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). ## [1.7.0] - 2023-10-11 ### Added - exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724) - Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707) - Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676) - Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694) - Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694) - Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694) - Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694) ### Fixed - Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723) - Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720) - Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720) - Errors are no longer thrown when entering play mode with domain reload disabled (#2720) - NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720) - NetworkVariables of non-integer types will no longer break the inspector (#2714) - NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714) - Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695) - Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685) - Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682) - Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674) - Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670) - Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662) - Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662) - Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662) - Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662) ### Changed - Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
955 lines
41 KiB
C#
955 lines
41 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEngine;
|
|
using UnityEngine.SceneManagement;
|
|
using Object = UnityEngine.Object;
|
|
|
|
namespace Unity.Netcode.TestHelpers.Runtime
|
|
{
|
|
/// <summary>
|
|
/// The default SceneManagerHandler used for all NetcodeIntegrationTest derived children.
|
|
/// This enables clients to load scenes within the same scene hierarchy during integration
|
|
/// testing.
|
|
/// </summary>
|
|
internal class IntegrationTestSceneHandler : ISceneManagerHandler, IDisposable
|
|
{
|
|
private Scene m_InvalidScene = new Scene();
|
|
|
|
internal struct SceneEntry
|
|
{
|
|
public bool IsAssigned;
|
|
public Scene Scene;
|
|
}
|
|
|
|
internal static Dictionary<NetworkManager, Dictionary<string, Dictionary<int, SceneEntry>>> SceneNameToSceneHandles = new Dictionary<NetworkManager, Dictionary<string, Dictionary<int, SceneEntry>>>();
|
|
|
|
// All IntegrationTestSceneHandler instances register their associated NetworkManager
|
|
internal static List<NetworkManager> NetworkManagers = new List<NetworkManager>();
|
|
|
|
internal static CoroutineRunner CoroutineRunner;
|
|
|
|
internal static Queue<QueuedSceneJob> QueuedSceneJobs = new Queue<QueuedSceneJob>();
|
|
internal List<Coroutine> CoroutinesRunning = new List<Coroutine>();
|
|
internal static Coroutine SceneJobProcessor;
|
|
internal static QueuedSceneJob CurrentQueuedSceneJob;
|
|
protected static WaitForSeconds s_WaitForSeconds;
|
|
|
|
|
|
public delegate bool CanClientsLoadUnloadDelegateHandler();
|
|
public static event CanClientsLoadUnloadDelegateHandler CanClientsLoad;
|
|
public static event CanClientsLoadUnloadDelegateHandler CanClientsUnload;
|
|
|
|
|
|
public static bool VerboseDebugMode;
|
|
/// <summary>
|
|
/// Used for loading scenes on the client-side during
|
|
/// an integration test
|
|
/// </summary>
|
|
internal class QueuedSceneJob
|
|
{
|
|
public enum JobTypes
|
|
{
|
|
Loading,
|
|
Unloading,
|
|
Completed
|
|
}
|
|
public JobTypes JobType;
|
|
public string SceneName;
|
|
public Scene Scene;
|
|
public SceneEventProgress SceneEventProgress;
|
|
public IntegrationTestSceneHandler IntegrationTestSceneHandler;
|
|
}
|
|
|
|
internal NetworkManager NetworkManager;
|
|
|
|
internal string NetworkManagerName;
|
|
|
|
/// <summary>
|
|
/// Used to control when clients should attempt to fake-load a scene
|
|
/// Note: Unit/Integration tests that only use <see cref="NetcodeIntegrationTestHelpers"/>
|
|
/// need to subscribe to the CanClientsLoad and CanClientsUnload events
|
|
/// in order to control when clients can fake-load.
|
|
/// Tests that derive from <see cref="NetcodeIntegrationTest"/> already have integrated
|
|
/// support and you can override <see cref="NetcodeIntegrationTest.CanClientsLoad"/> and
|
|
/// <see cref="NetcodeIntegrationTest.CanClientsUnload"/>.
|
|
/// </summary>
|
|
protected bool OnCanClientsLoad()
|
|
{
|
|
if (CanClientsLoad != null)
|
|
{
|
|
return CanClientsLoad.Invoke();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
protected bool OnCanClientsUnload()
|
|
{
|
|
if (CanClientsUnload != null)
|
|
{
|
|
return CanClientsUnload.Invoke();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
internal static void VerboseDebug(string message)
|
|
{
|
|
if (VerboseDebugMode)
|
|
{
|
|
Debug.Log(message);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Processes scene loading jobs
|
|
/// </summary>
|
|
/// <param name="queuedSceneJob">job to process</param>
|
|
internal static IEnumerator ProcessLoadingSceneJob(QueuedSceneJob queuedSceneJob)
|
|
{
|
|
var itegrationTestSceneHandler = queuedSceneJob.IntegrationTestSceneHandler;
|
|
while (!itegrationTestSceneHandler.OnCanClientsLoad())
|
|
{
|
|
yield return s_WaitForSeconds;
|
|
}
|
|
|
|
SceneManager.sceneLoaded += SceneManager_sceneLoaded;
|
|
// We always load additively for all scenes during integration tests
|
|
var asyncOperation = SceneManager.LoadSceneAsync(queuedSceneJob.SceneName, LoadSceneMode.Additive);
|
|
queuedSceneJob.SceneEventProgress.SetAsyncOperation(asyncOperation);
|
|
|
|
// Wait for it to finish
|
|
while (queuedSceneJob.JobType != QueuedSceneJob.JobTypes.Completed)
|
|
{
|
|
yield return s_WaitForSeconds;
|
|
}
|
|
yield return s_WaitForSeconds;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handles scene loading and assists with making sure the right NetworkManagerOwner
|
|
/// is assigned to newly instantiated NetworkObjects.
