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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)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events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)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:
Unity Technologies
2023-04-10 00:00:00 +00:00
parent 8060718e04
commit b5abc3ff7c
138 changed files with 7892 additions and 1852 deletions

View File

@@ -10,8 +10,10 @@ namespace Unity.Netcode.EditorTests
{
var networkContext = new NetworkContext();
var writer = new FastBufferWriter(20, Allocator.Temp, 20);
var msg = new DisconnectReasonMessage();
msg.Reason = string.Empty;
var msg = new DisconnectReasonMessage
{
Reason = string.Empty
};
msg.Serialize(writer, msg.Version);
var fbr = new FastBufferReader(writer, Allocator.Temp);
@@ -26,8 +28,10 @@ namespace Unity.Netcode.EditorTests
{
var networkContext = new NetworkContext();
var writer = new FastBufferWriter(20, Allocator.Temp, 20);
var msg = new DisconnectReasonMessage();
msg.Reason = "Foo";
var msg = new DisconnectReasonMessage
{
Reason = "Foo"
};
msg.Serialize(writer, msg.Version);
var fbr = new FastBufferReader(writer, Allocator.Temp);
@@ -42,8 +46,10 @@ namespace Unity.Netcode.EditorTests
{
var networkContext = new NetworkContext();
var writer = new FastBufferWriter(20, Allocator.Temp, 20);
var msg = new DisconnectReasonMessage();
msg.Reason = "ThisStringIsWayLongerThanTwentyBytes";
var msg = new DisconnectReasonMessage
{
Reason = "ThisStringIsWayLongerThanTwentyBytes"
};
msg.Serialize(writer, msg.Version);
var fbr = new FastBufferReader(writer, Allocator.Temp);

View File

@@ -222,10 +222,11 @@ namespace Unity.Netcode.EditorTests
{
var listMessages = new List<MessagingSystem.MessageWithHandler>();
var messageWithHandler = new MessagingSystem.MessageWithHandler();
messageWithHandler.MessageType = typeof(zzzLateLexicographicNetworkMessage);
messageWithHandler.GetVersion = MessagingSystem.CreateMessageAndGetVersion<zzzLateLexicographicNetworkMessage>;
var messageWithHandler = new MessagingSystem.MessageWithHandler
{
MessageType = typeof(zzzLateLexicographicNetworkMessage),
GetVersion = MessagingSystem.CreateMessageAndGetVersion<zzzLateLexicographicNetworkMessage>
};
listMessages.Add(messageWithHandler);
messageWithHandler.MessageType = typeof(ConnectionRequestMessage);

View File

@@ -149,7 +149,7 @@ namespace Unity.Netcode.EditorTests
var v1 = new VersionedTestMessage_v1();
v1.Deserialize(reader, ref context, receivedMessageVersion);
A = v1.A;
D = (float)v1.D;
D = v1.D;
E = k_DefaultE;
Upgraded = true;
return true;

View File

@@ -1,9 +1,9 @@
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using Unity.Netcode.Editor;
using Unity.Netcode.Transports.UTP;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
@@ -130,9 +130,11 @@ namespace Unity.Netcode.EditorTests
overridingTargetPrefab.GlobalObjectIdHash = 3;
sourcePrefabToOverride.GlobalObjectIdHash = 4;
networkConfig.OldPrefabList = new List<NetworkPrefab>();
networkConfig.OldPrefabList.Add(new NetworkPrefab { Prefab = regularPrefab.gameObject });
networkConfig.OldPrefabList.Add(new NetworkPrefab { Prefab = overriddenPrefab.gameObject, Override = NetworkPrefabOverride.Prefab, OverridingTargetPrefab = overridingTargetPrefab.gameObject, SourcePrefabToOverride = sourcePrefabToOverride.gameObject, SourceHashToOverride = 123456 });
networkConfig.OldPrefabList = new List<NetworkPrefab>
{
new NetworkPrefab { Prefab = regularPrefab.gameObject },
new NetworkPrefab { Prefab = overriddenPrefab.gameObject, Override = NetworkPrefabOverride.Prefab, OverridingTargetPrefab = overridingTargetPrefab.gameObject, SourcePrefabToOverride = sourcePrefabToOverride.gameObject, SourceHashToOverride = 123456 }
};
networkConfig.InitializePrefabs();
@@ -159,15 +161,20 @@ namespace Unity.Netcode.EditorTests
// Setup
var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
networkManager.NetworkConfig = new NetworkConfig();
networkManager.NetworkConfig.NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>();
networkManager.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
networkManager2.NetworkConfig = new NetworkConfig();
networkManager2.NetworkConfig.NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>();
networkManager2.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
@@ -205,13 +212,17 @@ namespace Unity.Netcode.EditorTests
// Setup
var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
networkManager.NetworkConfig = new NetworkConfig();
networkManager.NetworkConfig.NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>();
networkManager.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
networkManager2.NetworkConfig = new NetworkConfig();
networkManager2.NetworkConfig.NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>();
networkManager2.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
@@ -251,13 +262,17 @@ namespace Unity.Netcode.EditorTests
// Setup
var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
networkManager.NetworkConfig = new NetworkConfig();
networkManager.NetworkConfig.NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>();
networkManager.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
networkManager2.NetworkConfig = new NetworkConfig();
networkManager2.NetworkConfig.NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>();
networkManager2.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();

View File

@@ -1,7 +1,7 @@
using NUnit.Framework;
using UnityEngine;
using Unity.Netcode.Editor.Configuration;
using UnityEditor;
using UnityEngine;
namespace Unity.Netcode.EditorTests
{

View File

@@ -7,8 +7,6 @@ namespace Unity.Netcode.EditorTests
{
public abstract class BaseFastBufferReaderWriterTest
{
#region Test Types
protected enum ByteEnum : byte
{
A,
@@ -78,7 +76,6 @@ namespace Unity.Netcode.EditorTests
WriteDirect,
WriteSafe
}
#endregion
protected abstract void RunTypeTest<T>(T valueToTest) where T : unmanaged;
@@ -88,7 +85,6 @@ namespace Unity.Netcode.EditorTests
protected abstract void RunTypeArrayTestSafe<T>(T[] valueToTest) where T : unmanaged;
#region Helpers
protected TestStruct GetTestStruct()
{
var random = new Random();
@@ -98,7 +94,7 @@ namespace Unity.Netcode.EditorTests
A = (byte)random.Next(),
B = (short)random.Next(),
C = (ushort)random.Next(),
D = (int)random.Next(),
D = random.Next(),
E = (uint)random.Next(),
F = ((long)random.Next() << 32) + random.Next(),
G = ((ulong)random.Next() << 32) + (ulong)random.Next(),
@@ -111,9 +107,6 @@ namespace Unity.Netcode.EditorTests
return testStruct;
}
#endregion
private void RunTestWithWriteType<T>(T val, WriteType wt, FastBufferWriter.ForPrimitives _ = default) where T : unmanaged
{
switch (wt)
@@ -149,7 +142,7 @@ namespace Unity.Netcode.EditorTests
}
else if (testType == typeof(int))
{
RunTestWithWriteType((int)random.Next(), writeType);
RunTestWithWriteType(random.Next(), writeType);
}
else if (testType == typeof(uint))
{
@@ -354,10 +347,10 @@ namespace Unity.Netcode.EditorTests
else if (testType == typeof(long))
{
RunTypeTestLocal(new[]{
((long)random.Next() << 32) + (long)random.Next(),
((long)random.Next() << 32) + (long)random.Next(),
((long)random.Next() << 32) + (long)random.Next(),
((long)random.Next() << 32) + (long)random.Next()
((long)random.Next() << 32) + random.Next(),
((long)random.Next() << 32) + random.Next(),
((long)random.Next() << 32) + random.Next(),
((long)random.Next() << 32) + random.Next()
}, writeType);
}
else if (testType == typeof(ulong))

View File

@@ -10,8 +10,6 @@ namespace Unity.Netcode.EditorTests
{
public class BytePackerTests
{
#region Test Types
private enum ByteEnum : byte
{
A,
@@ -74,8 +72,6 @@ namespace Unity.Netcode.EditorTests
WriteAsObject
}
#endregion
private unsafe void VerifyBytewiseEquality<T>(T value, T otherValue) where T : unmanaged
{
byte* asBytePointer = (byte*)&value;

View File

@@ -9,7 +9,6 @@ namespace Unity.Netcode.EditorTests
{
public class FastBufferReaderTests : BaseFastBufferReaderWriterTest
{
#region Common Checks
private void WriteCheckBytes(FastBufferWriter writer, int writeSize, string failMessage = "")
{
Assert.IsTrue(writer.TryBeginWrite(2), "Writer denied write permission");
@@ -230,9 +229,7 @@ namespace Unity.Netcode.EditorTests
method.Invoke(reader, args);
value = (T[])args[0];
}
#endregion
#region Generic Checks
protected override unsafe void RunTypeTest<T>(T valueToTest)
{
var writeSize = FastBufferWriter.GetWriteSize(valueToTest);
@@ -343,9 +340,6 @@ namespace Unity.Netcode.EditorTests
}
}
#endregion
#region Tests
[Test]
public void GivenFastBufferWriterContainingValue_WhenReadingUnmanagedType_ValueMatchesWhatWasWritten(
[Values(typeof(byte), typeof(sbyte), typeof(short), typeof(ushort), typeof(int), typeof(uint),
@@ -1220,7 +1214,5 @@ namespace Unity.Netcode.EditorTests
Assert.AreEqual(reader.Handle->AllowedReadMark, 25);
}
}
#endregion
}
}

View File

@@ -9,9 +9,6 @@ namespace Unity.Netcode.EditorTests
{
public class FastBufferWriterTests : BaseFastBufferReaderWriterTest
{
#region Common Checks
private void WriteCheckBytes(FastBufferWriter writer, int writeSize, string failMessage = "")
{
Assert.IsTrue(writer.TryBeginWrite(2), "Writer denied write permission");
@@ -66,10 +63,6 @@ namespace Unity.Netcode.EditorTests
VerifyTypedEquality(valueToTest, writer.GetUnsafePtr());
}
#endregion
#region Generic Checks
private void RunMethod<T>(string methodName, FastBufferWriter writer, in T value) where T : unmanaged
{
MethodInfo method = typeof(FastBufferWriter).GetMethod(methodName, new[] { typeof(T).MakeByRefType() });
@@ -248,11 +241,8 @@ namespace Unity.Netcode.EditorTests
VerifyCheckBytes(underlyingArray, writeSize);
}
}
#endregion
#region Tests
[Test, Description("Tests ")]
[Test, Description("Tests")]
public void WhenWritingUnmanagedType_ValueIsWrittenCorrectly(
[Values(typeof(byte), typeof(sbyte), typeof(short), typeof(ushort), typeof(int), typeof(uint),
typeof(long), typeof(ulong), typeof(bool), typeof(char), typeof(float), typeof(double),
@@ -1317,6 +1307,5 @@ namespace Unity.Netcode.EditorTests
Assert.AreEqual(writer.Handle->AllowedWriteMark, 25);
}
}
#endregion
}
}

View File

@@ -28,7 +28,7 @@ namespace Unity.Netcode.EditorTests
var writer = new DataStreamWriter(data);
writer.WriteInt(1);
writer.WriteByte((byte)42);
writer.WriteByte(42);
var reader = new DataStreamReader(data);
var q = new BatchedReceiveQueue(reader);
@@ -52,9 +52,9 @@ namespace Unity.Netcode.EditorTests
var writer = new DataStreamWriter(data);
writer.WriteInt(1);
writer.WriteByte((byte)42);
writer.WriteByte(42);
writer.WriteInt(1);
writer.WriteByte((byte)142);
writer.WriteByte(142);
var reader = new DataStreamReader(data);
var q = new BatchedReceiveQueue(reader);
@@ -132,7 +132,7 @@ namespace Unity.Netcode.EditorTests
var writer = new DataStreamWriter(data);
writer.WriteInt(1);
writer.WriteByte((byte)42);
writer.WriteByte(42);
var reader = new DataStreamReader(data);
var q = new BatchedReceiveQueue(reader);
@@ -168,7 +168,7 @@ namespace Unity.Netcode.EditorTests
var writer = new DataStreamWriter(data);
writer.WriteInt(1);
writer.WriteByte((byte)42);
writer.WriteByte(42);
var reader = new DataStreamReader(data);
var q = new BatchedReceiveQueue(reader);

View File

@@ -10,7 +10,8 @@
"Unity.Multiplayer.NetStats",
"Unity.Multiplayer.Tools.MetricTypes",
"Unity.Multiplayer.Tools.NetStats",
"Unity.Networking.Transport"
"Unity.Networking.Transport",
"Unity.Mathematics"
],
"optionalUnityReferences": [
"TestAssemblies"

View File

@@ -1,8 +1,8 @@
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
using Object = UnityEngine.Object;
namespace Unity.Netcode.RuntimeTests

View File

@@ -1,9 +1,9 @@
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -1,6 +1,6 @@
using System.Collections.Generic;
using UnityEngine;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -1,8 +1,8 @@
using System;
using NUnit.Framework;
using Unity.Collections;
using UnityEngine;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
@@ -255,14 +255,14 @@ namespace Unity.Netcode.RuntimeTests
// NetworkVariable Value Type Constructor Test Coverage
m_NetworkVariableBool = new NetworkVariable<bool>(true);
m_NetworkVariableByte = new NetworkVariable<byte>((byte)0);
m_NetworkVariableByte = new NetworkVariable<byte>(0);
m_NetworkVariableColor = new NetworkVariable<Color>(new Color(1, 1, 1, 1));
m_NetworkVariableColor32 = new NetworkVariable<Color32>(new Color32(1, 1, 1, 1));
m_NetworkVariableDouble = new NetworkVariable<double>(1.0);
m_NetworkVariableFloat = new NetworkVariable<float>(1.0f);
m_NetworkVariableInt = new NetworkVariable<int>(1);
m_NetworkVariableLong = new NetworkVariable<long>(1);
m_NetworkVariableSByte = new NetworkVariable<sbyte>((sbyte)0);
m_NetworkVariableSByte = new NetworkVariable<sbyte>(0);
m_NetworkVariableQuaternion = new NetworkVariable<Quaternion>(Quaternion.identity);
m_NetworkVariableShort = new NetworkVariable<short>(256);
m_NetworkVariableVector4 = new NetworkVariable<Vector4>(new Vector4(1, 1, 1, 1));

View File

@@ -1,10 +1,10 @@
using System;
using System.Text;
using System.Collections;
using UnityEngine;
using UnityEngine.TestTools;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
@@ -66,9 +66,11 @@ namespace Unity.Netcode.RuntimeTests
[Test]
public void VerifyUniqueNetworkConfigPerRequest()
{
var networkConfig = new NetworkConfig();
networkConfig.EnableSceneManagement = true;
networkConfig.TickRate = 30;
var networkConfig = new NetworkConfig
{
EnableSceneManagement = true,
TickRate = 30
};
var currentHash = networkConfig.GetConfig();
networkConfig.EnableSceneManagement = false;
networkConfig.TickRate = 60;

