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com.unity.netcode.gameobjects/Tests/Runtime/InvalidConnectionEventsTest.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

174 lines
8.0 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using NUnit.Framework;
using Unity.Collections;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Debug = UnityEngine.Debug;
namespace Unity.Netcode.RuntimeTests
{
internal class InvalidConnectionEventsTest : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
public InvalidConnectionEventsTest() : base(HostOrServer.Server) { }
private class Hooks<TCatchType> : INetworkHooks
{
public void OnBeforeSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery) where T : INetworkMessage
{
}
public void OnAfterSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery, int messageSizeBytes) where T : INetworkMessage
{
}
public void OnBeforeReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
{
}
public void OnAfterReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
{
}
public void OnBeforeSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
{
}
public void OnAfterSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
{
}
public void OnBeforeReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
{
}
public void OnAfterReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
{
}
public bool OnVerifyCanSend(ulong destinationId, Type messageType, NetworkDelivery delivery)
{
return true;
}
public bool OnVerifyCanReceive(ulong senderId, Type messageType, FastBufferReader messageContent, ref NetworkContext context)
{
return true;
}
public void OnBeforeHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
{
if (typeof(T) == typeof(TCatchType))
{
Debug.Log("Woompa");
Assert.Fail($"{typeof(T).Name} was received when it should not have been.");
}
}
public void OnAfterHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
{
}
}
[UnityTest]
public IEnumerator WhenSendingConnectionApprovedToAlreadyConnectedClient_ConnectionApprovedMessageIsRejected()
{
var message = new ConnectionApprovedMessage
{
ConnectedClientIds = new NativeArray<ulong>(0, Allocator.Temp)
};
m_ServerNetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, m_ClientNetworkManagers[0].LocalClientId);
// Unnamed message is something to wait for. When this one is received,
// we know the above one has also reached its destination.
var writer = new FastBufferWriter(1, Allocator.Temp);
using (writer)
{
writer.WriteByteSafe(0);
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(m_ClientNetworkManagers[0].LocalClientId, writer);
}
m_ClientNetworkManagers[0].ConnectionManager.MessageManager.Hook(new Hooks<ConnectionApprovedMessage>());
LogAssert.Expect(LogType.Error, new Regex($"A {nameof(ConnectionApprovedMessage)} was received from the server when the connection has already been established\\. NetworkTransport: Unity.Netcode.Transports.UTP.UnityTransport UnityTransportProtocol: UnityTransport. This should not happen\\."));
yield return WaitForMessageReceived<UnnamedMessage>(m_ClientNetworkManagers.ToList());
}
[UnityTest]
public IEnumerator WhenSendingConnectionRequestToAnyClient_ConnectionRequestMessageIsRejected()
{
var message = new ConnectionRequestMessage();
m_ServerNetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, m_ClientNetworkManagers[0].LocalClientId);
// Unnamed message is something to wait for. When this one is received,
// we know the above one has also reached its destination.
var writer = new FastBufferWriter(1, Allocator.Temp);
using (writer)
{
writer.WriteByteSafe(0);
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(m_ClientNetworkManagers[0].LocalClientId, writer);
}
m_ClientNetworkManagers[0].ConnectionManager.MessageManager.Hook(new Hooks<ConnectionRequestMessage>());
LogAssert.Expect(LogType.Error, new Regex($"A {nameof(ConnectionRequestMessage)} was received from the server on the client side\\. NetworkTransport: Unity.Netcode.Transports.UTP.UnityTransport UnityTransportProtocol: UnityTransport. This should not happen\\."));
yield return WaitForMessageReceived<UnnamedMessage>(m_ClientNetworkManagers.ToList());
}
[UnityTest]
public IEnumerator WhenSendingConnectionRequestFromAlreadyConnectedClient_ConnectionRequestMessageIsRejected()
{
var message = new ConnectionRequestMessage();
m_ClientNetworkManagers[0].ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, m_ServerNetworkManager.LocalClientId);
// Unnamed message is something to wait for. When this one is received,
// we know the above one has also reached its destination.
var writer = new FastBufferWriter(1, Allocator.Temp);
using (writer)
{
writer.WriteByteSafe(0);
m_ClientNetworkManagers[0].CustomMessagingManager.SendUnnamedMessage(m_ServerNetworkManager.LocalClientId, writer);
}
m_ServerNetworkManager.ConnectionManager.MessageManager.Hook(new Hooks<ConnectionRequestMessage>());
LogAssert.Expect(LogType.Error, new Regex($"A {nameof(ConnectionRequestMessage)} was received from a client when the connection has already been established\\. NetworkTransport: Unity.Netcode.Transports.UTP.UnityTransport UnityTransportProtocol: UnityTransport. This should not happen\\."));
yield return WaitForMessageReceived<UnnamedMessage>(new List<NetworkManager> { m_ServerNetworkManager });
}
[UnityTest]
public IEnumerator WhenSendingConnectionApprovedFromAnyClient_ConnectionApprovedMessageIsRejected()
{
var message = new ConnectionApprovedMessage
{
ConnectedClientIds = new NativeArray<ulong>(0, Allocator.Temp)
};
m_ClientNetworkManagers[0].ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, m_ServerNetworkManager.LocalClientId);
// Unnamed message is something to wait for. When this one is received,
// we know the above one has also reached its destination.
var writer = new FastBufferWriter(1, Allocator.Temp);
using (writer)
{
writer.WriteByteSafe(0);
m_ClientNetworkManagers[0].CustomMessagingManager.SendUnnamedMessage(m_ServerNetworkManager.LocalClientId, writer);
}
m_ServerNetworkManager.ConnectionManager.MessageManager.Hook(new Hooks<ConnectionApprovedMessage>());
LogAssert.Expect(LogType.Error, new Regex($"A {nameof(ConnectionApprovedMessage)} was received from a client on the server side\\. NetworkTransport: Unity.Netcode.Transports.UTP.UnityTransport UnityTransportProtocol: UnityTransport. This should not happen\\."));
yield return WaitForMessageReceived<UnnamedMessage>(new List<NetworkManager> { m_ServerNetworkManager });
}
}
}