using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
using Object = UnityEngine.Object;
namespace Unity.Netcode.TestHelpers.Runtime
{
///
/// The default SceneManagerHandler used for all NetcodeIntegrationTest derived children.
/// This enables clients to load scenes within the same scene hierarchy during integration
/// testing.
///
internal class IntegrationTestSceneHandler : ISceneManagerHandler, IDisposable
{
private Scene m_InvalidScene = new Scene();
internal struct SceneEntry
{
public bool IsAssigned;
public Scene Scene;
}
public bool IsIntegrationTest() { return true; }
internal static Dictionary>> SceneNameToSceneHandles = new Dictionary>>();
// All IntegrationTestSceneHandler instances register their associated NetworkManager
internal static List NetworkManagers = new List();
internal static CoroutineRunner CoroutineRunner;
internal static Queue QueuedSceneJobs = new Queue();
internal List CoroutinesRunning = new List();
internal static Coroutine SceneJobProcessor;
internal static QueuedSceneJob CurrentQueuedSceneJob;
protected static WaitForSeconds s_WaitForSeconds;
public delegate bool CanClientsLoadUnloadDelegateHandler();
public static event CanClientsLoadUnloadDelegateHandler CanClientsLoad;
public static event CanClientsLoadUnloadDelegateHandler CanClientsUnload;
public static bool VerboseDebugMode;
///
/// Used for loading scenes on the client-side during
/// an integration test
///
internal class QueuedSceneJob
{
public enum JobTypes
{
Loading,
Unloading,
Completed
}
public JobTypes JobType;
public string SceneName;
public Scene Scene;
public SceneEventProgress SceneEventProgress;
public IntegrationTestSceneHandler IntegrationTestSceneHandler;
}
internal NetworkManager NetworkManager;
internal string NetworkManagerName;
///
/// Used to control when clients should attempt to fake-load a scene
/// Note: Unit/Integration tests that only use
/// need to subscribe to the CanClientsLoad and CanClientsUnload events
/// in order to control when clients can fake-load.
/// Tests that derive from already have integrated
/// support and you can override and
/// .
///
protected bool OnCanClientsLoad()
{
if (CanClientsLoad != null)
{
return CanClientsLoad.Invoke();
}
return true;
}
protected bool OnCanClientsUnload()
{
if (CanClientsUnload != null)
{
return CanClientsUnload.Invoke();
}
return true;
}
internal static void VerboseDebug(string message)
{
if (VerboseDebugMode)
{
Debug.Log(message);
}
}
///
/// Processes scene loading jobs
///
/// job to process
internal static IEnumerator ProcessLoadingSceneJob(QueuedSceneJob queuedSceneJob)
{
var itegrationTestSceneHandler = queuedSceneJob.IntegrationTestSceneHandler;
while (!itegrationTestSceneHandler.OnCanClientsLoad())
{
yield return s_WaitForSeconds;
}
SceneManager.sceneLoaded += SceneManager_sceneLoaded;
// We always load additively for all scenes during integration tests
var asyncOperation = SceneManager.LoadSceneAsync(queuedSceneJob.SceneName, LoadSceneMode.Additive);
queuedSceneJob.SceneEventProgress.SetAsyncOperation(asyncOperation);
// Wait for it to finish
while (queuedSceneJob.JobType != QueuedSceneJob.JobTypes.Completed)
{
yield return s_WaitForSeconds;
}
yield return s_WaitForSeconds;
}
///
/// Handles scene loading and assists with making sure the right NetworkManagerOwner
/// is assigned to newly instantiated NetworkObjects.
