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.7] - 2022-04-01 ### Added - Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828) - Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823) - Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762) - `UnityTransport` settings can now be set programmatically. (#1845) - `FastBufferWriter` and Reader IsInitialized property. (#1859) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849) ### Removed - Removed `SnapshotSystem` (#1852) - Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812) - Removed `com.unity.collections` dependency from the package (#1849) ### Fixed - Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850) - Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847) - Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841) - Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838) - Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836) - Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828) - Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821) - Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811) - Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809) - Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808) - Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801) - Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780) - Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779) - Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777) - Fixed parenting warning printing for false positives (#1855)
79 lines
2.8 KiB
C#
79 lines
2.8 KiB
C#
using System.Collections;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Unity.Netcode.TestHelpers.Runtime;
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#if UNITY_UNET_PRESENT
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using Unity.Netcode.Transports.UNET;
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#else
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using Unity.Netcode.Transports.UTP;
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#endif
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namespace Unity.Netcode.RuntimeTests
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{
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public 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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#if UNITY_UNET_PRESENT
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m_TimeoutHelper = new TimeoutHelper(30);
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m_ClientNetworkManager.NetworkConfig.NetworkTransport = m_NetworkManagerGameObject.AddComponent<UNetTransport>();
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#else
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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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m_TimeoutHelper = new TimeoutHelper(70);
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m_ClientNetworkManager.NetworkConfig.NetworkTransport = m_NetworkManagerGameObject.AddComponent<UnityTransport>();
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#endif
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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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#if !UNITY_UNET_PRESENT
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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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#endif
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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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