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com.unity.netcode.gameobjects/Tests/Runtime/NetworkManagerTransportTests.cs
Unity Technologies 0f7a30d285 com.unity.netcode.gameobjects@1.0.0-pre.10
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.10] - 2022-06-21

### Added

- Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994)
- Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994)
- Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969)
- Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025)
- (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972)

### Removed

### Fixed
- Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017)
- Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009)
- Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003)
- Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985)
- Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984)
- Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975)
- Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973)
- Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972)
- Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961)
- Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976)
- Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947)
- Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946)
- Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946)
- Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946)
- Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946)
- Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
2022-06-21 00:00:00 +00:00

161 lines
5.5 KiB
C#

using System;
using System.Collections;
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
namespace Unity.Netcode.RuntimeTests
{
public class NetworkManagerTransportTests
{
[Test]
public void ClientDoesNotStartWhenTransportFails()
{
bool callbackInvoked = false;
Action onTransportFailure = () => { callbackInvoked = true; };
var manager = new GameObject().AddComponent<NetworkManager>();
manager.OnTransportFailure += onTransportFailure;
var transport = manager.gameObject.AddComponent<FailedTransport>();
transport.FailOnStart = true;
manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
LogAssert.Expect(LogType.Error, $"Client is shutting down due to network transport start failure of {transport.GetType().Name}!");
Assert.False(manager.StartClient());
Assert.False(manager.IsListening);
Assert.False(manager.IsConnectedClient);
Assert.True(callbackInvoked);
}
[Test]
public void HostDoesNotStartWhenTransportFails()
{
bool callbackInvoked = false;
Action onTransportFailure = () => { callbackInvoked = true; };
var manager = new GameObject().AddComponent<NetworkManager>();
manager.OnTransportFailure += onTransportFailure;
var transport = manager.gameObject.AddComponent<FailedTransport>();
transport.FailOnStart = true;
manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
LogAssert.Expect(LogType.Error, $"Server is shutting down due to network transport start failure of {transport.GetType().Name}!");
Assert.False(manager.StartHost());
Assert.False(manager.IsListening);
Assert.True(callbackInvoked);
}
[Test]
public void ServerDoesNotStartWhenTransportFails()
{
bool callbackInvoked = false;
Action onTransportFailure = () => { callbackInvoked = true; };
var manager = new GameObject().AddComponent<NetworkManager>();
manager.OnTransportFailure += onTransportFailure;
var transport = manager.gameObject.AddComponent<FailedTransport>();
transport.FailOnStart = true;
manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
LogAssert.Expect(LogType.Error, $"Server is shutting down due to network transport start failure of {transport.GetType().Name}!");
Assert.False(manager.StartServer());
Assert.False(manager.IsListening);
Assert.True(callbackInvoked);
}
[UnityTest]
public IEnumerator ShutsDownWhenTransportFails()
{
bool callbackInvoked = false;
Action onTransportFailure = () => { callbackInvoked = true; };
var manager = new GameObject().AddComponent<NetworkManager>();
manager.OnTransportFailure += onTransportFailure;
var transport = manager.gameObject.AddComponent<FailedTransport>();
transport.FailOnNextPoll = true;
manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
Assert.True(manager.StartServer());
Assert.True(manager.IsListening);
LogAssert.Expect(LogType.Error, $"Shutting down due to network transport failure of {transport.GetType().Name}!");
// Need two updates to actually shut down. First one to see the transport failing, which
// marks the NetworkManager as shutting down. Second one where actual shutdown occurs.
yield return null;
yield return null;
Assert.False(manager.IsListening);
Assert.True(callbackInvoked);
}
/// <summary>
/// Does nothing but simulate a transport that can fail at startup and/or when polling events.
/// </summary>
public class FailedTransport : TestingNetworkTransport
{
public bool FailOnStart = false;
public bool FailOnNextPoll = false;
public override bool StartClient() => !FailOnStart;
public override bool StartServer() => !FailOnStart;
public override NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime)
{
clientId = 0;
payload = new ArraySegment<byte>();
receiveTime = 0;
if (FailOnNextPoll)
{
FailOnNextPoll = false;
return NetworkEvent.TransportFailure;
}
else
{
return NetworkEvent.Nothing;
}
}
public override ulong ServerClientId => 0;
public override void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery)
{
}
public override void Initialize(NetworkManager networkManager = null)
{
}
public override void Shutdown()
{
}
public override ulong GetCurrentRtt(ulong clientId) => 0;
public override void DisconnectRemoteClient(ulong clientId)
{
}
public override void DisconnectLocalClient()
{
}
}
}
}