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com.unity.netcode.gameobjects/TestHelpers/Runtime/NetcodeIntegrationTest.cs
Unity Technologies 143a6cbd34 com.unity.netcode.gameobjects@2.0.0-exp.2
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.2] - 2024-04-02

### Added
- Added updates to all internal messages to account for a distributed authority network session connection.  (#2863)
- Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion.  (#2863)
  - For a customized `NetworkRigidbodyBase` class:
    - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes.
    - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned.
    - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to:
      - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`.
      - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use.
  - Provides additional public methods:
    - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting).
    - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping.
    - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep.
    - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic.
    - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state.
    - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized.
  - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863)
- Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863)
  - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority.
- Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863)
  - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation.
- Added distributed authority mode support to `NetworkAnimator`. (#2863)
- Added session mode selection to `NetworkManager` inspector view. (#2863)
- Added distributed authority permissions feature. (#2863)
- Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863)
- Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
- Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
- Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863)
- Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863)
- Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863)
- Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863)
- Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863)
- Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863)
- Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863)
- Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863)
- Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863)
- Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863)
  - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example).
- Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863)
- Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863)
- Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863)
  - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true.
- Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863)
- Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863)
- Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863)

### Fixed

- Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822)
- Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
- Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)

### Changed
- Changed client side awareness of other clients is now the same as a server or host. (#2863)
- Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863)
- Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863)
- Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863)
- Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions).  (#2863)
- Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863)
- Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863)
- Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810)
- Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
2024-04-02 00:00:00 +00:00

1916 lines
87 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.RuntimeTests;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
using Object = UnityEngine.Object;
namespace Unity.Netcode.TestHelpers.Runtime
{
/// <summary>
/// The default Netcode for GameObjects integration test helper class
/// </summary>
public abstract class NetcodeIntegrationTest
{
/// <summary>
/// Used to determine if a NetcodeIntegrationTest is currently running to
/// determine how clients will load scenes
/// </summary>
internal static bool IsRunning { get; private set; }
protected static TimeoutHelper s_GlobalTimeoutHelper = new TimeoutHelper(8.0f);
protected static WaitForSecondsRealtime s_DefaultWaitForTick = new WaitForSecondsRealtime(1.0f / k_DefaultTickRate);
public NetcodeLogAssert NetcodeLogAssert;
public enum SceneManagementState
{
SceneManagementEnabled,
SceneManagementDisabled
}
private StringBuilder m_InternalErrorLog = new StringBuilder();
/// <summary>
/// Registered list of all NetworkObjects spawned.
/// Format is as follows:
/// [ClientId-side where this NetworkObject instance resides][NetworkObjectId][NetworkObject]
/// Where finding the NetworkObject with a NetworkObjectId of 10 on ClientId of 2 would be:
/// s_GlobalNetworkObjects[2][10]
/// To find the client or server player objects please see:
/// <see cref="m_PlayerNetworkObjects"/>
/// </summary>
protected static Dictionary<ulong, Dictionary<ulong, NetworkObject>> s_GlobalNetworkObjects = new Dictionary<ulong, Dictionary<ulong, NetworkObject>>();
public static void RegisterNetworkObject(NetworkObject networkObject)
{
if (!s_GlobalNetworkObjects.ContainsKey(networkObject.NetworkManager.LocalClientId))
{
s_GlobalNetworkObjects.Add(networkObject.NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
}
if (s_GlobalNetworkObjects[networkObject.NetworkManager.LocalClientId].ContainsKey(networkObject.NetworkObjectId))
{
if (s_GlobalNetworkObjects[networkObject.NetworkManager.LocalClientId] == null)
{
Assert.False(s_GlobalNetworkObjects[networkObject.NetworkManager.LocalClientId][networkObject.NetworkObjectId] != null,
$"Duplicate NetworkObjectId {networkObject.NetworkObjectId} found in {nameof(s_GlobalNetworkObjects)} for client id {networkObject.NetworkManager.LocalClientId}!");
}
else
{
s_GlobalNetworkObjects[networkObject.NetworkManager.LocalClientId][networkObject.NetworkObjectId] = networkObject;
}
}
else
{
s_GlobalNetworkObjects[networkObject.NetworkManager.LocalClientId].Add(networkObject.NetworkObjectId, networkObject);
}
}
public static void DeregisterNetworkObject(NetworkObject networkObject)
{
if (networkObject.IsSpawned && networkObject.NetworkManager != null)
{
DeregisterNetworkObject(networkObject.NetworkManager.LocalClientId, networkObject.NetworkObjectId);
}
}
public static void DeregisterNetworkObject(ulong localClientId, ulong networkObjectId)
{
if (s_GlobalNetworkObjects.ContainsKey(localClientId) && s_GlobalNetworkObjects[localClientId].ContainsKey(networkObjectId))
{
s_GlobalNetworkObjects[localClientId].Remove(networkObjectId);
if (s_GlobalNetworkObjects[localClientId].Count == 0)
{
s_GlobalNetworkObjects.Remove(localClientId);
}
}
}
protected int TotalClients => m_UseHost ? m_NumberOfClients + 1 : m_NumberOfClients;
protected const uint k_DefaultTickRate = 30;
private int m_NumberOfClients;
protected abstract int NumberOfClients { get; }
/// <summary>
/// Set this to false to create the clients first.
/// Note: If you are using scene placed NetworkObjects or doing any form of scene testing and
/// get prefab hash id "soft synchronization" errors, then set this to false and run your test
/// again. This is a work-around until we can resolve some issues with NetworkManagerOwner and
/// NetworkManager.Singleton.
/// </summary>
protected bool m_CreateServerFirst = true;
public enum NetworkManagerInstatiationMode
{
PerTest, // This will create and destroy new NetworkManagers for each test within a child derived class
AllTests, // This will create one set of NetworkManagers used for all tests within a child derived class (destroyed once all tests are finished)
DoNotCreate // This will not create any NetworkManagers, it is up to the derived class to manage.
}
public enum HostOrServer
{
Host,
Server,
DAHost
}
protected GameObject m_PlayerPrefab;
protected NetworkManager m_ServerNetworkManager;
protected NetworkManager[] m_ClientNetworkManagers;
/// <summary>
/// Contains each client relative set of player NetworkObject instances
/// [Client Relative set of player instances][The player instance ClientId][The player instance's NetworkObject]
/// Example:
/// To get the player instance with a ClientId of 3 that was instantiated (relative) on the player instance with a ClientId of 2
/// m_PlayerNetworkObjects[2][3]
/// </summary>
protected Dictionary<ulong, Dictionary<ulong, NetworkObject>> m_PlayerNetworkObjects = new Dictionary<ulong, Dictionary<ulong, NetworkObject>>();
protected bool m_UseHost = true;
protected bool m_DistributedAuthority;
protected SessionModeTypes m_SessionModeType = SessionModeTypes.ClientServer;
protected virtual bool UseCMBService()
{
return false;
}
protected virtual SessionModeTypes OnGetSessionmode()
{
return m_SessionModeType;
}
protected void SetDistributedAuthorityProperties(NetworkManager networkManager)
{
networkManager.NetworkConfig.SessionMode = m_SessionModeType;
networkManager.NetworkConfig.AutoSpawnPlayerPrefabClientSide = m_DistributedAuthority;
networkManager.NetworkConfig.UseCMBService = UseCMBService() && m_DistributedAuthority;
}
protected int m_TargetFrameRate = 60;
private NetworkManagerInstatiationMode m_NetworkManagerInstatiationMode;
protected bool m_EnableVerboseDebug { get; set; }
/// <summary>
/// When set to true, this will bypass the entire
/// wait for clients to connect process.
