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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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:
@@ -1,8 +1,8 @@
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using System.Collections;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Unity.Netcode.TestHelpers.Runtime;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode.RuntimeTests
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@@ -1,9 +1,9 @@
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using System.Collections;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Unity.Netcode.TestHelpers.Runtime;
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using Unity.Netcode.Transports.UTP;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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@@ -1,6 +1,6 @@
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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namespace Unity.Netcode.RuntimeTests
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{
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@@ -1,8 +1,8 @@
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using System;
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using NUnit.Framework;
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using Unity.Collections;
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using UnityEngine;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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namespace Unity.Netcode.RuntimeTests
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{
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@@ -255,14 +255,14 @@ namespace Unity.Netcode.RuntimeTests
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// NetworkVariable Value Type Constructor Test Coverage
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m_NetworkVariableBool = new NetworkVariable<bool>(true);
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m_NetworkVariableByte = new NetworkVariable<byte>((byte)0);
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m_NetworkVariableByte = new NetworkVariable<byte>(0);
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m_NetworkVariableColor = new NetworkVariable<Color>(new Color(1, 1, 1, 1));
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m_NetworkVariableColor32 = new NetworkVariable<Color32>(new Color32(1, 1, 1, 1));
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m_NetworkVariableDouble = new NetworkVariable<double>(1.0);
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m_NetworkVariableFloat = new NetworkVariable<float>(1.0f);
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m_NetworkVariableInt = new NetworkVariable<int>(1);
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m_NetworkVariableLong = new NetworkVariable<long>(1);
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m_NetworkVariableSByte = new NetworkVariable<sbyte>((sbyte)0);
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m_NetworkVariableSByte = new NetworkVariable<sbyte>(0);
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m_NetworkVariableQuaternion = new NetworkVariable<Quaternion>(Quaternion.identity);
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m_NetworkVariableShort = new NetworkVariable<short>(256);
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m_NetworkVariableVector4 = new NetworkVariable<Vector4>(new Vector4(1, 1, 1, 1));
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@@ -1,10 +1,10 @@
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using System;
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using System.Text;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.TestTools;
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using System.Text;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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@@ -66,9 +66,11 @@ namespace Unity.Netcode.RuntimeTests
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[Test]
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public void VerifyUniqueNetworkConfigPerRequest()
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{
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var networkConfig = new NetworkConfig();
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networkConfig.EnableSceneManagement = true;
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networkConfig.TickRate = 30;
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var networkConfig = new NetworkConfig
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{
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EnableSceneManagement = true,
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TickRate = 30
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};
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var currentHash = networkConfig.GetConfig();
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networkConfig.EnableSceneManagement = false;
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networkConfig.TickRate = 60;
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@@ -1,11 +1,10 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Unity.Netcode.TestHelpers.Runtime;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode.RuntimeTests
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@@ -194,7 +193,11 @@ namespace Unity.Netcode.RuntimeTests
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private int m_NumberOfClientsToLateJoin = 2;
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protected override IEnumerator OnSetup()
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protected override bool m_EnableTimeTravel => true;
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protected override bool m_SetupIsACoroutine => false;
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protected override bool m_TearDownIsACoroutine => false;
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protected override void OnInlineSetup()
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{
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DeferredMessageTestRpcAndNetworkVariableComponent.ClientInstances.Clear();
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DeferredMessageTestRpcComponent.ClientInstances.Clear();
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@@ -205,15 +208,13 @@ namespace Unity.Netcode.RuntimeTests
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// Replace the IDeferredMessageManager component with our test one in the component factory
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ComponentFactory.Register<IDeferredMessageManager>(networkManager => new TestDeferredMessageManager(networkManager));
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yield return null;
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}
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protected override IEnumerator OnTearDown()
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protected override void OnInlineTearDown()
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{
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// Revert the IDeferredMessageManager component to its default (DeferredMessageManager)
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ComponentFactory.Deregister<IDeferredMessageManager>();
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m_ClientSpawnCatchers.Clear();
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yield return null;
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}
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protected override void OnServerAndClientsCreated()
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@@ -255,12 +256,12 @@ namespace Unity.Netcode.RuntimeTests
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base.OnNewClientCreated(networkManager);
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}
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private IEnumerator SpawnClients(bool clearTestDeferredMessageManagerCallFlags = true)
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private void SpawnClients(bool clearTestDeferredMessageManagerCallFlags = true)
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{
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for (int i = 0; i < m_NumberOfClientsToLateJoin; i++)
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{
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// Create and join client
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yield return CreateAndStartNewClient();
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CreateAndStartNewClientWithTimeTravel();
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}
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if (clearTestDeferredMessageManagerCallFlags)
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@@ -308,16 +309,15 @@ namespace Unity.Netcode.RuntimeTests
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m_ClientSpawnCatchers.Clear();
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}
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protected override IEnumerator OnServerAndClientsConnected()
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protected override void OnTimeTravelServerAndClientsConnected()
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{
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// Clear out these values from whatever might have set them during the initial startup.
