com.unity.netcode.gameobjects@1.0.0-pre.6
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). ## [1.0.0-pre.6] - 2022-03-02 ### Added - NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765) - Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735) ### Changed ### Fixed - Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683) - Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683) - Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683) - Disallowed async keyword in RPCs (#1681) - Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678) - Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen) - Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694) - Fixed spawn flow to propagate `IsSceneObject` down to children NetworkObjects, decouple implicit relationship between object spawning & `IsSceneObject` flag (#1685) - Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720) - Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680) - Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682) - Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725) - Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721) - Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724) - Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728) - Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731) - Improved performance in NetworkAnimator (#1735) - Removed the "always sync" network animator (aka "autosend") parameters (#1746)
This commit is contained in:
763
TestHelpers/Runtime/NetcodeIntegrationTestHelpers.cs
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763
TestHelpers/Runtime/NetcodeIntegrationTestHelpers.cs
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@@ -0,0 +1,763 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode.TestHelpers.Runtime
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{
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/// <summary>
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/// Provides helpers for running multi instance tests.
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/// </summary>
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public static class NetcodeIntegrationTestHelpers
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{
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public const int DefaultMinFrames = 1;
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public const float DefaultTimeout = 1f;
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private static List<NetworkManager> s_NetworkManagerInstances = new List<NetworkManager>();
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private static Dictionary<NetworkManager, MultiInstanceHooks> s_Hooks = new Dictionary<NetworkManager, MultiInstanceHooks>();
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private static bool s_IsStarted;
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private static int s_ClientCount;
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private static int s_OriginalTargetFrameRate = -1;
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public delegate bool MessageHandleCheck(object receivedMessage);
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internal class MessageHandleCheckWithResult
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{
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public MessageHandleCheck Check;
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public bool Result;
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}
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private class MultiInstanceHooks : INetworkHooks
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{
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public Dictionary<Type, List<MessageHandleCheckWithResult>> HandleChecks = new Dictionary<Type, List<MessageHandleCheckWithResult>>();
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public static bool CheckForMessageOfType<T>(object receivedMessage) where T : INetworkMessage
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{
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return receivedMessage.GetType() == typeof(T);
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}
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public void OnBeforeSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery) where T : INetworkMessage
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{
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}
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public void OnAfterSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery, int messageSizeBytes) where T : INetworkMessage
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{
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}
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public void OnBeforeReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
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{
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}
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public void OnAfterReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
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{
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}
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public void OnBeforeSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
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{
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}
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public void OnAfterSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
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{
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}
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public void OnBeforeReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
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{
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}
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public void OnAfterReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
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{
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}
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public bool OnVerifyCanSend(ulong destinationId, Type messageType, NetworkDelivery delivery)
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{
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return true;
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}
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public bool OnVerifyCanReceive(ulong senderId, Type messageType)
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{
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return true;
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}
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public void OnBeforeHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
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{
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}
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public void OnAfterHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
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{
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if (HandleChecks.ContainsKey(typeof(T)))
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{
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foreach (var check in HandleChecks[typeof(T)])
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{
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if (check.Check(message))
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{
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check.Result = true;
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HandleChecks[typeof(T)].Remove(check);
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break;
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}
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}
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}
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}
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}
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private const string k_FirstPartOfTestRunnerSceneName = "InitTestScene";
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public static List<NetworkManager> NetworkManagerInstances => s_NetworkManagerInstances;
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public enum InstanceTransport
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{
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SIP,
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#if UTP_ADAPTER
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UTP
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#endif
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}
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internal static IntegrationTestSceneHandler ClientSceneHandler = null;
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/// <summary>
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/// Registers the IntegrationTestSceneHandler for integration tests.
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/// The default client behavior is to not load scenes on the client side.
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/// </summary>
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private static void RegisterSceneManagerHandler(NetworkManager networkManager)
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{
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if (!networkManager.IsServer)
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{
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if (ClientSceneHandler == null)
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{
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ClientSceneHandler = new IntegrationTestSceneHandler();
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}
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networkManager.SceneManager.SceneManagerHandler = ClientSceneHandler;
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}
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}
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/// <summary>
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/// Call this to clean up the IntegrationTestSceneHandler and destroy the s_CoroutineRunner.
