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)
400 lines
15 KiB
C#
400 lines
15 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.Linq;
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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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using static Unity.Netcode.RuntimeTests.UnityTransportTestHelpers;
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namespace Unity.Netcode.RuntimeTests
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{
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public class UnityTransportConnectionTests
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{
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// For tests using multiple clients.
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private const int k_NumClients = 5;
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private UnityTransport m_Server;
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private UnityTransport[] m_Clients = new UnityTransport[k_NumClients];
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private List<TransportEvent> m_ServerEvents;
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private List<TransportEvent>[] m_ClientsEvents = new List<TransportEvent>[k_NumClients];
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[UnityTearDown]
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public IEnumerator Cleanup()
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{
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if (m_Server)
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{
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m_Server.Shutdown();
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UnityEngine.Object.DestroyImmediate(m_Server);
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}
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foreach (var transport in m_Clients)
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{
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if (transport)
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{
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transport.Shutdown();
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UnityEngine.Object.DestroyImmediate(transport);
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}
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}
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foreach (var transportEvents in m_ClientsEvents)
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{
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transportEvents?.Clear();
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}
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yield return null;
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}
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// Check that invalid endpoint addresses are detected and return false if detected
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[Test]
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public void DetectInvalidEndpoint()
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{
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using var netcodeLogAssert = new NetcodeLogAssert(true);
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
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m_Server.ConnectionData.Address = "Fubar";
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m_Server.ConnectionData.ServerListenAddress = "Fubar";
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m_Clients[0].ConnectionData.Address = "MoreFubar";
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Assert.False(m_Server.StartServer(), "Server failed to detect invalid endpoint!");
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Assert.False(m_Clients[0].StartClient(), "Client failed to detect invalid endpoint!");
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netcodeLogAssert.LogWasReceived(LogType.Error, $"Network listen address ({m_Server.ConnectionData.Address}) is Invalid!");
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netcodeLogAssert.LogWasReceived(LogType.Error, $"Target server network address ({m_Clients[0].ConnectionData.Address}) is Invalid!");
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}
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// Check connection with a single client.
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[UnityTest]
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public IEnumerator ConnectSingleClient()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
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m_Server.StartServer();
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m_Clients[0].StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
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// Check we've received Connect event on server too.
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Assert.AreEqual(1, m_ServerEvents.Count);
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Assert.AreEqual(NetworkEvent.Connect, m_ServerEvents[0].Type);
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yield return null;
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}
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// Check connection with multiple clients.
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[UnityTest]
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public IEnumerator ConnectMultipleClients()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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m_Server.StartServer();
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for (int i = 0; i < k_NumClients; i++)
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{
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InitializeTransport(out m_Clients[i], out m_ClientsEvents[i]);
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m_Clients[i].StartClient();
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}
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[k_NumClients - 1]);
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// Check that every client received a Connect event.
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Assert.True(m_ClientsEvents.All(evs => evs.Count == 1));
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Assert.True(m_ClientsEvents.All(evs => evs[0].Type == NetworkEvent.Connect));
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// Check we've received Connect events on server too.
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Assert.AreEqual(k_NumClients, m_ServerEvents.Count);
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Assert.True(m_ServerEvents.All(ev => ev.Type == NetworkEvent.Connect));
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yield return null;
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}
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// Check server disconnection with a single client.
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[UnityTest]
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public IEnumerator ServerDisconnectSingleClient()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
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m_Server.StartServer();
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m_Clients[0].StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
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m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
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yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ClientsEvents[0]);
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yield return null;
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}
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// Check server disconnection with multiple clients.
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[UnityTest]
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public IEnumerator ServerDisconnectMultipleClients()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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m_Server.StartServer();
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for (int i = 0; i < k_NumClients; i++)
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{
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InitializeTransport(out m_Clients[i], out m_ClientsEvents[i]);
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m_Clients[i].StartClient();
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}
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[k_NumClients - 1]);
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// Disconnect a single client.
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m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
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// Need to manually wait since we don't know which client will get the Disconnect.
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yield return new WaitForSeconds(MaxNetworkEventWaitTime);
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// Check that we received a Disconnect event on only one client.
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Assert.AreEqual(1, m_ClientsEvents.Count(evs => evs.Count == 2 && evs[1].Type == NetworkEvent.Disconnect));
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// Disconnect all the other clients.
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for (int i = 1; i < k_NumClients; i++)
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{
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m_Server.DisconnectRemoteClient(m_ServerEvents[i].ClientID);
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}
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// Need to manually wait since we don't know which client got the Disconnect.
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yield return new WaitForSeconds(MaxNetworkEventWaitTime);
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// Check that all clients got a Disconnect event.
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Assert.True(m_ClientsEvents.All(evs => evs.Count == 2));
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Assert.True(m_ClientsEvents.All(evs => evs[1].Type == NetworkEvent.Disconnect));
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yield return null;
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}
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// Check client disconnection from a single client.
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[UnityTest]
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public IEnumerator ClientDisconnectSingleClient()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
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m_Server.StartServer();
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m_Clients[0].StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
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m_Clients[0].DisconnectLocalClient();
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yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
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}
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// Check client disconnection with multiple clients.