///
/// Note: Static property usage is OK since jobs are processed one at a time
///
private static void SceneManager_sceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
{
if (CurrentQueuedSceneJob.JobType != QueuedSceneJob.JobTypes.Completed && CurrentQueuedSceneJob.SceneName == scene.name)
{
SceneManager.sceneLoaded -= SceneManager_sceneLoaded;
ProcessInSceneObjects(scene, CurrentQueuedSceneJob.IntegrationTestSceneHandler.NetworkManager);
CurrentQueuedSceneJob.JobType = QueuedSceneJob.JobTypes.Completed;
}
}
///
/// Handles some pre-spawn processing of in-scene placed NetworkObjects
/// to make sure the appropriate NetworkManagerOwner is assigned. It
/// also makes sure that each in-scene placed NetworkObject has an
/// ObjectIdentifier component if one is not assigned to it or its
/// children.
///
/// the scenes that was just loaded
/// the relative NetworkManager
private static void ProcessInSceneObjects(Scene scene, NetworkManager networkManager)
{
// Get all in-scene placed NeworkObjects that were instantiated when this scene loaded
#if UNITY_2023_1_OR_NEWER
var inSceneNetworkObjects = Object.FindObjectsByType(FindObjectsSortMode.InstanceID).Where((c) => c.IsSceneObject != false && c.GetSceneOriginHandle() == scene.handle);
#else
var inSceneNetworkObjects = Object.FindObjectsOfType().Where((c) => c.IsSceneObject != false && c.GetSceneOriginHandle() == scene.handle);
#endif
foreach (var sobj in inSceneNetworkObjects)
{
ProcessInSceneObject(sobj, networkManager);
}
}
///
/// Assures to apply an ObjectNameIdentifier to all children
///
private static void ProcessInSceneObject(NetworkObject networkObject, NetworkManager networkManager)
{
if (networkObject.NetworkManagerOwner != networkManager)
{
networkObject.NetworkManagerOwner = networkManager;
}
if (networkObject.GetComponent() == null)
{
networkObject.gameObject.AddComponent();
var networkObjects = networkObject.gameObject.GetComponentsInChildren();
foreach (var child in networkObjects)
{
if (child == networkObject)
{
continue;
}
ProcessInSceneObject(child, networkManager);
}
}
}
///
/// Processes scene unloading jobs
///
/// job to process
internal static IEnumerator ProcessUnloadingSceneJob(QueuedSceneJob queuedSceneJob)
{
var itegrationTestSceneHandler = queuedSceneJob.IntegrationTestSceneHandler;
while (!itegrationTestSceneHandler.OnCanClientsUnload())
{
yield return s_WaitForSeconds;
}
SceneManager.sceneUnloaded += SceneManager_sceneUnloaded;
if (queuedSceneJob.Scene.IsValid() && queuedSceneJob.Scene.isLoaded && !queuedSceneJob.Scene.name.Contains(NetcodeIntegrationTestHelpers.FirstPartOfTestRunnerSceneName))
{
var asyncOperation = SceneManager.UnloadSceneAsync(queuedSceneJob.Scene);
queuedSceneJob.SceneEventProgress.SetAsyncOperation(asyncOperation);
}
else
{
CurrentQueuedSceneJob.JobType = QueuedSceneJob.JobTypes.Completed;
}
// Wait for it to finish
while (queuedSceneJob.JobType != QueuedSceneJob.JobTypes.Completed)
{
yield return s_WaitForSeconds;
}
}
///
/// Handles closing out scene unloading jobs
///
private static void SceneManager_sceneUnloaded(Scene scene)
{
if (CurrentQueuedSceneJob.JobType != QueuedSceneJob.JobTypes.Completed && CurrentQueuedSceneJob.Scene.name == scene.name)
{
SceneManager.sceneUnloaded -= SceneManager_sceneUnloaded;
CurrentQueuedSceneJob.JobType = QueuedSceneJob.JobTypes.Completed;
}
}
///
/// Processes all jobs within the queue.
/// When all jobs are finished, the coroutine stops.