/// </summary>
/// <remarks>
/// CAUTION:
/// Setting this to true will bypass other helper
/// identification related code, so this should only
/// be used for connection failure oriented testing
/// </remarks>
protected bool m_BypassConnectionTimeout { get; set; }
/// <summary>
/// Enables "Time Travel" within the test, which swaps the time provider for the SDK from Unity's
/// <see cref="Time"/> class to <see cref="MockTimeProvider"/>, and also swaps the transport implementation
/// from <see cref="UnityTransport"/> to <see cref="MockTransport"/>.
///
/// This enables five important things that help with both performance and determinism of tests that involve a
/// lot of time and waiting:
/// 1) It allows time to move in a completely deterministic way (testing that something happens after n seconds,
/// the test will always move exactly n seconds with no chance of any variability in the timing),
/// 2) It allows skipping periods of time without actually waiting that amount of time, while still simulating
/// SDK frames as if that time were passing,
/// 3) It dissociates the SDK's update loop from Unity's update loop, allowing us to simulate SDK frame updates
/// without waiting for Unity to process things like physics, animation, and rendering that aren't relevant to
/// the test,
/// 4) It dissociates the SDK's messaging system from the networking hardware, meaning there's no delay between
/// a message being sent and it being received, allowing us to deterministically rely on the message being
/// received within specific time frames for the test, and
/// 5) It allows tests to be written without the use of coroutines, which not only improves the test's runtime,
/// but also results in easier-to-read callstacks and removes the possibility for an assertion to result in the
/// test hanging.
///
/// When time travel is enabled, the following methods become available:
///
/// <see cref="TimeTravel"/>: Simulates a specific number of frames passing over a specific time period
/// <see cref="TimeTravelToNextTick"/>: Skips forward to the next tick, siumlating at the current application frame rate
/// <see cref="WaitForConditionOrTimeOutWithTimeTravel(Func{bool},int)"/>: Simulates frames at the application frame rate until the given condition is true
/// <see cref="WaitForMessageReceivedWithTimeTravel{T}"/>: Simulates frames at the application frame rate until the required message is received
/// <see cref="WaitForMessagesReceivedWithTimeTravel"/>: Simulates frames at the application frame rate until the required messages are received
/// <see cref="StartServerAndClientsWithTimeTravel"/>: Starts a server and client and allows them to connect via simulated frames
/// <see cref="CreateAndStartNewClientWithTimeTravel"/>: Creates a client and waits for it to connect via simulated frames
/// <see cref="WaitForClientsConnectedOrTimeOutWithTimeTravel(Unity.Netcode.NetworkManager[])"/> Simulates frames at the application frame rate until the given clients are connected
/// <see cref="StopOneClientWithTimeTravel"/>: Stops a client and simulates frames until it's fully disconnected.
///
/// When time travel is enabled, <see cref="NetcodeIntegrationTest"/> will automatically use these in its methods
/// when doing things like automatically connecting clients during SetUp.
///
/// Additionally, the following methods replace their non-time-travel equivalents with variants that are not coroutines:
/// <see cref="OnTimeTravelStartedServerAndClients"/> - called when server and clients are started
/// <see cref="OnTimeTravelServerAndClientsConnected"/> - called when server and clients are connected
///
/// Note that all of the non-time travel functions can still be used even when time travel is enabled - this is
/// sometimes needed for, e.g., testing NetworkAnimator, where the unity update loop needs to run to process animations.
/// However, it's VERY important to note here that, because the SDK will not be operating based on real-world time
/// but based on the frozen time that's locked in from MockTimeProvider, actions that pass 10 seconds apart by
/// real-world clock time will be perceived by the SDK as having happened simultaneously if you don't call
/// <see cref="MockTimeProvider.TimeTravel"/> to cover the equivalent time span in the mock time provider.
/// (Calling <see cref="MockTimeProvider.TimeTravel"/> instead of <see cref="TimeTravel"/>
/// will move time forward without simulating any frames, which, in the case where real-world time has passed,
/// is likely more desirable). In most cases, this desynch won't affect anything, but it is worth noting that
/// it happens just in case a tested system depends on both the unity update loop happening *and* time moving forward.
/// </summary>
protected virtual bool m_EnableTimeTravel => false;
/// <summary>
/// If this is false, SetUp will call OnInlineSetUp instead of OnSetUp.
/// This is a performance advantage when not using the coroutine functionality, as a coroutine that
/// has no yield instructions in it will nonetheless still result in delaying the continuation of the
/// method that called it for a full frame after it returns.
/// </summary>
protected virtual bool m_SetupIsACoroutine => true;
/// <summary>
/// If this is false, TearDown will call OnInlineTearDown instead of OnTearDown.
/// This is a performance advantage when not using the coroutine functionality, as a coroutine that
/// has no yield instructions in it will nonetheless still result in delaying the continuation of the
/// method that called it for a full frame after it returns.
/// </summary>
protected virtual bool m_TearDownIsACoroutine => true;
/// <summary>
/// Used to display the various integration test
/// stages and can be used to log verbose information
/// for troubleshooting an integration test.
/// </summary>
/// <param name="msg"></param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected void VerboseDebug(string msg)
{
if (m_EnableVerboseDebug)
{
Debug.Log(msg);
}
}
/// <summary>
/// Override this and return true if you need
/// to troubleshoot a hard to track bug within an
/// integration test.
/// </summary>
protected virtual bool OnSetVerboseDebug()
{
return false;
}
/// <summary>
/// The very first thing invoked during the <see cref="OneTimeSetup"/> that
/// determines how this integration test handles NetworkManager instantiation
/// and destruction. <see cref="NetworkManagerInstatiationMode"/>
/// Override this method to change the default mode:
/// <see cref="NetworkManagerInstatiationMode.AllTests"/>
/// </summary>
protected virtual NetworkManagerInstatiationMode OnSetIntegrationTestMode()
{
return NetworkManagerInstatiationMode.PerTest;
}
protected virtual void OnOneTimeSetup()
{
}
[OneTimeSetUp]
public void OneTimeSetup()
{
Application.runInBackground = true;
m_NumberOfClients = NumberOfClients;
IsRunning = true;
m_EnableVerboseDebug = OnSetVerboseDebug();
IntegrationTestSceneHandler.VerboseDebugMode = m_EnableVerboseDebug;
VerboseDebug($"Entering {nameof(OneTimeSetup)}");
m_NetworkManagerInstatiationMode = OnSetIntegrationTestMode();
// Enable NetcodeIntegrationTest auto-label feature
NetcodeIntegrationTestHelpers.RegisterNetcodeIntegrationTest(true);
OnOneTimeSetup();
VerboseDebug($"Exiting {nameof(OneTimeSetup)}");
}
/// <summary>
/// Called before creating and starting the server and clients
/// Note: For <see cref="NetworkManagerInstatiationMode.AllTests"/> and
/// <see cref="NetworkManagerInstatiationMode.PerTest"/> mode integration tests.
