using System.Collections;
using System.Linq;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
///
/// Integration test that validates spawning instances of s with overrides and
/// registered overrides.
///
[TestFixture(NetworkTopologyTypes.ClientServer, HostOrServer.Server)]
[TestFixture(NetworkTopologyTypes.ClientServer, HostOrServer.Host)]
[TestFixture(NetworkTopologyTypes.DistributedAuthority, HostOrServer.DAHost)]
internal class NetworkPrefabOverrideTests : NetcodeIntegrationTest
{
private const string k_PrefabRootName = "PrefabObj";
protected override int NumberOfClients => 2;
private NetworkPrefab m_ClientSidePlayerPrefab;
private NetworkPrefab m_PrefabOverride;
public NetworkPrefabOverrideTests(NetworkTopologyTypes networkTopologyType, HostOrServer hostOrServer) : base(networkTopologyType, hostOrServer) { }
///
/// Prefab override handler that will instantiate the ServerSideInstance (m_PlayerPrefab) only on server instances
/// and will spawn the ClientSideInstance (m_ClientSidePlayerPrefab.Prefab) only on clients and/or a host.
///
public class TestPrefabOverrideHandler : MonoBehaviour, INetworkPrefabInstanceHandler
{
public GameObject ServerSideInstance;
public GameObject ClientSideInstance;
private NetworkManager m_NetworkManager;
private void Start()
{
m_NetworkManager = GetComponent();
m_NetworkManager.PrefabHandler.AddHandler(ServerSideInstance, this);
}
private void OnDestroy()
{
if (m_NetworkManager != null && m_NetworkManager.PrefabHandler != null)
{
m_NetworkManager.PrefabHandler.RemoveHandler(ServerSideInstance);
}
}
public NetworkObject Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation)
{
var instance = m_NetworkManager.IsClient ? Instantiate(ClientSideInstance) : Instantiate(ServerSideInstance);
return instance.GetComponent();
}
public void Destroy(NetworkObject networkObject)
{
Object.Destroy(networkObject);
}
}
///
/// Mock component for testing that the client-side player is using the right
/// network prefab.
///
public class ClientSideOnlyComponent : MonoBehaviour
{
}
///
/// When we create the player prefab, make a modified instance that will be used
/// with the .
///
protected override void OnCreatePlayerPrefab()
{
var clientPlayer = Object.Instantiate(m_PlayerPrefab);
clientPlayer.AddComponent();
Object.DontDestroyOnLoad(clientPlayer);
m_ClientSidePlayerPrefab = new NetworkPrefab()
{
Prefab = clientPlayer,
};
base.OnCreatePlayerPrefab();
}
///
/// Add the additional s and s to
/// all instances.
///
protected override void OnServerAndClientsCreated()
{
// Create a NetworkPrefab with an override
var basePrefab = NetcodeIntegrationTestHelpers.CreateNetworkObject($"{k_PrefabRootName}-base", m_ServerNetworkManager, true);
var targetPrefab = NetcodeIntegrationTestHelpers.CreateNetworkObject($"{k_PrefabRootName}-over", m_ServerNetworkManager, true);
m_PrefabOverride = new NetworkPrefab()
{
Prefab = basePrefab,
Override = NetworkPrefabOverride.Prefab,
SourcePrefabToOverride = basePrefab,
OverridingTargetPrefab = targetPrefab,
};
// Add the prefab override handler for instance specific player prefabs to the server side
var playerPrefabOverrideHandler = m_ServerNetworkManager.gameObject.AddComponent();
playerPrefabOverrideHandler.ServerSideInstance = m_PlayerPrefab;
playerPrefabOverrideHandler.ClientSideInstance = m_ClientSidePlayerPrefab.Prefab;
// Add the NetworkPrefab with override
m_ServerNetworkManager.NetworkConfig.Prefabs.Add(m_PrefabOverride);
// Add the client player prefab that will be used on clients (and the host)
m_ServerNetworkManager.NetworkConfig.Prefabs.Add(m_ClientSidePlayerPrefab);
foreach (var networkManager in m_ClientNetworkManagers)
{
// Add the prefab override handler for instance specific player prefabs to the client side
playerPrefabOverrideHandler = networkManager.gameObject.AddComponent();
playerPrefabOverrideHandler.ServerSideInstance = m_PlayerPrefab;
playerPrefabOverrideHandler.ClientSideInstance = m_ClientSidePlayerPrefab.Prefab;
// Add the NetworkPrefab with override
networkManager.NetworkConfig.Prefabs.Add(m_PrefabOverride);
// Add the client player prefab that will be used on clients (and the host)
networkManager.NetworkConfig.Prefabs.Add(m_ClientSidePlayerPrefab);
}
m_PrefabOverride.Prefab.GetComponent().IsSceneObject = false;
m_PrefabOverride.SourcePrefabToOverride.GetComponent().IsSceneObject = false;
m_PrefabOverride.OverridingTargetPrefab.GetComponent().IsSceneObject = false;
m_ClientSidePlayerPrefab.Prefab.GetComponent().IsSceneObject = false;
base.OnServerAndClientsCreated();
}
protected override IEnumerator OnTearDown()
{
if (m_PrefabOverride != null)
{
if (m_PrefabOverride.SourcePrefabToOverride)
{
Object.Destroy(m_PrefabOverride.SourcePrefabToOverride);
}
if (m_PrefabOverride.OverridingTargetPrefab)
{
Object.Destroy(m_PrefabOverride.OverridingTargetPrefab);
}
}
if (m_ClientSidePlayerPrefab != null)
{
if (m_ClientSidePlayerPrefab.Prefab)
{
Object.Destroy(m_ClientSidePlayerPrefab.Prefab);
}
}
m_ClientSidePlayerPrefab = null;
m_PrefabOverride = null;
yield return base.OnTearDown();
}
private GameObject GetPlayerNetworkPrefabObject(NetworkManager networkManager)
{
return networkManager.IsClient ? m_ClientSidePlayerPrefab.Prefab : m_PlayerPrefab;
}
[UnityTest]
public IEnumerator PrefabOverrideTests()
{
var prefabNetworkObject = (NetworkObject)null;
var spawnedGlobalObjectId = (uint)0;
var networkManagers = m_ClientNetworkManagers.ToList();
if (m_UseHost)
{
networkManagers.Insert(0, m_ServerNetworkManager);
}
else
{
// If running as just a server, validate that all player prefab clone instances are the server side version
prefabNetworkObject = GetPlayerNetworkPrefabObject(m_ServerNetworkManager).GetComponent();
foreach (var playerEntry in m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId])
{
spawnedGlobalObjectId = playerEntry.Value.GlobalObjectIdHash;
Assert.IsTrue(prefabNetworkObject.GlobalObjectIdHash == spawnedGlobalObjectId, $"Server-Side {playerEntry.Value.name} was spawned as prefab ({spawnedGlobalObjectId}) but we expected ({prefabNetworkObject.GlobalObjectIdHash})!");
}
}
// Validates prefab overrides via the NetworkPrefabHandler.