///
internal static IEnumerator JobQueueProcessor()
{
while (QueuedSceneJobs.Count != 0)
{
CurrentQueuedSceneJob = QueuedSceneJobs.Dequeue();
VerboseDebug($"[ITSH-START] {CurrentQueuedSceneJob.IntegrationTestSceneHandler.NetworkManagerName} processing {CurrentQueuedSceneJob.JobType} for scene {CurrentQueuedSceneJob.SceneName}.");
if (CurrentQueuedSceneJob.JobType == QueuedSceneJob.JobTypes.Loading)
{
yield return ProcessLoadingSceneJob(CurrentQueuedSceneJob);
}
else if (CurrentQueuedSceneJob.JobType == QueuedSceneJob.JobTypes.Unloading)
{
yield return ProcessUnloadingSceneJob(CurrentQueuedSceneJob);
}
VerboseDebug($"[ITSH-STOP] {CurrentQueuedSceneJob.IntegrationTestSceneHandler.NetworkManagerName} processing {CurrentQueuedSceneJob.JobType} for scene {CurrentQueuedSceneJob.SceneName}.");
}
SceneJobProcessor = null;
yield break;
}
///
/// Adds a job to the job queue, and if the JobQueueProcessor coroutine
/// is not running then it will be started as well.
///
/// job to add to the queue
private void AddJobToQueue(QueuedSceneJob queuedSceneJob)
{
QueuedSceneJobs.Enqueue(queuedSceneJob);
if (SceneJobProcessor == null)
{
SceneJobProcessor = CoroutineRunner.StartCoroutine(JobQueueProcessor());
}
}
private string m_ServerSceneBeingLoaded;
///
/// Server always loads like it normally would
///
public AsyncOperation GenericLoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode, SceneEventProgress sceneEventProgress)
{
m_ServerSceneBeingLoaded = sceneName;
if (NetcodeIntegrationTest.IsRunning)
{
SceneManager.sceneLoaded += Sever_SceneLoaded;
}
var operation = SceneManager.LoadSceneAsync(sceneName, loadSceneMode);
sceneEventProgress.SetAsyncOperation(operation);
return operation;
}
private void Sever_SceneLoaded(Scene scene, LoadSceneMode arg1)
{
if (m_ServerSceneBeingLoaded == scene.name)
{
SceneManager.sceneLoaded -= Sever_SceneLoaded;
ProcessInSceneObjects(scene, NetworkManager);
}
}
///
/// Server always unloads like it normally would
///
public AsyncOperation GenericUnloadSceneAsync(Scene scene, SceneEventProgress sceneEventProgress)
{
var operation = SceneManager.UnloadSceneAsync(scene);
sceneEventProgress.SetAsyncOperation(operation);
return operation;
}
public AsyncOperation LoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode, SceneEventProgress sceneEventProgress)
{
// Server and non NetcodeIntegrationTest tests use the generic load scene method
if (!NetcodeIntegrationTest.IsRunning)
{
return GenericLoadSceneAsync(sceneName, loadSceneMode, sceneEventProgress);
}
else // NetcodeIntegrationTest Clients always get added to the jobs queue
{
AddJobToQueue(new QueuedSceneJob() { IntegrationTestSceneHandler = this, SceneName = sceneName, SceneEventProgress = sceneEventProgress, JobType = QueuedSceneJob.JobTypes.Loading });
}
return null;
}
public AsyncOperation UnloadSceneAsync(Scene scene, SceneEventProgress sceneEventProgress)
{
// Server and non NetcodeIntegrationTest tests use the generic unload scene method
if (!NetcodeIntegrationTest.IsRunning)
{
return GenericUnloadSceneAsync(scene, sceneEventProgress);
}
else // NetcodeIntegrationTest Clients always get added to the jobs queue
{
AddJobToQueue(new QueuedSceneJob() { IntegrationTestSceneHandler = this, Scene = scene, SceneEventProgress = sceneEventProgress, JobType = QueuedSceneJob.JobTypes.Unloading });
}
// This is OK to return a "nothing" AsyncOperation since we are simulating client loading
return null;
}
///
/// Replacement callback takes other NetworkManagers into consideration
///
internal Scene GetAndAddNewlyLoadedSceneByName(string sceneName)
{
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var sceneLoaded = SceneManager.GetSceneAt(i);
if (sceneLoaded.name == sceneName)
{
var skip = false;
