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com.unity.netcode.gameobjects/Tests/Runtime/Transports/UnityTransportConnectionTests.cs
Unity Technologies 60e2dabef4 com.unity.netcode.gameobjects@1.0.0-pre.7
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)
2022-04-01 00:00:00 +00:00

384 lines
14 KiB
C#

using NUnit.Framework;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UnityEngine.TestTools;
using static Unity.Netcode.RuntimeTests.UnityTransportTestHelpers;
namespace Unity.Netcode.RuntimeTests
{
public class UnityTransportConnectionTests
{
// For tests using multiple clients.
private const int k_NumClients = 5;
private UnityTransport m_Server;
private UnityTransport[] m_Clients = new UnityTransport[k_NumClients];
private List<TransportEvent> m_ServerEvents;
private List<TransportEvent>[] m_ClientsEvents = new List<TransportEvent>[k_NumClients];
[UnityTearDown]
public IEnumerator Cleanup()
{
if (m_Server)
{
m_Server.Shutdown();
UnityEngine.Object.DestroyImmediate(m_Server);
}
foreach (var transport in m_Clients)
{
if (transport)
{
transport.Shutdown();
UnityEngine.Object.DestroyImmediate(transport);
}
}
foreach (var transportEvents in m_ClientsEvents)
{
transportEvents?.Clear();
}
yield return null;
}
// Check connection with a single client.
[UnityTest]
public IEnumerator ConnectSingleClient()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
m_Server.StartServer();
m_Clients[0].StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
// Check we've received Connect event on server too.
Assert.AreEqual(1, m_ServerEvents.Count);
Assert.AreEqual(NetworkEvent.Connect, m_ServerEvents[0].Type);
yield return null;
}
// Check connection with multiple clients.
[UnityTest]
public IEnumerator ConnectMultipleClients()
{
InitializeTransport(out m_Server, out m_ServerEvents);
m_Server.StartServer();
for (int i = 0; i < k_NumClients; i++)
{
InitializeTransport(out m_Clients[i], out m_ClientsEvents[i]);
m_Clients[i].StartClient();
}
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[k_NumClients - 1]);
// Check that every client received a Connect event.
Assert.True(m_ClientsEvents.All(evs => evs.Count == 1));
Assert.True(m_ClientsEvents.All(evs => evs[0].Type == NetworkEvent.Connect));
// Check we've received Connect events on server too.
Assert.AreEqual(k_NumClients, m_ServerEvents.Count);
Assert.True(m_ServerEvents.All(ev => ev.Type == NetworkEvent.Connect));
yield return null;
}
// Check server disconnection with a single client.
[UnityTest]
public IEnumerator ServerDisconnectSingleClient()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
m_Server.StartServer();
m_Clients[0].StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ClientsEvents[0]);
yield return null;
}
// Check server disconnection with multiple clients.
[UnityTest]
public IEnumerator ServerDisconnectMultipleClients()
{
InitializeTransport(out m_Server, out m_ServerEvents);
m_Server.StartServer();
for (int i = 0; i < k_NumClients; i++)
{
InitializeTransport(out m_Clients[i], out m_ClientsEvents[i]);
m_Clients[i].StartClient();
}
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[k_NumClients - 1]);
// Disconnect a single client.
m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
// Need to manually wait since we don't know which client will get the Disconnect.
yield return new WaitForSeconds(MaxNetworkEventWaitTime);
// Check that we received a Disconnect event on only one client.
Assert.AreEqual(1, m_ClientsEvents.Count(evs => evs.Count == 2 && evs[1].Type == NetworkEvent.Disconnect));
// Disconnect all the other clients.
for (int i = 1; i < k_NumClients; i++)
{
m_Server.DisconnectRemoteClient(m_ServerEvents[i].ClientID);
}
// Need to manually wait since we don't know which client got the Disconnect.
yield return new WaitForSeconds(MaxNetworkEventWaitTime);
// Check that all clients got a Disconnect event.
Assert.True(m_ClientsEvents.All(evs => evs.Count == 2));
Assert.True(m_ClientsEvents.All(evs => evs[1].Type == NetworkEvent.Disconnect));
yield return null;
}
// Check client disconnection from a single client.
[UnityTest]
public IEnumerator ClientDisconnectSingleClient()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
m_Server.StartServer();
m_Clients[0].StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
m_Clients[0].DisconnectLocalClient();
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
}
// Check client disconnection with multiple clients.
