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com.unity.netcode.gameobjects/Tests/Runtime/Transports/UnityTransportConnectionTests.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

400 lines
15 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UnityEngine.TestTools;
using static Unity.Netcode.RuntimeTests.UnityTransportTestHelpers;
namespace Unity.Netcode.RuntimeTests
{
internal class UnityTransportConnectionTests
{
// For tests using multiple clients.
private const int k_NumClients = 5;
private UnityTransport m_Server;
private UnityTransport[] m_Clients = new UnityTransport[k_NumClients];
private List<TransportEvent> m_ServerEvents;
private List<TransportEvent>[] m_ClientsEvents = new List<TransportEvent>[k_NumClients];
[UnityTearDown]
public IEnumerator Cleanup()
{
if (m_Server)
{
m_Server.Shutdown();
UnityEngine.Object.DestroyImmediate(m_Server);
}
foreach (var transport in m_Clients)
{
if (transport)
{
transport.Shutdown();
UnityEngine.Object.DestroyImmediate(transport);
}
}
foreach (var transportEvents in m_ClientsEvents)
{
transportEvents?.Clear();
}
yield return null;
}
// Check that invalid endpoint addresses are detected and return false if detected
[Test]
public void DetectInvalidEndpoint()
{
using var netcodeLogAssert = new NetcodeLogAssert(true);
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
m_Server.ConnectionData.Address = "Fubar";
m_Server.ConnectionData.ServerListenAddress = "Fubar";
m_Clients[0].ConnectionData.Address = "MoreFubar";
Assert.False(m_Server.StartServer(), "Server failed to detect invalid endpoint!");
Assert.False(m_Clients[0].StartClient(), "Client failed to detect invalid endpoint!");
netcodeLogAssert.LogWasReceived(LogType.Error, $"Network listen address ({m_Server.ConnectionData.Address}) is Invalid!");
netcodeLogAssert.LogWasReceived(LogType.Error, $"Target server network address ({m_Clients[0].ConnectionData.Address}) is Invalid!");
}
// Check connection with a single client.
[UnityTest]
public IEnumerator ConnectSingleClient()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
m_Server.StartServer();
m_Clients[0].StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
// Check we've received Connect event on server too.
Assert.AreEqual(1, m_ServerEvents.Count);
Assert.AreEqual(NetworkEvent.Connect, m_ServerEvents[0].Type);
yield return null;
}
// Check connection with multiple clients.
[UnityTest]
public IEnumerator ConnectMultipleClients()
{
InitializeTransport(out m_Server, out m_ServerEvents);
m_Server.StartServer();
for (int i = 0; i < k_NumClients; i++)
{
InitializeTransport(out m_Clients[i], out m_ClientsEvents[i]);
m_Clients[i].StartClient();
}
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[k_NumClients - 1]);
// Check that every client received a Connect event.
Assert.True(m_ClientsEvents.All(evs => evs.Count == 1));
Assert.True(m_ClientsEvents.All(evs => evs[0].Type == NetworkEvent.Connect));
// Check we've received Connect events on server too.
Assert.AreEqual(k_NumClients, m_ServerEvents.Count);
Assert.True(m_ServerEvents.All(ev => ev.Type == NetworkEvent.Connect));
yield return null;
}
// Check server disconnection with a single client.
[UnityTest]
public IEnumerator ServerDisconnectSingleClient()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
m_Server.StartServer();
m_Clients[0].StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ClientsEvents[0]);
yield return null;
}
// Check server disconnection with multiple clients.
[UnityTest]
public IEnumerator ServerDisconnectMultipleClients()
{
InitializeTransport(out m_Server, out m_ServerEvents);
m_Server.StartServer();
for (int i = 0; i < k_NumClients; i++)
{
InitializeTransport(out m_Clients[i], out m_ClientsEvents[i]);
m_Clients[i].StartClient();
}
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[k_NumClients - 1]);
// Disconnect a single client.
m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
// Need to manually wait since we don't know which client will get the Disconnect.
yield return new WaitForSeconds(MaxNetworkEventWaitTime);
// Check that we received a Disconnect event on only one client.
Assert.AreEqual(1, m_ClientsEvents.Count(evs => evs.Count == 2 && evs[1].Type == NetworkEvent.Disconnect));
// Disconnect all the other clients.
for (int i = 1; i < k_NumClients; i++)
{
m_Server.DisconnectRemoteClient(m_ServerEvents[i].ClientID);
}
// Need to manually wait since we don't know which client got the Disconnect.
yield return new WaitForSeconds(MaxNetworkEventWaitTime);
// Check that all clients got a Disconnect event.
Assert.True(m_ClientsEvents.All(evs => evs.Count == 2));
Assert.True(m_ClientsEvents.All(evs => evs[1].Type == NetworkEvent.Disconnect));
yield return null;
}
// Check client disconnection from a single client.
[UnityTest]
public IEnumerator ClientDisconnectSingleClient()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
m_Server.StartServer();
m_Clients[0].StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
m_Clients[0].DisconnectLocalClient();
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
}
// Check client disconnection with multiple clients.
