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). ## [1.0.0-pre.7] - 2022-04-01 ### Added - Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828) - Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823) - Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762) - `UnityTransport` settings can now be set programmatically. (#1845) - `FastBufferWriter` and Reader IsInitialized property. (#1859) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849) ### Removed - Removed `SnapshotSystem` (#1852) - Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812) - Removed `com.unity.collections` dependency from the package (#1849) ### Fixed - Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850) - Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847) - Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841) - Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838) - Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836) - Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828) - Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821) - Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811) - Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809) - Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808) - Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801) - Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780) - Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779) - Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777) - Fixed parenting warning printing for false positives (#1855)
134 lines
5.0 KiB
C#
134 lines
5.0 KiB
C#
using System;
|
|
using System.Collections;
|
|
using UnityEngine;
|
|
using UnityEngine.TestTools;
|
|
using NUnit.Framework;
|
|
using Unity.Netcode.TestHelpers.Runtime;
|
|
using Object = UnityEngine.Object;
|
|
|
|
namespace Unity.Netcode.RuntimeTests
|
|
{
|
|
[TestFixture(HostOrServer.Host)]
|
|
[TestFixture(HostOrServer.Server)]
|
|
public class NetworkManagerTransportTests : NetcodeIntegrationTest
|
|
{
|
|
protected override int NumberOfClients => 1;
|
|
|
|
private bool m_CanStartServerAndClients = false;
|
|
|
|
public NetworkManagerTransportTests(HostOrServer hostOrServer) : base(hostOrServer) { }
|
|
|
|
protected override IEnumerator OnSetup()
|
|
{
|
|
m_CanStartServerAndClients = false;
|
|
return base.OnSetup();
|
|
}
|
|
|
|
protected override bool CanStartServerAndClients()
|
|
{
|
|
return m_CanStartServerAndClients;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Validate that if the NetworkTransport fails to start the NetworkManager
|
|
/// will not continue the startup process and will shut itself down.
|
|
/// </summary>
|
|
/// <param name="testClient">if true it will test the client side</param>
|
|
[UnityTest]
|
|
public IEnumerator DoesNotStartWhenTransportFails([Values] bool testClient)
|
|
{
|
|
// The error message we should expect
|
|
var messageToCheck = "";
|
|
if (!testClient)
|
|
{
|
|
Object.DestroyImmediate(m_ServerNetworkManager.NetworkConfig.NetworkTransport);
|
|
m_ServerNetworkManager.NetworkConfig.NetworkTransport = m_ServerNetworkManager.gameObject.AddComponent<FailedTransport>();
|
|
m_ServerNetworkManager.NetworkConfig.NetworkTransport.Initialize(m_ServerNetworkManager);
|
|
// The error message we should expect
|
|
messageToCheck = $"Server is shutting down due to network transport start failure of {m_ServerNetworkManager.NetworkConfig.NetworkTransport.GetType().Name}!";
|
|
}
|
|
else
|
|
{
|
|
foreach (var client in m_ClientNetworkManagers)
|
|
{
|
|
Object.DestroyImmediate(client.NetworkConfig.NetworkTransport);
|
|
client.NetworkConfig.NetworkTransport = client.gameObject.AddComponent<FailedTransport>();
|
|
client.NetworkConfig.NetworkTransport.Initialize(m_ServerNetworkManager);
|
|
}
|
|
// The error message we should expect
|
|
messageToCheck = $"Client is shutting down due to network transport start failure of {m_ClientNetworkManagers[0].NetworkConfig.NetworkTransport.GetType().Name}!";
|
|
}
|
|
|
|
// Trap for the nested NetworkManager exception
|
|
LogAssert.Expect(LogType.Error, messageToCheck);
|
|
m_CanStartServerAndClients = true;
|
|
// Due to other errors, we must not send clients if testing the server-host side
|
|
// We can test both server and client(s) when testing client-side only
|
|
if (testClient)
|
|
{
|
|
NetcodeIntegrationTestHelpers.Start(m_UseHost, m_ServerNetworkManager, m_ClientNetworkManagers);
|
|
yield return s_DefaultWaitForTick;
|
|
foreach (var client in m_ClientNetworkManagers)
|
|
{
|
|
Assert.False(client.IsListening);
|
|
Assert.False(client.IsConnectedClient);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NetcodeIntegrationTestHelpers.Start(m_UseHost, m_ServerNetworkManager, new NetworkManager[] { });
|
|
yield return s_DefaultWaitForTick;
|
|
Assert.False(m_ServerNetworkManager.IsListening);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Does nothing but simulate a transport that failed to start
|
|
/// </summary>
|
|
public class FailedTransport : TestingNetworkTransport
|
|
{
|
|
public override void Shutdown()
|
|
{
|
|
}
|
|
|
|
public override ulong ServerClientId => 0;
|
|
|
|
public override NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime)
|
|
{
|
|
clientId = 0;
|
|
payload = new ArraySegment<byte>();
|
|
receiveTime = 0;
|
|
return NetworkEvent.Nothing;
|
|
}
|
|
public override bool StartClient()
|
|
{
|
|
// Simulate failure, always return false
|
|
return false;
|
|
}
|
|
public override bool StartServer()
|
|
{
|
|
// Simulate failure, always return false
|
|
return false;
|
|
}
|
|
public override void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery)
|
|
{
|
|
}
|
|
|
|
public override void DisconnectRemoteClient(ulong clientId)
|
|
{
|
|
}
|
|
|
|
public override void Initialize(NetworkManager networkManager = null)
|
|
{
|
|
}
|
|
public override ulong GetCurrentRtt(ulong clientId)
|
|
{
|
|
return 0;
|
|
}
|
|
public override void DisconnectLocalClient()
|
|
{
|
|
}
|
|
}
|
|
}
|