using System.Collections;
using System.Collections.Generic;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
///
/// This test validates PR-3000 where it would invoke
/// TODO:
/// We really need to get the service running during tests
/// so we can validate these issues. While this test does
/// partially validate it we still need to manually validate
/// with a service connection.
///
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.DAHost)]
public class RpcProxyMessageTesting : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
private List m_ProxyTestInstances = new List();
private StringBuilder m_ValidationLogger = new StringBuilder();
public RpcProxyMessageTesting(HostOrServer hostOrServer) : base(hostOrServer) { }
protected override IEnumerator OnSetup()
{
m_ProxyTestInstances.Clear();
return base.OnSetup();
}
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent();
base.OnCreatePlayerPrefab();
}
private bool ValidateRpcProxyRpcs()
{
m_ValidationLogger.Clear();
foreach (var proxy in m_ProxyTestInstances)
{
if (proxy.ReceivedRpc.Count < NumberOfClients)
{
m_ValidationLogger.AppendLine($"Not all clients received RPC from Client-{proxy.OwnerClientId}!");
}
foreach (var clientId in proxy.ReceivedRpc)
{
if (clientId == proxy.OwnerClientId)
{
m_ValidationLogger.AppendLine($"Client-{proxy.OwnerClientId} sent itself an Rpc!");
}
}
}
return m_ValidationLogger.Length == 0;
}
public IEnumerator ProxyDoesNotInvokeOnSender()
{
m_ProxyTestInstances.Add(m_ServerNetworkManager.LocalClient.PlayerObject.GetComponent());
foreach (var client in m_ClientNetworkManagers)
{
m_ProxyTestInstances.Add(client.LocalClient.PlayerObject.GetComponent());
}
foreach (var clientProxyTest in m_ProxyTestInstances)
{
clientProxyTest.SendToEveryOneButMe();
}
yield return WaitForConditionOrTimeOut(ValidateRpcProxyRpcs);
AssertOnTimeout(m_ValidationLogger.ToString());
}
public class RpcProxyText : NetworkBehaviour
{
public List ReceivedRpc = new List();
public void SendToEveryOneButMe()
{
var baseTarget = NetworkManager.DistributedAuthorityMode ? RpcTarget.NotAuthority : RpcTarget.NotMe;
TestRpc(baseTarget);
}
[Rpc(SendTo.SpecifiedInParams)]
private void TestRpc(RpcParams rpcParams = default)
{
ReceivedRpc.Add(rpcParams.Receive.SenderClientId);
}
}
}
}