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/// Note:
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/// If deriving from <see cref="NetcodeIntegrationTest"/> or using <see cref="Destroy"/> then you
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/// typically won't need to do this.
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/// </summary>
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public static void CleanUpHandlers()
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{
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if (ClientSceneHandler != null)
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{
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ClientSceneHandler.Dispose();
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ClientSceneHandler = null;
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}
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}
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/// <summary>
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/// Call this to register scene validation and the IntegrationTestSceneHandler
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/// Note:
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/// If deriving from <see cref="NetcodeIntegrationTest"/> or using <see cref="Destroy"/> then you
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/// typically won't need to call this.
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/// </summary>
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public static void RegisterHandlers(NetworkManager networkManager, bool serverSideSceneManager = false)
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{
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SceneManagerValidationAndTestRunnerInitialization(networkManager);
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if (!networkManager.IsServer || networkManager.IsServer && serverSideSceneManager)
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{
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RegisterSceneManagerHandler(networkManager);
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}
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}
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/// <summary>
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/// Create the correct NetworkTransport, attach it to the game object and return it.
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/// Default value is SIPTransport.
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/// </summary>
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internal static NetworkTransport CreateInstanceTransport(InstanceTransport instanceTransport, GameObject go)
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{
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switch (instanceTransport)
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{
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case InstanceTransport.SIP:
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default:
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return go.AddComponent<SIPTransport>();
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#if UTP_ADAPTER
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case InstanceTransport.UTP:
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return go.AddComponent<UnityTransport>();
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#endif
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}
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}
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/// <summary>
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/// Creates NetworkingManagers and configures them for use in a multi instance setting.
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/// </summary>
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/// <param name="clientCount">The amount of clients</param>
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/// <param name="server">The server NetworkManager</param>
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/// <param name="clients">The clients NetworkManagers</param>
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/// <param name="targetFrameRate">The targetFrameRate of the Unity engine to use while the multi instance helper is running. Will be reset on shutdown.</param>
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public static bool Create(int clientCount, out NetworkManager server, out NetworkManager[] clients, int targetFrameRate = 60, InstanceTransport instanceTransport = InstanceTransport.SIP)
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{
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s_NetworkManagerInstances = new List<NetworkManager>();
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CreateNewClients(clientCount, out clients, instanceTransport);
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// Create gameObject
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var go = new GameObject("NetworkManager - Server");
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// Create networkManager component
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server = go.AddComponent<NetworkManager>();
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NetworkManagerInstances.Insert(0, server);
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// Set the NetworkConfig
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server.NetworkConfig = new NetworkConfig()
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{
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// Set transport
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NetworkTransport = CreateInstanceTransport(instanceTransport, go)
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};
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s_OriginalTargetFrameRate = Application.targetFrameRate;
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Application.targetFrameRate = targetFrameRate;
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return true;
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}
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/// <summary>
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/// Used to add a client to the already existing list of clients
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/// </summary>
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/// <param name="clientCount">The amount of clients</param>
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/// <param name="clients"></param>
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public static bool CreateNewClients(int clientCount, out NetworkManager[] clients, InstanceTransport instanceTransport = InstanceTransport.SIP)
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{
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clients = new NetworkManager[clientCount];
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var activeSceneName = SceneManager.GetActiveScene().name;
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for (int i = 0; i < clientCount; i++)
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{
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// Create gameObject
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var go = new GameObject("NetworkManager - Client - " + i);
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// Create networkManager component
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clients[i] = go.AddComponent<NetworkManager>();
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// Set the NetworkConfig
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clients[i].NetworkConfig = new NetworkConfig()
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{
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// Set transport
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NetworkTransport = CreateInstanceTransport(instanceTransport, go)
