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2 changes: 2 additions & 0 deletions com.unity.netcode.gameobjects/CHANGELOG.md
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Expand Up @@ -10,6 +10,8 @@ Additional documentation and release notes are available at [Multiplayer Documen

### 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)

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19 changes: 19 additions & 0 deletions com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs
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Expand Up @@ -361,6 +361,16 @@ public IReadOnlyList<ulong> ConnectedClientsIds
/// </summary>
public event Action OnServerStarted = null;

/// <summary>
/// The callback to invoke if the <see cref="NetworkTransport"/> fails.
/// </summary>
/// <remarks>
/// A failure of the transport is always followed by the <see cref="NetworkManager"/> shutting down. Recovering
/// from a transport failure would normally entail reconfiguring the transport (e.g. re-authenticating, or
/// recreating a new service allocation depending on the transport) and restarting the client/server/host.
/// </remarks>
public event Action OnTransportFailure = null;

/// <summary>
/// Connection Approval Response
/// </summary>
Expand Down Expand Up @@ -980,6 +990,7 @@ public bool StartServer()
else
{
Debug.LogError($"Server is shutting down due to network transport start failure of {NetworkConfig.NetworkTransport.GetType().Name}!");
OnTransportFailure?.Invoke();
Shutdown();
}

Expand Down Expand Up @@ -1007,6 +1018,7 @@ public bool StartClient()
if (!NetworkConfig.NetworkTransport.StartClient())
{
Debug.LogError($"Client is shutting down due to network transport start failure of {NetworkConfig.NetworkTransport.GetType().Name}!");
OnTransportFailure?.Invoke();
Shutdown();
return false;
}
Expand Down Expand Up @@ -1039,6 +1051,7 @@ public bool StartHost()
if (!NetworkConfig.NetworkTransport.StartServer())
{
Debug.LogError($"Server is shutting down due to network transport start failure of {NetworkConfig.NetworkTransport.GetType().Name}!");
OnTransportFailure?.Invoke();
Shutdown();
return false;
}
Expand Down Expand Up @@ -1675,6 +1688,12 @@ private void HandleRawTransportPoll(NetworkEvent networkEvent, ulong clientId, A
s_TransportDisconnect.End();
#endif
break;

case NetworkEvent.TransportFailure:
Debug.LogError($"Shutting down due to network transport failure of {NetworkConfig.NetworkTransport.GetType().Name}!");
OnTransportFailure?.Invoke();
Shutdown(true);
break;
}
}

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Expand Up @@ -20,6 +20,11 @@ public enum NetworkEvent
/// </summary>
Disconnect,

/// <summary>
/// Transport has encountered an unrecoverable failure
/// </summary>
TransportFailure,

/// <summary>
/// No new event
/// </summary>
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Expand Up @@ -722,6 +722,15 @@ private void Update()

m_Driver.ScheduleUpdate().Complete();

if (m_ProtocolType == ProtocolType.RelayUnityTransport && m_Driver.GetRelayConnectionStatus() == RelayConnectionStatus.AllocationInvalid)
{
Debug.LogError("Transport failure! Relay allocation needs to be recreated, and NetworkManager restarted. " +
"Use NetworkManager.OnTransportFailure to be notified of such events programmatically.");

InvokeOnTransportEvent(NetcodeNetworkEvent.TransportFailure, 0, default, Time.realtimeSinceStartup);
return;
}

while (AcceptConnection() && m_Driver.IsCreated)
{
;
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Expand Up @@ -3,131 +3,158 @@
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using Object = UnityEngine.Object;

namespace Unity.Netcode.RuntimeTests
{
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
public class NetworkManagerTransportTests : NetcodeIntegrationTest
public class NetworkManagerTransportTests
{
protected override int NumberOfClients => 1;
[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;

private bool m_CanStartServerAndClients = false;
manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };

public NetworkManagerTransportTests(HostOrServer hostOrServer) : base(hostOrServer) { }
LogAssert.Expect(LogType.Error, $"Client is shutting down due to network transport start failure of {transport.GetType().Name}!");

protected override IEnumerator OnSetup()
Assert.False(manager.StartClient());
Assert.False(manager.IsListening);
Assert.False(manager.IsConnectedClient);