/// For those two modes, if you want to have access to the server or client
/// <see cref="NetworkManager"/>s then override <see cref="OnServerAndClientsCreated"/>.
/// <see cref="m_ServerNetworkManager"/> and <see cref="m_ClientNetworkManagers"/>
/// </summary>
protected virtual IEnumerator OnSetup()
{
yield return null;
}
/// <summary>
/// Called before creating and starting the server and clients
/// Note: For <see cref="NetworkManagerInstatiationMode.AllTests"/> and
/// <see cref="NetworkManagerInstatiationMode.PerTest"/> mode integration tests.
/// For those two modes, if you want to have access to the server or client
/// <see cref="NetworkManager"/>s then override <see cref="OnServerAndClientsCreated"/>.
/// <see cref="m_ServerNetworkManager"/> and <see cref="m_ClientNetworkManagers"/>
/// </summary>
protected virtual void OnInlineSetup()
{
}
[UnitySetUp]
public IEnumerator SetUp()
{
VerboseDebug($"Entering {nameof(SetUp)}");
NetcodeLogAssert = new NetcodeLogAssert();
if (m_EnableTimeTravel)
{
// Setup the frames per tick for time travel advance to next tick
ConfigureFramesPerTick();
}
if (m_SetupIsACoroutine)
{
yield return OnSetup();
}
else
{
OnInlineSetup();
}
if (m_EnableTimeTravel)
{
MockTimeProvider.Reset();
ComponentFactory.Register<IRealTimeProvider>(manager => new MockTimeProvider());
}
if (m_NetworkManagerInstatiationMode == NetworkManagerInstatiationMode.AllTests && m_ServerNetworkManager == null ||
m_NetworkManagerInstatiationMode == NetworkManagerInstatiationMode.PerTest)
{
CreateServerAndClients();
if (m_EnableTimeTravel)
{
StartServerAndClientsWithTimeTravel();
}
else
{
yield return StartServerAndClients();
}
}
VerboseDebug($"Exiting {nameof(SetUp)}");
}
/// <summary>
/// Override this to add components or adjustments to the default player prefab
/// <see cref="m_PlayerPrefab"/>
/// </summary>
protected virtual void OnCreatePlayerPrefab()
{
}
/// <summary>
/// Invoked immediately after the player prefab GameObject is created
/// prior to adding a NetworkObject component
/// </summary>
protected virtual void OnPlayerPrefabGameObjectCreated()
{
}
private void CreatePlayerPrefab()
{
VerboseDebug($"Entering {nameof(CreatePlayerPrefab)}");
// Create playerPrefab
m_PlayerPrefab = new GameObject("Player");
OnPlayerPrefabGameObjectCreated();
NetworkObject networkObject = m_PlayerPrefab.AddComponent<NetworkObject>();
networkObject.IsSceneObject = false;
// Make it a prefab
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
OnCreatePlayerPrefab();
VerboseDebug($"Exiting {nameof(CreatePlayerPrefab)}");
}
/// <summary>
/// This is invoked before the server and client(s) are started.
/// Override this method if you want to make any adjustments to their
/// NetworkManager instances.
/// </summary>
protected virtual void OnServerAndClientsCreated()
{
}
/// <summary>
/// Will create <see cref="NumberOfClients"/> number of clients.
/// To create a specific number of clients <see cref="CreateServerAndClients(int)"/>
/// </summary>
protected void CreateServerAndClients()
{
CreateServerAndClients(NumberOfClients);
}
private void AddRemoveNetworkManager(NetworkManager networkManager, bool addNetworkManager)
{
var clientNetworkManagersList = new List<NetworkManager>(m_ClientNetworkManagers);
if (addNetworkManager)
{
clientNetworkManagersList.Add(networkManager);
}
else
{
clientNetworkManagersList.Remove(networkManager);
}
m_ClientNetworkManagers = clientNetworkManagersList.ToArray();
m_NumberOfClients = clientNetworkManagersList.Count;
}
/// <summary>
/// CreateAndStartNewClient Only
/// Invoked when the newly created client has been created
/// </summary>
protected virtual void OnNewClientCreated(NetworkManager networkManager)
{
}
/// <summary>
/// CreateAndStartNewClient Only
/// Invoked when the newly created client has been created and started
/// </summary>
protected virtual void OnNewClientStarted(NetworkManager networkManager)
{
}
/// <summary>
/// CreateAndStartNewClient Only
/// Invoked when the newly created client has been created, started, and connected
/// to the server-host.
/// </summary>
protected virtual void OnNewClientStartedAndConnected(NetworkManager networkManager)
{
}
/// <summary>
/// CreateAndStartNewClient Only
/// Override this method to bypass the waiting for a client to connect.
/// </summary>
/// <remarks>
/// Use this for testing connection and disconnection scenarios
/// </remarks>
protected virtual bool ShouldWaitForNewClientToConnect(NetworkManager networkManager)
{
return true;
}
/// <summary>
/// This will create, start, and connect a new client while in the middle of an
/// integration test.
/// </summary>
protected IEnumerator CreateAndStartNewClient()
{
var networkManager = NetcodeIntegrationTestHelpers.CreateNewClient(m_ClientNetworkManagers.Length, m_EnableTimeTravel);
networkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
SetDistributedAuthorityProperties(networkManager);
// Notification that the new client (NetworkManager) has been created
// in the event any modifications need to be made before starting the client
OnNewClientCreated(networkManager);
NetcodeIntegrationTestHelpers.StartOneClient(networkManager);
if (LogAllMessages)
{
networkManager.ConnectionManager.MessageManager.Hook(new DebugNetworkHooks());
}
AddRemoveNetworkManager(networkManager, true);
OnNewClientStarted(networkManager);
if (ShouldWaitForNewClientToConnect(networkManager))
{
// Wait for the new client to connect
yield return WaitForClientsConnectedOrTimeOut();
OnNewClientStartedAndConnected(networkManager);
if (s_GlobalTimeoutHelper.TimedOut)
{
AddRemoveNetworkManager(networkManager, false);
Object.DestroyImmediate(networkManager.gameObject);
}
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for the new client to be connected!\n {m_InternalErrorLog}");
ClientNetworkManagerPostStart(networkManager);
if (networkManager.DistributedAuthorityMode)
{
yield return WaitForConditionOrTimeOut(() => AllPlayerObjectClonesSpawned(networkManager));
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for all sessions to spawn Client-{networkManager.LocalClientId}'s player object!");
}
VerboseDebug($"[{networkManager.name}] Created and connected!");
}
}
private bool AllPlayerObjectClonesSpawned(NetworkManager joinedClient)
{
m_InternalErrorLog.Clear();
// Continue to populate the PlayerObjects list until all player object (local and clone) are found
ClientNetworkManagerPostStart(joinedClient);
var playerObjectRelative = m_ServerNetworkManager.SpawnManager.PlayerObjects.Where((c) => c.OwnerClientId == joinedClient.LocalClientId).FirstOrDefault();
if (playerObjectRelative == null)
{
m_InternalErrorLog.Append($"[AllPlayerObjectClonesSpawned][Server-Side] Joining Client-{joinedClient.LocalClientId} was not populated in the {nameof(NetworkSpawnManager.PlayerObjects)} list!");
return false;
}
else
{
// Go ahead and create an entry for this new client
if (!m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId].ContainsKey(joinedClient.LocalClientId))
{
m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId].Add(joinedClient.LocalClientId, playerObjectRelative);
}
}
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
if (clientNetworkManager.LocalClientId == joinedClient.LocalClientId)
{
continue;
}
playerObjectRelative = clientNetworkManager.SpawnManager.PlayerObjects.Where((c) => c.OwnerClientId == joinedClient.LocalClientId).FirstOrDefault();
if (playerObjectRelative == null)
{
m_InternalErrorLog.Append($"[AllPlayerObjectClonesSpawned][Client-{clientNetworkManager.LocalClientId}] Client-{joinedClient.LocalClientId} was not populated in the {nameof(NetworkSpawnManager.PlayerObjects)} list!");
return false;
}
else
{
// Go ahead and create an entry for this new client
if (!m_PlayerNetworkObjects[clientNetworkManager.LocalClientId].ContainsKey(joinedClient.LocalClientId))
{
m_PlayerNetworkObjects[clientNetworkManager.LocalClientId].Add(joinedClient.LocalClientId, playerObjectRelative);
}
}
}
return true;
}
/// <summary>
/// This will create, start, and connect a new client while in the middle of an
/// integration test.
