com.unity.netcode.gameobjects@1.4.0
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). ## [1.4.0] - 2023-04-10 ### Added - Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437) - Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388) - Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388) - Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388) - Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388) - Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388) - Added `HalfVector3` used for scale when half float precision is enabled. (#2388) - Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388) - Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388) - Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388) - Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388) - Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383) - Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383) ### Changed - Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388) - Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388) - Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388) - Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383) ### Fixed - Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502) - Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492) - Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481) - Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441) - Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426) - Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423) - Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416) - Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416) - Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388) - Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388) - Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383) - Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
This commit is contained in:
@@ -15,6 +15,16 @@ namespace Unity.Netcode.TestHelpers.Runtime
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/// </summary>
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internal class IntegrationTestSceneHandler : ISceneManagerHandler, IDisposable
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{
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private Scene m_InvalidScene = new Scene();
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internal struct SceneEntry
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{
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public bool IsAssigned;
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public Scene Scene;
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}
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internal static Dictionary<NetworkManager, Dictionary<string, Dictionary<int, SceneEntry>>> SceneNameToSceneHandles = new Dictionary<NetworkManager, Dictionary<string, Dictionary<int, SceneEntry>>>();
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// All IntegrationTestSceneHandler instances register their associated NetworkManager
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internal static List<NetworkManager> NetworkManagers = new List<NetworkManager>();
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@@ -96,7 +106,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
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/// Processes scene loading jobs
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/// </summary>
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/// <param name="queuedSceneJob">job to process</param>
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static internal IEnumerator ProcessLoadingSceneJob(QueuedSceneJob queuedSceneJob)
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internal static IEnumerator ProcessLoadingSceneJob(QueuedSceneJob queuedSceneJob)
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{
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var itegrationTestSceneHandler = queuedSceneJob.IntegrationTestSceneHandler;
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while (!itegrationTestSceneHandler.OnCanClientsLoad())
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@@ -170,7 +180,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
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/// Processes scene unloading jobs
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/// </summary>
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/// <param name="queuedSceneJob">job to process</param>
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static internal IEnumerator ProcessUnloadingSceneJob(QueuedSceneJob queuedSceneJob)
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internal static IEnumerator ProcessUnloadingSceneJob(QueuedSceneJob queuedSceneJob)
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{
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var itegrationTestSceneHandler = queuedSceneJob.IntegrationTestSceneHandler;
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while (!itegrationTestSceneHandler.OnCanClientsUnload())
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@@ -213,7 +223,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
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/// Processes all jobs within the queue.
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/// When all jobs are finished, the coroutine stops.
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/// </summary>
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static internal IEnumerator JobQueueProcessor()
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internal static IEnumerator JobQueueProcessor()
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{
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while (QueuedSceneJobs.Count != 0)
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{
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@@ -267,8 +277,8 @@ namespace Unity.Netcode.TestHelpers.Runtime
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{
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if (m_ServerSceneBeingLoaded == scene.name)
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{
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ProcessInSceneObjects(scene, NetworkManager);
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SceneManager.sceneLoaded -= Sever_SceneLoaded;
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ProcessInSceneObjects(scene, NetworkManager);
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}
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}
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@@ -330,6 +340,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
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{
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continue;
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}
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if (networkManager.SceneManager.ScenesLoaded.ContainsKey(sceneLoaded.handle))
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{
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if (NetworkManager.LogLevel == LogLevel.Developer)
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@@ -347,7 +358,12 @@ namespace Unity.Netcode.TestHelpers.Runtime
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{
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NetworkLog.LogInfo($"{NetworkManager.name} adding {sceneLoaded.name} with a handle of {sceneLoaded.handle} to its ScenesLoaded.");
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}
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if (DoesANetworkManagerHoldThisScene(sceneLoaded))
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{
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continue;
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}
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NetworkManager.SceneManager.ScenesLoaded.Add(sceneLoaded.handle, sceneLoaded);
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StartTrackingScene(sceneLoaded, true, NetworkManager);
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return sceneLoaded;
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}
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}
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@@ -365,6 +381,521 @@ namespace Unity.Netcode.TestHelpers.Runtime
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return true;
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}
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public void ClearSceneTracking(NetworkManager networkManager)
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{
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SceneNameToSceneHandles.Clear();
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}
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public void StopTrackingScene(int handle, string name, NetworkManager networkManager)
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{
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if (!SceneNameToSceneHandles.ContainsKey(networkManager))
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{
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return;
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}
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if (SceneNameToSceneHandles[networkManager].ContainsKey(name))
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{
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if (SceneNameToSceneHandles[networkManager][name].ContainsKey(handle))
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{
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SceneNameToSceneHandles[networkManager][name].Remove(handle);
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if (SceneNameToSceneHandles[networkManager][name].Count == 0)
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{
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SceneNameToSceneHandles[networkManager].Remove(name);
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}
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}
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}
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}
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public void StartTrackingScene(Scene scene, bool assigned, NetworkManager networkManager)
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{
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if (!SceneNameToSceneHandles.ContainsKey(networkManager))
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{
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SceneNameToSceneHandles.Add(networkManager, new Dictionary<string, Dictionary<int, SceneEntry>>());
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}
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if (!SceneNameToSceneHandles[networkManager].ContainsKey(scene.name))
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{
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SceneNameToSceneHandles[networkManager].Add(scene.name, new Dictionary<int, SceneEntry>());
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}
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if (!SceneNameToSceneHandles[networkManager][scene.name].ContainsKey(scene.handle))
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{
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var sceneEntry = new SceneEntry()
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{
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IsAssigned = true,
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Scene = scene
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};
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SceneNameToSceneHandles[networkManager][scene.name].Add(scene.handle, sceneEntry);
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}
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}
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private bool DoesANetworkManagerHoldThisScene(Scene scene)
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{
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foreach (var netManEntry in SceneNameToSceneHandles)
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{
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if (!netManEntry.Value.ContainsKey(scene.name))
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{
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continue;
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}
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// The other NetworkManager only has to have an entry to
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// disqualify this scene instance
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if (netManEntry.Value[scene.name].ContainsKey(scene.handle))
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{
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return true;
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}
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}
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return false;
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}
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public bool DoesSceneHaveUnassignedEntry(string sceneName, NetworkManager networkManager)
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{
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var scenesWithSceneName = new List<Scene>();
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var scenesAssigned = new List<Scene>();
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for (int i = 0; i < SceneManager.sceneCount; i++)
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{
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var scene = SceneManager.GetSceneAt(i);
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if (scene.name == sceneName)
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{
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scenesWithSceneName.Add(scene);
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}
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}
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// Check for other NetworkManager instances already having been assigned this scene
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foreach (var netManEntry in SceneNameToSceneHandles)
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{
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// Ignore this NetworkManager instance at this stage
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if (netManEntry.Key == networkManager)
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{
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continue;
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}
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foreach (var scene in scenesWithSceneName)
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{
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if (!netManEntry.Value.ContainsKey(scene.name))
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{
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continue;
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}
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// The other NetworkManager only has to have an entry to
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// disqualify this scene instance
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if (netManEntry.Value[scene.name].ContainsKey(scene.handle))
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{
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scenesAssigned.Add(scene);
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}
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}
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}
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// Remove all of the assigned scenes from the list of scenes with the
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// passed in scene name.
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foreach (var assignedScene in scenesAssigned)
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{
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if (scenesWithSceneName.Contains(assignedScene))
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{
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scenesWithSceneName.Remove(assignedScene);
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}
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}
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// If all currently loaded scenes with the scene name are taken
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// then we return false
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if (scenesWithSceneName.Count == 0)
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{
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return false;
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}
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// If we made it here, then no other NetworkManager is tracking this scene
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// and if we don't have an entry for this NetworkManager then we can use any
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// of the remaining scenes loaded with that name.
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if (!SceneNameToSceneHandles.ContainsKey(networkManager))
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{
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return true;
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}
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// If we don't yet have a scene name in this NetworkManager's lookup table,
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// then we can use any of the remaining availabel scenes with that scene name
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if (!SceneNameToSceneHandles[networkManager].ContainsKey(sceneName))
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{
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return true;
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}
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foreach (var scene in scenesWithSceneName)
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{
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// If we don't have an entry for this scene handle (with the scene name) then we
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// can use that scene
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if (!SceneNameToSceneHandles[networkManager][scene.name].ContainsKey(scene.handle))
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{
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return true;
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}
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// This entry is not assigned, then we can use the associated scene
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if (!SceneNameToSceneHandles[networkManager][scene.name][scene.handle].IsAssigned)
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{
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return true;
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}
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}
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// None of the scenes with the same scene name can be used
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return false;
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}
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public Scene GetSceneFromLoadedScenes(string sceneName, NetworkManager networkManager)
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{
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if (!SceneNameToSceneHandles.ContainsKey(networkManager))
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{
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return m_InvalidScene;
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}
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if (SceneNameToSceneHandles[networkManager].ContainsKey(sceneName))
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{
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foreach (var sceneHandleEntry in SceneNameToSceneHandles[networkManager][sceneName])
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{
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if (!sceneHandleEntry.Value.IsAssigned)
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{
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var sceneEntry = sceneHandleEntry.Value;
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sceneEntry.IsAssigned = true;
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SceneNameToSceneHandles[networkManager][sceneName][sceneHandleEntry.Key] = sceneEntry;
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return sceneEntry.Scene;
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}
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}
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}
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// This is tricky since NetworkManager instances share the same scene hierarchy during integration tests.
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// TODO 2023: Determine if there is a better way to associate the active scene for client NetworkManager instances.
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var activeScene = SceneManager.GetActiveScene();
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if (sceneName == activeScene.name && networkManager.SceneManager.ClientSynchronizationMode == LoadSceneMode.Additive)
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{
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// For now, just return the current active scene
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// Note: Clients will not be able to synchronize in-scene placed NetworkObjects in an integration test for
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// scenes loaded that have in-scene placed NetworkObjects prior to the clients joining (i.e. there will only
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// ever be one instance of the active scene). To test in-scene placed NetworkObjects and make an integration
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// test loaded scene be the active scene, don't set scene as an active scene on the server side until all
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// clients have connected and loaded the scene.
