using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class NetworkObjectOnSpawnTests : BaseMultiInstanceTest
{
private GameObject m_TestNetworkObjectPrefab;
private GameObject m_TestNetworkObjectInstance;
protected override int NbClients => 2;
///
/// Tests that instantiating a and destroying without spawning it
/// does not run or .
///
///
[UnityTest]
public IEnumerator InstantiateDestroySpawnNotCalled()
{
m_TestNetworkObjectPrefab = new GameObject("InstantiateDestroySpawnNotCalled_Object");
var networkObject = m_TestNetworkObjectPrefab.AddComponent();
var fail = m_TestNetworkObjectPrefab.AddComponent();
// instantiate
m_TestNetworkObjectInstance = Object.Instantiate(m_TestNetworkObjectPrefab);
yield return null;
}
private class FailWhenSpawned : NetworkBehaviour
{
public override void OnNetworkSpawn()
{
Assert.Fail("Spawn should not be called on not spawned object");
}
public override void OnNetworkDespawn()
{
Assert.Fail("Depawn should not be called on not spawned object");
}
}
[UnitySetUp]
public override IEnumerator Setup()
{
yield return StartSomeClientsAndServerWithPlayers(true, NbClients, playerPrefab =>
{
// add test component
playerPrefab.AddComponent();
});
}
[UnityTearDown]
public override IEnumerator Teardown()
{
if (m_TestNetworkObjectPrefab != null)
{
Object.Destroy(m_TestNetworkObjectPrefab);
}
if (m_TestNetworkObjectInstance != null)
{
Object.Destroy(m_TestNetworkObjectInstance);
}
yield return base.Teardown();
}
///
/// Test that callbacks are run for playerobject spawn, despawn, regular spawn, destroy on server.
///
///
[UnityTest]
public IEnumerator TestOnNetworkSpawnCallbacks()
{
// [Host-Side] Get the Host owned instance
var serverClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper();
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ServerNetworkManager, serverClientPlayerResult));
var serverInstance = serverClientPlayerResult.Result.GetComponent();
var clientInstances = new List();
foreach (var client in m_ClientNetworkManagers)
{
var clientClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper();
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), client, clientClientPlayerResult));
var clientRpcTests = clientClientPlayerResult.Result.GetComponent();
Assert.IsNotNull(clientRpcTests);
clientInstances.Add(clientRpcTests);
}
// -------------- step 1 check player spawn despawn
// check spawned on server
Assert.AreEqual(1, serverInstance.OnNetworkSpawnCalledCount);
// safety check despawned
Assert.AreEqual(0, serverInstance.OnNetworkDespawnCalledCount);
// check spawned on client
foreach (var clientInstance in clientInstances)
{
Assert.AreEqual(1, clientInstance.OnNetworkSpawnCalledCount);
// safety check despawned
Assert.AreEqual(0, clientInstance.OnNetworkDespawnCalledCount);
}
// despawn on server. However, since we'll be using this object later in the test, don't delete it (false)
serverInstance.GetComponent().Despawn(false);
// check despawned on server
Assert.AreEqual(1, serverInstance.OnNetworkDespawnCalledCount);
// wait long enough for player object to be despawned
int nextFrameNumber = Time.frameCount + 2;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
// check despawned on clients
foreach (var clientInstance in clientInstances)
{
Assert.AreEqual(1, clientInstance.OnNetworkDespawnCalledCount);
}
//----------- step 2 check spawn again and destroy
serverInstance.GetComponent().Spawn();
// wait long enough for player object to be spawned
nextFrameNumber = Time.frameCount + 2;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
// check spawned again on server this is 2 because we are reusing the object which was already spawned once.
Assert.AreEqual(2, serverInstance.OnNetworkSpawnCalledCount);
// check spawned on client
foreach (var clientInstance in clientInstances)
{
Assert.AreEqual(1, clientInstance.OnNetworkSpawnCalledCount);
}
// destroy the server object
Object.Destroy(serverInstance.gameObject);
// wait one frame for destroy to kick in
yield return null;
// check whether despawned was called again on server instance
Assert.AreEqual(2, serverInstance.OnNetworkDespawnCalledCount);
// wait long enough for player object to be despawned on client
nextFrameNumber = Time.frameCount + 2;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
// check despawned on clients
foreach (var clientInstance in clientInstances)
{
Assert.AreEqual(1, clientInstance.OnNetworkDespawnCalledCount);
}
}
private class TrackOnSpawnFunctions : NetworkBehaviour
{
public int OnNetworkSpawnCalledCount { get; private set; }
public int OnNetworkDespawnCalledCount { get; private set; }
public override void OnNetworkSpawn()
{
OnNetworkSpawnCalledCount++;
}
public override void OnNetworkDespawn()
{
OnNetworkDespawnCalledCount++;
}
}
}
}