foreach (var networkManager in NetworkManagers)
{
if (NetworkManager.LocalClientId == networkManager.LocalClientId || !networkManager.IsListening)
{
continue;
}
if (networkManager.SceneManager.ScenesLoaded.ContainsKey(sceneLoaded.handle))
{
if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogInfo($"{NetworkManager.name}'s ScenesLoaded contains {sceneLoaded.name} with a handle of {sceneLoaded.handle}. Skipping over scene.");
}
skip = true;
break;
}
}
if (!skip && !NetworkManager.SceneManager.ScenesLoaded.ContainsKey(sceneLoaded.handle))
{
if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogInfo($"{NetworkManager.name} adding {sceneLoaded.name} with a handle of {sceneLoaded.handle} to its ScenesLoaded.");
}
if (DoesANetworkManagerHoldThisScene(sceneLoaded))
{
continue;
}
NetworkManager.SceneManager.ScenesLoaded.Add(sceneLoaded.handle, sceneLoaded);
StartTrackingScene(sceneLoaded, true, NetworkManager);
return sceneLoaded;
}
}
}
throw new Exception($"Failed to find any loaded scene named {sceneName}!");
}
private bool ExcludeSceneFromSynchronizationCheck(Scene scene)
{
if (!NetworkManager.SceneManager.ScenesLoaded.ContainsKey(scene.handle) && SceneManager.GetActiveScene().handle != scene.handle)
{
return false;
}
return true;
}
public void ClearSceneTracking(NetworkManager networkManager)
{
SceneNameToSceneHandles.Clear();
}
public void StopTrackingScene(int handle, string name, NetworkManager networkManager)
{
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
{
return;
}
if (SceneNameToSceneHandles[networkManager].ContainsKey(name))
{
if (SceneNameToSceneHandles[networkManager][name].ContainsKey(handle))
{
SceneNameToSceneHandles[networkManager][name].Remove(handle);
if (SceneNameToSceneHandles[networkManager][name].Count == 0)
{
SceneNameToSceneHandles[networkManager].Remove(name);
}
}
}
}
public void StartTrackingScene(Scene scene, bool assigned, NetworkManager networkManager)
{
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
{
SceneNameToSceneHandles.Add(networkManager, new Dictionary>());
}
if (!SceneNameToSceneHandles[networkManager].ContainsKey(scene.name))
{
SceneNameToSceneHandles[networkManager].Add(scene.name, new Dictionary());
}
if (!SceneNameToSceneHandles[networkManager][scene.name].ContainsKey(scene.handle))
{
var sceneEntry = new SceneEntry()
{
IsAssigned = true,
Scene = scene
};
SceneNameToSceneHandles[networkManager][scene.name].Add(scene.handle, sceneEntry);
}
}
private bool DoesANetworkManagerHoldThisScene(Scene scene)
{
foreach (var netManEntry in SceneNameToSceneHandles)
{
if (!netManEntry.Value.ContainsKey(scene.name))
{
continue;
}
// The other NetworkManager only has to have an entry to
// disqualify this scene instance
if (netManEntry.Value[scene.name].ContainsKey(scene.handle))
{
return true;
}
}
return false;
}
public bool DoesSceneHaveUnassignedEntry(string sceneName, NetworkManager networkManager)
{
var scenesWithSceneName = new List();
var scenesAssigned = new List();
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
if (scene.name == sceneName)
{
scenesWithSceneName.Add(scene);
}
}
// Check for other NetworkManager instances already having been assigned this scene
foreach (var netManEntry in SceneNameToSceneHandles)
{
// Ignore this NetworkManager instance at this stage
if (netManEntry.Key == networkManager)
{
continue;
}
foreach (var scene in scenesWithSceneName)
{
if (!netManEntry.Value.ContainsKey(scene.name))
{
continue;
}
// The other NetworkManager only has to have an entry to
// disqualify this scene instance
if (netManEntry.Value[scene.name].ContainsKey(scene.handle))
{
scenesAssigned.Add(scene);
}
}
}
// Remove all of the assigned scenes from the list of scenes with the
// passed in scene name.
