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com.unity.netcode.gameobjects/Tests/Editor/Messaging/MessageCorruptionTests.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

204 lines
7.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using NUnit.Framework;
using NUnit.Framework.Internal;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.EditorTests
{
public class MessageCorruptionTests
{
private struct TestMessage : INetworkMessage, INetworkSerializeByMemcpy
{
public ForceNetworkSerializeByMemcpy<Guid> Value;
public static bool Handled;
public static bool Deserialized;
public void Serialize(FastBufferWriter writer, int targetVersion)
{
writer.WriteValueSafe(Value);
}
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{
Deserialized = true;
reader.ReadValueSafe(out Value);
return true;
}
public void Handle(ref NetworkContext context)
{
Handled = true;
}
public int Version => 0;
}
private class TestMessageProvider : INetworkMessageProvider
{
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
{
return new List<NetworkMessageManager.MessageWithHandler>
{
new NetworkMessageManager.MessageWithHandler
{
MessageType = typeof(TestMessage),
Handler = NetworkMessageManager.ReceiveMessage<TestMessage>,
GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<TestMessage>
}
};
}
}
public enum TypeOfCorruption
{
OffsetPlus,
OffsetMinus,
CorruptBytes,
Truncated,
AdditionalGarbageData,
}
private class TestMessageSender : INetworkMessageSender
{
public TypeOfCorruption Corruption;
public List<byte[]> MessageQueue = new List<byte[]>();
public unsafe void Send(ulong clientId, NetworkDelivery delivery, FastBufferWriter batchData)
{
switch (Corruption)
{
case TypeOfCorruption.OffsetPlus:
{
using var subWriter = new FastBufferWriter(batchData.Length + 1, Allocator.Temp);
subWriter.WriteByteSafe(0);
subWriter.WriteBytesSafe(batchData.GetUnsafePtr(), batchData.Length);
MessageQueue.Add(subWriter.ToArray());
break;
}
case TypeOfCorruption.OffsetMinus:
{
using var subWriter = new FastBufferWriter(batchData.Length - 1, Allocator.Temp);
subWriter.WriteBytesSafe(batchData.GetUnsafePtr() + 1, batchData.Length - 1);
MessageQueue.Add(subWriter.ToArray());
break;
}
case TypeOfCorruption.CorruptBytes:
batchData.Seek(batchData.Length - 2);
var currentByte = batchData.GetUnsafePtr()[0];
batchData.WriteByteSafe((byte)(currentByte == 0 ? 1 : 0));
MessageQueue.Add(batchData.ToArray());
break;
case TypeOfCorruption.Truncated:
batchData.Truncate(batchData.Length - 1);
MessageQueue.Add(batchData.ToArray());
break;
case TypeOfCorruption.AdditionalGarbageData:
batchData.Seek(batchData.Length);
batchData.WriteByteSafe(0);
MessageQueue.Add(batchData.ToArray());
break;
}
}
}
private NetworkMessageManager m_MessageManager;
private TestMessageSender m_MessageSender;
[SetUp]
public void SetUp()
{
TestMessage.Handled = false;
TestMessage.Deserialized = false;
m_MessageSender = new TestMessageSender();
m_MessageManager = new NetworkMessageManager(m_MessageSender, this, new TestMessageProvider());
m_MessageManager.ClientConnected(0);
m_MessageManager.SetVersion(0, XXHash.Hash32(typeof(TestMessage).FullName), 0);
}
[TearDown]
public void TearDown()
{
m_MessageManager.Dispose();
}
private TestMessage GetMessage()
{
return new TestMessage
{
Value = Guid.NewGuid()
};
}
[Test]
public unsafe void WhenPacketsAreCorrupted_TheyDontGetProcessed([Values] TypeOfCorruption typeOfCorruption)
{
m_MessageSender.Corruption = typeOfCorruption;
switch (typeOfCorruption)
{
case TypeOfCorruption.OffsetMinus:
case TypeOfCorruption.OffsetPlus:
LogAssert.Expect(LogType.Error, new Regex("Received a packet with an invalid Magic Value\\."));
break;
case TypeOfCorruption.Truncated:
case TypeOfCorruption.AdditionalGarbageData:
LogAssert.Expect(LogType.Error, new Regex("Received a packet with an invalid Batch Size Value\\."));
break;
case TypeOfCorruption.CorruptBytes:
LogAssert.Expect(LogType.Error, new Regex("Received a packet with an invalid Hash Value\\."));
break;
}
// Dummy batch header
var batchHeader = new NetworkBatchHeader
{
BatchCount = 1
};
var messageHeader = new NetworkMessageHeader
{
MessageSize = (ushort)UnsafeUtility.SizeOf<TestMessage>(),
MessageType = m_MessageManager.GetMessageType(typeof(TestMessage)),
};
var message = GetMessage();
var writer = new FastBufferWriter(1300, Allocator.Temp);
using (writer)
{
writer.TryBeginWrite(FastBufferWriter.GetWriteSize(batchHeader) +
FastBufferWriter.GetWriteSize(messageHeader) +
FastBufferWriter.GetWriteSize(message));
writer.WriteValue(batchHeader);
writer.WriteValue(messageHeader);
writer.WriteValue(message);
// Fill out the rest of the batch header
writer.Seek(0);
batchHeader = new NetworkBatchHeader
{
Magic = NetworkBatchHeader.MagicValue,
BatchSize = writer.Length,
BatchHash = XXHash.Hash64(writer.GetUnsafePtr() + sizeof(NetworkBatchHeader), writer.Length - sizeof(NetworkBatchHeader)),
BatchCount = 1
};
writer.WriteValue(batchHeader);
m_MessageSender.Send(0, NetworkDelivery.Reliable, writer);
var receivedMessage = m_MessageSender.MessageQueue[0];
m_MessageSender.MessageQueue.Clear();
m_MessageManager.HandleIncomingData(0, new ArraySegment<byte>(receivedMessage), 0);
Assert.IsFalse(TestMessage.Deserialized);
Assert.IsFalse(TestMessage.Handled);
}
}
}
}