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};
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}
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NetworkManagerInstances.AddRange(clients);
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return true;
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}
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/// <summary>
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/// Stops one single client and makes sure to cleanup any static variables in this helper
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/// </summary>
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/// <param name="clientToStop"></param>
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public static void StopOneClient(NetworkManager clientToStop)
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{
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clientToStop.Shutdown();
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s_Hooks.Remove(clientToStop);
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Object.Destroy(clientToStop.gameObject);
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NetworkManagerInstances.Remove(clientToStop);
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}
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/// <summary>
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/// Should always be invoked when finished with a single unit test
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/// (i.e. during TearDown)
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/// </summary>
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public static void Destroy()
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{
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if (s_IsStarted == false)
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{
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return;
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}
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s_IsStarted = false;
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// Shutdown the server which forces clients to disconnect
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foreach (var networkManager in NetworkManagerInstances)
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{
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networkManager.Shutdown();
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s_Hooks.Remove(networkManager);
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}
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// Destroy the network manager instances
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foreach (var networkManager in NetworkManagerInstances)
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{
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Object.DestroyImmediate(networkManager.gameObject);
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}
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NetworkManagerInstances.Clear();
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CleanUpHandlers();
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Application.targetFrameRate = s_OriginalTargetFrameRate;
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}
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/// <summary>
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/// We want to exclude the TestRunner scene on the host-server side so it won't try to tell clients to
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/// synchronize to this scene when they connect
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/// </summary>
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private static bool VerifySceneIsValidForClientsToLoad(int sceneIndex, string sceneName, LoadSceneMode loadSceneMode)
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{
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// exclude test runner scene
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if (sceneName.StartsWith(k_FirstPartOfTestRunnerSceneName))
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{
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return false;
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}
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return true;
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}
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/// <summary>
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/// This registers scene validation callback for the server to prevent it from telling connecting
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/// clients to synchronize (i.e. load) the test runner scene. This will also register the test runner
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/// scene and its handle for both client(s) and server-host.
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/// </summary>
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private static void SceneManagerValidationAndTestRunnerInitialization(NetworkManager networkManager)
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{
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// If VerifySceneBeforeLoading is not already set, then go ahead and set it so the host/server
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// will not try to synchronize clients to the TestRunner scene. We only need to do this for the server.
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if (networkManager.IsServer && networkManager.SceneManager.VerifySceneBeforeLoading == null)
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{
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networkManager.SceneManager.VerifySceneBeforeLoading = VerifySceneIsValidForClientsToLoad;
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// If a unit/integration test does not handle this on their own, then Ignore the validation warning
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networkManager.SceneManager.DisableValidationWarnings(true);
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}
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// Register the test runner scene so it will be able to synchronize NetworkObjects without logging a
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// warning about using the currently active scene
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var scene = SceneManager.GetActiveScene();
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// As long as this is a test runner scene (or most likely a test runner scene)
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if (scene.name.StartsWith(k_FirstPartOfTestRunnerSceneName))
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{
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// Register the test runner scene just so we avoid another warning about not being able to find the
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// scene to synchronize NetworkObjects. Next, add the currently active test runner scene to the scenes
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// loaded and register the server to client scene handle since host-server shares the test runner scene
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// with the clients.
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networkManager.SceneManager.GetAndAddNewlyLoadedSceneByName(scene.name);
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networkManager.SceneManager.ServerSceneHandleToClientSceneHandle.Add(scene.handle, scene.handle);
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}
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}
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public delegate void BeforeClientStartCallback();
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/// <summary>
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/// Starts NetworkManager instances created by the Create method.