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return activeScene;
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}
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// If we found nothing return an invalid scene
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return m_InvalidScene;
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}
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public void PopulateLoadedScenes(ref Dictionary<int, Scene> scenesLoaded, NetworkManager networkManager)
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{
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if (!SceneNameToSceneHandles.ContainsKey(networkManager))
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{
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SceneNameToSceneHandles.Add(networkManager, new Dictionary<string, Dictionary<int, SceneEntry>>());
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}
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var sceneCount = SceneManager.sceneCount;
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for (int i = 0; i < sceneCount; i++)
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{
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var scene = SceneManager.GetSceneAt(i);
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// Ignore scenes that belong to other NetworkManager instances
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if (DoesANetworkManagerHoldThisScene(scene))
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{
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continue;
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}
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if (!DoesSceneHaveUnassignedEntry(scene.name, networkManager))
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{
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continue;
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}
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if (!SceneNameToSceneHandles[networkManager].ContainsKey(scene.name))
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{
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SceneNameToSceneHandles[networkManager].Add(scene.name, new Dictionary<int, SceneEntry>());
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}
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if (!SceneNameToSceneHandles[networkManager][scene.name].ContainsKey(scene.handle))
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{
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var sceneEntry = new SceneEntry()
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{
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IsAssigned = false,
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Scene = scene
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};
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SceneNameToSceneHandles[networkManager][scene.name].Add(scene.handle, sceneEntry);
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if (!scenesLoaded.ContainsKey(scene.handle))
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{
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scenesLoaded.Add(scene.handle, scene);
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}
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}
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else
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{
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throw new Exception($"[{networkManager.LocalClient.PlayerObject.name}][Duplicate Handle] Scene {scene.name} already has scene handle {scene.handle} registered!");
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}
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}
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}
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private Dictionary<Scene, NetworkManager> m_ScenesToUnload = new Dictionary<Scene, NetworkManager>();
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/// <summary>
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/// Handles unloading any scenes that might remain on a client that
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/// need to be unloaded.
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/// </summary>
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/// <param name="networkManager"></param>
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public void UnloadUnassignedScenes(NetworkManager networkManager = null)
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{
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if (!SceneNameToSceneHandles.ContainsKey(networkManager))
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{
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return;
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}
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var relativeSceneNameToSceneHandles = SceneNameToSceneHandles[networkManager];
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var sceneManager = networkManager.SceneManager;
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SceneManager.sceneUnloaded += SceneManager_SceneUnloaded;
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foreach (var sceneEntry in relativeSceneNameToSceneHandles)
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{
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var scenHandleEntries = relativeSceneNameToSceneHandles[sceneEntry.Key];
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foreach (var sceneHandleEntry in scenHandleEntries)
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{
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if (!sceneHandleEntry.Value.IsAssigned)
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{
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if (sceneManager.VerifySceneBeforeUnloading == null || sceneManager.VerifySceneBeforeUnloading.Invoke(sceneHandleEntry.Value.Scene))
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{
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m_ScenesToUnload.Add(sceneHandleEntry.Value.Scene, networkManager);
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}
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}
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}
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}
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foreach (var sceneToUnload in m_ScenesToUnload)
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{
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SceneManager.UnloadSceneAsync(sceneToUnload.Key);
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}
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}
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/// <summary>
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/// Removes the scene entry from the scene name to scene handle table
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/// </summary>
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private void SceneManager_SceneUnloaded(Scene scene)
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{
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if (m_ScenesToUnload.ContainsKey(scene))
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{
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var networkManager = m_ScenesToUnload[scene];
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var relativeSceneNameToSceneHandles = SceneNameToSceneHandles[networkManager];
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if (relativeSceneNameToSceneHandles.ContainsKey(scene.name))
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{
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var scenHandleEntries = relativeSceneNameToSceneHandles[scene.name];
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if (scenHandleEntries.ContainsKey(scene.handle))
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{
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scenHandleEntries.Remove(scene.handle);
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if (scenHandleEntries.Count == 0)
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{
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relativeSceneNameToSceneHandles.Remove(scene.name);
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}
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m_ScenesToUnload.Remove(scene);
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if (m_ScenesToUnload.Count == 0)
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{
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SceneManager.sceneUnloaded -= SceneManager_SceneUnloaded;
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}
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}
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}
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}
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}
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/// <summary>
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/// Integration test version that handles migrating dynamically spawned NetworkObjects to
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/// the DDOL when a scene is unloaded
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/// </summary>
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/// <param name="networkManager"><see cref="NetworkManager"/> relative instance</param>
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/// <param name="scene">scene being unloaded</param>
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public void MoveObjectsFromSceneToDontDestroyOnLoad(ref NetworkManager networkManager, Scene scene)
|
||||
{
|
||||
// Create a local copy of the spawned objects list since the spawn manager will adjust the list as objects
|
||||
// are despawned.
|
||||
#if UNITY_2023_1_OR_NEWER
|
||||
var networkObjects = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID).Where((c) => c.IsSpawned);
|
||||
#else
|
||||
var networkObjects = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsSpawned);
|
||||
#endif
|
||||
foreach (var networkObject in networkObjects)
|
||||
{
|
||||
if (networkObject == null || (networkObject != null && networkObject.gameObject.scene.handle != scene.handle))
|
||||
{
|
||||
if (networkObject != null)
|
||||
{
|
||||
VerboseDebug($"[MoveObjects from {scene.name} | {scene.handle}] Ignoring {networkObject.gameObject.name} because it isn't in scene {networkObject.gameObject.scene.name} ");
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
bool skipPrefab = false;
|
||||
|
||||
foreach (var networkPrefab in networkManager.NetworkConfig.Prefabs.Prefabs)
|
||||
{
|
||||
if (networkPrefab.Prefab == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (networkObject == networkPrefab.Prefab.GetComponent<NetworkObject>())
|
||||
{
|
||||
skipPrefab = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (skipPrefab)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Only NetworkObjects marked to not be destroyed with the scene and are not already in the DDOL are preserved
|
||||
if (!networkObject.DestroyWithScene && networkObject.gameObject.scene != networkManager.SceneManager.DontDestroyOnLoadScene)
|
||||
{
|
||||
// Only move dynamically spawned NetworkObjects with no parent as the children will follow
|
||||
if (networkObject.gameObject.transform.parent == null && networkObject.IsSceneObject != null && !networkObject.IsSceneObject.Value)
|
||||
{
|
||||
VerboseDebug($"[MoveObjects from {scene.name} | {scene.handle}] Moving {networkObject.gameObject.name} because it is in scene {networkObject.gameObject.scene.name} with DWS = {networkObject.DestroyWithScene}.");
|
||||
Object.DontDestroyOnLoad(networkObject.gameObject);
|
||||
}
|
||||
}
|
||||
else if (networkManager.IsServer)
|
||||
{
|
||||
if (networkObject.NetworkManager == networkManager)
|
||||
{
|
||||
VerboseDebug($"[MoveObjects from {scene.name} | {scene.handle}] Destroying {networkObject.gameObject.name} because it is in scene {networkObject.gameObject.scene.name} with DWS = {networkObject.DestroyWithScene}.");
|
||||
networkObject.Despawn();
|
||||
}
|
||||
else //For integration testing purposes, migrate remaining into DDOL
|
||||
{
|
||||
VerboseDebug($"[MoveObjects from {scene.name} | {scene.handle}] Temporarily migrating {networkObject.gameObject.name} into DDOL to await server destroy message.");
|
||||
Object.DontDestroyOnLoad(networkObject.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the client synchronization mode which impacts whether both the server or client take into consideration scenes loaded before
|
||||
/// starting the <see cref="NetworkManager"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <see cref="LoadSceneMode.Single"/>: Does not take preloaded scenes into consideration
|
||||
/// <see cref="LoadSceneMode.Single"/>: Does take preloaded scenes into consideration
|
||||
/// </remarks>
|
||||
/// <param name="networkManager">relative <see cref="NetworkManager"/> instance</param>
|
||||
/// <param name="mode"><see cref="LoadSceneMode.Single"/> or <see cref="LoadSceneMode.Additive"/></param>
|
||||
public void SetClientSynchronizationMode(ref NetworkManager networkManager, LoadSceneMode mode)
|
||||
{
|
||||
|
||||
var sceneManager = networkManager.SceneManager;
|
||||
|
||||
// Don't let client's set this value
|
||||
if (!networkManager.IsServer)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
||||
{
|
||||
NetworkLog.LogWarning("Clients should not set this value as it is automatically synchronized with the server's setting!");
|
||||
}
|
||||
return;
|
||||
}
|
||||
else if (networkManager.ConnectedClientsIds.Count > (networkManager.IsHost ? 1 : 0) && sceneManager.ClientSynchronizationMode != mode)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
||||
{
|
||||
NetworkLog.LogWarning("Server is changing client synchronization mode after clients have been synchronized! It is recommended to do this before clients are connected!");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// For additive client synchronization, we take into consideration scenes
|
||||
// already loaded.
|
||||
if (mode == LoadSceneMode.Additive)
|
||||
{
|
||||
if (networkManager.IsServer)
|
||||
{
|
||||
sceneManager.OnSceneEvent -= SceneManager_OnSceneEvent;
|
||||
sceneManager.OnSceneEvent += SceneManager_OnSceneEvent;
|
||||
}
|
||||
|
||||
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
|
||||
{
|
||||
SceneNameToSceneHandles.Add(networkManager, new Dictionary<string, Dictionary<int, SceneEntry>>());
|
||||
}
|
||||
|
||||
var networkManagerScenes = SceneNameToSceneHandles[networkManager];
|
||||
|
||||
for (int i = 0; i < SceneManager.sceneCount; i++)
|
||||
{
|
||||
var scene = SceneManager.GetSceneAt(i);
|
||||
|
||||
// Ignore scenes that belong to other NetworkManager instances
|
||||
if (!DoesSceneHaveUnassignedEntry(scene.name, networkManager))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// If using scene verification
|
||||
if (sceneManager.VerifySceneBeforeLoading != null)
|
||||
{
|
||||
// Determine if we should take this scene into consideration
|
||||
if (!sceneManager.VerifySceneBeforeLoading.Invoke(scene.buildIndex, scene.name, LoadSceneMode.Additive))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// If the scene is not already in the ScenesLoaded list, then add it
|
||||
if (!sceneManager.ScenesLoaded.ContainsKey(scene.handle))
|
||||
{
|
||||
StartTrackingScene(scene, true, networkManager);
|
||||
sceneManager.ScenesLoaded.Add(scene.handle, scene);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Set the client synchronization mode
|
||||
sceneManager.ClientSynchronizationMode = mode;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// During integration testing, if the server loads a scene then
|
||||
/// we want to start tracking it.
