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