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/// </summary>
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/// <param name="host">Whether or not to create a Host instead of Server</param>
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/// <param name="server">The Server NetworkManager</param>
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/// <param name="clients">The Clients NetworkManager</param>
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/// <param name="callback">called immediately after server is started and before client(s) are started</param>
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/// <returns></returns>
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public static bool Start(bool host, NetworkManager server, NetworkManager[] clients, BeforeClientStartCallback callback = null)
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{
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if (s_IsStarted)
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{
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throw new InvalidOperationException($"{nameof(NetcodeIntegrationTestHelpers)} already thinks it is started. Did you forget to Destroy?");
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}
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s_IsStarted = true;
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s_ClientCount = clients.Length;
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if (host)
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{
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server.StartHost();
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}
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else
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{
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server.StartServer();
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}
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var hooks = new MultiInstanceHooks();
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server.MessagingSystem.Hook(hooks);
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s_Hooks[server] = hooks;
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// if set, then invoke this for the server
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RegisterHandlers(server);
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callback?.Invoke();
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for (int i = 0; i < clients.Length; i++)
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{
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clients[i].StartClient();
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hooks = new MultiInstanceHooks();
|
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clients[i].MessagingSystem.Hook(hooks);
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||||
s_Hooks[clients[i]] = hooks;
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// if set, then invoke this for the client
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RegisterHandlers(clients[i]);
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}
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||||
return true;
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}
|
||||
|
||||
/// <summary>
|
||||
/// Used to return a value of type T from a wait condition
|
||||
/// </summary>
|
||||
public class ResultWrapper<T>
|
||||
{
|
||||
public T Result;
|
||||
}
|
||||
|
||||
private static uint s_AutoIncrementGlobalObjectIdHashCounter = 111111;
|
||||
|
||||
public static uint GetNextGlobalIdHashValue()
|
||||
{
|
||||
return ++s_AutoIncrementGlobalObjectIdHashCounter;
|
||||
}
|
||||
|
||||
|
||||
public static bool IsNetcodeIntegrationTestRunning { get; internal set; }
|
||||
public static void RegisterNetcodeIntegrationTest(bool registered)
|
||||
{
|
||||
IsNetcodeIntegrationTestRunning = registered;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Normally we would only allow player prefabs to be set to a prefab. Not runtime created objects.
|
||||
/// In order to prevent having a Resource folder full of a TON of prefabs that we have to maintain,
|
||||
/// MultiInstanceHelper has a helper function that lets you mark a runtime created object to be
|
||||
/// treated as a prefab by the Netcode. That's how we can get away with creating the player prefab
|
||||
/// at runtime without it being treated as a SceneObject or causing other conflicts with the Netcode.
|
||||
/// </summary>
|
||||
/// <param name="networkObject">The networkObject to be treated as Prefab</param>
|
||||
/// <param name="globalObjectIdHash">The GlobalObjectId to force</param>
|
||||
public static void MakeNetworkObjectTestPrefab(NetworkObject networkObject, uint globalObjectIdHash = default)
|
||||
{
|
||||
// Override `GlobalObjectIdHash` if `globalObjectIdHash` param is set
|
||||
if (globalObjectIdHash != default)
|
||||
{
|
||||
networkObject.GlobalObjectIdHash = globalObjectIdHash;
|
||||
}
|
||||
|
||||
// Fallback to auto-increment if `GlobalObjectIdHash` was never set
|
||||
if (networkObject.GlobalObjectIdHash == default)
|
||||
{
|
||||
networkObject.GlobalObjectIdHash = ++s_AutoIncrementGlobalObjectIdHashCounter;
|
||||
}
|
||||
|
||||
// Prevent object from being snapped up as a scene object
|
||||
networkObject.IsSceneObject = false;
|
||||
|
||||
// To avoid issues with integration tests that forget to clean up,
|
||||
// this feature only works with NetcodeIntegrationTest derived classes
|
||||
if (IsNetcodeIntegrationTestRunning)
|
||||
{
|
||||
// Add the object identifier component
|
||||
networkObject.gameObject.AddComponent<ObjectNameIdentifier>();
|
||||
}
|
||||
}
|
||||
|
||||
// We use GameObject instead of SceneObject to be able to keep hierarchy
|
||||
public static void MarkAsSceneObjectRoot(GameObject networkObjectRoot, NetworkManager server, NetworkManager[] clients)
|
||||
{
|
||||
networkObjectRoot.name += " - Server";
|
||||
|
||||
NetworkObject[] serverNetworkObjects = networkObjectRoot.GetComponentsInChildren<NetworkObject>();
|
||||
|
||||
for (int i = 0; i < serverNetworkObjects.Length; i++)
|
||||
{
|
||||
serverNetworkObjects[i].NetworkManagerOwner = server;
|
||||
}
|
||||
|
||||
for (int i = 0; i < clients.Length; i++)
|
||||
{
|
||||
GameObject root = Object.Instantiate(networkObjectRoot);
|
||||
root.name += " - Client - " + i;
|
||||
|
||||
NetworkObject[] clientNetworkObjects = root.GetComponentsInChildren<NetworkObject>();
|
||||
|
||||
for (int j = 0; j < clientNetworkObjects.Length; j++)
|
||||
{
|
||||
clientNetworkObjects[j].NetworkManagerOwner = clients[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Waits (yields) until specified amount of network ticks has been passed.
