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Does SimulatorPipelineStage works with clean UTP (using MPPM)? #1460

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@alkboda

Description

@alkboda

Describe the bug:
I'm trying to use SimulatorPipelineStage to create additional tool for our QA. It seems that SimulatorStageParameterExtensions::WithSimulatorStageParameters(...) before creating driver nor SimulatorStageParameterExtensions::ModifySimulatorStageParameters(...) after driver and pipeline are created have no effect.

Steps to reproduce the behavior:

  1. Create network connection and setup with WithSimulatorStageParameters (maxPacketCount > 0, maxPacketSize = 1472, ApplyMode is AllPackets)
  2. Setup pipeline using SimulatorPipelineStage, in my concrete case _driver.CreatePipeline(typeof(FragmentationPipelineStage), typeof(ReliableSequencedPipelineStage), typeof(SimulatorPipelineStage));
  3. Call ModifySimulatorStageParameters extension method on NetworkDriver and set PacketDelayMs to something around 2~3k
  4. Send some data with driver through pipeline

Expected behavior:
Expecting that server will receive packet with 2-3 seconds delay, but all is going as usual. I'm using test setup with MPPM and dedicated server packages, editor is Host, virtual player is client, I'm trying to get delays on virtual player.

Desktop/Tablet/Smartphone (please complete the following information):

  • OS: Windows 11 Pro
  • Unity 6000.0.33f1
  • UTP 2.5.1 (initially tried on 2.4.0)
  • MPPM and Dedicated server versions 1.4.0-pre.2 (initially tried on 1.3.3)

Additional Info:
I'm not using any high-level network framework like NGO, just Unity Transport

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