View File

@@ -1,11 +1,10 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
using Object = UnityEngine.Object;
namespace Unity.Netcode.RuntimeTests
@@ -194,7 +193,11 @@ namespace Unity.Netcode.RuntimeTests
private int m_NumberOfClientsToLateJoin = 2;
protected override IEnumerator OnSetup()
protected override bool m_EnableTimeTravel => true;
protected override bool m_SetupIsACoroutine => false;
protected override bool m_TearDownIsACoroutine => false;
protected override void OnInlineSetup()
{
DeferredMessageTestRpcAndNetworkVariableComponent.ClientInstances.Clear();
DeferredMessageTestRpcComponent.ClientInstances.Clear();
@@ -205,15 +208,13 @@ namespace Unity.Netcode.RuntimeTests
// Replace the IDeferredMessageManager component with our test one in the component factory
ComponentFactory.Register<IDeferredMessageManager>(networkManager => new TestDeferredMessageManager(networkManager));
yield return null;
}
protected override IEnumerator OnTearDown()
protected override void OnInlineTearDown()
{
// Revert the IDeferredMessageManager component to its default (DeferredMessageManager)
ComponentFactory.Deregister<IDeferredMessageManager>();
m_ClientSpawnCatchers.Clear();
yield return null;
}
protected override void OnServerAndClientsCreated()
@@ -255,12 +256,12 @@ namespace Unity.Netcode.RuntimeTests
base.OnNewClientCreated(networkManager);
}
private IEnumerator SpawnClients(bool clearTestDeferredMessageManagerCallFlags = true)
private void SpawnClients(bool clearTestDeferredMessageManagerCallFlags = true)
{
for (int i = 0; i < m_NumberOfClientsToLateJoin; i++)
{
// Create and join client
yield return CreateAndStartNewClient();
CreateAndStartNewClientWithTimeTravel();
}
if (clearTestDeferredMessageManagerCallFlags)
@@ -308,16 +309,15 @@ namespace Unity.Netcode.RuntimeTests
m_ClientSpawnCatchers.Clear();
}
protected override IEnumerator OnServerAndClientsConnected()
protected override void OnTimeTravelServerAndClientsConnected()
{
// Clear out these values from whatever might have set them during the initial startup.
ClearTestDeferredMessageManagerCallFlags();
yield return null;
}
private IEnumerator WaitForClientsToCatchSpawns(int count = 1)
private void WaitForClientsToCatchSpawns(int count = 1)
{
yield return WaitForConditionOrTimeOut(() =>
Assert.IsTrue(WaitForConditionOrTimeOutWithTimeTravel(() =>
{
foreach (var catcher in m_ClientSpawnCatchers)
{
@@ -328,7 +328,7 @@ namespace Unity.Netcode.RuntimeTests
}
return true;
});
}));
}
private void ClearTestDeferredMessageManagerCallFlags()
@@ -348,28 +348,28 @@ namespace Unity.Netcode.RuntimeTests
Assert.AreEqual(0, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnAddPrefab));
}
private IEnumerator WaitForAllClientsToReceive<T>() where T : INetworkMessage
private void WaitForAllClientsToReceive<T>() where T : INetworkMessage
{
yield return WaitForMessageReceived<T>(m_ClientNetworkManagers.ToList(), ReceiptType.Received);
WaitForMessageReceivedWithTimeTravel<T>(m_ClientNetworkManagers.ToList(), ReceiptType.Received);
}
private IEnumerator WaitForAllClientsToReceive<TFirstMessage, TSecondMessage>()
private void WaitForAllClientsToReceive<TFirstMessage, TSecondMessage>()
where TFirstMessage : INetworkMessage
where TSecondMessage : INetworkMessage
{
yield return WaitForMessagesReceived(new List<Type>
WaitForMessagesReceivedWithTimeTravel(new List<Type>
{
typeof(TFirstMessage),
typeof(TSecondMessage)
}, m_ClientNetworkManagers.ToList(), ReceiptType.Received);
}
private IEnumerator WaitForAllClientsToReceive<TFirstMessage, TSecondMessage, TThirdMessage>()
private void WaitForAllClientsToReceive<TFirstMessage, TSecondMessage, TThirdMessage>()
where TFirstMessage : INetworkMessage
where TSecondMessage : INetworkMessage
where TThirdMessage : INetworkMessage
{
yield return WaitForMessagesReceived(new List<Type>
WaitForMessagesReceivedWithTimeTravel(new List<Type>
{
typeof(TFirstMessage),
typeof(TSecondMessage),
@@ -377,13 +377,13 @@ namespace Unity.Netcode.RuntimeTests
}, m_ClientNetworkManagers.ToList(), ReceiptType.Received);
}
private IEnumerator WaitForAllClientsToReceive<TFirstMessage, TSecondMessage, TThirdMessage, TFourthMessage>()
private void WaitForAllClientsToReceive<TFirstMessage, TSecondMessage, TThirdMessage, TFourthMessage>()
where TFirstMessage : INetworkMessage
where TSecondMessage : INetworkMessage
where TThirdMessage : INetworkMessage
where TFourthMessage : INetworkMessage
{
yield return WaitForMessagesReceived(new List<Type>
WaitForMessagesReceivedWithTimeTravel(new List<Type>
{
typeof(TFirstMessage),
typeof(TSecondMessage),
@@ -392,19 +392,19 @@ namespace Unity.Netcode.RuntimeTests
}, m_ClientNetworkManagers.ToList(), ReceiptType.Received);
}
[UnityTest]
public IEnumerator WhenAnRpcArrivesBeforeASpawnArrives_ItIsDeferred()
[Test]
public void WhenAnRpcArrivesBeforeASpawnArrives_ItIsDeferred()
{
yield return SpawnClients();
SpawnClients();
CatchSpawns();
var serverObject = Object.Instantiate(m_RpcPrefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return WaitForClientsToCatchSpawns();
WaitForClientsToCatchSpawns();
serverObject.GetComponent<DeferredMessageTestRpcComponent>().SendTestClientRpc();
yield return WaitForAllClientsToReceive<ClientRpcMessage>();
WaitForAllClientsToReceive<ClientRpcMessage>();
foreach (var client in m_ClientNetworkManagers)
{
@@ -415,19 +415,19 @@ namespace Unity.Netcode.RuntimeTests
}
}
[UnityTest]
public IEnumerator WhenADespawnArrivesBeforeASpawnArrives_ItIsDeferred()
[Test]
public void WhenADespawnArrivesBeforeASpawnArrives_ItIsDeferred()
{
yield return SpawnClients();
SpawnClients();
CatchSpawns();
var serverObject = Object.Instantiate(m_RpcPrefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return WaitForClientsToCatchSpawns();
WaitForClientsToCatchSpawns();
serverObject.GetComponent<NetworkObject>().Despawn(false);
yield return WaitForAllClientsToReceive<DestroyObjectMessage>();
WaitForAllClientsToReceive<DestroyObjectMessage>();
foreach (var client in m_ClientNetworkManagers)
{
@@ -438,18 +438,18 @@ namespace Unity.Netcode.RuntimeTests
}
}
[UnityTest]
public IEnumerator WhenAChangeOwnershipMessageArrivesBeforeASpawnArrives_ItIsDeferred()
[Test]
public void WhenAChangeOwnershipMessageArrivesBeforeASpawnArrives_ItIsDeferred()
{
yield return SpawnClients();
SpawnClients();
CatchSpawns();
var serverObject = Object.Instantiate(m_RpcPrefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return WaitForClientsToCatchSpawns();
WaitForClientsToCatchSpawns();
serverObject.GetComponent<NetworkObject>().ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
yield return WaitForAllClientsToReceive<ChangeOwnershipMessage>();
WaitForAllClientsToReceive<ChangeOwnershipMessage>();
foreach (var client in m_ClientNetworkManagers)
{
var manager = (TestDeferredMessageManager)client.DeferredMessageManager;
@@ -459,22 +459,22 @@ namespace Unity.Netcode.RuntimeTests
}
}
[UnityTest]
public IEnumerator WhenANetworkVariableDeltaMessageArrivesBeforeASpawnArrives_ItIsDeferred()
[Test]
public void WhenANetworkVariableDeltaMessageArrivesBeforeASpawnArrives_ItIsDeferred()
{
m_SkipAddingPrefabsToClient = true;
yield return SpawnClients();
SpawnClients();
CatchSpawns();
var serverObject = Object.Instantiate(m_NetworkVariablePrefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return WaitForClientsToCatchSpawns();
WaitForClientsToCatchSpawns();
serverObject.GetComponent<DeferredMessageTestNetworkVariableComponent>().TestNetworkVariable.Value = 1;
yield return WaitForAllClientsToReceive<NetworkVariableDeltaMessage>();
WaitForAllClientsToReceive<NetworkVariableDeltaMessage>();
foreach (var client in m_ClientNetworkManagers)
{
@@ -487,17 +487,17 @@ namespace Unity.Netcode.RuntimeTests
}
}
[UnityTest]
[Test]
//[Ignore("Disabling this temporarily until it is migrated into new integration test.")]
public IEnumerator WhenASpawnMessageArrivesBeforeThePrefabIsAvailable_ItIsDeferred()
public void WhenASpawnMessageArrivesBeforeThePrefabIsAvailable_ItIsDeferred()
{
m_SkipAddingPrefabsToClient = true;
yield return SpawnClients();
SpawnClients();
var serverObject = Object.Instantiate(m_RpcPrefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return WaitForAllClientsToReceive<CreateObjectMessage>();
WaitForAllClientsToReceive<CreateObjectMessage>();
foreach (var client in m_ClientNetworkManagers)
{
@@ -514,10 +514,10 @@ namespace Unity.Netcode.RuntimeTests
}
}
[UnityTest]
public IEnumerator WhenAnRpcIsDeferred_ItIsProcessedOnSpawn()
[Test]
public void WhenAnRpcIsDeferred_ItIsProcessedOnSpawn()
{
yield return WhenAnRpcArrivesBeforeASpawnArrives_ItIsDeferred();
WhenAnRpcArrivesBeforeASpawnArrives_ItIsDeferred();
ReleaseSpawns();
foreach (var client in m_ClientNetworkManagers)
@@ -532,10 +532,10 @@ namespace Unity.Netcode.RuntimeTests
}
}
[UnityTest]
public IEnumerator WhenADespawnIsDeferred_ItIsProcessedOnSpawn()
[Test]
public void WhenADespawnIsDeferred_ItIsProcessedOnSpawn()
{
yield return WhenADespawnArrivesBeforeASpawnArrives_ItIsDeferred();
WhenADespawnArrivesBeforeASpawnArrives_ItIsDeferred();
ReleaseSpawns();
foreach (var client in m_ClientNetworkManagers)
@@ -551,10 +551,10 @@ namespace Unity.Netcode.RuntimeTests
}
}
[UnityTest]
public IEnumerator WhenAChangeOwnershipMessageIsDeferred_ItIsProcessedOnSpawn()
[Test]
public void WhenAChangeOwnershipMessageIsDeferred_ItIsProcessedOnSpawn()
{
yield return WhenAChangeOwnershipMessageArrivesBeforeASpawnArrives_ItIsDeferred();
WhenAChangeOwnershipMessageArrivesBeforeASpawnArrives_ItIsDeferred();
ReleaseSpawns();
foreach (var client in m_ClientNetworkManagers)
@@ -568,10 +568,10 @@ namespace Unity.Netcode.RuntimeTests
}
}
[UnityTest]
public IEnumerator WhenANetworkVariableDeltaMessageIsDeferred_ItIsProcessedOnSpawn()
[Test]
public void WhenANetworkVariableDeltaMessageIsDeferred_ItIsProcessedOnSpawn()
{
yield return WhenANetworkVariableDeltaMessageArrivesBeforeASpawnArrives_ItIsDeferred();
WhenANetworkVariableDeltaMessageArrivesBeforeASpawnArrives_ItIsDeferred();
foreach (var client in m_ClientNetworkManagers)
{
@@ -592,7 +592,7 @@ namespace Unity.Netcode.RuntimeTests
}
return true;
}
yield return WaitForConditionOrTimeOut(HaveAllClientsSpawned);
WaitForConditionOrTimeOutWithTimeTravel(HaveAllClientsSpawned);
foreach (var client in m_ClientNetworkManagers)
{
@@ -605,12 +605,12 @@ namespace Unity.Netcode.RuntimeTests
}
}
[UnityTest]
public IEnumerator WhenASpawnMessageIsDeferred_ItIsProcessedOnAddPrefab()
[Test]
public void WhenASpawnMessageIsDeferred_ItIsProcessedOnAddPrefab()
{
// This will prevent spawned clients from adding prefabs
m_SkipAddingPrefabsToClient = true;
yield return WhenASpawnMessageArrivesBeforeThePrefabIsAvailable_ItIsDeferred();
WhenASpawnMessageArrivesBeforeThePrefabIsAvailable_ItIsDeferred();
// Now add the prefabs
foreach (var client in m_ClientNetworkManagers)
@@ -630,7 +630,7 @@ namespace Unity.Netcode.RuntimeTests
}
return true;
}
yield return WaitForConditionOrTimeOut(HaveAllClientsSpawned);
WaitForConditionOrTimeOutWithTimeTravel(HaveAllClientsSpawned);
// Validate this test
foreach (var client in m_ClientNetworkManagers)
@@ -644,28 +644,26 @@ namespace Unity.Netcode.RuntimeTests
}
}
protected override bool LogAllMessages => true;
[UnityTest]
public IEnumerator WhenMultipleSpawnTriggeredMessagesAreDeferred_TheyAreAllProcessedOnSpawn()
[Test]
public void WhenMultipleSpawnTriggeredMessagesAreDeferred_TheyAreAllProcessedOnSpawn()
{
m_SkipAddingPrefabsToClient = true;
yield return SpawnClients();
SpawnClients();
CatchSpawns();
var serverObject = Object.Instantiate(m_RpcAndNetworkVariablePrefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return WaitForClientsToCatchSpawns();
WaitForClientsToCatchSpawns();
serverObject.GetComponent<DeferredMessageTestRpcAndNetworkVariableComponent>().SendTestClientRpc();
serverObject.GetComponent<DeferredMessageTestRpcAndNetworkVariableComponent>().TestNetworkVariable.Value = 1;
yield return WaitForAllClientsToReceive<ClientRpcMessage, NetworkVariableDeltaMessage>();
WaitForAllClientsToReceive<ClientRpcMessage, NetworkVariableDeltaMessage>();
serverObject.GetComponent<NetworkObject>().ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
yield return WaitForAllClientsToReceive<ChangeOwnershipMessage, NetworkVariableDeltaMessage>();
WaitForAllClientsToReceive<ChangeOwnershipMessage, NetworkVariableDeltaMessage>();
foreach (var client in m_ClientNetworkManagers)
{
@@ -694,8 +692,8 @@ namespace Unity.Netcode.RuntimeTests
}
return true;
}
yield return WaitForConditionOrTimeOut(HaveAllClientsSpawned);
yield return new WaitForSeconds(0.1f);
WaitForConditionOrTimeOutWithTimeTravel(HaveAllClientsSpawned);
TimeTravel(0.1, 1);
// Validate the spawned objects
foreach (var client in m_ClientNetworkManagers)
@@ -711,11 +709,11 @@ namespace Unity.Netcode.RuntimeTests
}
}
[UnityTest]
public IEnumerator WhenMultipleAddPrefabTriggeredMessagesAreDeferred_TheyAreAllProcessedOnAddNetworkPrefab()
[Test]
public void WhenMultipleAddPrefabTriggeredMessagesAreDeferred_TheyAreAllProcessedOnAddNetworkPrefab()
{
m_SkipAddingPrefabsToClient = true;
yield return SpawnClients();
SpawnClients();
var serverObject = Object.Instantiate(m_RpcPrefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
@@ -724,7 +722,7 @@ namespace Unity.Netcode.RuntimeTests
serverObject2.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject2.GetComponent<NetworkObject>().Spawn();
yield return WaitForAllClientsToReceive<CreateObjectMessage, CreateObjectMessage>();
WaitForAllClientsToReceive<CreateObjectMessage, CreateObjectMessage>();
foreach (var client in m_ClientNetworkManagers)
{
@@ -751,7 +749,7 @@ namespace Unity.Netcode.RuntimeTests
}
return true;
}
yield return WaitForConditionOrTimeOut(HaveAllClientsSpawned);
WaitForConditionOrTimeOutWithTimeTravel(HaveAllClientsSpawned);
foreach (var client in m_ClientNetworkManagers)
@@ -789,11 +787,11 @@ namespace Unity.Netcode.RuntimeTests
}
}
[UnityTest]
public IEnumerator WhenSpawnTriggeredMessagesAreDeferredBeforeThePrefabIsAdded_AddingThePrefabCausesThemToBeProcessed()
[Test]
public void WhenSpawnTriggeredMessagesAreDeferredBeforeThePrefabIsAdded_AddingThePrefabCausesThemToBeProcessed()
{
m_SkipAddingPrefabsToClient = true;
yield return SpawnClients();
SpawnClients();
