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)
73 lines
2.5 KiB
C#
73 lines
2.5 KiB
C#
using System;
|
|
using System.Text;
|
|
using System.Collections;
|
|
using UnityEngine;
|
|
using UnityEngine.TestTools;
|
|
using NUnit.Framework;
|
|
using Unity.Netcode.TestHelpers.Runtime;
|
|
|
|
namespace Unity.Netcode.RuntimeTests
|
|
{
|
|
public class ConnectionApprovalTests
|
|
{
|
|
private Guid m_ValidationToken;
|
|
private bool m_IsValidated;
|
|
|
|
[SetUp]
|
|
public void Setup()
|
|
{
|
|
// Create, instantiate, and host
|
|
Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _, NetworkManagerHelper.NetworkManagerOperatingMode.None));
|
|
m_ValidationToken = Guid.NewGuid();
|
|
}
|
|
|
|
[UnityTest]
|
|
public IEnumerator ConnectionApproval()
|
|
{
|
|
NetworkManagerHelper.NetworkManagerObject.ConnectionApprovalCallback = NetworkManagerObject_ConnectionApprovalCallback;
|
|
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.ConnectionApproval = true;
|
|
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.PlayerPrefab = null;
|
|
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.ConnectionData = Encoding.UTF8.GetBytes(m_ValidationToken.ToString());
|
|
m_IsValidated = false;
|
|
NetworkManagerHelper.NetworkManagerObject.StartHost();
|
|
|
|
var timeOut = Time.realtimeSinceStartup + 3.0f;
|
|
var timedOut = false;
|
|
while (!m_IsValidated)
|
|
{
|
|
yield return new WaitForSeconds(0.01f);
|
|
if (timeOut < Time.realtimeSinceStartup)
|
|
{
|
|
timedOut = true;
|
|
}
|
|
}
|
|
|
|
//Make sure we didn't time out
|
|
Assert.False(timedOut);
|
|
Assert.True(m_IsValidated);
|
|
}
|
|
|
|
private void NetworkManagerObject_ConnectionApprovalCallback(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response)
|
|
{
|
|
var stringGuid = Encoding.UTF8.GetString(request.Payload);
|
|
if (m_ValidationToken.ToString() == stringGuid)
|
|
{
|
|
m_IsValidated = true;
|
|
}
|
|
|
|
response.Approved = m_IsValidated;
|
|
response.CreatePlayerObject = false;
|
|
response.Position = null;
|
|
response.Rotation = null;
|
|
response.PlayerPrefabHash = null;
|
|
}
|
|
|
|
[TearDown]
|
|
public void TearDown()
|
|
{
|
|
// Stop, shutdown, and destroy
|
|
NetworkManagerHelper.ShutdownNetworkManager();
|
|
}
|
|
}
|
|
}
|