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com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectOnSpawnTests.cs
Unity Technologies ffef45b50f com.unity.netcode.gameobjects@1.7.0
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)
2023-10-11 00:00:00 +00:00

365 lines
16 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
{
public class NetworkObjectOnSpawnTests : NetcodeIntegrationTest
{
private GameObject m_TestNetworkObjectPrefab;
private GameObject m_TestNetworkObjectInstance;
protected override int NumberOfClients => 2;
public enum ObserverTestTypes
{
WithObservers,
WithoutObservers
}
private GameObject m_ObserverPrefab;
private NetworkObject m_ObserverTestNetworkObject;
private ObserverTestTypes m_ObserverTestType;
private const string k_ObserverTestObjName = "ObsObj";
private const string k_WithObserversError = "Not all clients spawned the";
private const string k_WithoutObserversError = "A client spawned the";
protected override void OnServerAndClientsCreated()
{
m_ObserverPrefab = CreateNetworkObjectPrefab(k_ObserverTestObjName);
base.OnServerAndClientsCreated();
}
private bool CheckClientsSideObserverTestObj()
{
foreach (var client in m_ClientNetworkManagers)
{
if (!s_GlobalNetworkObjects.ContainsKey(client.LocalClientId))
{
// When no observers there shouldn't be any client spawned NetworkObjects
// (players are held in a different list)
return !(m_ObserverTestType == ObserverTestTypes.WithObservers);
}
var clientObjects = s_GlobalNetworkObjects[client.LocalClientId];
// Make sure they did spawn the object
if (m_ObserverTestType == ObserverTestTypes.WithObservers)
{
if (!clientObjects.ContainsKey(m_ObserverTestNetworkObject.NetworkObjectId))
{
return false;
}
if (!clientObjects[m_ObserverTestNetworkObject.NetworkObjectId].IsSpawned)
{
return false;
}
}
}
return true;
}
/// <summary>
/// Assures the <see cref="ObserverSpawnTests"/> late joining client has all
/// NetworkPrefabs required to connect.
/// </summary>
protected override void OnNewClientCreated(NetworkManager networkManager)
{
foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
{
if (!networkManager.NetworkConfig.Prefabs.Contains(networkPrefab.Prefab))
{
networkManager.NetworkConfig.Prefabs.Add(networkPrefab);
}
}
networkManager.NetworkConfig.EnableSceneManagement = m_ServerNetworkManager.NetworkConfig.EnableSceneManagement;
base.OnNewClientCreated(networkManager);
}
/// <summary>
/// This test validates <see cref="NetworkObject.SpawnWithObservers"/> property
/// </summary>
/// <param name="observerTestTypes">whether to spawn with or without observers</param>
[UnityTest]
public IEnumerator ObserverSpawnTests([Values] ObserverTestTypes observerTestTypes, [Values] bool sceneManagement)
{
if (!sceneManagement)
{
// Disable prefabs to prevent them from being destroyed
foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
{
networkPrefab.Prefab.SetActive(false);
}
// Shutdown and clean up the current client NetworkManager instances
foreach (var networkManager in m_ClientNetworkManagers)
{
m_PlayerNetworkObjects[networkManager.LocalClientId].Clear();
m_PlayerNetworkObjects.Remove(networkManager.LocalClientId);
yield return StopOneClient(networkManager, true);
}
// Shutdown and clean up the server NetworkManager instance
m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId].Clear();
yield return StopOneClient(m_ServerNetworkManager);
// Set the prefabs to active again
foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
{
networkPrefab.Prefab.SetActive(true);
}
// Disable scene management and start the host
m_ServerNetworkManager.NetworkConfig.EnableSceneManagement = false;
m_ServerNetworkManager.StartHost();
yield return s_DefaultWaitForTick;
// Create 2 new clients and connect them
