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). ## [2.1.1] - 2024-10-18 ### Added - Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097) - Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094) - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094) - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094) - Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088) - Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088) ### Fixed - Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103) - Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099) - Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096) - Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092) - Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081) - Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081) - Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081) - Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081) - Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078) - Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077) - Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075) ### Changed - Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097) - Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
189 lines
7.3 KiB
C#
189 lines
7.3 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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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(PlayerCreation.Prefab)]
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[TestFixture(PlayerCreation.PrefabHash)]
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[TestFixture(PlayerCreation.NoPlayer)]
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[TestFixture(PlayerCreation.FailValidation)]
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internal class ConnectionApprovalTests : IntegrationTestWithApproximation
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{
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private const string k_InvalidToken = "Invalid validation token!";
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public enum PlayerCreation
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{
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Prefab,
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PrefabHash,
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NoPlayer,
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FailValidation
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}
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private PlayerCreation m_PlayerCreation;
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private bool m_ClientDisconnectReasonValidated;
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private Vector3 m_ExpectedPosition;
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private Quaternion m_ExpectedRotation;
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private Dictionary<ulong, bool> m_Validated = new Dictionary<ulong, bool>();
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public ConnectionApprovalTests(PlayerCreation playerCreation)
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{
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m_PlayerCreation = playerCreation;
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}
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protected override int NumberOfClients => 1;
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private Guid m_ValidationToken;
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protected override bool ShouldCheckForSpawnedPlayers()
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{
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return m_PlayerCreation != PlayerCreation.NoPlayer;
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}
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protected override void OnServerAndClientsCreated()
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{
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if (m_PlayerCreation == PlayerCreation.Prefab || m_PlayerCreation == PlayerCreation.PrefabHash)
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{
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m_ExpectedPosition = GetRandomVector3(-10.0f, 10.0f);
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m_ExpectedRotation = Quaternion.Euler(GetRandomVector3(-359.98f, 359.98f));
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}
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m_ClientDisconnectReasonValidated = false;
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m_BypassConnectionTimeout = m_PlayerCreation == PlayerCreation.FailValidation;
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m_Validated.Clear();
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m_ValidationToken = Guid.NewGuid();
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var validationToken = Encoding.UTF8.GetBytes(m_ValidationToken.ToString());
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m_ServerNetworkManager.ConnectionApprovalCallback = NetworkManagerObject_ConnectionApprovalCallback;
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m_ServerNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
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if (m_PlayerCreation == PlayerCreation.PrefabHash)
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{
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m_ServerNetworkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = m_PlayerPrefab });
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}
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m_ServerNetworkManager.NetworkConfig.ConnectionApproval = true;
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m_ServerNetworkManager.NetworkConfig.ConnectionData = validationToken;
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foreach (var client in m_ClientNetworkManagers)
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{
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client.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
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if (m_PlayerCreation == PlayerCreation.PrefabHash)
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{
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client.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = m_PlayerPrefab });
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}
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client.NetworkConfig.ConnectionApproval = true;
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client.NetworkConfig.ConnectionData = m_PlayerCreation == PlayerCreation.FailValidation ? Encoding.UTF8.GetBytes(Guid.NewGuid().ToString()) : validationToken;
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if (m_PlayerCreation == PlayerCreation.FailValidation)
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{
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client.OnClientDisconnectCallback += Client_OnClientDisconnectCallback;
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}
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}
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base.OnServerAndClientsCreated();
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}
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private void Client_OnClientDisconnectCallback(ulong clientId)
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{
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m_ClientNetworkManagers[0].OnClientDisconnectCallback -= Client_OnClientDisconnectCallback;
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m_ClientDisconnectReasonValidated = m_ClientNetworkManagers[0].LocalClientId == clientId && m_ClientNetworkManagers[0].DisconnectReason == k_InvalidToken;
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}
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private bool ClientAndHostValidated()
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{
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if (!m_Validated.ContainsKey(m_ServerNetworkManager.LocalClientId) || !m_Validated[m_ServerNetworkManager.LocalClientId])
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{
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return false;
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}
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if (m_PlayerCreation == PlayerCreation.FailValidation)
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{
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return m_ClientDisconnectReasonValidated;
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}
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else
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{
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foreach (var client in m_ClientNetworkManagers)
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{
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if (!m_Validated.ContainsKey(client.LocalClientId) || !m_Validated[client.LocalClientId])
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{
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return false;
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}
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}
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}
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return true;
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}
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private bool ValidatePlayersPositionRotation()
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{
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foreach (var playerEntries in m_PlayerNetworkObjects)
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{
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foreach (var player in playerEntries.Value)
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{
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if (!Approximately(player.Value.transform.position, m_ExpectedPosition))
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{
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return false;
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}
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if (!Approximately(player.Value.transform.rotation, m_ExpectedRotation))
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{
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return false;
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}
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}
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}
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return true;
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}
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[UnityTest]
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public IEnumerator ConnectionApproval()
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{
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yield return WaitForConditionOrTimeOut(ClientAndHostValidated);
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AssertOnTimeout("Timed out waiting for all clients to be approved!");
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if (m_PlayerCreation == PlayerCreation.Prefab || m_PlayerCreation == PlayerCreation.PrefabHash)
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{
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yield return WaitForConditionOrTimeOut(ValidatePlayersPositionRotation);
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AssertOnTimeout("Not all player prefabs spawned in the correct position and/or rotation!");
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}
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}
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private void NetworkManagerObject_ConnectionApprovalCallback(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response)
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{
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var stringGuid = Encoding.UTF8.GetString(request.Payload);
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if (m_ValidationToken.ToString() == stringGuid)
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{
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m_Validated.Add(request.ClientNetworkId, true);
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response.Approved = true;
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}
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else
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{
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response.Approved = false;
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response.Reason = "Invalid validation token!";
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}
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response.CreatePlayerObject = ShouldCheckForSpawnedPlayers();
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response.Position = m_ExpectedPosition;
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response.Rotation = m_ExpectedRotation;
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response.PlayerPrefabHash = m_PlayerCreation == PlayerCreation.PrefabHash ? m_PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash : null;
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}
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[Test]
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public void VerifyUniqueNetworkConfigPerRequest()
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{
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var networkConfig = new NetworkConfig
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{
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EnableSceneManagement = true,
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TickRate = 30
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};
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var currentHash = networkConfig.GetConfig();
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networkConfig.EnableSceneManagement = false;
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networkConfig.TickRate = 60;
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var newHash = networkConfig.GetConfig(false);
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Assert.True(currentHash != newHash, $"Hashed {nameof(NetworkConfig)} values {currentHash} and {newHash} should not be the same!");
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}
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}
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}
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