|
||||
/// </summary>
|
||||
/// <param name="sceneEvent"></param>
|
||||
private void SceneManager_OnSceneEvent(SceneEvent sceneEvent)
|
||||
{
|
||||
// Filter for server only scene events
|
||||
if (!NetworkManager.IsServer || sceneEvent.ClientId != NetworkManager.ServerClientId)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
switch (sceneEvent.SceneEventType)
|
||||
{
|
||||
case SceneEventType.LoadComplete:
|
||||
{
|
||||
StartTrackingScene(sceneEvent.Scene, true, NetworkManager);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles determining if a client should attempt to load a scene during synchronization.
|
||||
/// </summary>
|
||||
/// <param name="sceneName">name of the scene to be loaded</param>
|
||||
/// <param name="isPrimaryScene">when in client synchronization mode single, this determines if the scene is the primary active scene</param>
|
||||
/// <param name="clientSynchronizationMode">the current client synchronization mode</param>
|
||||
/// <param name="networkManager"><see cref="NetworkManager"/>relative instance</param>
|
||||
/// <returns></returns>
|
||||
public bool ClientShouldPassThrough(string sceneName, bool isPrimaryScene, LoadSceneMode clientSynchronizationMode, NetworkManager networkManager)
|
||||
{
|
||||
var shouldPassThrough = clientSynchronizationMode == LoadSceneMode.Single ? false : DoesSceneHaveUnassignedEntry(sceneName, networkManager);
|
||||
var activeScene = SceneManager.GetActiveScene();
|
||||
|
||||
// If shouldPassThrough is not yet true and the scene to be loaded is the currently active scene
|
||||
if (!shouldPassThrough && sceneName == activeScene.name)
|
||||
{
|
||||
// In additive client synchronization mode we always pass through.
|
||||
// Unlike the default behavior(i.e. DefaultSceneManagerHandler), for integration testing we always return false
|
||||
// if it is the active scene and the client synchronization mode is LoadSceneMode.Single because the client should
|
||||
// load the active scene additively for this NetworkManager instance (i.e. can't have multiple active scenes).
|
||||
if (clientSynchronizationMode == LoadSceneMode.Additive)
|
||||
{
|
||||
// don't try to reload this scene and pass through to post load processing.
|
||||
shouldPassThrough = true;
|
||||
}
|
||||
}
|
||||
return shouldPassThrough;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor now must take NetworkManager
|
||||
/// </summary>
|
||||
@@ -410,7 +941,11 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
}
|
||||
}
|
||||
QueuedSceneJobs.Clear();
|
||||
Object.Destroy(CoroutineRunner.gameObject);
|
||||
if (CoroutineRunner != null && CoroutineRunner.gameObject != null)
|
||||
{
|
||||
Object.Destroy(CoroutineRunner.gameObject);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
79
TestHelpers/Runtime/IntegrationTestWithApproximation.cs
Normal file
79
TestHelpers/Runtime/IntegrationTestWithApproximation.cs
Normal file
@@ -0,0 +1,79 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace Unity.Netcode.TestHelpers.Runtime
|
||||
{
|
||||
public abstract class IntegrationTestWithApproximation : NetcodeIntegrationTest
|
||||
{
|
||||
private const float k_AproximateDeltaVariance = 0.01f;
|
||||
|
||||
protected virtual float GetDeltaVarianceThreshold()
|
||||
{
|
||||
return k_AproximateDeltaVariance;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
protected float EulerDelta(float a, float b)
|
||||
{
|
||||
return Mathf.DeltaAngle(a, b);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
protected Vector3 EulerDelta(Vector3 a, Vector3 b)
|
||||
{
|
||||
return new Vector3(Mathf.DeltaAngle(a.x, b.x), Mathf.DeltaAngle(a.y, b.y), Mathf.DeltaAngle(a.z, b.z));
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
protected bool ApproximatelyEuler(float a, float b)
|
||||
{
|
||||
return Mathf.Abs(EulerDelta(a, b)) <= GetDeltaVarianceThreshold();
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
protected bool Approximately(float a, float b)
|
||||
{
|
||||
return Mathf.Abs(a - b) <= GetDeltaVarianceThreshold();
|
||||
}
|
||||
|
||||
protected bool Approximately(Vector2 a, Vector2 b)
|
||||
{
|
||||
var deltaVariance = GetDeltaVarianceThreshold();
|
||||
return Mathf.Abs(a.x - b.x) <= deltaVariance &&
|
||||
Mathf.Abs(a.y - b.y) <= deltaVariance;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
protected bool Approximately(Vector3 a, Vector3 b)
|
||||
{
|
||||
var deltaVariance = GetDeltaVarianceThreshold();
|
||||
return Mathf.Abs(a.x - b.x) <= deltaVariance &&
|
||||
Mathf.Abs(a.y - b.y) <= deltaVariance &&
|
||||
Mathf.Abs(a.z - b.z) <= deltaVariance;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
protected bool Approximately(Quaternion a, Quaternion b)
|
||||
{
|
||||
var deltaVariance = GetDeltaVarianceThreshold();
|
||||
return Mathf.Abs(a.x - b.x) <= deltaVariance &&
|
||||
Mathf.Abs(a.y - b.y) <= deltaVariance &&
|
||||
Mathf.Abs(a.z - b.z) <= deltaVariance &&
|
||||
Mathf.Abs(a.w - b.w) <= deltaVariance;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
protected bool ApproximatelyEuler(Vector3 a, Vector3 b)
|
||||
{
|
||||
return ApproximatelyEuler(a.x, b.x) && ApproximatelyEuler(a.y, b.y) && ApproximatelyEuler(a.z, b.z);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
protected Vector3 GetRandomVector3(float min, float max)
|
||||
{
|
||||
return new Vector3(Random.Range(min, max), Random.Range(min, max), Random.Range(min, max));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
11
TestHelpers/Runtime/IntegrationTestWithApproximation.cs.meta
Normal file
11
TestHelpers/Runtime/IntegrationTestWithApproximation.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 50a3b194bb5b8714d883dafd911db1ba
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
30
TestHelpers/Runtime/MockTimeProvider.cs
Normal file
30
TestHelpers/Runtime/MockTimeProvider.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
namespace Unity.Netcode.TestHelpers.Runtime
|
||||
{
|
||||
public class MockTimeProvider : IRealTimeProvider
|
||||
{
|
||||
public float RealTimeSinceStartup => (float)s_DoubleRealTime;
|
||||
public float UnscaledTime => (float)s_DoubleRealTime;
|
||||
public float UnscaledDeltaTime => (float)s_DoubleDelta;
|
||||
public float DeltaTime => (float)s_DoubleDelta;
|
||||
|
||||
public static float StaticRealTimeSinceStartup => (float)s_DoubleRealTime;
|
||||
public static float StaticUnscaledTime => (float)s_DoubleRealTime;
|
||||
public static float StaticUnscaledDeltaTime => (float)s_DoubleDelta;
|
||||
public static float StaticDeltaTime => (float)s_DoubleDelta;
|
||||
|
||||
private static double s_DoubleRealTime = 0;
|
||||
private static double s_DoubleDelta = 0;
|
||||
|
||||
public static void TimeTravel(double amountOfTimeTraveled)
|
||||
{
|
||||
s_DoubleDelta = amountOfTimeTraveled;
|
||||
s_DoubleRealTime += amountOfTimeTraveled;
|
||||
}
|
||||
|
||||
public static void Reset()
|
||||
{
|
||||
s_DoubleDelta = 0;
|
||||
s_DoubleRealTime = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
3
TestHelpers/Runtime/MockTimeProvider.cs.meta
Normal file
3
TestHelpers/Runtime/MockTimeProvider.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bcc9a7faadea4b8ebeb041ee6e395a92
|
||||
timeCreated: 1679414015
|
||||
89
TestHelpers/Runtime/MockTransport.cs
Normal file
89
TestHelpers/Runtime/MockTransport.cs
Normal file
@@ -0,0 +1,89 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Unity.Netcode.TestHelpers.Runtime
|
||||
{
|
||||
internal class MockTransport : NetworkTransport
|
||||
{
|
||||
private struct MessageData
|
||||
{
|
||||
public ulong FromClientId;
|
||||
public ArraySegment<byte> Payload;
|
||||
public NetworkEvent Event;
|
||||
}
|
||||
|
||||
private static Dictionary<ulong, Queue<MessageData>> s_MessageQueue = new Dictionary<ulong, Queue<MessageData>>();
|
||||
|
||||
public override ulong ServerClientId { get; } = 0;
|
||||
|
||||
public static ulong HighTransportId = 0;
|
||||
public ulong TransportId = 0;
|
||||
|
||||
public NetworkManager NetworkManager;
|
||||
|
||||
public override void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery)
|
||||
{
|
||||
var copy = new byte[payload.Array.Length];
|
||||
Array.Copy(payload.Array, copy, payload.Array.Length);
|
||||
s_MessageQueue[clientId].Enqueue(new MessageData { FromClientId = TransportId, Payload = new ArraySegment<byte>(copy, payload.Offset, payload.Count), Event = NetworkEvent.Data });
|
||||
}
|
||||
|
||||
public override NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime)
|
||||
{
|
||||
if (s_MessageQueue[TransportId].Count > 0)
|
||||
{
|
||||
var data = s_MessageQueue[TransportId].Dequeue();
|
||||
clientId = data.FromClientId;
|
||||
payload = data.Payload;
|
||||
receiveTime = NetworkManager.RealTimeProvider.RealTimeSinceStartup;
|
||||
if (NetworkManager.IsServer && data.Event == NetworkEvent.Connect)
|
||||
{
|
||||
s_MessageQueue[data.FromClientId].Enqueue(new MessageData { Event = NetworkEvent.Connect, FromClientId = ServerClientId, Payload = new ArraySegment<byte>() });
|
||||
}
|
||||
return data.Event;
|
||||
}
|
||||
clientId = 0;
|
||||
payload = new ArraySegment<byte>();
|
||||
receiveTime = 0;
|
||||
return NetworkEvent.Nothing;
|
||||
}
|
||||
|
||||
public override bool StartClient()
|
||||
{
|
||||
TransportId = ++HighTransportId;
|
||||
s_MessageQueue[TransportId] = new Queue<MessageData>();
|
||||
s_MessageQueue[ServerClientId].Enqueue(new MessageData { Event = NetworkEvent.Connect, FromClientId = TransportId, Payload = new ArraySegment<byte>() });
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool StartServer()
|
||||
{
|
||||
s_MessageQueue[ServerClientId] = new Queue<MessageData>();
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void DisconnectRemoteClient(ulong clientId)
|
||||
{
|
||||