|
|
///
|
|
/// Note: Static property usage is OK since jobs are processed one at a time
|
|
/// </summary>
|
|
private static void SceneManager_sceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
|
|
{
|
|
if (CurrentQueuedSceneJob.JobType != QueuedSceneJob.JobTypes.Completed && CurrentQueuedSceneJob.SceneName == scene.name)
|
|
{
|
|
SceneManager.sceneLoaded -= SceneManager_sceneLoaded;
|
|
|
|
ProcessInSceneObjects(scene, CurrentQueuedSceneJob.IntegrationTestSceneHandler.NetworkManager);
|
|
|
|
CurrentQueuedSceneJob.JobType = QueuedSceneJob.JobTypes.Completed;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handles some pre-spawn processing of in-scene placed NetworkObjects
|
|
/// to make sure the appropriate NetworkManagerOwner is assigned. It
|
|
/// also makes sure that each in-scene placed NetworkObject has an
|
|
/// ObjectIdentifier component if one is not assigned to it or its
|
|
/// children.
|
|
/// </summary>
|
|
/// <param name="scene">the scenes that was just loaded</param>
|
|
/// <param name="networkManager">the relative NetworkManager</param>
|
|
private static void ProcessInSceneObjects(Scene scene, NetworkManager networkManager)
|
|
{
|
|
// Get all in-scene placed NeworkObjects that were instantiated when this scene loaded
|
|
#if UNITY_2023_1_OR_NEWER
|
|
var inSceneNetworkObjects = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID).Where((c) => c.IsSceneObject != false && c.GetSceneOriginHandle() == scene.handle);
|
|
#else
|
|
var inSceneNetworkObjects = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsSceneObject != false && c.GetSceneOriginHandle() == scene.handle);
|
|
#endif
|
|
|
|
foreach (var sobj in inSceneNetworkObjects)
|
|
{
|
|
if (sobj.NetworkManagerOwner != networkManager)
|
|
{
|
|
sobj.NetworkManagerOwner = networkManager;
|
|
}
|
|
if (sobj.GetComponent<ObjectNameIdentifier>() == null && sobj.GetComponentInChildren<ObjectNameIdentifier>() == null)
|
|
{
|
|
sobj.gameObject.AddComponent<ObjectNameIdentifier>();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Processes scene unloading jobs
|
|
/// </summary>
|
|
/// <param name="queuedSceneJob">job to process</param>
|
|
internal static IEnumerator ProcessUnloadingSceneJob(QueuedSceneJob queuedSceneJob)
|
|
{
|
|
var itegrationTestSceneHandler = queuedSceneJob.IntegrationTestSceneHandler;
|
|
while (!itegrationTestSceneHandler.OnCanClientsUnload())
|
|
{
|
|
yield return s_WaitForSeconds;
|
|
}
|
|
|
|
SceneManager.sceneUnloaded += SceneManager_sceneUnloaded;
|
|
if (queuedSceneJob.Scene.IsValid() && queuedSceneJob.Scene.isLoaded && !queuedSceneJob.Scene.name.Contains(NetcodeIntegrationTestHelpers.FirstPartOfTestRunnerSceneName))
|
|
{
|
|
var asyncOperation = SceneManager.UnloadSceneAsync(queuedSceneJob.Scene);
|
|
queuedSceneJob.SceneEventProgress.SetAsyncOperation(asyncOperation);
|
|
}
|
|
else
|
|
{
|
|
CurrentQueuedSceneJob.JobType = QueuedSceneJob.JobTypes.Completed;
|
|
}
|
|
|
|
// Wait for it to finish
|
|
while (queuedSceneJob.JobType != QueuedSceneJob.JobTypes.Completed)
|
|
{
|
|
yield return s_WaitForSeconds;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handles closing out scene unloading jobs
|
|
/// </summary>
|
|
private static void SceneManager_sceneUnloaded(Scene scene)
|
|
{
|
|
if (CurrentQueuedSceneJob.JobType != QueuedSceneJob.JobTypes.Completed && CurrentQueuedSceneJob.Scene.name == scene.name)
|
|
{
|
|
SceneManager.sceneUnloaded -= SceneManager_sceneUnloaded;
|
|
|
|
CurrentQueuedSceneJob.JobType = QueuedSceneJob.JobTypes.Completed;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Processes all jobs within the queue.
