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com.unity.netcode.gameobjects/Tests/Runtime/NetworkManagerTransportTests.cs
Unity Technologies 8fe07bbad2 com.unity.netcode.gameobjects@2.2.0
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).

## [2.2.0] - 2024-12-12

### Added

- Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175)
- Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130)
- Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113)

### Fixed

- Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177)
- Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162)
- Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160)
- Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160)
- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
- Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147)
- Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133)
- Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133)
- Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122)
- Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`.  (#3113)
- Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111)
- Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110)
- Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108)

### Changed

- In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175)
- Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode.
- The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
2024-12-12 00:00:00 +00:00

209 lines
8.1 KiB
C#

using System;
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using Unity.Netcode.Transports.UTP;
using Unity.Networking.Transport;
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()
{
}
}
}
/// <summary>
/// Verifies the UnityTransport.GetEndpoint method returns
/// valid NetworkEndpoint information.
/// </summary>
internal class TransportEndpointTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
[UnityTest]
public IEnumerator GetEndpointReportedCorrectly()
{
var serverUnityTransport = m_ServerNetworkManager.NetworkConfig.NetworkTransport as UnityTransport;
var serverEndpoint = new NetworkEndpoint();
var clientEndpoint = new NetworkEndpoint();
foreach (var client in m_ClientNetworkManagers)
{
var unityTransport = client.NetworkConfig.NetworkTransport as UnityTransport;
serverEndpoint = unityTransport.GetEndpoint(m_ServerNetworkManager.LocalClientId);
clientEndpoint = serverUnityTransport.GetEndpoint(client.LocalClientId);
Assert.IsTrue(serverEndpoint.IsValid);
Assert.IsTrue(clientEndpoint.IsValid);
Assert.IsTrue(clientEndpoint.Address.Split(":")[0] == unityTransport.ConnectionData.Address);
Assert.IsTrue(serverEndpoint.Address.Split(":")[0] == serverUnityTransport.ConnectionData.Address);
Assert.IsTrue(serverEndpoint.Port == unityTransport.ConnectionData.Port);
Assert.IsTrue(clientEndpoint.Port >= serverUnityTransport.ConnectionData.Port);
}
// Now validate that when disconnected it returns a non-valid NetworkEndPoint
var clientId = m_ClientNetworkManagers[0].LocalClientId;
m_ClientNetworkManagers[0].Shutdown();
yield return s_DefaultWaitForTick;
serverEndpoint = (m_ClientNetworkManagers[0].NetworkConfig.NetworkTransport as UnityTransport).GetEndpoint(m_ServerNetworkManager.LocalClientId);
clientEndpoint = serverUnityTransport.GetEndpoint(clientId);
Assert.IsFalse(serverEndpoint.IsValid);
Assert.IsFalse(clientEndpoint.IsValid);
// Validate that invalid client identifiers return an invalid NetworkEndPoint
serverEndpoint = (m_ClientNetworkManagers[0].NetworkConfig.NetworkTransport as UnityTransport).GetEndpoint((ulong)UnityEngine.Random.Range(NumberOfClients + 1, 30));
clientEndpoint = serverUnityTransport.GetEndpoint((ulong)UnityEngine.Random.Range(NumberOfClients + 1, 30));
Assert.IsFalse(serverEndpoint.IsValid);
Assert.IsFalse(clientEndpoint.IsValid);
}
}
}