for (int i = 0; i < NumberOfClients; i++)
{
yield return CreateAndStartNewClient();
}
}
m_ObserverTestType = observerTestTypes;
var prefabNetworkObject = m_ObserverPrefab.GetComponent<NetworkObject>();
prefabNetworkObject.SpawnWithObservers = observerTestTypes == ObserverTestTypes.WithObservers;
var instance = SpawnObject(m_ObserverPrefab, m_ServerNetworkManager);
m_ObserverTestNetworkObject = instance.GetComponent<NetworkObject>();
var withoutObservers = m_ObserverTestType == ObserverTestTypes.WithoutObservers;
if (withoutObservers)
{
// Just give a little time to make sure nothing spawned
yield return s_DefaultWaitForTick;
}
yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
AssertOnTimeout($"{(withoutObservers ? k_WithoutObserversError : k_WithObserversError)} {k_ObserverTestObjName} object!");
// If we spawned without observers
if (withoutObservers)
{
// Make each client an observer
foreach (var client in m_ClientNetworkManagers)
{
m_ObserverTestNetworkObject.NetworkShow(client.LocalClientId);
}
// Validate the clients spawned the NetworkObject
m_ObserverTestType = ObserverTestTypes.WithObservers;
yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
AssertOnTimeout($"{k_WithObserversError} {k_ObserverTestObjName} object!");
// Validate that a late joining client does not see the NetworkObject when it spawns
yield return CreateAndStartNewClient();
m_ObserverTestType = ObserverTestTypes.WithoutObservers;
// Just give a little time to make sure nothing spawned
yield return s_DefaultWaitForTick;
yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
AssertOnTimeout($"{(withoutObservers ? k_WithoutObserversError : k_WithObserversError)} {k_ObserverTestObjName} object!");
// Now validate that we can make the NetworkObject visible to the newly joined client
m_ObserverTestNetworkObject.NetworkShow(m_ClientNetworkManagers[NumberOfClients].LocalClientId);
// Validate the NetworkObject is visible to all connected clients (including the recently joined client)
m_ObserverTestType = ObserverTestTypes.WithObservers;
yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
AssertOnTimeout($"{k_WithObserversError} {k_ObserverTestObjName} object!");
}
}
/// <summary>
/// Tests that instantiating a <see cref="NetworkObject"/> and destroying without spawning it
/// does not run <see cref="NetworkBehaviour.OnNetworkSpawn"/> or <see cref="NetworkBehaviour.OnNetworkSpawn"/>.
/// </summary>
[UnityTest]
public IEnumerator InstantiateDestroySpawnNotCalled()
{
m_TestNetworkObjectPrefab = new GameObject("InstantiateDestroySpawnNotCalled_Object");
var networkObject = m_TestNetworkObjectPrefab.AddComponent<NetworkObject>();
var fail = m_TestNetworkObjectPrefab.AddComponent<FailWhenSpawned>();
// instantiate
m_TestNetworkObjectInstance = Object.Instantiate(m_TestNetworkObjectPrefab);
yield return null;
Object.Destroy(m_TestNetworkObjectInstance);
}
private class FailWhenSpawned : NetworkBehaviour
{
public override void OnNetworkSpawn()
{
Assert.Fail("Spawn should not be called on not spawned object");
}
public override void OnNetworkDespawn()
{
Assert.Fail("Depawn should not be called on not spawned object");
}
}
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<TrackOnSpawnFunctions>();
}
protected override IEnumerator OnTearDown()
{
if (m_ObserverPrefab != null)
{
Object.Destroy(m_ObserverPrefab);
}
if (m_TestNetworkObjectPrefab != null)
{
Object.Destroy(m_TestNetworkObjectPrefab);
}
if (m_TestNetworkObjectInstance != null)
{
Object.Destroy(m_TestNetworkObjectInstance);
}
yield return base.OnTearDown();
}
private List<TrackOnSpawnFunctions> m_ClientTrackOnSpawnInstances = new List<TrackOnSpawnFunctions>();
/// <summary>
/// Test that callbacks are run for playerobject spawn, despawn, regular spawn, destroy on server.
