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
{
public class NetworkManagerConfigurationTests
{
///
/// 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()
};
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));
}
[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()
};
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));
}
[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()
};
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));
}
[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()
};
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));
}
[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()
};
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();
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));
}
[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()
};
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));
}
}
}