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). ## [1.0.1] - 2022-08-23 ### Changed - Changed version to 1.0.1. (#2131) - Updated dependency on `com.unity.transport` to 1.2.0. (#2129) - When using `UnityTransport`, _reliable_ payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081) - Preformance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects ### Fixed - Fixed an issue where reading/writing more than 8 bits at a time with BitReader/BitWriter would write/read from the wrong place, returning and incorrect result. (#2130) - Fixed issue with the internal `NetworkTransformState.m_Bitset` flag not getting cleared upon the next tick advancement. (#2110) - Fixed interpolation issue with `NetworkTransform.Teleport`. (#2110) - Fixed issue where the authoritative side was interpolating its transform. (#2110) - Fixed Owner-written NetworkVariable infinitely write themselves (#2109) - Fixed NetworkList issue that showed when inserting at the very end of a NetworkList (#2099) - Fixed issue where a client owner of a `NetworkVariable` with both owner read and write permissions would not update the server side when changed. (#2097) - Fixed issue when attempting to spawn a parent `GameObject`, with `NetworkObject` component attached, that has one or more child `GameObject`s, that are inactive in the hierarchy, with `NetworkBehaviour` components it will no longer attempt to spawn the associated `NetworkBehaviour`(s) or invoke ownership changed notifications but will log a warning message. (#2096) - Fixed an issue where destroying a NetworkBehaviour would not deregister it from the parent NetworkObject, leading to exceptions when the parent was later destroyed. (#2091) - Fixed issue where `NetworkObject.NetworkHide` was despawning and destroying, as opposed to only despawning, in-scene placed `NetworkObject`s. (#2086) - Fixed `NetworkAnimator` synchronizing transitions twice due to it detecting the change in animation state once a transition is started by a trigger. (#2084) - Fixed issue where `NetworkAnimator` would not synchronize a looping animation for late joining clients if it was at the very end of its loop. (#2076) - Fixed issue where `NetworkAnimator` was not removing its subscription from `OnClientConnectedCallback` when despawned during the shutdown sequence. (#2074) - Fixed IsServer and IsClient being set to false before object despawn during the shutdown sequence. (#2074) - Fixed NetworkList Value event on the server. PreviousValue is now set correctly when a new value is set through property setter. (#2067) - Fixed NetworkLists not populating on client. NetworkList now uses the most recent list as opposed to the list at the end of previous frame, when sending full updates to dynamically spawned NetworkObject. The difference in behaviour is required as scene management spawns those objects at a different time in the frame, relative to updates. (#2062)
483 lines
19 KiB
C#
483 lines
19 KiB
C#
using NUnit.Framework;
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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 System.Text;
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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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public class UnityTransportTests
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{
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// No need to test all reliable delivery methods since they all map to the same pipeline.
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private static readonly NetworkDelivery[] k_DeliveryParameters =
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{
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NetworkDelivery.Unreliable,
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NetworkDelivery.UnreliableSequenced,
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NetworkDelivery.Reliable
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};
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private UnityTransport m_Server, m_Client1, m_Client2;
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private List<TransportEvent> m_ServerEvents, m_Client1Events, m_Client2Events;
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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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// Need to destroy the GameObject (all assigned components will get destroyed too)
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UnityEngine.Object.DestroyImmediate(m_Server.gameObject);
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}
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if (m_Client1)
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{
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m_Client1.Shutdown();
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// Need to destroy the GameObject (all assigned components will get destroyed too)
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UnityEngine.Object.DestroyImmediate(m_Client1.gameObject);
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}
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if (m_Client2)
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{
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m_Client2.Shutdown();
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// Need to destroy the GameObject (all assigned components will get destroyed too)
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UnityEngine.Object.DestroyImmediate(m_Client2.gameObject);
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}
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m_ServerEvents?.Clear();
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m_Client1Events?.Clear();
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m_Client2Events?.Clear();
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yield return null;
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}
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// Check if can make a simple data exchange.
