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com.unity.netcode.gameobjects/Tests/Runtime/Transports/UnityTransportTests.cs
Unity Technologies b5abc3ff7c com.unity.netcode.gameobjects@1.4.0
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).

## [1.4.0] - 2023-04-10

### Added

- Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437)
- Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)
- Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)
- Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388)
- Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388)
- Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388)
- Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388)
- Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388)
- Added `HalfVector3` used for scale when half float precision is enabled. (#2388)
- Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388)
- Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388)
- Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388)
- Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
- Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
- Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388)
- Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388)
- Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383)
- Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383)
- Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383)

### Changed

- Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463)
- Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388)
- Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388)
- Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388)
- Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383)
- Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383)

### Fixed

- Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502)
- Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492)
- Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481)
- Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481)
- Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441)
- Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426)
- Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423)
- Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416)
- Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416)
- Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388)
- Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388)
- Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383)
- Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
2023-04-10 00:00:00 +00:00

510 lines
20 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.Transports.UTP;
using Unity.Networking.Transport;
using UnityEngine;
using UnityEngine.TestTools;
using static Unity.Netcode.RuntimeTests.UnityTransportTestHelpers;
namespace Unity.Netcode.RuntimeTests
{
public class UnityTransportTests
{
// No need to test all reliable delivery methods since they all map to the same pipeline.
private static readonly NetworkDelivery[] k_DeliveryParameters =
{
NetworkDelivery.Unreliable,
NetworkDelivery.UnreliableSequenced,
NetworkDelivery.Reliable
};
private static readonly NetworkFamily[] k_NetworkFamiltyParameters =
{
NetworkFamily.Ipv4,
#if !(UNITY_SWITCH || UNITY_PS4 || UNITY_PS5)
// IPv6 is not supported on Switch, PS4, and PS5.
NetworkFamily.Ipv6
#endif
};
private UnityTransport m_Server, m_Client1, m_Client2;
private List<TransportEvent> m_ServerEvents, m_Client1Events, m_Client2Events;
[UnityTearDown]
public IEnumerator Cleanup()
{
if (m_Server)
{
m_Server.Shutdown();
// Need to destroy the GameObject (all assigned components will get destroyed too)
UnityEngine.Object.DestroyImmediate(m_Server.gameObject);
}
if (m_Client1)
{
m_Client1.Shutdown();
// Need to destroy the GameObject (all assigned components will get destroyed too)
UnityEngine.Object.DestroyImmediate(m_Client1.gameObject);
}
if (m_Client2)
{
m_Client2.Shutdown();
// Need to destroy the GameObject (all assigned components will get destroyed too)
UnityEngine.Object.DestroyImmediate(m_Client2.gameObject);
}
m_ServerEvents?.Clear();
m_Client1Events?.Clear();
m_Client2Events?.Clear();
yield return null;
}
// Check if can make a simple data exchange.
[UnityTest]
public IEnumerator PingPong(
[ValueSource("k_DeliveryParameters")] NetworkDelivery delivery,
[ValueSource("k_NetworkFamiltyParameters")] NetworkFamily family)
{
InitializeTransport(out m_Server, out m_ServerEvents, family: family);
InitializeTransport(out m_Client1, out m_Client1Events, family: family);