|
||||
/// </summary>
|
||||
public static IEnumerator WaitForTicks(NetworkManager networkManager, int count)
|
||||
{
|
||||
var targetTick = networkManager.NetworkTickSystem.LocalTime.Tick + count;
|
||||
yield return new WaitUntil(() => networkManager.NetworkTickSystem.LocalTime.Tick >= targetTick);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Waits on the client side to be connected.
|
||||
/// </summary>
|
||||
/// <param name="client">The client</param>
|
||||
/// <param name="result">The result. If null, it will automatically assert</param>
|
||||
/// <param name="maxFrames">The max frames to wait for</param>
|
||||
public static IEnumerator WaitForClientConnected(NetworkManager client, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
|
||||
{
|
||||
yield return WaitForClientsConnected(new NetworkManager[] { client }, result, timeout);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Similar to WaitForClientConnected, this waits for multiple clients to be connected.
|
||||
/// </summary>
|
||||
/// <param name="clients">The clients to be connected</param>
|
||||
/// <param name="result">The result. If null, it will automatically assert<</param>
|
||||
/// <param name="maxFrames">The max frames to wait for</param>
|
||||
/// <returns></returns>
|
||||
public static IEnumerator WaitForClientsConnected(NetworkManager[] clients, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
|
||||
{
|
||||
// Make sure none are the host client
|
||||
foreach (var client in clients)
|
||||
{
|
||||
if (client.IsServer)
|
||||
{
|
||||
throw new InvalidOperationException("Cannot wait for connected as server");
|
||||
}
|
||||
}
|
||||
|
||||
var allConnected = true;
|
||||
var startTime = Time.realtimeSinceStartup;
|
||||
|
||||
while (Time.realtimeSinceStartup - startTime < timeout)
|
||||
{
|
||||
allConnected = true;
|
||||
foreach (var client in clients)
|
||||
{
|
||||
if (!client.IsConnectedClient)
|
||||
{
|
||||
allConnected = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (allConnected)
|
||||
{
|
||||
break;
|
||||
}
|
||||
var nextFrameNumber = Time.frameCount + 1;
|
||||
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
|
||||
}
|
||||
|
||||
if (result != null)
|
||||
{
|
||||
result.Result = allConnected;
|
||||
}
|
||||
else
|
||||
{
|
||||
for (var i = 0; i < clients.Length; ++i)
|
||||
{
|
||||
var client = clients[i];
|
||||
// Logging i+1 because that's the local client ID they'll get (0 is server)
|
||||
// Can't use client.LocalClientId because that doesn't get assigned until IsConnectedClient == true,
|
||||
Assert.True(client.IsConnectedClient, $"Client {i + 1} never connected");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Waits on the server side for 1 client to be connected
|
||||
/// </summary>
|
||||
/// <param name="server">The server</param>
|
||||
/// <param name="result">The result. If null, it will automatically assert</param>
|
||||
/// <param name="maxFrames">The max frames to wait for</param>
|
||||
public static IEnumerator WaitForClientConnectedToServer(NetworkManager server, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
|
||||
{
|
||||
yield return WaitForClientsConnectedToServer(server, server.IsHost ? s_ClientCount + 1 : s_ClientCount, result, timeout);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Waits on the server side for 1 client to be connected
|
||||
/// </summary>
|
||||
/// <param name="server">The server</param>
|
||||
/// <param name="result">The result. If null, it will automatically assert</param>
|
||||
/// <param name="maxFrames">The max frames to wait for</param>
|
||||
public static IEnumerator WaitForClientsConnectedToServer(NetworkManager server, int clientCount = 1, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
|
||||
{
|
||||
if (!server.IsServer)
|
||||
{
|
||||
throw new InvalidOperationException("Cannot wait for connected as client");
|
||||
}
|
||||
|
||||
var startTime = Time.realtimeSinceStartup;
|
||||
|
||||
while (Time.realtimeSinceStartup - startTime < timeout && server.ConnectedClients.Count != clientCount)
|
||||
{
|
||||
var nextFrameNumber = Time.frameCount + 1;
|
||||
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
|
||||
}
|
||||
|
||||
var res = server.ConnectedClients.Count == clientCount;
|
||||
|
||||
if (result != null)
|
||||
{
|
||||
result.Result = res;
|
||||
}
|
||||
else
|
||||
{
|
||||
Assert.True(res, "A client never connected to server");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a NetworkObject instance as it's represented by a certain peer.