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[UnityTest]
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public IEnumerator PingPong([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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m_Server.StartServer();
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m_Client1.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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var ping = new ArraySegment<byte>(Encoding.ASCII.GetBytes("ping"));
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m_Client1.Send(m_Client1.ServerClientId, ping, delivery);
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
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Assert.That(m_ServerEvents[1].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("ping")));
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var pong = new ArraySegment<byte>(Encoding.ASCII.GetBytes("pong"));
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m_Server.Send(m_ServerEvents[0].ClientID, pong, delivery);
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_Client1Events);
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Assert.That(m_Client1Events[1].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("pong")));
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yield return null;
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}
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// Check if can make a simple data exchange (both ways at a time).
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[UnityTest]
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public IEnumerator PingPongSimultaneous([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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m_Server.StartServer();
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m_Client1.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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var ping = new ArraySegment<byte>(Encoding.ASCII.GetBytes("ping"));
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m_Server.Send(m_ServerEvents[0].ClientID, ping, delivery);
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m_Client1.Send(m_Client1.ServerClientId, ping, delivery);
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// Once one event is in the other should be too.
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
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Assert.That(m_ServerEvents[1].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("ping")));
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Assert.That(m_Client1Events[1].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("ping")));
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var pong = new ArraySegment<byte>(Encoding.ASCII.GetBytes("pong"));
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m_Server.Send(m_ServerEvents[0].ClientID, pong, delivery);
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m_Client1.Send(m_Client1.ServerClientId, pong, delivery);
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// Once one event is in the other should be too.
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
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Assert.That(m_ServerEvents[2].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("pong")));
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Assert.That(m_Client1Events[2].Data, Is.EquivalentTo(Encoding.ASCII.GetBytes("pong")));
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yield return null;
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}
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// Test is ignored on Switch, PS4, and PS5 because on these platforms the OS buffers for
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// loopback traffic are too small for the amount of data sent in a single update here.
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[UnityTest]
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[UnityPlatform(exclude = new[] { RuntimePlatform.Switch, RuntimePlatform.PS4, RuntimePlatform.PS5 })]
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public IEnumerator SendMaximumPayloadSize([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
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{
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// We want something that's over the old limit of ~44KB for reliable payloads.
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var payloadSize = 64 * 1024;
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InitializeTransport(out m_Server, out m_ServerEvents, payloadSize);
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InitializeTransport(out m_Client1, out m_Client1Events, payloadSize);
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m_Server.StartServer();
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m_Client1.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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var payloadData = new byte[payloadSize];
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for (int i = 0; i < payloadData.Length; i++)
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{
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payloadData[i] = (byte)i;
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}
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var payload = new ArraySegment<byte>(payloadData);
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m_Client1.Send(m_Client1.ServerClientId, payload, delivery);
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents, MaxNetworkEventWaitTime * 4);
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Assert.AreEqual(payloadSize, m_ServerEvents[1].Data.Count);
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var receivedArray = m_ServerEvents[1].Data.Array;
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var receivedArrayOffset = m_ServerEvents[1].Data.Offset;
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for (int i = 0; i < payloadSize; i++)
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{
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Assert.AreEqual(payloadData[i], receivedArray[receivedArrayOffset + i]);
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}
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yield return null;
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}
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// Check making multiple sends to a client in a single frame.
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[UnityTest]
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public IEnumerator MultipleSendsSingleFrame([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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m_Server.StartServer();
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m_Client1.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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var data1 = new ArraySegment<byte>(new byte[] { 11 });
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m_Client1.Send(m_Client1.ServerClientId, data1, delivery);
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var data2 = new ArraySegment<byte>(new byte[] { 22 });
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m_Client1.Send(m_Client1.ServerClientId, data2, delivery);
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
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Assert.AreEqual(3, m_ServerEvents.Count);
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Assert.AreEqual(NetworkEvent.Data, m_ServerEvents[2].Type);
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Assert.AreEqual(11, m_ServerEvents[1].Data.First());
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Assert.AreEqual(22, m_ServerEvents[2].Data.First());
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yield return null;
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}
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// Check sending data to multiple clients.