var serverObject = Object.Instantiate(m_RpcAndNetworkVariablePrefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
@@ -803,11 +801,11 @@ namespace Unity.Netcode.RuntimeTests
serverObject.GetComponent<DeferredMessageTestRpcAndNetworkVariableComponent>().TestNetworkVariable.Value = 1;
// TODO: Remove this if we figure out how to work around the NetworkVariableDeltaMessage.Serialized issue at line 59
// Otherwise, we have to wait for at least 1 tick for the NetworkVariableDeltaMessage to be generated before changing ownership
yield return WaitForAllClientsToReceive<CreateObjectMessage, ClientRpcMessage, NetworkVariableDeltaMessage>();
WaitForAllClientsToReceive<CreateObjectMessage, ClientRpcMessage, NetworkVariableDeltaMessage>();
serverObject.GetComponent<NetworkObject>().ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
yield return WaitForAllClientsToReceive<ChangeOwnershipMessage, NetworkVariableDeltaMessage>();
WaitForAllClientsToReceive<ChangeOwnershipMessage, NetworkVariableDeltaMessage>();
// Validate messages are deferred and pending
foreach (var client in m_ClientNetworkManagers)
@@ -837,9 +835,9 @@ namespace Unity.Netcode.RuntimeTests
}
return true;
}
yield return WaitForConditionOrTimeOut(HaveAllClientsSpawned);
WaitForConditionOrTimeOutWithTimeTravel(HaveAllClientsSpawned);
yield return new WaitForSeconds(0.1f);
TimeTravel(0.1, 1);
// Validate the test
foreach (var client in m_ClientNetworkManagers)
@@ -856,11 +854,11 @@ namespace Unity.Netcode.RuntimeTests
}
}
[UnityTest]
public IEnumerator WhenAMessageIsDeferredForMoreThanTheConfiguredTime_ItIsRemoved([Values(1, 2, 3)] int timeout)
[Test]
public void WhenAMessageIsDeferredForMoreThanTheConfiguredTime_ItIsRemoved([Values(1, 2, 3)] int timeout)
{
m_SkipAddingPrefabsToClient = true;
yield return SpawnClients();
SpawnClients();
CatchSpawns();
foreach (var client in m_ClientNetworkManagers)
{
@@ -869,7 +867,7 @@ namespace Unity.Netcode.RuntimeTests
var serverObject = Object.Instantiate(m_RpcPrefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return WaitForClientsToCatchSpawns();
WaitForClientsToCatchSpawns();
var start = 0f;
@@ -879,7 +877,7 @@ namespace Unity.Netcode.RuntimeTests
{
if (start == 0)
{
start = Time.realtimeSinceStartup;
start = client.RealTimeProvider.RealTimeSinceStartup;
}
};
var manager = (TestDeferredMessageManager)client.DeferredMessageManager;
@@ -888,7 +886,7 @@ namespace Unity.Netcode.RuntimeTests
serverObject.GetComponent<NetworkObject>().ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
yield return WaitForAllClientsToReceive<ChangeOwnershipMessage>();
WaitForAllClientsToReceive<ChangeOwnershipMessage>();
foreach (var unused in m_ClientNetworkManagers)
{
@@ -901,8 +899,9 @@ namespace Unity.Netcode.RuntimeTests
TestDeferredMessageManager.BeforePurgeDelegate beforePurge = (manager, key) =>
{
++purgeCount;
var elapsed = Time.realtimeSinceStartup - start;
Assert.GreaterOrEqual(elapsed, timeout - 0.05f);
var elapsed = client.RealTimeProvider.RealTimeSinceStartup - start;
Debug.Log(client.RealTimeProvider.GetType().FullName);
Assert.GreaterOrEqual(elapsed, timeout);
Assert.AreEqual(1, manager.DeferredMessageCountTotal());
Assert.AreEqual(1, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnSpawn, key));
@@ -912,8 +911,20 @@ namespace Unity.Netcode.RuntimeTests
manager.OnBeforePurge = beforePurge;
}
yield return new WaitForSeconds(timeout + 0.1f);
TimeTravel(timeout - 0.01, 1);
bool HaveAnyClientsPurged()
{
foreach (var client in m_ClientNetworkManagers)
{
var manager = (TestDeferredMessageManager)client.DeferredMessageManager;
if (manager.DeferredMessageCountTotal() == 0)
{
return true;
}
}
return false;
}
bool HaveAllClientsPurged()
{
foreach (var client in m_ClientNetworkManagers)
@@ -927,15 +938,18 @@ namespace Unity.Netcode.RuntimeTests
return true;
}
yield return WaitForConditionOrTimeOut(HaveAllClientsPurged);
AssertOnTimeout("Timed out waiting for all clients to purge their deferred messages!");
Assert.IsFalse(HaveAnyClientsPurged());
TimeTravel(0.02, 1);
Assert.IsTrue(HaveAllClientsPurged());
}
[UnityTest]
public IEnumerator WhenMultipleMessagesForTheSameObjectAreDeferredForMoreThanTheConfiguredTime_TheyAreAllRemoved([Values(1, 2, 3)] int timeout)
[Test]
public void WhenMultipleMessagesForTheSameObjectAreDeferredForMoreThanTheConfiguredTime_TheyAreAllRemoved([Values(1, 2, 3)] int timeout)
{
m_SkipAddingPrefabsToClient = true;
yield return SpawnClients();
SpawnClients();
CatchSpawns();
foreach (var client in m_ClientNetworkManagers)
@@ -945,7 +959,7 @@ namespace Unity.Netcode.RuntimeTests
var serverObject = Object.Instantiate(m_RpcAndNetworkVariablePrefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return WaitForClientsToCatchSpawns();
WaitForClientsToCatchSpawns();
var start = 0f;
@@ -955,7 +969,7 @@ namespace Unity.Netcode.RuntimeTests
{
if (start == 0)
{
start = Time.realtimeSinceStartup;
start = client.RealTimeProvider.RealTimeSinceStartup;
}
};
var manager = (TestDeferredMessageManager)client.DeferredMessageManager;
@@ -966,7 +980,7 @@ namespace Unity.Netcode.RuntimeTests
serverObject.GetComponent<DeferredMessageTestRpcAndNetworkVariableComponent>().TestNetworkVariable.Value = 1;
serverObject.GetComponent<NetworkObject>().ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
yield return WaitForMessagesReceived(
WaitForMessagesReceivedWithTimeTravel(
new List<Type> {typeof(ClientRpcMessage), typeof(NetworkVariableDeltaMessage), typeof(ChangeOwnershipMessage),
}, m_ClientNetworkManagers.ToList(), ReceiptType.Received);
@@ -981,8 +995,8 @@ namespace Unity.Netcode.RuntimeTests
TestDeferredMessageManager.BeforePurgeDelegate beforePurge = (manager, key) =>
{
++purgeCount;
var elapsed = Time.realtimeSinceStartup - start;
Assert.GreaterOrEqual(elapsed, timeout - 0.25f);
var elapsed = client.RealTimeProvider.RealTimeSinceStartup - start;
Assert.GreaterOrEqual(elapsed, timeout);
Assert.AreEqual(3, manager.DeferredMessageCountTotal());
Assert.AreEqual(3, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(3, manager.DeferredMessageCountForKey(IDeferredMessageManager.TriggerType.OnSpawn, key));
@@ -992,6 +1006,21 @@ namespace Unity.Netcode.RuntimeTests
manager.OnBeforePurge = beforePurge;
}
var timePassedSinceFirstStart = MockTimeProvider.StaticRealTimeSinceStartup - start;
TimeTravel(timeout - 0.01 - timePassedSinceFirstStart, 1);
bool HaveAnyClientsPurged()
{
foreach (var client in m_ClientNetworkManagers)
{
var manager = (TestDeferredMessageManager)client.DeferredMessageManager;
if (manager.DeferredMessageCountTotal() == 0)
{
return true;
}
}
return false;
}
bool HaveAllClientsPurged()
{
foreach (var client in m_ClientNetworkManagers)
@@ -1005,15 +1034,18 @@ namespace Unity.Netcode.RuntimeTests
return true;
}
yield return WaitForConditionOrTimeOut(HaveAllClientsPurged);
AssertOnTimeout("Timed out waiting for all clients to purge their deferred messages!");
Assert.IsFalse(HaveAnyClientsPurged());
TimeTravel(0.02 + timePassedSinceFirstStart, 1);
Assert.IsTrue(HaveAllClientsPurged());
}
[UnityTest]
public IEnumerator WhenMultipleMessagesForDifferentObjectsAreDeferredForMoreThanTheConfiguredTime_TheyAreAllRemoved([Values(1, 2, 3)] int timeout)
[Test]
public void WhenMultipleMessagesForDifferentObjectsAreDeferredForMoreThanTheConfiguredTime_TheyAreAllRemoved([Values(1, 2, 3)] int timeout)
{
m_SkipAddingPrefabsToClient = true;
yield return SpawnClients();
SpawnClients();
CatchSpawns();
foreach (var client in m_ClientNetworkManagers)
@@ -1028,7 +1060,7 @@ namespace Unity.Netcode.RuntimeTests
serverObject2.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject2.GetComponent<NetworkObject>().Spawn();
yield return WaitForClientsToCatchSpawns(2);
WaitForClientsToCatchSpawns(2);
var start = 0f;
@@ -1038,7 +1070,7 @@ namespace Unity.Netcode.RuntimeTests
{
if (start == 0)
{
start = Time.realtimeSinceStartup;
start = client.RealTimeProvider.RealTimeSinceStartup;
}
};
var manager = (TestDeferredMessageManager)client.DeferredMessageManager;
@@ -1053,7 +1085,7 @@ namespace Unity.Netcode.RuntimeTests
serverObject2.GetComponent<DeferredMessageTestRpcAndNetworkVariableComponent>().TestNetworkVariable.Value = 1;
serverObject2.GetComponent<NetworkObject>().ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
yield return WaitForMessagesReceived(
WaitForMessagesReceivedWithTimeTravel(
new List<Type> {typeof(ClientRpcMessage), typeof(NetworkVariableDeltaMessage), typeof(ChangeOwnershipMessage),typeof(ClientRpcMessage), typeof(NetworkVariableDeltaMessage), typeof(ChangeOwnershipMessage),
}, m_ClientNetworkManagers.ToList(), ReceiptType.Received);
@@ -1071,7 +1103,7 @@ namespace Unity.Netcode.RuntimeTests
TestDeferredMessageManager.BeforePurgeDelegate beforePurge = (manager, key) =>
{
++purgeCount;
var elapsed = Time.realtimeSinceStartup - start;
var elapsed = client.RealTimeProvider.RealTimeSinceStartup - start;
Assert.GreaterOrEqual(elapsed, timeout - 0.25f);
Assert.AreEqual(remainingMessagesTotalThisClient, manager.DeferredMessageCountTotal());
Assert.AreEqual(remainingMessagesTotalThisClient, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
@@ -1082,7 +1114,7 @@ namespace Unity.Netcode.RuntimeTests
manager.OnBeforePurge = beforePurge;
}
yield return new WaitForSeconds(timeout + 0.1f);
TimeTravel(timeout + 0.1f, 1);
foreach (var client in m_ClientNetworkManagers)
{
AddPrefabsToClient(client);
@@ -1095,11 +1127,11 @@ namespace Unity.Netcode.RuntimeTests
}
}
[UnityTest]
public IEnumerator WhenADeferredMessageIsRemoved_OtherMessagesForSameObjectAreRemoved([Values(1, 2, 3)] int timeout)
[Test]
public void WhenADeferredMessageIsRemoved_OtherMessagesForSameObjectAreRemoved([Values(1, 2, 3)] int timeout)
{
m_SkipAddingPrefabsToClient = true;
yield return SpawnClients();
SpawnClients();
CatchSpawns();
foreach (var client in m_ClientNetworkManagers)
{
@@ -1108,7 +1140,7 @@ namespace Unity.Netcode.RuntimeTests
var serverObject = Object.Instantiate(m_RpcPrefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return WaitForClientsToCatchSpawns();
WaitForClientsToCatchSpawns();
var start = 0f;
@@ -1118,7 +1150,7 @@ namespace Unity.Netcode.RuntimeTests
{
if (start == 0)
{
start = Time.realtimeSinceStartup;
start = client.RealTimeProvider.RealTimeSinceStartup;
}
};
var manager = (TestDeferredMessageManager)client.DeferredMessageManager;
@@ -1127,9 +1159,9 @@ namespace Unity.Netcode.RuntimeTests
serverObject.GetComponent<NetworkObject>().ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
yield return WaitForAllClientsToReceive<ChangeOwnershipMessage>();
WaitForAllClientsToReceive<ChangeOwnershipMessage>();
yield return new WaitForSeconds(timeout - 0.5f);
TimeTravel(timeout - 0.5f, 1);
foreach (var client in m_ClientNetworkManagers)
{
@@ -1140,7 +1172,7 @@ namespace Unity.Netcode.RuntimeTests
}
serverObject.GetComponent<NetworkObject>().ChangeOwnership(m_ServerNetworkManager.LocalClientId);
yield return WaitForAllClientsToReceive<ChangeOwnershipMessage>();
WaitForAllClientsToReceive<ChangeOwnershipMessage>();
foreach (var client in m_ClientNetworkManagers)
{
@@ -1161,7 +1193,7 @@ namespace Unity.Netcode.RuntimeTests
TestDeferredMessageManager.BeforePurgeDelegate beforePurge = (manager, key) =>
{
++purgeCount;
var elapsed = Time.realtimeSinceStartup - start;
var elapsed = client.RealTimeProvider.RealTimeSinceStartup - start;
Assert.GreaterOrEqual(elapsed, timeout - 0.05f);
Assert.AreEqual(2, manager.DeferredMessageCountTotal());
Assert.AreEqual(2, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
@@ -1177,7 +1209,7 @@ namespace Unity.Netcode.RuntimeTests
AddPrefabsToClient(client);
}
yield return new WaitForSeconds(0.6f);
TimeTravel(0.6f, 1);
Assert.AreEqual(m_NumberOfClientsToLateJoin, purgeCount);
foreach (var client in m_ClientNetworkManagers)
@@ -1187,11 +1219,11 @@ namespace Unity.Netcode.RuntimeTests
}
}
[UnityTest]
public IEnumerator WhenADeferredMessageIsRemoved_OtherMessagesForDifferentObjectsAreNotRemoved([Values(1, 2, 3)] int timeout)
[Test]
public void WhenADeferredMessageIsRemoved_OtherMessagesForDifferentObjectsAreNotRemoved([Values(1, 2, 3)] int timeout)
{
m_SkipAddingPrefabsToClient = true;
yield return SpawnClients();
SpawnClients();
CatchSpawns();
foreach (var client in m_ClientNetworkManagers)
{
@@ -1203,7 +1235,7 @@ namespace Unity.Netcode.RuntimeTests
var serverObject2 = Object.Instantiate(m_RpcPrefab);
serverObject2.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject2.GetComponent<NetworkObject>().Spawn();
yield return WaitForClientsToCatchSpawns(2);
WaitForClientsToCatchSpawns(2);
var start = 0f;
@@ -1213,7 +1245,7 @@ namespace Unity.Netcode.RuntimeTests
{
if (start == 0)
{
start = Time.realtimeSinceStartup;
start = client.RealTimeProvider.RealTimeSinceStartup;
}
};
var manager = (TestDeferredMessageManager)client.DeferredMessageManager;
@@ -1222,9 +1254,9 @@ namespace Unity.Netcode.RuntimeTests
serverObject.GetComponent<NetworkObject>().ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
yield return WaitForAllClientsToReceive<ChangeOwnershipMessage>();
WaitForAllClientsToReceive<ChangeOwnershipMessage>();
yield return new WaitForSeconds(timeout - 0.5f);
TimeTravel(timeout - 0.5f, 1);
foreach (var client in m_ClientNetworkManagers)
{
@@ -1236,7 +1268,7 @@ namespace Unity.Netcode.RuntimeTests
}
serverObject2.GetComponent<NetworkObject>().ChangeOwnership(m_ServerNetworkManager.LocalClientId);
yield return WaitForAllClientsToReceive<ChangeOwnershipMessage>();
WaitForAllClientsToReceive<ChangeOwnershipMessage>();
foreach (var client in m_ClientNetworkManagers)
{
@@ -1258,7 +1290,7 @@ namespace Unity.Netcode.RuntimeTests
TestDeferredMessageManager.BeforePurgeDelegate beforePurge = (manager, key) =>
{
++purgeCount;
var elapsed = Time.realtimeSinceStartup - start;
var elapsed = client.RealTimeProvider.RealTimeSinceStartup - start;
Assert.GreaterOrEqual(elapsed, timeout - 0.05f);
Assert.AreEqual(2, manager.DeferredMessageCountTotal());
Assert.AreEqual(2, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnSpawn));
@@ -1277,7 +1309,7 @@ namespace Unity.Netcode.RuntimeTests
AddPrefabsToClient(client);
}
yield return new WaitForSeconds(0.6f);
TimeTravel(0.6f, 1);
Assert.AreEqual(m_NumberOfClientsToLateJoin, purgeCount);
foreach (var client in m_ClientNetworkManagers)