/// </summary>
protected void CreateAndStartNewClientWithTimeTravel()
{
var networkManager = NetcodeIntegrationTestHelpers.CreateNewClient(m_ClientNetworkManagers.Length, m_EnableTimeTravel);
networkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
SetDistributedAuthorityProperties(networkManager);
// Notification that the new client (NetworkManager) has been created
// in the event any modifications need to be made before starting the client
OnNewClientCreated(networkManager);
NetcodeIntegrationTestHelpers.StartOneClient(networkManager);
if (LogAllMessages)
{
networkManager.ConnectionManager.MessageManager.Hook(new DebugNetworkHooks());
}
AddRemoveNetworkManager(networkManager, true);
OnNewClientStarted(networkManager);
// Wait for the new client to connect
var connected = WaitForClientsConnectedOrTimeOutWithTimeTravel();
OnNewClientStartedAndConnected(networkManager);
if (!connected)
{
AddRemoveNetworkManager(networkManager, false);
Object.DestroyImmediate(networkManager.gameObject);
}
Assert.IsTrue(connected, $"{nameof(CreateAndStartNewClient)} timed out waiting for the new client to be connected!");
ClientNetworkManagerPostStart(networkManager);
VerboseDebug($"[{networkManager.name}] Created and connected!");
}
/// <summary>
/// This will stop a client while in the middle of an integration test
/// </summary>
protected IEnumerator StopOneClient(NetworkManager networkManager, bool destroy = false)
{
NetcodeIntegrationTestHelpers.StopOneClient(networkManager, destroy);
if (destroy)
{
AddRemoveNetworkManager(networkManager, false);
}
yield return WaitForConditionOrTimeOut(() => !networkManager.IsConnectedClient);
}
/// <summary>
/// This will stop a client while in the middle of an integration test
/// </summary>
protected void StopOneClientWithTimeTravel(NetworkManager networkManager, bool destroy = false)
{
NetcodeIntegrationTestHelpers.StopOneClient(networkManager, destroy);
AddRemoveNetworkManager(networkManager, false);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(() => !networkManager.IsConnectedClient));
}
/// <summary>
/// Creates the server and clients
/// </summary>
/// <param name="numberOfClients"></param>
protected void CreateServerAndClients(int numberOfClients)
{
VerboseDebug($"Entering {nameof(CreateServerAndClients)}");
CreatePlayerPrefab();
if (m_EnableTimeTravel)
{
m_TargetFrameRate = -1;
}
// Create multiple NetworkManager instances
if (!NetcodeIntegrationTestHelpers.Create(numberOfClients, out NetworkManager server, out NetworkManager[] clients, m_TargetFrameRate, m_CreateServerFirst, m_EnableTimeTravel))
{
Debug.LogError("Failed to create instances");
Assert.Fail("Failed to create instances");
}
m_ClientNetworkManagers = clients;
m_ServerNetworkManager = server;
if (m_ServerNetworkManager != null)
{
s_DefaultWaitForTick = new WaitForSecondsRealtime(1.0f / m_ServerNetworkManager.NetworkConfig.TickRate);
}
// Set the player prefab for the server and clients
m_ServerNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
SetDistributedAuthorityProperties(m_ServerNetworkManager);
foreach (var client in m_ClientNetworkManagers)
{
client.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
SetDistributedAuthorityProperties(client);
}
// Provides opportunity to allow child derived classes to
// modify the NetworkManager's configuration before starting.
OnServerAndClientsCreated();
VerboseDebug($"Exiting {nameof(CreateServerAndClients)}");
}
/// <summary>
/// Override this method and return false in order to be able
/// to manually control when the server and clients are started.
/// </summary>
protected virtual bool CanStartServerAndClients()
{
return true;
}
/// <summary>
/// Invoked after the server and clients have started.
/// Note: No connection verification has been done at this point
/// </summary>
protected virtual IEnumerator OnStartedServerAndClients()
{
yield return null;
}
/// <summary>
/// Invoked after the server and clients have started.
/// Note: No connection verification has been done at this point
/// </summary>
protected virtual void OnTimeTravelStartedServerAndClients()
{
}
/// <summary>
/// Invoked after the server and clients have started and verified
/// their connections with each other.
/// </summary>
protected virtual IEnumerator OnServerAndClientsConnected()
{
yield return null;
}
/// <summary>
/// Invoked after the server and clients have started and verified
/// their connections with each other.