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[UnityTest]
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public IEnumerator SendMultipleClients([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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InitializeTransport(out m_Client2, out m_Client2Events);
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m_Server.StartServer();
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m_Client1.StartClient();
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m_Client2.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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if (m_Client2Events.Count == 0)
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{
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client2Events);
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}
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// Ensure we got both Connect events.
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Assert.AreEqual(2, m_ServerEvents.Count);
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var data1 = new ArraySegment<byte>(new byte[] { 11 });
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m_Server.Send(m_ServerEvents[0].ClientID, data1, delivery);
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var data2 = new ArraySegment<byte>(new byte[] { 22 });
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m_Server.Send(m_ServerEvents[1].ClientID, data2, delivery);
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// Once one has received its data, the other should have too.
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_Client1Events);
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// Do make sure the other client got its Data event.
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Assert.AreEqual(2, m_Client2Events.Count);
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Assert.AreEqual(NetworkEvent.Data, m_Client2Events[1].Type);
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byte c1Data = m_Client1Events[1].Data.First();
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byte c2Data = m_Client2Events[1].Data.First();
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Assert.That((c1Data == 11 && c2Data == 22) || (c1Data == 22 && c2Data == 11));
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yield return null;
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}
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// Check receiving data from multiple clients.
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[UnityTest]
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public IEnumerator ReceiveMultipleClients([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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InitializeTransport(out m_Client2, out m_Client2Events);
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m_Server.StartServer();
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m_Client1.StartClient();
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m_Client2.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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if (m_Client2Events.Count == 0)
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{
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client2Events);
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}
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var data1 = new ArraySegment<byte>(new byte[] { 11 });
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m_Client1.Send(m_Client1.ServerClientId, data1, delivery);
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var data2 = new ArraySegment<byte>(new byte[] { 22 });
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m_Client2.Send(m_Client2.ServerClientId, data2, delivery);
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
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// Make sure we got both data messages.
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Assert.AreEqual(4, m_ServerEvents.Count);
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Assert.AreEqual(NetworkEvent.Data, m_ServerEvents[3].Type);
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byte sData1 = m_ServerEvents[2].Data.First();
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byte sData2 = m_ServerEvents[3].Data.First();
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Assert.That((sData1 == 11 && sData2 == 22) || (sData1 == 22 && sData2 == 11));
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yield return null;
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}
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// Check that we get disconnected when overflowing the reliable send queue.
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[UnityTest]
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public IEnumerator DisconnectOnReliableSendQueueOverflow()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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m_Server.StartServer();
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m_Client1.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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m_Server.Shutdown();
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var numSends = (UnityTransport.InitialMaxSendQueueSize / 1024);
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for (int i = 0; i < numSends; i++)
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{
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var payload = new ArraySegment<byte>(new byte[1024]);
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m_Client1.Send(m_Client1.ServerClientId, payload, NetworkDelivery.Reliable);
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}
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LogAssert.Expect(LogType.Error, "Couldn't add payload of size 1024 to reliable send queue. " +
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$"Closing connection {m_Client1.ServerClientId} as reliability guarantees can't be maintained. " +
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$"Perhaps 'Max Send Queue Size' ({UnityTransport.InitialMaxSendQueueSize}) is too small for workload.");
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Assert.AreEqual(2, m_Client1Events.Count);
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Assert.AreEqual(NetworkEvent.Disconnect, m_Client1Events[1].Type);
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yield return null;
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}
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// Check that it's fine to overflow the unreliable send queue (traffic is flushed on overflow).
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// Test is ignored on Switch, PS4, and PS5 because on these platforms the OS buffers for
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// loopback traffic are too small for the amount of data sent in a single update here.