m_Server.StartServer();
m_Client1.StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
var ping = new ArraySegment<byte>(Encoding.ASCII.GetBytes("ping"));
m_Client1.Send(m_Client1.ServerClientId, ping, delivery);
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
Assert.That(m_ServerEvents[1].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("ping")));
var pong = new ArraySegment<byte>(Encoding.ASCII.GetBytes("pong"));
m_Server.Send(m_ServerEvents[0].ClientID, pong, delivery);
yield return WaitForNetworkEvent(NetworkEvent.Data, m_Client1Events);
Assert.That(m_Client1Events[1].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("pong")));
yield return null;
}
// Check if can make a simple data exchange (both ways at a time).
[UnityTest]
public IEnumerator PingPongSimultaneous(
[ValueSource("k_DeliveryParameters")] NetworkDelivery delivery,
[ValueSource("k_NetworkFamiltyParameters")] NetworkFamily family)
{
InitializeTransport(out m_Server, out m_ServerEvents, family: family);
InitializeTransport(out m_Client1, out m_Client1Events, family: family);
m_Server.StartServer();
m_Client1.StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
var ping = new ArraySegment<byte>(Encoding.ASCII.GetBytes("ping"));
m_Server.Send(m_ServerEvents[0].ClientID, ping, delivery);
m_Client1.Send(m_Client1.ServerClientId, ping, delivery);
// Once one event is in the other should be too.
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
Assert.That(m_ServerEvents[1].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("ping")));
Assert.That(m_Client1Events[1].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("ping")));
var pong = new ArraySegment<byte>(Encoding.ASCII.GetBytes("pong"));
m_Server.Send(m_ServerEvents[0].ClientID, pong, delivery);
m_Client1.Send(m_Client1.ServerClientId, pong, delivery);
// Once one event is in the other should be too.
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
Assert.That(m_ServerEvents[2].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("pong")));
Assert.That(m_Client1Events[2].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("pong")));
yield return null;
}
// Test is ignored on Switch, PS4, and PS5 because on these platforms the OS buffers for
// loopback traffic are too small for the amount of data sent in a single update here.
[UnityTest]
[UnityPlatform(exclude = new[] { RuntimePlatform.Switch, RuntimePlatform.PS4, RuntimePlatform.PS5 })]
public IEnumerator SendMaximumPayloadSize(
[ValueSource("k_DeliveryParameters")] NetworkDelivery delivery,
[ValueSource("k_NetworkFamiltyParameters")] NetworkFamily family)
{
// We want something that's over the old limit of ~44KB for reliable payloads.
var payloadSize = 64 * 1024;
InitializeTransport(out m_Server, out m_ServerEvents, payloadSize, family: family);
InitializeTransport(out m_Client1, out m_Client1Events, payloadSize, family: family);
m_Server.StartServer();
m_Client1.StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
var payloadData = new byte[payloadSize];
for (int i = 0; i < payloadData.Length; i++)
{
payloadData[i] = (byte)i;
}
var payload = new ArraySegment<byte>(payloadData);
m_Client1.Send(m_Client1.ServerClientId, payload, delivery);
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents, MaxNetworkEventWaitTime * 4);
Assert.AreEqual(payloadSize, m_ServerEvents[1].Data.Count);
var receivedArray = m_ServerEvents[1].Data.Array;
var receivedArrayOffset = m_ServerEvents[1].Data.Offset;
for (int i = 0; i < payloadSize; i++)
{
Assert.AreEqual(payloadData[i], receivedArray[receivedArrayOffset + i]);
}
yield return null;
}
// Check making multiple sends to a client in a single frame.
[UnityTest]
public IEnumerator MultipleSendsSingleFrame(
[ValueSource("k_DeliveryParameters")] NetworkDelivery delivery,
[ValueSource("k_NetworkFamiltyParameters")] NetworkFamily family)
{
InitializeTransport(out m_Server, out m_ServerEvents, family: family);
InitializeTransport(out m_Client1, out m_Client1Events, family: family);
m_Server.StartServer();
m_Client1.StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
var data1 = new ArraySegment<byte>(new byte[] { 11 });
m_Client1.Send(m_Client1.ServerClientId, data1, delivery);
var data2 = new ArraySegment<byte>(new byte[] { 22 });
m_Client1.Send(m_Client1.ServerClientId, data2, delivery);
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
Assert.AreEqual(3, m_ServerEvents.Count);
Assert.AreEqual(NetworkEvent.Data, m_ServerEvents[2].Type);
Assert.AreEqual(11, m_ServerEvents[1].Data.First());