foreach (var assignedScene in scenesAssigned)
{
if (scenesWithSceneName.Contains(assignedScene))
{
scenesWithSceneName.Remove(assignedScene);
}
}
// If all currently loaded scenes with the scene name are taken
// then we return false
if (scenesWithSceneName.Count == 0)
{
return false;
}
// If we made it here, then no other NetworkManager is tracking this scene
// and if we don't have an entry for this NetworkManager then we can use any
// of the remaining scenes loaded with that name.
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
{
return true;
}
// If we don't yet have a scene name in this NetworkManager's lookup table,
// then we can use any of the remaining availabel scenes with that scene name
if (!SceneNameToSceneHandles[networkManager].ContainsKey(sceneName))
{
return true;
}
foreach (var scene in scenesWithSceneName)
{
// If we don't have an entry for this scene handle (with the scene name) then we
// can use that scene
if (!SceneNameToSceneHandles[networkManager][scene.name].ContainsKey(scene.handle))
{
return true;
}
// This entry is not assigned, then we can use the associated scene
if (!SceneNameToSceneHandles[networkManager][scene.name][scene.handle].IsAssigned)
{
return true;
}
}
// None of the scenes with the same scene name can be used
return false;
}
public Scene GetSceneFromLoadedScenes(string sceneName, NetworkManager networkManager)
{
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
{
return m_InvalidScene;
}
if (SceneNameToSceneHandles[networkManager].ContainsKey(sceneName))
{
foreach (var sceneHandleEntry in SceneNameToSceneHandles[networkManager][sceneName])
{
if (!sceneHandleEntry.Value.IsAssigned)
{
var sceneEntry = sceneHandleEntry.Value;
sceneEntry.IsAssigned = true;
SceneNameToSceneHandles[networkManager][sceneName][sceneHandleEntry.Key] = sceneEntry;
return sceneEntry.Scene;
}
}
}
// This is tricky since NetworkManager instances share the same scene hierarchy during integration tests.
// TODO 2023: Determine if there is a better way to associate the active scene for client NetworkManager instances.
var activeScene = SceneManager.GetActiveScene();
if (sceneName == activeScene.name && networkManager.SceneManager.ClientSynchronizationMode == LoadSceneMode.Additive)
{
// For now, just return the current active scene
// Note: Clients will not be able to synchronize in-scene placed NetworkObjects in an integration test for
// scenes loaded that have in-scene placed NetworkObjects prior to the clients joining (i.e. there will only
// ever be one instance of the active scene). To test in-scene placed NetworkObjects and make an integration
// test loaded scene be the active scene, don't set scene as an active scene on the server side until all
// clients have connected and loaded the scene.
return activeScene;
}
// If we found nothing return an invalid scene
return m_InvalidScene;
}
public void PopulateLoadedScenes(ref Dictionary scenesLoaded, NetworkManager networkManager)
{
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
{
SceneNameToSceneHandles.Add(networkManager, new Dictionary>());
}
var sceneCount = SceneManager.sceneCount;
for (int i = 0; i < sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
// Ignore scenes that belong to other NetworkManager instances
if (DoesANetworkManagerHoldThisScene(scene))
{
continue;
}
if (!DoesSceneHaveUnassignedEntry(scene.name, networkManager))
{
continue;
}
if (!SceneNameToSceneHandles[networkManager].ContainsKey(scene.name))
{
SceneNameToSceneHandles[networkManager].Add(scene.name, new Dictionary());
}
if (!SceneNameToSceneHandles[networkManager][scene.name].ContainsKey(scene.handle))
{
var sceneEntry = new SceneEntry()
{
IsAssigned = false,
Scene = scene
};
SceneNameToSceneHandles[networkManager][scene.name].Add(scene.handle, sceneEntry);
if (!scenesLoaded.ContainsKey(scene.handle))
{
scenesLoaded.Add(scene.handle, scene);
}
}
else
{
throw new Exception($"[{networkManager.LocalClient.PlayerObject.name}][Duplicate Handle] Scene {scene.name} already has scene handle {scene.handle} registered!");
}
}
}
private Dictionary m_ScenesToUnload = new Dictionary();
///
/// Handles unloading any scenes that might remain on a client that
/// need to be unloaded.
