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)
235 lines
8.6 KiB
C#
235 lines
8.6 KiB
C#
using System;
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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;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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public class NetworkManagerEventsTests
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{
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private NetworkManager m_ClientManager;
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private NetworkManager m_ServerManager;
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[UnityTest]
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public IEnumerator OnServerStoppedCalledWhenServerStops()
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{
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bool callbackInvoked = false;
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var gameObject = new GameObject(nameof(OnServerStoppedCalledWhenServerStops));
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m_ServerManager = gameObject.AddComponent<NetworkManager>();
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// Set dummy transport that does nothing
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var transport = gameObject.AddComponent<DummyTransport>();
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m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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Action<bool> onServerStopped = (bool wasAlsoClient) =>
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{
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callbackInvoked = true;
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Assert.IsFalse(wasAlsoClient);
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};
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// Start server to cause initialization process
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Assert.True(m_ServerManager.StartServer());
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Assert.True(m_ServerManager.IsListening);
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m_ServerManager.OnServerStopped += onServerStopped;
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m_ServerManager.Shutdown();
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UnityEngine.Object.DestroyImmediate(gameObject);
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yield return WaitUntilManagerShutsdown();
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Assert.False(m_ServerManager.IsListening);
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Assert.True(callbackInvoked, "OnServerStopped wasn't invoked");
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}
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[UnityTest]
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public IEnumerator OnClientStoppedCalledWhenClientStops()
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{
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yield return InitializeServerAndAClient();
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bool callbackInvoked = false;
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Action<bool> onClientStopped = (bool wasAlsoServer) =>
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{
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callbackInvoked = true;
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Assert.IsFalse(wasAlsoServer);
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};
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m_ClientManager.OnClientStopped += onClientStopped;
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m_ClientManager.Shutdown();
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yield return WaitUntilManagerShutsdown();
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Assert.True(callbackInvoked, "OnClientStopped wasn't invoked");
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}
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[UnityTest]
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public IEnumerator OnClientAndServerStoppedCalledWhenHostStops()
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{
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var gameObject = new GameObject(nameof(OnClientAndServerStoppedCalledWhenHostStops));
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m_ServerManager = gameObject.AddComponent<NetworkManager>();
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// Set dummy transport that does nothing
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var transport = gameObject.AddComponent<DummyTransport>();
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m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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int callbacksInvoked = 0;
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Action<bool> onClientStopped = (bool wasAlsoServer) =>
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{
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callbacksInvoked++;
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Assert.IsTrue(wasAlsoServer);
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};
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Action<bool> onServerStopped = (bool wasAlsoClient) =>
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{
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callbacksInvoked++;
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Assert.IsTrue(wasAlsoClient);
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};
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// Start server to cause initialization process
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Assert.True(m_ServerManager.StartHost());
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Assert.True(m_ServerManager.IsListening);
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m_ServerManager.OnServerStopped += onServerStopped;
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m_ServerManager.OnClientStopped += onClientStopped;
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m_ServerManager.Shutdown();
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UnityEngine.Object.DestroyImmediate(gameObject);
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yield return WaitUntilManagerShutsdown();
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Assert.False(m_ServerManager.IsListening);
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Assert.AreEqual(2, callbacksInvoked, "either OnServerStopped or OnClientStopped wasn't invoked");
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}
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[UnityTest]
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public IEnumerator OnServerStartedCalledWhenServerStarts()
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{
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var gameObject = new GameObject(nameof(OnServerStartedCalledWhenServerStarts));
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m_ServerManager = gameObject.AddComponent<NetworkManager>();
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// Set dummy transport that does nothing
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var transport = gameObject.AddComponent<DummyTransport>();
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m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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bool callbackInvoked = false;
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Action onServerStarted = () =>
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{
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callbackInvoked = true;
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if (!m_ServerManager.IsServer)
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{
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Assert.Fail("OnServerStarted called when the server is not active yet");
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}
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};
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// Start server to cause initialization process
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m_ServerManager.OnServerStarted += onServerStarted;
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Assert.True(m_ServerManager.StartServer());
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Assert.True(m_ServerManager.IsListening);
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yield return WaitUntilServerBufferingIsReady();
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Assert.True(callbackInvoked, "OnServerStarted wasn't invoked");
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}
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[UnityTest]
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public IEnumerator OnClientStartedCalledWhenClientStarts()
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{
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bool callbackInvoked = false;
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Action onClientStarted = () =>
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{
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callbackInvoked = true;
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if (!m_ClientManager.IsClient)
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{
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Assert.Fail("onClientStarted called when the client is not active yet");
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}
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};
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yield return InitializeServerAndAClient(onClientStarted);
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Assert.True(callbackInvoked, "OnClientStarted wasn't invoked");
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}
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[UnityTest]
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public IEnumerator OnClientAndServerStartedCalledWhenHostStarts()
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{
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var gameObject = new GameObject(nameof(OnClientAndServerStartedCalledWhenHostStarts));
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m_ServerManager = gameObject.AddComponent<NetworkManager>();
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// Set dummy transport that does nothing
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var transport = gameObject.AddComponent<DummyTransport>();
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m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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int callbacksInvoked = 0;
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Action onClientStarted = () =>
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{
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callbacksInvoked++;
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};
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Action onServerStarted = () =>
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{
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callbacksInvoked++;
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};
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m_ServerManager.OnServerStarted += onServerStarted;
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m_ServerManager.OnClientStarted += onClientStarted;
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// Start server to cause initialization process
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Assert.True(m_ServerManager.StartHost());
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Assert.True(m_ServerManager.IsListening);
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yield return WaitUntilServerBufferingIsReady();
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Assert.AreEqual(2, callbacksInvoked, "either OnServerStarted or OnClientStarted wasn't invoked");
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}
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private IEnumerator WaitUntilManagerShutsdown()
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{
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/* Need two updates to actually shut down. First one to see the transport failing, which
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marks the NetworkManager as shutting down. Second one where actual shutdown occurs. */
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yield return null;
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yield return null;
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}
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private IEnumerator InitializeServerAndAClient(Action onClientStarted = null)
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{
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// Create multiple NetworkManager instances
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if (!NetcodeIntegrationTestHelpers.Create(1, out m_ServerManager, out NetworkManager[] clients, 30))
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{
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Debug.LogError("Failed to create instances");
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Assert.Fail("Failed to create instances");
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}
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// passing no clients on purpose to start them manually later
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NetcodeIntegrationTestHelpers.Start(false, m_ServerManager, new NetworkManager[] { });
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yield return WaitUntilServerBufferingIsReady();
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m_ClientManager = clients[0];
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if (onClientStarted != null)
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{
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m_ClientManager.OnClientStarted += onClientStarted;
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}
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Assert.True(m_ClientManager.StartClient());
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NetcodeIntegrationTestHelpers.RegisterHandlers(clients[0]);
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// Wait for connection on client side
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yield return NetcodeIntegrationTestHelpers.WaitForClientsConnected(clients);
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}
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private IEnumerator WaitUntilServerBufferingIsReady()
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{
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/* wait until at least more than 2 server ticks have passed
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Note: Waiting for more than 2 ticks on the server is due
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to the time system applying buffering to the received time
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in NetworkTimeSystem.Sync */
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yield return new WaitUntil(() => m_ServerManager.NetworkTickSystem.ServerTime.Tick > 2);
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}
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[UnityTearDown]
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public virtual IEnumerator Teardown()
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{
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NetcodeIntegrationTestHelpers.Destroy();
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yield return null;
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}
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}
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}
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