This repository has been archived on 2025-04-22. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
com.unity.netcode.gameobjects/Tests/Runtime/Components/NetworkVariableTestComponent.cs
Unity Technologies 60e2dabef4 com.unity.netcode.gameobjects@1.0.0-pre.7
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).

## [1.0.0-pre.7] - 2022-04-01

### Added

- Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828)
- Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823)
- Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762)
- `UnityTransport` settings can now be set programmatically. (#1845)
- `FastBufferWriter` and Reader IsInitialized property. (#1859)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849)

### Removed

- Removed `SnapshotSystem` (#1852)
- Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812)
- Removed `com.unity.collections` dependency from the package (#1849)

### Fixed
- Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850)
- Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847)
- Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841)
- Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838)
- Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836)
- Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828)
- Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821)
- Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811)
- Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809)
- Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808)
- Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801)
- Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780)
- Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779)
- Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777)
- Fixed parenting warning printing for false positives (#1855)
2022-04-01 00:00:00 +00:00

204 lines
12 KiB
C#

using UnityEngine;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// This provides coverage for all of the predefined NetworkVariable types
/// The initial goal is for generalized full coverage of NetworkVariables:
/// Covers all of the various constructor calls (i.e. various parameters or no parameters)
/// Covers the local NetworkVariable's OnValueChanged functionality (i.e. when a specific type changes do we get a notification?)
/// This was built as a NetworkBehaviour for further client-server unit testing patterns when this capability is available.
/// </summary>
internal class NetworkVariableTestComponent : NetworkBehaviour
{
private NetworkVariable<bool> m_NetworkVariableBool = new NetworkVariable<bool>();
private NetworkVariable<byte> m_NetworkVariableByte = new NetworkVariable<byte>();
private NetworkVariable<Color> m_NetworkVariableColor = new NetworkVariable<Color>();
private NetworkVariable<Color32> m_NetworkVariableColor32 = new NetworkVariable<Color32>();
private NetworkVariable<double> m_NetworkVariableDouble = new NetworkVariable<double>();
private NetworkVariable<float> m_NetworkVariableFloat = new NetworkVariable<float>();
private NetworkVariable<int> m_NetworkVariableInt = new NetworkVariable<int>();
private NetworkVariable<long> m_NetworkVariableLong = new NetworkVariable<long>();
private NetworkVariable<sbyte> m_NetworkVariableSByte = new NetworkVariable<sbyte>();
private NetworkVariable<Quaternion> m_NetworkVariableQuaternion = new NetworkVariable<Quaternion>();
private NetworkVariable<short> m_NetworkVariableShort = new NetworkVariable<short>();
private NetworkVariable<Vector4> m_NetworkVariableVector4 = new NetworkVariable<Vector4>();
private NetworkVariable<Vector3> m_NetworkVariableVector3 = new NetworkVariable<Vector3>();
private NetworkVariable<Vector2> m_NetworkVariableVector2 = new NetworkVariable<Vector2>();