s_MessageQueue[clientId].Enqueue(new MessageData { Event = NetworkEvent.Disconnect, FromClientId = TransportId, Payload = new ArraySegment<byte>() });
|
||||
}
|
||||
|
||||
public override void DisconnectLocalClient()
|
||||
{
|
||||
s_MessageQueue[ServerClientId].Enqueue(new MessageData { Event = NetworkEvent.Disconnect, FromClientId = TransportId, Payload = new ArraySegment<byte>() });
|
||||
}
|
||||
|
||||
public override ulong GetCurrentRtt(ulong clientId)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
public override void Shutdown()
|
||||
{
|
||||
}
|
||||
|
||||
public override void Initialize(NetworkManager networkManager = null)
|
||||
{
|
||||
NetworkManager = networkManager;
|
||||
}
|
||||
}
|
||||
}
|
||||
3
TestHelpers/Runtime/MockTransport.cs.meta
Normal file
3
TestHelpers/Runtime/MockTransport.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 335908e9a37f428ba087acf00563c7be
|
||||
timeCreated: 1679415868
|
||||
@@ -2,12 +2,14 @@ using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using NUnit.Framework;
|
||||
using Unity.Netcode.RuntimeTests;
|
||||
using Unity.Netcode.Transports.UTP;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.TestTools;
|
||||
using System.Runtime.CompilerServices;
|
||||
using Unity.Netcode.RuntimeTests;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace Unity.Netcode.TestHelpers.Runtime
|
||||
@@ -22,6 +24,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
/// determine how clients will load scenes
|
||||
/// </summary>
|
||||
internal static bool IsRunning { get; private set; }
|
||||
|
||||
protected static TimeoutHelper s_GlobalTimeoutHelper = new TimeoutHelper(8.0f);
|
||||
protected static WaitForSecondsRealtime s_DefaultWaitForTick = new WaitForSecondsRealtime(1.0f / k_DefaultTickRate);
|
||||
|
||||
@@ -44,6 +47,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
{
|
||||
s_GlobalNetworkObjects.Add(networkObject.NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
|
||||
}
|
||||
|
||||
if (s_GlobalNetworkObjects[networkObject.NetworkManager.LocalClientId].ContainsKey(networkObject.NetworkObjectId))
|
||||
{
|
||||
if (s_GlobalNetworkObjects[networkObject.NetworkManager.LocalClientId] == null)
|
||||
@@ -100,9 +104,9 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
|
||||
public enum NetworkManagerInstatiationMode
|
||||
{
|
||||
PerTest, // This will create and destroy new NetworkManagers for each test within a child derived class
|
||||
AllTests, // This will create one set of NetworkManagers used for all tests within a child derived class (destroyed once all tests are finished)
|
||||
DoNotCreate // This will not create any NetworkManagers, it is up to the derived class to manage.
|
||||
PerTest, // This will create and destroy new NetworkManagers for each test within a child derived class
|
||||
AllTests, // This will create one set of NetworkManagers used for all tests within a child derived class (destroyed once all tests are finished)
|
||||
DoNotCreate // This will not create any NetworkManagers, it is up to the derived class to manage.
|
||||
}
|
||||
|
||||
public enum HostOrServer
|
||||
@@ -143,6 +147,75 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
/// </remarks>
|
||||
protected bool m_BypassConnectionTimeout { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Enables "Time Travel" within the test, which swaps the time provider for the SDK from Unity's
|
||||
/// <see cref="Time"/> class to <see cref="MockTimeProvider"/>, and also swaps the transport implementation
|
||||
/// from <see cref="UnityTransport"/> to <see cref="MockTransport"/>.
|
||||
///
|
||||
/// This enables five important things that help with both performance and determinism of tests that involve a
|
||||
/// lot of time and waiting:
|
||||
/// 1) It allows time to move in a completely deterministic way (testing that something happens after n seconds,
|
||||
/// the test will always move exactly n seconds with no chance of any variability in the timing),
|
||||
/// 2) It allows skipping periods of time without actually waiting that amount of time, while still simulating
|
||||
/// SDK frames as if that time were passing,
|
||||
/// 3) It dissociates the SDK's update loop from Unity's update loop, allowing us to simulate SDK frame updates
|
||||
/// without waiting for Unity to process things like physics, animation, and rendering that aren't relevant to
|
||||
/// the test,
|
||||
/// 4) It dissociates the SDK's messaging system from the networking hardware, meaning there's no delay between
|
||||
/// a message being sent and it being received, allowing us to deterministically rely on the message being
|
||||
/// received within specific time frames for the test, and
|
||||
/// 5) It allows tests to be written without the use of coroutines, which not only improves the test's runtime,
|
||||
/// but also results in easier-to-read callstacks and removes the possibility for an assertion to result in the
|
||||
/// test hanging.
|
||||
///
|
||||
/// When time travel is enabled, the following methods become available:
|
||||
///
|
||||
/// <see cref="TimeTravel"/>: Simulates a specific number of frames passing over a specific time period
|
||||
/// <see cref="TimeTravelToNextTick"/>: Skips forward to the next tick, siumlating at the current application frame rate
|
||||
/// <see cref="WaitForConditionOrTimeOutWithTimeTravel(Func{bool},int)"/>: Simulates frames at the application frame rate until the given condition is true
|
||||
/// <see cref="WaitForMessageReceivedWithTimeTravel{T}"/>: Simulates frames at the application frame rate until the required message is received
|
||||
/// <see cref="WaitForMessagesReceivedWithTimeTravel"/>: Simulates frames at the application frame rate until the required messages are received
|
||||
/// <see cref="StartServerAndClientsWithTimeTravel"/>: Starts a server and client and allows them to connect via simulated frames
|
||||
/// <see cref="CreateAndStartNewClientWithTimeTravel"/>: Creates a client and waits for it to connect via simulated frames
|
||||
/// <see cref="WaitForClientsConnectedOrTimeOutWithTimeTravel(Unity.Netcode.NetworkManager[])"/> Simulates frames at the application frame rate until the given clients are connected
|
||||
/// <see cref="StopOneClientWithTimeTravel"/>: Stops a client and simulates frames until it's fully disconnected.
|
||||
///
|
||||
/// When time travel is enabled, <see cref="NetcodeIntegrationTest"/> will automatically use these in its methods
|
||||
/// when doing things like automatically connecting clients during SetUp.
|
||||
///
|
||||
/// Additionally, the following methods replace their non-time-travel equivalents with variants that are not coroutines:
|
||||
/// <see cref="OnTimeTravelStartedServerAndClients"/> - called when server and clients are started
|
||||
/// <see cref="OnTimeTravelServerAndClientsConnected"/> - called when server and clients are connected
|
||||
///
|
||||
/// Note that all of the non-time travel functions can still be used even when time travel is enabled - this is
|
||||
/// sometimes needed for, e.g., testing NetworkAnimator, where the unity update loop needs to run to process animations.
|
||||
/// However, it's VERY important to note here that, because the SDK will not be operating based on real-world time
|
||||
/// but based on the frozen time that's locked in from MockTimeProvider, actions that pass 10 seconds apart by
|
||||
/// real-world clock time will be perceived by the SDK as having happened simultaneously if you don't call
|
||||
/// <see cref="MockTimeProvider.TimeTravel"/> to cover the equivalent time span in the mock time provider.
|
||||
/// (Calling <see cref="MockTimeProvider.TimeTravel"/> instead of <see cref="TimeTravel"/>
|
||||
/// will move time forward without simulating any frames, which, in the case where real-world time has passed,
|
||||
/// is likely more desirable). In most cases, this desynch won't affect anything, but it is worth noting that
|
||||
/// it happens just in case a tested system depends on both the unity update loop happening *and* time moving forward.
|
||||
/// </summary>
|
||||
protected virtual bool m_EnableTimeTravel => false;
|
||||
|
||||
/// <summary>
|
||||
/// If this is false, SetUp will call OnInlineSetUp instead of OnSetUp.
|
||||
/// This is a performance advantage when not using the coroutine functionality, as a coroutine that
|
||||
/// has no yield instructions in it will nonetheless still result in delaying the continuation of the
|
||||
/// method that called it for a full frame after it returns.
|
||||
/// </summary>
|
||||
protected virtual bool m_SetupIsACoroutine => true;
|
||||
|
||||
/// <summary>
|
||||
/// If this is false, TearDown will call OnInlineTearDown instead of OnTearDown.
|
||||
/// This is a performance advantage when not using the coroutine functionality, as a coroutine that
|
||||
/// has no yield instructions in it will nonetheless still result in delaying the continuation of the
|
||||
/// method that called it for a full frame after it returns.
|
||||
/// </summary>
|
||||
protected virtual bool m_TearDownIsACoroutine => true;
|
||||
|
||||
/// <summary>
|
||||
/// Used to display the various integration test
|
||||
/// stages and can be used to log verbose information
|
||||
@@ -216,20 +289,54 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
yield return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called before creating and starting the server and clients
|
||||
/// Note: For <see cref="NetworkManagerInstatiationMode.AllTests"/> and
|
||||
/// <see cref="NetworkManagerInstatiationMode.PerTest"/> mode integration tests.
|
||||
/// For those two modes, if you want to have access to the server or client
|
||||
/// <see cref="NetworkManager"/>s then override <see cref="OnServerAndClientsCreated"/>.
