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com.unity.netcode.gameobjects/Tests/Editor/Messaging/MessageSendingTests.cs
Unity Technologies fe02ca682e com.unity.netcode.gameobjects@1.2.0
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).

## [1.2.0] - 2022-11-21

### Added

- Added protected method `NetworkBehaviour.OnSynchronize` which is invoked during the initial `NetworkObject` synchronization process. This provides users the ability to include custom serialization information that will be applied to the `NetworkBehaviour` prior to the `NetworkObject` being spawned. (#2298)
- Added support for different versions of the SDK to talk to each other in circumstances where changes permit it. Starting with this version and into future versions, patch versions should be compatible as long as the minor version is the same. (#2290)
- Added `NetworkObject` auto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285)
- Added `public string DisconnectReason` getter to `NetworkManager` and `string Reason` to `ConnectionApprovalResponse`. Allows connection approval to communicate back a reason. Also added `public void DisconnectClient(ulong clientId, string reason)` allowing setting a disconnection reason, when explicitly disconnecting a client. (#2280)

### Changed

- Changed 3rd-party `XXHash` (32 & 64) implementation with an in-house reimplementation (#2310)
- When `NetworkConfig.EnsureNetworkVariableLengthSafety` is disabled `NetworkVariable` fields do not write the additional `ushort` size value (_which helps to reduce the total synchronization message size_), but when enabled it still writes the additional `ushort` value. (#2298)
- Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276)

### Fixed

- Fixed issue where `NetworkTransform` components nested under a parent with a `NetworkObject` component  (i.e. network prefab) would not have their associated `GameObject`'s transform synchronized. (#2298)
- Fixed issue where `NetworkObject`s that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298)
- Fixed issue where in-scene placed `NetworkObject`s nested under a `GameObject` would be added to the orphaned children list causing continual console warning log messages. (#2298)
- Custom messages are now properly received by the local client when they're sent while running in host mode. (#2296)
- Fixed issue where the host would receive more than one event completed notification when loading or unloading a scene only when no clients were connected. (#2292)
- Fixed an issue in `UnityTransport` where an error would be logged if the 'Use Encryption' flag was enabled with a Relay configuration that used a secure protocol. (#2289)
- Fixed issue where in-scene placed `NetworkObjects` were not honoring the `AutoObjectParentSync` property. (#2281)
- Fixed the issue where `NetworkManager.OnClientConnectedCallback` was being invoked before in-scene placed `NetworkObject`s had been spawned when starting `NetworkManager` as a host. (#2277)
- Creating a `FastBufferReader` with `Allocator.None` will not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265)

### Removed

- Removed the `NetworkObject` auto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)
2022-11-21 00:00:00 +00:00