Assert.True(callbackInvoked);
}

[Test]
public void HostDoesNotStartWhenTransportFails()
{
m_CanStartServerAndClients = false;
return base.OnSetup();
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);
}

protected override bool CanStartServerAndClients()
[Test]
public void ServerDoesNotStartWhenTransportFails()
{
return m_CanStartServerAndClients;
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>
/// Validate that if the NetworkTransport fails to start the NetworkManager
/// will not continue the startup process and will shut itself down.
/// Does nothing but simulate a transport that can fail at startup and/or when polling events.
/// </summary>
/// <param name="testClient">if true it will test the client side</param>
[UnityTest]
public IEnumerator DoesNotStartWhenTransportFails([Values] bool testClient)
public class FailedTransport : TestingNetworkTransport
{
// The error message we should expect
var messageToCheck = "";
if (!testClient)
{
Object.DestroyImmediate(m_ServerNetworkManager.NetworkConfig.NetworkTransport);
m_ServerNetworkManager.NetworkConfig.NetworkTransport = m_ServerNetworkManager.gameObject.AddComponent<FailedTransport>();
m_ServerNetworkManager.NetworkConfig.NetworkTransport.Initialize(m_ServerNetworkManager);
// The error message we should expect
messageToCheck = $"Server is shutting down due to network transport start failure of {m_ServerNetworkManager.NetworkConfig.NetworkTransport.GetType().Name}!";
}
else
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)
{
foreach (var client in m_ClientNetworkManagers)
clientId = 0;
payload = new ArraySegment<byte>();
receiveTime = 0;

if (FailOnNextPoll)
{
Object.DestroyImmediate(client.NetworkConfig.NetworkTransport);
client.NetworkConfig.NetworkTransport = client.gameObject.AddComponent<FailedTransport>();
client.NetworkConfig.NetworkTransport.Initialize(m_ServerNetworkManager);
FailOnNextPoll = false;
return NetworkEvent.TransportFailure;
}
// The error message we should expect
messageToCheck = $"Client is shutting down due to network transport start failure of {m_ClientNetworkManagers[0].NetworkConfig.NetworkTransport.GetType().Name}!";
}

// Trap for the nested NetworkManager exception
LogAssert.Expect(LogType.Error, messageToCheck);
m_CanStartServerAndClients = true;
// Due to other errors, we must not send clients if testing the server-host side
// We can test both server and client(s) when testing client-side only
if (testClient)
{
NetcodeIntegrationTestHelpers.Start(m_UseHost, m_ServerNetworkManager, m_ClientNetworkManagers);
yield return s_DefaultWaitForTick;
foreach (var client in m_ClientNetworkManagers)
else
{
Assert.False(client.IsListening);
Assert.False(client.IsConnectedClient);
return NetworkEvent.Nothing;
}
}
else

public override ulong ServerClientId => 0;

public override void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery)
{
NetcodeIntegrationTestHelpers.Start(m_UseHost, m_ServerNetworkManager, new NetworkManager[] { });
yield return s_DefaultWaitForTick;
Assert.False(m_ServerNetworkManager.IsListening);
}
}
}

/// <summary>
/// Does nothing but simulate a transport that failed to start
/// </summary>
public class FailedTransport : TestingNetworkTransport
{
public override void Shutdown()
{
}
public override void Initialize(NetworkManager networkManager = null)
{
}

public override ulong ServerClientId => 0;
public override void Shutdown()
{
}

public override NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime)
{
clientId = 0;
payload = new ArraySegment<byte>();
receiveTime = 0;
return NetworkEvent.Nothing;
}
public override bool StartClient()
{
// Simulate failure, always return false
return false;
}
public override bool StartServer()
{
// Simulate failure, always return false
return false;
}
public override void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery)
{
}
public override ulong GetCurrentRtt(ulong clientId) => 0;

public override void DisconnectRemoteClient(ulong clientId)
{
}
public override void DisconnectRemoteClient(ulong clientId)
{
}

public override void Initialize(NetworkManager networkManager = null)
{
}
public override ulong GetCurrentRtt(ulong clientId)
{
return 0;
}
public override void DisconnectLocalClient()
{
public override void DisconnectLocalClient()
{
}
}
}
}