/// </summary>
protected virtual void OnTimeTravelServerAndClientsConnected()
{
}
private void ClientNetworkManagerPostStart(NetworkManager networkManager)
{
networkManager.name = $"NetworkManager - Client - {networkManager.LocalClientId}";
Assert.NotNull(networkManager.LocalClient.PlayerObject, $"{nameof(StartServerAndClients)} detected that client {networkManager.LocalClientId} does not have an assigned player NetworkObject!");
// Go ahead and create an entry for this new client
if (!m_PlayerNetworkObjects.ContainsKey(networkManager.LocalClientId))
{
m_PlayerNetworkObjects.Add(networkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
}
#if UNITY_2023_1_OR_NEWER
// Get all player instances for the current client NetworkManager instance
var clientPlayerClones = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.None).Where((c) => c.IsPlayerObject && c.OwnerClientId == networkManager.LocalClientId).ToList();
#else
// Get all player instances for the current client NetworkManager instance
var clientPlayerClones = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsPlayerObject && c.OwnerClientId == networkManager.LocalClientId).ToList();
#endif
// Add this player instance to each client player entry
foreach (var playerNetworkObject in clientPlayerClones)
{
// When the server is not the host this needs to be done
if (!m_PlayerNetworkObjects.ContainsKey(playerNetworkObject.NetworkManager.LocalClientId))
{
m_PlayerNetworkObjects.Add(playerNetworkObject.NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
}
if (!m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].ContainsKey(networkManager.LocalClientId))
{
m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].Add(networkManager.LocalClientId, playerNetworkObject);
}
}
#if UNITY_2023_1_OR_NEWER
// For late joining clients, add the remaining (if any) cloned versions of each client's player
clientPlayerClones = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.None).Where((c) => c.IsPlayerObject && c.NetworkManager == networkManager).ToList();
#else
// For late joining clients, add the remaining (if any) cloned versions of each client's player
clientPlayerClones = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsPlayerObject && c.NetworkManager == networkManager).ToList();
#endif
foreach (var playerNetworkObject in clientPlayerClones)
{
if (!m_PlayerNetworkObjects[networkManager.LocalClientId].ContainsKey(playerNetworkObject.OwnerClientId))
{
m_PlayerNetworkObjects[networkManager.LocalClientId].Add(playerNetworkObject.OwnerClientId, playerNetworkObject);
}
}
}
protected void ClientNetworkManagerPostStartInit()
{
// Creates a dictionary for all player instances client and server relative
// This provides a simpler way to get a specific player instance relative to a client instance
foreach (var networkManager in m_ClientNetworkManagers)
{
ClientNetworkManagerPostStart(networkManager);
}
if (m_UseHost)
{
#if UNITY_2023_1_OR_NEWER
var clientSideServerPlayerClones = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.None).Where((c) => c.IsPlayerObject && c.OwnerClientId == m_ServerNetworkManager.LocalClientId);
#else
var clientSideServerPlayerClones = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsPlayerObject && c.OwnerClientId == m_ServerNetworkManager.LocalClientId);
#endif
foreach (var playerNetworkObject in clientSideServerPlayerClones)
{
// When the server is not the host this needs to be done
if (!m_PlayerNetworkObjects.ContainsKey(playerNetworkObject.NetworkManager.LocalClientId))
{
m_PlayerNetworkObjects.Add(playerNetworkObject.NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
}
if (!m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].ContainsKey(m_ServerNetworkManager.LocalClientId))
{
m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].Add(m_ServerNetworkManager.LocalClientId, playerNetworkObject);
}
}
}
}
protected virtual bool LogAllMessages => false;
/// <summary>
/// This starts the server and clients as long as <see cref="CanStartServerAndClients"/>
/// returns true.
/// </summary>
protected IEnumerator StartServerAndClients()
{
if (CanStartServerAndClients())
{
VerboseDebug($"Entering {nameof(StartServerAndClients)}");
// Start the instances and pass in our SceneManagerInitialization action that is invoked immediately after host-server
// is started and after each client is started.
// When using the CMBService, don't start the server.
bool startServer = !(UseCMBService() && m_DistributedAuthority);
if (!NetcodeIntegrationTestHelpers.Start(m_UseHost, startServer, m_ServerNetworkManager, m_ClientNetworkManagers))
{
Debug.LogError("Failed to start instances");
Assert.Fail("Failed to start instances");
}
// When scene management is enabled, we need to re-apply the scenes populated list since we have overriden the ISceneManagerHandler
// imeplementation at this point. This assures any pre-loaded scenes will be automatically assigned to the server and force clients
// to load their own scenes.
if (m_ServerNetworkManager.NetworkConfig.EnableSceneManagement)
{
if (startServer)
{
var scenesLoaded = m_ServerNetworkManager.SceneManager.ScenesLoaded;
m_ServerNetworkManager.SceneManager.SceneManagerHandler.PopulateLoadedScenes(ref scenesLoaded, m_ServerNetworkManager);
}
}
if (LogAllMessages)
{
EnableMessageLogging();
}
RegisterSceneManagerHandler();
// Notification that the server and clients have been started
yield return OnStartedServerAndClients();
// When true, we skip everything else (most likely a connection oriented test)
if (!m_BypassConnectionTimeout)
{
// Wait for all clients to connect
yield return WaitForClientsConnectedOrTimeOut();
AssertOnTimeout($"{nameof(StartServerAndClients)} timed out waiting for all clients to be connected!\n {m_InternalErrorLog}");
if (m_UseHost || m_ServerNetworkManager.IsHost)
{
#if UNITY_2023_1_OR_NEWER
// Add the server player instance to all m_ClientSidePlayerNetworkObjects entries
var serverPlayerClones = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.None).Where((c) => c.IsPlayerObject && c.OwnerClientId == m_ServerNetworkManager.LocalClientId);
#else
// Add the server player instance to all m_ClientSidePlayerNetworkObjects entries
var serverPlayerClones = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsPlayerObject && c.OwnerClientId == m_ServerNetworkManager.LocalClientId);
#endif
foreach (var playerNetworkObject in serverPlayerClones)
{
if (!m_PlayerNetworkObjects.ContainsKey(playerNetworkObject.NetworkManager.LocalClientId))
{
m_PlayerNetworkObjects.Add(playerNetworkObject.NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
}
m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].Add(m_ServerNetworkManager.LocalClientId, playerNetworkObject);
}
}
if (m_DistributedAuthority)
{
//yield return WaitForConditionOrTimeOut(AllClientPlayersSpawned);
//AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for all sessions to spawn all player objects!");
foreach (var networkManager in m_ClientNetworkManagers)
{
if (networkManager.DistributedAuthorityMode)
{
yield return WaitForConditionOrTimeOut(() => AllPlayerObjectClonesSpawned(networkManager));
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for all sessions to spawn Client-{networkManager.LocalClientId}'s player object!\n {m_InternalErrorLog}");
}
}
if (m_ServerNetworkManager != null)
{
yield return WaitForConditionOrTimeOut(() => AllPlayerObjectClonesSpawned(m_ServerNetworkManager));
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for all sessions to spawn Client-{m_ServerNetworkManager.LocalClientId}'s player object!\n {m_InternalErrorLog}");
}
}
ClientNetworkManagerPostStartInit();
// Notification that at this time the server and client(s) are instantiated,
// started, and connected on both sides.
yield return OnServerAndClientsConnected();
VerboseDebug($"Exiting {nameof(StartServerAndClients)}");
}
}
}
/// <summary>
/// This starts the server and clients as long as <see cref="CanStartServerAndClients"/>
/// returns true.
/// </summary>
protected void StartServerAndClientsWithTimeTravel()
{
if (CanStartServerAndClients())
{
VerboseDebug($"Entering {nameof(StartServerAndClientsWithTimeTravel)}");
// Start the instances and pass in our SceneManagerInitialization action that is invoked immediately after host-server
// is started and after each client is started.
