using System; using System.Collections; using System.Collections.Generic; using System.Linq; using NUnit.Framework; using UnityEngine; using UnityEngine.SceneManagement; using Object = UnityEngine.Object; namespace Unity.Netcode.RuntimeTests { /// /// Provides helpers for running multi instance tests. /// public static class MultiInstanceHelpers { public const int DefaultMinFrames = 1; public const int DefaultMaxFrames = 64; private static List s_NetworkManagerInstances = new List(); private static bool s_IsStarted; private static int s_ClientCount; private static int s_OriginalTargetFrameRate = -1; public static List NetworkManagerInstances => s_NetworkManagerInstances; /// /// Creates NetworkingManagers and configures them for use in a multi instance setting. /// /// The amount of clients /// The server NetworkManager /// The clients NetworkManagers /// The targetFrameRate of the Unity engine to use while the multi instance helper is running. Will be reset on shutdown. public static bool Create(int clientCount, out NetworkManager server, out NetworkManager[] clients, int targetFrameRate = 60) { s_NetworkManagerInstances = new List(); CreateNewClients(clientCount, out clients); // Create gameObject var go = new GameObject("NetworkManager - Server"); // Create networkManager component server = go.AddComponent(); NetworkManagerInstances.Insert(0, server); // Set the NetworkConfig server.NetworkConfig = new NetworkConfig() { // Set transport NetworkTransport = go.AddComponent() }; s_OriginalTargetFrameRate = Application.targetFrameRate; Application.targetFrameRate = targetFrameRate; return true; } /// /// Used to add a client to the already existing list of clients /// /// The amount of clients /// /// public static bool CreateNewClients(int clientCount, out NetworkManager[] clients) { clients = new NetworkManager[clientCount]; var activeSceneName = SceneManager.GetActiveScene().name; for (int i = 0; i < clientCount; i++) { // Create gameObject var go = new GameObject("NetworkManager - Client - " + i); // Create networkManager component clients[i] = go.AddComponent(); // Set the NetworkConfig clients[i].NetworkConfig = new NetworkConfig() { // Set transport NetworkTransport = go.AddComponent() }; } NetworkManagerInstances.AddRange(clients); return true; } /// /// Stops one single client and makes sure to cleanup any static variables in this helper /// /// public static void StopOneClient(NetworkManager clientToStop) { clientToStop.Shutdown(); Object.Destroy(clientToStop.gameObject); NetworkManagerInstances.Remove(clientToStop); } /// /// Should always be invoked when finished with a single unit test /// (i.e. during TearDown) /// public static void Destroy() { if (s_IsStarted == false) { return; } s_IsStarted = false; // Shutdown the server which forces clients to disconnect foreach (var networkManager in NetworkManagerInstances) { networkManager.Shutdown(); } // Destroy the network manager instances foreach (var networkManager in NetworkManagerInstances) { Object.DestroyImmediate(networkManager.gameObject); } NetworkManagerInstances.Clear(); // Destroy the temporary GameObject used to run co-routines if (s_CoroutineRunner != null) { s_CoroutineRunner.StopAllCoroutines(); Object.DestroyImmediate(s_CoroutineRunner); } Application.targetFrameRate = s_OriginalTargetFrameRate; } /// /// Starts NetworkManager instances created by the Create method. /// /// Whether or not to create a Host instead of Server /// The Server NetworkManager /// The Clients NetworkManager /// called immediately after server and client(s) are started /// public static bool Start(bool host, NetworkManager server, NetworkManager[] clients, Action startInitializationCallback = null) { if (s_IsStarted) { throw new InvalidOperationException("MultiInstanceHelper already started. Did you forget to Destroy?"); } s_IsStarted = true; s_ClientCount = clients.Length; if (host) { server.StartHost(); } else { server.StartServer(); } // if set, then invoke this for the server startInitializationCallback?.Invoke(server); for (int i = 0; i < clients.Length; i++) { clients[i].StartClient(); // if set, then invoke this for the client startInitializationCallback?.Invoke(clients[i]); } return true; } // Empty MonoBehaviour that is a holder of coroutine private class CoroutineRunner : MonoBehaviour { } private static CoroutineRunner s_CoroutineRunner; /// /// Runs a IEnumerator as a Coroutine on a dummy GameObject. Used to get exceptions coming from the coroutine /// /// The IEnumerator to run public static Coroutine