|
|
/// When all jobs are finished, the coroutine stops.
|
|
/// </summary>
|
|
internal static IEnumerator JobQueueProcessor()
|
|
{
|
|
while (QueuedSceneJobs.Count != 0)
|
|
{
|
|
CurrentQueuedSceneJob = QueuedSceneJobs.Dequeue();
|
|
VerboseDebug($"[ITSH-START] {CurrentQueuedSceneJob.IntegrationTestSceneHandler.NetworkManagerName} processing {CurrentQueuedSceneJob.JobType} for scene {CurrentQueuedSceneJob.SceneName}.");
|
|
if (CurrentQueuedSceneJob.JobType == QueuedSceneJob.JobTypes.Loading)
|
|
{
|
|
yield return ProcessLoadingSceneJob(CurrentQueuedSceneJob);
|
|
}
|
|
else if (CurrentQueuedSceneJob.JobType == QueuedSceneJob.JobTypes.Unloading)
|
|
{
|
|
yield return ProcessUnloadingSceneJob(CurrentQueuedSceneJob);
|
|
}
|
|
VerboseDebug($"[ITSH-STOP] {CurrentQueuedSceneJob.IntegrationTestSceneHandler.NetworkManagerName} processing {CurrentQueuedSceneJob.JobType} for scene {CurrentQueuedSceneJob.SceneName}.");
|
|
}
|
|
SceneJobProcessor = null;
|
|
yield break;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a job to the job queue, and if the JobQueueProcessor coroutine
|
|
/// is not running then it will be started as well.
|
|
/// </summary>
|
|
/// <param name="queuedSceneJob">job to add to the queue</param>
|
|
private void AddJobToQueue(QueuedSceneJob queuedSceneJob)
|
|
{
|
|
QueuedSceneJobs.Enqueue(queuedSceneJob);
|
|
if (SceneJobProcessor == null)
|
|
{
|
|
SceneJobProcessor = CoroutineRunner.StartCoroutine(JobQueueProcessor());
|
|
}
|
|
}
|
|
|
|
private string m_ServerSceneBeingLoaded;
|
|
/// <summary>
|
|
/// Server always loads like it normally would
|
|
/// </summary>
|
|
public AsyncOperation GenericLoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode, SceneEventProgress sceneEventProgress)
|
|
{
|
|
m_ServerSceneBeingLoaded = sceneName;
|
|
if (NetcodeIntegrationTest.IsRunning)
|
|
{
|
|
SceneManager.sceneLoaded += Sever_SceneLoaded;
|
|
}
|
|
var operation = SceneManager.LoadSceneAsync(sceneName, loadSceneMode);
|
|
sceneEventProgress.SetAsyncOperation(operation);
|
|
return operation;
|
|
}
|
|
|
|
private void Sever_SceneLoaded(Scene scene, LoadSceneMode arg1)
|
|
{
|
|
if (m_ServerSceneBeingLoaded == scene.name)
|
|
{
|
|
SceneManager.sceneLoaded -= Sever_SceneLoaded;
|
|
ProcessInSceneObjects(scene, NetworkManager);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Server always unloads like it normally would
|
|
/// </summary>
|
|
public AsyncOperation GenericUnloadSceneAsync(Scene scene, SceneEventProgress sceneEventProgress)
|
|
{
|
|
var operation = SceneManager.UnloadSceneAsync(scene);
|
|
sceneEventProgress.SetAsyncOperation(operation);
|
|
return operation;
|
|
}
|
|
|
|
|
|
public AsyncOperation LoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode, SceneEventProgress sceneEventProgress)
|
|
{
|
|
// Server and non NetcodeIntegrationTest tests use the generic load scene method
|
|
if (!NetcodeIntegrationTest.IsRunning)
|
|
{
|
|
return GenericLoadSceneAsync(sceneName, loadSceneMode, sceneEventProgress);
|
|
}
|
|
else // NetcodeIntegrationTest Clients always get added to the jobs queue
|
|
{
|
|
AddJobToQueue(new QueuedSceneJob() { IntegrationTestSceneHandler = this, SceneName = sceneName, SceneEventProgress = sceneEventProgress, JobType = QueuedSceneJob.JobTypes.Loading });
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public AsyncOperation UnloadSceneAsync(Scene scene, SceneEventProgress sceneEventProgress)
|
|
{
|
|
// Server and non NetcodeIntegrationTest tests use the generic unload scene method
|
|
if (!NetcodeIntegrationTest.IsRunning)
|
|
{
|
|
return GenericUnloadSceneAsync(scene, sceneEventProgress);
|
|
}
|
|
else // NetcodeIntegrationTest Clients always get added to the jobs queue
|
|
{
|
|
AddJobToQueue(new QueuedSceneJob() { IntegrationTestSceneHandler = this, Scene = scene, SceneEventProgress = sceneEventProgress, JobType = QueuedSceneJob.JobTypes.Unloading });
|
|
}
|
|
// This is OK to return a "nothing" AsyncOperation since we are simulating client loading
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Replacement callback takes other NetworkManagers into consideration
|
|
/// </summary>
|
|
internal Scene GetAndAddNewlyLoadedSceneByName(string sceneName)
|
|
{
|
|
for (int i = 0; i < SceneManager.sceneCount; i++)
|
|
{
|
|
var sceneLoaded = SceneManager.GetSceneAt(i);
|
|
if (sceneLoaded.name == sceneName)
|
|
{
|
|
var skip = false;
|
|
foreach (var networkManager in NetworkManagers)
