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). ## [2.0.0-exp.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
208 lines
6.7 KiB
C#
208 lines
6.7 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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internal class UnityTransportTests
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{
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[SetUp]
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public void OnSetup()
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{
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ILPPMessageProvider.IntegrationTestNoMessages = true;
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}
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[TearDown]
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public void OnTearDown()
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{
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ILPPMessageProvider.IntegrationTestNoMessages = false;
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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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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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