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com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectOnNetworkDespawnTests.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

124 lines
4.7 KiB
C#

using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// Tests that check OnNetworkDespawn being invoked
/// </summary>
[TestFixture(HostOrServer.DAHost)]
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
internal class NetworkObjectOnNetworkDespawnTests : NetcodeIntegrationTest
{
private const string k_ObjectName = "TestDespawn";
public enum InstanceTypes
{
Server,
Client
}
protected override int NumberOfClients => 1;
private GameObject m_ObjectToSpawn;
private NetworkObject m_NetworkObject;
private HostOrServer m_HostOrServer;
public NetworkObjectOnNetworkDespawnTests(HostOrServer hostOrServer) : base(hostOrServer)
{
m_HostOrServer = hostOrServer;
}
internal class OnNetworkDespawnTestComponent : NetworkBehaviour
{
public bool OnNetworkDespawnCalled { get; internal set; }
public override void OnNetworkSpawn()
{
OnNetworkDespawnCalled = false;
base.OnNetworkSpawn();
}
public override void OnNetworkDespawn()
{
OnNetworkDespawnCalled = true;
base.OnNetworkDespawn();
}
}
protected override void OnServerAndClientsCreated()
{
m_ObjectToSpawn = CreateNetworkObjectPrefab(k_ObjectName);
m_ObjectToSpawn.AddComponent<OnNetworkDespawnTestComponent>();
base.OnServerAndClientsCreated();
}
private bool ObjectSpawnedOnAllNetworkManagerInstances()
{
if (!s_GlobalNetworkObjects.ContainsKey(m_ServerNetworkManager.LocalClientId))
{
return false;
}
if (!s_GlobalNetworkObjects[m_ServerNetworkManager.LocalClientId].ContainsKey(m_NetworkObject.NetworkObjectId))
{
return false;
}
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
if (!s_GlobalNetworkObjects.ContainsKey(clientNetworkManager.LocalClientId))
{
return false;
}
if (!s_GlobalNetworkObjects[clientNetworkManager.LocalClientId].ContainsKey(m_NetworkObject.NetworkObjectId))
{
return false;
}
}
return true;
}
/// <summary>
/// This test validates that <see cref="NetworkBehaviour.OnNetworkDespawn"/> is invoked when the
/// <see cref="NetworkManager"/> is shutdown.
/// </summary>
[UnityTest]
public IEnumerator TestNetworkObjectDespawnOnShutdown([Values(InstanceTypes.Server, InstanceTypes.Client)] InstanceTypes despawnCheck)
{
var networkManager = despawnCheck == InstanceTypes.Server ? m_ServerNetworkManager : m_ClientNetworkManagers[0];
var networkManagerOwner = m_ServerNetworkManager;
if (m_DistributedAuthority)
{
networkManagerOwner = networkManager;
}
// Spawn the test object
var spawnedObject = SpawnObject(m_ObjectToSpawn, networkManagerOwner);
m_NetworkObject = spawnedObject.GetComponent<NetworkObject>();
yield return WaitForConditionOrTimeOut(ObjectSpawnedOnAllNetworkManagerInstances);
AssertOnTimeout($"Timed out waiting for all {nameof(NetworkManager)} instances to spawn {m_NetworkObject.name}!");
// Get the spawned object relative to which NetworkManager instance we are testing.
var relativeSpawnedObject = s_GlobalNetworkObjects[networkManager.LocalClientId][m_NetworkObject.NetworkObjectId];
var onNetworkDespawnTestComponent = relativeSpawnedObject.GetComponent<OnNetworkDespawnTestComponent>();
// Confirm it is not set before shutting down the NetworkManager
Assert.IsFalse(onNetworkDespawnTestComponent.OnNetworkDespawnCalled, $"{nameof(OnNetworkDespawnTestComponent.OnNetworkDespawnCalled)} was set prior to shutting down!");
// Shutdown the NetworkManager instance we are testing.
networkManager.Shutdown();
// Confirm that OnNetworkDespawn is invoked after shutdown
yield return WaitForConditionOrTimeOut(() => onNetworkDespawnTestComponent.OnNetworkDespawnCalled);
AssertOnTimeout($"Timed out waiting for {nameof(NetworkObject)} instance to despawn on the {despawnCheck} side!");
}
}
}