using UnityEngine; using Unity.Netcode.TestHelpers.Runtime; namespace Unity.Netcode.RuntimeTests { /// /// This provides coverage for all of the predefined NetworkVariable types /// The initial goal is for generalized full coverage of NetworkVariables: /// Covers all of the various constructor calls (i.e. various parameters or no parameters) /// Covers the local NetworkVariable's OnValueChanged functionality (i.e. when a specific type changes do we get a notification?) /// This was built as a NetworkBehaviour for further client-server unit testing patterns when this capability is available. /// internal class NetworkVariableTestComponent : NetworkBehaviour { private NetworkVariable m_NetworkVariableBool = new NetworkVariable(); private NetworkVariable m_NetworkVariableByte = new NetworkVariable(); private NetworkVariable m_NetworkVariableColor = new NetworkVariable(); private NetworkVariable m_NetworkVariableColor32 = new NetworkVariable(); private NetworkVariable m_NetworkVariableDouble = new NetworkVariable(); private NetworkVariable m_NetworkVariableFloat = new NetworkVariable(); private NetworkVariable m_NetworkVariableInt = new NetworkVariable(); private NetworkVariable m_NetworkVariableLong = new NetworkVariable(); private NetworkVariable m_NetworkVariableSByte = new NetworkVariable(); private NetworkVariable m_NetworkVariableQuaternion = new NetworkVariable(); private NetworkVariable m_NetworkVariableShort = new NetworkVariable(); private NetworkVariable m_NetworkVariableVector4 = new NetworkVariable(); private NetworkVariable m_NetworkVariableVector3 = new NetworkVariable(); private NetworkVariable m_NetworkVariableVector2 = new NetworkVariable(); private NetworkVariable m_NetworkVariableRay = new NetworkVariable(); private NetworkVariable m_NetworkVariableULong = new NetworkVariable(); private NetworkVariable m_NetworkVariableUInt = new NetworkVariable(); private NetworkVariable m_NetworkVariableUShort = new NetworkVariable(); public NetworkVariableHelper Bool_Var; public NetworkVariableHelper Byte_Var; public NetworkVariableHelper Color_Var; public NetworkVariableHelper Color32_Var; public NetworkVariableHelper Double_Var; public NetworkVariableHelper Float_Var; public NetworkVariableHelper Int_Var; public NetworkVariableHelper Long_Var; public NetworkVariableHelper Sbyte_Var; public NetworkVariableHelper Quaternion_Var; public NetworkVariableHelper Short_Var; public NetworkVariableHelper Vector4_Var; public NetworkVariableHelper Vector3_Var; public NetworkVariableHelper Vector2_Var; public NetworkVariableHelper Ray_Var; public NetworkVariableHelper Ulong_Var; public NetworkVariableHelper Uint_Var; public NetworkVariableHelper Ushort_Var; public bool EnableTesting; private bool m_Initialized; private bool m_FinishedTests; private bool m_ChangesAppliedToNetworkVariables; private float m_WaitForChangesTimeout; // Start is called before the first frame update private void InitializeTest() { // Generic Constructor Test Coverage m_NetworkVariableBool = new NetworkVariable(); m_NetworkVariableByte = new NetworkVariable(); m_NetworkVariableColor = new NetworkVariable(); m_NetworkVariableColor32 = new NetworkVariable(); m_NetworkVariableDouble = new NetworkVariable(); m_NetworkVariableFloat = new NetworkVariable(); m_NetworkVariableInt = new NetworkVariable(); m_NetworkVariableLong = new NetworkVariable(); m_NetworkVariableSByte = new NetworkVariable(); m_NetworkVariableQuaternion = new NetworkVariable(); m_NetworkVariableShort = new NetworkVariable(); m_NetworkVariableVector4 = new NetworkVariable(); m_NetworkVariableVector3 = new NetworkVariable(); m_NetworkVariableVector2 = new NetworkVariable(); m_NetworkVariableRay = new NetworkVariable(); m_NetworkVariableULong = new NetworkVariable(); m_NetworkVariableUInt = new NetworkVariable(); m_NetworkVariableUShort = new NetworkVariable(); // NetworkVariable Value Type Constructor Test Coverage m_NetworkVariableBool = new NetworkVariable(true); m_NetworkVariableByte = new NetworkVariable((byte)0); m_NetworkVariableColor = new NetworkVariable(new Color(1, 1, 1, 1)); m_NetworkVariableColor32 = new NetworkVariable(new Color32(1, 1, 1, 1)); m_NetworkVariableDouble = new NetworkVariable(1.0); m_NetworkVariableFloat = new NetworkVariable(1.0f); m_NetworkVariableInt = new NetworkVariable(1); m_NetworkVariableLong = new NetworkVariable(1); m_NetworkVariableSByte = new NetworkVariable((sbyte)0); m_NetworkVariableQuaternion = new NetworkVariable(Quaternion.identity); m_NetworkVariableShort = new NetworkVariable(256); m_NetworkVariableVector4 = new NetworkVariable(new Vector4(1, 1, 1, 1)); m_NetworkVariableVector3 = new NetworkVariable(new Vector3(1, 1, 1)); m_NetworkVariableVector2 = new NetworkVariable(new Vector2(1, 1)); m_NetworkVariableRay = new NetworkVariable(new Ray()); m_NetworkVariableULong = new NetworkVariable(1); m_NetworkVariableUInt = new NetworkVariable(1); m_NetworkVariableUShort = new NetworkVariable(1); // Use this nifty class: NetworkVariableHelper // Tracks if NetworkVariable changed invokes the OnValueChanged callback for the given instance type Bool_Var = new NetworkVariableHelper(m_NetworkVariableBool); Byte_Var = new NetworkVariableHelper(m_NetworkVariableByte); Color_Var = new NetworkVariableHelper(m_NetworkVariableColor); Color32_Var = new NetworkVariableHelper(m_NetworkVariableColor32); Double_Var = new NetworkVariableHelper(m_NetworkVariableDouble); Float_Var = new NetworkVariableHelper(m_NetworkVariableFloat); Int_Var = new NetworkVariableHelper(m_NetworkVariableInt); Long_Var = new NetworkVariableHelper(m_NetworkVariableLong); Sbyte_Var = new NetworkVariableHelper(m_NetworkVariableSByte); Quaternion_Var = new NetworkVariableHelper(m_NetworkVariableQuaternion); Short_Var = new NetworkVariableHelper(m_NetworkVariableShort); Vector4_Var = new NetworkVariableHelper(m_NetworkVariableVector4); Vector3_Var = new NetworkVariableHelper(m_NetworkVariableVector3); Vector2_Var = new NetworkVariableHelper(m_NetworkVariableVector2); Ray_Var = new NetworkVariableHelper(m_NetworkVariableRay); Ulong_Var = new NetworkVariableHelper(m_NetworkVariableULong); Uint_Var = new NetworkVariableHelper(m_NetworkVariableUInt); Ushort_Var = new NetworkVariableHelper(m_NetworkVariableUShort); } /// /// Test result for all values changed the expected number of times (once per unique NetworkVariable type) /// public bool DidAllValuesChange() { if (NetworkVariableBaseHelper.VarChangedCount == NetworkVariableBaseHelper.InstanceCount) { return true; } else { return false; } } /// /// Returns back whether the test has completed the total number of iterations /// public bool IsTestComplete() { return m_FinishedTests; } // Update is called once per frame private void Update() { if (EnableTesting) { //Added timeout functionality for near future changes to NetworkVariables if (!m_FinishedTests && m_ChangesAppliedToNetworkVariables) { //We finish testing if all NetworkVariables changed their value or we timed out waiting for //all NetworkVariables to change their value m_FinishedTests = DidAllValuesChange() || (m_WaitForChangesTimeout < Time.realtimeSinceStartup); } else { if (NetworkManager != null && NetworkManager.IsListening) { if (!m_Initialized) { InitializeTest(); m_Initialized = true; } else { //Now change all of the values to make sure we are at least testing the local callback m_NetworkVariableBool.Value = false; m_NetworkVariableByte.Value = 255; m_NetworkVariableColor.Value = new Color(100, 100, 100); m_NetworkVariableColor32.Value = new Color32(100, 100, 100, 100); m_NetworkVariableDouble.Value = 1000; m_NetworkVariableFloat.Value = 1000.0f; m_NetworkVariableInt.Value = 1000; m_NetworkVariableLong.Value = 100000; m_NetworkVariableSByte.Value = -127; m_NetworkVariableQuaternion.Value = new Quaternion(100, 100, 100, 100); m_NetworkVariableShort.Value = short.MaxValue; m_NetworkVariableVector4.Value = new Vector4(1000, 1000, 1000, 1000); m_NetworkVariableVector3.Value = new Vector3(1000, 1000, 1000); m_NetworkVariableVector2.Value = new Vector2(1000, 1000); m_NetworkVariableRay.Value = new Ray(Vector3.one, Vector3.right); m_NetworkVariableULong.Value = ulong.MaxValue; m_NetworkVariableUInt.Value = uint.MaxValue; m_NetworkVariableUShort.Value = ushort.MaxValue; //Set the timeout (i.e. how long we will wait for all NetworkVariables to have registered their changes) m_WaitForChangesTimeout = Time.realtimeSinceStartup + 0.50f; m_ChangesAppliedToNetworkVariables = true; } } } } } } }