[TestFixture(ApprovalTimedOutTypes.ServerDoesNotRespond)]
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[TestFixture(ApprovalTimedOutTypes.ClientDoesNotRequest)]
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internal class ConnectionApprovalTimeoutTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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public enum ApprovalTimedOutTypes
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{
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ClientDoesNotRequest,
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ServerDoesNotRespond
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}
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private ApprovalTimedOutTypes m_ApprovalFailureType;
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public ConnectionApprovalTimeoutTests(ApprovalTimedOutTypes approvalFailureType)
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{
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m_ApprovalFailureType = approvalFailureType;
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}
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// Must be >= 5 since this is an int value and the test waits for timeout - 1 to try to verify it doesn't
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// time out early
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private const int k_TestTimeoutPeriod = 5;
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private Regex m_ExpectedLogMessage;
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private LogType m_LogType;
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protected override IEnumerator OnSetup()
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{
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m_BypassConnectionTimeout = true;
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return base.OnSetup();
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}
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protected override IEnumerator OnTearDown()
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{
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m_BypassConnectionTimeout = false;
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return base.OnTearDown();
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}
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protected override void OnServerAndClientsCreated()
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{
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m_ServerNetworkManager.NetworkConfig.ClientConnectionBufferTimeout = k_TestTimeoutPeriod;
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m_ServerNetworkManager.LogLevel = LogLevel.Developer;
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m_ClientNetworkManagers[0].NetworkConfig.ClientConnectionBufferTimeout = k_TestTimeoutPeriod;
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m_ClientNetworkManagers[0].LogLevel = LogLevel.Developer;
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base.OnServerAndClientsCreated();
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}
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protected override IEnumerator OnStartedServerAndClients()
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{
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if (m_ApprovalFailureType == ApprovalTimedOutTypes.ServerDoesNotRespond)
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{
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m_ServerNetworkManager.ConnectionManager.MockSkippingApproval = true;
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// We catch (don't process) the incoming approval message to simulate the server not sending the approved message in time
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m_ClientNetworkManagers[0].ConnectionManager.MessageManager.Hook(new MessageCatcher<ConnectionApprovedMessage>(m_ClientNetworkManagers[0]));
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m_ExpectedLogMessage = new Regex("Timed out waiting for the server to approve the connection request.");
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m_LogType = LogType.Log;
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}
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else
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{
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// We catch (don't process) the incoming connection request message to simulate a transport connection but the client never
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// sends (or takes too long to send) the connection request.
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m_ServerNetworkManager.ConnectionManager.MessageManager.Hook(new MessageCatcher<ConnectionRequestMessage>(m_ServerNetworkManager));
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// For this test, we know the timed out client will be Client-1
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m_ExpectedLogMessage = new Regex("Server detected a transport connection from Client-1, but timed out waiting for the connection request message.");
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m_LogType = LogType.Warning;
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}
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yield return null;
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}
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[UnityTest]
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public IEnumerator ValidateApprovalTimeout()
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{
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// Just delay for a second
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yield return new WaitForSeconds(k_TestTimeoutPeriod * 0.25f);
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// Verify we haven't received the time out message yet
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NetcodeLogAssert.LogWasNotReceived(LogType.Log, m_ExpectedLogMessage);
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yield return new WaitForSeconds(k_TestTimeoutPeriod * 1.25f);
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// We should have the test relative log message by this time.
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NetcodeLogAssert.LogWasReceived(m_LogType, m_ExpectedLogMessage);
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VerboseDebug("Checking connected client count");
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// It should only have the host client connected
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Assert.AreEqual(1, m_ServerNetworkManager.ConnectedClients.Count, $"Expected only one client when there were {m_ServerNetworkManager.ConnectedClients.Count} clients connected!");
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Assert.AreEqual(0, m_ServerNetworkManager.ConnectionManager.PendingClients.Count, $"Expected no pending clients when there were {m_ServerNetworkManager.ConnectionManager.PendingClients.Count} pending clients!");
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Assert.True(!m_ClientNetworkManagers[0].LocalClient.IsApproved, $"Expected the client to not have been approved, but it was!");
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}
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}
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}
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