Assert.AreEqual(22, m_ServerEvents[2].Data.First());
yield return null;
}
// Check sending data to multiple clients.
[UnityTest]
public IEnumerator SendMultipleClients(
[ValueSource("k_DeliveryParameters")] NetworkDelivery delivery,
[ValueSource("k_NetworkFamiltyParameters")] NetworkFamily family)
{
InitializeTransport(out m_Server, out m_ServerEvents, family: family);
InitializeTransport(out m_Client1, out m_Client1Events, family: family);
InitializeTransport(out m_Client2, out m_Client2Events, family: family);
m_Server.StartServer();
m_Client1.StartClient();
m_Client2.StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
if (m_Client2Events.Count == 0)
{
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client2Events);
}
// Ensure we got both Connect events.
Assert.AreEqual(2, m_ServerEvents.Count);
var data1 = new ArraySegment<byte>(new byte[] { 11 });
m_Server.Send(m_ServerEvents[0].ClientID, data1, delivery);
var data2 = new ArraySegment<byte>(new byte[] { 22 });
m_Server.Send(m_ServerEvents[1].ClientID, data2, delivery);
// Once one has received its data, the other should have too.
yield return WaitForNetworkEvent(NetworkEvent.Data, m_Client1Events);
// Do make sure the other client got its Data event.
Assert.AreEqual(2, m_Client2Events.Count);
Assert.AreEqual(NetworkEvent.Data, m_Client2Events[1].Type);
byte c1Data = m_Client1Events[1].Data.First();
byte c2Data = m_Client2Events[1].Data.First();
Assert.That((c1Data == 11 && c2Data == 22) || (c1Data == 22 && c2Data == 11));
yield return null;
}
// Check receiving data from multiple clients.
[UnityTest]
public IEnumerator ReceiveMultipleClients(
[ValueSource("k_DeliveryParameters")] NetworkDelivery delivery,
[ValueSource("k_NetworkFamiltyParameters")] NetworkFamily family)
{
InitializeTransport(out m_Server, out m_ServerEvents, family: family);
InitializeTransport(out m_Client1, out m_Client1Events, family: family);
InitializeTransport(out m_Client2, out m_Client2Events, family: family);
m_Server.StartServer();
m_Client1.StartClient();
m_Client2.StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
if (m_Client2Events.Count == 0)
{
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client2Events);
}
var data1 = new ArraySegment<byte>(new byte[] { 11 });
m_Client1.Send(m_Client1.ServerClientId, data1, delivery);
var data2 = new ArraySegment<byte>(new byte[] { 22 });
m_Client2.Send(m_Client2.ServerClientId, data2, delivery);
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
// Make sure we got both data messages.
Assert.AreEqual(4, m_ServerEvents.Count);
Assert.AreEqual(NetworkEvent.Data, m_ServerEvents[3].Type);
byte sData1 = m_ServerEvents[2].Data.First();
byte sData2 = m_ServerEvents[3].Data.First();
Assert.That((sData1 == 11 && sData2 == 22) || (sData1 == 22 && sData2 == 11));
yield return null;
}
// Check that we get disconnected when overflowing the reliable send queue.
[UnityTest]
public IEnumerator DisconnectOnReliableSendQueueOverflow()
{
const int maxSendQueueSize = 16 * 1024;
InitializeTransport(out m_Server, out m_ServerEvents, maxSendQueueSize: maxSendQueueSize);
InitializeTransport(out m_Client1, out m_Client1Events, maxSendQueueSize: maxSendQueueSize);
m_Server.StartServer();
m_Client1.StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
m_Server.Shutdown();
var numSends = (maxSendQueueSize / 1024);
for (int i = 0; i < numSends; i++)
{
var payload = new ArraySegment<byte>(new byte[1024]);
m_Client1.Send(m_Client1.ServerClientId, payload, NetworkDelivery.Reliable);
}
LogAssert.Expect(LogType.Error, "Couldn't add payload of size 1024 to reliable send queue. " +
$"Closing connection {m_Client1.ServerClientId} as reliability guarantees can't be maintained.");
Assert.AreEqual(2, m_Client1Events.Count);
Assert.AreEqual(NetworkEvent.Disconnect, m_Client1Events[1].Type);
yield return null;
}
// Check that it's fine to overflow the unreliable send queue (traffic is flushed on overflow).
// Test is ignored on Switch, PS4, and PS5 because on these platforms the OS buffers for
// loopback traffic are too small for the amount of data sent in a single update here.
[UnityTest]
[UnityPlatform(exclude = new[] { RuntimePlatform.Switch, RuntimePlatform.PS4, RuntimePlatform.PS5 })]
public IEnumerator SendCompletesOnUnreliableSendQueueOverflow()
{
const int maxSendQueueSize = 16 * 1024;
InitializeTransport(out m_Server, out m_ServerEvents, maxSendQueueSize: maxSendQueueSize);
InitializeTransport(out m_Client1, out m_Client1Events, maxSendQueueSize: maxSendQueueSize);
