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com.unity.netcode.gameobjects/Tests/Runtime/HiddenVariableTests.cs
Unity Technologies 016788c21e com.unity.netcode.gameobjects@2.1.1
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [2.1.1] - 2024-10-18

### Added

- Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097)
- Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094)
  - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094)
  - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094)
- Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088)
- Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088)

### Fixed

- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)
- Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)
- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
- Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081)
- Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081)
- Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081)
- Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081)
- Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)

### Changed

- Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097)
- Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
2024-10-18 00:00:00 +00:00

243 lines
9.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
internal class HiddenVariableTest : NetworkBehaviour
{
}
internal class HiddenVariableObject : NetworkBehaviour
{
public static List<NetworkObject> ClientInstancesSpawned = new List<NetworkObject>();
public NetworkVariable<int> MyNetworkVariable = new NetworkVariable<int>();
public NetworkList<int> MyNetworkList = new NetworkList<int>();
public static Dictionary<ulong, int> ValueOnClient = new Dictionary<ulong, int>();
public static int ExpectedSize = 0;
public static int SpawnCount = 0;
public static bool EnableVerbose;
public static void VerboseDebug(string message)
{
if (!EnableVerbose)
{
return;
}
Debug.Log(message);
}
public override void OnNetworkSpawn()
{
if (!IsServer)
{
ClientInstancesSpawned.Add(NetworkObject);
}
VerboseDebug($"{nameof(HiddenVariableObject)}.{nameof(OnNetworkSpawn)}() with value {MyNetworkVariable.Value}");
MyNetworkVariable.OnValueChanged += Changed;
MyNetworkList.OnListChanged += ListChanged;
SpawnCount++;
base.OnNetworkSpawn();
}
public override void OnNetworkDespawn()
{
if (!IsServer)
{
ClientInstancesSpawned.Remove(NetworkObject);
}
base.OnNetworkDespawn();
}
public void Changed(int before, int after)
{
VerboseDebug($"[Client-{NetworkManager.LocalClientId}][{name}][MyNetworkVariable] Value changed from {before} to {after}");
ValueOnClient[NetworkManager.LocalClientId] = after;
}
public void ListChanged(NetworkListEvent<int> listEvent)
{
VerboseDebug($"[Client-{NetworkManager.LocalClientId}][{name}][MyNetworkList] ListEvent received: type {listEvent.Type}, index {listEvent.Index}, value {listEvent.Value}");
Debug.Assert(ExpectedSize == MyNetworkList.Count, $"[{name}] List change failure! Expected Count: {ExpectedSize} Actual Count:{MyNetworkList.Count}");
}
}
internal class HiddenVariableTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 4;
private NetworkObject m_NetSpawnedObject;
private List<NetworkObject> m_NetSpawnedObjectOnClient = new List<NetworkObject>();
private GameObject m_TestNetworkPrefab;
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<HiddenVariableTest>();
}
protected override void OnServerAndClientsCreated()
{
m_TestNetworkPrefab = CreateNetworkObjectPrefab("MyTestObject");
m_TestNetworkPrefab.AddComponent<HiddenVariableObject>();
}
public IEnumerator WaitForSpawnCount(int targetCount)
{
var endTime = Time.realtimeSinceStartup + 1.0;
while (HiddenVariableObject.SpawnCount != targetCount &&
Time.realtimeSinceStartup < endTime)
{
yield return new WaitForSeconds(0.01f);
}
}
public bool VerifyLists()
{
NetworkList<int> prev = null;
int numComparison = 0;
var prevObject = (NetworkObject)null;
// for all the instances of NetworkList
foreach (var networkObject in m_NetSpawnedObjectOnClient)