// When using the CMBService, don't start the server.
var usingCMBService = UseCMBService() && m_DistributedAuthority;
if (!NetcodeIntegrationTestHelpers.Start(m_UseHost, !usingCMBService, m_ServerNetworkManager, m_ClientNetworkManagers))
{
Debug.LogError("Failed to start instances");
Assert.Fail("Failed to start instances");
}
// Time travel does not play nice with scene loading, clear out server side pre-loaded scenes.
if (m_ServerNetworkManager.NetworkConfig.EnableSceneManagement)
{
m_ServerNetworkManager.SceneManager.ScenesLoaded.Clear();
}
if (LogAllMessages)
{
EnableMessageLogging();
}
RegisterSceneManagerHandler();
// Notification that the server and clients have been started
OnTimeTravelStartedServerAndClients();
// When true, we skip everything else (most likely a connection oriented test)
if (!m_BypassConnectionTimeout)
{
// Wait for all clients to connect
WaitForClientsConnectedOrTimeOutWithTimeTravel();
AssertOnTimeout($"{nameof(StartServerAndClients)} timed out waiting for all clients to be connected!");
if (m_UseHost || m_ServerNetworkManager.IsHost)
{
#if UNITY_2023_1_OR_NEWER
// Add the server player instance to all m_ClientSidePlayerNetworkObjects entries
var serverPlayerClones = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.None).Where((c) => c.IsPlayerObject && c.OwnerClientId == m_ServerNetworkManager.LocalClientId);
#else
// Add the server player instance to all m_ClientSidePlayerNetworkObjects entries
var serverPlayerClones = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsPlayerObject && c.OwnerClientId == m_ServerNetworkManager.LocalClientId);
#endif
foreach (var playerNetworkObject in serverPlayerClones)
{
if (!m_PlayerNetworkObjects.ContainsKey(playerNetworkObject.NetworkManager.LocalClientId))
{
m_PlayerNetworkObjects.Add(playerNetworkObject.NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
}
m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].Add(m_ServerNetworkManager.LocalClientId, playerNetworkObject);
}
}
if (m_DistributedAuthority)
{
foreach (var networkManager in m_ClientNetworkManagers)
{
if (networkManager.DistributedAuthorityMode)
{
WaitForConditionOrTimeOutWithTimeTravel(() => AllPlayerObjectClonesSpawned(m_ServerNetworkManager));
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for all sessions to spawn Client-{networkManager.LocalClientId}'s player object!");
}
}
if (m_ServerNetworkManager != null)
{
WaitForConditionOrTimeOutWithTimeTravel(() => AllPlayerObjectClonesSpawned(m_ServerNetworkManager));
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for all sessions to spawn Client-{m_ServerNetworkManager.LocalClientId}'s player object!");
}
}
ClientNetworkManagerPostStartInit();
// Notification that at this time the server and client(s) are instantiated,
// started, and connected on both sides.
OnTimeTravelServerAndClientsConnected();
VerboseDebug($"Exiting {nameof(StartServerAndClients)}");
}
}
}
/// <summary>
/// Override this method to control when clients
/// can fake-load a scene.
/// </summary>
protected virtual bool CanClientsLoad()
{
return true;
}
/// <summary>
/// Override this method to control when clients
/// can fake-unload a scene.
/// </summary>
protected virtual bool CanClientsUnload()
{
return true;
}
/// <summary>
/// De-Registers from the CanClientsLoad and CanClientsUnload events of the
/// ClientSceneHandler (default is IntegrationTestSceneHandler).
/// </summary>
protected void DeRegisterSceneManagerHandler()
{
IntegrationTestSceneHandler.CanClientsLoad -= ClientSceneHandler_CanClientsLoad;
IntegrationTestSceneHandler.CanClientsUnload -= ClientSceneHandler_CanClientsUnload;
IntegrationTestSceneHandler.NetworkManagers.Clear();
}
/// <summary>
/// Registers the CanClientsLoad and CanClientsUnload events of the
/// ClientSceneHandler.
/// The default is: <see cref="IntegrationTestSceneHandler"/>.
/// </summary>
protected void RegisterSceneManagerHandler()
{
IntegrationTestSceneHandler.CanClientsLoad += ClientSceneHandler_CanClientsLoad;
IntegrationTestSceneHandler.CanClientsUnload += ClientSceneHandler_CanClientsUnload;
}
private bool ClientSceneHandler_CanClientsUnload()
{
return CanClientsUnload();
}
private bool ClientSceneHandler_CanClientsLoad()
{
return CanClientsLoad();
}
protected bool OnCanSceneCleanUpUnload(Scene scene)
{
return true;
}
/// <summary>
/// This shuts down all NetworkManager instances registered via the
/// <see cref="NetcodeIntegrationTestHelpers"/> class and cleans up
/// the test runner scene of any left over NetworkObjects.
/// <see cref="DestroySceneNetworkObjects"/>
/// </summary>
protected void ShutdownAndCleanUp()
{
VerboseDebug($"Entering {nameof(ShutdownAndCleanUp)}");
// Shutdown and clean up both of our NetworkManager instances
try
{
DeRegisterSceneManagerHandler();
NetcodeIntegrationTestHelpers.Destroy();
m_PlayerNetworkObjects.Clear();
s_GlobalNetworkObjects.Clear();
}
catch (Exception e)
{
throw e;
}
finally
{
if (m_PlayerPrefab != null)
{
Object.DestroyImmediate(m_PlayerPrefab);
m_PlayerPrefab = null;
}
}
// Cleanup any remaining NetworkObjects
DestroySceneNetworkObjects();
UnloadRemainingScenes();
// reset the m_ServerWaitForTick for the next test to initialize
s_DefaultWaitForTick = new WaitForSecondsRealtime(1.0f / k_DefaultTickRate);
VerboseDebug($"Exiting {nameof(ShutdownAndCleanUp)}");
}
protected IEnumerator CoroutineShutdownAndCleanUp()
{
VerboseDebug($"Entering {nameof(ShutdownAndCleanUp)}");
// Shutdown and clean up both of our NetworkManager instances
try
{
DeRegisterSceneManagerHandler();
NetcodeIntegrationTestHelpers.Destroy();
m_PlayerNetworkObjects.Clear();
s_GlobalNetworkObjects.Clear();
}
catch (Exception e)
{
throw e;
}
finally
{
if (m_PlayerPrefab != null)
{
Object.DestroyImmediate(m_PlayerPrefab);
m_PlayerPrefab = null;
}
}
// Allow time for NetworkManagers to fully shutdown
yield return s_DefaultWaitForTick;
// Cleanup any remaining NetworkObjects
DestroySceneNetworkObjects();
UnloadRemainingScenes();
// reset the m_ServerWaitForTick for the next test to initialize
s_DefaultWaitForTick = new WaitForSecondsRealtime(1.0f / k_DefaultTickRate);
VerboseDebug($"Exiting {nameof(ShutdownAndCleanUp)}");
}
/// <summary>
/// Note: For <see cref="NetworkManagerInstatiationMode.PerTest"/> mode
/// this is called before ShutdownAndCleanUp.
/// </summary>
protected virtual IEnumerator OnTearDown()
{
yield return null;
}
protected virtual void OnInlineTearDown()
{
}
[UnityTearDown]
public IEnumerator TearDown()
{
IntegrationTestSceneHandler.SceneNameToSceneHandles.Clear();
VerboseDebug($"Entering {nameof(TearDown)}");
if (m_TearDownIsACoroutine)
{
yield return OnTearDown();
}
else
{
OnInlineTearDown();
}
if (m_NetworkManagerInstatiationMode == NetworkManagerInstatiationMode.PerTest)
{
if (m_TearDownIsACoroutine)
{
yield return CoroutineShutdownAndCleanUp();
}
else
{
ShutdownAndCleanUp();
}
}
if (m_EnableTimeTravel)
{
ComponentFactory.Deregister<IRealTimeProvider>();
}
VerboseDebug($"Exiting {nameof(TearDown)}");
LogWaitForMessages();
NetcodeLogAssert.Dispose();
}
/// <summary>
/// Override this method to do handle cleaning up once the test(s)
/// within the child derived class have completed
/// Note: For <see cref="NetworkManagerInstatiationMode.AllTests"/> mode
/// this is called before ShutdownAndCleanUp.
