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feat: IPv6 support in UnityTransport [MTT-4801] #2232

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1 change: 1 addition & 0 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,7 @@ Additional documentation and release notes are available at [Multiplayer Documen

### Added

- IPv6 is now supported for direct connections when using `UnityTransport`. (#2232)
- Added WebSocket support when using UTP 2.0 with `UseWebSockets` property in the `UnityTransport` component of the `NetworkManager` allowing to pick WebSockets for communication. When building for WebGL, this selection happens automatically. (#2201)

### Changed
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Original file line number Diff line number Diff line change
Expand Up @@ -296,10 +296,12 @@ public struct ConnectionAddressData

private static NetworkEndpoint ParseNetworkEndpoint(string ip, ushort port)
{
if (!NetworkEndpoint.TryParse(ip, port, out var endpoint))
NetworkEndpoint endpoint = default;

if (!NetworkEndpoint.TryParse(ip, port, out endpoint, NetworkFamily.Ipv4) &&
!NetworkEndpoint.TryParse(ip, port, out endpoint, NetworkFamily.Ipv6))
{
Debug.LogError($"Invalid network endpoint: {ip}:{port}.");
return default;
}

return endpoint;
Expand Down Expand Up @@ -491,7 +493,8 @@ private bool ClientBindAndConnect()

InitDriver();

int result = m_Driver.Bind(NetworkEndpoint.AnyIpv4);
var bindEndpoint = serverEndpoint.Family == NetworkFamily.Ipv6 ? NetworkEndpoint.AnyIpv6 : NetworkEndpoint.AnyIpv4;
int result = m_Driver.Bind(bindEndpoint);
if (result != 0)
{
Debug.LogError("Client failed to bind");
Expand Down Expand Up @@ -632,7 +635,7 @@ public void SetClientRelayData(string ipAddress, ushort port, byte[] allocationI
/// <summary>
/// Sets IP and Port information. This will be ignored if using the Unity Relay and you should call <see cref="SetRelayServerData"/>
/// </summary>
/// <param name="ipv4Address">The remote IP address</param>
/// <param name="ipv4Address">The remote IP address (despite the name, can be an IPv6 address)</param>
/// <param name="port">The remote port</param>
/// <param name="listenAddress">The local listen address</param>
public void SetConnectionData(string ipv4Address, ushort port, string listenAddress = null)
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -7,9 +7,9 @@ namespace Unity.Netcode.EditorTests
{
public class UnityTransportTests
{
// Check that starting a server doesn't immediately result in faulted tasks.
// Check that starting an IPv4 server succeeds.
[Test]
public void UnityTransport_BasicInitServer()
public void UnityTransport_BasicInitServer_IPv4()
{
UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
transport.Initialize();
Expand All @@ -19,9 +19,9 @@ public void UnityTransport_BasicInitServer()
transport.Shutdown();
}

// Check that starting a client doesn't immediately result in faulted tasks.
// Check that starting an IPv4 client succeeds.
[Test]
public void UnityTransport_BasicInitClient()
public void UnityTransport_BasicInitClient_IPv4()
{
UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
transport.Initialize();
Expand All @@ -31,6 +31,32 @@ public void UnityTransport_BasicInitClient()
transport.Shutdown();
}

// Check that starting an IPv6 server succeeds.
[Test]
public void UnityTransport_BasicInitServer_IPv6()
{
UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
transport.Initialize();
transport.SetConnectionData("::1", 7777);

Assert.True(transport.StartServer());

transport.Shutdown();
}

// Check that starting an IPv6 client succeeds.
[Test]
public void UnityTransport_BasicInitClient_IPv6()
{
UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
transport.Initialize();
transport.SetConnectionData("::1", 7777);

Assert.True(transport.StartClient());

transport.Shutdown();
}

// Check that we can't restart a server.
[Test]
public void UnityTransport_NoRestartServer()
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,7 @@
using System.Collections;
using System.Collections.Generic;
using Unity.Netcode.Transports.UTP;
using Unity.Networking.Transport;
using UnityEngine;

namespace Unity.Netcode.RuntimeTests
Expand Down Expand Up @@ -37,15 +38,22 @@ public static IEnumerator WaitForNetworkEvent(NetworkEvent type, List<TransportE

// Common code to initialize a UnityTransport that logs its events.
public static void InitializeTransport(out UnityTransport transport, out List<TransportEvent> events,
int maxPayloadSize = UnityTransport.InitialMaxPayloadSize, int maxSendQueueSize = 0)
int maxPayloadSize = UnityTransport.InitialMaxPayloadSize, int maxSendQueueSize = 0, NetworkFamily family = NetworkFamily.Ipv4)
{
var logger = new TransportEventLogger();
events = logger.Events;

transport = new GameObject().AddComponent<UnityTransport>();

transport.OnTransportEvent += logger.HandleEvent;
transport.MaxPayloadSize = maxPayloadSize;
transport.MaxSendQueueSize = maxSendQueueSize;

if (family == NetworkFamily.Ipv6)
{
transport.SetConnectionData("::1", 7777);
}

transport.Initialize();
}

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,7 @@
using System.Linq;
using System.Text;
using Unity.Netcode.Transports.UTP;
using Unity.Networking.Transport;
using UnityEngine;
using UnityEngine.TestTools;
using static Unity.Netcode.RuntimeTests.UnityTransportTestHelpers;
Expand All @@ -21,6 +22,15 @@ public class UnityTransportTests
NetworkDelivery.Reliable
};

private static readonly NetworkFamily[] k_NetworkFamiltyParameters =
{
NetworkFamily.Ipv4,
#if !(UNITY_SWITCH || UNITY_PS4 || UNITY_PS5)
// IPv6 is not supported on Switch, PS4, and PS5.
NetworkFamily.Ipv6
#endif
};

private UnityTransport m_Server, m_Client1, m_Client2;
private List<TransportEvent> m_ServerEvents, m_Client1Events, m_Client2Events;