|
|
{
|
|
if (NetworkManager.LocalClientId == networkManager.LocalClientId || !networkManager.IsListening)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (networkManager.SceneManager.ScenesLoaded.ContainsKey(sceneLoaded.handle))
|
|
{
|
|
if (NetworkManager.LogLevel == LogLevel.Developer)
|
|
{
|
|
NetworkLog.LogInfo($"{NetworkManager.name}'s ScenesLoaded contains {sceneLoaded.name} with a handle of {sceneLoaded.handle}. Skipping over scene.");
|
|
}
|
|
skip = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!skip && !NetworkManager.SceneManager.ScenesLoaded.ContainsKey(sceneLoaded.handle))
|
|
{
|
|
if (NetworkManager.LogLevel == LogLevel.Developer)
|
|
{
|
|
NetworkLog.LogInfo($"{NetworkManager.name} adding {sceneLoaded.name} with a handle of {sceneLoaded.handle} to its ScenesLoaded.");
|
|
}
|
|
if (DoesANetworkManagerHoldThisScene(sceneLoaded))
|
|
{
|
|
continue;
|
|
}
|
|
NetworkManager.SceneManager.ScenesLoaded.Add(sceneLoaded.handle, sceneLoaded);
|
|
StartTrackingScene(sceneLoaded, true, NetworkManager);
|
|
return sceneLoaded;
|
|
}
|
|
}
|
|
}
|
|
|
|
throw new Exception($"Failed to find any loaded scene named {sceneName}!");
|
|
}
|
|
|
|
private bool ExcludeSceneFromSynchronizationCheck(Scene scene)
|
|
{
|
|
if (!NetworkManager.SceneManager.ScenesLoaded.ContainsKey(scene.handle) && SceneManager.GetActiveScene().handle != scene.handle)
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
public void ClearSceneTracking(NetworkManager networkManager)
|
|
{
|
|
SceneNameToSceneHandles.Clear();
|
|
}
|
|
|
|
public void StopTrackingScene(int handle, string name, NetworkManager networkManager)
|
|
{
|
|
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (SceneNameToSceneHandles[networkManager].ContainsKey(name))
|
|
{
|
|
if (SceneNameToSceneHandles[networkManager][name].ContainsKey(handle))
|
|
{
|
|
SceneNameToSceneHandles[networkManager][name].Remove(handle);
|
|
if (SceneNameToSceneHandles[networkManager][name].Count == 0)
|
|
{
|
|
SceneNameToSceneHandles[networkManager].Remove(name);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void StartTrackingScene(Scene scene, bool assigned, NetworkManager networkManager)
|
|
{
|
|
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
|
|
{
|
|
SceneNameToSceneHandles.Add(networkManager, new Dictionary<string, Dictionary<int, SceneEntry>>());
|
|
}
|
|
|
|
if (!SceneNameToSceneHandles[networkManager].ContainsKey(scene.name))
|
|
{
|
|
SceneNameToSceneHandles[networkManager].Add(scene.name, new Dictionary<int, SceneEntry>());
|
|
}
|
|
|
|
if (!SceneNameToSceneHandles[networkManager][scene.name].ContainsKey(scene.handle))
|
|
{
|
|
var sceneEntry = new SceneEntry()
|
|
{
|
|
IsAssigned = true,
|
|
Scene = scene
|
|
};
|
|
SceneNameToSceneHandles[networkManager][scene.name].Add(scene.handle, sceneEntry);
|
|
}
|
|
}
|
|
|
|
private bool DoesANetworkManagerHoldThisScene(Scene scene)
|
|
{
|
|
foreach (var netManEntry in SceneNameToSceneHandles)
|
|
{
|
|
if (!netManEntry.Value.ContainsKey(scene.name))
|
|
{
|
|
continue;
|
|
}
|
|
// The other NetworkManager only has to have an entry to
|
|
// disqualify this scene instance
|
|
if (netManEntry.Value[scene.name].ContainsKey(scene.handle))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool DoesSceneHaveUnassignedEntry(string sceneName, NetworkManager networkManager)
|
|
{
|
|
var scenesWithSceneName = new List<Scene>();
|
|
var scenesAssigned = new List<Scene>();
|
|
for (int i = 0; i < SceneManager.sceneCount; i++)
|
|
{
|
|
var scene = SceneManager.GetSceneAt(i);
|
|
if (scene.name == sceneName)
|
|
{
|
|
scenesWithSceneName.Add(scene);
|
|
}
|
|
}
|
|
|
|
// Check for other NetworkManager instances already having been assigned this scene
|
|
foreach (var netManEntry in SceneNameToSceneHandles)
|
|
{
|
|
// Ignore this NetworkManager instance at this stage
|
|
if (netManEntry.Key == networkManager)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
foreach (var scene in scenesWithSceneName)
|
|
{
|
|
if (!netManEntry.Value.ContainsKey(scene.name))
|
|
{
|
|
continue;
|
|
}
|
|
// The other NetworkManager only has to have an entry to
|
|
// disqualify this scene instance
|
|
if (netManEntry.Value[scene.name].ContainsKey(scene.handle))
|
|
{
|
|
scenesAssigned.Add(scene);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Remove all of the assigned scenes from the list of scenes with the
|
|
// passed in scene name.