|
||||
/// </summary>
|
||||
/// <param name="networkObjectId">The networkObjectId to get</param>
|
||||
/// <param name="representation">The representation to get the object from</param>
|
||||
/// <param name="result">The result</param>
|
||||
/// <param name="failIfNull">Whether or not to fail if no object is found and result is null</param>
|
||||
/// <param name="maxFrames">The max frames to wait for</param>
|
||||
public static IEnumerator GetNetworkObjectByRepresentation(ulong networkObjectId, NetworkManager representation, ResultWrapper<NetworkObject> result, bool failIfNull = true, float timeout = DefaultTimeout)
|
||||
{
|
||||
if (result == null)
|
||||
{
|
||||
throw new ArgumentNullException("Result cannot be null");
|
||||
}
|
||||
|
||||
var startTime = Time.realtimeSinceStartup;
|
||||
|
||||
while (Time.realtimeSinceStartup - startTime < timeout && representation.SpawnManager.SpawnedObjects.All(x => x.Value.NetworkObjectId != networkObjectId))
|
||||
{
|
||||
var nextFrameNumber = Time.frameCount + 1;
|
||||
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
|
||||
}
|
||||
|
||||
result.Result = representation.SpawnManager.SpawnedObjects.First(x => x.Value.NetworkObjectId == networkObjectId).Value;
|
||||
|
||||
if (failIfNull && result.Result == null)
|
||||
{
|
||||
Assert.Fail("NetworkObject could not be found");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a NetworkObject instance as it's represented by a certain peer.
|
||||
/// </summary>
|
||||
/// <param name="predicate">The predicate used to filter for your target NetworkObject</param>
|
||||
/// <param name="representation">The representation to get the object from</param>
|
||||
/// <param name="result">The result</param>
|
||||
/// <param name="failIfNull">Whether or not to fail if no object is found and result is null</param>
|
||||
/// <param name="maxFrames">The max frames to wait for</param>
|
||||
public static IEnumerator GetNetworkObjectByRepresentation(Func<NetworkObject, bool> predicate, NetworkManager representation, ResultWrapper<NetworkObject> result, bool failIfNull = true, float timeout = DefaultTimeout)
|
||||
{
|
||||
if (result == null)
|
||||
{
|
||||
throw new ArgumentNullException("Result cannot be null");
|
||||
}
|
||||
|
||||
if (predicate == null)
|
||||
{
|
||||
throw new ArgumentNullException("Predicate cannot be null");
|
||||
}
|
||||
|
||||
var startTime = Time.realtimeSinceStartup;
|
||||
|
||||
while (Time.realtimeSinceStartup - startTime < timeout && !representation.SpawnManager.SpawnedObjects.Any(x => predicate(x.Value)))
|
||||
{
|
||||
var nextFrameNumber = Time.frameCount + 1;
|
||||
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
|
||||
}
|
||||
|
||||
result.Result = representation.SpawnManager.SpawnedObjects.FirstOrDefault(x => predicate(x.Value)).Value;
|
||||
|
||||
if (failIfNull && result.Result == null)
|
||||
{
|
||||
Assert.Fail("NetworkObject could not be found");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Waits for a predicate condition to be met
|
||||
/// </summary>
|
||||
/// <param name="predicate">The predicate to wait for</param>
|
||||
/// <param name="result">The result. If null, it will fail if the predicate is not met</param>
|
||||
/// <param name="minFrames">The min frames to wait for</param>
|
||||
/// <param name="maxFrames">The max frames to wait for</param>
|
||||
public static IEnumerator WaitForCondition(Func<bool> predicate, ResultWrapper<bool> result = null, float timeout = DefaultTimeout, int minFrames = DefaultMinFrames)
|
||||
{
|
||||
if (predicate == null)
|
||||
{
|
||||
throw new ArgumentNullException("Predicate cannot be null");
|
||||
}
|