Expand Down Expand Up @@ -60,10 +70,12 @@ public IEnumerator Cleanup()

// Check if can make a simple data exchange.
[UnityTest]
public IEnumerator PingPong([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
public IEnumerator PingPong(
[ValueSource("k_DeliveryParameters")] NetworkDelivery delivery,
[ValueSource("k_NetworkFamiltyParameters")] NetworkFamily family)
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Client1, out m_Client1Events);
InitializeTransport(out m_Server, out m_ServerEvents, family: family);
InitializeTransport(out m_Client1, out m_Client1Events, family: family);

m_Server.StartServer();
m_Client1.StartClient();
Expand All @@ -89,10 +101,12 @@ public IEnumerator PingPong([ValueSource("k_DeliveryParameters")] NetworkDeliver

// Check if can make a simple data exchange (both ways at a time).
[UnityTest]
public IEnumerator PingPongSimultaneous([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
public IEnumerator PingPongSimultaneous(
[ValueSource("k_DeliveryParameters")] NetworkDelivery delivery,
[ValueSource("k_NetworkFamiltyParameters")] NetworkFamily family)
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Client1, out m_Client1Events);
InitializeTransport(out m_Server, out m_ServerEvents, family: family);
InitializeTransport(out m_Client1, out m_Client1Events, family: family);

m_Server.StartServer();
m_Client1.StartClient();
Expand Down Expand Up @@ -126,13 +140,15 @@ public IEnumerator PingPongSimultaneous([ValueSource("k_DeliveryParameters")] Ne
// loopback traffic are too small for the amount of data sent in a single update here.
[UnityTest]
[UnityPlatform(exclude = new[] { RuntimePlatform.Switch, RuntimePlatform.PS4, RuntimePlatform.PS5 })]
public IEnumerator SendMaximumPayloadSize([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
public IEnumerator SendMaximumPayloadSize(
[ValueSource("k_DeliveryParameters")] NetworkDelivery delivery,
[ValueSource("k_NetworkFamiltyParameters")] NetworkFamily family)
{
// We want something that's over the old limit of ~44KB for reliable payloads.
var payloadSize = 64 * 1024;

InitializeTransport(out m_Server, out m_ServerEvents, payloadSize);
InitializeTransport(out m_Client1, out m_Client1Events, payloadSize);
InitializeTransport(out m_Server, out m_ServerEvents, payloadSize, family: family);
InitializeTransport(out m_Client1, out m_Client1Events, payloadSize, family: family);

m_Server.StartServer();
m_Client1.StartClient();
Expand Down Expand Up @@ -164,10 +180,12 @@ public IEnumerator SendMaximumPayloadSize([ValueSource("k_DeliveryParameters")]

// Check making multiple sends to a client in a single frame.
[UnityTest]
public IEnumerator MultipleSendsSingleFrame([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
public IEnumerator MultipleSendsSingleFrame(
[ValueSource("k_DeliveryParameters")] NetworkDelivery delivery,
[ValueSource("k_NetworkFamiltyParameters")] NetworkFamily family)
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Client1, out m_Client1Events);
InitializeTransport(out m_Server, out m_ServerEvents, family: family);
InitializeTransport(out m_Client1, out m_Client1Events, family: family);

m_Server.StartServer();
m_Client1.StartClient();
Expand All @@ -193,11 +211,13 @@ public IEnumerator MultipleSendsSingleFrame([ValueSource("k_DeliveryParameters")

// Check sending data to multiple clients.
[UnityTest]
public IEnumerator SendMultipleClients([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
public IEnumerator SendMultipleClients(
[ValueSource("k_DeliveryParameters")] NetworkDelivery delivery,
[ValueSource("k_NetworkFamiltyParameters")] NetworkFamily family)
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Client1, out m_Client1Events);
InitializeTransport(out m_Client2, out m_Client2Events);
InitializeTransport(out m_Server, out m_ServerEvents, family: family);
InitializeTransport(out m_Client1, out m_Client1Events, family: family);
InitializeTransport(out m_Client2, out m_Client2Events, family: family);

m_Server.StartServer();
m_Client1.StartClient();
Expand Down Expand Up @@ -234,11 +254,13 @@ public IEnumerator SendMultipleClients([ValueSource("k_DeliveryParameters")] Net

// Check receiving data from multiple clients.
[UnityTest]
public IEnumerator ReceiveMultipleClients([ValueSource("k_DeliveryParameters")] NetworkDelivery delivery)
public IEnumerator ReceiveMultipleClients(
[ValueSource("k_DeliveryParameters")] NetworkDelivery delivery,
[ValueSource("k_NetworkFamiltyParameters")] NetworkFamily family)
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Client1, out m_Client1Events);
InitializeTransport(out m_Client2, out m_Client2Events);
InitializeTransport(out m_Server, out m_ServerEvents, family: family);
InitializeTransport(out m_Client1, out m_Client1Events, family: family);
InitializeTransport(out m_Client2, out m_Client2Events, family: family);

m_Server.StartServer();
m_Client1.StartClient();
Expand Down