|
|
foreach (var assignedScene in scenesAssigned)
|
|
{
|
|
if (scenesWithSceneName.Contains(assignedScene))
|
|
{
|
|
scenesWithSceneName.Remove(assignedScene);
|
|
}
|
|
}
|
|
|
|
// If all currently loaded scenes with the scene name are taken
|
|
// then we return false
|
|
if (scenesWithSceneName.Count == 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// If we made it here, then no other NetworkManager is tracking this scene
|
|
// and if we don't have an entry for this NetworkManager then we can use any
|
|
// of the remaining scenes loaded with that name.
|
|
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// If we don't yet have a scene name in this NetworkManager's lookup table,
|
|
// then we can use any of the remaining availabel scenes with that scene name
|
|
if (!SceneNameToSceneHandles[networkManager].ContainsKey(sceneName))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
foreach (var scene in scenesWithSceneName)
|
|
{
|
|
// If we don't have an entry for this scene handle (with the scene name) then we
|
|
// can use that scene
|
|
if (!SceneNameToSceneHandles[networkManager][scene.name].ContainsKey(scene.handle))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// This entry is not assigned, then we can use the associated scene
|
|
if (!SceneNameToSceneHandles[networkManager][scene.name][scene.handle].IsAssigned)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// None of the scenes with the same scene name can be used
|
|
return false;
|
|
}
|
|
|
|
public Scene GetSceneFromLoadedScenes(string sceneName, NetworkManager networkManager)
|
|
{
|
|
|
|
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
|
|
{
|
|
return m_InvalidScene;
|
|
}
|
|
if (SceneNameToSceneHandles[networkManager].ContainsKey(sceneName))
|
|
{
|
|
foreach (var sceneHandleEntry in SceneNameToSceneHandles[networkManager][sceneName])
|
|
{
|
|
if (!sceneHandleEntry.Value.IsAssigned)
|
|
{
|
|
var sceneEntry = sceneHandleEntry.Value;
|
|
sceneEntry.IsAssigned = true;
|
|
SceneNameToSceneHandles[networkManager][sceneName][sceneHandleEntry.Key] = sceneEntry;
|
|
return sceneEntry.Scene;
|
|
}
|
|
}
|
|
}
|
|
// This is tricky since NetworkManager instances share the same scene hierarchy during integration tests.
|
|
// TODO 2023: Determine if there is a better way to associate the active scene for client NetworkManager instances.
|
|
var activeScene = SceneManager.GetActiveScene();
|
|
|
|
if (sceneName == activeScene.name && networkManager.SceneManager.ClientSynchronizationMode == LoadSceneMode.Additive)
|
|
{
|
|
// For now, just return the current active scene
|
|
// Note: Clients will not be able to synchronize in-scene placed NetworkObjects in an integration test for
|
|
// scenes loaded that have in-scene placed NetworkObjects prior to the clients joining (i.e. there will only
|
|
// ever be one instance of the active scene). To test in-scene placed NetworkObjects and make an integration
|
|
// test loaded scene be the active scene, don't set scene as an active scene on the server side until all
|
|
// clients have connected and loaded the scene.
