using System.Collections; using NUnit.Framework; using UnityEngine; using UnityEngine.TestTools; using Object = UnityEngine.Object; namespace Unity.Netcode.RuntimeTests { /// /// Tests calling destroy on spawned / unspawned s. Expected behavior: /// - Server or client destroy on unspawned => Object gets destroyed, no exceptions /// - Server destroy spawned => Object gets destroyed and despawned/destroyed on all clients. Server does not run . Client runs it. /// - Client destroy spawned => throw exception. /// public class NetworkObjectDestroyTests : BaseMultiInstanceTest { protected override int NbClients => 1; [UnitySetUp] public override IEnumerator Setup() { yield return StartSomeClientsAndServerWithPlayers(true, NbClients, playerPrefab => { // playerPrefab.AddComponent(); }); } /// /// Tests that a server can destroy a NetworkObject and that it gets despawned correctly. /// /// [UnityTest] public IEnumerator TestNetworkObjectServerDestroy() { // This is the *SERVER VERSION* of the *CLIENT PLAYER* var serverClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper(); yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ServerNetworkManager, serverClientPlayerResult)); // This is the *CLIENT VERSION* of the *CLIENT PLAYER* var clientClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper(); yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ClientNetworkManagers[0], clientClientPlayerResult)); Assert.IsNotNull(serverClientPlayerResult.Result.gameObject); Assert.IsNotNull(clientClientPlayerResult.Result.gameObject); // destroy the server player Object.Destroy(serverClientPlayerResult.Result.gameObject); yield return null; Assert.IsTrue(serverClientPlayerResult.Result == null); // Assert.IsNull doesn't work here yield return null; // wait one frame more until we receive on client Assert.IsTrue(clientClientPlayerResult.Result == null); // create an unspawned networkobject and destroy it var go = new GameObject(); go.AddComponent(); Object.Destroy(go); yield return null; Assert.IsTrue(go == null); } /// /// Tests that a client cannot destroy a spawned networkobject. /// /// [UnityTest] public IEnumerator TestNetworkObjectClientDestroy() { // This is the *SERVER VERSION* of the *CLIENT PLAYER* var serverClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper(); yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ServerNetworkManager, serverClientPlayerResult)); // This is the *CLIENT VERSION* of the *CLIENT PLAYER* var clientClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper(); yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ClientNetworkManagers[0], clientClientPlayerResult)); // destroy the client player, this is not allowed LogAssert.Expect(LogType.Exception, "NotServerException: Destroy a spawned NetworkObject on a non-host client is not valid. Call Destroy or Despawn on the server/host instead."); Object.DestroyImmediate(clientClientPlayerResult.Result.gameObject); } } }