|
||||
/// <see cref="m_ServerNetworkManager"/> and <see cref="m_ClientNetworkManagers"/>
|
||||
/// </summary>
|
||||
protected virtual void OnInlineSetup()
|
||||
{
|
||||
}
|
||||
|
||||
[UnitySetUp]
|
||||
public IEnumerator SetUp()
|
||||
{
|
||||
VerboseDebug($"Entering {nameof(SetUp)}");
|
||||
|
||||
NetcodeLogAssert = new NetcodeLogAssert();
|
||||
yield return OnSetup();
|
||||
if (m_SetupIsACoroutine)
|
||||
{
|
||||
yield return OnSetup();
|
||||
}
|
||||
else
|
||||
{
|
||||
OnInlineSetup();
|
||||
}
|
||||
|
||||
if (m_EnableTimeTravel)
|
||||
{
|
||||
MockTimeProvider.Reset();
|
||||
ComponentFactory.Register<IRealTimeProvider>(manager => new MockTimeProvider());
|
||||
}
|
||||
|
||||
if (m_NetworkManagerInstatiationMode == NetworkManagerInstatiationMode.AllTests && m_ServerNetworkManager == null ||
|
||||
m_NetworkManagerInstatiationMode == NetworkManagerInstatiationMode.PerTest)
|
||||
{
|
||||
CreateServerAndClients();
|
||||
|
||||
yield return StartServerAndClients();
|
||||
if (m_EnableTimeTravel)
|
||||
{
|
||||
StartServerAndClientsWithTimeTravel();
|
||||
}
|
||||
else
|
||||
{
|
||||
yield return StartServerAndClients();
|
||||
}
|
||||
}
|
||||
|
||||
VerboseDebug($"Exiting {nameof(SetUp)}");
|
||||
}
|
||||
|
||||
@@ -294,6 +401,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
{
|
||||
clientNetworkManagersList.Remove(networkManager);
|
||||
}
|
||||
|
||||
m_ClientNetworkManagers = clientNetworkManagersList.ToArray();
|
||||
m_NumberOfClients = clientNetworkManagersList.Count;
|
||||
}
|
||||
@@ -304,7 +412,6 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
/// </summary>
|
||||
protected virtual void OnNewClientCreated(NetworkManager networkManager)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -322,7 +429,6 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
/// </summary>
|
||||
protected virtual void OnNewClientStartedAndConnected(NetworkManager networkManager)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -331,7 +437,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
/// </summary>
|
||||
protected IEnumerator CreateAndStartNewClient()
|
||||
{
|
||||
var networkManager = NetcodeIntegrationTestHelpers.CreateNewClient(m_ClientNetworkManagers.Length);
|
||||
var networkManager = NetcodeIntegrationTestHelpers.CreateNewClient(m_ClientNetworkManagers.Length, m_EnableTimeTravel);
|
||||
networkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
|
||||
|
||||
// Notification that the new client (NetworkManager) has been created
|
||||
@@ -356,13 +462,53 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
if (s_GlobalTimeoutHelper.TimedOut)
|
||||
{
|
||||
AddRemoveNetworkManager(networkManager, false);
|
||||
Object.Destroy(networkManager.gameObject);
|
||||
Object.DestroyImmediate(networkManager.gameObject);
|
||||
}
|
||||
|
||||
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for the new client to be connected!");
|
||||
ClientNetworkManagerPostStart(networkManager);
|
||||
VerboseDebug($"[{networkManager.name}] Created and connected!");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This will create, start, and connect a new client while in the middle of an
|
||||
/// integration test.
|
||||
/// </summary>
|
||||
protected void CreateAndStartNewClientWithTimeTravel()
|
||||
{
|
||||
var networkManager = NetcodeIntegrationTestHelpers.CreateNewClient(m_ClientNetworkManagers.Length, m_EnableTimeTravel);
|
||||
networkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
|
||||
|
||||
// Notification that the new client (NetworkManager) has been created
|
||||
// in the event any modifications need to be made before starting the client
|
||||
OnNewClientCreated(networkManager);
|
||||
|
||||
NetcodeIntegrationTestHelpers.StartOneClient(networkManager);
|
||||
|
||||
if (LogAllMessages)
|
||||
{
|
||||
networkManager.MessagingSystem.Hook(new DebugNetworkHooks());
|
||||
}
|
||||
|
||||
AddRemoveNetworkManager(networkManager, true);
|
||||
|
||||
OnNewClientStarted(networkManager);
|
||||
|
||||
// Wait for the new client to connect
|
||||
var connected = WaitForClientsConnectedOrTimeOutWithTimeTravel();
|
||||
|
||||
OnNewClientStartedAndConnected(networkManager);
|
||||
if (!connected)
|
||||
{
|
||||
AddRemoveNetworkManager(networkManager, false);
|
||||
Object.DestroyImmediate(networkManager.gameObject);
|
||||
}
|
||||
|
||||
Assert.IsTrue(connected, $"{nameof(CreateAndStartNewClient)} timed out waiting for the new client to be connected!");
|
||||
ClientNetworkManagerPostStart(networkManager);
|
||||
VerboseDebug($"[{networkManager.name}] Created and connected!");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This will stop a client while in the middle of an integration test
|
||||
/// </summary>
|
||||
@@ -373,6 +519,16 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
yield return WaitForConditionOrTimeOut(() => !networkManager.IsConnectedClient);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This will stop a client while in the middle of an integration test
|
||||
/// </summary>
|
||||
protected void StopOneClientWithTimeTravel(NetworkManager networkManager, bool destroy = false)
|
||||
{
|
||||
NetcodeIntegrationTestHelpers.StopOneClient(networkManager, destroy);
|
||||
AddRemoveNetworkManager(networkManager, false);
|
||||
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(() => !networkManager.IsConnectedClient));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates the server and clients
|
||||
/// </summary>
|
||||
@@ -383,8 +539,13 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
|
||||
CreatePlayerPrefab();
|
||||
|
||||
if (m_EnableTimeTravel)
|
||||
{
|
||||
m_TargetFrameRate = -1;
|
||||
}
|
||||
|
||||
// Create multiple NetworkManager instances
|
||||
if (!NetcodeIntegrationTestHelpers.Create(numberOfClients, out NetworkManager server, out NetworkManager[] clients, m_TargetFrameRate, m_CreateServerFirst))
|
||||
if (!NetcodeIntegrationTestHelpers.Create(numberOfClients, out NetworkManager server, out NetworkManager[] clients, m_TargetFrameRate, m_CreateServerFirst, m_EnableTimeTravel))
|
||||
{
|
||||
Debug.LogError("Failed to create instances");
|
||||
Assert.Fail("Failed to create instances");
|
||||
@@ -431,6 +592,14 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
yield return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invoked after the server and clients have started.
|
||||
/// Note: No connection verification has been done at this point
|
||||
/// </summary>
|
||||
protected virtual void OnTimeTravelStartedServerAndClients()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invoked after the server and clients have started and verified
|
||||
/// their connections with each other.
|
||||
@@ -440,6 +609,14 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
yield return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invoked after the server and clients have started and verified
|
||||
/// their connections with each other.
|
||||
/// </summary>
|
||||
protected virtual void OnTimeTravelServerAndClientsConnected()
|
||||
{
|
||||
}
|
||||
|
||||
private void ClientNetworkManagerPostStart(NetworkManager networkManager)
|
||||
{
|
||||
networkManager.name = $"NetworkManager - Client - {networkManager.LocalClientId}";
|
||||
@@ -466,6 +643,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
{
|
||||
m_PlayerNetworkObjects.Add(playerNetworkObject.NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
|
||||
}
|
||||
|
||||
if (!m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].ContainsKey(networkManager.LocalClientId))
|
||||
{
|
||||
m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].Add(networkManager.LocalClientId, playerNetworkObject);
|
||||
@@ -495,6 +673,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
{
|
||||
ClientNetworkManagerPostStart(networkManager);
|
||||
}
|
||||
|
||||
if (m_UseHost)
|
||||
{
|
||||
#if UNITY_2023_1_OR_NEWER
|
||||
@@ -509,6 +688,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
{
|
||||
m_PlayerNetworkObjects.Add(playerNetworkObject.NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
|
||||
}
|
||||
|
||||
if (!m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].ContainsKey(m_ServerNetworkManager.LocalClientId))
|
||||
{
|
||||
m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].Add(m_ServerNetworkManager.LocalClientId, playerNetworkObject);
|
||||
@@ -570,6 +750,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
{
|
||||
m_PlayerNetworkObjects.Add(playerNetworkObject.NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
|
||||
}
|
||||
|
||||
m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].Add(m_ServerNetworkManager.LocalClientId, playerNetworkObject);
|
||||
}
|
||||
}
|
||||
@@ -585,6 +766,73 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This starts the server and clients as long as <see cref="CanStartServerAndClients"/>
|
||||
/// returns true.
|
||||
/// </summary>
|
||||
protected void StartServerAndClientsWithTimeTravel()
|
||||
{
|
||||
if (CanStartServerAndClients())
|
||||
{
|
||||
VerboseDebug($"Entering {nameof(StartServerAndClientsWithTimeTravel)}");
|
||||
|
||||
// Start the instances and pass in our SceneManagerInitialization action that is invoked immediately after host-server
|
||||
// is started and after each client is started.
|
||||
if (!NetcodeIntegrationTestHelpers.Start(m_UseHost, m_ServerNetworkManager, m_ClientNetworkManagers))
|
||||
{
|
||||
Debug.LogError("Failed to start instances");
|
||||
Assert.Fail("Failed to start instances");
|
||||
}
|
||||
|
||||
if (LogAllMessages)
|
||||
{
|
||||
EnableMessageLogging();
|
||||
}
|
||||
|
||||
RegisterSceneManagerHandler();
|
||||
|
||||
// Notification that the server and clients have been started
|
||||
OnTimeTravelStartedServerAndClients();
|
||||
|
||||
// When true, we skip everything else (most likely a connection oriented test)
|
||||
if (!m_BypassConnectionTimeout)
|
||||
{
|
||||
// Wait for all clients to connect
|
||||
WaitForClientsConnectedOrTimeOutWithTimeTravel();
|
||||
|
||||
AssertOnTimeout($"{nameof(StartServerAndClients)} timed out waiting for all clients to be connected!");
|
||||
|
||||
if (m_UseHost || m_ServerNetworkManager.IsHost)
|
||||
{
|
||||
#if UNITY_2023_1_OR_NEWER
|
||||
// Add the server player instance to all m_ClientSidePlayerNetworkObjects entries
|
||||
var serverPlayerClones = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.None).Where((c) => c.IsPlayerObject && c.OwnerClientId == m_ServerNetworkManager.LocalClientId);
|
||||
#else
|
||||
// Add the server player instance to all m_ClientSidePlayerNetworkObjects entries
|
||||
var serverPlayerClones = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsPlayerObject && c.OwnerClientId == m_ServerNetworkManager.LocalClientId);
|
||||
#endif
|
||||
foreach (var playerNetworkObject in serverPlayerClones)
|
||||
{
|
||||
if (!m_PlayerNetworkObjects.ContainsKey(playerNetworkObject.NetworkManager.LocalClientId))
|
||||
{
|
||||
m_PlayerNetworkObjects.Add(playerNetworkObject.NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
|
||||
}
|
||||
|
||||
m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].Add(m_ServerNetworkManager.LocalClientId, playerNetworkObject);
|
||||
}
|
||||
}
|
||||
|
||||
ClientNetworkManagerPostStartInit();
|
||||
|
||||
// Notification that at this time the server and client(s) are instantiated,
|
||||
// started, and connected on both sides.