|
|
return activeScene;
|
|
}
|
|
// If we found nothing return an invalid scene
|
|
return m_InvalidScene;
|
|
}
|
|
|
|
public void PopulateLoadedScenes(ref Dictionary<int, Scene> scenesLoaded, NetworkManager networkManager)
|
|
{
|
|
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
|
|
{
|
|
SceneNameToSceneHandles.Add(networkManager, new Dictionary<string, Dictionary<int, SceneEntry>>());
|
|
}
|
|
|
|
var sceneCount = SceneManager.sceneCount;
|
|
for (int i = 0; i < sceneCount; i++)
|
|
{
|
|
var scene = SceneManager.GetSceneAt(i);
|
|
// Ignore scenes that belong to other NetworkManager instances
|
|
|
|
if (DoesANetworkManagerHoldThisScene(scene))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!DoesSceneHaveUnassignedEntry(scene.name, networkManager))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!SceneNameToSceneHandles[networkManager].ContainsKey(scene.name))
|
|
{
|
|
SceneNameToSceneHandles[networkManager].Add(scene.name, new Dictionary<int, SceneEntry>());
|
|
}
|
|
|
|
if (!SceneNameToSceneHandles[networkManager][scene.name].ContainsKey(scene.handle))
|
|
{
|
|
var sceneEntry = new SceneEntry()
|
|
{
|
|
IsAssigned = false,
|
|
Scene = scene
|
|
};
|
|
SceneNameToSceneHandles[networkManager][scene.name].Add(scene.handle, sceneEntry);
|
|
if (!scenesLoaded.ContainsKey(scene.handle))
|
|
{
|
|
scenesLoaded.Add(scene.handle, scene);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
throw new Exception($"[{networkManager.LocalClient.PlayerObject.name}][Duplicate Handle] Scene {scene.name} already has scene handle {scene.handle} registered!");
|
|
}
|
|
}
|
|
}
|
|
|
|
private Dictionary<Scene, NetworkManager> m_ScenesToUnload = new Dictionary<Scene, NetworkManager>();
|
|
|
|
/// <summary>
|
|
/// Handles unloading any scenes that might remain on a client that
|
|
/// need to be unloaded.
|
|
/// </summary>
|
|
/// <param name="networkManager"></param>
|
|
public void UnloadUnassignedScenes(NetworkManager networkManager = null)
|
|
{
|
|
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
|
|
{
|
|
return;
|
|
}
|
|
var relativeSceneNameToSceneHandles = SceneNameToSceneHandles[networkManager];
|
|
var sceneManager = networkManager.SceneManager;
|
|
SceneManager.sceneUnloaded += SceneManager_SceneUnloaded;
|
|
|
|
foreach (var sceneEntry in relativeSceneNameToSceneHandles)
|
|
{
|
|
var scenHandleEntries = relativeSceneNameToSceneHandles[sceneEntry.Key];
|
|
foreach (var sceneHandleEntry in scenHandleEntries)
|
|
{
|
|
if (!sceneHandleEntry.Value.IsAssigned)
|
|
{
|
|
if (sceneManager.VerifySceneBeforeUnloading == null || sceneManager.VerifySceneBeforeUnloading.Invoke(sceneHandleEntry.Value.Scene))
|
|
{
|
|
m_ScenesToUnload.Add(sceneHandleEntry.Value.Scene, networkManager);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (var sceneToUnload in m_ScenesToUnload)
|
|
{
|
|
SceneManager.UnloadSceneAsync(sceneToUnload.Key);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes the scene entry from the scene name to scene handle table
|
|
/// </summary>
|
|
private void SceneManager_SceneUnloaded(Scene scene)
|
|
{
|
|
if (m_ScenesToUnload.ContainsKey(scene))
|
|
{
|
|
var networkManager = m_ScenesToUnload[scene];
|
|
var relativeSceneNameToSceneHandles = SceneNameToSceneHandles[networkManager];
|
|
if (relativeSceneNameToSceneHandles.ContainsKey(scene.name))
|
|
{
|
|
var scenHandleEntries = relativeSceneNameToSceneHandles[scene.name];
|
|
if (scenHandleEntries.ContainsKey(scene.handle))
|
|
{
|
|
scenHandleEntries.Remove(scene.handle);
|
|
if (scenHandleEntries.Count == 0)
|
|
{
|
|
relativeSceneNameToSceneHandles.Remove(scene.name);
|
|
}
|
|
m_ScenesToUnload.Remove(scene);
|
|
if (m_ScenesToUnload.Count == 0)
|
|
{
|
|
SceneManager.sceneUnloaded -= SceneManager_SceneUnloaded;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Integration test version that handles migrating dynamically spawned NetworkObjects to
|
|
/// the DDOL when a scene is unloaded
|
|
/// </summary>
|
|
/// <param name="networkManager"><see cref="NetworkManager"/> relative instance</param>
|
|
/// <param name="scene">scene being unloaded</param>
|
|
public void MoveObjectsFromSceneToDontDestroyOnLoad(ref NetworkManager networkManager, Scene scene)
|
|
{
|
|
// Create a local copy of the spawned objects list since the spawn manager will adjust the list as objects
|
|
// are despawned.