View File

@@ -1,9 +1,9 @@
using System.Collections;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -1,9 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -1,9 +1,9 @@
using System.Collections;
using System.Linq;
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -5,9 +5,9 @@ using System.Linq;
using System.Text.RegularExpressions;
using NUnit.Framework;
using Unity.Collections;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Debug = UnityEngine.Debug;
namespace Unity.Netcode.RuntimeTests

View File

@@ -1,7 +1,7 @@
using System.Collections;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -2,9 +2,9 @@ using System;
using System.Collections;
using System.Text.RegularExpressions;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -3,8 +3,8 @@ using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Collections;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -3,8 +3,8 @@ using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Collections;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -1,7 +1,7 @@
using UnityEngine;
using NUnit.Framework;
using UnityEngine.TestTools;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UnityEngine.TestTools;
using Object = UnityEngine.Object;
namespace Unity.Netcode.RuntimeTests

View File

@@ -1,9 +1,9 @@
using System.Collections;
using UnityEngine;
using NUnit.Framework;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
using Unity.Netcode.Components;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
@@ -56,8 +56,10 @@ namespace Unity.Netcode.RuntimeTests
yield return StartServerAndClients();
var parentObject = new GameObject();
var childObject = new GameObject();
childObject.name = "ChildObject";
var childObject = new GameObject
{
name = "ChildObject"
};
childObject.transform.parent = parentObject.transform;
var parentNetworkObject = parentObject.AddComponent<NetworkObject>();
var childBehaviour = childObject.AddComponent<NetworkTransform>();

View File

@@ -2,9 +2,9 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
using Object = UnityEngine.Object;
namespace Unity.Netcode.RuntimeTests

View File

@@ -12,12 +12,11 @@ namespace Unity.Netcode.RuntimeTests
var networkManager = gameObject.AddComponent<NetworkManager>();
var transport = gameObject.AddComponent<DummyTransport>();
networkManager.NetworkConfig = new NetworkConfig();
// Set dummy transport that does nothing
networkManager.NetworkConfig.NetworkTransport = transport;
networkManager.NetworkConfig = new NetworkConfig
{
// Set dummy transport that does nothing
NetworkTransport = transport
};
CustomMessagingManager preManager = networkManager.CustomMessagingManager;

View File

@@ -0,0 +1,258 @@
using System;
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class NetworkManagerEventsTests
{
private NetworkManager m_ClientManager;
private NetworkManager m_ServerManager;
[UnityTest]
public IEnumerator OnServerStoppedCalledWhenServerStops()
{
bool callbackInvoked = false;
var gameObject = new GameObject(nameof(OnServerStoppedCalledWhenServerStops));
m_ServerManager = gameObject.AddComponent<NetworkManager>();
// Set dummy transport that does nothing
var transport = gameObject.AddComponent<DummyTransport>();
m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
Action<bool> onServerStopped = (bool wasAlsoClient) =>
{
callbackInvoked = true;
Assert.IsFalse(wasAlsoClient);
if (m_ServerManager.IsServer)
{
Assert.Fail("OnServerStopped called when the server is still active");
}
};
// Start server to cause initialization process
Assert.True(m_ServerManager.StartServer());
Assert.True(m_ServerManager.IsListening);
m_ServerManager.OnServerStopped += onServerStopped;
m_ServerManager.Shutdown();
UnityEngine.Object.DestroyImmediate(gameObject);
yield return WaitUntilManagerShutsdown();
Assert.False(m_ServerManager.IsListening);
Assert.True(callbackInvoked, "OnServerStopped wasn't invoked");
}
[UnityTest]
public IEnumerator OnClientStoppedCalledWhenClientStops()
{
yield return InitializeServerAndAClient();
bool callbackInvoked = false;
Action<bool> onClientStopped = (bool wasAlsoServer) =>
{
callbackInvoked = true;
Assert.IsFalse(wasAlsoServer);
if (m_ClientManager.IsClient)
{
Assert.Fail("onClientStopped called when the client is still active");
}
};
m_ClientManager.OnClientStopped += onClientStopped;
m_ClientManager.Shutdown();
yield return WaitUntilManagerShutsdown();
Assert.True(callbackInvoked, "OnClientStopped wasn't invoked");
}
[UnityTest]
public IEnumerator OnClientAndServerStoppedCalledWhenHostStops()
{
var gameObject = new GameObject(nameof(OnClientAndServerStoppedCalledWhenHostStops));
m_ServerManager = gameObject.AddComponent<NetworkManager>();
// Set dummy transport that does nothing
var transport = gameObject.AddComponent<DummyTransport>();
m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
int callbacksInvoked = 0;
Action<bool> onClientStopped = (bool wasAlsoServer) =>
{
callbacksInvoked++;
Assert.IsTrue(wasAlsoServer);
if (m_ServerManager.IsClient)
{
Assert.Fail("onClientStopped called when the client is still active");
}
};
Action<bool> onServerStopped = (bool wasAlsoClient) =>
{
callbacksInvoked++;
Assert.IsTrue(wasAlsoClient);
if (m_ServerManager.IsServer)
{
Assert.Fail("OnServerStopped called when the server is still active");
}
};
// Start server to cause initialization process
Assert.True(m_ServerManager.StartHost());
Assert.True(m_ServerManager.IsListening);
m_ServerManager.OnServerStopped += onServerStopped;
m_ServerManager.OnClientStopped += onClientStopped;
m_ServerManager.Shutdown();
UnityEngine.Object.DestroyImmediate(gameObject);
yield return WaitUntilManagerShutsdown();
Assert.False(m_ServerManager.IsListening);
Assert.AreEqual(2, callbacksInvoked, "either OnServerStopped or OnClientStopped wasn't invoked");
}
[UnityTest]
public IEnumerator OnServerStartedCalledWhenServerStarts()
{
var gameObject = new GameObject(nameof(OnServerStartedCalledWhenServerStarts));
m_ServerManager = gameObject.AddComponent<NetworkManager>();
// Set dummy transport that does nothing
var transport = gameObject.AddComponent<DummyTransport>();
m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
bool callbackInvoked = false;
Action onServerStarted = () =>
{
callbackInvoked = true;
if (!m_ServerManager.IsServer)
{
Assert.Fail("OnServerStarted called when the server is not active yet");
}
};
// Start server to cause initialization process
m_ServerManager.OnServerStarted += onServerStarted;
Assert.True(m_ServerManager.StartServer());
Assert.True(m_ServerManager.IsListening);
yield return WaitUntilServerBufferingIsReady();
Assert.True(callbackInvoked, "OnServerStarted wasn't invoked");
}
[UnityTest]
public IEnumerator OnClientStartedCalledWhenClientStarts()
{
bool callbackInvoked = false;
Action onClientStarted = () =>
{
callbackInvoked = true;
if (!m_ClientManager.IsClient)
{
Assert.Fail("onClientStarted called when the client is not active yet");
}
};
yield return InitializeServerAndAClient(onClientStarted);
Assert.True(callbackInvoked, "OnClientStarted wasn't invoked");
}
[UnityTest]
public IEnumerator OnClientAndServerStartedCalledWhenHostStarts()
{
var gameObject = new GameObject(nameof(OnClientAndServerStartedCalledWhenHostStarts));
m_ServerManager = gameObject.AddComponent<NetworkManager>();
// Set dummy transport that does nothing
var transport = gameObject.AddComponent<DummyTransport>();
m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
int callbacksInvoked = 0;
Action onClientStarted = () =>
{
callbacksInvoked++;
if (!m_ServerManager.IsClient)
{
Assert.Fail("OnClientStarted called when the client is not active yet");
}
};
Action onServerStarted = () =>
{
callbacksInvoked++;
if (!m_ServerManager.IsServer)
{
Assert.Fail("OnServerStarted called when the server is not active yet");
}
};
m_ServerManager.OnServerStarted += onServerStarted;
m_ServerManager.OnClientStarted += onClientStarted;
// Start server to cause initialization process
Assert.True(m_ServerManager.StartHost());
Assert.True(m_ServerManager.IsListening);
yield return WaitUntilServerBufferingIsReady();
Assert.AreEqual(2, callbacksInvoked, "either OnServerStarted or OnClientStarted wasn't invoked");
}
private IEnumerator WaitUntilManagerShutsdown()
{
/* Need two updates to actually shut down. First one to see the transport failing, which
marks the NetworkManager as shutting down. Second one where actual shutdown occurs. */
yield return null;
yield return null;
}
private IEnumerator InitializeServerAndAClient(Action onClientStarted = null)
{
// Create multiple NetworkManager instances
if (!NetcodeIntegrationTestHelpers.Create(1, out m_ServerManager, out NetworkManager[] clients, 30))
{
Debug.LogError("Failed to create instances");
Assert.Fail("Failed to create instances");
}
// passing no clients on purpose to start them manually later
NetcodeIntegrationTestHelpers.Start(false, m_ServerManager, new NetworkManager[] { });
yield return WaitUntilServerBufferingIsReady();
m_ClientManager = clients[0];
if (onClientStarted != null)
{
m_ClientManager.OnClientStarted += onClientStarted;
}
Assert.True(m_ClientManager.StartClient());
NetcodeIntegrationTestHelpers.RegisterHandlers(clients[0]);
// Wait for connection on client side
yield return NetcodeIntegrationTestHelpers.WaitForClientsConnected(clients);
}
private IEnumerator WaitUntilServerBufferingIsReady()
{
/* wait until at least more than 2 server ticks have passed
Note: Waiting for more than 2 ticks on the server is due
to the time system applying buffering to the received time
in NetworkTimeSystem.Sync */
yield return new WaitUntil(() => m_ServerManager.NetworkTickSystem.ServerTime.Tick > 2);
}
[UnityTearDown]
public virtual IEnumerator Teardown()
{
NetcodeIntegrationTestHelpers.Destroy();
yield return null;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 238d8724ba5ce3947bc20f5d6c056b6e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -11,9 +11,11 @@ namespace Unity.Netcode.RuntimeTests
var gameObject = new GameObject(nameof(SceneManagerAssigned));
var networkManager = gameObject.AddComponent<NetworkManager>();
var transport = gameObject.AddComponent<DummyTransport>();
networkManager.NetworkConfig = new NetworkConfig();
// Set dummy transport that does nothing
networkManager.NetworkConfig.NetworkTransport = transport;
networkManager.NetworkConfig = new NetworkConfig
{
// Set dummy transport that does nothing
NetworkTransport = transport
};
NetworkSceneManager preManager = networkManager.SceneManager;

View File

@@ -1,8 +1,8 @@
using System;
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -1,8 +1,8 @@
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
using Object = UnityEngine.Object;
namespace Unity.Netcode.RuntimeTests

View File

@@ -1,9 +1,9 @@
using System.Collections;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests

View File

@@ -1,9 +1,9 @@
using System.Collections;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -1,8 +1,8 @@
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests

View File

@@ -1,9 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -2,9 +2,9 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -0,0 +1,45 @@
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// Tests properties of NetworkObject for proper functionality.
/// </summary>
public class NetworkObjectPropertyTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
private NetworkObject m_TestPrefabNetworkObject;
protected override void OnServerAndClientsCreated()
{
// create prefab and get the NetworkObject component attached to it
m_TestPrefabNetworkObject = CreateNetworkObjectPrefab("TestObject").GetComponent<NetworkObject>();
}
/// <summary>
/// Tests PrefabHashId returns correctly when the NetworkObject is not a prefab.
/// </summary>
[Test]
public void TestPrefabHashIdPropertyNotAPrefab()
{
const uint kInvalidPrefabHashId = 0;
var gameObject = new GameObject("TestObject");
var networkObject = gameObject.AddComponent<NetworkObject>();
Assert.AreEqual(kInvalidPrefabHashId, networkObject.PrefabIdHash);
}
/// <summary>
/// Tests PrefabHashId returns correctly when the NetworkObject is a prefab.
/// </summary>
/// <returns></returns>
[Test]
public void TestPrefabHashIdPropertyIsAPrefab()
{
Assert.AreEqual(m_TestPrefabNetworkObject.GlobalObjectIdHash, m_TestPrefabNetworkObject.PrefabIdHash);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c11415470078c1846836b9a8b6f80dc2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,8 +1,8 @@
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -1,9 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Random = UnityEngine.Random;
namespace Unity.Netcode.RuntimeTests