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[UnityTest]
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public IEnumerator ClientDisconnectMultipleClients()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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m_Server.StartServer();
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for (int i = 0; i < k_NumClients; i++)
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{
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InitializeTransport(out m_Clients[i], out m_ClientsEvents[i]);
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m_Clients[i].StartClient();
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}
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[k_NumClients - 1]);
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// Disconnect a single client.
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m_Clients[0].DisconnectLocalClient();
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yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
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// Disconnect all the other clients.
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for (int i = 1; i < k_NumClients; i++)
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{
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m_Clients[i].DisconnectLocalClient();
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}
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yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
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// Check that we got the correct number of Disconnect events on the server.
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Assert.AreEqual(k_NumClients * 2, m_ServerEvents.Count);
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Assert.AreEqual(k_NumClients, m_ServerEvents.Count(e => e.Type == NetworkEvent.Disconnect));
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yield return null;
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}
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// Check that server re-disconnects are no-ops.
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[UnityTest]
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public IEnumerator RepeatedServerDisconnectsNoop()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
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m_Server.StartServer();
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m_Clients[0].StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
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m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
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yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ClientsEvents[0]);
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var previousServerEventsCount = m_ServerEvents.Count;
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var previousClientEventsCount = m_ClientsEvents[0].Count;
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m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
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// Need to wait manually since no event should be generated.
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yield return new WaitForSeconds(MaxNetworkEventWaitTime);
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// Check we haven't received anything else on the client or server.
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Assert.AreEqual(m_ServerEvents.Count, previousServerEventsCount);
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Assert.AreEqual(m_ClientsEvents[0].Count, previousClientEventsCount);
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yield return null;
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}
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// Check that client re-disconnects are no-ops.
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[UnityTest]
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public IEnumerator RepeatedClientDisconnectsNoop()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
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m_Server.StartServer();
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m_Clients[0].StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
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m_Clients[0].DisconnectLocalClient();
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yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
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var previousServerEventsCount = m_ServerEvents.Count;
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var previousClientEventsCount = m_ClientsEvents[0].Count;
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m_Clients[0].DisconnectLocalClient();
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// Need to wait manually since no event should be generated.
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yield return new WaitForSeconds(MaxNetworkEventWaitTime);
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// Check we haven't received anything else on the client or server.
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Assert.AreEqual(m_ServerEvents.Count, previousServerEventsCount);
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Assert.AreEqual(m_ClientsEvents[0].Count, previousClientEventsCount);
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yield return null;
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}
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// Check connection with different server/listen addresses.
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[UnityTest]
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public IEnumerator DifferentServerAndListenAddresses()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
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m_Server.SetConnectionData("127.0.0.1", 10042, "0.0.0.0");
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m_Clients[0].SetConnectionData("127.0.0.1", 10042);
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m_Server.StartServer();
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m_Clients[0].StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
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// Check we've received Connect event on server too.
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Assert.AreEqual(1, m_ServerEvents.Count);
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Assert.AreEqual(NetworkEvent.Connect, m_ServerEvents[0].Type);
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yield return null;
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}
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// Check server disconnection with data in send queue.
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[UnityTest]
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public IEnumerator ServerDisconnectWithDataInQueue()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
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m_Server.StartServer();
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m_Clients[0].StartClient();
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// Wait for the client to connect before we disconnect the client
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
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var data = new ArraySegment<byte>(new byte[] { 42 });
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m_Server.Send(m_ServerEvents[0].ClientID, data, NetworkDelivery.Unreliable);
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m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ClientsEvents[0]);
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if (m_ClientsEvents[0].Count >= 3)
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{
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Assert.AreEqual(NetworkEvent.Disconnect, m_ClientsEvents[0][2].Type);
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}
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else
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{
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yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ClientsEvents[0]);
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}
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}
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// Check client disconnection with data in send queue.
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[UnityTest]
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public IEnumerator ClientDisconnectWithDataInQueue()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
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m_Server.StartServer();
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m_Clients[0].StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ServerEvents);
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var data = new ArraySegment<byte>(new byte[] { 42 });
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m_Clients[0].Send(m_Clients[0].ServerClientId, data, NetworkDelivery.Unreliable);
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m_Clients[0].DisconnectLocalClient();
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
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if (m_ServerEvents.Count >= 3)
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{
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Assert.AreEqual(NetworkEvent.Disconnect, m_ServerEvents[2].Type);
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}
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else
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{
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yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
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}
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}
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// Check that a server can disconnect a client after another client has disconnected.
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[UnityTest]
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public IEnumerator ServerDisconnectAfterClientDisconnect()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
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InitializeTransport(out m_Clients[1], out m_ClientsEvents[1]);
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m_Server.StartServer();
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m_Clients[0].StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
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m_Clients[1].StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[1]);
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m_Clients[0].DisconnectLocalClient();
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yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
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// Pick the client ID of the still connected client.
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var clientId = m_ServerEvents[0].ClientID;
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if (m_ServerEvents[2].ClientID == clientId)
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{
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clientId = m_ServerEvents[1].ClientID;
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}
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m_Server.DisconnectRemoteClient(clientId);
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yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ClientsEvents[1]);
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yield return null;
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}
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}
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}
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