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com.unity.netcode.gameobjects/Tests/Editor/Transports/UnityTransportTests.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

198 lines
6.6 KiB
C#

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