Run(IEnumerator enumerator) { if (s_CoroutineRunner == null) { s_CoroutineRunner = new GameObject(nameof(CoroutineRunner)).AddComponent(); } return s_CoroutineRunner.StartCoroutine(enumerator); } public class CoroutineResultWrapper { public T Result; } private static uint s_AutoIncrementGlobalObjectIdHashCounter = 111111; /// /// Normally we would only allow player prefabs to be set to a prefab. Not runtime created objects. /// In order to prevent having a Resource folder full of a TON of prefabs that we have to maintain, /// MultiInstanceHelper has a helper function that lets you mark a runtime created object to be /// treated as a prefab by the Netcode. That's how we can get away with creating the player prefab /// at runtime without it being treated as a SceneObject or causing other conflicts with the Netcode. /// /// The networkObject to be treated as Prefab /// The GlobalObjectId to force public static void MakeNetworkObjectTestPrefab(NetworkObject networkObject, uint globalObjectIdHash = default) { // Override `GlobalObjectIdHash` if `globalObjectIdHash` param is set if (globalObjectIdHash != default) { networkObject.GlobalObjectIdHash = globalObjectIdHash; } // Fallback to auto-increment if `GlobalObjectIdHash` was never set if (networkObject.GlobalObjectIdHash == default) { networkObject.GlobalObjectIdHash = ++s_AutoIncrementGlobalObjectIdHashCounter; } // Prevent object from being snapped up as a scene object networkObject.IsSceneObject = false; } // We use GameObject instead of SceneObject to be able to keep hierarchy public static void MarkAsSceneObjectRoot(GameObject networkObjectRoot, NetworkManager server, NetworkManager[] clients) { networkObjectRoot.name += " - Server"; NetworkObject[] serverNetworkObjects = networkObjectRoot.GetComponentsInChildren(); for (int i = 0; i < serverNetworkObjects.Length; i++) { serverNetworkObjects[i].NetworkManagerOwner = server; } for (int i = 0; i < clients.Length; i++) { GameObject root = Object.Instantiate(networkObjectRoot); root.name += " - Client - " + i; NetworkObject[] clientNetworkObjects = root.GetComponentsInChildren(); for (int j = 0; j < clientNetworkObjects.Length; j++) { clientNetworkObjects[j].NetworkManagerOwner = clients[i]; } } } /// /// Waits on the client side to be connected. /// /// The client /// The result. If null, it will automatically assert /// The max frames to wait for public static IEnumerator WaitForClientConnected(NetworkManager client, CoroutineResultWrapper result = null, int maxFrames = DefaultMaxFrames) { yield return WaitForClientsConnected(new NetworkManager[] { client }, result, maxFrames); } /// /// Similar to WaitForClientConnected, this waits for multiple clients to be connected. /// /// The clients to be connected /// The result. If null, it will automatically assert< /// The max frames to wait for /// public static IEnumerator WaitForClientsConnected(NetworkManager[] clients, CoroutineResultWrapper result = null, int maxFrames = DefaultMaxFrames) { // Make sure none are the host client foreach (var client in clients) { if (client.IsServer) { throw new InvalidOperationException("Cannot wait for connected as server"); } } var startFrameNumber = Time.frameCount; var allConnected = true; while (Time.frameCount - startFrameNumber <= maxFrames) { allConnected = true; foreach (var client in clients) { if (!client.IsConnectedClient) { allConnected = false; break; } } if (allConnected) { break; } var nextFrameNumber = Time.frameCount + 1; yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber); } if (result != null) { result.Result = allConnected; } else { for (var i = 0; i < clients.Length; ++i) { var client = clients[i]; // Logging i+1 because that's the local client ID they'll get (0 is server) // Can't use client.LocalClientId because that doesn't get assigned until IsConnectedClient == true, Assert.True(client.IsConnectedClient, $"Client {i + 1} never connected"); } } } /// /// Waits on the server side for 1 client to be connected /// /// The server /// The result. If null, it will automatically assert /// The max frames to wait for public static IEnumerator WaitForClientConnectedToServer(NetworkManager server, CoroutineResultWrapper result = null, int maxFrames = DefaultMaxFrames) { yield return WaitForClientsConnectedToServer(server, server.IsHost ? s_ClientCount + 1 : s_ClientCount, result, maxFrames); } /// /// Waits on the server side for 1 client to be connected /// /// The server /// The result. If null, it will automatically assert /// The max frames to wait