This repository has been archived on 2025-04-22.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/NetworkVariableTests.cs
Unity Technologies 0f7a30d285 com.unity.netcode.gameobjects@1.0.0-pre.10
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.10] - 2022-06-21

### Added

- Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994)
- Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994)
- Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969)
- Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025)
- (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972)

### Removed

### Fixed
- Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017)
- Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009)
- Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003)
- Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985)
- Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984)
- Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975)
- Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973)
- Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972)
- Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961)
- Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976)
- Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947)
- Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946)
- Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946)
- Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946)
- Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946)
- Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
2022-06-21 00:00:00 +00:00

865 lines
38 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.TestTools;
using NUnit.Framework;
using Unity.Collections;
using Unity.Netcode.TestHelpers.Runtime;
using Random = UnityEngine.Random;
using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
public class NetVarPermTestComp : NetworkBehaviour
{
public NetworkVariable<Vector3> OwnerWritable_Position = new NetworkVariable<Vector3>(Vector3.one, NetworkVariableBase.DefaultReadPerm, NetworkVariableWritePermission.Owner);
public NetworkVariable<Vector3> ServerWritable_Position = new NetworkVariable<Vector3>(Vector3.one, NetworkVariableBase.DefaultReadPerm, NetworkVariableWritePermission.Server);
}
[TestFixtureSource(nameof(TestDataSource))]
public class NetworkVariablePermissionTests : NetcodeIntegrationTest
{
public static IEnumerable<TestFixtureData> TestDataSource()
{
foreach (HostOrServer hostOrServer in Enum.GetValues(typeof(HostOrServer)))
{
yield return new TestFixtureData(hostOrServer);
}
}
protected override int NumberOfClients => 3;
public NetworkVariablePermissionTests(HostOrServer hostOrServer)
: base(hostOrServer)
{
}
private GameObject m_TestObjPrefab;
private ulong m_TestObjId = 0;
protected override void OnServerAndClientsCreated()
{
m_TestObjPrefab = CreateNetworkObjectPrefab($"[{nameof(NetworkVariablePermissionTests)}.{nameof(m_TestObjPrefab)}]");
var testComp = m_TestObjPrefab.AddComponent<NetVarPermTestComp>();
}
protected override IEnumerator OnServerAndClientsConnected()
{
m_TestObjId = SpawnObject(m_TestObjPrefab, m_ServerNetworkManager).GetComponent<NetworkObject>().NetworkObjectId;
yield return null;
}
private IEnumerator WaitForPositionsAreEqual(NetworkVariable<Vector3> netvar, Vector3 expected)
{
yield return WaitForConditionOrTimeOut(() => netvar.Value == expected);
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut);
}
private IEnumerator WaitForOwnerWritableAreEqualOnAll()
{
yield return WaitForConditionOrTimeOut(CheckOwnerWritableAreEqualOnAll);
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut);
}
private bool CheckOwnerWritableAreEqualOnAll()
{
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
if (testObjServer.OwnerClientId != testObjClient.OwnerClientId ||
testCompServer.OwnerWritable_Position.Value != testCompClient.OwnerWritable_Position.Value ||
testCompServer.OwnerWritable_Position.ReadPerm != testCompClient.OwnerWritable_Position.ReadPerm ||
testCompServer.OwnerWritable_Position.WritePerm != testCompClient.OwnerWritable_Position.WritePerm)
{
return false;
}
}
return true;
}
private IEnumerator WaitForServerWritableAreEqualOnAll()
{
yield return WaitForConditionOrTimeOut(CheckServerWritableAreEqualOnAll);
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut);
}
private bool CheckServerWritableAreEqualOnAll()
{
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
if (testCompServer.ServerWritable_Position.Value != testCompClient.ServerWritable_Position.Value ||
