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)
104 lines
4.4 KiB
C#
104 lines
4.4 KiB
C#
using System.Collections;
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using System.Text.RegularExpressions;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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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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[TestFixture(ApprovalTimedOutTypes.ServerDoesNotRespond)]
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[TestFixture(ApprovalTimedOutTypes.ClientDoesNotRequest)]
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public class ConnectionApprovalTimeoutTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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public enum ApprovalTimedOutTypes
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{
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ClientDoesNotRequest,
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ServerDoesNotRespond
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}
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private ApprovalTimedOutTypes m_ApprovalFailureType;
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public ConnectionApprovalTimeoutTests(ApprovalTimedOutTypes approvalFailureType)
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{
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m_ApprovalFailureType = approvalFailureType;
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}
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// Must be >= 2 since this is an int value and the test waits for timeout - 1 to try to verify it doesn't
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// time out early
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private const int k_TestTimeoutPeriod = 1;
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private Regex m_ExpectedLogMessage;
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private LogType m_LogType;
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protected override IEnumerator OnSetup()
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{
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m_BypassConnectionTimeout = true;
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return base.OnSetup();
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}
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protected override IEnumerator OnTearDown()
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{
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m_BypassConnectionTimeout = false;
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return base.OnTearDown();
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}
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protected override void OnServerAndClientsCreated()
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{
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m_ServerNetworkManager.NetworkConfig.ClientConnectionBufferTimeout = k_TestTimeoutPeriod;
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m_ServerNetworkManager.LogLevel = LogLevel.Developer;
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m_ClientNetworkManagers[0].NetworkConfig.ClientConnectionBufferTimeout = k_TestTimeoutPeriod;
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m_ClientNetworkManagers[0].LogLevel = LogLevel.Developer;
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base.OnServerAndClientsCreated();
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}
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protected override IEnumerator OnStartedServerAndClients()
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{
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if (m_ApprovalFailureType == ApprovalTimedOutTypes.ServerDoesNotRespond)
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{
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// We catch (don't process) the incoming approval message to simulate the server not sending the approved message in time
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m_ClientNetworkManagers[0].ConnectionManager.MessageManager.Hook(new MessageCatcher<ConnectionApprovedMessage>(m_ClientNetworkManagers[0]));
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m_ExpectedLogMessage = new Regex("Timed out waiting for the server to approve the connection request.");
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m_LogType = LogType.Log;
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}
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else
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{
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// We catch (don't process) the incoming connection request message to simulate a transport connection but the client never
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// sends (or takes too long to send) the connection request.
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m_ServerNetworkManager.ConnectionManager.MessageManager.Hook(new MessageCatcher<ConnectionRequestMessage>(m_ServerNetworkManager));
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// For this test, we know the timed out client will be Client-1
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m_ExpectedLogMessage = new Regex("Server detected a transport connection from Client-1, but timed out waiting for the connection request message.");
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m_LogType = LogType.Warning;
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}
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yield return null;
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}
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[UnityTest]
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public IEnumerator ValidateApprovalTimeout()
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{
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// Delay for half of the wait period
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yield return new WaitForSeconds(k_TestTimeoutPeriod * 0.5f);
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// Verify we haven't received the time out message yet
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NetcodeLogAssert.LogWasNotReceived(LogType.Log, m_ExpectedLogMessage);
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yield return new WaitForSeconds(k_TestTimeoutPeriod * 1.5f);
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// We should have the test relative log message by this time.
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NetcodeLogAssert.LogWasReceived(m_LogType, m_ExpectedLogMessage);
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Debug.Log("Checking connected client count");
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// It should only have the host client connected
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Assert.AreEqual(1, m_ServerNetworkManager.ConnectedClients.Count, $"Expected only one client when there were {m_ServerNetworkManager.ConnectedClients.Count} clients connected!");
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Assert.AreEqual(0, m_ServerNetworkManager.ConnectionManager.PendingClients.Count, $"Expected no pending clients when there were {m_ServerNetworkManager.ConnectionManager.PendingClients.Count} pending clients!");
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Assert.True(!m_ClientNetworkManagers[0].LocalClient.IsApproved, $"Expected the client to not have been approved, but it was!");
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}
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}
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}
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