307 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using NUnit.Framework;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
using UnityEngine.TestTools;
using Random = System.Random;
namespace Unity.Netcode.EditorTests
{
public class MessageSendingTests
{
private struct TestMessage : INetworkMessage, INetworkSerializeByMemcpy
{
public int A;
public int B;
public int C;
public static bool Serialized;
public void Serialize(FastBufferWriter writer, int targetVersion)
{
Serialized = true;
writer.WriteValueSafe(this);
}
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{
return true;
}
public void Handle(ref NetworkContext context)
{
}
public int Version => 0;
}
private class TestMessageSender : IMessageSender
{
public List<byte[]> MessageQueue = new List<byte[]>();
public void Send(ulong clientId, NetworkDelivery delivery, FastBufferWriter batchData)
{
MessageQueue.Add(batchData.ToArray());
}
}
private class TestMessageProvider : IMessageProvider, IDisposable
{
// Keep track of what we sent
private List<List<MessagingSystem.MessageWithHandler>> m_CachedMessages = new List<List<MessagingSystem.MessageWithHandler>>();
public void Dispose()
{
foreach (var cachedItem in m_CachedMessages)
{
// Clear out any references to MessagingSystem.MessageWithHandlers
cachedItem.Clear();
}
m_CachedMessages.Clear();
}
public List<MessagingSystem.MessageWithHandler> GetMessages()
{
var messageList = new List<MessagingSystem.MessageWithHandler>
{
new MessagingSystem.MessageWithHandler
{
MessageType = typeof(TestMessage),
Handler = MessagingSystem.ReceiveMessage<TestMessage>,
GetVersion = MessagingSystem.CreateMessageAndGetVersion<TestMessage>
}
};
// Track messages sent
m_CachedMessages.Add(messageList);
return messageList;
}
}
private TestMessageProvider m_TestMessageProvider;
private TestMessageSender m_MessageSender;
private MessagingSystem m_MessagingSystem;
private ulong[] m_Clients = { 0 };
[SetUp]
public void SetUp()
{
TestMessage.Serialized = false;
m_MessageSender = new TestMessageSender();
m_TestMessageProvider = new TestMessageProvider();
m_MessagingSystem = new MessagingSystem(m_MessageSender, this, m_TestMessageProvider);
m_MessagingSystem.ClientConnected(0);
m_MessagingSystem.SetVersion(0, XXHash.Hash32(typeof(TestMessage).FullName), 0);
}
[TearDown]
public void TearDown()
{
m_TestMessageProvider.Dispose();
m_MessagingSystem.Dispose();
}
private TestMessage GetMessage()
{
var random = new Random();
return new TestMessage
{
A = random.Next(),
B = random.Next(),
C = random.Next(),
};
}
[Test]
public void WhenSendingMessage_SerializeIsCalled()
{
var message = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
Assert.IsTrue(TestMessage.Serialized);
}
[Test]
public void WhenSendingMessage_NothingIsSentBeforeProcessingSendQueue()
{
var message = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
Assert.IsEmpty(m_MessageSender.MessageQueue);
}
[Test]
public void WhenProcessingSendQueue_MessageIsSent()
{
var message = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.ProcessSendQueues();
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
}
[Test]
public void WhenSendingMultipleMessages_MessagesAreBatched()
{
var message = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.ProcessSendQueues();
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
}
[Test]
public void WhenNotExceedingBatchSize_NewBatchesAreNotCreated()
{
var message = GetMessage();
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
for (var i = 0; i < 1300 / size; ++i)
{
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
}
m_MessagingSystem.ProcessSendQueues();
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
}
[Test]
public void WhenExceedingBatchSize_NewBatchesAreCreated()
{
var message = GetMessage();
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
for (var i = 0; i < (1300 / size) + 1; ++i)
{
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
}
m_MessagingSystem.ProcessSendQueues();
Assert.AreEqual(2, m_MessageSender.MessageQueue.Count);
}
[Test]
public void WhenExceedingMTUSizeWithFragmentedDelivery_NewBatchesAreNotCreated()
{
var message = GetMessage();
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
for (var i = 0; i < (1300 / size) + 1; ++i)
{
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, m_Clients);
}
m_MessagingSystem.ProcessSendQueues();
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
}
[Test]
public void WhenSwitchingDelivery_NewBatchesAreCreated()
{
var message = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Unreliable, m_Clients);
m_MessagingSystem.ProcessSendQueues();
Assert.AreEqual(2, m_MessageSender.MessageQueue.Count);
}
[Test]
public void WhenSwitchingChannel_NewBatchesAreNotCreated()
{
var message = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.ProcessSendQueues();
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
}
[Test]
public void WhenSendingMessaged_SentDataIsCorrect()
{
var message = GetMessage();
var message2 = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message2, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.ProcessSendQueues();
var reader = new FastBufferReader(m_MessageSender.MessageQueue[0], Allocator.Temp);
using (reader)
{
reader.ReadValueSafe(out BatchHeader header);
Assert.AreEqual(2, header.BatchSize);
MessageHeader messageHeader;
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageType);
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageSize);
Assert.AreEqual(m_MessagingSystem.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
Assert.AreEqual(UnsafeUtility.SizeOf<TestMessage>(), messageHeader.MessageSize);
reader.ReadValueSafe(out TestMessage receivedMessage);
Assert.AreEqual(message, receivedMessage);
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageType);
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageSize);
Assert.AreEqual(m_MessagingSystem.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
Assert.AreEqual(UnsafeUtility.SizeOf<TestMessage>(), messageHeader.MessageSize);
reader.ReadValueSafe(out TestMessage receivedMessage2);
Assert.AreEqual(message2, receivedMessage2);
}
}
private class TestNoHandlerMessageProvider : IMessageProvider
{
public List<MessagingSystem.MessageWithHandler> GetMessages()
{
return new List<MessagingSystem.MessageWithHandler>
{
new MessagingSystem.MessageWithHandler
{
MessageType = typeof(TestMessage),
Handler = null,
GetVersion = MessagingSystem.CreateMessageAndGetVersion<TestMessage>
}
};
}
}
[Test]
public void WhenReceivingAMessageWithoutAHandler_ExceptionIsLogged()
{
// If a MessagingSystem already exists then dispose of it before creating a new MessagingSystem (otherwise memory leak)
if (m_MessagingSystem != null)
{
m_MessagingSystem.Dispose();
m_MessagingSystem = null;
}
// Since m_MessagingSystem is disposed during teardown we don't need to worry about that here.
m_MessagingSystem = new MessagingSystem(new NopMessageSender(), this, new TestNoHandlerMessageProvider());
m_MessagingSystem.ClientConnected(0);
var messageHeader = new MessageHeader
{
MessageSize = (ushort)UnsafeUtility.SizeOf<TestMessage>(),
MessageType = m_MessagingSystem.GetMessageType(typeof(TestMessage)),
};
var message = GetMessage();
var writer = new FastBufferWriter(1300, Allocator.Temp);
using (writer)
{
writer.TryBeginWrite(FastBufferWriter.GetWriteSize(message));
writer.WriteValue(message);
var reader = new FastBufferReader(writer, Allocator.Temp);
using (reader)
{
m_MessagingSystem.HandleMessage(messageHeader, reader, 0, 0, 0);
LogAssert.Expect(LogType.Exception, new Regex(".*HandlerNotRegisteredException.*"));
}
}
}
}
}