// Validate the player prefab instance clones relative to all NetworkManagers.
foreach (var networkManager in networkManagers)
{
// Get the expected player prefab to be spawned based on the NetworkManager
prefabNetworkObject = GetPlayerNetworkPrefabObject(networkManager).GetComponent();
if (networkManager.IsClient)
{
spawnedGlobalObjectId = networkManager.LocalClient.PlayerObject.GlobalObjectIdHash;
Assert.IsTrue(prefabNetworkObject.GlobalObjectIdHash == spawnedGlobalObjectId, $"{networkManager.name} spawned player prefab ({spawnedGlobalObjectId}) did not match the expected one ({prefabNetworkObject.GlobalObjectIdHash})!");
}
foreach (var playerEntry in m_PlayerNetworkObjects[networkManager.LocalClientId])
{
// We already checked our locally spawned player prefab above
if (playerEntry.Key == networkManager.LocalClientId)
{
continue;
}
spawnedGlobalObjectId = playerEntry.Value.GlobalObjectIdHash;
Assert.IsTrue(prefabNetworkObject.GlobalObjectIdHash == spawnedGlobalObjectId, $"Client-{networkManager.LocalClientId} clone of {playerEntry.Value.name} was spawned as prefab ({spawnedGlobalObjectId}) but we expected ({prefabNetworkObject.GlobalObjectIdHash})!");
}
}
// Validates prefab overrides via NetworkPrefab configuration.
var spawnedInstance = (NetworkObject)null;
var networkManagerOwner = m_ServerNetworkManager;
if (m_DistributedAuthority)
{
networkManagerOwner = m_ClientNetworkManagers[0];
}
// Clients and Host will spawn the OverridingTargetPrefab while a dedicated server will spawn the SourcePrefabToOverride
var expectedServerGlobalObjectIdHash = networkManagerOwner.IsClient ? m_PrefabOverride.OverridingTargetPrefab.GetComponent().GlobalObjectIdHash : m_PrefabOverride.SourcePrefabToOverride.GetComponent().GlobalObjectIdHash;
var expectedClientGlobalObjectIdHash = m_PrefabOverride.OverridingTargetPrefab.GetComponent().GlobalObjectIdHash;
spawnedInstance = NetworkObject.InstantiateAndSpawn(m_PrefabOverride.SourcePrefabToOverride, networkManagerOwner, networkManagerOwner.LocalClientId);
var builder = new StringBuilder();
bool ObjectSpawnedOnAllNetworkMangers()
{
builder.Clear();
if (!m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(spawnedInstance.NetworkObjectId))
{
builder.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} failed to spawn {spawnedInstance.name}-{spawnedInstance.NetworkObjectId}!");
return false;
}
var instanceGID = m_ServerNetworkManager.SpawnManager.SpawnedObjects[spawnedInstance.NetworkObjectId].GlobalObjectIdHash;
if (instanceGID != expectedServerGlobalObjectIdHash)
{
builder.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} instance {spawnedInstance.name}-{spawnedInstance.NetworkObjectId} GID is {instanceGID} but was expected to be {expectedServerGlobalObjectIdHash}!");
return false;
}
foreach (var networkManger in m_ClientNetworkManagers)
{
if (!networkManger.SpawnManager.SpawnedObjects.ContainsKey(spawnedInstance.NetworkObjectId))
{
builder.AppendLine($"Client-{networkManger.LocalClientId} failed to spawn {spawnedInstance.name}-{spawnedInstance.NetworkObjectId}!");
return false;
}
instanceGID = networkManger.SpawnManager.SpawnedObjects[spawnedInstance.NetworkObjectId].GlobalObjectIdHash;
if (instanceGID != expectedClientGlobalObjectIdHash)
{
builder.AppendLine($"Client-{networkManger.LocalClientId} instance {spawnedInstance.name}-{spawnedInstance.NetworkObjectId} GID is {instanceGID} but was expected to be {expectedClientGlobalObjectIdHash}!");
return false;
}
}
return true;
}
yield return WaitForConditionOrTimeOut(ObjectSpawnedOnAllNetworkMangers);
AssertOnTimeout($"The spawned prefab override validation failed!\n {builder}");
}
}
}