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

161 lines
5.5 KiB
C#

using System;
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
internal class NetworkManagerTransportTests
{
[Test]
public void ClientDoesNotStartWhenTransportFails()
{
bool callbackInvoked = false;
Action onTransportFailure = () => { callbackInvoked = true; };
var manager = new GameObject().AddComponent<NetworkManager>();
manager.OnTransportFailure += onTransportFailure;
var transport = manager.gameObject.AddComponent<FailedTransport>();
transport.FailOnStart = true;
manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
LogAssert.Expect(LogType.Error, $"[Netcode] Client is shutting down due to network transport start failure of {transport.GetType().Name}!");
Assert.False(manager.StartClient());
Assert.False(manager.IsListening);
Assert.False(manager.IsConnectedClient);
Assert.True(callbackInvoked);
}
[Test]
public void HostDoesNotStartWhenTransportFails()
{
bool callbackInvoked = false;
Action onTransportFailure = () => { callbackInvoked = true; };
var manager = new GameObject().AddComponent<NetworkManager>();
manager.OnTransportFailure += onTransportFailure;
var transport = manager.gameObject.AddComponent<FailedTransport>();
transport.FailOnStart = true;
manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
LogAssert.Expect(LogType.Error, $"[Netcode] Host is shutting down due to network transport start failure of {transport.GetType().Name}!");
Assert.False(manager.StartHost());
Assert.False(manager.IsListening);
Assert.True(callbackInvoked);
}
[Test]
public void ServerDoesNotStartWhenTransportFails()
{
bool callbackInvoked = false;
Action onTransportFailure = () => { callbackInvoked = true; };
var manager = new GameObject().AddComponent<NetworkManager>();
manager.OnTransportFailure += onTransportFailure;
var transport = manager.gameObject.AddComponent<FailedTransport>();
transport.FailOnStart = true;
manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
LogAssert.Expect(LogType.Error, $"[Netcode] Server is shutting down due to network transport start failure of {transport.GetType().Name}!");
Assert.False(manager.StartServer());
Assert.False(manager.IsListening);
Assert.True(callbackInvoked);
}
[UnityTest]
public IEnumerator ShutsDownWhenTransportFails()
{
bool callbackInvoked = false;
Action onTransportFailure = () => { callbackInvoked = true; };
var manager = new GameObject().AddComponent<NetworkManager>();
manager.OnTransportFailure += onTransportFailure;
var transport = manager.gameObject.AddComponent<FailedTransport>();
transport.FailOnNextPoll = true;
manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
Assert.True(manager.StartServer());
Assert.True(manager.IsListening);
LogAssert.Expect(LogType.Error, $"[Netcode] Server is shutting down due to network transport failure of {transport.GetType().Name}!");
// Need two updates to actually shut down. First one to see the transport failing, which
// marks the NetworkManager as shutting down. Second one where actual shutdown occurs.
yield return null;
yield return null;
Assert.False(manager.IsListening);
Assert.True(callbackInvoked);
}
/// <summary>
/// Does nothing but simulate a transport that can fail at startup and/or when polling events.
/// </summary>
internal class FailedTransport : TestingNetworkTransport
{
public bool FailOnStart = false;
public bool FailOnNextPoll = false;
public override bool StartClient() => !FailOnStart;
public override bool StartServer() => !FailOnStart;
public override NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime)
{
clientId = 0;
payload = new ArraySegment<byte>();
receiveTime = 0;
if (FailOnNextPoll)
{
FailOnNextPoll = false;
return NetworkEvent.TransportFailure;
}
else
{
return NetworkEvent.Nothing;
}
}
public override ulong ServerClientId => 0;
public override void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery)
{
}
public override void Initialize(NetworkManager networkManager = null)
{
}
public override void Shutdown()
{
}
public override ulong GetCurrentRtt(ulong clientId) => 0;
public override void DisconnectRemoteClient(ulong clientId)
{
}
public override void DisconnectLocalClient()
{
}
}
}
}