|
||||
OnTimeTravelServerAndClientsConnected();
|
||||
|
||||
VerboseDebug($"Exiting {nameof(StartServerAndClients)}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Override this method to control when clients
|
||||
/// can fake-load a scene.
|
||||
@@ -660,12 +908,15 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
m_PlayerNetworkObjects.Clear();
|
||||
s_GlobalNetworkObjects.Clear();
|
||||
}
|
||||
catch (Exception e) { throw e; }
|
||||
catch (Exception e)
|
||||
{
|
||||
throw e;
|
||||
}
|
||||
finally
|
||||
{
|
||||
if (m_PlayerPrefab != null)
|
||||
{
|
||||
Object.Destroy(m_PlayerPrefab);
|
||||
Object.DestroyImmediate(m_PlayerPrefab);
|
||||
m_PlayerPrefab = null;
|
||||
}
|
||||
}
|
||||
@@ -689,17 +940,34 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
yield return null;
|
||||
}
|
||||
|
||||
protected virtual void OnInlineTearDown()
|
||||
{
|
||||
}
|
||||
|
||||
[UnityTearDown]
|
||||
public IEnumerator TearDown()
|
||||
{
|
||||
IntegrationTestSceneHandler.SceneNameToSceneHandles.Clear();
|
||||
VerboseDebug($"Entering {nameof(TearDown)}");
|
||||
yield return OnTearDown();
|
||||
if (m_TearDownIsACoroutine)
|
||||
{
|
||||
yield return OnTearDown();
|
||||
}
|
||||
else
|
||||
{
|
||||
OnInlineTearDown();
|
||||
}
|
||||
|
||||
if (m_NetworkManagerInstatiationMode == NetworkManagerInstatiationMode.PerTest)
|
||||
{
|
||||
ShutdownAndCleanUp();
|
||||
}
|
||||
|
||||
if (m_EnableTimeTravel)
|
||||
{
|
||||
ComponentFactory.Deregister<IRealTimeProvider>();
|
||||
}
|
||||
|
||||
VerboseDebug($"Exiting {nameof(TearDown)}");
|
||||
LogWaitForMessages();
|
||||
NetcodeLogAssert.Dispose();
|
||||
@@ -773,6 +1041,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (CanDestroyNetworkObject(networkObject))
|
||||
{
|
||||
networkObject.NetworkManagerOwner = m_ServerNetworkManager;
|
||||
@@ -831,10 +1100,49 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
// Otherwise wait for 1 tick interval
|
||||
yield return s_DefaultWaitForTick;
|
||||
}
|
||||
|
||||
// Stop checking for a timeout
|
||||
timeOutHelper.Stop();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Waits for the function condition to return true or it will time out. Uses time travel to simulate this
|
||||
/// for the given number of frames, simulating delta times at the application frame rate.
|
||||
/// </summary>
|
||||
public bool WaitForConditionOrTimeOutWithTimeTravel(Func<bool> checkForCondition, int maxTries = 60)
|
||||
{
|
||||
if (checkForCondition == null)
|
||||
{
|
||||
throw new ArgumentNullException($"checkForCondition cannot be null!");
|
||||
}
|
||||
|
||||
if (!m_EnableTimeTravel)
|
||||
{
|
||||
throw new ArgumentException($"Time travel must be enabled to use {nameof(WaitForConditionOrTimeOutWithTimeTravel)}!");
|
||||
}
|
||||
|
||||
var frameRate = Application.targetFrameRate;
|
||||
if (frameRate <= 0)
|
||||
{
|
||||
frameRate = 60;
|
||||
}
|
||||
|
||||
var updateInterval = 1f / frameRate;
|
||||
for (var i = 0; i < maxTries; ++i)
|
||||
{
|
||||
// Simulate a frame passing on all network managers
|
||||
TimeTravel(updateInterval, 1);
|
||||
// Update and check to see if the condition has been met
|
||||
if (checkForCondition.Invoke())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This version accepts an IConditionalPredicate implementation to provide
|
||||
/// more flexibility for checking complex conditional cases.
|
||||
@@ -857,6 +1165,29 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
conditionalPredicate.Finished(timeOutHelper.TimedOut);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This version accepts an IConditionalPredicate implementation to provide
|
||||
/// more flexibility for checking complex conditional cases. Uses time travel to simulate this
|
||||
/// for the given number of frames, simulating delta times at the application frame rate.
|
||||
/// </summary>
|
||||
public bool WaitForConditionOrTimeOutWithTimeTravel(IConditionalPredicate conditionalPredicate, int maxTries = 60)
|
||||
{
|
||||
if (conditionalPredicate == null)
|
||||
{
|
||||
throw new ArgumentNullException($"checkForCondition cannot be null!");
|
||||
}
|
||||
|
||||
if (!m_EnableTimeTravel)
|
||||
{
|
||||
throw new ArgumentException($"Time travel must be enabled to use {nameof(WaitForConditionOrTimeOutWithTimeTravel)}!");
|
||||
}
|
||||
|
||||
conditionalPredicate.Started();
|
||||
var success = WaitForConditionOrTimeOutWithTimeTravel(conditionalPredicate.HasConditionBeenReached, maxTries);
|
||||
conditionalPredicate.Finished(!success);
|
||||
return success;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates that all remote clients (i.e. non-server) detect they are connected
|
||||
/// to the server and that the server reflects the appropriate number of clients
|
||||
@@ -869,7 +1200,23 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
var serverClientCount = m_ServerNetworkManager.IsHost ? remoteClientCount + 1 : remoteClientCount;
|
||||
|
||||
yield return WaitForConditionOrTimeOut(() => clientsToCheck.Where((c) => c.IsConnectedClient).Count() == remoteClientCount &&
|
||||
m_ServerNetworkManager.ConnectedClients.Count == serverClientCount);
|
||||
m_ServerNetworkManager.ConnectedClients.Count == serverClientCount);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates that all remote clients (i.e. non-server) detect they are connected
|
||||
/// to the server and that the server reflects the appropriate number of clients
|
||||
/// have connected or it will time out. Uses time travel to simulate this
|
||||
/// for the given number of frames, simulating delta times at the application frame rate.
|
||||
/// </summary>
|
||||
/// <param name="clientsToCheck">An array of clients to be checked</param>
|
||||
protected bool WaitForClientsConnectedOrTimeOutWithTimeTravel(NetworkManager[] clientsToCheck)
|
||||
{
|
||||
var remoteClientCount = clientsToCheck.Length;
|
||||
var serverClientCount = m_ServerNetworkManager.IsHost ? remoteClientCount + 1 : remoteClientCount;
|
||||
|
||||
return WaitForConditionOrTimeOutWithTimeTravel(() => clientsToCheck.Where((c) => c.IsConnectedClient).Count() == remoteClientCount &&
|
||||
m_ServerNetworkManager.ConnectedClients.Count == serverClientCount);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -881,6 +1228,16 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
yield return WaitForClientsConnectedOrTimeOut(m_ClientNetworkManagers);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Overloaded method that just passes in all clients to
|
||||
/// <see cref="WaitForClientsConnectedOrTimeOut(NetworkManager[])"/> Uses time travel to simulate this
|
||||
/// for the given number of frames, simulating delta times at the application frame rate.