View File

@@ -1,9 +1,9 @@
using System;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -2,9 +2,9 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
@@ -71,7 +71,7 @@ namespace Unity.Netcode.RuntimeTests
public NetworkList<int> MyListSetOnSpawn;
public NetworkVariable<int> MyOwnerReadNetworkVariable;
public NetworkList<int> MyList;
static public NetworkManager NetworkManagerOfInterest;
public static NetworkManager NetworkManagerOfInterest;
internal static int GainOwnershipCount = 0;
@@ -114,10 +114,7 @@ namespace Unity.Netcode.RuntimeTests
public void SomeRandomClientRPC()
{
Debug.Log($"RPC called {NetworkManager.LocalClientId}");
if (ClientIdsRpcCalledOn != null)
{
ClientIdsRpcCalledOn.Add(NetworkManager.LocalClientId);
}
ClientIdsRpcCalledOn?.Add(NetworkManager.LocalClientId);
}
public void TriggerRpc()
@@ -208,10 +205,12 @@ namespace Unity.Netcode.RuntimeTests
}
else
{
var list = new List<NetworkObject>();
list.Add(m_NetSpawnedObject1);
list.Add(m_NetSpawnedObject2);
list.Add(m_NetSpawnedObject3);
var list = new List<NetworkObject>
{
m_NetSpawnedObject1,
m_NetSpawnedObject2,
m_NetSpawnedObject3
};
if (!visibility)
{

View File

@@ -1,8 +1,8 @@
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -2,14 +2,14 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Netcode.Components;
using NUnit.Framework;
using Unity.Netcode.Components;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
public class NetworkTransformOwnershipTests : NetcodeIntegrationTest
public class NetworkTransformOwnershipTests : IntegrationTestWithApproximation
{
protected override int NumberOfClients => 1;
@@ -22,20 +22,26 @@ namespace Unity.Netcode.RuntimeTests
m_ClientNetworkTransformPrefab = CreateNetworkObjectPrefab("OwnerAuthorityTest");
var clientNetworkTransform = m_ClientNetworkTransformPrefab.AddComponent<TestClientNetworkTransform>();
clientNetworkTransform.Interpolate = false;
clientNetworkTransform.UseHalfFloatPrecision = false;
var rigidBody = m_ClientNetworkTransformPrefab.AddComponent<Rigidbody>();
rigidBody.useGravity = false;
// NOTE: We don't use a sphere collider for this integration test because by the time we can
// assure they don't collide and skew the results the NetworkObjects are already synchronized
// with skewed results
m_ClientNetworkTransformPrefab.AddComponent<NetworkRigidbody>();
m_ClientNetworkTransformPrefab.AddComponent<SphereCollider>();
m_ClientNetworkTransformPrefab.AddComponent<VerifyObjectIsSpawnedOnClient>();
m_NetworkTransformPrefab = CreateNetworkObjectPrefab("ServerAuthorityTest");
var networkTransform = m_NetworkTransformPrefab.AddComponent<NetworkTransform>();
rigidBody = m_NetworkTransformPrefab.AddComponent<Rigidbody>();
rigidBody.useGravity = false;
// NOTE: We don't use a sphere collider for this integration test because by the time we can
// assure they don't collide and skew the results the NetworkObjects are already synchronized
// with skewed results
m_NetworkTransformPrefab.AddComponent<NetworkRigidbody>();
m_NetworkTransformPrefab.AddComponent<SphereCollider>();
m_NetworkTransformPrefab.AddComponent<VerifyObjectIsSpawnedOnClient>();
networkTransform.Interpolate = false;
networkTransform.UseHalfFloatPrecision = false;
base.OnServerAndClientsCreated();
}
@@ -78,11 +84,13 @@ namespace Unity.Netcode.RuntimeTests
var valueSetByOwner = Vector3.one * 2;
ownerInstance.transform.position = valueSetByOwner;
ownerInstance.transform.localScale = valueSetByOwner;
var rotation = new Quaternion();
rotation.eulerAngles = valueSetByOwner;
var rotation = new Quaternion
{
eulerAngles = valueSetByOwner
};
ownerInstance.transform.rotation = rotation;
var transformToTest = nonOwnerInstance.transform;
yield return WaitForConditionOrTimeOut(() => transformToTest.position == valueSetByOwner && transformToTest.localScale == valueSetByOwner && transformToTest.rotation == rotation);
yield return WaitForConditionOrTimeOut(() => Approximately(transformToTest.position, valueSetByOwner) && Approximately(transformToTest.localScale, valueSetByOwner) && Approximately(transformToTest.rotation, rotation));
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} to change its transform!\n" +
$"Expected Position: {valueSetByOwner} | Current Position: {transformToTest.position}\n" +
$"Expected Rotation: {valueSetByOwner} | Current Rotation: {transformToTest.rotation.eulerAngles}\n" +
@@ -91,7 +99,7 @@ namespace Unity.Netcode.RuntimeTests
// Verify non-owners cannot change transform values
nonOwnerInstance.transform.position = Vector3.zero;
yield return s_DefaultWaitForTick;
Assert.True(nonOwnerInstance.transform.position == valueSetByOwner, $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} was allowed to change its position! Expected: {Vector3.one} Is Currently:{nonOwnerInstance.transform.position}");
Assert.True(Approximately(nonOwnerInstance.transform.position, valueSetByOwner), $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} was allowed to change its position! Expected: {valueSetByOwner} Is Currently:{nonOwnerInstance.transform.position}");
// Change ownership and wait for the non-owner to reflect the change
VerifyObjectIsSpawnedOnClient.ResetObjectTable();
@@ -113,13 +121,13 @@ namespace Unity.Netcode.RuntimeTests
Assert.True(nonOwnerInstance.GetComponent<Rigidbody>().isKinematic, $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} is not kinematic when it should be!");
// Have the new owner change transform values and wait for those values to be applied on the non-owner side.
valueSetByOwner = Vector3.one * 50;
valueSetByOwner = Vector3.one * 10;
ownerInstance.transform.position = valueSetByOwner;
ownerInstance.transform.localScale = valueSetByOwner;
rotation.eulerAngles = valueSetByOwner;
ownerInstance.transform.rotation = rotation;
transformToTest = nonOwnerInstance.transform;
yield return WaitForConditionOrTimeOut(() => transformToTest.position == valueSetByOwner && transformToTest.localScale == valueSetByOwner && transformToTest.rotation == rotation);
yield return WaitForConditionOrTimeOut(() => Approximately(transformToTest.position, valueSetByOwner) && Approximately(transformToTest.localScale, valueSetByOwner) && Approximately(transformToTest.rotation, rotation));
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} to change its transform!\n" +
$"Expected Position: {valueSetByOwner} | Current Position: {transformToTest.position}\n" +
$"Expected Rotation: {valueSetByOwner} | Current Rotation: {transformToTest.rotation.eulerAngles}\n" +
@@ -128,7 +136,7 @@ namespace Unity.Netcode.RuntimeTests
// The last check is to verify non-owners cannot change transform values after ownership has changed
nonOwnerInstance.transform.position = Vector3.zero;
yield return s_DefaultWaitForTick;
Assert.True(nonOwnerInstance.transform.position == valueSetByOwner, $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} was allowed to change its position! Expected: {Vector3.one} Is Currently:{nonOwnerInstance.transform.position}");
Assert.True(Approximately(nonOwnerInstance.transform.position, valueSetByOwner), $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} was allowed to change its position! Expected: {Vector3.one} Is Currently:{nonOwnerInstance.transform.position}");
}
/// <summary>
@@ -155,8 +163,10 @@ namespace Unity.Netcode.RuntimeTests
var valueSetByOwner = Vector3.one * 2;
ownerInstance.transform.position = valueSetByOwner;
ownerInstance.transform.localScale = valueSetByOwner;
var rotation = new Quaternion();
rotation.eulerAngles = valueSetByOwner;
var rotation = new Quaternion
{
eulerAngles = valueSetByOwner
};
ownerInstance.transform.rotation = rotation;
var transformToTest = nonOwnerInstance.transform;
yield return WaitForConditionOrTimeOut(() => transformToTest.position == valueSetByOwner && transformToTest.localScale == valueSetByOwner && transformToTest.rotation == rotation);
@@ -217,13 +227,6 @@ namespace Unity.Netcode.RuntimeTests
public override void OnNetworkSpawn()
{
// This makes sure that the NetworkManager relative NetworkObject instances don't collide with each other
// and skew the expected changes to the transforms
foreach (var entry in s_NetworkManagerRelativeSpawnedObjects)
{
Physics.IgnoreCollision(entry.Value.GetComponent<SphereCollider>(), GetComponent<SphereCollider>());
}
if (!s_NetworkManagerRelativeSpawnedObjects.ContainsKey(NetworkManager.LocalClientId))
{
s_NetworkManagerRelativeSpawnedObjects.Add(NetworkManager.LocalClientId, this);

View File

@@ -5,8 +5,14 @@ using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(TransformSpace.World)]
[TestFixture(TransformSpace.Local)]
[TestFixture(TransformSpace.World, Precision.Full, Rotation.Euler)]
[TestFixture(TransformSpace.World, Precision.Half, Rotation.Euler)]
[TestFixture(TransformSpace.Local, Precision.Full, Rotation.Euler)]
[TestFixture(TransformSpace.Local, Precision.Half, Rotation.Euler)]
[TestFixture(TransformSpace.World, Precision.Full, Rotation.Quaternion)]
[TestFixture(TransformSpace.World, Precision.Half, Rotation.Quaternion)]
[TestFixture(TransformSpace.Local, Precision.Full, Rotation.Quaternion)]
[TestFixture(TransformSpace.Local, Precision.Half, Rotation.Quaternion)]
public class NetworkTransformStateTests
{
public enum SyncAxis
@@ -47,17 +53,33 @@ namespace Unity.Netcode.RuntimeTests
Local
}
public enum Rotation
{
Euler,
Quaternion
}
public enum SynchronizationType
{
Delta,
Teleport
}
private TransformSpace m_TransformSpace;
public enum Precision
{
Half,
Full
}
public NetworkTransformStateTests(TransformSpace transformSpace)
private TransformSpace m_TransformSpace;
private Precision m_Precision;
private Rotation m_Rotation;
public NetworkTransformStateTests(TransformSpace transformSpace, Precision precision, Rotation rotation)
{
m_TransformSpace = transformSpace;
m_Precision = precision;
m_Rotation = rotation;
}
private bool WillAnAxisBeSynchronized(ref NetworkTransform networkTransform)
@@ -93,7 +115,8 @@ namespace Unity.Netcode.RuntimeTests
var initialPosition = Vector3.zero;
var initialRotAngles = Vector3.zero;
var initialScale = Vector3.one;
networkTransform.UseHalfFloatPrecision = m_Precision == Precision.Half;
networkTransform.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
networkTransform.transform.position = initialPosition;
networkTransform.transform.eulerAngles = initialRotAngles;
networkTransform.transform.localScale = initialScale;
@@ -115,6 +138,7 @@ namespace Unity.Netcode.RuntimeTests
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
NetworkDeltaPosition = new NetworkDeltaPosition(Vector3.zero, 0)
};
// Step 1: change properties, expect state to be dirty
@@ -277,6 +301,8 @@ namespace Unity.Netcode.RuntimeTests
// Step 3: disable a particular sync flag, expect state to be not dirty
// We do this last because it changes which axis will be synchronized.
{
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
@@ -309,6 +335,13 @@ namespace Unity.Netcode.RuntimeTests
}
}
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncPositionY
if (syncPosY)
{
@@ -334,6 +367,13 @@ namespace Unity.Netcode.RuntimeTests
}
}
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncPositionZ
if (syncPosZ)
{
@@ -359,8 +399,15 @@ namespace Unity.Netcode.RuntimeTests
}
}
// SyncRotAngleX
if (syncRotX)
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncRotAngleX - Now test that we don't synchronize this specific axis as long as we are not using quaternion synchronization
if (syncRotX && m_Rotation == Rotation.Euler)
{
networkTransform.SyncRotAngleX = false;
@@ -383,8 +430,16 @@ namespace Unity.Netcode.RuntimeTests
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
// SyncRotAngleY
if (syncRotY)
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncRotAngleY - Now test that we don't synchronize this specific axis as long as we are not using quaternion synchronization
if (syncRotY && m_Rotation == Rotation.Euler)
{
networkTransform.SyncRotAngleY = false;
@@ -407,8 +462,16 @@ namespace Unity.Netcode.RuntimeTests
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
// SyncRotAngleZ
if (syncRotZ)
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncRotAngleZ - Now test that we don't synchronize this specific axis as long as we are not using quaternion synchronization
if (syncRotZ && m_Rotation == Rotation.Euler)
{
networkTransform.SyncRotAngleZ = false;
@@ -432,6 +495,13 @@ namespace Unity.Netcode.RuntimeTests
}
}
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncScaleX
if (syncScaX)
{
@@ -456,6 +526,14 @@ namespace Unity.Netcode.RuntimeTests
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncScaleY
if (syncScaY)
{
@@ -480,6 +558,14 @@ namespace Unity.Netcode.RuntimeTests
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncScaleZ
if (syncScaZ)
{

File diff suppressed because it is too large Load Diff

View File

@@ -1,11 +1,11 @@
using System;
using System.Collections;
using System.Linq;
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.LowLevel;
using UnityEngine.PlayerLoop;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -1,8 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
@@ -21,7 +21,7 @@ namespace Unity.Netcode.RuntimeTests
writer.TryBeginWrite(FastBufferWriter.GetWriteSize(k_DummyValue) + 1);
using (var bitWriter = writer.EnterBitwiseContext())
{
bitWriter.WriteBits((byte)1, 1);
bitWriter.WriteBits(1, 1);
}
writer.WriteValue(k_DummyValue);
@@ -33,7 +33,7 @@ namespace Unity.Netcode.RuntimeTests
writer.TryBeginWrite(FastBufferWriter.GetWriteSize(k_DummyValue) + 1);
using (var bitWriter = writer.EnterBitwiseContext())
{
bitWriter.WriteBits((byte)1, 1);
bitWriter.WriteBits(1, 1);
}
writer.WriteValue(k_DummyValue);