||||
|
||||
var startTime = Time.realtimeSinceStartup;
|
||||
|
||||
if (minFrames > 0)
|
||||
{
|
||||
yield return new WaitUntil(() => Time.frameCount >= minFrames);
|
||||
}
|
||||
|
||||
while (Time.realtimeSinceStartup - startTime < timeout && !predicate())
|
||||
{
|
||||
// Changed to 2 frames to avoid the scenario where it would take 1+ frames to
|
||||
// see a value change (i.e. discovered in the NetworkTransformTests)
|
||||
var nextFrameNumber = Time.frameCount + 2;
|
||||
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
|
||||
}
|
||||
|
||||
var res = predicate();
|
||||
|
||||
if (result != null)
|
||||
{
|
||||
result.Result = res;
|
||||
}
|
||||
else
|
||||
{
|
||||
Assert.True(res, "PREDICATE CONDITION");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Waits for a message of the given type to be received
|
||||
/// </summary>
|
||||
/// <param name="result">The result. If null, it will fail if the predicate is not met</param>
|
||||
/// <param name="timeout">The max time in seconds to wait for</param>
|
||||
internal static IEnumerator WaitForMessageOfType<T>(NetworkManager toBeReceivedBy, ResultWrapper<bool> result = null, float timeout = 0.5f) where T : INetworkMessage
|
||||
{
|
||||
var hooks = s_Hooks[toBeReceivedBy];
|
||||
if (!hooks.HandleChecks.ContainsKey(typeof(T)))
|
||||
{
|
||||
hooks.HandleChecks.Add(typeof(T), new List<MessageHandleCheckWithResult>());
|
||||
}
|
||||
var check = new MessageHandleCheckWithResult { Check = MultiInstanceHooks.CheckForMessageOfType<T> };
|
||||
hooks.HandleChecks[typeof(T)].Add(check);
|
||||
if (result == null)
|
||||
{
|
||||
result = new ResultWrapper<bool>();
|
||||
}
|
||||
yield return ExecuteWaitForHook(check, result, timeout);
|
||||
|
||||
Assert.True(result.Result, $"Expected message {typeof(T).Name} was not received within {timeout}s.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Waits for a specific message, defined by a user callback, to be received
|
||||
/// </summary>
|
||||
/// <param name="requirement">Called for each received message to check if it's the right one</param>
|
||||
/// <param name="result">The result. If null, it will fail if the predicate is not met</param>
|
||||
/// <param name="timeout">The max time in seconds to wait for</param>
|
||||
internal static IEnumerator WaitForMessageMeetingRequirement<T>(NetworkManager toBeReceivedBy, MessageHandleCheck requirement, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
|
||||
{
|
||||
var hooks = s_Hooks[toBeReceivedBy];
|
||||
if (!hooks.HandleChecks.ContainsKey(typeof(T)))
|
||||
{
|
||||
hooks.HandleChecks.Add(typeof(T), new List<MessageHandleCheckWithResult>());
|
||||
}
|
||||
var check = new MessageHandleCheckWithResult { Check = requirement };
|
||||
hooks.HandleChecks[typeof(T)].Add(check);
|
||||
if (result == null)
|
||||
{
|
||||
result = new ResultWrapper<bool>();
|
||||
}
|
||||
yield return ExecuteWaitForHook(check, result, timeout);
|
||||
|
||||
Assert.True(result.Result, $"Expected message meeting user requirements was not received within {timeout}s.");
|
||||
}
|
||||
|
||||
private static IEnumerator ExecuteWaitForHook(MessageHandleCheckWithResult check, ResultWrapper<bool> result, float timeout)
|
||||
{
|
||||
var startTime = Time.realtimeSinceStartup;
|
||||
|
||||
while (!check.Result && Time.realtimeSinceStartup - startTime < timeout)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
var res = check.Result;
|
||||
result.Result = res;
|
||||
}
|
||||
}
|
||||
|
||||
// Empty MonoBehaviour that is a holder of coroutine
|
||||
internal class CoroutineRunner : MonoBehaviour
|
||||
{
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user