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. /// [TestFixture(NetworkTopologyTypes.DistributedAuthority)] [TestFixture(NetworkTopologyTypes.ClientServer)] internal class NetworkObjectDestroyTests : NetcodeIntegrationTest { protected override int NumberOfClients => 2; public NetworkObjectDestroyTests(NetworkTopologyTypes networkTopologyType) : base(networkTopologyType) { } /// /// Tests that a server can destroy a NetworkObject and that it gets despawned correctly. /// /// [UnityTest] public IEnumerator TestNetworkObjectAuthorityDestroy() { // 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); var targetNetworkManager = m_ClientNetworkManagers[0]; if (m_DistributedAuthority) { targetNetworkManager = m_ClientNetworkManagers[1]; // destroy the authoritative player (distributed authority) Object.Destroy(clientClientPlayerResult.Result.gameObject); } else { // destroy the authoritative player (client-server) Object.Destroy(serverClientPlayerResult.Result.gameObject); } yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled(targetNetworkManager); Assert.IsTrue(serverClientPlayerResult.Result == null); // Assert.IsNull doesn't work here Assert.IsTrue(clientClientPlayerResult.Result == null); // validate that any unspawned networkobject can be destroyed var go = new GameObject(); go.AddComponent(); Object.Destroy(go); yield return null; Assert.IsTrue(go == null); } public enum ClientDestroyObject { ShuttingDown, ActiveSession } private string m_ClientPlayerName; private ulong m_ClientNetworkObjectId; /// /// 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) { if (m_DistributedAuthority) { // Shutdown the 2nd client m_ClientNetworkManagers[1].Shutdown(); } else { // Shutdown the m_ClientNetworkManagers[0].Shutdown(); } } else { LogAssert.ignoreFailingMessages = true; NetworkLog.NetworkManagerOverride = m_ClientNetworkManagers[0]; } m_ClientPlayerName = clientPlayer.gameObject.name; m_ClientNetworkObjectId = clientPlayer.NetworkObjectId; if (m_DistributedAuthority) { m_ClientPlayerName = m_PlayerNetworkObjects[m_ClientNetworkManagers[1].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].gameObject.name; m_ClientNetworkObjectId = m_PlayerNetworkObjects[m_ClientNetworkManagers[1].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].NetworkObjectId; if (!isShuttingDown) { NetworkLog.NetworkManagerOverride = m_ClientNetworkManagers[1]; } // the 2nd client attempts to destroy the 1st client's player object (if shutting down then "ok" if not then not "ok") Object.DestroyImmediate(m_PlayerNetworkObjects[m_ClientNetworkManagers[1].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].gameObject); } else { // the 1st client attempts to destroy its own player object (if shutting down then "ok" if not then not "ok") Object.DestroyImmediate(m_ClientNetworkManagers[0].LocalClient.PlayerObject.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 (m_DistributedAuthority) { if (!NetcodeLogAssert.HasLogBeenReceived(LogType.Error, $"[Netcode] [Invalid Destroy][{m_ClientPlayerName}][NetworkObjectId:{m_ClientNetworkObjectId}] Destroy a spawned {nameof(NetworkObject)} on a non-owner client is not valid during a distributed authority session. Call Destroy or Despawn on the client-owner instead.")) { return false; } } else { if (!NetcodeLogAssert.HasLogBeenReceived(LogType.Error, $"[Netcode] [Invalid Destroy][{m_ClientPlayerName}][NetworkObjectId:{m_ClientNetworkObjectId}] Destroy a spawned {nameof(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}] [Invalid Destroy][{m_ClientPlayerName}][NetworkObjectId:{m_ClientNetworkObjectId}] Destroy a spawned {nameof(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(); } } }