testCompServer.ServerWritable_Position.ReadPerm != testCompClient.ServerWritable_Position.ReadPerm ||
testCompServer.ServerWritable_Position.WritePerm != testCompClient.ServerWritable_Position.WritePerm)
{
return false;
}
}
return true;
}
[UnityTest]
public IEnumerator ServerChangesOwnerWritableNetVar()
{
yield return WaitForOwnerWritableAreEqualOnAll();
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
var oldValue = testCompServer.OwnerWritable_Position.Value;
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
testCompServer.OwnerWritable_Position.Value = newValue;
yield return WaitForPositionsAreEqual(testCompServer.OwnerWritable_Position, newValue);
yield return WaitForOwnerWritableAreEqualOnAll();
}
[UnityTest]
public IEnumerator ServerChangesServerWritableNetVar()
{
yield return WaitForServerWritableAreEqualOnAll();
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
var oldValue = testCompServer.ServerWritable_Position.Value;
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
testCompServer.ServerWritable_Position.Value = newValue;
yield return WaitForPositionsAreEqual(testCompServer.ServerWritable_Position, newValue);
yield return WaitForServerWritableAreEqualOnAll();
}
[UnityTest]
public IEnumerator ClientChangesOwnerWritableNetVar()
{
yield return WaitForOwnerWritableAreEqualOnAll();
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
testObjServer.ChangeOwnership(newOwnerClientId);
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 2);
yield return WaitForOwnerWritableAreEqualOnAll();
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
var oldValue = testCompClient.OwnerWritable_Position.Value;
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
testCompClient.OwnerWritable_Position.Value = newValue;
yield return WaitForPositionsAreEqual(testCompClient.OwnerWritable_Position, newValue);
yield return WaitForOwnerWritableAreEqualOnAll();
}
[UnityTest]
public IEnumerator ClientCannotChangeServerWritableNetVar()
{
yield return WaitForServerWritableAreEqualOnAll();
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
testObjServer.ChangeOwnership(newOwnerClientId);
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 2);
yield return WaitForServerWritableAreEqualOnAll();
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
var oldValue = testCompClient.ServerWritable_Position.Value;
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
Assert.That(() => testCompClient.ServerWritable_Position.Value = newValue, Throws.TypeOf<InvalidOperationException>());
yield return WaitForPositionsAreEqual(testCompServer.ServerWritable_Position, oldValue);
yield return WaitForServerWritableAreEqualOnAll();
testCompServer.ServerWritable_Position.Value = newValue;
yield return WaitForPositionsAreEqual(testCompServer.ServerWritable_Position, newValue);
yield return WaitForServerWritableAreEqualOnAll();
}
[UnityTest]
public IEnumerator ServerCannotChangeOwnerWritableNetVar()
{
yield return WaitForOwnerWritableAreEqualOnAll();
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
testObjServer.ChangeOwnership(newOwnerClientId);
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 2);
yield return WaitForOwnerWritableAreEqualOnAll();
var oldValue = testCompServer.OwnerWritable_Position.Value;
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
Assert.That(() => testCompServer.OwnerWritable_Position.Value = newValue, Throws.TypeOf<InvalidOperationException>());
yield return WaitForPositionsAreEqual(testCompServer.OwnerWritable_Position, oldValue);
yield return WaitForOwnerWritableAreEqualOnAll();
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
testCompClient.OwnerWritable_Position.Value = newValue;
yield return WaitForPositionsAreEqual(testCompClient.OwnerWritable_Position, newValue);
yield return WaitForOwnerWritableAreEqualOnAll();
}
}
public struct TestStruct : INetworkSerializable, IEquatable<TestStruct>
{
public uint SomeInt;
public bool SomeBool;
public static bool NetworkSerializeCalledOnWrite;
public static bool NetworkSerializeCalledOnRead;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
if (serializer.IsReader)
{
NetworkSerializeCalledOnRead = true;
}
else
{
NetworkSerializeCalledOnWrite = true;
}
serializer.SerializeValue(ref SomeInt);
serializer.SerializeValue(ref SomeBool);
}
public bool Equals(TestStruct other)
{
return SomeInt == other.SomeInt && SomeBool == other.SomeBool;
}
public override bool Equals(object obj)
{