/// </summary>
/// <returns></returns>
[UnityTest]
public IEnumerator TestOnNetworkSpawnCallbacks()
{
// [Host-Side] Get the Host owned instance
var serverInstance = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ServerNetworkManager.LocalClientId].GetComponent<TrackOnSpawnFunctions>();
foreach (var client in m_ClientNetworkManagers)
{
var clientRpcTests = m_PlayerNetworkObjects[client.LocalClientId][m_ServerNetworkManager.LocalClientId].gameObject.GetComponent<TrackOnSpawnFunctions>();
Assert.IsNotNull(clientRpcTests);
m_ClientTrackOnSpawnInstances.Add(clientRpcTests);
}
// -------------- step 1 check player spawn despawn
// check spawned on server
Assert.AreEqual(1, serverInstance.OnNetworkSpawnCalledCount);
// safety check server despawned
Assert.AreEqual(0, serverInstance.OnNetworkDespawnCalledCount);
// Conditional check for clients spawning or despawning
var checkSpawnCondition = false;
var expectedSpawnCount = 1;
var expectedDespawnCount = 0;
bool HasConditionBeenMet()
{
var clientsCompleted = 0;
// check spawned on client
foreach (var clientInstance in m_ClientTrackOnSpawnInstances)
{
if (checkSpawnCondition)
{
if (clientInstance.OnNetworkSpawnCalledCount == expectedSpawnCount)
{
clientsCompleted++;
}
}
else
{
if (clientInstance.OnNetworkDespawnCalledCount == expectedDespawnCount)
{
clientsCompleted++;
}
}
}
return clientsCompleted >= NumberOfClients;
}
// safety check that all clients have not been despawned yet
Assert.True(HasConditionBeenMet(), "Failed condition that all clients not despawned yet!");
// now verify that all clients have been spawned
checkSpawnCondition = true;
yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side spawns!");
// despawn on server. However, since we'll be using this object later in the test, don't delete it
serverInstance.GetComponent<NetworkObject>().Despawn(false);
// check despawned on server
Assert.AreEqual(1, serverInstance.OnNetworkDespawnCalledCount);
// we now expect the clients to each have despawned once
expectedDespawnCount = 1;
yield return s_DefaultWaitForTick;
// verify that all client-side instances are despawned
checkSpawnCondition = false;
yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side despawns!");
//----------- step 2 check spawn and destroy again
serverInstance.GetComponent<NetworkObject>().Spawn();
// wait a tick
yield return s_DefaultWaitForTick;
// check spawned again on server this is 2 because we are reusing the object which was already spawned once.
Assert.AreEqual(2, serverInstance.OnNetworkSpawnCalledCount);
checkSpawnCondition = true;
yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side spawns! (2nd pass)");
// destroy the server object
Object.Destroy(serverInstance.gameObject);
yield return s_DefaultWaitForTick;
// check whether despawned was called again on server instance
Assert.AreEqual(2, serverInstance.OnNetworkDespawnCalledCount);
checkSpawnCondition = false;
yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side despawns! (2nd pass)");
}
[Test]
public void DynamicallySpawnedNoSceneOriginException()
{
var gameObject = new GameObject();
var networkObject = gameObject.AddComponent<NetworkObject>();
networkObject.IsSpawned = true;
networkObject.SceneOriginHandle = 0;
networkObject.IsSceneObject = false;
// This validates invoking GetSceneOriginHandle will not throw an exception for a dynamically spawned NetworkObject
// when the scene of origin handle is zero
var sceneOriginHandle = networkObject.GetSceneOriginHandle();
// This validates that GetSceneOriginHandle will return the GameObject's scene handle that should be the currently active scene
var activeSceneHandle = UnityEngine.SceneManagement.SceneManager.GetActiveScene().handle;
Assert.IsTrue(sceneOriginHandle == activeSceneHandle, $"{nameof(NetworkObject)} should have returned the active scene handle of {activeSceneHandle} but returned {sceneOriginHandle}");
}
private class TrackOnSpawnFunctions : NetworkBehaviour
{
public int OnNetworkSpawnCalledCount { get; private set; }
public int OnNetworkDespawnCalledCount { get; private set; }
public override void OnNetworkSpawn()
{
OnNetworkSpawnCalledCount++;
}
public override void OnNetworkDespawn()
{
OnNetworkDespawnCalledCount++;
}
}
}
}