[UnityTest]
public IEnumerator ClientDisconnectMultipleClients()
{
InitializeTransport(out m_Server, out m_ServerEvents);
m_Server.StartServer();
for (int i = 0; i < k_NumClients; i++)
{
InitializeTransport(out m_Clients[i], out m_ClientsEvents[i]);
m_Clients[i].StartClient();
}
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[k_NumClients - 1]);
// Disconnect a single client.
m_Clients[0].DisconnectLocalClient();
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
// Disconnect all the other clients.
for (int i = 1; i < k_NumClients; i++)
{
m_Clients[i].DisconnectLocalClient();
}
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
// Check that we got the correct number of Disconnect events on the server.
Assert.AreEqual(k_NumClients * 2, m_ServerEvents.Count);
Assert.AreEqual(k_NumClients, m_ServerEvents.Count(e => e.Type == NetworkEvent.Disconnect));
yield return null;
}
// Check that server re-disconnects are no-ops.
[UnityTest]
public IEnumerator RepeatedServerDisconnectsNoop()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
m_Server.StartServer();
m_Clients[0].StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ClientsEvents[0]);
var previousServerEventsCount = m_ServerEvents.Count;
var previousClientEventsCount = m_ClientsEvents[0].Count;
m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
// Need to wait manually since no event should be generated.
yield return new WaitForSeconds(MaxNetworkEventWaitTime);
// Check we haven't received anything else on the client or server.
Assert.AreEqual(m_ServerEvents.Count, previousServerEventsCount);
Assert.AreEqual(m_ClientsEvents[0].Count, previousClientEventsCount);
yield return null;
}
// Check that client re-disconnects are no-ops.
[UnityTest]
public IEnumerator RepeatedClientDisconnectsNoop()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
m_Server.StartServer();
m_Clients[0].StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
m_Clients[0].DisconnectLocalClient();
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
var previousServerEventsCount = m_ServerEvents.Count;
var previousClientEventsCount = m_ClientsEvents[0].Count;
m_Clients[0].DisconnectLocalClient();
// Need to wait manually since no event should be generated.
yield return new WaitForSeconds(MaxNetworkEventWaitTime);
// Check we haven't received anything else on the client or server.
Assert.AreEqual(m_ServerEvents.Count, previousServerEventsCount);
Assert.AreEqual(m_ClientsEvents[0].Count, previousClientEventsCount);
yield return null;
}
// Check connection with different server/listen addresses.
[UnityTest]
public IEnumerator DifferentServerAndListenAddresses()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
m_Server.SetConnectionData("127.0.0.1", 10042, "0.0.0.0");
m_Clients[0].SetConnectionData("127.0.0.1", 10042);
m_Server.StartServer();
m_Clients[0].StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
// Check we've received Connect event on server too.
Assert.AreEqual(1, m_ServerEvents.Count);
Assert.AreEqual(NetworkEvent.Connect, m_ServerEvents[0].Type);
yield return null;
}
// Check server disconnection with data in send queue.
[UnityTest]
public IEnumerator ServerDisconnectWithDataInQueue()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
m_Server.StartServer();
m_Clients[0].StartClient();
// Wait for the client to connect before we disconnect the client
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
var data = new ArraySegment<byte>(new byte[] { 42 });
m_Server.Send(m_ServerEvents[0].ClientID, data, NetworkDelivery.Unreliable);
m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ClientsEvents[0]);
if (m_ClientsEvents[0].Count >= 3)
{
Assert.AreEqual(NetworkEvent.Disconnect, m_ClientsEvents[0][2].Type);
}
else
{
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ClientsEvents[0]);
}
}
// Check client disconnection with data in send queue.
[UnityTest]
public IEnumerator ClientDisconnectWithDataInQueue()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
m_Server.StartServer();
m_Clients[0].StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ServerEvents);
var data = new ArraySegment<byte>(new byte[] { 42 });
m_Clients[0].Send(m_Clients[0].ServerClientId, data, NetworkDelivery.Unreliable);
m_Clients[0].DisconnectLocalClient();
yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
if (m_ServerEvents.Count >= 3)
{
Assert.AreEqual(NetworkEvent.Disconnect, m_ServerEvents[2].Type);
}
else
{
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
}
}
// Check that a server can disconnect a client after another client has disconnected.
[UnityTest]
public IEnumerator ServerDisconnectAfterClientDisconnect()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Clients[0], out m_ClientsEvents[0]);
InitializeTransport(out m_Clients[1], out m_ClientsEvents[1]);
m_Server.StartServer();
m_Clients[0].StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[0]);
m_Clients[1].StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[1]);
m_Clients[0].DisconnectLocalClient();
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
// Pick the client ID of the still connected client.
var clientId = m_ServerEvents[0].ClientID;
if (m_ServerEvents[2].ClientID == clientId)
{
clientId = m_ServerEvents[1].ClientID;
}
m_Server.DisconnectRemoteClient(clientId);
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ClientsEvents[1]);
yield return null;
}
}
}