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ClearTestDeferredMessageManagerCallFlags();
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yield return null;
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}
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private IEnumerator WaitForClientsToCatchSpawns(int count = 1)
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private void WaitForClientsToCatchSpawns(int count = 1)
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{
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yield return WaitForConditionOrTimeOut(() =>
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Assert.IsTrue(WaitForConditionOrTimeOutWithTimeTravel(() =>
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{
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foreach (var catcher in m_ClientSpawnCatchers)
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{
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@@ -328,7 +328,7 @@ namespace Unity.Netcode.RuntimeTests
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}
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return true;
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});
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}));
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}
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private void ClearTestDeferredMessageManagerCallFlags()
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@@ -348,28 +348,28 @@ namespace Unity.Netcode.RuntimeTests
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Assert.AreEqual(0, manager.DeferredMessageCountForType(IDeferredMessageManager.TriggerType.OnAddPrefab));
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}
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private IEnumerator WaitForAllClientsToReceive<T>() where T : INetworkMessage
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private void WaitForAllClientsToReceive<T>() where T : INetworkMessage
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{
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yield return WaitForMessageReceived<T>(m_ClientNetworkManagers.ToList(), ReceiptType.Received);
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WaitForMessageReceivedWithTimeTravel<T>(m_ClientNetworkManagers.ToList(), ReceiptType.Received);
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}
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private IEnumerator WaitForAllClientsToReceive<TFirstMessage, TSecondMessage>()
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private void WaitForAllClientsToReceive<TFirstMessage, TSecondMessage>()
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where TFirstMessage : INetworkMessage
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where TSecondMessage : INetworkMessage
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{
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yield return WaitForMessagesReceived(new List<Type>
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WaitForMessagesReceivedWithTimeTravel(new List<Type>
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{
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typeof(TFirstMessage),
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typeof(TSecondMessage)
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}, m_ClientNetworkManagers.ToList(), ReceiptType.Received);
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}
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private IEnumerator WaitForAllClientsToReceive<TFirstMessage, TSecondMessage, TThirdMessage>()
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private void WaitForAllClientsToReceive<TFirstMessage, TSecondMessage, TThirdMessage>()
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where TFirstMessage : INetworkMessage
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where TSecondMessage : INetworkMessage
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where TThirdMessage : INetworkMessage
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{
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yield return WaitForMessagesReceived(new List<Type>
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WaitForMessagesReceivedWithTimeTravel(new List<Type>
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{
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typeof(TFirstMessage),
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typeof(TSecondMessage),
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@@ -377,13 +377,13 @@ namespace Unity.Netcode.RuntimeTests
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}, m_ClientNetworkManagers.ToList(), ReceiptType.Received);
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}
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private IEnumerator WaitForAllClientsToReceive<TFirstMessage, TSecondMessage, TThirdMessage, TFourthMessage>()
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private void WaitForAllClientsToReceive<TFirstMessage, TSecondMessage, TThirdMessage, TFourthMessage>()
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where TFirstMessage : INetworkMessage
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where TSecondMessage : INetworkMessage
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where TThirdMessage : INetworkMessage
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where TFourthMessage : INetworkMessage
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{
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yield return WaitForMessagesReceived(new List<Type>
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WaitForMessagesReceivedWithTimeTravel(new List<Type>
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{
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typeof(TFirstMessage),
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typeof(TSecondMessage),
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@@ -392,19 +392,19 @@ namespace Unity.Netcode.RuntimeTests
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}, m_ClientNetworkManagers.ToList(), ReceiptType.Received);
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}
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[UnityTest]
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public IEnumerator WhenAnRpcArrivesBeforeASpawnArrives_ItIsDeferred()
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[Test]
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public void WhenAnRpcArrivesBeforeASpawnArrives_ItIsDeferred()
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{
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yield return SpawnClients();
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SpawnClients();
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CatchSpawns();
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var serverObject = Object.Instantiate(m_RpcPrefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return WaitForClientsToCatchSpawns();
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WaitForClientsToCatchSpawns();
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serverObject.GetComponent<DeferredMessageTestRpcComponent>().SendTestClientRpc();
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yield return WaitForAllClientsToReceive<ClientRpcMessage>();
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WaitForAllClientsToReceive<ClientRpcMessage>();
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foreach (var client in m_ClientNetworkManagers)
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{
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@@ -415,19 +415,19 @@ namespace Unity.Netcode.RuntimeTests
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}
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}
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[UnityTest]
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public IEnumerator WhenADespawnArrivesBeforeASpawnArrives_ItIsDeferred()
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[Test]
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public void WhenADespawnArrivesBeforeASpawnArrives_ItIsDeferred()
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{
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yield return SpawnClients();
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SpawnClients();
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CatchSpawns();
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var serverObject = Object.Instantiate(m_RpcPrefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return WaitForClientsToCatchSpawns();
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WaitForClientsToCatchSpawns();