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[UnityTest]
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[UnityPlatform(exclude = new[] { RuntimePlatform.Switch, RuntimePlatform.PS4, RuntimePlatform.PS5 })]
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public IEnumerator SendCompletesOnUnreliableSendQueueOverflow()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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m_Server.StartServer();
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m_Client1.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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var numSends = (UnityTransport.InitialMaxSendQueueSize / 1024) + 1;
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for (int i = 0; i < numSends; i++)
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{
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var payload = new ArraySegment<byte>(new byte[1024]);
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m_Client1.Send(m_Client1.ServerClientId, payload, NetworkDelivery.Unreliable);
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}
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// Manually wait. This ends up generating quite a bit of packets and it might take a
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// while for everything to make it to the server.
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yield return new WaitForSeconds(numSends * 0.02f);
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// Extra event is the connect event.
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Assert.AreEqual(numSends + 1, m_ServerEvents.Count);
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for (int i = 1; i <= numSends; i++)
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{
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Assert.AreEqual(NetworkEvent.Data, m_ServerEvents[i].Type);
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Assert.AreEqual(1024, m_ServerEvents[i].Data.Count);
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}
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yield return null;
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}
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// Check that simulator parameters are effective. We only check with the drop rate, because
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// that's easy to check and we only really want to make sure the simulator parameters are
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// configured properly (the simulator pipeline stage is already well-tested in UTP).
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[UnityTest]
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[UnityPlatform(include = new[] { RuntimePlatform.OSXEditor, RuntimePlatform.WindowsEditor, RuntimePlatform.LinuxEditor })]
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public IEnumerator SimulatorParametersAreEffective()
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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m_Server.SetDebugSimulatorParameters(0, 0, 100);
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m_Server.StartServer();
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m_Client1.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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var data = new ArraySegment<byte>(new byte[] { 42 });
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m_Client1.Send(m_Client1.ServerClientId, data, NetworkDelivery.Reliable);
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yield return new WaitForSeconds(MaxNetworkEventWaitTime);
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Assert.AreEqual(1, m_ServerEvents.Count);
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yield return null;
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}
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// Check that RTT is reported correctly.
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[UnityTest]
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[UnityPlatform(include = new[] { RuntimePlatform.OSXEditor, RuntimePlatform.WindowsEditor, RuntimePlatform.LinuxEditor })]
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public IEnumerator CurrentRttReportedCorrectly()
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{
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const int simulatedRtt = 25;
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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m_Server.SetDebugSimulatorParameters(simulatedRtt, 0, 0);
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m_Server.StartServer();
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m_Client1.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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var data = new ArraySegment<byte>(new byte[] { 42 });
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m_Client1.Send(m_Client1.ServerClientId, data, NetworkDelivery.Reliable);
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents,
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timeout: MaxNetworkEventWaitTime + (2 * simulatedRtt));
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Assert.GreaterOrEqual(m_Client1.GetCurrentRtt(m_Client1.ServerClientId), simulatedRtt);
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yield return null;
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}
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[UnityTest]
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public IEnumerator SendQueuesFlushedOnShutdown([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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m_Server.StartServer();
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m_Client1.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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var data = new ArraySegment<byte>(new byte[] { 42 });
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m_Client1.Send(m_Client1.ServerClientId, data, delivery);
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m_Client1.Shutdown();
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
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yield return null;
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}
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[UnityTest]
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public IEnumerator SendQueuesFlushedOnLocalClientDisconnect([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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m_Server.StartServer();
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m_Client1.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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var data = new ArraySegment<byte>(new byte[] { 42 });
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m_Client1.Send(m_Client1.ServerClientId, data, delivery);
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m_Client1.DisconnectLocalClient();
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
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yield return null;
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}
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[UnityTest]
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public IEnumerator SendQueuesFlushedOnRemoteClientDisconnect([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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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;
|
|
}
|
|
}
|
|
}
|