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com.unity.netcode.gameobjects/Tests/Runtime/ConnectionApprovalTimeoutTests.cs
Unity Technologies 63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.4
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)
2024-05-31 00:00:00 +00:00

105 lines
4.5 KiB
C#

using System.Collections;
using System.Text.RegularExpressions;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(ApprovalTimedOutTypes.ServerDoesNotRespond)]
[TestFixture(ApprovalTimedOutTypes.ClientDoesNotRequest)]
internal class ConnectionApprovalTimeoutTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
public enum ApprovalTimedOutTypes
{
ClientDoesNotRequest,
ServerDoesNotRespond
}
private ApprovalTimedOutTypes m_ApprovalFailureType;
public ConnectionApprovalTimeoutTests(ApprovalTimedOutTypes approvalFailureType)
{
m_ApprovalFailureType = approvalFailureType;
}
// Must be >= 5 since this is an int value and the test waits for timeout - 1 to try to verify it doesn't
// time out early
private const int k_TestTimeoutPeriod = 5;
private Regex m_ExpectedLogMessage;
private LogType m_LogType;
protected override IEnumerator OnSetup()
{
m_BypassConnectionTimeout = true;
return base.OnSetup();
}
protected override IEnumerator OnTearDown()
{
m_BypassConnectionTimeout = false;
return base.OnTearDown();
}
protected override void OnServerAndClientsCreated()
{
m_ServerNetworkManager.NetworkConfig.ClientConnectionBufferTimeout = k_TestTimeoutPeriod;
m_ServerNetworkManager.LogLevel = LogLevel.Developer;
m_ClientNetworkManagers[0].NetworkConfig.ClientConnectionBufferTimeout = k_TestTimeoutPeriod;
m_ClientNetworkManagers[0].LogLevel = LogLevel.Developer;
base.OnServerAndClientsCreated();
}
protected override IEnumerator OnStartedServerAndClients()
{
if (m_ApprovalFailureType == ApprovalTimedOutTypes.ServerDoesNotRespond)
{
m_ServerNetworkManager.ConnectionManager.MockSkippingApproval = true;
// We catch (don't process) the incoming approval message to simulate the server not sending the approved message in time
m_ClientNetworkManagers[0].ConnectionManager.MessageManager.Hook(new MessageCatcher<ConnectionApprovedMessage>(m_ClientNetworkManagers[0]));
m_ExpectedLogMessage = new Regex("Timed out waiting for the server to approve the connection request.");
m_LogType = LogType.Log;
}
else
{
// We catch (don't process) the incoming connection request message to simulate a transport connection but the client never
// sends (or takes too long to send) the connection request.
m_ServerNetworkManager.ConnectionManager.MessageManager.Hook(new MessageCatcher<ConnectionRequestMessage>(m_ServerNetworkManager));
// For this test, we know the timed out client will be Client-1
m_ExpectedLogMessage = new Regex("Server detected a transport connection from Client-1, but timed out waiting for the connection request message.");
m_LogType = LogType.Warning;
}
yield return null;
}
[UnityTest]
public IEnumerator ValidateApprovalTimeout()
{
// Just delay for a second
yield return new WaitForSeconds(1);
// Verify we haven't received the time out message yet
NetcodeLogAssert.LogWasNotReceived(LogType.Log, m_ExpectedLogMessage);
yield return new WaitForSeconds(k_TestTimeoutPeriod * 1.25f);
// We should have the test relative log message by this time.
NetcodeLogAssert.LogWasReceived(m_LogType, m_ExpectedLogMessage);
VerboseDebug("Checking connected client count");
// It should only have the host client connected
Assert.AreEqual(1, m_ServerNetworkManager.ConnectedClients.Count, $"Expected only one client when there were {m_ServerNetworkManager.ConnectedClients.Count} clients connected!");
Assert.AreEqual(0, m_ServerNetworkManager.ConnectionManager.PendingClients.Count, $"Expected no pending clients when there were {m_ServerNetworkManager.ConnectionManager.PendingClients.Count} pending clients!");
Assert.True(!m_ClientNetworkManagers[0].LocalClient.IsApproved, $"Expected the client to not have been approved, but it was!");
}
}
}