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serverObject.GetComponent<NetworkObject>().Despawn(false);
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yield return WaitForAllClientsToReceive<DestroyObjectMessage>();
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WaitForAllClientsToReceive<DestroyObjectMessage>();
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foreach (var client in m_ClientNetworkManagers)
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{
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@@ -438,18 +438,18 @@ namespace Unity.Netcode.RuntimeTests
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}
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}
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[UnityTest]
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public IEnumerator WhenAChangeOwnershipMessageArrivesBeforeASpawnArrives_ItIsDeferred()
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[Test]
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public void WhenAChangeOwnershipMessageArrivesBeforeASpawnArrives_ItIsDeferred()
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{
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yield return SpawnClients();
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SpawnClients();
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CatchSpawns();
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var serverObject = Object.Instantiate(m_RpcPrefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return WaitForClientsToCatchSpawns();
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WaitForClientsToCatchSpawns();
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serverObject.GetComponent<NetworkObject>().ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
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yield return WaitForAllClientsToReceive<ChangeOwnershipMessage>();
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WaitForAllClientsToReceive<ChangeOwnershipMessage>();
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foreach (var client in m_ClientNetworkManagers)
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{
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var manager = (TestDeferredMessageManager)client.DeferredMessageManager;
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@@ -459,22 +459,22 @@ namespace Unity.Netcode.RuntimeTests
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}
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}
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[UnityTest]
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public IEnumerator WhenANetworkVariableDeltaMessageArrivesBeforeASpawnArrives_ItIsDeferred()
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[Test]
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public void WhenANetworkVariableDeltaMessageArrivesBeforeASpawnArrives_ItIsDeferred()
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{
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m_SkipAddingPrefabsToClient = true;
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yield return SpawnClients();
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SpawnClients();
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CatchSpawns();
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var serverObject = Object.Instantiate(m_NetworkVariablePrefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return WaitForClientsToCatchSpawns();
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WaitForClientsToCatchSpawns();
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serverObject.GetComponent<DeferredMessageTestNetworkVariableComponent>().TestNetworkVariable.Value = 1;
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yield return WaitForAllClientsToReceive<NetworkVariableDeltaMessage>();
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WaitForAllClientsToReceive<NetworkVariableDeltaMessage>();
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foreach (var client in m_ClientNetworkManagers)
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{
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@@ -487,17 +487,17 @@ namespace Unity.Netcode.RuntimeTests
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}
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}
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[UnityTest]
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[Test]
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//[Ignore("Disabling this temporarily until it is migrated into new integration test.")]
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public IEnumerator WhenASpawnMessageArrivesBeforeThePrefabIsAvailable_ItIsDeferred()
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public void WhenASpawnMessageArrivesBeforeThePrefabIsAvailable_ItIsDeferred()
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{
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m_SkipAddingPrefabsToClient = true;
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yield return SpawnClients();
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SpawnClients();
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var serverObject = Object.Instantiate(m_RpcPrefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return WaitForAllClientsToReceive<CreateObjectMessage>();
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WaitForAllClientsToReceive<CreateObjectMessage>();
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foreach (var client in m_ClientNetworkManagers)
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{
|
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@@ -514,10 +514,10 @@ namespace Unity.Netcode.RuntimeTests
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||||
}
|
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}
|
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|
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[UnityTest]
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public IEnumerator WhenAnRpcIsDeferred_ItIsProcessedOnSpawn()
|
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[Test]
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public void WhenAnRpcIsDeferred_ItIsProcessedOnSpawn()
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{
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yield return WhenAnRpcArrivesBeforeASpawnArrives_ItIsDeferred();
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WhenAnRpcArrivesBeforeASpawnArrives_ItIsDeferred();
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ReleaseSpawns();
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|
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foreach (var client in m_ClientNetworkManagers)
|
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@@ -532,10 +532,10 @@ namespace Unity.Netcode.RuntimeTests
|
||||
}
|
||||
}
|
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|
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[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)
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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>();
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
258
Tests/Runtime/NetworkManagerEventsTests.cs
Normal file
258
Tests/Runtime/NetworkManagerEventsTests.cs
Normal 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Tests/Runtime/NetworkManagerEventsTests.cs.meta
Normal file
11
Tests/Runtime/NetworkManagerEventsTests.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 238d8724ba5ce3947bc20f5d6c056b6e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using NUnit.Framework;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
using NUnit.Framework;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
45
Tests/Runtime/NetworkObject/NetworkObjectPropertyTests.cs
Normal file
45
Tests/Runtime/NetworkObject/NetworkObjectPropertyTests.cs
Normal 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c11415470078c1846836b9a8b6f80dc2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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
@@ -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
|
||||
{
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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()
|
||||
{
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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 };
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -11,7 +11,8 @@
|
||||
"Unity.Multiplayer.Tools.NetStats",
|
||||
"Unity.Networking.Transport",
|
||||
"ClientNetworkTransform",
|
||||
"Unity.Netcode.TestHelpers.Runtime"
|
||||
"Unity.Netcode.TestHelpers.Runtime",
|
||||
"Unity.Mathematics"
|
||||
],
|
||||
"optionalUnityReferences": [
|
||||
"TestAssemblies"
|
||||
|
||||
Reference in New Issue
Block a user