View File

@@ -1,12 +1,13 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.TestTools;
using System.Linq;
using NUnit.Framework;
using Unity.Collections;
using Unity.Netcode.TestHelpers.Runtime;
using Random = UnityEngine.Random;
using UnityEngine;
using UnityEngine.TestTools;
using Random = UnityEngine.Random;
namespace Unity.Netcode.RuntimeTests
{
@@ -17,6 +18,22 @@ namespace Unity.Netcode.RuntimeTests
public NetworkVariable<Vector3> OwnerReadWrite_Position = new NetworkVariable<Vector3>(Vector3.one, NetworkVariableReadPermission.Owner, NetworkVariableWritePermission.Owner);
}
public class NetworkVariableMiddleclass<TMiddleclassName> : NetworkVariable<TMiddleclassName>
{
}
public class NetworkVariableSubclass<TSubclassName> : NetworkVariableMiddleclass<TSubclassName>
{
}
public struct TemplatedValueOnlyReferencedByNetworkVariableSubclass<T> : INetworkSerializeByMemcpy
where T : unmanaged
{
public T Value;
}
// The ILPP code for NetworkVariables to determine how to serialize them relies on them existing as fields of a NetworkBehaviour to find them.
// Some of the tests below create NetworkVariables on the stack, so this class is here just to make sure the relevant types are all accounted for.
public class NetVarILPPClassForTests : NetworkBehaviour
@@ -25,6 +42,7 @@ namespace Unity.Netcode.RuntimeTests
public NetworkVariable<ManagedNetworkSerializableType> ManagedNetworkSerializableTypeVar;
public NetworkVariable<string> StringVar;
public NetworkVariable<Guid> GuidVar;
public NetworkVariableSubclass<TemplatedValueOnlyReferencedByNetworkVariableSubclass<int>> SubclassVar;
}
public class TemplateNetworkBehaviourType<T> : NetworkBehaviour
@@ -500,6 +518,10 @@ namespace Unity.Netcode.RuntimeTests
private const int k_TestVal2 = 222;
private const int k_TestVal3 = 333;
protected override bool m_EnableTimeTravel => true;
protected override bool m_SetupIsACoroutine => false;
protected override bool m_TearDownIsACoroutine => false;
private static List<NetworkVariableTest> s_ClientNetworkVariableTestInstances = new List<NetworkVariableTest>();
public static void ClientNetworkVariableTestSpawned(NetworkVariableTest networkVariableTest)
{
@@ -530,7 +552,7 @@ namespace Unity.Netcode.RuntimeTests
/// This is an adjustment to how the server and clients are started in order
/// to avoid timing issues when running in a stand alone test runner build.
/// </summary>
private IEnumerator InitializeServerAndClients(bool useHost)
private void InitializeServerAndClients(bool useHost)
{
s_ClientNetworkVariableTestInstances.Clear();
m_PlayerPrefab.AddComponent<NetworkVariableTest>();
@@ -552,13 +574,13 @@ namespace Unity.Netcode.RuntimeTests
RegisterSceneManagerHandler();
// Wait for connection on client and server side
yield return WaitForClientsConnectedOrTimeOut();
AssertOnTimeout($"Timed-out waiting for all clients to connect!");
var success = WaitForClientsConnectedOrTimeOutWithTimeTravel();
Assert.True(success, $"Timed-out waiting for all clients to connect!");
// These are the *SERVER VERSIONS* of the *CLIENT PLAYER 1 & 2*
var result = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(
NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentationWithTimeTravel(
x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId,
m_ServerNetworkManager, result);
@@ -566,7 +588,7 @@ namespace Unity.Netcode.RuntimeTests
m_Player1OnServer = result.Result.GetComponent<NetworkVariableTest>();
// This is client1's view of itself
yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(
NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentationWithTimeTravel(
x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId,
m_ClientNetworkManagers[0], result);
@@ -586,18 +608,18 @@ namespace Unity.Netcode.RuntimeTests
var instanceCount = useHost ? NumberOfClients * 3 : NumberOfClients * 2;
// Wait for the client-side to notify it is finished initializing and spawning.
yield return WaitForConditionOrTimeOut(() => s_ClientNetworkVariableTestInstances.Count == instanceCount);
success = WaitForConditionOrTimeOutWithTimeTravel(() => s_ClientNetworkVariableTestInstances.Count == instanceCount);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for all client NetworkVariableTest instances to register they have spawned!");
Assert.True(success, "Timed out waiting for all client NetworkVariableTest instances to register they have spawned!");
yield return s_DefaultWaitForTick;
TimeTravelToNextTick();
}
/// <summary>
/// Runs generalized tests on all predefined NetworkVariable types
/// </summary>
[UnityTest]
public IEnumerator AllNetworkVariableTypes([Values(true, false)] bool useHost)
[Test]
public void AllNetworkVariableTypes([Values(true, false)] bool useHost)
{
// Create, instantiate, and host
// This would normally go in Setup, but since every other test but this one
@@ -616,8 +638,8 @@ namespace Unity.Netcode.RuntimeTests
// Start Testing
networkVariableTestComponent.EnableTesting = true;
yield return WaitForConditionOrTimeOut(() => true == networkVariableTestComponent.IsTestComplete());
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for the test to complete!");
var success = WaitForConditionOrTimeOutWithTimeTravel(() => true == networkVariableTestComponent.IsTestComplete());
Assert.True(success, "Timed out waiting for the test to complete!");
// Stop Testing
networkVariableTestComponent.EnableTesting = false;
@@ -634,10 +656,10 @@ namespace Unity.Netcode.RuntimeTests
NetworkManagerHelper.ShutdownNetworkManager();
}
[UnityTest]
public IEnumerator ClientWritePermissionTest([Values(true, false)] bool useHost)
[Test]
public void ClientWritePermissionTest([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
InitializeServerAndClients(useHost);
// client must not be allowed to write to a server auth variable
Assert.Throws<InvalidOperationException>(() => m_Player1OnClient1.TheScalar.Value = k_TestVal1);
@@ -646,63 +668,63 @@ namespace Unity.Netcode.RuntimeTests
/// <summary>
/// Runs tests that network variables sync on client whatever the local value of <see cref="Time.timeScale"/>.
/// </summary>
[UnityTest]
public IEnumerator NetworkVariableSync_WithDifferentTimeScale([Values(true, false)] bool useHost, [Values(0.0f, 1.0f, 2.0f)] float timeScale)
[Test]
public void NetworkVariableSync_WithDifferentTimeScale([Values(true, false)] bool useHost, [Values(0.0f, 1.0f, 2.0f)] float timeScale)
{
Time.timeScale = timeScale;
yield return InitializeServerAndClients(useHost);
InitializeServerAndClients(useHost);
m_Player1OnServer.TheScalar.Value = k_TestVal1;
// Now wait for the client side version to be updated to k_TestVal1
yield return WaitForConditionOrTimeOut(() => m_Player1OnClient1.TheScalar.Value == k_TestVal1);
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for client-side NetworkVariable to update!");
var success = WaitForConditionOrTimeOutWithTimeTravel(() => m_Player1OnClient1.TheScalar.Value == k_TestVal1);
Assert.True(success, "Timed out waiting for client-side NetworkVariable to update!");
}
[UnityTest]
public IEnumerator FixedString32Test([Values(true, false)] bool useHost)
[Test]
public void FixedString32Test([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
InitializeServerAndClients(useHost);
m_Player1OnServer.FixedString32.Value = k_FixedStringTestValue;
// Now wait for the client side version to be updated to k_FixedStringTestValue
yield return WaitForConditionOrTimeOut(() => m_Player1OnClient1.FixedString32.Value == k_FixedStringTestValue);
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for client-side NetworkVariable to update!");
var success = WaitForConditionOrTimeOutWithTimeTravel(() => m_Player1OnClient1.FixedString32.Value == k_FixedStringTestValue);
Assert.True(success, "Timed out waiting for client-side NetworkVariable to update!");
}
[UnityTest]
public IEnumerator NetworkListAdd([Values(true, false)] bool useHost)
[Test]
public void NetworkListAdd([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
InitializeServerAndClients(useHost);
m_NetworkListPredicateHandler = new NetworkListTestPredicate(m_Player1OnServer, m_Player1OnClient1, NetworkListTestPredicate.NetworkListTestStates.Add, 10);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler));
}
[UnityTest]
public IEnumerator WhenListContainsManyLargeValues_OverflowExceptionIsNotThrown([Values(true, false)] bool useHost)
[Test]
public void WhenListContainsManyLargeValues_OverflowExceptionIsNotThrown([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
InitializeServerAndClients(useHost);
m_NetworkListPredicateHandler = new NetworkListTestPredicate(m_Player1OnServer, m_Player1OnClient1, NetworkListTestPredicate.NetworkListTestStates.ContainsLarge, 20);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler));
}
[UnityTest]
public IEnumerator NetworkListContains([Values(true, false)] bool useHost)
[Test]
public void NetworkListContains([Values(true, false)] bool useHost)
{
// Re-use the NetworkListAdd to initialize the server and client as well as make sure the list is populated
yield return NetworkListAdd(useHost);
NetworkListAdd(useHost);
// Now test the NetworkList.Contains method
m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.Contains);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler));
}
[UnityTest]
public IEnumerator NetworkListRemove([Values(true, false)] bool useHost)
[Test]
public void NetworkListRemove([Values(true, false)] bool useHost)
{
// Re-use the NetworkListAdd to initialize the server and client as well as make sure the list is populated
yield return NetworkListAdd(useHost);
NetworkListAdd(useHost);
// Remove two entries by index
m_Player1OnServer.TheList.Remove(3);
@@ -710,41 +732,41 @@ namespace Unity.Netcode.RuntimeTests
// Really just verifies the data at this point
m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.VerifyData);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler));
}
[UnityTest]
public IEnumerator NetworkListInsert([Values(true, false)] bool useHost)
[Test]
public void NetworkListInsert([Values(true, false)] bool useHost)
{
// Re-use the NetworkListAdd to initialize the server and client as well as make sure the list is populated
yield return NetworkListAdd(useHost);
NetworkListAdd(useHost);
// Now randomly insert a random value entry
m_Player1OnServer.TheList.Insert(Random.Range(0, 9), Random.Range(1, 99));
// Verify the element count and values on the client matches the server
m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.VerifyData);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler));
}
[UnityTest]
public IEnumerator NetworkListIndexOf([Values(true, false)] bool useHost)
[Test]
public void NetworkListIndexOf([Values(true, false)] bool useHost)
{
// Re-use the NetworkListAdd to initialize the server and client as well as make sure the list is populated
yield return NetworkListAdd(useHost);
NetworkListAdd(useHost);
m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.IndexOf);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler));
}
[UnityTest]
public IEnumerator NetworkListValueUpdate([Values(true, false)] bool useHost)
[Test]
public void NetworkListValueUpdate([Values(true, false)] bool useHost)
{
var testSucceeded = false;
yield return InitializeServerAndClients(useHost);
InitializeServerAndClients(useHost);
// Add 1 element value and verify it is the same on the client
m_NetworkListPredicateHandler = new NetworkListTestPredicate(m_Player1OnServer, m_Player1OnClient1, NetworkListTestPredicate.NetworkListTestStates.Add, 1);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler));
// Setup our original and
var previousValue = m_Player1OnServer.TheList[0];
@@ -763,17 +785,17 @@ namespace Unity.Netcode.RuntimeTests
// Wait until we know the client side matches the server side before checking if the callback was a success
m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.VerifyData);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler);
Assert.That(testSucceeded);
m_Player1OnClient1.TheList.OnListChanged -= TestValueUpdatedCallback;
}
[UnityTest]
public IEnumerator NetworkListRemoveAt([Values(true, false)] bool useHost)
[Test]
public void NetworkListRemoveAt([Values(true, false)] bool useHost)
{
// Re-use the NetworkListAdd to initialize the server and client as well as make sure the list is populated
yield return NetworkListAdd(useHost);
NetworkListAdd(useHost);
// Randomly remove a few entries
m_Player1OnServer.TheList.RemoveAt(Random.Range(0, m_Player1OnServer.TheList.Count - 1));
@@ -782,24 +804,24 @@ namespace Unity.Netcode.RuntimeTests
// Verify the element count and values on the client matches the server
m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.VerifyData);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler));
}
[UnityTest]
public IEnumerator NetworkListClear([Values(true, false)] bool useHost)
[Test]
public void NetworkListClear([Values(true, false)] bool useHost)
{
// Re-use the NetworkListAdd to initialize the server and client as well as make sure the list is populated
yield return NetworkListAdd(useHost);
NetworkListAdd(useHost);
m_Player1OnServer.TheList.Clear();
// Verify the element count and values on the client matches the server
m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.VerifyData);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler));
}
[UnityTest]
public IEnumerator TestNetworkVariableClass([Values(true, false)] bool useHost)
[Test]
public void TestNetworkVariableClass([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
InitializeServerAndClients(useHost);
bool VerifyClass()
{
@@ -812,13 +834,13 @@ namespace Unity.Netcode.RuntimeTests
m_Player1OnServer.TheClass.SetDirty(true);
// Wait for the client-side to notify it is finished initializing and spawning.
yield return WaitForConditionOrTimeOut(VerifyClass);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyClass));
}
[UnityTest]
public IEnumerator TestNetworkVariableTemplateClass([Values(true, false)] bool useHost)
[Test]
public void TestNetworkVariableTemplateClass([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
InitializeServerAndClients(useHost);
bool VerifyClass()
{
@@ -830,13 +852,13 @@ namespace Unity.Netcode.RuntimeTests
