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). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
73 lines
3.1 KiB
C#
73 lines
3.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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public class ClientApprovalDenied : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 2;
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private bool m_ApproveConnection = true;
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private ulong m_PendingClientId = 0;
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private ulong m_DisconnectedClientId = 0;
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private List<ulong> m_DisconnectedClientIdentifiers = new List<ulong>();
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private void ConnectionApproval(NetworkManager.ConnectionApprovalRequest connectionApprovalRequest, NetworkManager.ConnectionApprovalResponse connectionApprovalResponse)
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{
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connectionApprovalResponse.Approved = m_ApproveConnection;
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connectionApprovalResponse.CreatePlayerObject = true;
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// When denied, store the client identifier to use for validating the client disconnected notification identifier matches
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if (!m_ApproveConnection)
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{
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m_PendingClientId = connectionApprovalRequest.ClientNetworkId;
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}
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}
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protected override void OnNewClientCreated(NetworkManager networkManager)
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{
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networkManager.NetworkConfig.ConnectionApproval = true;
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base.OnNewClientCreated(networkManager);
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}
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protected override bool ShouldWaitForNewClientToConnect(NetworkManager networkManager)
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{
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return false;
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}
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/// <summary>
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/// Validates that when a pending client is denied approval the server-host
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/// OnClientDisconnected method will return the valid pending client identifier.
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/// </summary>
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[UnityTest]
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public IEnumerator ClientDeniedAndDisconnectionNotificationTest()
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{
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m_ServerNetworkManager.NetworkConfig.ConnectionApproval = true;
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m_ServerNetworkManager.ConnectionApprovalCallback = ConnectionApproval;
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m_ApproveConnection = false;
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m_ServerNetworkManager.OnClientDisconnectCallback += OnClientDisconnectCallback;
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yield return CreateAndStartNewClient();
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yield return WaitForConditionOrTimeOut(() => m_PendingClientId == m_DisconnectedClientId);
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AssertOnTimeout($"Timed out waiting for disconnect notification for pending Client-{m_PendingClientId}!");
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// Validate that we don't get multiple disconnect notifications for clients being disconnected
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// Have a client disconnect remotely
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m_ClientNetworkManagers[0].Shutdown();
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// Have the server disconnect a client
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m_ServerNetworkManager.DisconnectClient(m_ClientNetworkManagers[1].LocalClientId);
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m_ServerNetworkManager.OnClientDisconnectCallback -= OnClientDisconnectCallback;
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}
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private void OnClientDisconnectCallback(ulong clientId)
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{
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Assert.False(m_DisconnectedClientIdentifiers.Contains(clientId), $"Received two disconnect notifications from Client-{clientId}!");
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m_DisconnectedClientIdentifiers.Add(clientId);
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m_DisconnectedClientId = clientId;
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}
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}
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}
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