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com.unity.netcode.gameobjects/Tests/Runtime/IntegrationTestExamples.cs
Unity Technologies 63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.4
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).

## [2.0.0-exp.4] - 2024-05-31

### Added

- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)

### Fixed

- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)

### Changed

- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
2024-05-31 00:00:00 +00:00

196 lines
7.4 KiB
C#

using System.Collections;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
internal class IntegrationTestUpdated : NetcodeIntegrationTest
{
private GameObject m_MyNetworkPrefab;
protected override int NumberOfClients => 1;
protected override void OnServerAndClientsCreated()
{
m_MyNetworkPrefab = CreateNetworkObjectPrefab("Object");
m_MyNetworkPrefab.AddComponent<NetworkVisibilityComponent>();
}
protected override IEnumerator OnServerAndClientsConnected()
{
SpawnObject(m_MyNetworkPrefab, m_ServerNetworkManager);
yield return base.OnServerAndClientsConnected();
}
[UnityTest]
public IEnumerator MyFirstIntegationTest()
{
// Check the condition for this test and automatically handle varying processing
// environments and conditions
#if UNITY_2023_1_OR_NEWER
yield return WaitForConditionOrTimeOut(() =>
Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where(
(c) => c.IsSpawned).Count() == 2);
#else
yield return WaitForConditionOrTimeOut(() =>
Object.FindObjectsOfType<NetworkVisibilityComponent>().Where(
(c) => c.IsSpawned).Count() == 2);
#endif
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for instances " +
"to be detected!");
}
}
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
internal class IntegrationTestExtended : NetcodeIntegrationTest
{
private GameObject m_MyNetworkPrefab;
protected override int NumberOfClients => 1;
protected override void OnServerAndClientsCreated()
{
m_MyNetworkPrefab = CreateNetworkObjectPrefab("Object");
m_MyNetworkPrefab.AddComponent<NetworkVisibilityComponent>();
}
public IntegrationTestExtended(HostOrServer hostOrServer) : base(hostOrServer) { }
protected override IEnumerator OnServerAndClientsConnected()
{
SpawnObject(m_MyNetworkPrefab, m_ServerNetworkManager);
yield return base.OnServerAndClientsConnected();
}
[UnityTest]
public IEnumerator MyFirstIntegationTest()
{
// Check the condition for this test and automatically handle varying processing
// environments and conditions
#if UNITY_2023_1_OR_NEWER
yield return WaitForConditionOrTimeOut(() =>
Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where(
(c) => c.IsSpawned).Count() == 2);
#else
yield return WaitForConditionOrTimeOut(() =>
Object.FindObjectsOfType<NetworkVisibilityComponent>().Where(
(c) => c.IsSpawned).Count() == 2);
#endif
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for instances " +
"to be detected!");
}
}
internal class ExampleTestComponent : NetworkBehaviour
{
}
internal class IntegrationTestPlayers : NetcodeIntegrationTest
{
protected override int NumberOfClients => 5;
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<ExampleTestComponent>();
}
protected override IEnumerator OnServerAndClientsConnected()
{
return base.OnServerAndClientsConnected();
}
[Test]
public void TestClientRelativePlayers()
{
// Check that all instances have the ExampleTestComponent
foreach (var clientRelativePlayers in m_PlayerNetworkObjects)
{
foreach (var playerInstance in clientRelativePlayers.Value)
{
var player = playerInstance.Value;
Assert.NotNull(player.GetComponent<ExampleTestComponent>());
}
}
// Confirm Player ID 1 on Client ID 4 is not the local player
Assert.IsFalse(m_PlayerNetworkObjects[4][1].IsLocalPlayer);
// Confirm Player ID 4 on Client ID 4 is the local player
Assert.IsTrue(m_PlayerNetworkObjects[4][4].IsLocalPlayer);
// Confirm Player ID 0 on Client ID 0 (host) NetworkManager is the server
Assert.IsTrue(m_PlayerNetworkObjects[0][0].NetworkManager.IsServer);
// Confirm Player ID 0 on Client ID 4 (client) NetworkManager is not the server
Assert.IsFalse(m_PlayerNetworkObjects[4][0].NetworkManager.IsServer);
}
}
internal class SpawnTest : NetworkBehaviour
{
public static int TotalSpawned;
public override void OnNetworkSpawn() { TotalSpawned++; }
public override void OnNetworkDespawn() { TotalSpawned--; }
}
internal class IntegrationTestSpawning : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
private GameObject m_NetworkPrefabToSpawn;
private int m_NumberToSpawn = 5;
protected override NetworkManagerInstatiationMode OnSetIntegrationTestMode()
{
return NetworkManagerInstatiationMode.AllTests;
}
protected override void OnServerAndClientsCreated()
{
m_NetworkPrefabToSpawn = CreateNetworkObjectPrefab("TrackingTest");
m_NetworkPrefabToSpawn.gameObject.AddComponent<SpawnTest>();
}
protected override IEnumerator OnServerAndClientsConnected()
{
SpawnObjects(m_NetworkPrefabToSpawn, m_ServerNetworkManager, m_NumberToSpawn);
return base.OnServerAndClientsConnected();
}
[UnityTest]
[Order(1)]
public IEnumerator TestRelativeNetworkObjects()
{
var expected = m_NumberToSpawn * TotalClients;
// Wait for all clients to have spawned all instances
yield return WaitForConditionOrTimeOut(() => SpawnTest.TotalSpawned == expected);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all to " +
$"spawn! Total Spawned: {SpawnTest.TotalSpawned}");
var client1Relative = s_GlobalNetworkObjects[1].Values.Where((c) =>
c.gameObject.GetComponent<SpawnTest>() != null);
foreach (var networkObject in client1Relative)
{
var testComp = networkObject.GetComponent<SpawnTest>();
// Confirm each one is owned by the server
Assert.IsTrue(testComp.IsOwnedByServer, $"{testComp.name} is not owned" +
$" by the server!");
}
}
[UnityTest]
[Order(2)]
public IEnumerator TestDespawnNetworkObjects()
{
var serverRelative = s_GlobalNetworkObjects[0].Values.Where((c) =>
c.gameObject.GetComponent<SpawnTest>() != null).ToList();
foreach (var networkObject in serverRelative)
{
networkObject.Despawn();
}
// Wait for all clients to have spawned all instances
yield return WaitForConditionOrTimeOut(() => SpawnTest.TotalSpawned == 0);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all to " +
$"despawn! Total Spawned: {SpawnTest.TotalSpawned}");
}
}
}