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com.unity.netcode.gameobjects/Tests/Runtime/ClientApprovalDenied.cs
Unity Technologies 4d70c198bd com.unity.netcode.gameobjects@1.5.1
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).

## [1.5.1] - 2023-06-07

### Added

- Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375)
- The location of the automatically-created default network prefab list can now be configured (#2544)
- Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530)
- Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568)

### Fixed

- Fixed: Fixed a null reference in codegen in some projects (#2581)
- Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569)
- Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565)
- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
- Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events.  (#2542,#2543)
- Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
- Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529)
- Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528)
- Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)
- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)
- Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518)
- Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510)
- Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)

## Changed

- Adding network prefabs before NetworkManager initialization is now supported. (#2565)
- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)
- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533)
- Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
2023-06-07 00:00:00 +00:00

73 lines
3.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class ClientApprovalDenied : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
private bool m_ApproveConnection = true;
private ulong m_PendingClientId = 0;
private ulong m_DisconnectedClientId = 0;
private List<ulong> m_DisconnectedClientIdentifiers = new List<ulong>();
private void ConnectionApproval(NetworkManager.ConnectionApprovalRequest connectionApprovalRequest, NetworkManager.ConnectionApprovalResponse connectionApprovalResponse)
{
connectionApprovalResponse.Approved = m_ApproveConnection;
connectionApprovalResponse.CreatePlayerObject = true;
// When denied, store the client identifier to use for validating the client disconnected notification identifier matches
if (!m_ApproveConnection)
{
m_PendingClientId = connectionApprovalRequest.ClientNetworkId;
}
}
protected override void OnNewClientCreated(NetworkManager networkManager)
{
networkManager.NetworkConfig.ConnectionApproval = true;
base.OnNewClientCreated(networkManager);
}
protected override bool ShouldWaitForNewClientToConnect(NetworkManager networkManager)
{
return false;
}
/// <summary>
/// Validates that when a pending client is denied approval the server-host
/// OnClientDisconnected method will return the valid pending client identifier.
/// </summary>
[UnityTest]
public IEnumerator ClientDeniedAndDisconnectionNotificationTest()
{
m_ServerNetworkManager.NetworkConfig.ConnectionApproval = true;
m_ServerNetworkManager.ConnectionApprovalCallback = ConnectionApproval;
m_ApproveConnection = false;
m_ServerNetworkManager.OnClientDisconnectCallback += OnClientDisconnectCallback;
yield return CreateAndStartNewClient();
yield return WaitForConditionOrTimeOut(() => m_PendingClientId == m_DisconnectedClientId);
AssertOnTimeout($"Timed out waiting for disconnect notification for pending Client-{m_PendingClientId}!");
// Validate that we don't get multiple disconnect notifications for clients being disconnected
// Have a client disconnect remotely
m_ClientNetworkManagers[0].Shutdown();
// Have the server disconnect a client
m_ServerNetworkManager.DisconnectClient(m_ClientNetworkManagers[1].LocalClientId);
m_ServerNetworkManager.OnClientDisconnectCallback -= OnClientDisconnectCallback;
}
private void OnClientDisconnectCallback(ulong clientId)
{
Assert.False(m_DisconnectedClientIdentifiers.Contains(clientId), $"Received two disconnect notifications from Client-{clientId}!");
m_DisconnectedClientIdentifiers.Add(clientId);
m_DisconnectedClientId = clientId;
}
}
}