///
///
public void UnloadUnassignedScenes(NetworkManager networkManager = null)
{
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
{
return;
}
var relativeSceneNameToSceneHandles = SceneNameToSceneHandles[networkManager];
var sceneManager = networkManager.SceneManager;
SceneManager.sceneUnloaded += SceneManager_SceneUnloaded;
foreach (var sceneEntry in relativeSceneNameToSceneHandles)
{
var scenHandleEntries = relativeSceneNameToSceneHandles[sceneEntry.Key];
foreach (var sceneHandleEntry in scenHandleEntries)
{
if (!sceneHandleEntry.Value.IsAssigned)
{
if (sceneManager.VerifySceneBeforeUnloading == null || sceneManager.VerifySceneBeforeUnloading.Invoke(sceneHandleEntry.Value.Scene))
{
m_ScenesToUnload.Add(sceneHandleEntry.Value.Scene, networkManager);
}
}
}
}
foreach (var sceneToUnload in m_ScenesToUnload)
{
SceneManager.UnloadSceneAsync(sceneToUnload.Key);
// Update the ScenesLoaded when we unload scenes
if (sceneManager.ScenesLoaded.ContainsKey(sceneToUnload.Key.handle))
{
sceneManager.ScenesLoaded.Remove(sceneToUnload.Key.handle);
}
}
}
///
/// Removes the scene entry from the scene name to scene handle table
///
private void SceneManager_SceneUnloaded(Scene scene)
{
if (m_ScenesToUnload.ContainsKey(scene))
{
var networkManager = m_ScenesToUnload[scene];
var relativeSceneNameToSceneHandles = SceneNameToSceneHandles[networkManager];
if (relativeSceneNameToSceneHandles.ContainsKey(scene.name))
{
var scenHandleEntries = relativeSceneNameToSceneHandles[scene.name];
if (scenHandleEntries.ContainsKey(scene.handle))
{
scenHandleEntries.Remove(scene.handle);
if (scenHandleEntries.Count == 0)
{
relativeSceneNameToSceneHandles.Remove(scene.name);
}
m_ScenesToUnload.Remove(scene);
if (m_ScenesToUnload.Count == 0)
{
SceneManager.sceneUnloaded -= SceneManager_SceneUnloaded;
}
}
}
}
}
///
/// Integration test version that handles migrating dynamically spawned NetworkObjects to
/// the DDOL when a scene is unloaded
///
/// relative instance
/// scene being unloaded
public void MoveObjectsFromSceneToDontDestroyOnLoad(ref NetworkManager networkManager, Scene scene)
{
// Create a local copy of the spawned objects list since the spawn manager will adjust the list as objects
// are despawned.
