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)
198 lines
6.6 KiB
C#
198 lines
6.6 KiB
C#
using NUnit.Framework;
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using Unity.Netcode.Transports.UTP;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.EditorTests
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{
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public class UnityTransportTests
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{
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// Check that starting an IPv4 server succeeds.
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[Test]
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public void UnityTransport_BasicInitServer_IPv4()
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{
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UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
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transport.Initialize();
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Assert.True(transport.StartServer());
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transport.Shutdown();
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}
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// Check that starting an IPv4 client succeeds.
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[Test]
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public void UnityTransport_BasicInitClient_IPv4()
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{
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UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
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transport.Initialize();
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Assert.True(transport.StartClient());
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transport.Shutdown();
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}
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// Check that starting an IPv6 server succeeds.
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[Test]
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public void UnityTransport_BasicInitServer_IPv6()
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{
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UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
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transport.Initialize();
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transport.SetConnectionData("::1", 7777);
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Assert.True(transport.StartServer());
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transport.Shutdown();
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}
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// Check that starting an IPv6 client succeeds.
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[Test]
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public void UnityTransport_BasicInitClient_IPv6()
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{
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UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
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transport.Initialize();
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transport.SetConnectionData("::1", 7777);
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Assert.True(transport.StartClient());
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transport.Shutdown();
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}
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// Check that we can't restart a server.
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[Test]
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public void UnityTransport_NoRestartServer()
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{
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UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
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transport.Initialize();
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transport.StartServer();
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Assert.False(transport.StartServer());
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transport.Shutdown();
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}
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// Check that we can't restart a client.
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[Test]
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public void UnityTransport_NoRestartClient()
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{
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UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
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transport.Initialize();
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transport.StartClient();
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Assert.False(transport.StartClient());
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transport.Shutdown();
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}
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// Check that we can't start both a server and client on the same transport.
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[Test]
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public void UnityTransport_NotBothServerAndClient()
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{
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UnityTransport transport;
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// Start server then client.
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transport = new GameObject().AddComponent<UnityTransport>();
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transport.Initialize();
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transport.StartServer();
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Assert.False(transport.StartClient());
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transport.Shutdown();
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// Start client then server.
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transport = new GameObject().AddComponent<UnityTransport>();
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transport.Initialize();
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transport.StartClient();
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Assert.False(transport.StartServer());
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transport.Shutdown();
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}
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// Check that restarting after failure succeeds.
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[Test]
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public void UnityTransport_RestartSucceedsAfterFailure()
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{
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UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
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transport.Initialize();
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transport.SetConnectionData("127.0.0.", 4242, "127.0.0.");
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Assert.False(transport.StartServer());
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LogAssert.Expect(LogType.Error, "Invalid network endpoint: 127.0.0.:4242.");
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LogAssert.Expect(LogType.Error, "Network listen address (127.0.0.) is Invalid!");
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#if UTP_TRANSPORT_2_0_ABOVE
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LogAssert.Expect(LogType.Error, "Socket creation failed (error Unity.Baselib.LowLevel.Binding+Baselib_ErrorState: Invalid argument (0x01000003) <argument name stripped>");
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#endif
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transport.SetConnectionData("127.0.0.1", 4242, "127.0.0.1");
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Assert.True(transport.StartServer());
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transport.Shutdown();
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}
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// Check that leaving all addresses empty is valid.
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[Test]
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public void UnityTransport_StartServerWithoutAddresses()
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{
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UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
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transport.Initialize();
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transport.SetConnectionData(string.Empty, 4242);
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Assert.True(transport.StartServer());
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transport.Shutdown();
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}
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// Check that StartClient returns false with bad connection data.
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[Test]
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public void UnityTransport_StartClientFailsWithBadAddress()
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{
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UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
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transport.Initialize();
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transport.SetConnectionData("foobar", 4242);
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Assert.False(transport.StartClient());
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LogAssert.Expect(LogType.Error, "Invalid network endpoint: foobar:4242.");
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LogAssert.Expect(LogType.Error, "Target server network address (foobar) is Invalid!");
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transport.Shutdown();
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}
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#if UTP_TRANSPORT_2_0_ABOVE
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[Test]
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public void UnityTransport_EmptySecurityStringsShouldThrow([Values("", null)] string cert, [Values("", null)] string secret)
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{
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var supportingGO = new GameObject();
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try
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{
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var networkManager = supportingGO.AddComponent<NetworkManager>(); // NM is required for UTP to work with certificates.
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networkManager.NetworkConfig = new NetworkConfig();
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UnityTransport transport = supportingGO.AddComponent<UnityTransport>();
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networkManager.NetworkConfig.NetworkTransport = transport;
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transport.Initialize();
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transport.SetServerSecrets(serverCertificate: cert, serverPrivateKey: secret);
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// Use encryption, but don't set certificate and check for exception
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transport.UseEncryption = true;
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Assert.Throws<System.Exception>(() =>
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{
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networkManager.StartServer();
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});
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// Make sure StartServer failed
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Assert.False(transport.NetworkDriver.IsCreated);
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Assert.False(networkManager.IsServer);
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Assert.False(networkManager.IsListening);
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}
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finally
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{
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if (supportingGO != null)
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{
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Object.DestroyImmediate(supportingGO);
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}
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}
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}
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#endif
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}
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}
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