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);
}
}
}