/// </summary>
protected virtual void OnOneTimeTearDown()
{
}
[OneTimeTearDown]
public void OneTimeTearDown()
{
IntegrationTestSceneHandler.VerboseDebugMode = false;
VerboseDebug($"Entering {nameof(OneTimeTearDown)}");
OnOneTimeTearDown();
if (m_NetworkManagerInstatiationMode == NetworkManagerInstatiationMode.AllTests)
{
ShutdownAndCleanUp();
}
// Disable NetcodeIntegrationTest auto-label feature
NetcodeIntegrationTestHelpers.RegisterNetcodeIntegrationTest(false);
UnloadRemainingScenes();
VerboseDebug($"Exiting {nameof(OneTimeTearDown)}");
IsRunning = false;
}
/// <summary>
/// Override this to filter out the <see cref="NetworkObject"/>s that you
/// want to allow to persist between integration tests.
/// <see cref="DestroySceneNetworkObjects"/>
/// <see cref="ShutdownAndCleanUp"/>
/// </summary>
/// <param name="networkObject">the network object in question to be destroyed</param>
protected virtual bool CanDestroyNetworkObject(NetworkObject networkObject)
{
return true;
}
/// <summary>
/// Destroys all NetworkObjects at the end of a test cycle.
/// </summary>
protected void DestroySceneNetworkObjects()
{
#if UNITY_2023_1_OR_NEWER
var networkObjects = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID);
#else
var networkObjects = Object.FindObjectsOfType<NetworkObject>();
#endif
foreach (var networkObject in networkObjects)
{
// This can sometimes be null depending upon order of operations
// when dealing with parented NetworkObjects. If NetworkObjectB
// is a child of NetworkObjectA and NetworkObjectA comes before
// NetworkObjectB in the list of NeworkObjects found, then when
// NetworkObjectA's GameObject is destroyed it will also destroy
// NetworkObjectB's GameObject which will destroy NetworkObjectB.
// If there is a null entry in the list, this is the most likely
// scenario and so we just skip over it.
if (networkObject == null)
{
continue;
}
if (CanDestroyNetworkObject(networkObject))
{
networkObject.NetworkManagerOwner = m_ServerNetworkManager;
// Destroy the GameObject that holds the NetworkObject component
Object.DestroyImmediate(networkObject.gameObject);
}
}
}
/// <summary>
/// For debugging purposes, this will turn on verbose logging of all messages and batches sent and received
/// </summary>
protected void EnableMessageLogging()
{
m_ServerNetworkManager.ConnectionManager.MessageManager.Hook(new DebugNetworkHooks());
foreach (var client in m_ClientNetworkManagers)
{
client.ConnectionManager.MessageManager.Hook(new DebugNetworkHooks());
}
}
/// <summary>
/// Waits for the function condition to return true or it will time out.
/// This will operate at the current m_ServerNetworkManager.NetworkConfig.TickRate
/// and allow for a unique TimeoutHelper handler (if none then it uses the default)
/// Notes: This provides more stability when running integration tests that could be
/// impacted by:
/// -how the integration test is being executed (i.e. in editor or in a stand alone build)
/// -potential platform performance issues (i.e. VM is throttled or maxed)
/// Note: For more complex tests, <see cref="ConditionalPredicateBase"/> and the overloaded
/// version of this method
/// </summary>
public static IEnumerator WaitForConditionOrTimeOut(Func<bool> checkForCondition, TimeoutHelper timeOutHelper = null)
{
if (checkForCondition == null)
{
throw new ArgumentNullException($"checkForCondition cannot be null!");
}
// If none is provided we use the default global time out helper
if (timeOutHelper == null)
{
timeOutHelper = s_GlobalTimeoutHelper;
}
// Start checking for a timeout
timeOutHelper.Start();
while (!timeOutHelper.HasTimedOut())
{
// Update and check to see if the condition has been met
if (checkForCondition.Invoke())
{
break;
}
// Otherwise wait for 1 tick interval
yield return s_DefaultWaitForTick;
}
// Stop checking for a timeout
timeOutHelper.Stop();
}
/// <summary>
/// Waits for the function condition to return true or it will time out. Uses time travel to simulate this
/// for the given number of frames, simulating delta times at the application frame rate.
/// </summary>
public bool WaitForConditionOrTimeOutWithTimeTravel(Func<bool> checkForCondition, int maxTries = 60)
{
if (checkForCondition == null)
{
throw new ArgumentNullException($"checkForCondition cannot be null!");
}
if (!m_EnableTimeTravel)
{
throw new ArgumentException($"Time travel must be enabled to use {nameof(WaitForConditionOrTimeOutWithTimeTravel)}!");
}
var frameRate = Application.targetFrameRate;
if (frameRate <= 0)
{
frameRate = 60;
}
var updateInterval = 1f / frameRate;
for (var i = 0; i < maxTries; ++i)
{
// Simulate a frame passing on all network managers
TimeTravel(updateInterval, 1);
// Update and check to see if the condition has been met
if (checkForCondition.Invoke())
{
return true;
}
}
return false;
}
/// <summary>
/// This version accepts an IConditionalPredicate implementation to provide
/// more flexibility for checking complex conditional cases.
/// </summary>
public static IEnumerator WaitForConditionOrTimeOut(IConditionalPredicate conditionalPredicate, TimeoutHelper timeOutHelper = null)
{
if (conditionalPredicate == null)
{
throw new ArgumentNullException($"checkForCondition cannot be null!");
}
// If none is provided we use the default global time out helper
if (timeOutHelper == null)
{
timeOutHelper = s_GlobalTimeoutHelper;
}
conditionalPredicate.Started();
yield return WaitForConditionOrTimeOut(conditionalPredicate.HasConditionBeenReached, timeOutHelper);
conditionalPredicate.Finished(timeOutHelper.TimedOut);
}
/// <summary>
/// This version accepts an IConditionalPredicate implementation to provide
/// more flexibility for checking complex conditional cases. Uses time travel to simulate this
/// for the given number of frames, simulating delta times at the application frame rate.
/// </summary>
public bool WaitForConditionOrTimeOutWithTimeTravel(IConditionalPredicate conditionalPredicate, int maxTries = 60)
{
if (conditionalPredicate == null)
{
throw new ArgumentNullException($"checkForCondition cannot be null!");
}
if (!m_EnableTimeTravel)
{
throw new ArgumentException($"Time travel must be enabled to use {nameof(WaitForConditionOrTimeOutWithTimeTravel)}!");
}
conditionalPredicate.Started();
var success = WaitForConditionOrTimeOutWithTimeTravel(conditionalPredicate.HasConditionBeenReached, maxTries);
conditionalPredicate.Finished(!success);
return success;
}
/// <summary>
/// Validates that all remote clients (i.e. non-server) detect they are connected
/// to the server and that the server reflects the appropriate number of clients
/// have connected or it will time out.
/// </summary>
/// <param name="clientsToCheck">An array of clients to be checked</param>
protected IEnumerator WaitForClientsConnectedOrTimeOut(NetworkManager[] clientsToCheck)
{
yield return WaitForConditionOrTimeOut(() => CheckClientsConnected(clientsToCheck));
}
/// <summary>
/// Validation for clients connected that includes additional information for easier troubleshooting purposes.
