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fix: connection approval and networkconfig comparison #1138

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@NoelStephensUnity NoelStephensUnity commented Sep 3, 2021

MTT-504

This includes fixes to the network config comparison so mismatched connection approval settings will be detected and the client will receive a prompt disconnected message via the transport. Additional adjustments to the manual connection approval test we made so that this can be verified. Additional modifications were made to the manual connection approval test that verify users will receive the appropriate messages when a client is not approved.

This includes integration tests for connection approval being enabled/disabled both when scene management is enabled and disabled.

This is just an update on the connection approval manual test to verify that users receive the appropriate messages when a client is approved or not approved.
Server will know if the client is approved or not based on how it processed the NetworkConfig.ConnectionData sent to it and clients will just be notified they were disconnected.
added some additional comments as well as refactored a little bit of code and renamed some methods and parameters for clarity
When a client or server have mismatched connection approval NetworkManager settings this fix will make sure to disconnect the client as well as it will properly detect the mismatched NetworkConfigs and log a message to the console on the server/host so users know why the client was disconnected.

Made an adjustment to the connection approval component so this scenario can be tested.
Adding a unit test which verifies clients are disconnected when there is a connection approval setting mismatch between client and server when scene management is enabled and disabled.
@NoelStephensUnity NoelStephensUnity enabled auto-merge (squash) September 3, 2021 01:41
@0xFA11 0xFA11 changed the title fix: MTT-504 connection approval messages and comparing networkconfig fix: connection approval and networkconfig comparison Sep 3, 2021
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🚀

@NoelStephensUnity NoelStephensUnity merged commit 847068b into develop Sep 3, 2021
@NoelStephensUnity NoelStephensUnity deleted the fix/connnectionapproval-messages-and-comparing branch September 3, 2021 09:32
SamuelBellomo added a commit that referenced this pull request Sep 13, 2021
…nsform

* develop:
  fix: add `link.xml` to prevent IL2CPP stripping `Unity.PerformanceTesting` (#1172)
  chore: add boilerplate for `ClientNetworkTransform` sample (#1168)
  chore: remove `ClientNetworkVariable` (#1167)
  chore: Disable test while we reevaluate the assumption that INetworkM… (#1163)
  docs: rename Manual.md to Index.md
  Only track one metric for scene sync and do not report scene name (#1159)
  test: create job definitions for mobile build and test (#1152)
  test: make test runner scene ignored by default for BaseMultiInstanceTest (#1154)
  fix: remove left-over reference to SyncTransform (#1155)
  chore: remove unused SyncTransform.cs (#1153)
  chore!: remove NetworkNavMeshAgent (#1150)
  fix: NetworkObject parenting support in scene transitioning (#1148)
  chore!: rename Prototyping asmdef to Components (#1145)
  feat: add bootstrap sample to package (#1140)
  chore: remove `--yamato` param from `standards.py` (#1144)
  fix: MTT-504 connection approval messages and comparing networkconfig (#1138)
  refactor!: remove NetworkChannel and MultiplexTransportAdapter (#1133)

# Conflicts:
#	com.unity.netcode.gameobjects/Components/Interpolator.meta
#	com.unity.netcode.gameobjects/Components/Interpolator/BufferedLinearInterpolator.cs
#	com.unity.netcode.gameobjects/Components/Interpolator/BufferedLinearInterpolator.cs.meta
#	testproject/Assets/Prefabs/PlayerCube.prefab
mollstam pushed a commit to Keepsake-Games/com.unity.netcode.gameobjects that referenced this pull request Feb 13, 2023
…Unity-Technologies#1138)

* refactor fix

This is just an update on the connection approval manual test to verify that users receive the appropriate messages when a client is approved or not approved.
Server will know if the client is approved or not based on how it processed the NetworkConfig.ConnectionData sent to it and clients will just be notified they were disconnected.

* refactor and style

added some additional comments as well as refactored a little bit of code and renamed some methods and parameters for clarity

* fix

When a client or server have mismatched connection approval NetworkManager settings this fix will make sure to disconnect the client as well as it will properly detect the mismatched NetworkConfigs and log a message to the console on the server/host so users know why the client was disconnected.

Made an adjustment to the connection approval component so this scenario can be tested.

* test

Adding a unit test which verifies clients are disconnected when there is a connection approval setting mismatch between client and server when scene management is enabled and disabled.
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