using System.Collections.Generic; using NUnit.Framework; using Unity.Netcode.Editor; using Unity.Netcode.Transports.UTP; using UnityEditor.SceneManagement; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.TestTools; namespace Unity.Netcode.EditorTests { internal class NetworkManagerConfigurationTests { [SetUp] public void OnSetup() { ILPPMessageProvider.IntegrationTestNoMessages = true; } [TearDown] public void OnTearDown() { ILPPMessageProvider.IntegrationTestNoMessages = false; } /// /// Does a simple check to make sure the nested network manager will /// notify the user when in the editor. This is just a unit test to /// validate this is functioning /// [Test] public void NestedNetworkManagerCheck() { var parent = new GameObject("ParentObject"); var networkManagerObject = new GameObject(nameof(NestedNetworkManagerCheck)); var networkManager = networkManagerObject.AddComponent(); // Make our NetworkManager's GameObject nested networkManagerObject.transform.parent = parent.transform; // Pre-generate the error message we are expecting to see var messageToCheck = NetworkManager.GenerateNestedNetworkManagerMessage(networkManagerObject.transform); // Trap for the nested NetworkManager exception LogAssert.Expect(LogType.Error, messageToCheck); // Since this is an in-editor test, we must force this invocation NetworkManagerHelper.Singleton.NotifyUserOfNestedNetworkManager(networkManager, false, true); // Clean up Object.DestroyImmediate(parent); } public enum NetworkObjectPlacement { Root, // Added to the same root GameObject Child // Added to a child GameObject } [Test] public void NetworkObjectNotAllowed([Values] NetworkObjectPlacement networkObjectPlacement) { var gameObject = new GameObject(nameof(NetworkManager)); var targetforNetworkObject = gameObject; if (networkObjectPlacement == NetworkObjectPlacement.Child) { var childGameObject = new GameObject($"{nameof(NetworkManager)}-Child"); childGameObject.transform.parent = targetforNetworkObject.transform; targetforNetworkObject = childGameObject; } var networkManager = gameObject.AddComponent(); // Trap for the error message generated when a NetworkObject is discovered on the same GameObject or any children under it LogAssert.Expect(LogType.Error, NetworkManagerHelper.Singleton.NetworkManagerAndNetworkObjectNotAllowedMessage()); // Add the NetworkObject var networkObject = targetforNetworkObject.AddComponent(); // Since this is an in-editor test, we must force this invocation NetworkManagerHelper.Singleton.CheckAndNotifyUserNetworkObjectRemoved(networkManager, true); // Validate that the NetworkObject has been removed if (networkObjectPlacement == NetworkObjectPlacement.Root) { Assert.IsNull(networkManager.gameObject.GetComponent(), $"There is still a {nameof(NetworkObject)} on {nameof(NetworkManager)}'s GameObject!"); } else { Assert.IsNull(networkManager.gameObject.GetComponentInChildren(), $"There is still a {nameof(NetworkObject)} on {nameof(NetworkManager)}'s child GameObject!"); } // Clean up Object.DestroyImmediate(gameObject); } [Test] public void NestedNetworkObjectPrefabCheck() { // Setup var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck)); var networkManager = networkManagerObject.AddComponent(); networkManager.NetworkConfig = new NetworkConfig(); var parent = new GameObject("Parent").AddComponent(); var child = new GameObject("Child").AddComponent(); // Set parent child.transform.SetParent(parent.transform); // Make it a prefab, warning only applies to prefabs networkManager.AddNetworkPrefab(parent.gameObject); // Mark scene as dirty to ensure OnValidate actually runs EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()); // Force OnValidate networkManager.OnValidate(); // Expect a warning LogAssert.Expect(LogType.Warning, $"[Netcode] {NetworkPrefabHandler.PrefabDebugHelper(networkManager.NetworkConfig.Prefabs.Prefabs[0])} has child {nameof(NetworkObject)}(s) but they will not be spawned across the network (unsupported {nameof(NetworkPrefab)} setup)"); // Clean up Object.DestroyImmediate(networkManagerObject); Object.DestroyImmediate(parent); } [Test] public void WhenNetworkConfigContainsOldPrefabList_TheyMigrateProperlyToTheNewList() { var networkConfig = new NetworkConfig(); var regularPrefab = new GameObject("Regular Prefab").AddComponent(); var overriddenPrefab = new GameObject("Overridden Prefab").AddComponent(); var overridingTargetPrefab = new GameObject("Overriding Target Prefab").AddComponent(); var sourcePrefabToOverride = new GameObject("Overriding Source Prefab").AddComponent(); regularPrefab.GlobalObjectIdHash = 1; overriddenPrefab.GlobalObjectIdHash = 2; overridingTargetPrefab.GlobalObjectIdHash = 3; sourcePrefabToOverride.GlobalObjectIdHash = 4; networkConfig.OldPrefabList = new List { new NetworkPrefab { Prefab = regularPrefab.gameObject }, new NetworkPrefab { Prefab = overriddenPrefab.gameObject, Override = NetworkPrefabOverride.Prefab, OverridingTargetPrefab = overridingTargetPrefab.gameObject, SourcePrefabToOverride = sourcePrefabToOverride.gameObject, SourceHashToOverride = 123456 } }; networkConfig.InitializePrefabs(); Assert.IsNull(networkConfig.OldPrefabList); Assert.IsNotNull(networkConfig.Prefabs); Assert.IsNotNull(networkConfig.Prefabs.Prefabs); Assert.AreEqual(2, networkConfig.Prefabs.Prefabs.Count); Assert.AreSame(regularPrefab.gameObject, networkConfig.Prefabs.Prefabs[0].Prefab); Assert.AreEqual(NetworkPrefabOverride.None, networkConfig.Prefabs.Prefabs[0].Override); Assert.IsNull(networkConfig.Prefabs.Prefabs[0].SourcePrefabToOverride); Assert.IsNull(networkConfig.Prefabs.Prefabs[0].OverridingTargetPrefab); Assert.AreSame(overriddenPrefab.gameObject, networkConfig.Prefabs.Prefabs[1].Prefab); Assert.AreEqual(NetworkPrefabOverride.Prefab, networkConfig.Prefabs.Prefabs[1].Override); Assert.AreEqual(123456, networkConfig.Prefabs.Prefabs[1].SourceHashToOverride); Assert.AreSame(sourcePrefabToOverride.gameObject, networkConfig.Prefabs.Prefabs[1].SourcePrefabToOverride); Assert.AreSame(overridingTargetPrefab.gameObject, networkConfig.Prefabs.Prefabs[1].OverridingTargetPrefab); } [Test] public void WhenModifyingPrefabListUsingNetworkManagerAPI_ModificationIsLocal() { // Setup var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck)); var networkManager = networkManagerObject.AddComponent(); networkManager.NetworkConfig = new NetworkConfig { NetworkTransport = networkManager.gameObject.AddComponent() }; var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck)); var networkManager2 = networkManagerObject2.AddComponent(); networkManager2.NetworkConfig = new NetworkConfig { NetworkTransport = networkManager.gameObject.AddComponent() }; try { var object1 = new GameObject("Object 1").AddComponent(); var object2 = new GameObject("Object 2").AddComponent(); var object3 = new GameObject("Object 3").AddComponent(); object1.GlobalObjectIdHash = 1; object2.GlobalObjectIdHash = 2; object3.GlobalObjectIdHash = 3; var sharedList = ScriptableObject.CreateInstance(); sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject }); networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List { sharedList }; networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List { sharedList }; networkManager.Initialize(true); networkManager2.Initialize(false); networkManager.AddNetworkPrefab(object2.gameObject); networkManager2.AddNetworkPrefab(object3.gameObject); Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject)); Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject)); Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject)); Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject)); Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject)); Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject)); Assert.IsTrue(sharedList.Contains(object1.gameObject)); Assert.IsFalse(sharedList.Contains(object2.gameObject)); Assert.IsFalse(sharedList.Contains(object3.gameObject)); } finally { networkManager.ShutdownInternal(); networkManager2.ShutdownInternal(); // Shutdown doesn't get called correctly because we called Initialize() // instead of calling StartHost/StartClient/StartServer. See MTT-860 for // why. networkManager.NetworkConfig?.NetworkTransport.Shutdown(); networkManager2.NetworkConfig?.NetworkTransport.Shutdown(); } } [Test] public void WhenModifyingPrefabListUsingPrefabsAPI_ModificationIsLocal() { // Setup var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck)); var networkManager = networkManagerObject.AddComponent(); networkManager.NetworkConfig = new NetworkConfig { NetworkTransport = networkManager.gameObject.AddComponent() }; var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck)); var networkManager2 = networkManagerObject2.AddComponent(); networkManager2.NetworkConfig = new NetworkConfig { NetworkTransport = networkManager.gameObject.AddComponent() }; try { var object1 = new GameObject("Object 1").AddComponent(); var object2 = new GameObject("Object 2").AddComponent(); var object3 = new GameObject("Object 3").AddComponent(); object1.GlobalObjectIdHash = 1; object2.GlobalObjectIdHash = 2; object3.GlobalObjectIdHash = 3; var sharedList = ScriptableObject.CreateInstance(); sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject }); networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List { sharedList }; networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List { sharedList }; networkManager.Initialize(true); networkManager2.Initialize(false); networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject }); networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject }); Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject)); Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject)); Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject)); Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject)); Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject)); Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject)); Assert.IsTrue(sharedList.Contains(object1.gameObject)); Assert.IsFalse(sharedList.Contains(object2.gameObject)); Assert.IsFalse(sharedList.Contains(object3.gameObject)); } finally { networkManager.ShutdownInternal(); networkManager2.ShutdownInternal(); // Shutdown doesn't get called correctly because we called Initialize() // instead of calling StartHost/StartClient/StartServer. See MTT-860 for // why. networkManager.NetworkConfig?.NetworkTransport.Shutdown(); networkManager2.NetworkConfig?.NetworkTransport.Shutdown(); } } [Test] public void WhenModifyingPrefabListUsingPrefabsListAPI_ModificationIsShared() { // Setup var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck)); var networkManager = networkManagerObject.AddComponent(); networkManager.NetworkConfig = new NetworkConfig { NetworkTransport = networkManager.gameObject.AddComponent() }; var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck)); var networkManager2 = networkManagerObject2.AddComponent(); networkManager2.NetworkConfig = new NetworkConfig { NetworkTransport = networkManager.gameObject.AddComponent() }; try { var object1 = new GameObject("Object 1").AddComponent(); var object2 = new GameObject("Object 2").AddComponent(); var object3 = new GameObject("Object 3").AddComponent(); object1.GlobalObjectIdHash = 1; object2.GlobalObjectIdHash = 2; object3.GlobalObjectIdHash = 3; var sharedList = ScriptableObject.CreateInstance(); sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject }); networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List { sharedList }; networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List { sharedList }; networkManager.Initialize(true); networkManager2.Initialize(false); networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists[0].Add(new NetworkPrefab { Prefab = object2.gameObject }); networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists[0].Add(new NetworkPrefab { Prefab = object3.gameObject }); Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject)); Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject)); Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject)); Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject)); Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject)); Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject)); Assert.IsTrue(sharedList.Contains(object1.gameObject)); Assert.IsTrue(sharedList.Contains(object2.gameObject)); Assert.IsTrue(sharedList.Contains(object3.gameObject)); } finally { networkManager.ShutdownInternal(); networkManager2.ShutdownInternal(); // Shutdown doesn't get called correctly because we called Initialize() // instead of calling StartHost/StartClient/StartServer. See MTT-860 for // why. networkManager.NetworkConfig?.NetworkTransport.Shutdown(); networkManager2.NetworkConfig?.NetworkTransport.Shutdown(); } } [Test] public void WhenCallingInitializeAfterAddingAPrefabUsingPrefabsAPI_ThePrefabStillExists() { // Setup var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck)); var networkManager = networkManagerObject.AddComponent(); networkManager.NetworkConfig = new NetworkConfig { NetworkTransport = networkManager.gameObject.AddComponent() }; var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck)); var networkManager2 = networkManagerObject2.AddComponent(); networkManager2.NetworkConfig = new NetworkConfig { NetworkTransport = networkManager.gameObject.AddComponent() }; try { var object1 = new GameObject("Object 1").AddComponent(); var object2 = new GameObject("Object 2").AddComponent(); var object3 = new GameObject("Object 3").AddComponent(); object1.GlobalObjectIdHash = 1; object2.GlobalObjectIdHash = 2; object3.GlobalObjectIdHash = 3; var sharedList = ScriptableObject.CreateInstance(); sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject }); networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List { sharedList }; networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List { sharedList }; networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject }); networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject }); networkManager.Initialize(true); networkManager2.Initialize(false); Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject)); Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject)); Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject)); Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject)); Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject)); Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject)); Assert.IsTrue(sharedList.Contains(object1.gameObject)); Assert.IsFalse(sharedList.Contains(object2.gameObject)); Assert.IsFalse(sharedList.Contains(object3.gameObject)); } finally { networkManager.ShutdownInternal(); networkManager2.ShutdownInternal(); // Shutdown doesn't get called correctly because we called Initialize() // instead of calling StartHost/StartClient/StartServer. See MTT-860 for // why. networkManager.NetworkConfig?.NetworkTransport.Shutdown(); networkManager2.NetworkConfig?.NetworkTransport.Shutdown(); } } [Test] public void WhenShuttingDownAndReinitializingPrefabs_RuntimeAddedPrefabsStillExists() { // Setup var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck)); var networkManager = networkManagerObject.AddComponent(); networkManager.NetworkConfig = new NetworkConfig { NetworkTransport = networkManager.gameObject.AddComponent() }; var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck)); var networkManager2 = networkManagerObject2.AddComponent(); networkManager2.NetworkConfig = new NetworkConfig { NetworkTransport = networkManager.gameObject.AddComponent() }; try { var object1 = new GameObject("Object 1").AddComponent(); var object2 = new GameObject("Object 2").AddComponent(); var object3 = new GameObject("Object 3").AddComponent(); object1.GlobalObjectIdHash = 1; object2.GlobalObjectIdHash = 2; object3.GlobalObjectIdHash = 3; var sharedList = ScriptableObject.CreateInstance(); sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject }); networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List { sharedList }; networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List { sharedList }; networkManager.Initialize(true); networkManager2.Initialize(false); networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject }); networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject }); networkManager.ShutdownInternal(); networkManager2.ShutdownInternal(); // Shutdown doesn't get called correctly because we called Initialize() // instead of calling StartHost/StartClient/StartServer. See MTT-860 for // why. networkManager.NetworkConfig?.NetworkTransport.Shutdown(); networkManager2.NetworkConfig?.NetworkTransport.Shutdown(); networkManager.Initialize(true); networkManager2.Initialize(false); Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject)); Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject)); Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject)); Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject)); Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject)); Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject)); Assert.IsTrue(sharedList.Contains(object1.gameObject)); Assert.IsFalse(sharedList.Contains(object2.gameObject)); Assert.IsFalse(sharedList.Contains(object3.gameObject)); } finally { networkManager.ShutdownInternal(); networkManager2.ShutdownInternal(); // Shutdown doesn't get called correctly because we called Initialize() // instead of calling StartHost/StartClient/StartServer. See MTT-860 for // why. networkManager.NetworkConfig?.NetworkTransport.Shutdown(); networkManager2.NetworkConfig?.NetworkTransport.Shutdown(); } } [Test] public void WhenCallingInitializeMultipleTimes_NothingBreaks() { // Setup var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck)); var networkManager = networkManagerObject.AddComponent(); networkManager.NetworkConfig = new NetworkConfig { NetworkTransport = networkManager.gameObject.AddComponent() }; var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck)); var networkManager2 = networkManagerObject2.AddComponent(); networkManager2.NetworkConfig = new NetworkConfig { NetworkTransport = networkManager.gameObject.AddComponent() }; try { var object1 = new GameObject("Object 1").AddComponent(); var object2 = new GameObject("Object 2").AddComponent(); var object3 = new GameObject("Object 3").AddComponent(); object1.GlobalObjectIdHash = 1; object2.GlobalObjectIdHash = 2; object3.GlobalObjectIdHash = 3; var sharedList = ScriptableObject.CreateInstance(); sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject }); networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List { sharedList }; networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List { sharedList }; networkManager.Initialize(true); networkManager2.Initialize(false); networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject }); networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject }); networkManager.NetworkConfig.Prefabs.Initialize(); networkManager2.NetworkConfig.Prefabs.Initialize(); Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject)); Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject)); Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject)); Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject)); Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject)); Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject)); Assert.IsTrue(sharedList.Contains(object1.gameObject)); Assert.IsFalse(sharedList.Contains(object2.gameObject)); Assert.IsFalse(sharedList.Contains(object3.gameObject)); } finally { networkManager.ShutdownInternal(); networkManager2.ShutdownInternal(); // Shutdown doesn't get called correctly because we called Initialize() // instead of calling StartHost/StartClient/StartServer. See MTT-860 for // why. networkManager.NetworkConfig?.NetworkTransport.Shutdown(); networkManager2.NetworkConfig?.NetworkTransport.Shutdown(); } } } }