return obj is TestStruct other && Equals(other);
}
public override int GetHashCode()
{
unchecked
{
return ((int)SomeInt * 397) ^ SomeBool.GetHashCode();
}
}
}
public class NetworkVariableTest : NetworkBehaviour
{
public enum SomeEnum
{
A,
B,
C
}
public readonly NetworkVariable<int> TheScalar = new NetworkVariable<int>();
public readonly NetworkVariable<SomeEnum> TheEnum = new NetworkVariable<SomeEnum>();
public readonly NetworkList<int> TheList = new NetworkList<int>();
public readonly NetworkList<FixedString128Bytes> TheLargeList = new NetworkList<FixedString128Bytes>();
public readonly NetworkVariable<FixedString32Bytes> FixedString32 = new NetworkVariable<FixedString32Bytes>();
private void ListChanged(NetworkListEvent<int> e)
{
ListDelegateTriggered = true;
}
public void Awake()
{
TheList.OnListChanged += ListChanged;
}
public readonly NetworkVariable<TestStruct> TheStruct = new NetworkVariable<TestStruct>();
public readonly NetworkList<TestStruct> TheListOfStructs = new NetworkList<TestStruct>();
public bool ListDelegateTriggered;
public override void OnNetworkSpawn()
{
if (!IsServer)
{
NetworkVariableTests.ClientNetworkVariableTestSpawned(this);
}
base.OnNetworkSpawn();
}
}
[TestFixture(true)]
[TestFixture(false)]
public class NetworkVariableTests : NetcodeIntegrationTest
{
private const string k_StringTestValue = "abcdefghijklmnopqrstuvwxyz";
private static readonly FixedString32Bytes k_FixedStringTestValue = k_StringTestValue;
protected override int NumberOfClients => 2;
private const uint k_TestUInt = 0x12345678;
private const int k_TestVal1 = 111;
private const int k_TestVal2 = 222;
private const int k_TestVal3 = 333;
private static List<NetworkVariableTest> s_ClientNetworkVariableTestInstances = new List<NetworkVariableTest>();
public static void ClientNetworkVariableTestSpawned(NetworkVariableTest networkVariableTest)
{
s_ClientNetworkVariableTestInstances.Add(networkVariableTest);
}
// Player1 component on the server
private NetworkVariableTest m_Player1OnServer;
// Player1 component on client1
private NetworkVariableTest m_Player1OnClient1;
private NetworkListTestPredicate m_NetworkListPredicateHandler;
private readonly bool m_EnsureLengthSafety;
public NetworkVariableTests(bool ensureLengthSafety)
{
m_EnsureLengthSafety = ensureLengthSafety;
}
protected override bool CanStartServerAndClients()
{
return false;
}
/// <summary>
/// This is an adjustment to how the server and clients are started in order
/// to avoid timing issues when running in a stand alone test runner build.
/// </summary>
private IEnumerator InitializeServerAndClients(bool useHost)
{
s_ClientNetworkVariableTestInstances.Clear();
m_PlayerPrefab.AddComponent<NetworkVariableTest>();
m_ServerNetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety = m_EnsureLengthSafety;
m_ServerNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
foreach (var client in m_ClientNetworkManagers)
{
client.NetworkConfig.EnsureNetworkVariableLengthSafety = m_EnsureLengthSafety;
client.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
}
Assert.True(NetcodeIntegrationTestHelpers.Start(useHost, m_ServerNetworkManager, m_ClientNetworkManagers), "Failed to start server and client instances");
RegisterSceneManagerHandler();
// Wait for connection on client and server side
yield return WaitForClientsConnectedOrTimeOut();
AssertOnTimeout($"Timed-out waiting for all clients to connect!");
// These are the *SERVER VERSIONS* of the *CLIENT PLAYER 1 & 2*
var result = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(
x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId,
m_ServerNetworkManager, result);
// Assign server-side client's player
m_Player1OnServer = result.Result.GetComponent<NetworkVariableTest>();
// This is client1's view of itself
yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(
x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId,
m_ClientNetworkManagers[0], result);
// Assign client-side local player
m_Player1OnClient1 = result.Result.GetComponent<NetworkVariableTest>();
m_Player1OnServer.TheList.Clear();
if (m_Player1OnServer.TheList.Count > 0)
{
throw new Exception("at least one server network container not empty at start");
}
if (m_Player1OnClient1.TheList.Count > 0)
{
throw new Exception("at least one client network container not empty at start");
}
var instanceCount = useHost ? NumberOfClients * 3 : NumberOfClients * 2;
// Wait for the client-side to notify it is finished initializing and spawning.