private NetworkVariable<Ray> m_NetworkVariableRay = new NetworkVariable<Ray>();
private NetworkVariable<ulong> m_NetworkVariableULong = new NetworkVariable<ulong>();
private NetworkVariable<uint> m_NetworkVariableUInt = new NetworkVariable<uint>();
private NetworkVariable<ushort> m_NetworkVariableUShort = new NetworkVariable<ushort>();
public NetworkVariableHelper<bool> Bool_Var;
public NetworkVariableHelper<byte> Byte_Var;
public NetworkVariableHelper<Color> Color_Var;
public NetworkVariableHelper<Color32> Color32_Var;
public NetworkVariableHelper<double> Double_Var;
public NetworkVariableHelper<float> Float_Var;
public NetworkVariableHelper<int> Int_Var;
public NetworkVariableHelper<long> Long_Var;
public NetworkVariableHelper<sbyte> Sbyte_Var;
public NetworkVariableHelper<Quaternion> Quaternion_Var;
public NetworkVariableHelper<short> Short_Var;
public NetworkVariableHelper<Vector4> Vector4_Var;
public NetworkVariableHelper<Vector3> Vector3_Var;
public NetworkVariableHelper<Vector2> Vector2_Var;
public NetworkVariableHelper<Ray> Ray_Var;
public NetworkVariableHelper<ulong> Ulong_Var;
public NetworkVariableHelper<uint> Uint_Var;
public NetworkVariableHelper<ushort> Ushort_Var;
public bool EnableTesting;
private bool m_Initialized;
private bool m_FinishedTests;
private bool m_ChangesAppliedToNetworkVariables;
private float m_WaitForChangesTimeout;
// Start is called before the first frame update
private void InitializeTest()
{
// Generic Constructor Test Coverage
m_NetworkVariableBool = new NetworkVariable<bool>();
m_NetworkVariableByte = new NetworkVariable<byte>();
m_NetworkVariableColor = new NetworkVariable<Color>();
m_NetworkVariableColor32 = new NetworkVariable<Color32>();
m_NetworkVariableDouble = new NetworkVariable<double>();
m_NetworkVariableFloat = new NetworkVariable<float>();
m_NetworkVariableInt = new NetworkVariable<int>();
m_NetworkVariableLong = new NetworkVariable<long>();
m_NetworkVariableSByte = new NetworkVariable<sbyte>();
m_NetworkVariableQuaternion = new NetworkVariable<Quaternion>();
m_NetworkVariableShort = new NetworkVariable<short>();
m_NetworkVariableVector4 = new NetworkVariable<Vector4>();
m_NetworkVariableVector3 = new NetworkVariable<Vector3>();
m_NetworkVariableVector2 = new NetworkVariable<Vector2>();
m_NetworkVariableRay = new NetworkVariable<Ray>();
m_NetworkVariableULong = new NetworkVariable<ulong>();
m_NetworkVariableUInt = new NetworkVariable<uint>();
m_NetworkVariableUShort = new NetworkVariable<ushort>();
// NetworkVariable Value Type Constructor Test Coverage
m_NetworkVariableBool = new NetworkVariable<bool>(true);
m_NetworkVariableByte = new NetworkVariable<byte>((byte)0);
m_NetworkVariableColor = new NetworkVariable<Color>(new Color(1, 1, 1, 1));
m_NetworkVariableColor32 = new NetworkVariable<Color32>(new Color32(1, 1, 1, 1));
m_NetworkVariableDouble = new NetworkVariable<double>(1.0);
m_NetworkVariableFloat = new NetworkVariable<float>(1.0f);
m_NetworkVariableInt = new NetworkVariable<int>(1);
m_NetworkVariableLong = new NetworkVariable<long>(1);
m_NetworkVariableSByte = new NetworkVariable<sbyte>((sbyte)0);
m_NetworkVariableQuaternion = new NetworkVariable<Quaternion>(Quaternion.identity);
m_NetworkVariableShort = new NetworkVariable<short>(256);
m_NetworkVariableVector4 = new NetworkVariable<Vector4>(new Vector4(1, 1, 1, 1));
m_NetworkVariableVector3 = new NetworkVariable<Vector3>(new Vector3(1, 1, 1));
m_NetworkVariableVector2 = new NetworkVariable<Vector2>(new Vector2(1, 1));
m_NetworkVariableRay = new NetworkVariable<Ray>(new Ray());
m_NetworkVariableULong = new NetworkVariable<ulong>(1);
m_NetworkVariableUInt = new NetworkVariable<uint>(1);
m_NetworkVariableUShort = new NetworkVariable<ushort>(1);
