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com.unity.netcode.gameobjects/Tests/Runtime/Serialization/NetworkBehaviourReferenceTests.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

196 lines
6.7 KiB
C#

using System;
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// Unit tests to test:
/// - Serializing NetworkObject to NetworkObjectReference
/// - Deserializing NetworkObjectReference to NetworkObject
/// - Implicit operators of NetworkObjectReference
/// </summary>
public class NetworkBehaviourReferenceTests : IDisposable
{
private class TestNetworkBehaviour : NetworkBehaviour
{
public NetworkVariable<NetworkBehaviourReference> TestVariable = new NetworkVariable<NetworkBehaviourReference>();
public TestNetworkBehaviour RpcReceivedBehaviour;
[ServerRpc]
public void SendReferenceServerRpc(NetworkBehaviourReference value)
{
RpcReceivedBehaviour = (TestNetworkBehaviour)value;
}
}
[UnityTest]
public IEnumerator TestRpc()
{
using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
networkObjectContext.Object.Spawn();
using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
otherObjectContext.Object.Spawn();
testNetworkBehaviour.SendReferenceServerRpc(new NetworkBehaviourReference(testNetworkBehaviour));
// wait for rpc completion
float t = 0;
while (testNetworkBehaviour.RpcReceivedBehaviour == null)
{
t += Time.deltaTime;
if (t > 5f)
{
new AssertionException("RPC with NetworkBehaviour reference hasn't been received");
}
yield return null;
}
// validate
Assert.AreEqual(testNetworkBehaviour, testNetworkBehaviour.RpcReceivedBehaviour);
}
[UnityTest]
public IEnumerator TestRpcImplicitNetworkBehaviour()
{
using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
networkObjectContext.Object.Spawn();
using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
otherObjectContext.Object.Spawn();
testNetworkBehaviour.SendReferenceServerRpc(testNetworkBehaviour);
// wait for rpc completion
float t = 0;
while (testNetworkBehaviour.RpcReceivedBehaviour == null)
{
t += Time.deltaTime;
if (t > 5f)
{
new AssertionException("RPC with NetworkBehaviour reference hasn't been received");
}
yield return null;
}
// validate
Assert.AreEqual(testNetworkBehaviour, testNetworkBehaviour.RpcReceivedBehaviour);
}
[Test]
public void TestNetworkVariable()
{
using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
networkObjectContext.Object.Spawn();
using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
otherObjectContext.Object.Spawn();
// check default value is null
Assert.IsNull((NetworkBehaviour)testNetworkBehaviour.TestVariable.Value);
testNetworkBehaviour.TestVariable.Value = testNetworkBehaviour;
Assert.AreEqual((NetworkBehaviour)testNetworkBehaviour.TestVariable.Value, testNetworkBehaviour);
}
[Test]
public void FailSerializeNonSpawnedNetworkObject()
{
using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
var component = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
Assert.Throws<ArgumentException>(() =>
{
NetworkBehaviourReference outReference = component;
});
}
[Test]
public void FailSerializeGameObjectWithoutNetworkObject()
{
using var gameObjectContext = UnityObjectContext.CreateGameObject();
var component = gameObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
Assert.Throws<ArgumentException>(() =>
{
NetworkBehaviourReference outReference = component;
});
}
[Test]
public void FailSerializeNullBehaviour()
{
Assert.Throws<ArgumentNullException>(() =>
{
NetworkBehaviourReference outReference = null;
});
}
public void Dispose()
{
//Stop, shutdown, and destroy
NetworkManagerHelper.ShutdownNetworkManager();
}
public NetworkBehaviourReferenceTests()
{
//Create, instantiate, and host
NetworkManagerHelper.StartNetworkManager(out _);
}
}
/// <summary>
/// Integration tests for NetworkBehaviourReference
/// </summary>
public class NetworkBehaviourReferenceIntegrationTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
internal class FakeMissingComponent : NetworkBehaviour
{
}
internal class TestAddedComponent : NetworkBehaviour
{
}
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<TestAddedComponent>();
base.OnCreatePlayerPrefab();
}
/// <summary>
/// This test validates that if a component does not exist the NetworkBehaviourReference will not throw an
/// invalid cast exception.
/// (It is a full integration test to assure the NetworkObjects are spawned)
/// </summary>
[UnityTest]
public IEnumerator TestTryGetWithAndWithOutExistingComponent()
{
var networkBehaviourReference = new NetworkBehaviourReference(m_ClientNetworkManagers[0].LocalClient.PlayerObject.GetComponent<TestAddedComponent>());
var missingComponent = (FakeMissingComponent)null;
var testBehaviour = (TestAddedComponent)null;
Assert.IsFalse(networkBehaviourReference.TryGet(out missingComponent));
Assert.IsTrue(networkBehaviourReference.TryGet(out testBehaviour));
yield return null;
}
}
}