[UnityTest]
public IEnumerator ClientDisconnectMultipleClients()
{
InitializeTransport(out m_Server, out m_ServerEvents);
m_Server.StartServer();
for (int i = 0; i < k_NumClients; i++)
{
InitializeTransport(out m_Clients[i], out m_ClientsEvents[i]);
m_Clients[i].StartClient();
}
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[k_NumClients - 1]);
// Disconnect a single client.
m_Clients[0].DisconnectLocalClient();
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
// Disconnect all the other clients.
for (int i = 1; i < k_NumClients; i++)
{
m_Clients[i].DisconnectLocalClient();
}
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents, 5);
// Check that we got the correct number of Disconnect events on the server.
Assert.AreEqual(k_NumClients * 2, m_ServerEvents.Count);
Assert.AreEqual(k_NumClients, m_ServerEvents.Count(e => e.Type == NetworkEvent.Disconnect));
yield return null;
}
// Check that server re-disconnects are no-ops.
[UnityTest]
public IEnumerator RepeatedServerDisconnectsNoop()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
m_Server.StartServer();
m_Clients[0].StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ClientsEvents[0]);
var previousServerEventsCount = m_ServerEvents.Count;
var previousClientEventsCount = m_ClientsEvents[0].Count;
m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
// Need to wait manually since no event should be generated.
yield return new WaitForSeconds(MaxNetworkEventWaitTime);
// Check we haven't received anything else on the client or server.
Assert.AreEqual(m_ServerEvents.Count, previousServerEventsCount);
Assert.AreEqual(m_ClientsEvents[0].Count, previousClientEventsCount);
yield return null;
}
// Check that client re-disconnects are no-ops.
[UnityTest]
public IEnumerator RepeatedClientDisconnectsNoop()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
m_Server.StartServer();
m_Clients[0].StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
m_Clients[0].DisconnectLocalClient();
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
var previousServerEventsCount = m_ServerEvents.Count;
var previousClientEventsCount = m_ClientsEvents[0].Count;
m_Clients[0].DisconnectLocalClient();
// Need to wait manually since no event should be generated.
yield return new WaitForSeconds(MaxNetworkEventWaitTime);
// Check we haven't received anything else on the client or server.
Assert.AreEqual(m_ServerEvents.Count, previousServerEventsCount);
Assert.AreEqual(m_ClientsEvents[0].Count, previousClientEventsCount);
yield return null;
}
// Check connection with different server/listen addresses.
[UnityTest]
public IEnumerator DifferentServerAndListenAddresses()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
m_Server.SetConnectionData("127.0.0.1", 10042, "0.0.0.0");
m_Clients[0].SetConnectionData("127.0.0.1", 10042);
m_Server.StartServer();
m_Clients[0].StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
// Check we've received Connect event on server too.
Assert.AreEqual(1, m_ServerEvents.Count);
Assert.AreEqual(NetworkEvent.Connect, m_ServerEvents[0].Type);
yield return null;
}
// Check server disconnection with data in send queue.
[UnityTest]
public IEnumerator ServerDisconnectWithDataInQueue()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
m_Server.StartServer();
m_Clients[0].StartClient();
// Wait for the client to connect before we disconnect the client
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
var data = new ArraySegment<byte>(new byte[] { 42 });
m_Server.Send(m_ServerEvents[0].ClientID, data, NetworkDelivery.Unreliable);
m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ClientsEvents[0]);
if (m_ClientsEvents[0].Count >= 3)
{
Assert.AreEqual(NetworkEvent.Disconnect, m_ClientsEvents[0][2].Type);
}
else
{
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ClientsEvents[0]);
}
}
// Check client disconnection with data in send queue.
[UnityTest]
public IEnumerator ClientDisconnectWithDataInQueue()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
m_Server.StartServer();
m_Clients[0].StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ServerEvents);
var data = new ArraySegment<byte>(new byte[] { 42 });
m_Clients[0].Send(m_Clients[0].ServerClientId, data, NetworkDelivery.Unreliable);
m_Clients[0].DisconnectLocalClient();
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
if (m_ServerEvents.Count >= 3)
{
Assert.AreEqual(NetworkEvent.Disconnect, m_ServerEvents[2].Type);
}
else
{
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
}
}
// Check that a server can disconnect a client after another client has disconnected.
[UnityTest]
public IEnumerator ServerDisconnectAfterClientDisconnect()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
InitializeTransport(out m_Clients[1], out m_ClientsEvents[1]);
m_Server.StartServer();
m_Clients[0].StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
m_Clients[1].StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[1]);
m_Clients[0].DisconnectLocalClient();
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
// Pick the client ID of the still connected client.
var clientId = m_ServerEvents[0].ClientID;
if (m_ServerEvents[2].ClientID == clientId)
{
clientId = m_ServerEvents[1].ClientID;
}
m_Server.DisconnectRemoteClient(clientId);
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ClientsEvents[1]);
yield return null;
}
}
}