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com.unity.netcode.gameobjects/Tests/Runtime/Transports/SIPTransportTests.cs
Unity Technologies 60e2dabef4 com.unity.netcode.gameobjects@1.0.0-pre.7
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).

## [1.0.0-pre.7] - 2022-04-01

### Added

- Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828)
- Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823)
- Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762)
- `UnityTransport` settings can now be set programmatically. (#1845)
- `FastBufferWriter` and Reader IsInitialized property. (#1859)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849)

### Removed

- Removed `SnapshotSystem` (#1852)
- Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812)
- Removed `com.unity.collections` dependency from the package (#1849)

### Fixed
- Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850)
- Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847)
- Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841)
- Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838)
- Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836)
- Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828)
- Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821)
- Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811)
- Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809)
- Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808)
- Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801)
- Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780)
- Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779)
- Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777)
- Fixed parenting warning printing for false positives (#1855)
2022-04-01 00:00:00 +00:00

54 lines
2.0 KiB
C#

using System;
using System.Text;
using NUnit.Framework;
using UnityEngine;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
public class SIPTransportTests
{
[Test]
public void SendReceiveData()
{
SIPTransport server = new GameObject("Server").AddComponent<SIPTransport>();
SIPTransport client = new GameObject("Client").AddComponent<SIPTransport>();
server.Initialize();
server.StartServer();
client.Initialize();
client.StartClient();
NetworkEvent serverEvent = server.PollEvent(out ulong clientId, out _, out _);
NetworkEvent clientEvent = client.PollEvent(out ulong serverId, out _, out _);
// Make sure both connected
Assert.True(serverEvent == NetworkEvent.Connect);
Assert.True(clientEvent == NetworkEvent.Connect);
// Send data
server.Send(clientId, new ArraySegment<byte>(Encoding.ASCII.GetBytes("Hello Client")), NetworkDelivery.ReliableSequenced);
client.Send(serverId, new ArraySegment<byte>(Encoding.ASCII.GetBytes("Hello Server")), NetworkDelivery.ReliableSequenced);
serverEvent = server.PollEvent(out ulong newClientId, out ArraySegment<byte> serverPayload, out _);
clientEvent = client.PollEvent(out ulong newServerId, out ArraySegment<byte> clientPayload, out _);
// Make sure we got data
Assert.True(serverEvent == NetworkEvent.Data);
Assert.True(clientEvent == NetworkEvent.Data);
// Make sure the ID is correct
Assert.True(newClientId == clientId);
Assert.True(newServerId == serverId);
// Make sure the payload was correct
Assert.That(serverPayload, Is.EquivalentTo(Encoding.ASCII.GetBytes("Hello Server")));
Assert.That(clientPayload, Is.EquivalentTo(Encoding.ASCII.GetBytes("Hello Client")));
server.Shutdown();
client.Shutdown();
}
}
}