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). ## [2.0.0-exp.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
72 lines
2.6 KiB
C#
72 lines
2.6 KiB
C#
using System.Collections;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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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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namespace Unity.Netcode.RuntimeTests
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{
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internal class ClientOnlyConnectionTests
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{
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private NetworkManager m_ClientNetworkManager;
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private GameObject m_NetworkManagerGameObject;
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private WaitForSeconds m_DefaultWaitForTick = new WaitForSeconds(1.0f / 30);
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private bool m_WasDisconnected;
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private TimeoutHelper m_TimeoutHelper;
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[SetUp]
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public void Setup()
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{
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m_WasDisconnected = false;
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m_NetworkManagerGameObject = new GameObject();
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m_ClientNetworkManager = m_NetworkManagerGameObject.AddComponent<NetworkManager>();
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m_ClientNetworkManager.NetworkConfig = new NetworkConfig();
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// Default is 1000ms per connection attempt and 60 connection attempts (60s)
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// Currently there is no easy way to set these values other than in-editor
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var unityTransport = m_NetworkManagerGameObject.AddComponent<UnityTransport>();
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unityTransport.ConnectTimeoutMS = 1000;
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unityTransport.MaxConnectAttempts = 1;
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m_TimeoutHelper = new TimeoutHelper(2);
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m_ClientNetworkManager.NetworkConfig.NetworkTransport = unityTransport;
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}
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[UnityTest]
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public IEnumerator ClientFailsToConnect()
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{
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// Wait for the disconnected event
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m_ClientNetworkManager.OnClientDisconnectCallback += ClientNetworkManager_OnClientDisconnectCallback;
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// Only start the client (so it will timeout)
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m_ClientNetworkManager.StartClient();
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// Unity Transport throws an error when it times out
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LogAssert.Expect(LogType.Error, "Failed to connect to server.");
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yield return NetcodeIntegrationTest.WaitForConditionOrTimeOut(() => m_WasDisconnected, m_TimeoutHelper);
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Assert.False(m_TimeoutHelper.TimedOut, "Timed out waiting for client to timeout waiting to connect!");
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// Shutdown the client
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m_ClientNetworkManager.Shutdown();
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// Wait for a tick
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yield return m_DefaultWaitForTick;
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}
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private void ClientNetworkManager_OnClientDisconnectCallback(ulong clientId)
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{
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m_WasDisconnected = true;
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}
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[TearDown]
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public void TearDown()
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{
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if (m_NetworkManagerGameObject != null)
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{
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Object.DestroyImmediate(m_NetworkManagerGameObject);
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}
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}
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}
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}
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