|
|
#if UNITY_2023_1_OR_NEWER
|
|
var networkObjects = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID).Where((c) => c.IsSpawned);
|
|
#else
|
|
var networkObjects = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsSpawned);
|
|
#endif
|
|
foreach (var networkObject in networkObjects)
|
|
{
|
|
if (networkObject == null || (networkObject != null && networkObject.gameObject.scene.handle != scene.handle))
|
|
{
|
|
if (networkObject != null)
|
|
{
|
|
VerboseDebug($"[MoveObjects from {scene.name} | {scene.handle}] Ignoring {networkObject.gameObject.name} because it isn't in scene {networkObject.gameObject.scene.name} ");
|
|
}
|
|
continue;
|
|
}
|
|
|
|
bool skipPrefab = false;
|
|
|
|
foreach (var networkPrefab in networkManager.NetworkConfig.Prefabs.Prefabs)
|
|
{
|
|
if (networkPrefab.Prefab == null)
|
|
{
|
|
continue;
|
|
}
|
|
if (networkObject == networkPrefab.Prefab.GetComponent<NetworkObject>())
|
|
{
|
|
skipPrefab = true;
|
|
break;
|
|
}
|
|
}
|
|
if (skipPrefab)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Only NetworkObjects marked to not be destroyed with the scene and are not already in the DDOL are preserved
|
|
if (!networkObject.DestroyWithScene && networkObject.gameObject.scene != networkManager.SceneManager.DontDestroyOnLoadScene)
|
|
{
|
|
// Only move dynamically spawned NetworkObjects with no parent as the children will follow
|
|
if (networkObject.gameObject.transform.parent == null && networkObject.IsSceneObject != null && !networkObject.IsSceneObject.Value)
|
|
{
|
|
VerboseDebug($"[MoveObjects from {scene.name} | {scene.handle}] Moving {networkObject.gameObject.name} because it is in scene {networkObject.gameObject.scene.name} with DWS = {networkObject.DestroyWithScene}.");
|
|
Object.DontDestroyOnLoad(networkObject.gameObject);
|
|
}
|
|
}
|
|
else if (networkManager.IsServer)
|
|
{
|
|
if (networkObject.NetworkManager == networkManager)
|
|
{
|
|
VerboseDebug($"[MoveObjects from {scene.name} | {scene.handle}] Destroying {networkObject.gameObject.name} because it is in scene {networkObject.gameObject.scene.name} with DWS = {networkObject.DestroyWithScene}.");
|
|
networkObject.Despawn();
|
|
}
|
|
else //For integration testing purposes, migrate remaining into DDOL
|
|
{
|
|
VerboseDebug($"[MoveObjects from {scene.name} | {scene.handle}] Temporarily migrating {networkObject.gameObject.name} into DDOL to await server destroy message.");
|
|
Object.DontDestroyOnLoad(networkObject.gameObject);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the client synchronization mode which impacts whether both the server or client take into consideration scenes loaded before
|
|
/// starting the <see cref="NetworkManager"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// <see cref="LoadSceneMode.Single"/>: Does not take preloaded scenes into consideration
|
|
/// <see cref="LoadSceneMode.Single"/>: Does take preloaded scenes into consideration
|
|
/// </remarks>
|
|
/// <param name="networkManager">relative <see cref="NetworkManager"/> instance</param>
|
|
/// <param name="mode"><see cref="LoadSceneMode.Single"/> or <see cref="LoadSceneMode.Additive"/></param>
|
|
public void SetClientSynchronizationMode(ref NetworkManager networkManager, LoadSceneMode mode)
|
|
{
|
|
|
|
var sceneManager = networkManager.SceneManager;
|
|
|
|
// Don't let client's set this value
|
|
if (!networkManager.IsServer)
|
|
{
|
|
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
|
{
|
|
NetworkLog.LogWarning("Clients should not set this value as it is automatically synchronized with the server's setting!");
|
|
}
|
|
return;
|
|
}
|
|
else if (networkManager.ConnectedClientsIds.Count > (networkManager.IsHost ? 1 : 0) && sceneManager.ClientSynchronizationMode != mode)
|
|
{
|
|
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
|
{
|
|
NetworkLog.LogWarning("Server is changing client synchronization mode after clients have been synchronized! It is recommended to do this before clients are connected!");
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// For additive client synchronization, we take into consideration scenes
|
|
// already loaded.
|
|
if (mode == LoadSceneMode.Additive)
|
|
{
|
|
if (networkManager.IsServer)
|
|
{
|
|
sceneManager.OnSceneEvent -= SceneManager_OnSceneEvent;
|
|
sceneManager.OnSceneEvent += SceneManager_OnSceneEvent;
|
|
}
|
|
|
|
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
|
|
{
|
|
SceneNameToSceneHandles.Add(networkManager, new Dictionary<string, Dictionary<int, SceneEntry>>());
|
|
}
|
|
|
|
var networkManagerScenes = SceneNameToSceneHandles[networkManager];
|
|
|
|
for (int i = 0; i < SceneManager.sceneCount; i++)
|
|
{
|
|
var scene = SceneManager.GetSceneAt(i);
|
|
|
|
// Ignore scenes that belong to other NetworkManager instances
|
|
if (!DoesSceneHaveUnassignedEntry(scene.name, networkManager))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If using scene verification
|
|
if (sceneManager.VerifySceneBeforeLoading != null)
|
|
{
|
|
// Determine if we should take this scene into consideration
|
|
if (!sceneManager.VerifySceneBeforeLoading.Invoke(scene.buildIndex, scene.name, LoadSceneMode.Additive))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// If the scene is not already in the ScenesLoaded list, then add it
|
|
if (!sceneManager.ScenesLoaded.ContainsKey(scene.handle))
|
|
{
|
|
StartTrackingScene(scene, true, networkManager);
|
|
sceneManager.ScenesLoaded.Add(scene.handle, scene);
|
|
}
|
|
}
|
|
}
|
|
// Set the client synchronization mode
|
|
sceneManager.ClientSynchronizationMode = mode;
|
|
}
|
|
|
|
/// <summary>
|
|
/// During integration testing, if the server loads a scene then
|
|
/// we want to start tracking it.