yield return WaitForConditionOrTimeOut(() => s_ClientNetworkVariableTestInstances.Count == instanceCount);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for all client NetworkVariableTest instances to register they have spawned!");
yield return s_DefaultWaitForTick;
}
/// <summary>
/// Runs generalized tests on all predefined NetworkVariable types
/// </summary>
[UnityTest]
public IEnumerator AllNetworkVariableTypes([Values(true, false)] bool useHost)
{
// Create, instantiate, and host
// This would normally go in Setup, but since every other test but this one
// uses NetworkManagerHelper, and it does its own NetworkManager setup / teardown,
// for now we put this within this one test until we migrate it to MIH
Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out NetworkManager server, useHost ? NetworkManagerHelper.NetworkManagerOperatingMode.Host : NetworkManagerHelper.NetworkManagerOperatingMode.Server));
Assert.IsTrue(server.IsHost == useHost, $"{nameof(useHost)} does not match the server.IsHost value!");
Guid gameObjectId = NetworkManagerHelper.AddGameNetworkObject("NetworkVariableTestComponent");
var networkVariableTestComponent = NetworkManagerHelper.AddComponentToObject<NetworkVariableTestComponent>(gameObjectId);
NetworkManagerHelper.SpawnNetworkObject(gameObjectId);
// Start Testing
networkVariableTestComponent.EnableTesting = true;
yield return WaitForConditionOrTimeOut(() => true == networkVariableTestComponent.IsTestComplete());
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for the test to complete!");
// Stop Testing
networkVariableTestComponent.EnableTesting = false;
Assert.IsTrue(networkVariableTestComponent.DidAllValuesChange());
// Disable this once we are done.
networkVariableTestComponent.gameObject.SetActive(false);
// This would normally go in Teardown, but since every other test but this one
// uses NetworkManagerHelper, and it does its own NetworkManager setup / teardown,
// for now we put this within this one test until we migrate it to MIH
NetworkManagerHelper.ShutdownNetworkManager();
}
[UnityTest]
public IEnumerator ClientWritePermissionTest([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
// client must not be allowed to write to a server auth variable
Assert.Throws<InvalidOperationException>(() => m_Player1OnClient1.TheScalar.Value = k_TestVal1);
}
[UnityTest]
public IEnumerator FixedString32Test([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
m_Player1OnServer.FixedString32.Value = k_FixedStringTestValue;
// Now wait for the client side version to be updated to k_FixedStringTestValue
yield return WaitForConditionOrTimeOut(() => m_Player1OnClient1.FixedString32.Value == k_FixedStringTestValue);
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for client-side NetworkVariable to update!");
}
[UnityTest]
public IEnumerator NetworkListAdd([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
m_NetworkListPredicateHandler = new NetworkListTestPredicate(m_Player1OnServer, m_Player1OnClient1, NetworkListTestPredicate.NetworkListTestStates.Add, 10);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
}
[UnityTest]
public IEnumerator WhenListContainsManyLargeValues_OverflowExceptionIsNotThrown([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
m_NetworkListPredicateHandler = new NetworkListTestPredicate(m_Player1OnServer, m_Player1OnClient1, NetworkListTestPredicate.NetworkListTestStates.ContainsLarge, 20);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
}
[UnityTest]
public IEnumerator NetworkListContains([Values(true, false)] bool useHost)
{
// Re-use the NetworkListAdd to initialize the server and client as well as make sure the list is populated
yield return NetworkListAdd(useHost);
// Now test the NetworkList.Contains method
m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.Contains);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
}
[UnityTest]
public IEnumerator NetworkListRemove([Values(true, false)] bool useHost)
{
// Re-use the NetworkListAdd to initialize the server and client as well as make sure the list is populated
yield return NetworkListAdd(useHost);
// Remove two entries by index
m_Player1OnServer.TheList.Remove(3);