|
||||
/// </summary>
|
||||
protected bool WaitForClientsConnectedOrTimeOutWithTimeTravel()
|
||||
{
|
||||
return WaitForClientsConnectedOrTimeOutWithTimeTravel(m_ClientNetworkManagers);
|
||||
}
|
||||
|
||||
internal IEnumerator WaitForMessageReceived<T>(List<NetworkManager> wiatForReceivedBy, ReceiptType type = ReceiptType.Handled) where T : INetworkMessage
|
||||
{
|
||||
// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
|
||||
@@ -891,17 +1248,18 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
messageHook.AssignMessageType<T>();
|
||||
messageHookEntriesForSpawn.Add(messageHook);
|
||||
}
|
||||
|
||||
// Used to determine if all clients received the CreateObjectMessage
|
||||
var hooks = new MessageHooksConditional(messageHookEntriesForSpawn);
|
||||
yield return WaitForConditionOrTimeOut(hooks);
|
||||
Assert.False(s_GlobalTimeoutHelper.TimedOut);
|
||||
}
|
||||
|
||||
internal IEnumerator WaitForMessagesReceived(List<Type> messagesInOrder, List<NetworkManager> wiatForReceivedBy, ReceiptType type = ReceiptType.Handled)
|
||||
internal IEnumerator WaitForMessagesReceived(List<Type> messagesInOrder, List<NetworkManager> waitForReceivedBy, ReceiptType type = ReceiptType.Handled)
|
||||
{
|
||||
// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
|
||||
var messageHookEntriesForSpawn = new List<MessageHookEntry>();
|
||||
foreach (var clientNetworkManager in wiatForReceivedBy)
|
||||
foreach (var clientNetworkManager in waitForReceivedBy)
|
||||
{
|
||||
foreach (var message in messagesInOrder)
|
||||
{
|
||||
@@ -910,12 +1268,49 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
messageHookEntriesForSpawn.Add(messageHook);
|
||||
}
|
||||
}
|
||||
|
||||
// Used to determine if all clients received the CreateObjectMessage
|
||||
var hooks = new MessageHooksConditional(messageHookEntriesForSpawn);
|
||||
yield return WaitForConditionOrTimeOut(hooks);
|
||||
Assert.False(s_GlobalTimeoutHelper.TimedOut);
|
||||
}
|
||||
|
||||
|
||||
internal void WaitForMessageReceivedWithTimeTravel<T>(List<NetworkManager> waitForReceivedBy, ReceiptType type = ReceiptType.Handled) where T : INetworkMessage
|
||||
{
|
||||
// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
|
||||
var messageHookEntriesForSpawn = new List<MessageHookEntry>();
|
||||
foreach (var clientNetworkManager in waitForReceivedBy)
|
||||
{
|
||||
var messageHook = new MessageHookEntry(clientNetworkManager, type);
|
||||
messageHook.AssignMessageType<T>();
|
||||
messageHookEntriesForSpawn.Add(messageHook);
|
||||
}
|
||||
|
||||
// Used to determine if all clients received the CreateObjectMessage
|
||||
var hooks = new MessageHooksConditional(messageHookEntriesForSpawn);
|
||||
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(hooks));
|
||||
}
|
||||
|
||||
internal void WaitForMessagesReceivedWithTimeTravel(List<Type> messagesInOrder, List<NetworkManager> waitForReceivedBy, ReceiptType type = ReceiptType.Handled)
|
||||
{
|
||||
// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
|
||||
var messageHookEntriesForSpawn = new List<MessageHookEntry>();
|
||||
foreach (var clientNetworkManager in waitForReceivedBy)
|
||||
{
|
||||
foreach (var message in messagesInOrder)
|
||||
{
|
||||
var messageHook = new MessageHookEntry(clientNetworkManager, type);
|
||||
messageHook.AssignMessageType(message);
|
||||
messageHookEntriesForSpawn.Add(messageHook);
|
||||
}
|
||||
}
|
||||
|
||||
// Used to determine if all clients received the CreateObjectMessage
|
||||
var hooks = new MessageHooksConditional(messageHookEntriesForSpawn);
|
||||
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(hooks));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a basic NetworkObject test prefab, assigns it to a new
|
||||
/// NetworkPrefab entry, and then adds it to the server and client(s)
|
||||
@@ -926,7 +1321,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
protected GameObject CreateNetworkObjectPrefab(string baseName)
|
||||
{
|
||||
var prefabCreateAssertError = $"You can only invoke this method during {nameof(OnServerAndClientsCreated)} " +
|
||||
$"but before {nameof(OnStartedServerAndClients)}!";
|
||||
$"but before {nameof(OnStartedServerAndClients)}!";
|
||||
Assert.IsNotNull(m_ServerNetworkManager, prefabCreateAssertError);
|
||||
Assert.IsFalse(m_ServerNetworkManager.IsListening, prefabCreateAssertError);
|
||||
|
||||
@@ -1000,6 +1395,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
{
|
||||
gameObjectsSpawned.Add(SpawnObject(prefabNetworkObject, owner, destroyWithScene));
|
||||
}
|
||||
|
||||
return gameObjectsSpawned;
|
||||
}
|
||||
|
||||
@@ -1008,7 +1404,6 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
/// </summary>
|
||||
public NetcodeIntegrationTest()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1038,7 +1433,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
/// </summary>
|
||||
protected void AssertOnTimeout(string timeOutErrorMessage, TimeoutHelper assignedTimeoutHelper = null)
|
||||
{
|
||||
var timeoutHelper = assignedTimeoutHelper != null ? assignedTimeoutHelper : s_GlobalTimeoutHelper;
|
||||
var timeoutHelper = assignedTimeoutHelper ?? s_GlobalTimeoutHelper;
|
||||
Assert.False(timeoutHelper.TimedOut, timeOutErrorMessage);
|
||||
}
|
||||
|
||||
@@ -1054,6 +1449,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
VerboseDebug($"Unloading scene {scene.name}-{scene.handle}");
|
||||
var asyncOperation = SceneManager.UnloadSceneAsync(scene);
|
||||
}
|
||||
@@ -1093,6 +1489,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_WaitForLog.Append($"[NetworkManager-{networkManager.LocalClientId}][WaitForTicks-End] Waited for ({networkManager.NetworkTickSystem.LocalTime.Tick - tickStart}) network ticks and ({frameCount}) frames to pass.\n");
|
||||
yield break;
|
||||
}
|
||||
@@ -1114,5 +1511,83 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
m_WaitForLog.Append($"[NetworkManager-{networkManager.LocalClientId}][WaitForTicks] TickRate ({networkManager.NetworkConfig.TickRate}) | Tick Wait ({count}) | TargetFrameRate ({Application.targetFrameRate}) | Target Frames ({framesPerTick * count})\n");
|
||||
yield return WaitForTickAndFrames(networkManager, count, totalFrameCount);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Simulate a number of frames passing over a specific amount of time.
|
||||
/// The delta time simulated for each frame will be evenly divided as time/numFrames
|
||||
/// This will only simulate the netcode update loop, as well as update events on
|
||||
/// NetworkBehaviour instances, and will not simulate any Unity update processes (physics, etc)
|
||||
/// </summary>
|
||||
/// <param name="amountOfTimeInSeconds"></param>
|
||||
/// <param name="numFramesToSimulate"></param>
|
||||
protected static void TimeTravel(double amountOfTimeInSeconds, int numFramesToSimulate)
|
||||
{
|
||||
var interval = amountOfTimeInSeconds / numFramesToSimulate;
|
||||
for (var i = 0; i < numFramesToSimulate; ++i)
|
||||
{
|
||||
MockTimeProvider.TimeTravel(interval);
|
||||
SimulateOneFrame();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper function to time travel exactly one tick's worth of time at the current frame and tick rates.
|
||||
/// </summary>
|
||||
public static void TimeTravelToNextTick()
|
||||
{
|
||||
var timePassed = 1.0f / k_DefaultTickRate;
|
||||
var frameRate = Application.targetFrameRate;
|
||||
if (frameRate <= 0)
|
||||
{
|
||||
frameRate = 60;
|
||||
}
|
||||
|
||||
var frames = Math.Max((int)(timePassed / frameRate), 1);
|
||||
TimeTravel(timePassed, frames);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Simulates one SDK frame. This can be used even without TimeTravel, though it's of somewhat less use
|
||||
/// without TimeTravel, as, without the mock transport, it will likely not provide enough time for any
|
||||
/// sent messages to be received even if called dozens of times.
|
||||
/// </summary>
|
||||
public static void SimulateOneFrame()
|
||||
{
|
||||
foreach (NetworkUpdateStage stage in Enum.GetValues(typeof(NetworkUpdateStage)))
|
||||
{
|
||||
NetworkUpdateLoop.RunNetworkUpdateStage(stage);
|
||||
string methodName = string.Empty;
|
||||
switch (stage)
|
||||
{
|
||||
case NetworkUpdateStage.FixedUpdate:
|
||||
methodName = "FixedUpdate"; // mapping NetworkUpdateStage.FixedUpdate to MonoBehaviour.FixedUpdate
|
||||
break;
|
||||
case NetworkUpdateStage.Update:
|
||||
methodName = "Update"; // mapping NetworkUpdateStage.Update to MonoBehaviour.Update
|
||||
break;
|
||||
case NetworkUpdateStage.PreLateUpdate:
|
||||
methodName = "LateUpdate"; // mapping NetworkUpdateStage.PreLateUpdate to MonoBehaviour.LateUpdate
|
||||
break;
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(methodName))
|
||||
{
|
||||
#if UNITY_2023_1_OR_NEWER
|
||||
foreach (var behaviour in Object.FindObjectsByType<NetworkBehaviour>(FindObjectsSortMode.InstanceID))
|
||||
#else
|
||||
foreach (var behaviour in Object.FindObjectsOfType<NetworkBehaviour>())
|
||||
#endif
|
||||
{
|
||||
var method = behaviour.GetType().GetMethod(methodName, BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
if (method == null)
|
||||
{
|
||||
method = behaviour.GetType().GetMethod(methodName, BindingFlags.Public | BindingFlags.Instance);
|
||||
}
|
||||
|
||||
method?.Invoke(behaviour, new object[] { });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -186,7 +186,16 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
networkManager.NetworkConfig.NetworkTransport = unityTransport;
|
||||
}
|
||||
|
||||
public static NetworkManager CreateServer()
|
||||
private static void AddMockTransport(NetworkManager networkManager)
|
||||
{
|
||||
// Create transport
|
||||
var mockTransport = networkManager.gameObject.AddComponent<MockTransport>();
|
||||
// Set the NetworkConfig
|
||||
networkManager.NetworkConfig ??= new NetworkConfig();
|
||||
networkManager.NetworkConfig.NetworkTransport = mockTransport;
|
||||
}
|
||||
|
||||
public static NetworkManager CreateServer(bool mockTransport = false)
|
||||
{
|
||||
// Create gameObject
|
||||
var go = new GameObject("NetworkManager - Server");
|
||||
@@ -194,7 +203,14 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
// Create networkManager component
|
||||
var server = go.AddComponent<NetworkManager>();
|
||||
NetworkManagerInstances.Insert(0, server);
|
||||
AddUnityTransport(server);
|
||||
if (mockTransport)
|
||||
{
|
||||
AddMockTransport(server);
|
||||
}
|
||||
else
|
||||
{
|
||||
AddUnityTransport(server);
|
||||
}
|
||||
return server;
|
||||
}
|
||||
|
||||
@@ -206,20 +222,20 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
/// <param name="clients">The clients NetworkManagers</param>
|
||||
/// <param name="targetFrameRate">The targetFrameRate of the Unity engine to use while the multi instance helper is running. Will be reset on shutdown.</param>
|
||||
/// <param name="serverFirst">This determines if the server or clients will be instantiated first (defaults to server first)</param>
|
||||
public static bool Create(int clientCount, out NetworkManager server, out NetworkManager[] clients, int targetFrameRate = 60, bool serverFirst = true)
|
||||
public static bool Create(int clientCount, out NetworkManager server, out NetworkManager[] clients, int targetFrameRate = 60, bool serverFirst = true, bool useMockTransport = false)
|
||||
{
|
||||
s_NetworkManagerInstances = new List<NetworkManager>();
|
||||
server = null;
|
||||
if (serverFirst)
|
||||
{
|
||||
server = CreateServer();
|
||||
server = CreateServer(useMockTransport);
|
||||
}
|
||||
|
||||
CreateNewClients(clientCount, out clients);
|
||||
CreateNewClients(clientCount, out clients, useMockTransport);
|
||||
|
||||
if (!serverFirst)
|
||||
{
|
||||
server = CreateServer();
|
||||
server = CreateServer(useMockTransport);
|
||||
}
|
||||
|
||||
s_OriginalTargetFrameRate = Application.targetFrameRate;
|
||||
@@ -228,13 +244,20 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
return true;
|
||||
}
|
||||
|
||||
internal static NetworkManager CreateNewClient(int identifier)
|
||||
internal static NetworkManager CreateNewClient(int identifier, bool mockTransport = false)
|
||||
{
|
||||
// Create gameObject
|
||||
var go = new GameObject("NetworkManager - Client - " + identifier);
|
||||
// Create networkManager component
|
||||
var networkManager = go.AddComponent<NetworkManager>();
|
||||
AddUnityTransport(networkManager);
|
||||
if (mockTransport)
|
||||
{
|
||||
AddMockTransport(networkManager);
|
||||
}
|
||||
else
|
||||
{
|
||||
AddUnityTransport(networkManager);
|
||||
}
|
||||
return networkManager;
|
||||
}
|
||||
|
||||
@@ -244,13 +267,13 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
/// </summary>
|
||||
/// <param name="clientCount">The amount of clients</param>
|
||||
/// <param name="clients"></param>
|
||||
public static bool CreateNewClients(int clientCount, out NetworkManager[] clients)
|
||||
public static bool CreateNewClients(int clientCount, out NetworkManager[] clients, bool useMockTransport = false)
|
||||
{
|
||||
clients = new NetworkManager[clientCount];
|
||||
for (int i = 0; i < clientCount; i++)
|
||||
{
|
||||
// Create networkManager component
|
||||
clients[i] = CreateNewClient(i);
|
||||
clients[i] = CreateNewClient(i, useMockTransport);
|
||||
}
|
||||
|
||||
NetworkManagerInstances.AddRange(clients);
|
||||
@@ -314,7 +337,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
{
|
||||
if (networkManager.gameObject != null)
|
||||
{
|
||||
Object.Destroy(networkManager.gameObject);
|
||||
Object.DestroyImmediate(networkManager.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -339,6 +362,12 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
return true;
|
||||
}
|
||||
|
||||
private static bool VerifySceneIsValidForClientsToUnload(Scene scene)
|
||||
{
|
||||
// Unless specifically set, we always return false
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This registers scene validation callback for the server to prevent it from telling connecting
|
||||
/// clients to synchronize (i.e. load) the test runner scene. This will also register the test runner
|
||||
@@ -351,10 +380,21 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
if (networkManager.IsServer && networkManager.SceneManager.VerifySceneBeforeLoading == null)
|
||||
{
|
||||
networkManager.SceneManager.VerifySceneBeforeLoading = VerifySceneIsValidForClientsToLoad;
|
||||
|
||||
// If a unit/integration test does not handle this on their own, then Ignore the validation warning
|
||||
networkManager.SceneManager.DisableValidationWarnings(true);
|
||||
}
|
||||
|
||||
// For testing purposes, all clients always set the VerifySceneBeforeUnloading callback and enabled
|
||||
// PostSynchronizationSceneUnloading. Where tests that expect clients to unload scenes should override
|
||||
// the callback and return true for the scenes the client(s) is/are allowed to unload.
