using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
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 : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
///
/// 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 NetcodeIntegrationTestHelpers.ResultWrapper();
yield return NetcodeIntegrationTestHelpers.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 NetcodeIntegrationTestHelpers.ResultWrapper();
yield return NetcodeIntegrationTestHelpers.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 NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled(m_ClientNetworkManagers[0]);
Assert.IsTrue(serverClientPlayerResult.Result == null); // Assert.IsNull doesn't work here
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);
}
public enum ClientDestroyObject
{
ShuttingDown,
ActiveSession
}
///
/// Validates the expected behavior when the client-side destroys a
///
[UnityTest]
public IEnumerator TestNetworkObjectClientDestroy([Values] ClientDestroyObject clientDestroyObject)
{
var isShuttingDown = clientDestroyObject == ClientDestroyObject.ShuttingDown;
var clientPlayer = m_ClientNetworkManagers[0].LocalClient.PlayerObject;
var clientId = clientPlayer.OwnerClientId;
//destroying a NetworkObject while shutting down is allowed
if (isShuttingDown)
{
m_ClientNetworkManagers[0].Shutdown();
}
else
{
LogAssert.ignoreFailingMessages = true;
NetworkLog.NetworkManagerOverride = m_ClientNetworkManagers[0];
}
Object.DestroyImmediate(clientPlayer.gameObject);
// destroying a NetworkObject while a session is active is not allowed
if (!isShuttingDown)
{
yield return WaitForConditionOrTimeOut(HaveLogsBeenReceived);
AssertOnTimeout($"Not all expected logs were received when destroying a {nameof(NetworkObject)} on the client side during an active session!");
}
}
private bool HaveLogsBeenReceived()
{
if (!NetcodeLogAssert.HasLogBeenReceived(LogType.Error, "[Netcode] Destroy a spawned NetworkObject on a non-host client is not valid. Call Destroy or Despawn on the server/host instead."))
{
return false;
}
if (!NetcodeLogAssert.HasLogBeenReceived(LogType.Error, $"[Netcode-Server Sender={m_ClientNetworkManagers[0].LocalClientId}] Destroy a spawned NetworkObject on a non-host client is not valid. Call Destroy or Despawn on the server/host instead."))
{
return false;
}
return true;
}
protected override IEnumerator OnTearDown()
{
NetworkLog.NetworkManagerOverride = null;
LogAssert.ignoreFailingMessages = false;
return base.OnTearDown();
}
}
}