m_Player1OnServer.TheList.Remove(5);
// Really just verifies the data at this point
m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.VerifyData);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
}
[UnityTest]
public IEnumerator NetworkListInsert([Values(true, false)] bool useHost)
{
// Re-use the NetworkListAdd to initialize the server and client as well as make sure the list is populated
yield return NetworkListAdd(useHost);
// Now randomly insert a random value entry
m_Player1OnServer.TheList.Insert(Random.Range(0, 9), Random.Range(1, 99));
// Verify the element count and values on the client matches the server
m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.VerifyData);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
}
[UnityTest]
public IEnumerator NetworkListIndexOf([Values(true, false)] bool useHost)
{
// Re-use the NetworkListAdd to initialize the server and client as well as make sure the list is populated
yield return NetworkListAdd(useHost);
m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.IndexOf);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
}
[UnityTest]
public IEnumerator NetworkListValueUpdate([Values(true, false)] bool useHost)
{
var testSucceeded = false;
yield return InitializeServerAndClients(useHost);
// Add 1 element value and verify it is the same on the client
m_NetworkListPredicateHandler = new NetworkListTestPredicate(m_Player1OnServer, m_Player1OnClient1, NetworkListTestPredicate.NetworkListTestStates.Add, 1);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
// Setup our original and
var previousValue = m_Player1OnServer.TheList[0];
var updatedValue = previousValue + 10;
// Callback that verifies the changed event occurred and that the original and new values are correct
void TestValueUpdatedCallback(NetworkListEvent<int> changedEvent)
{
testSucceeded = changedEvent.PreviousValue == previousValue &&
changedEvent.Value == updatedValue;
}
// Subscribe to the OnListChanged event on the client side and
m_Player1OnClient1.TheList.OnListChanged += TestValueUpdatedCallback;
m_Player1OnServer.TheList[0] = updatedValue;
// Wait until we know the client side matches the server side before checking if the callback was a success
m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.VerifyData);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
Assert.That(testSucceeded);
m_Player1OnClient1.TheList.OnListChanged -= TestValueUpdatedCallback;
}
[UnityTest]
public IEnumerator NetworkListRemoveAt([Values(true, false)] bool useHost)
{
// Re-use the NetworkListAdd to initialize the server and client as well as make sure the list is populated
yield return NetworkListAdd(useHost);
// Randomly remove a few entries
m_Player1OnServer.TheList.RemoveAt(Random.Range(0, m_Player1OnServer.TheList.Count - 1));
m_Player1OnServer.TheList.RemoveAt(Random.Range(0, m_Player1OnServer.TheList.Count - 1));
m_Player1OnServer.TheList.RemoveAt(Random.Range(0, m_Player1OnServer.TheList.Count - 1));
// Verify the element count and values on the client matches the server
m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.VerifyData);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
}
[UnityTest]
public IEnumerator NetworkListClear([Values(true, false)] bool useHost)
{
// Re-use the NetworkListAdd to initialize the server and client as well as make sure the list is populated
yield return NetworkListAdd(useHost);
m_Player1OnServer.TheList.Clear();
// Verify the element count and values on the client matches the server
m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.VerifyData);
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
}
[UnityTest]
public IEnumerator TestNetworkVariableStruct([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
bool VerifyStructure()
{
return m_Player1OnClient1.TheStruct.Value.SomeBool == m_Player1OnServer.TheStruct.Value.SomeBool &&
m_Player1OnClient1.TheStruct.Value.SomeInt == m_Player1OnServer.TheStruct.Value.SomeInt;
}
m_Player1OnServer.TheStruct.Value = new TestStruct() { SomeInt = k_TestUInt, SomeBool = false };
m_Player1OnServer.TheStruct.SetDirty(true);
// Wait for the client-side to notify it is finished initializing and spawning.