|
|
/// </summary>
|
|
/// <param name="sceneEvent"></param>
|
|
private void SceneManager_OnSceneEvent(SceneEvent sceneEvent)
|
|
{
|
|
// Filter for server only scene events
|
|
if (!NetworkManager.IsServer || sceneEvent.ClientId != NetworkManager.ServerClientId)
|
|
{
|
|
return;
|
|
}
|
|
|
|
switch (sceneEvent.SceneEventType)
|
|
{
|
|
case SceneEventType.LoadComplete:
|
|
{
|
|
StartTrackingScene(sceneEvent.Scene, true, NetworkManager);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handles determining if a client should attempt to load a scene during synchronization.
|
|
/// </summary>
|
|
/// <param name="sceneName">name of the scene to be loaded</param>
|
|
/// <param name="isPrimaryScene">when in client synchronization mode single, this determines if the scene is the primary active scene</param>
|
|
/// <param name="clientSynchronizationMode">the current client synchronization mode</param>
|
|
/// <param name="networkManager"><see cref="NetworkManager"/>relative instance</param>
|
|
/// <returns></returns>
|
|
public bool ClientShouldPassThrough(string sceneName, bool isPrimaryScene, LoadSceneMode clientSynchronizationMode, NetworkManager networkManager)
|
|
{
|
|
var shouldPassThrough = clientSynchronizationMode == LoadSceneMode.Single ? false : DoesSceneHaveUnassignedEntry(sceneName, networkManager);
|
|
var activeScene = SceneManager.GetActiveScene();
|
|
|
|
// If shouldPassThrough is not yet true and the scene to be loaded is the currently active scene
|
|
if (!shouldPassThrough && sceneName == activeScene.name)
|
|
{
|
|
// In additive client synchronization mode we always pass through.
|
|
// Unlike the default behavior(i.e. DefaultSceneManagerHandler), for integration testing we always return false
|
|
// if it is the active scene and the client synchronization mode is LoadSceneMode.Single because the client should
|
|
// load the active scene additively for this NetworkManager instance (i.e. can't have multiple active scenes).
|
|
if (clientSynchronizationMode == LoadSceneMode.Additive)
|
|
{
|
|
// don't try to reload this scene and pass through to post load processing.
|
|
shouldPassThrough = true;
|
|
}
|
|
}
|
|
return shouldPassThrough;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Constructor now must take NetworkManager
|
|
/// </summary>
|
|
public IntegrationTestSceneHandler(NetworkManager networkManager)
|
|
{
|
|
networkManager.SceneManager.OverrideGetAndAddNewlyLoadedSceneByName = GetAndAddNewlyLoadedSceneByName;
|
|
networkManager.SceneManager.ExcludeSceneFromSychronization = ExcludeSceneFromSynchronizationCheck;
|
|
NetworkManagers.Add(networkManager);
|
|
NetworkManagerName = networkManager.name;
|
|
if (s_WaitForSeconds == null)
|
|
{
|
|
s_WaitForSeconds = new WaitForSeconds(1.0f / networkManager.NetworkConfig.TickRate);
|
|
}
|
|
NetworkManager = networkManager;
|
|
if (CoroutineRunner == null)
|
|
{
|
|
CoroutineRunner = new GameObject("UnitTestSceneHandlerCoroutine").AddComponent<CoroutineRunner>();
|
|
// Move the CoroutineRunner into the DDOL in case we unload the scene it was instantiated in.
|
|
// (which if that gets destroyed then it basically stops all integration test queue processing)
|
|
Object.DontDestroyOnLoad(CoroutineRunner);
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
NetworkManagers.Clear();
|
|
if (SceneJobProcessor != null)
|
|
{
|
|
CoroutineRunner.StopCoroutine(SceneJobProcessor);
|
|
SceneJobProcessor = null;
|
|
}
|
|
|
|
foreach (var job in QueuedSceneJobs)
|
|
{
|
|
if (job.JobType != QueuedSceneJob.JobTypes.Completed)
|
|
{
|
|
if (job.JobType == QueuedSceneJob.JobTypes.Loading)
|
|
{
|
|
SceneManager.sceneLoaded -= SceneManager_sceneLoaded;
|
|
}
|
|
else
|
|
{
|
|
SceneManager.sceneUnloaded -= SceneManager_sceneUnloaded;
|
|
}
|
|
job.JobType = QueuedSceneJob.JobTypes.Completed;
|
|
}
|
|
}
|
|
QueuedSceneJobs.Clear();
|
|
if (CoroutineRunner != null && CoroutineRunner.gameObject != null)
|
|
{
|
|
Object.Destroy(CoroutineRunner.gameObject);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|