for public static IEnumerator WaitForClientsConnectedToServer(NetworkManager server, int clientCount = 1, CoroutineResultWrapper result = null, int maxFrames = DefaultMaxFrames) { if (!server.IsServer) { throw new InvalidOperationException("Cannot wait for connected as client"); } var startFrameNumber = Time.frameCount; while (Time.frameCount - startFrameNumber <= maxFrames && server.ConnectedClients.Count != clientCount) { var nextFrameNumber = Time.frameCount + 1; yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber); } var res = server.ConnectedClients.Count == clientCount; if (result != null) { result.Result = res; } else { Assert.True(res, "A client never connected to server"); } } /// /// Gets a NetworkObject instance as it's represented by a certain peer. /// /// The networkObjectId to get /// The representation to get the object from /// The result /// Whether or not to fail if no object is found and result is null /// The max frames to wait for public static IEnumerator GetNetworkObjectByRepresentation(ulong networkObjectId, NetworkManager representation, CoroutineResultWrapper result, bool failIfNull = true, int maxFrames = DefaultMaxFrames) { if (result == null) { throw new ArgumentNullException("Result cannot be null"); } var startFrameNumber = Time.frameCount; while (Time.frameCount - startFrameNumber <= maxFrames && representation.SpawnManager.SpawnedObjects.All(x => x.Value.NetworkObjectId != networkObjectId)) { var nextFrameNumber = Time.frameCount + 1; yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber); } result.Result = representation.SpawnManager.SpawnedObjects.First(x => x.Value.NetworkObjectId == networkObjectId).Value; if (failIfNull && result.Result == null) { Assert.Fail("NetworkObject could not be found"); } } /// /// Gets a NetworkObject instance as it's represented by a certain peer. /// /// The predicate used to filter for your target NetworkObject /// The representation to get the object from /// The result /// Whether or not to fail if no object is found and result is null /// The max frames to wait for public static IEnumerator GetNetworkObjectByRepresentation(Func predicate, NetworkManager representation, CoroutineResultWrapper result, bool failIfNull = true, int maxFrames = DefaultMaxFrames) { if (result == null) { throw new ArgumentNullException("Result cannot be null"); } if (predicate == null) { throw new ArgumentNullException("Predicate cannot be null"); } var startFrame = Time.frameCount; while (Time.frameCount - startFrame <= maxFrames && !representation.SpawnManager.SpawnedObjects.Any(x => predicate(x.Value))) { var nextFrameNumber = Time.frameCount + 1; yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber); } result.Result = representation.SpawnManager.SpawnedObjects.FirstOrDefault(x => predicate(x.Value)).Value; if (failIfNull && result.Result == null) { Assert.Fail("NetworkObject could not be found"); } } /// /// Runs some code, then verifies the condition (combines 'Run' and 'WaitForCondition') /// /// Action / code to run /// The predicate to wait for /// The max frames to wait for public static IEnumerator RunAndWaitForCondition(Action workload, Func predicate, int maxFrames = DefaultMaxFrames, int minFrames = DefaultMinFrames) { var waitResult = new CoroutineResultWrapper(); workload(); yield return Run(WaitForCondition( predicate, waitResult, maxFrames: maxFrames, minFrames: minFrames)); if (!waitResult.Result) { throw new Exception(); } } /// /// Waits for a predicate condition to be met /// /// The predicate to wait for /// The result. If null, it will fail if the predicate is not met /// The min frames to wait for /// The max frames to wait for public static IEnumerator WaitForCondition(Func predicate, CoroutineResultWrapper result = null, int maxFrames = DefaultMaxFrames, int minFrames = DefaultMinFrames) { if (predicate == null) { throw new ArgumentNullException("Predicate cannot be null"); } var startFrameNumber = Time.frameCount; if (minFrames > 0) { yield return new WaitUntil(() => { return Time.frameCount >= minFrames; }); } while (Time.frameCount - startFrameNumber <= maxFrames && !predicate()) { // Changed to 2 frames to avoid the scenario where it would take 1+ frames to // see a value change (i.e. discovered in the NetworkTransformTests) var nextFrameNumber = Time.frameCount + 2; yield return new WaitUntil(() => { return Time.frameCount >= nextFrameNumber; }); } var res = predicate(); if (result != null) { result.Result = res; } else { Assert.True(res, "PREDICATE CONDITION"); } } } }