yield return WaitForConditionOrTimeOut(VerifyStructure);
}
[UnityTest]
public IEnumerator TestNetworkVariableEnum([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
bool VerifyStructure()
{
return m_Player1OnClient1.TheEnum.Value == NetworkVariableTest.SomeEnum.C;
}
m_Player1OnServer.TheEnum.Value = NetworkVariableTest.SomeEnum.C;
m_Player1OnServer.TheEnum.SetDirty(true);
// Wait for the client-side to notify it is finished initializing and spawning.
yield return WaitForConditionOrTimeOut(VerifyStructure);
}
[UnityTest]
public IEnumerator TestINetworkSerializableCallsNetworkSerialize([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
TestStruct.NetworkSerializeCalledOnWrite = false;
TestStruct.NetworkSerializeCalledOnRead = false;
m_Player1OnServer.TheStruct.Value = new TestStruct() { SomeInt = k_TestUInt, SomeBool = false };
static bool VerifyCallback() => TestStruct.NetworkSerializeCalledOnWrite && TestStruct.NetworkSerializeCalledOnRead;
// Wait for the client-side to notify it is finished initializing and spawning.
yield return WaitForConditionOrTimeOut(VerifyCallback);
}
#region COULD_BE_REMOVED
[UnityTest]
[Ignore("This is used several times already in the NetworkListPredicate")]
// TODO: If we end up using the new suggested pattern, then delete this
public IEnumerator NetworkListArrayOperator([Values(true, false)] bool useHost)
{
yield return NetworkListAdd(useHost);
}
[UnityTest]
[Ignore("This is used several times already in the NetworkListPredicate")]
// TODO: If we end up using the new suggested pattern, then delete this
public IEnumerator NetworkListIEnumerator([Values(true, false)] bool useHost)
{
yield return InitializeServerAndClients(useHost);
var correctVals = new int[3];
correctVals[0] = k_TestVal1;
correctVals[1] = k_TestVal2;
correctVals[2] = k_TestVal3;
m_Player1OnServer.TheList.Add(correctVals[0]);
m_Player1OnServer.TheList.Add(correctVals[1]);
m_Player1OnServer.TheList.Add(correctVals[2]);
Assert.IsTrue(m_Player1OnServer.TheList.Count == 3);
int index = 0;
foreach (var val in m_Player1OnServer.TheList)
{
if (val != correctVals[index++])
{
Assert.Fail();
}
}
}
#endregion
protected override IEnumerator OnTearDown()
{
m_NetworkListPredicateHandler = null;
yield return base.OnTearDown();
}
}
/// <summary>
/// Handles the more generic conditional logic for NetworkList tests
/// which can be used with the <see cref="NetcodeIntegrationTest.WaitForConditionOrTimeOut"/>
/// that accepts anything derived from the <see cref="ConditionalPredicateBase"/> class
/// as a parameter.
/// </summary>
public class NetworkListTestPredicate : ConditionalPredicateBase
{
private const int k_MaxRandomValue = 1000;
private Dictionary<NetworkListTestStates, Func<bool>> m_StateFunctions;
// Player1 component on the Server
private NetworkVariableTest m_Player1OnServer;
// Player1 component on client1
private NetworkVariableTest m_Player1OnClient1;
private string m_TestStageFailedMessage;
public enum NetworkListTestStates
{
Add,
ContainsLarge,
Contains,
VerifyData,
IndexOf,
}
private NetworkListTestStates m_NetworkListTestState;
public void SetNetworkListTestState(NetworkListTestStates networkListTestState)
{
m_NetworkListTestState = networkListTestState;
}
/// <summary>
/// Determines if the condition has been reached for the current NetworkListTestState
/// </summary>
protected override bool OnHasConditionBeenReached()
{
var isStateRegistered = m_StateFunctions.ContainsKey(m_NetworkListTestState);
Assert.IsTrue(isStateRegistered);
return m_StateFunctions[m_NetworkListTestState].Invoke();
}
/// <summary>
/// Provides all information about the players for both sides for simplicity and informative sake.