{
// this skips despawned/hidden objects
if (networkObject != null)
{
// if we've seen another one before
if (prev != null)
{
var curr = networkObject.GetComponent<HiddenVariableObject>().MyNetworkList;
// check that the two lists are identical
if (curr.Count != prev.Count)
{
return false;
}
for (int index = 0; index < curr.Count; index++)
{
if (curr[index] != prev[index])
{
return false;
}
}
numComparison++;
}
prevObject = networkObject;
// store the list
prev = networkObject.GetComponent<HiddenVariableObject>().MyNetworkList;
}
}
return true;
}
public IEnumerator RefreshGameObects(int numberToExpect)
{
yield return WaitForConditionOrTimeOut(() => numberToExpect == HiddenVariableObject.ClientInstancesSpawned.Count);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for total spawned count to reach {numberToExpect} but is currently {HiddenVariableObject.ClientInstancesSpawned.Count}");
m_NetSpawnedObjectOnClient = HiddenVariableObject.ClientInstancesSpawned;
}
private bool CheckValueOnClient(ulong otherClientId, int value)
{
foreach (var id in m_ServerNetworkManager.ConnectedClientsIds)
{
if (id != otherClientId)
{
if (!HiddenVariableObject.ValueOnClient.ContainsKey(id) || HiddenVariableObject.ValueOnClient[id] != value)
{
return false;
}
}
}
return true;
}
private IEnumerator SetAndCheckValueSet(ulong otherClientId, int value)
{
yield return WaitForConditionOrTimeOut(() => CheckValueOnClient(otherClientId, value));
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to have a value of {value}");
yield return WaitForConditionOrTimeOut(VerifyLists);
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for all clients to have identical values!");
VerboseDebug("Value changed");
}
[UnityTest]
public IEnumerator HiddenVariableTest()
{
HiddenVariableObject.EnableVerbose = m_EnableVerboseDebug;
HiddenVariableObject.SpawnCount = 0;
HiddenVariableObject.ValueOnClient.Clear();
HiddenVariableObject.ExpectedSize = 0;
HiddenVariableObject.SpawnCount = 0;
VerboseDebug("Running test");
// ==== Spawn object with ownership on one client
var client = m_ServerNetworkManager.ConnectedClientsList[1];
var otherClient = m_ServerNetworkManager.ConnectedClientsList[2];
m_NetSpawnedObject = SpawnObject(m_TestNetworkPrefab, m_ClientNetworkManagers[1]).GetComponent<NetworkObject>();
yield return RefreshGameObects(NumberOfClients);
// === Check spawn occurred
yield return WaitForSpawnCount(NumberOfClients + 1);
AssertOnTimeout($"Timed out waiting for all clients to spawn {m_NetSpawnedObject.name}");
Debug.Assert(HiddenVariableObject.SpawnCount == NumberOfClients + 1);
VerboseDebug("Objects spawned");
// ==== Set the NetworkVariable value to 2
HiddenVariableObject.ExpectedSize = 1;
HiddenVariableObject.SpawnCount = 0;
var currentValueSet = 2;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
yield return SetAndCheckValueSet(otherClient.ClientId, currentValueSet);
// ==== Hide our object to a different client
HiddenVariableObject.ExpectedSize = 2;
m_NetSpawnedObject.NetworkHide(otherClient.ClientId);
currentValueSet = 3;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
yield return SetAndCheckValueSet(otherClient.ClientId, currentValueSet);
// ==== Show our object again to this client
HiddenVariableObject.ExpectedSize = 3;
m_NetSpawnedObject.NetworkShow(otherClient.ClientId);
// ==== Wait for object to be spawned
yield return WaitForSpawnCount(1);
Debug.Assert(HiddenVariableObject.SpawnCount == 1);
VerboseDebug("Object spawned");
// ==== We need a refresh for the newly re-spawned object
yield return RefreshGameObects(NumberOfClients);
currentValueSet = 4;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
yield return SetAndCheckValueSet(otherClient.ClientId, currentValueSet);
// ==== Hide our object to that different client again, and then destroy it
m_NetSpawnedObject.NetworkHide(otherClient.ClientId);
yield return new WaitForSeconds(0.2f);
m_NetSpawnedObject.Despawn();
yield return new WaitForSeconds(0.2f);
}
}
}