|
||||
if (!networkManager.IsServer && networkManager.SceneManager.VerifySceneBeforeUnloading == null)
|
||||
{
|
||||
networkManager.SceneManager.VerifySceneBeforeUnloading = VerifySceneIsValidForClientsToUnload;
|
||||
networkManager.SceneManager.PostSynchronizationSceneUnloading = true;
|
||||
}
|
||||
|
||||
|
||||
// Register the test runner scene so it will be able to synchronize NetworkObjects without logging a
|
||||
// warning about using the currently active scene
|
||||
var scene = SceneManager.GetActiveScene();
|
||||
@@ -494,8 +534,10 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
Assert.IsNotNull(server, prefabCreateAssertError);
|
||||
Assert.IsFalse(server.IsListening, prefabCreateAssertError);
|
||||
|
||||
var gameObject = new GameObject();
|
||||
gameObject.name = baseName;
|
||||
var gameObject = new GameObject
|
||||
{
|
||||
name = baseName
|
||||
};
|
||||
var networkObject = gameObject.AddComponent<NetworkObject>();
|
||||
networkObject.NetworkManagerOwner = server;
|
||||
MakeNetworkObjectTestPrefab(networkObject);
|
||||
@@ -715,6 +757,40 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
}
|
||||
}
|
||||
|
||||
/// <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 void GetNetworkObjectByRepresentationWithTimeTravel(Func<NetworkObject, bool> predicate, NetworkManager representation, ResultWrapper<NetworkObject> result, bool failIfNull = true, int maxTries = 60)
|
||||
{
|
||||
if (result == null)
|
||||
{
|
||||
throw new ArgumentNullException("Result cannot be null");
|
||||
}
|
||||
|
||||
if (predicate == null)
|
||||
{
|
||||
throw new ArgumentNullException("Predicate cannot be null");
|
||||
}
|
||||
|
||||
var tries = 0;
|
||||
while (++tries < maxTries && !representation.SpawnManager.SpawnedObjects.Any(x => predicate(x.Value)))
|
||||
{
|
||||
NetcodeIntegrationTest.SimulateOneFrame();
|
||||
}
|
||||
|
||||
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>
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using NUnit.Framework;
|
||||
using Unity.Netcode.Transports.UTP;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.TestHelpers.Runtime
|
||||
{
|
||||
|
||||
@@ -8,30 +8,67 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
/// </summary>
|
||||
public class TimeoutHelper
|
||||
{
|
||||
private const float k_DefaultTimeOutWaitPeriod = 2.0f;
|
||||
protected const float k_DefaultTimeOutWaitPeriod = 2.0f;
|
||||
|
||||
|
||||
private float m_MaximumTimeBeforeTimeOut;
|
||||
private float m_TimeOutPeriod;
|
||||
|
||||
private bool m_IsStarted;
|
||||
protected bool m_IsStarted { get; private set; }
|
||||
public bool TimedOut { get; internal set; }
|
||||
|
||||
private float m_TimeStarted;
|
||||
private float m_TimeStopped;
|
||||
|
||||
public float GetTimeElapsed()
|
||||
{
|
||||
if (m_IsStarted)
|
||||
{
|
||||
return Time.realtimeSinceStartup - m_TimeStarted;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_TimeStopped - m_TimeStarted;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void OnStart()
|
||||
{
|
||||
}
|
||||
|
||||
public void Start()
|
||||
{
|
||||
m_TimeStopped = 0.0f;
|
||||
m_TimeStarted = Time.realtimeSinceStartup;
|
||||
m_MaximumTimeBeforeTimeOut = Time.realtimeSinceStartup + m_TimeOutPeriod;
|
||||
m_IsStarted = true;
|
||||
TimedOut = false;
|
||||
OnStart();
|
||||
}
|
||||
|
||||
protected virtual void OnStop()
|
||||
{
|
||||
}
|
||||
|
||||
public void Stop()
|
||||
{
|
||||
if (m_TimeStopped == 0.0f)
|
||||
{
|
||||
m_TimeStopped = Time.realtimeSinceStartup;
|
||||
}
|
||||
TimedOut = HasTimedOut();
|
||||
m_IsStarted = false;
|
||||
OnStop();
|
||||
}
|
||||
|
||||
protected virtual bool OnHasTimedOut()
|
||||
{
|
||||
return m_IsStarted ? m_MaximumTimeBeforeTimeOut < Time.realtimeSinceStartup : TimedOut;
|
||||
}
|
||||
|
||||
public bool HasTimedOut()
|
||||
{
|
||||
return m_IsStarted ? m_MaximumTimeBeforeTimeOut < Time.realtimeSinceStartup : TimedOut;
|
||||
return OnHasTimedOut();
|
||||
}
|
||||
|
||||
public TimeoutHelper(float timeOutPeriod = k_DefaultTimeOutWaitPeriod)
|
||||
@@ -39,4 +76,70 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
m_TimeOutPeriod = timeOutPeriod;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This can be used in place of TimeoutHelper if you suspect a test is having
|
||||
/// issues on a system where the frame rate is running slow than expected and
|
||||
/// allowing a certain number of frame updates is required.
|
||||
/// </summary>
|
||||
public class TimeoutFrameCountHelper : TimeoutHelper
|
||||
{
|
||||
private const uint k_DefaultTickRate = 30;
|
||||
|
||||
private float m_TotalFramesToWait;
|
||||
private int m_StartFrameCount;
|
||||
private int m_EndFrameCount;
|
||||
private bool m_ReachedFrameCount;
|
||||
|
||||
public int GetFrameCount()
|
||||
{
|
||||
if (m_IsStarted)
|
||||
{
|
||||
return Time.frameCount - m_StartFrameCount;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_EndFrameCount - m_StartFrameCount;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnStop()
|
||||
{
|
||||
if (m_EndFrameCount == 0)
|
||||
{
|
||||
m_EndFrameCount = Time.frameCount;
|
||||
}
|
||||
base.OnStop();
|
||||
}
|
||||
|
||||
protected override bool OnHasTimedOut()
|
||||
{
|
||||
var currentFrameCountDelta = Time.frameCount - m_StartFrameCount;
|
||||
if (m_IsStarted)
|
||||
{
|
||||
m_ReachedFrameCount = currentFrameCountDelta >= m_TotalFramesToWait;
|
||||
}
|
||||
// Only time out if we have both exceeded the time period and the expected number of frames has reached the expected number of frames
|
||||
// (this handles the scenario where some systems are running a much lower frame rate)
|
||||
return m_ReachedFrameCount && base.OnHasTimedOut();
|
||||
}
|
||||
|
||||
protected override void OnStart()
|
||||
{
|
||||
m_EndFrameCount = 0;
|
||||
m_StartFrameCount = Time.frameCount;
|
||||
base.OnStart();
|
||||
}
|
||||
|
||||
public TimeoutFrameCountHelper(float timeOutPeriod = k_DefaultTimeOutWaitPeriod, uint tickRate = k_DefaultTickRate) : base(timeOutPeriod)
|
||||
{
|
||||
// Calculate the expected number of frame updates that should occur during the tick count wait period
|
||||
var frameFrequency = 1.0f / (Application.targetFrameRate >= 60 && Application.targetFrameRate <= 100 ? Application.targetFrameRate : 60.0f);
|
||||
var tickFrequency = 1.0f / tickRate;
|
||||
var framesPerTick = tickFrequency / frameFrequency;
|
||||
var totalExpectedTicks = timeOutPeriod / tickFrequency;
|
||||
|
||||
m_TotalFramesToWait = framesPerTick * totalExpectedTicks;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user