/// </summary>
/// <returns></returns>
private string ConditionFailedInfo()
{
return $"{m_NetworkListTestState} condition test failed:\n Server List Count: { m_Player1OnServer.TheList.Count} vs Client List Count: { m_Player1OnClient1.TheList.Count}\n" +
$"Server List Count: { m_Player1OnServer.TheLargeList.Count} vs Client List Count: { m_Player1OnClient1.TheLargeList.Count}\n" +
$"Server Delegate Triggered: {m_Player1OnServer.ListDelegateTriggered} | Client Delegate Triggered: {m_Player1OnClient1.ListDelegateTriggered}\n";
}
/// <summary>
/// When finished, check if a time out occurred and if so assert and provide meaningful information to troubleshoot why
/// </summary>
protected override void OnFinished()
{
Assert.IsFalse(TimedOut, $"{nameof(NetworkListTestPredicate)} timed out waiting for the {m_NetworkListTestState} condition to be reached! \n" + ConditionFailedInfo());
}
// Uses the ArrayOperator and validates that on both sides the count and values are the same
private bool OnVerifyData()
{
// Wait until both sides have the same number of elements
if (m_Player1OnServer.TheList.Count != m_Player1OnClient1.TheList.Count)
{
return false;
}
// Check the client values against the server values to make sure they match
for (int i = 0; i < m_Player1OnServer.TheList.Count; i++)
{
if (m_Player1OnServer.TheList[i] != m_Player1OnClient1.TheList[i])
{
return false;
}
}
return true;
}
/// <summary>
/// Verifies the data count, values, and that the ListDelegate on both sides was triggered
/// </summary>
private bool OnAdd()
{
bool wasTriggerred = m_Player1OnServer.ListDelegateTriggered && m_Player1OnClient1.ListDelegateTriggered;
return wasTriggerred && OnVerifyData();
}
/// <summary>
/// The current version of this test only verified the count of the large list, so that is what this does
/// </summary>
private bool OnContainsLarge()
{
return m_Player1OnServer.TheLargeList.Count == m_Player1OnClient1.TheLargeList.Count;
}
/// <summary>
/// Tests NetworkList.Contains which also verifies all values are the same on both sides
/// </summary>
private bool OnContains()
{
// Wait until both sides have the same number of elements
if (m_Player1OnServer.TheList.Count != m_Player1OnClient1.TheList.Count)
{
return false;
}
// Parse through all server values and use the NetworkList.Contains method to check if the value is in the list on the client side
foreach (var serverValue in m_Player1OnServer.TheList)
{
if (!m_Player1OnClient1.TheList.Contains(serverValue))
{
return false;
}
}
return true;
}
/// <summary>
/// Tests NetworkList.IndexOf and verifies that all values are aligned on both sides
/// </summary>
private bool OnIndexOf()
{
foreach (var serverSideValue in m_Player1OnServer.TheList)
{
var indexToTest = m_Player1OnServer.TheList.IndexOf(serverSideValue);
if (indexToTest != m_Player1OnServer.TheList.IndexOf(serverSideValue))
{
return false;
}
}
return true;
}
public NetworkListTestPredicate(NetworkVariableTest player1OnServer, NetworkVariableTest player1OnClient1, NetworkListTestStates networkListTestState, int elementCount)
{
m_NetworkListTestState = networkListTestState;
m_Player1OnServer = player1OnServer;
m_Player1OnClient1 = player1OnClient1;
m_StateFunctions = new Dictionary<NetworkListTestStates, Func<bool>>
{
{ NetworkListTestStates.Add, OnAdd },
{ NetworkListTestStates.ContainsLarge, OnContainsLarge },
{ NetworkListTestStates.Contains, OnContains },
{ NetworkListTestStates.VerifyData, OnVerifyData },
{ NetworkListTestStates.IndexOf, OnIndexOf }
};
if (networkListTestState == NetworkListTestStates.ContainsLarge)
{
for (var i = 0; i < elementCount; ++i)
{
m_Player1OnServer.TheLargeList.Add(new FixedString128Bytes());
}
}
else
{
for (int i = 0; i < elementCount; i++)
{
m_Player1OnServer.TheList.Add(Random.Range(0, k_MaxRandomValue));
}
}
}
}
}