#if UNITY_2023_1_OR_NEWER
var networkObjects = Object.FindObjectsByType(FindObjectsSortMode.InstanceID).Where((c) => c.IsSpawned);
#else
var networkObjects = Object.FindObjectsOfType().Where((c) => c.IsSpawned);
#endif
foreach (var networkObject in networkObjects)
{
if (networkObject == null || (networkObject != null && networkObject.gameObject.scene.handle != scene.handle))
{
if (networkObject != null)
{
VerboseDebug($"[MoveObjects from {scene.name} | {scene.handle}] Ignoring {networkObject.gameObject.name} because it isn't in scene {networkObject.gameObject.scene.name} ");
}
continue;
}
bool skipPrefab = false;
foreach (var networkPrefab in networkManager.NetworkConfig.Prefabs.Prefabs)
{
if (networkPrefab.Prefab == null)
{
continue;
}
if (networkObject == networkPrefab.Prefab.GetComponent())
{
skipPrefab = true;
break;
}
}
if (skipPrefab)
{
continue;
}
// Only NetworkObjects marked to not be destroyed with the scene and are not already in the DDOL are preserved
if (!networkObject.DestroyWithScene && networkObject.gameObject.scene != networkManager.SceneManager.DontDestroyOnLoadScene)
{
// Only move dynamically spawned NetworkObjects with no parent as the children will follow
if (networkObject.gameObject.transform.parent == null && networkObject.IsSceneObject != null && !networkObject.IsSceneObject.Value)
{
VerboseDebug($"[MoveObjects from {scene.name} | {scene.handle}] Moving {networkObject.gameObject.name} because it is in scene {networkObject.gameObject.scene.name} with DWS = {networkObject.DestroyWithScene}.");
Object.DontDestroyOnLoad(networkObject.gameObject);
}
}
else if (networkManager.IsServer)
{
if (networkObject.NetworkManager == networkManager)
{
VerboseDebug($"[MoveObjects from {scene.name} | {scene.handle}] Destroying {networkObject.gameObject.name} because it is in scene {networkObject.gameObject.scene.name} with DWS = {networkObject.DestroyWithScene}.");
networkObject.Despawn();
}
else //For integration testing purposes, migrate remaining into DDOL
{
VerboseDebug($"[MoveObjects from {scene.name} | {scene.handle}] Temporarily migrating {networkObject.gameObject.name} into DDOL to await server destroy message.");
Object.DontDestroyOnLoad(networkObject.gameObject);
}
}
}
}
///
/// Sets the client synchronization mode which impacts whether both the server or client take into consideration scenes loaded before
/// starting the .
///
///
/// : Does not take preloaded scenes into consideration
/// : Does take preloaded scenes into consideration
///
/// relative instance
/// or
public void SetClientSynchronizationMode(ref NetworkManager networkManager, LoadSceneMode mode)
{
var sceneManager = networkManager.SceneManager;
// In client-server, we don't let client's set this value.
// In dsitributed authority, since session owner can be promoted clients can set this value
if (!networkManager.DistributedAuthorityMode && !networkManager.IsServer)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning("Clients should not set this value as it is automatically synchronized with the server's setting!");
}
return;
}
else if (!networkManager.DistributedAuthorityMode && networkManager.ConnectedClientsIds.Count > (networkManager.IsHost ? 1 : 0) && sceneManager.ClientSynchronizationMode != mode)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning("Server is changing client synchronization mode after clients have been synchronized! It is recommended to do this before clients are connected!");
}
}
// For additive client synchronization, we take into consideration scenes
// already loaded.
if (mode == LoadSceneMode.Additive)
{
if (networkManager.IsServer)
{
sceneManager.OnSceneEvent -= SceneManager_OnSceneEvent;
sceneManager.OnSceneEvent += SceneManager_OnSceneEvent;
}
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
{
SceneNameToSceneHandles.Add(networkManager, new Dictionary>());
}
var networkManagerScenes = SceneNameToSceneHandles[networkManager];
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
// Ignore scenes that belong to other NetworkManager instances
if (!DoesSceneHaveUnassignedEntry(scene.name, networkManager))
{
continue;
}
// If using scene verification
if (sceneManager.VerifySceneBeforeLoading != null)
{
// Determine if we should take this scene into consideration
if (!sceneManager.VerifySceneBeforeLoading.Invoke(scene.buildIndex, scene.name, LoadSceneMode.Additive))
{
continue;
}
}
// If the scene is not already in the ScenesLoaded list, then add it
if (!sceneManager.ScenesLoaded.ContainsKey(scene.handle))
{
StartTrackingScene(scene, true, networkManager);
sceneManager.ScenesLoaded.Add(scene.handle, scene);
}
}
}
// Set the client synchronization mode
sceneManager.ClientSynchronizationMode = mode;
}
///
/// During integration testing, if the server loads a scene then
/// we want to start tracking it.