m_Player1OnServer.TheTemplateClass.SetDirty(true);
// Wait for the client-side to notify it is finished initializing and spawning.
yield return WaitForConditionOrTimeOut(VerifyClass);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyClass));
}
[UnityTest]
public IEnumerator TestNetworkListStruct([Values(true, false)] bool useHost)
[Test]
public void TestNetworkListStruct([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
InitializeServerAndClients(useHost);
bool VerifyList()
{
@@ -850,13 +872,13 @@ namespace Unity.Netcode.RuntimeTests
m_Player1OnServer.TheStructList.SetDirty(true);
// Wait for the client-side to notify it is finished initializing and spawning.
yield return WaitForConditionOrTimeOut(VerifyList);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyList));
}
[UnityTest]
public IEnumerator TestNetworkVariableStruct([Values(true, false)] bool useHost)
[Test]
public void TestNetworkVariableStruct([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
InitializeServerAndClients(useHost);
bool VerifyStructure()
{
@@ -868,13 +890,13 @@ namespace Unity.Netcode.RuntimeTests
m_Player1OnServer.TheStruct.SetDirty(true);
// Wait for the client-side to notify it is finished initializing and spawning.
yield return WaitForConditionOrTimeOut(VerifyStructure);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyStructure));
}
[UnityTest]
public IEnumerator TestNetworkVariableTemplateStruct([Values(true, false)] bool useHost)
[Test]
public void TestNetworkVariableTemplateStruct([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
InitializeServerAndClients(useHost);
bool VerifyStructure()
{
@@ -886,13 +908,13 @@ namespace Unity.Netcode.RuntimeTests
m_Player1OnServer.TheTemplateStruct.SetDirty(true);
// Wait for the client-side to notify it is finished initializing and spawning.
yield return WaitForConditionOrTimeOut(VerifyStructure);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyStructure));
}
[UnityTest]
public IEnumerator TestNetworkVariableTemplateBehaviourClass([Values(true, false)] bool useHost)
[Test]
public void TestNetworkVariableTemplateBehaviourClass([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
InitializeServerAndClients(useHost);
bool VerifyClass()
{
@@ -904,13 +926,13 @@ namespace Unity.Netcode.RuntimeTests
m_Player1OnServer.GetComponent<ClassHavingNetworkBehaviour>().TheVar.SetDirty(true);
// Wait for the client-side to notify it is finished initializing and spawning.
yield return WaitForConditionOrTimeOut(VerifyClass);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyClass));
}
[UnityTest]
public IEnumerator TestNetworkVariableTemplateBehaviourClassNotReferencedElsewhere([Values(true, false)] bool useHost)
[Test]
public void TestNetworkVariableTemplateBehaviourClassNotReferencedElsewhere([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
InitializeServerAndClients(useHost);
bool VerifyClass()
{
@@ -922,13 +944,13 @@ namespace Unity.Netcode.RuntimeTests
m_Player1OnServer.GetComponent<ClassHavingNetworkBehaviour2>().TheVar.SetDirty(true);
// Wait for the client-side to notify it is finished initializing and spawning.
yield return WaitForConditionOrTimeOut(VerifyClass);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyClass));
}
[UnityTest]
public IEnumerator TestNetworkVariableTemplateBehaviourStruct([Values(true, false)] bool useHost)
[Test]
public void TestNetworkVariableTemplateBehaviourStruct([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
InitializeServerAndClients(useHost);
bool VerifyClass()
{
@@ -940,13 +962,13 @@ namespace Unity.Netcode.RuntimeTests
m_Player1OnServer.GetComponent<StructHavingNetworkBehaviour>().TheVar.SetDirty(true);
// Wait for the client-side to notify it is finished initializing and spawning.
yield return WaitForConditionOrTimeOut(VerifyClass);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyClass));
}
[UnityTest]
public IEnumerator TestNetworkVariableEnum([Values(true, false)] bool useHost)
[Test]
public void TestNetworkVariableEnum([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
InitializeServerAndClients(useHost);
bool VerifyStructure()
{
@@ -957,13 +979,13 @@ namespace Unity.Netcode.RuntimeTests
m_Player1OnServer.TheEnum.SetDirty(true);
// Wait for the client-side to notify it is finished initializing and spawning.
yield return WaitForConditionOrTimeOut(VerifyStructure);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyStructure));
}
[UnityTest]
public IEnumerator TestINetworkSerializableClassCallsNetworkSerialize([Values(true, false)] bool useHost)
[Test]
public void TestINetworkSerializableClassCallsNetworkSerialize([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
InitializeServerAndClients(useHost);
TestClass.NetworkSerializeCalledOnWrite = false;
TestClass.NetworkSerializeCalledOnRead = false;
m_Player1OnServer.TheClass.Value = new TestClass
@@ -975,13 +997,13 @@ namespace Unity.Netcode.RuntimeTests
static bool VerifyCallback() => TestClass.NetworkSerializeCalledOnWrite && TestClass.NetworkSerializeCalledOnRead;
// Wait for the client-side to notify it is finished initializing and spawning.
yield return WaitForConditionOrTimeOut(VerifyCallback);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyCallback));
}
[UnityTest]
public IEnumerator TestINetworkSerializableStructCallsNetworkSerialize([Values(true, false)] bool useHost)
[Test]
public void TestINetworkSerializableStructCallsNetworkSerialize([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
InitializeServerAndClients(useHost);
TestStruct.NetworkSerializeCalledOnWrite = false;
TestStruct.NetworkSerializeCalledOnRead = false;
m_Player1OnServer.TheStruct.Value = new TestStruct() { SomeInt = k_TestUInt, SomeBool = false };
@@ -989,24 +1011,23 @@ namespace Unity.Netcode.RuntimeTests
static bool VerifyCallback() => TestStruct.NetworkSerializeCalledOnWrite && TestStruct.NetworkSerializeCalledOnRead;
// Wait for the client-side to notify it is finished initializing and spawning.
yield return WaitForConditionOrTimeOut(VerifyCallback);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyCallback));
}
#region COULD_BE_REMOVED
[UnityTest]
[Test]
[Ignore("This is used several times already in the NetworkListPredicate")]
// TODO: If we end up using the new suggested pattern, then delete this
public IEnumerator NetworkListArrayOperator([Values(true, false)] bool useHost)
public void NetworkListArrayOperator([Values(true, false)] bool useHost)
{
yield return NetworkListAdd(useHost);
NetworkListAdd(useHost);
}
[UnityTest]
[Test]
[Ignore("This is used several times already in the NetworkListPredicate")]
// TODO: If we end up using the new suggested pattern, then delete this
public IEnumerator NetworkListIEnumerator([Values(true, false)] bool useHost)
public void NetworkListIEnumerator([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
InitializeServerAndClients(useHost);
var correctVals = new int[3];
correctVals[0] = k_TestVal1;
correctVals[1] = k_TestVal2;
@@ -1096,6 +1117,21 @@ namespace Unity.Netcode.RuntimeTests
});
}
[Test]
public void TestTypesReferencedInSubclassSerializeSuccessfully()
{
var variable = new NetworkVariableSubclass<TemplatedValueOnlyReferencedByNetworkVariableSubclass<int>>();
using var writer = new FastBufferWriter(1024, Allocator.Temp);
var value = new TemplatedValueOnlyReferencedByNetworkVariableSubclass<int> { Value = 12345 };
variable.Value = value;
variable.WriteField(writer);
variable.Value = new TemplatedValueOnlyReferencedByNetworkVariableSubclass<int> { Value = 54321 };
using var reader = new FastBufferReader(writer, Allocator.None);
variable.ReadField(reader);
Assert.AreEqual(value.Value, variable.Value.Value);
}
[Test]
public void TestUnsupportedUnmanagedTypesWithUserSerializationDoNotThrowExceptions()
{
@@ -1133,12 +1169,14 @@ namespace Unity.Netcode.RuntimeTests
[Test]
public void TestManagedINetworkSerializableNetworkVariablesDeserializeInPlace()
{
var variable = new NetworkVariable<ManagedNetworkSerializableType>();
variable.Value = new ManagedNetworkSerializableType
var variable = new NetworkVariable<ManagedNetworkSerializableType>
{
InMemoryValue = 1,
Ints = new[] { 2, 3, 4 },
Str = "five"
Value = new ManagedNetworkSerializableType
{
InMemoryValue = 1,
Ints = new[] { 2, 3, 4 },
Str = "five"
}
};
using var writer = new FastBufferWriter(1024, Allocator.Temp);
@@ -1163,12 +1201,14 @@ namespace Unity.Netcode.RuntimeTests
[Test]
public void TestUnmnagedINetworkSerializableNetworkVariablesDeserializeInPlace()
{
var variable = new NetworkVariable<UnmanagedNetworkSerializableType>();
variable.Value = new UnmanagedNetworkSerializableType
var variable = new NetworkVariable<UnmanagedNetworkSerializableType>
{
InMemoryValue = 1,
Int = 2,
Str = "three"
Value = new UnmanagedNetworkSerializableType
{
InMemoryValue = 1,
Int = 2,
Str = "three"
}
};
using var writer = new FastBufferWriter(1024, Allocator.Temp);
variable.WriteField(writer);
@@ -1188,7 +1228,6 @@ namespace Unity.Netcode.RuntimeTests
Assert.AreEqual(2, variable.Value.Int, "Int was not correctly deserialized");
Assert.AreEqual("three", variable.Value.Str, "Str was not correctly deserialized");
}
#endregion
private float m_OriginalTimeScale = 1.0f;
@@ -1377,4 +1416,144 @@ namespace Unity.Netcode.RuntimeTests
}
}
}
[TestFixtureSource(nameof(TestDataSource))]
public class NetworkVariableInheritanceTests : NetcodeIntegrationTest
{
public NetworkVariableInheritanceTests(HostOrServer hostOrServer)
: base(hostOrServer)
{
}
protected override int NumberOfClients => 2;
public static IEnumerable<TestFixtureData> TestDataSource() =>
Enum.GetValues(typeof(HostOrServer)).OfType<HostOrServer>().Select(x => new TestFixtureData(x));
public class ComponentA : NetworkBehaviour
{
public NetworkVariable<int> PublicFieldA = new NetworkVariable<int>(1);
protected NetworkVariable<int> m_ProtectedFieldA = new NetworkVariable<int>(2);
private NetworkVariable<int> m_PrivateFieldA = new NetworkVariable<int>(3);
public void ChangeValuesA(int pub, int pro, int pri)
{
PublicFieldA.Value = pub;
m_ProtectedFieldA.Value = pro;
m_PrivateFieldA.Value = pri;
}
public bool CompareValuesA(ComponentA other)
{
return PublicFieldA.Value == other.PublicFieldA.Value &&
m_ProtectedFieldA.Value == other.m_ProtectedFieldA.Value &&
m_PrivateFieldA.Value == other.m_PrivateFieldA.Value;
}
}
public class ComponentB : ComponentA
{
public NetworkVariable<int> PublicFieldB = new NetworkVariable<int>(11);
protected NetworkVariable<int> m_ProtectedFieldB = new NetworkVariable<int>(22);
private NetworkVariable<int> m_PrivateFieldB = new NetworkVariable<int>(33);
public void ChangeValuesB(int pub, int pro, int pri)
{
PublicFieldB.Value = pub;
m_ProtectedFieldB.Value = pro;
m_PrivateFieldB.Value = pri;
}
public bool CompareValuesB(ComponentB other)
{
return PublicFieldB.Value == other.PublicFieldB.Value &&
m_ProtectedFieldB.Value == other.m_ProtectedFieldB.Value &&
m_PrivateFieldB.Value == other.m_PrivateFieldB.Value;
}
}
public class ComponentC : ComponentB
{
public NetworkVariable<int> PublicFieldC = new NetworkVariable<int>(111);
protected NetworkVariable<int> m_ProtectedFieldC = new NetworkVariable<int>(222);
private NetworkVariable<int> m_PrivateFieldC = new NetworkVariable<int>(333);
public void ChangeValuesC(int pub, int pro, int pri)
{
PublicFieldC.Value = pub;
m_ProtectedFieldA.Value = pro;
m_PrivateFieldC.Value = pri;
}
public bool CompareValuesC(ComponentC other)
{
return PublicFieldC.Value == other.PublicFieldC.Value &&
m_ProtectedFieldC.Value == other.m_ProtectedFieldC.Value &&
m_PrivateFieldC.Value == other.m_PrivateFieldC.Value;
}
}
private GameObject m_TestObjectPrefab;
private ulong m_TestObjectId = 0;
protected override void OnServerAndClientsCreated()
{
m_TestObjectPrefab = CreateNetworkObjectPrefab($"[{nameof(NetworkVariableInheritanceTests)}.{nameof(m_TestObjectPrefab)}]");
m_TestObjectPrefab.AddComponent<ComponentA>();
m_TestObjectPrefab.AddComponent<ComponentB>();
m_TestObjectPrefab.AddComponent<ComponentC>();
}
protected override IEnumerator OnServerAndClientsConnected()
{
var serverTestObject = SpawnObject(m_TestObjectPrefab, m_ServerNetworkManager).GetComponent<NetworkObject>();
m_TestObjectId = serverTestObject.NetworkObjectId;
var serverTestComponentA = serverTestObject.GetComponent<ComponentA>();
var serverTestComponentB = serverTestObject.GetComponent<ComponentB>();
var serverTestComponentC = serverTestObject.GetComponent<ComponentC>();
serverTestComponentA.ChangeValuesA(1000, 2000, 3000);
serverTestComponentB.ChangeValuesA(1000, 2000, 3000);
serverTestComponentB.ChangeValuesB(1100, 2200, 3300);
serverTestComponentC.ChangeValuesA(1000, 2000, 3000);
serverTestComponentC.ChangeValuesB(1100, 2200, 3300);
serverTestComponentC.ChangeValuesC(1110, 2220, 3330);
yield return WaitForTicks(m_ServerNetworkManager, 2);
}
private bool CheckTestObjectComponentValuesOnAll()
{
var serverTestObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjectId];
var serverTestComponentA = serverTestObject.GetComponent<ComponentA>();
var serverTestComponentB = serverTestObject.GetComponent<ComponentB>();
var serverTestComponentC = serverTestObject.GetComponent<ComponentC>();
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
var clientTestObject = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjectId];
var clientTestComponentA = clientTestObject.GetComponent<ComponentA>();
var clientTestComponentB = clientTestObject.GetComponent<ComponentB>();
var clientTestComponentC = clientTestObject.GetComponent<ComponentC>();
if (!serverTestComponentA.CompareValuesA(clientTestComponentA) ||
!serverTestComponentB.CompareValuesA(clientTestComponentB) ||
!serverTestComponentB.CompareValuesB(clientTestComponentB) ||
!serverTestComponentC.CompareValuesA(clientTestComponentC) ||
!serverTestComponentC.CompareValuesB(clientTestComponentC) ||
!serverTestComponentC.CompareValuesC(clientTestComponentC))
{
return false;
}
}
return true;
}
[UnityTest]
public IEnumerator TestInheritedFields()
{
yield return WaitForConditionOrTimeOut(CheckTestObjectComponentValuesOnAll);
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, nameof(CheckTestObjectComponentValuesOnAll));
}
}
}