m_Server.StartServer();
m_Client1.StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
var numSends = (maxSendQueueSize / 1024) + 1;
for (int i = 0; i < numSends; i++)
{
var payload = new ArraySegment<byte>(new byte[1024]);
m_Client1.Send(m_Client1.ServerClientId, payload, NetworkDelivery.Unreliable);
}
// Manually wait. This ends up generating quite a bit of packets and it might take a
// while for everything to make it to the server.
yield return new WaitForSeconds(numSends * 0.02f);
// Extra event is the connect event.
Assert.AreEqual(numSends + 1, m_ServerEvents.Count);
for (int i = 1; i <= numSends; i++)
{
Assert.AreEqual(NetworkEvent.Data, m_ServerEvents[i].Type);
Assert.AreEqual(1024, m_ServerEvents[i].Data.Count);
}
yield return null;
}
#if !UTP_TRANSPORT_2_0_ABOVE
// Check that simulator parameters are effective. We only check with the drop rate, because
// that's easy to check and we only really want to make sure the simulator parameters are
// configured properly (the simulator pipeline stage is already well-tested in UTP).
[UnityTest]
[UnityPlatform(include = new[] { RuntimePlatform.OSXEditor, RuntimePlatform.WindowsEditor, RuntimePlatform.LinuxEditor })]
public IEnumerator SimulatorParametersAreEffective()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Client1, out m_Client1Events);
m_Server.SetDebugSimulatorParameters(0, 0, 100);
m_Server.StartServer();
m_Client1.StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
var data = new ArraySegment<byte>(new byte[] { 42 });
m_Client1.Send(m_Client1.ServerClientId, data, NetworkDelivery.Reliable);
yield return new WaitForSeconds(MaxNetworkEventWaitTime);
Assert.AreEqual(1, m_ServerEvents.Count);
yield return null;
}
// Check that RTT is reported correctly.
[UnityTest]
[UnityPlatform(include = new[] { RuntimePlatform.OSXEditor, RuntimePlatform.WindowsEditor, RuntimePlatform.LinuxEditor })]
public IEnumerator CurrentRttReportedCorrectly()
{
const int simulatedRtt = 25;
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Client1, out m_Client1Events);
m_Server.SetDebugSimulatorParameters(simulatedRtt, 0, 0);
m_Server.StartServer();
m_Client1.StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
var data = new ArraySegment<byte>(new byte[] { 42 });
m_Client1.Send(m_Client1.ServerClientId, data, NetworkDelivery.Reliable);
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents,
timeout: MaxNetworkEventWaitTime + (2 * simulatedRtt));
Assert.GreaterOrEqual(m_Client1.GetCurrentRtt(m_Client1.ServerClientId), simulatedRtt);
yield return null;
}
#endif
[UnityTest]
public IEnumerator SendQueuesFlushedOnShutdown([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Client1, out m_Client1Events);
m_Server.StartServer();
m_Client1.StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
var data = new ArraySegment<byte>(new byte[] { 42 });
m_Client1.Send(m_Client1.ServerClientId, data, delivery);
m_Client1.Shutdown();
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
yield return null;
}
[UnityTest]
public IEnumerator SendQueuesFlushedOnLocalClientDisconnect([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Client1, out m_Client1Events);
m_Server.StartServer();
m_Client1.StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
var data = new ArraySegment<byte>(new byte[] { 42 });
m_Client1.Send(m_Client1.ServerClientId, data, delivery);
m_Client1.DisconnectLocalClient();
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
yield return null;
}
[UnityTest]
public IEnumerator SendQueuesFlushedOnRemoteClientDisconnect([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Client1, out m_Client1Events);
m_Server.StartServer();
m_Client1.StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
var data = new ArraySegment<byte>(new byte[] { 42 });
m_Server.Send(m_Client1.ServerClientId, data, delivery);
m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
yield return WaitForNetworkEvent(NetworkEvent.Data, m_Client1Events);
yield return null;
}
[UnityTest]
public IEnumerator ReliablePayloadsCanBeLargerThanMaximum()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Client1, out m_Client1Events);
m_Server.StartServer();
m_Client1.StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
var payloadSize = UnityTransport.InitialMaxPayloadSize + 1;
var data = new ArraySegment<byte>(new byte[payloadSize]);
m_Server.Send(m_Client1.ServerClientId, data, NetworkDelivery.Reliable);
yield return WaitForNetworkEvent(NetworkEvent.Data, m_Client1Events);
yield return null;
}
}
}