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). ## [1.3.1] - 2023-03-27 ### Added - Added detection and graceful handling of corrupt packets for additional safety. (#2419) ### Changed - The UTP component UI has been updated to be more user-friendly for new users by adding a simple toggle to switch between local-only (127.0.0.1) and remote (0.0.0.0) binding modes, using the toggle "Allow Remote Connections" (#2408) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.3. (#2450) - `NetworkShow()` of `NetworkObject`s are delayed until the end of the frame to ensure consistency of delta-driven variables like `NetworkList`. - Dirty `NetworkObject` are reset at end-of-frame and not at serialization time. - `NetworkHide()` of an object that was just `NetworkShow()`n produces a warning, as remote clients will _not_ get a spawn/despawn pair. - Renamed the NetworkTransform.SetState parameter `shouldGhostsInterpolate` to `teleportDisabled` for better clarity of what that parameter does. (#2228) - Network prefabs are now stored in a ScriptableObject that can be shared between NetworkManagers, and have been exposed for public access. By default, a Default Prefabs List is created that contains all NetworkObject prefabs in the project, and new NetworkManagers will default to using that unless that option is turned off in the Netcode for GameObjects settings. Existing NetworkManagers will maintain their existing lists, which can be migrated to the new format via a button in their inspector. (#2322) ### Fixed - Fixed issue where changes to a layer's weight would not synchronize unless a state transition was occurring.(#2399) - Fixed issue where `NetworkManager.LocalClientId` was returning the `NetworkTransport.ServerClientId` as opposed to the `NetworkManager.m_LocalClientId`. (#2398) - Fixed issue where a dynamically spawned `NetworkObject` parented under an in-scene placed `NetworkObject` would have its `InScenePlaced` value changed to `true`. This would result in a soft synchronization error for late joining clients. (#2396) - Fixed a UTP test that was failing when you install Unity Transport package 2.0.0 or newer. (#2347) - Fixed issue where `NetcodeSettingsProvider` would throw an exception in Unity 2020.3.x versions. (#2345) - Fixed server side issue where, depending upon component ordering, some NetworkBehaviour components might not have their OnNetworkDespawn method invoked if the client side disconnected. (#2323) - Fixed a case where data corruption could occur when using UnityTransport when reaching a certain level of send throughput. (#2332) - Fixed an issue in `UnityTransport` where an exception would be thrown if starting a Relay host/server on WebGL. This exception should only be thrown if using direct connections (where WebGL can't act as a host/server). (#2321) - Fixed `NetworkAnimator` issue where it was not checking for `AnimatorStateTtansition.destinationStateMachine` and any possible sub-states defined within it. (#2309) - Fixed `NetworkAnimator` issue where the host client was receiving the ClientRpc animation updates when the host was the owner.(#2309) - Fixed `NetworkAnimator` issue with using pooled objects and when specific properties are cleaned during despawn and destroy.(#2309) - Fixed issue where `NetworkAnimator` was checking for animation changes when the associated `NetworkObject` was not spawned.(#2309) - Corrected an issue with the documentation for BufferSerializer (#2401)
182 lines
6.1 KiB
C#
182 lines
6.1 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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public class UnityTransportTests
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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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#if UTP_TRANSPORT_2_0_ABOVE
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LogAssert.Expect(LogType.Error, "Socket creation failed (error Unity.Baselib.LowLevel.Binding+Baselib_ErrorState: Invalid argument (0x01000003) <argument name stripped>");
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#endif
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LogAssert.Expect(LogType.Error, "Server failed to bind. This is usually caused by another process being bound to the same port.");
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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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#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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