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