///
///
private void SceneManager_OnSceneEvent(SceneEvent sceneEvent)
{
// Filter for server only scene events
if (!NetworkManager.IsServer || sceneEvent.ClientId != NetworkManager.ServerClientId)
{
return;
}
switch (sceneEvent.SceneEventType)
{
case SceneEventType.LoadComplete:
{
StartTrackingScene(sceneEvent.Scene, true, NetworkManager);
break;
}
}
}
///
/// Handles determining if a client should attempt to load a scene during synchronization.
///
/// name of the scene to be loaded
/// when in client synchronization mode single, this determines if the scene is the primary active scene
/// the current client synchronization mode
/// relative instance
///
public bool ClientShouldPassThrough(string sceneName, bool isPrimaryScene, LoadSceneMode clientSynchronizationMode, NetworkManager networkManager)
{
var shouldPassThrough = clientSynchronizationMode == LoadSceneMode.Single ? false : DoesSceneHaveUnassignedEntry(sceneName, networkManager);
var activeScene = SceneManager.GetActiveScene();
// If shouldPassThrough is not yet true and the scene to be loaded is the currently active scene
if (!shouldPassThrough && sceneName == activeScene.name)
{
// In additive client synchronization mode we always pass through.
// Unlike the default behavior(i.e. DefaultSceneManagerHandler), for integration testing we always return false
// if it is the active scene and the client synchronization mode is LoadSceneMode.Single because the client should
// load the active scene additively for this NetworkManager instance (i.e. can't have multiple active scenes).
if (clientSynchronizationMode == LoadSceneMode.Additive)
{
// don't try to reload this scene and pass through to post load processing.
shouldPassThrough = true;
}
}
return shouldPassThrough;
}
///
/// Constructor now must take NetworkManager
///
public IntegrationTestSceneHandler(NetworkManager networkManager)
{
networkManager.SceneManager.OverrideGetAndAddNewlyLoadedSceneByName = GetAndAddNewlyLoadedSceneByName;
networkManager.SceneManager.ExcludeSceneFromSychronization = ExcludeSceneFromSynchronizationCheck;
NetworkManagers.Add(networkManager);
NetworkManagerName = networkManager.name;
if (s_WaitForSeconds == null)
{
s_WaitForSeconds = new WaitForSeconds(1.0f / networkManager.NetworkConfig.TickRate);
}
NetworkManager = networkManager;
if (CoroutineRunner == null)
{
CoroutineRunner = new GameObject("UnitTestSceneHandlerCoroutine").AddComponent();
// Move the CoroutineRunner into the DDOL in case we unload the scene it was instantiated in.
// (which if that gets destroyed then it basically stops all integration test queue processing)
Object.DontDestroyOnLoad(CoroutineRunner);
}
}
public void Dispose()
{
NetworkManagers.Clear();
if (SceneJobProcessor != null)
{
CoroutineRunner.StopCoroutine(SceneJobProcessor);
SceneJobProcessor = null;
}
foreach (var job in QueuedSceneJobs)
{
if (job.JobType != QueuedSceneJob.JobTypes.Completed)
{
if (job.JobType == QueuedSceneJob.JobTypes.Loading)
{
SceneManager.sceneLoaded -= SceneManager_sceneLoaded;
}
else
{
SceneManager.sceneUnloaded -= SceneManager_sceneUnloaded;
}
job.JobType = QueuedSceneJob.JobTypes.Completed;
}
}
QueuedSceneJobs.Clear();
if (CoroutineRunner != null && CoroutineRunner.gameObject != null)
{
Object.Destroy(CoroutineRunner.gameObject);
}
}
}
}