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). ## [2.0.0] - 2024-09-12 ### Added - Added tooltips for all of the `NetworkObject` component's properties. (#3052) - Added message size validation to named and unnamed message sending functions for better error messages. (#3049) - Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031) - Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013) - Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013) - Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013) - Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013) - Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013) ### Fixed - Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057) - Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052) - Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051) - Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045) - Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042) - Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030) - Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026) - Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013) - Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013) ### Changed - Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052) - Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052) - Changed when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052) - Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013) - Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013) - Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
154 lines
6.0 KiB
C#
154 lines
6.0 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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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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[TestFixture(PlayerCreation.Prefab)]
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[TestFixture(PlayerCreation.PrefabHash)]
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[TestFixture(PlayerCreation.NoPlayer)]
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[TestFixture(PlayerCreation.FailValidation)]
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internal class ConnectionApprovalTests : NetcodeIntegrationTest
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{
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private const string k_InvalidToken = "Invalid validation token!";
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public enum PlayerCreation
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{
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Prefab,
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PrefabHash,
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NoPlayer,
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FailValidation
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}
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private PlayerCreation m_PlayerCreation;
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private bool m_ClientDisconnectReasonValidated;
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private Dictionary<ulong, bool> m_Validated = new Dictionary<ulong, bool>();
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public ConnectionApprovalTests(PlayerCreation playerCreation)
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{
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m_PlayerCreation = playerCreation;
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}
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protected override int NumberOfClients => 1;
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private Guid m_ValidationToken;
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protected override bool ShouldCheckForSpawnedPlayers()
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{
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return m_PlayerCreation != PlayerCreation.NoPlayer;
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}
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protected override void OnServerAndClientsCreated()
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{
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m_ClientDisconnectReasonValidated = false;
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m_BypassConnectionTimeout = m_PlayerCreation == PlayerCreation.FailValidation;
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m_Validated.Clear();
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m_ValidationToken = Guid.NewGuid();
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var validationToken = Encoding.UTF8.GetBytes(m_ValidationToken.ToString());
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m_ServerNetworkManager.ConnectionApprovalCallback = NetworkManagerObject_ConnectionApprovalCallback;
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m_ServerNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
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if (m_PlayerCreation == PlayerCreation.PrefabHash)
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{
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m_ServerNetworkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = m_PlayerPrefab });
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}
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m_ServerNetworkManager.NetworkConfig.ConnectionApproval = true;
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m_ServerNetworkManager.NetworkConfig.ConnectionData = validationToken;
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foreach (var client in m_ClientNetworkManagers)
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{
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client.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
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if (m_PlayerCreation == PlayerCreation.PrefabHash)
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{
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client.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = m_PlayerPrefab });
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}
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client.NetworkConfig.ConnectionApproval = true;
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client.NetworkConfig.ConnectionData = m_PlayerCreation == PlayerCreation.FailValidation ? Encoding.UTF8.GetBytes(Guid.NewGuid().ToString()) : validationToken;
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if (m_PlayerCreation == PlayerCreation.FailValidation)
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{
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client.OnClientDisconnectCallback += Client_OnClientDisconnectCallback;
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}
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}
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base.OnServerAndClientsCreated();
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}
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private void Client_OnClientDisconnectCallback(ulong clientId)
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{
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m_ClientNetworkManagers[0].OnClientDisconnectCallback -= Client_OnClientDisconnectCallback;
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m_ClientDisconnectReasonValidated = m_ClientNetworkManagers[0].LocalClientId == clientId && m_ClientNetworkManagers[0].DisconnectReason == k_InvalidToken;
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}
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private bool ClientAndHostValidated()
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{
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if (!m_Validated.ContainsKey(m_ServerNetworkManager.LocalClientId) || !m_Validated[m_ServerNetworkManager.LocalClientId])
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{
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return false;
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}
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if (m_PlayerCreation == PlayerCreation.FailValidation)
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{
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return m_ClientDisconnectReasonValidated;
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}
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else
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{
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foreach (var client in m_ClientNetworkManagers)
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{
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if (!m_Validated.ContainsKey(client.LocalClientId) || !m_Validated[client.LocalClientId])
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{
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return false;
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}
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}
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}
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return true;
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}
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[UnityTest]
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public IEnumerator ConnectionApproval()
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{
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yield return WaitForConditionOrTimeOut(ClientAndHostValidated);
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AssertOnTimeout("Timed out waiting for all clients to be approved!");
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}
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private void NetworkManagerObject_ConnectionApprovalCallback(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response)
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{
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var stringGuid = Encoding.UTF8.GetString(request.Payload);
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if (m_ValidationToken.ToString() == stringGuid)
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{
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m_Validated.Add(request.ClientNetworkId, true);
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response.Approved = true;
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}
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else
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{
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response.Approved = false;
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response.Reason = "Invalid validation token!";
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}
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response.CreatePlayerObject = ShouldCheckForSpawnedPlayers();
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response.Position = null;
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response.Rotation = null;
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response.PlayerPrefabHash = m_PlayerCreation == PlayerCreation.PrefabHash ? m_PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash : null;
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}
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[Test]
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public void VerifyUniqueNetworkConfigPerRequest()
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{
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var networkConfig = new NetworkConfig
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{
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EnableSceneManagement = true,
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TickRate = 30
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};
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var currentHash = networkConfig.GetConfig();
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networkConfig.EnableSceneManagement = false;
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networkConfig.TickRate = 60;
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var newHash = networkConfig.GetConfig(false);
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Assert.True(currentHash != newHash, $"Hashed {nameof(NetworkConfig)} values {currentHash} and {newHash} should not be the same!");
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}
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}
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}
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