// Use this nifty class: NetworkVariableHelper
// Tracks if NetworkVariable changed invokes the OnValueChanged callback for the given instance type
Bool_Var = new NetworkVariableHelper<bool>(m_NetworkVariableBool);
Byte_Var = new NetworkVariableHelper<byte>(m_NetworkVariableByte);
Color_Var = new NetworkVariableHelper<Color>(m_NetworkVariableColor);
Color32_Var = new NetworkVariableHelper<Color32>(m_NetworkVariableColor32);
Double_Var = new NetworkVariableHelper<double>(m_NetworkVariableDouble);
Float_Var = new NetworkVariableHelper<float>(m_NetworkVariableFloat);
Int_Var = new NetworkVariableHelper<int>(m_NetworkVariableInt);
Long_Var = new NetworkVariableHelper<long>(m_NetworkVariableLong);
Sbyte_Var = new NetworkVariableHelper<sbyte>(m_NetworkVariableSByte);
Quaternion_Var = new NetworkVariableHelper<Quaternion>(m_NetworkVariableQuaternion);
Short_Var = new NetworkVariableHelper<short>(m_NetworkVariableShort);
Vector4_Var = new NetworkVariableHelper<Vector4>(m_NetworkVariableVector4);
Vector3_Var = new NetworkVariableHelper<Vector3>(m_NetworkVariableVector3);
Vector2_Var = new NetworkVariableHelper<Vector2>(m_NetworkVariableVector2);
Ray_Var = new NetworkVariableHelper<Ray>(m_NetworkVariableRay);
Ulong_Var = new NetworkVariableHelper<ulong>(m_NetworkVariableULong);
Uint_Var = new NetworkVariableHelper<uint>(m_NetworkVariableUInt);
Ushort_Var = new NetworkVariableHelper<ushort>(m_NetworkVariableUShort);
}
/// <summary>
/// Test result for all values changed the expected number of times (once per unique NetworkVariable type)
/// </summary>
public bool DidAllValuesChange()
{
if (NetworkVariableBaseHelper.VarChangedCount == NetworkVariableBaseHelper.InstanceCount)
{
return true;
}
else
{
return false;
}
}
/// <summary>
/// Returns back whether the test has completed the total number of iterations
/// </summary>
public bool IsTestComplete()
{
return m_FinishedTests;
}
// Update is called once per frame
private void Update()
{
if (EnableTesting)
{
//Added timeout functionality for near future changes to NetworkVariables
if (!m_FinishedTests && m_ChangesAppliedToNetworkVariables)
{
//We finish testing if all NetworkVariables changed their value or we timed out waiting for
//all NetworkVariables to change their value
m_FinishedTests = DidAllValuesChange() || (m_WaitForChangesTimeout < Time.realtimeSinceStartup);
}
else
{
if (NetworkManager != null && NetworkManager.IsListening)
{
if (!m_Initialized)
{
InitializeTest();
m_Initialized = true;
}
else
{
//Now change all of the values to make sure we are at least testing the local callback
m_NetworkVariableBool.Value = false;
m_NetworkVariableByte.Value = 255;
m_NetworkVariableColor.Value = new Color(100, 100, 100);
m_NetworkVariableColor32.Value = new Color32(100, 100, 100, 100);
m_NetworkVariableDouble.Value = 1000;
m_NetworkVariableFloat.Value = 1000.0f;
m_NetworkVariableInt.Value = 1000;
m_NetworkVariableLong.Value = 100000;
m_NetworkVariableSByte.Value = -127;
m_NetworkVariableQuaternion.Value = new Quaternion(100, 100, 100, 100);
m_NetworkVariableShort.Value = short.MaxValue;
m_NetworkVariableVector4.Value = new Vector4(1000, 1000, 1000, 1000);
m_NetworkVariableVector3.Value = new Vector3(1000, 1000, 1000);
m_NetworkVariableVector2.Value = new Vector2(1000, 1000);
m_NetworkVariableRay.Value = new Ray(Vector3.one, Vector3.right);
m_NetworkVariableULong.Value = ulong.MaxValue;
m_NetworkVariableUInt.Value = uint.MaxValue;
m_NetworkVariableUShort.Value = ushort.MaxValue;
//Set the timeout (i.e. how long we will wait for all NetworkVariables to have registered their changes)
m_WaitForChangesTimeout = Time.realtimeSinceStartup + 0.50f;
m_ChangesAppliedToNetworkVariables = true;
}
}
}
}
}
}
}