View File

@@ -1,10 +1,10 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.TestTools;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Object = UnityEngine.Object;
namespace Unity.Netcode.RuntimeTests

View File

@@ -1,9 +1,9 @@
using System.Collections;
using System.Linq;
using UnityEngine.TestTools;
using NUnit.Framework;
using UnityEngine;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -1,9 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
@@ -16,7 +16,7 @@ namespace Unity.Netcode.RuntimeTests
{
public NetworkList<int> MyNetworkList;
static internal int Updates = 0;
internal static int Updates = 0;
private void Awake()
{

View File

@@ -1,9 +1,9 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -2,9 +2,9 @@
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.Components;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -1,8 +1,8 @@
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -1,11 +1,9 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
@@ -49,6 +47,10 @@ namespace Unity.Netcode.RuntimeTests
{
protected override int NumberOfClients => 10;
protected override bool m_EnableTimeTravel => true;
protected override bool m_SetupIsACoroutine => false;
protected override bool m_TearDownIsACoroutine => false;
private GameObject m_PrefabToSpawn;
protected override void OnServerAndClientsCreated()
@@ -70,8 +72,8 @@ namespace Unity.Netcode.RuntimeTests
return prefabToSpawn;
}
[UnityTest]
public IEnumerator RpcManyClientsTest()
[Test]
public void RpcManyClientsTest()
{
var spawnedObject = UnityEngine.Object.Instantiate(m_PrefabToSpawn);
var netSpawnedObject = spawnedObject.GetComponent<NetworkObject>();
@@ -97,20 +99,20 @@ namespace Unity.Netcode.RuntimeTests
rpcManyClientsObject.NoParamsClientRpc(); // RPC with no params
// Check that all ServerRpcMessages were sent
yield return WaitForConditionOrTimeOut(rpcMessageHooks);
WaitForConditionOrTimeOutWithTimeTravel(rpcMessageHooks);
// Now provide a small window of time to let the server receive and process all messages
yield return WaitForConditionOrTimeOut(() => TotalClients == rpcManyClientsObject.Count);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out wait for {nameof(rpcManyClientsObject.NoParamsClientRpc)}! Only {rpcManyClientsObject.Count} of {TotalClients} was received!");
var success = WaitForConditionOrTimeOutWithTimeTravel(() => TotalClients == rpcManyClientsObject.Count);
Assert.True(success, $"Timed out wait for {nameof(rpcManyClientsObject.NoParamsClientRpc)}! Only {rpcManyClientsObject.Count} of {TotalClients} was received!");
rpcManyClientsObject.Count = 0;
rpcManyClientsObject.OneParamClientRpc(0); // RPC with one param
rpcMessageHooks.Reset();
yield return WaitForConditionOrTimeOut(rpcMessageHooks);
WaitForConditionOrTimeOutWithTimeTravel(rpcMessageHooks);
// Now provide a small window of time to let the server receive and process all messages
yield return WaitForConditionOrTimeOut(() => TotalClients == rpcManyClientsObject.Count);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out wait for {nameof(rpcManyClientsObject.OneParamClientRpc)}! Only {rpcManyClientsObject.Count} of {TotalClients} was received!");
success = WaitForConditionOrTimeOutWithTimeTravel(() => TotalClients == rpcManyClientsObject.Count);
Assert.True(success, $"Timed out wait for {nameof(rpcManyClientsObject.OneParamClientRpc)}! Only {rpcManyClientsObject.Count} of {TotalClients} was received!");
var param = new ClientRpcParams();
@@ -118,10 +120,10 @@ namespace Unity.Netcode.RuntimeTests
rpcManyClientsObject.TwoParamsClientRpc(0, 0); // RPC with two params
rpcMessageHooks.Reset();
yield return WaitForConditionOrTimeOut(rpcMessageHooks);
WaitForConditionOrTimeOutWithTimeTravel(rpcMessageHooks);
// Now provide a small window of time to let the server receive and process all messages
yield return WaitForConditionOrTimeOut(() => TotalClients == rpcManyClientsObject.Count);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out wait for {nameof(rpcManyClientsObject.TwoParamsClientRpc)}! Only {rpcManyClientsObject.Count} of {TotalClients} was received!");
success = WaitForConditionOrTimeOutWithTimeTravel(() => TotalClients == rpcManyClientsObject.Count);
Assert.True(success, $"Timed out wait for {nameof(rpcManyClientsObject.TwoParamsClientRpc)}! Only {rpcManyClientsObject.Count} of {TotalClients} was received!");
rpcManyClientsObject.ReceivedFrom.Clear();
rpcManyClientsObject.Count = 0;
@@ -138,11 +140,11 @@ namespace Unity.Netcode.RuntimeTests
messageHookList.Add(targetedClientMessageHookEntry);
rpcMessageHooks = new MessageHooksConditional(messageHookList);
yield return WaitForConditionOrTimeOut(rpcMessageHooks);
WaitForConditionOrTimeOutWithTimeTravel(rpcMessageHooks);
// Now provide a small window of time to let the server receive and process all messages
yield return WaitForConditionOrTimeOut(() => 2 == rpcManyClientsObject.Count);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out wait for {nameof(rpcManyClientsObject.TwoParamsClientRpc)}! Only {rpcManyClientsObject.Count} of 2 was received!");
success = WaitForConditionOrTimeOutWithTimeTravel(() => 2 == rpcManyClientsObject.Count);
Assert.True(success, $"Timed out wait for {nameof(rpcManyClientsObject.TwoParamsClientRpc)}! Only {rpcManyClientsObject.Count} of 2 was received!");
// either of the 2 selected clients can reply to the server first, due to network timing
var possibility1 = new List<ulong> { m_ClientNetworkManagers[1].LocalClientId, m_ClientNetworkManagers[2].LocalClientId };

View File

@@ -1,9 +1,9 @@
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -3,9 +3,9 @@ using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Collections;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Debug = UnityEngine.Debug;
namespace Unity.Netcode.RuntimeTests

View File

@@ -1,9 +1,9 @@
using System;
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -2,9 +2,9 @@ using System;
using System.Collections;
using NUnit.Framework;
using Unity.Collections;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
using Object = UnityEngine.Object;
namespace Unity.Netcode.RuntimeTests

View File

@@ -1,8 +1,8 @@
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -1,9 +1,9 @@
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.Assertions.Comparers;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -1,8 +1,8 @@
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -2,9 +2,9 @@ using System;
using System.Collections;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
@@ -50,6 +50,14 @@ namespace Unity.Netcode.RuntimeTests
{
yield return StartSomeClientsAndServerWithPlayersCustom(true, NumberOfClients, targetFrameRate, tickRate);
var additionalTimeTolerance = k_AdditionalTimeTolerance;
// Mac can dip down below 10fps when set at a 10fps range (i.e. known to hit as low as 8.85 fps)
// With the really low frame rate, add some additional time tolerance
if (targetFrameRate == 10)
{
additionalTimeTolerance += 0.0333333333333f;
}
double frameInterval = 1d / targetFrameRate;
double tickInterval = 1d / tickRate;
@@ -76,18 +84,33 @@ namespace Unity.Netcode.RuntimeTests
var framesToRun = 3d / frameInterval;
var waitForNextFrame = new WaitForFixedUpdate();
for (int i = 0; i < framesToRun; i++)
{
yield return null;
// Assure we wait for 1 frame to get the current frame time to check for low frame rates relative to expected frame rates
yield return waitForNextFrame;
// Adjust the time tolerance based on slower than expected FPS
var currentFPS = 1.0f / Time.deltaTime;
var fpsAdjustment = 1.0f;
var currentAdjustment = additionalTimeTolerance;
if (currentFPS < targetFrameRate)
{
// Get the % slower and increase the time tolerance based on that %
var fpsDelta = targetFrameRate - currentFPS;
fpsAdjustment = 1.0f / fpsDelta;
currentAdjustment += additionalTimeTolerance * fpsAdjustment;
}
UpdateTimeStates(networkManagers);
// compares whether client times have the correct offset to server
m_ServerState.AssertCheckDifference(m_Client1State, tickInterval, tickInterval, tickInterval * 2 + frameInterval * 2 + k_AdditionalTimeTolerance);
m_ServerState.AssertCheckDifference(m_Client2State, 0.2, 0.1, tickInterval * 2 + frameInterval * 2 + k_AdditionalTimeTolerance);
m_ServerState.AssertCheckDifference(m_Client1State, tickInterval, tickInterval, tickInterval * 2 + frameInterval * 2 + currentAdjustment);
m_ServerState.AssertCheckDifference(m_Client2State, 0.2, 0.1, tickInterval * 2 + frameInterval * 2 + currentAdjustment);
// compares the two client times, only difference should be based on buffering.
m_Client1State.AssertCheckDifference(m_Client2State, 0.2 - tickInterval, (0.1 - tickInterval), tickInterval * 2 + frameInterval * 2 + k_AdditionalTimeTolerance);
m_Client1State.AssertCheckDifference(m_Client2State, 0.2 - tickInterval, (0.1 - tickInterval), tickInterval * 2 + frameInterval * 2 + currentAdjustment);
}
}

View File

@@ -1,28 +1,77 @@
using System.Collections;
using Unity.Netcode.Components;
using NUnit.Framework;
using Unity.Netcode.Components;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
public class TransformInterpolationObject : NetworkBehaviour
public class TransformInterpolationObject : NetworkTransform
{
public static bool TestComplete = false;
// Set the minimum threshold which we will use as our margin of error
#if UNITY_EDITOR
public const float MinThreshold = 0.005f;
#else
// Add additional room for error on console tests
public const float MinThreshold = 0.009999f;
#endif
private const int k_TargetLocalSpaceToggles = 10;
public bool CheckPosition;
public bool IsMoving;
public bool IsFixed;
private void Update()
private float m_FrameRateFractional;
private bool m_CurrentLocalSpace;
private int m_LocalSpaceToggles;
private int m_LastFrameCount;
public bool ReachedTargetLocalSpaceTransitionCount()
{
TestComplete = m_LocalSpaceToggles >= k_TargetLocalSpaceToggles;
return TestComplete;
}
protected override void OnInitialize(ref NetworkVariable<NetworkTransformState> replicatedState)
{
m_LocalSpaceToggles = 0;
m_FrameRateFractional = 1.0f / Application.targetFrameRate;
PositionThreshold = MinThreshold;
SetMaxInterpolationBound(1.0f);
base.OnInitialize(ref replicatedState);
}
private int m_StartFrameCount;
public void StartMoving()
{
m_StartFrameCount = Time.frameCount;
IsMoving = true;
}
public void StopMoving()
{
IsMoving = false;
}
protected override void Update()
{
base.Update();
if (!IsSpawned || TestComplete)
{
return;
}
// Check the position of the nested object on the client
if (CheckPosition)
{
if (transform.position.y < -MinThreshold || transform.position.y > 100.0f + MinThreshold)
if (transform.position.y < -MinThreshold || transform.position.y > Application.targetFrameRate + MinThreshold)
{
Debug.LogError($"Interpolation failure. transform.position.y is {transform.position.y}. Should be between 0.0 and 100.0. Current threshold is [+/- {MinThreshold}].");
}
@@ -31,19 +80,47 @@ namespace Unity.Netcode.RuntimeTests
// Move the nested object on the server
if (IsMoving)
{
var y = Time.realtimeSinceStartup % 10.0f;
Assert.True(CanCommitToTransform, $"Using non-authority instance to update transform!");
// change the space between local and global every second
GetComponent<NetworkTransform>().InLocalSpace = ((int)y % 2 == 0);
if (m_LastFrameCount == Time.frameCount)
{
Debug.Log($"Detected duplicate frame update count {Time.frameCount}. Ignoring this update.");
return;
}
transform.position = new Vector3(0.0f, y * 10, 0.0f);
m_LastFrameCount = Time.frameCount;
// Leaving this here for reference.
// If a system is running at a slower frame rate than expected, then the below code could toggle
// the local to world space value at a higher frequency which might not provide enough updates to
// handle interpolating between the transitions.
//var y = Time.realtimeSinceStartup % 10.0f;
//// change the space between local and global every second
//GetComponent<NetworkTransform>().InLocalSpace = ((int)y % 2 == 0);
// Reduce the total frame count down to the frame rate
var y = (Time.frameCount - m_StartFrameCount) % Application.targetFrameRate;
// change the space between local and global every time we hit the expected number of frames
// (or every second if running at the target frame rate)
InLocalSpace = y == 0 ? !InLocalSpace : InLocalSpace;
if (m_CurrentLocalSpace != InLocalSpace)
{
m_LocalSpaceToggles++;
m_CurrentLocalSpace = InLocalSpace;
}
transform.position = new Vector3(0.0f, (y * m_FrameRateFractional), 0.0f);
}
// On the server, make sure to keep the parent object at a fixed position
if (IsFixed)
{
Assert.True(CanCommitToTransform, $"Using non-authority instance to update transform!");
transform.position = new Vector3(1000.0f, 1000.0f, 1000.0f);
}
}
}
@@ -63,9 +140,7 @@ namespace Unity.Netcode.RuntimeTests
protected override void OnServerAndClientsCreated()
{
m_PrefabToSpawn = CreateNetworkObjectPrefab("InterpTestObject");
var networkTransform = m_PrefabToSpawn.AddComponent<NetworkTransform>();
networkTransform.PositionThreshold = TransformInterpolationObject.MinThreshold;
m_PrefabToSpawn.AddComponent<TransformInterpolationObject>();
var networkTransform = m_PrefabToSpawn.AddComponent<TransformInterpolationObject>();
}
private IEnumerator RefreshNetworkObjects()
@@ -89,6 +164,7 @@ namespace Unity.Netcode.RuntimeTests
[UnityTest]
public IEnumerator TransformInterpolationTest()
{
TransformInterpolationObject.TestComplete = false;
// create an object
var spawnedObject = Object.Instantiate(m_PrefabToSpawn);
var baseObject = Object.Instantiate(m_PrefabToSpawn);
@@ -101,7 +177,6 @@ namespace Unity.Netcode.RuntimeTests
m_BaseAsNetworkObject = baseObject.GetComponent<NetworkObject>();
m_BaseAsNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
m_SpawnedAsNetworkObject.TrySetParent(baseObject);
m_SpawnedAsNetworkObject.Spawn();
@@ -109,10 +184,9 @@ namespace Unity.Netcode.RuntimeTests
yield return RefreshNetworkObjects();
m_SpawnedAsNetworkObject.TrySetParent(baseObject);
var spawnedObjectNetworkTransform = spawnedObject.GetComponent<TransformInterpolationObject>();
baseObject.GetComponent<TransformInterpolationObject>().IsFixed = true;
spawnedObject.GetComponent<TransformInterpolationObject>().IsMoving = true;
spawnedObject.GetComponent<NetworkTransform>().SetMaxInterpolationBound(1.0f);
spawnedObject.GetComponent<TransformInterpolationObject>().StartMoving();
const float maxPlacementError = 0.01f;
@@ -125,13 +199,15 @@ namespace Unity.Netcode.RuntimeTests
yield return new WaitForSeconds(0.01f);
}
m_SpawnedObjectOnClient.GetComponent<NetworkTransform>().SetMaxInterpolationBound(1.0f);
m_SpawnedObjectOnClient.GetComponent<TransformInterpolationObject>().CheckPosition = true;
// Test that interpolation works correctly for 10 seconds
// Test that interpolation works correctly for ~10 seconds or 10 local to world space transitions while moving
// Increasing this duration gives you the opportunity to go check in the Editor how the objects are setup
// and how they move
yield return new WaitForSeconds(10.0f);
var timeOutHelper = new TimeoutFrameCountHelper(10);
yield return WaitForConditionOrTimeOut(spawnedObjectNetworkTransform.ReachedTargetLocalSpaceTransitionCount, timeOutHelper);
Debug.Log($"[TransformInterpolationTest] Wait condition reached or timed out. Frame Count ({timeOutHelper.GetFrameCount()}) | Time Elapsed ({timeOutHelper.GetTimeElapsed()})");
AssertOnTimeout($"Failed to reach desired local to world space transitions in the given time!", timeOutHelper);
}
}
}

View File

@@ -1,8 +1,8 @@
using NUnit.Framework;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UnityEngine.TestTools;

View File

@@ -1,12 +1,11 @@
using NUnit.Framework;
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.Transports.UTP;
using Unity.Networking.Transport;
using Unity.Networking.Transport.Utilities;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UTPNetworkEvent = Unity.Networking.Transport.NetworkEvent;
using static Unity.Netcode.RuntimeTests.UnityTransportTestHelpers;
using UTPNetworkEvent = Unity.Networking.Transport.NetworkEvent;
namespace Unity.Netcode.RuntimeTests
{

View File

@@ -1,7 +1,7 @@
using NUnit.Framework;
using System;
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode.Transports.UTP;
using Unity.Networking.Transport;
using UnityEngine;

View File

@@ -1,9 +1,9 @@
using NUnit.Framework;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.Transports.UTP;
using Unity.Networking.Transport;
using UnityEngine;

View File

@@ -11,7 +11,8 @@
"Unity.Multiplayer.Tools.NetStats",
"Unity.Networking.Transport",
"ClientNetworkTransform",
"Unity.Netcode.TestHelpers.Runtime"
"Unity.Netcode.TestHelpers.Runtime",
"Unity.Mathematics"
],
"optionalUnityReferences": [
"TestAssemblies"