/// </summary>
private bool CheckClientsConnected(NetworkManager[] clientsToCheck)
{
m_InternalErrorLog.Clear();
var allClientsConnected = true;
for (int i = 0; i < clientsToCheck.Length; i++)
{
if (!clientsToCheck[i].IsConnectedClient)
{
allClientsConnected = false;
m_InternalErrorLog.AppendLine($"[Client-{i + 1}] Client is not connected!");
}
}
var expectedCount = m_ServerNetworkManager.IsHost ? clientsToCheck.Length + 1 : clientsToCheck.Length;
var currentCount = m_ServerNetworkManager.ConnectedClients.Count;
if (currentCount != expectedCount)
{
allClientsConnected = false;
m_InternalErrorLog.AppendLine($"[Server-Side] Expected {expectedCount} clients to connect but only {currentCount} connected!");
}
return allClientsConnected;
}
/// <summary>
/// Validates that all remote clients (i.e. non-server) detect they are connected
/// to the server and that the server reflects the appropriate number of clients
/// have connected or it will time out. Uses time travel to simulate this
/// for the given number of frames, simulating delta times at the application frame rate.
/// </summary>
/// <param name="clientsToCheck">An array of clients to be checked</param>
protected bool WaitForClientsConnectedOrTimeOutWithTimeTravel(NetworkManager[] clientsToCheck)
{
var remoteClientCount = clientsToCheck.Length;
var serverClientCount = m_ServerNetworkManager.IsHost ? remoteClientCount + 1 : remoteClientCount;
return WaitForConditionOrTimeOutWithTimeTravel(() => clientsToCheck.Where((c) => c.IsConnectedClient).Count() == remoteClientCount &&
m_ServerNetworkManager.ConnectedClients.Count == serverClientCount);
}
/// <summary>
/// Overloaded method that just passes in all clients to
/// <see cref="WaitForClientsConnectedOrTimeOut(NetworkManager[])"/>
/// </summary>
protected IEnumerator WaitForClientsConnectedOrTimeOut()
{
yield return WaitForClientsConnectedOrTimeOut(m_ClientNetworkManagers);
}
/// <summary>
/// Overloaded method that just passes in all clients to
/// <see cref="WaitForClientsConnectedOrTimeOut(NetworkManager[])"/> Uses time travel to simulate this
/// for the given number of frames, simulating delta times at the application frame rate.
/// </summary>
protected bool WaitForClientsConnectedOrTimeOutWithTimeTravel()
{
return WaitForClientsConnectedOrTimeOutWithTimeTravel(m_ClientNetworkManagers);
}
internal IEnumerator WaitForMessageReceived<T>(List<NetworkManager> wiatForReceivedBy, ReceiptType type = ReceiptType.Handled) where T : INetworkMessage
{
// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
var messageHookEntriesForSpawn = new List<MessageHookEntry>();
foreach (var clientNetworkManager in wiatForReceivedBy)
{
var messageHook = new MessageHookEntry(clientNetworkManager, type);
messageHook.AssignMessageType<T>();
messageHookEntriesForSpawn.Add(messageHook);
}
// Used to determine if all clients received the CreateObjectMessage
var hooks = new MessageHooksConditional(messageHookEntriesForSpawn);
yield return WaitForConditionOrTimeOut(hooks);
AssertOnTimeout($"Timed out waiting for message type {typeof(T).Name}!");
}
internal IEnumerator WaitForMessagesReceived(List<Type> messagesInOrder, List<NetworkManager> waitForReceivedBy, ReceiptType type = ReceiptType.Handled)
{
// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
var messageHookEntriesForSpawn = new List<MessageHookEntry>();
foreach (var clientNetworkManager in waitForReceivedBy)
{
foreach (var message in messagesInOrder)
{
var messageHook = new MessageHookEntry(clientNetworkManager, type);
messageHook.AssignMessageType(message);
messageHookEntriesForSpawn.Add(messageHook);
}
}
// Used to determine if all clients received the CreateObjectMessage
var hooks = new MessageHooksConditional(messageHookEntriesForSpawn);
yield return WaitForConditionOrTimeOut(hooks);
var stringBuilder = new StringBuilder();
foreach (var messageType in messagesInOrder)
{
stringBuilder.Append($"{messageType.Name},");
}
AssertOnTimeout($"Timed out waiting for message types: {stringBuilder}!");
}
internal void WaitForMessageReceivedWithTimeTravel<T>(List<NetworkManager> waitForReceivedBy, ReceiptType type = ReceiptType.Handled) where T : INetworkMessage
{
// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
var messageHookEntriesForSpawn = new List<MessageHookEntry>();
foreach (var clientNetworkManager in waitForReceivedBy)
{
var messageHook = new MessageHookEntry(clientNetworkManager, type);
messageHook.AssignMessageType<T>();
messageHookEntriesForSpawn.Add(messageHook);
}
// Used to determine if all clients received the CreateObjectMessage
var hooks = new MessageHooksConditional(messageHookEntriesForSpawn);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(hooks), $"[Message Not Recieved] {hooks.GetHooksStillWaiting()}");
}
internal void WaitForMessagesReceivedWithTimeTravel(List<Type> messagesInOrder, List<NetworkManager> waitForReceivedBy, ReceiptType type = ReceiptType.Handled)
{
// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
var messageHookEntriesForSpawn = new List<MessageHookEntry>();
foreach (var clientNetworkManager in waitForReceivedBy)
{
foreach (var message in messagesInOrder)
{
var messageHook = new MessageHookEntry(clientNetworkManager, type);
messageHook.AssignMessageType(message);
messageHookEntriesForSpawn.Add(messageHook);
}
}
// Used to determine if all clients received the CreateObjectMessage
var hooks = new MessageHooksConditional(messageHookEntriesForSpawn);
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(hooks), $"[Messages Not Recieved] {hooks.GetHooksStillWaiting()}");
}
/// <summary>
/// Creates a basic NetworkObject test prefab, assigns it to a new
/// NetworkPrefab entry, and then adds it to the server and client(s)
/// NetworkManagers' NetworkConfig.NetworkPrefab lists.
/// </summary>
/// <param name="baseName">the basic name to be used for each instance</param>
/// <returns>NetworkObject of the GameObject assigned to the new NetworkPrefab entry</returns>
protected GameObject CreateNetworkObjectPrefab(string baseName)
{
var prefabCreateAssertError = $"You can only invoke this method during {nameof(OnServerAndClientsCreated)} " +
$"but before {nameof(OnStartedServerAndClients)}!";
Assert.IsNotNull(m_ServerNetworkManager, prefabCreateAssertError);
Assert.IsFalse(m_ServerNetworkManager.IsListening, prefabCreateAssertError);
var prefabObject = NetcodeIntegrationTestHelpers.CreateNetworkObjectPrefab(baseName, m_ServerNetworkManager, m_ClientNetworkManagers);
// DANGO-TODO: Ownership flags could require us to change this
// For testing purposes, we default to true for the distribute ownership property when in distirbuted authority session mode.
prefabObject.GetComponent<NetworkObject>().Ownership |= NetworkObject.OwnershipStatus.Distributable;
return prefabObject;
}
/// <summary>
/// Overloaded method <see cref="SpawnObject(NetworkObject, NetworkManager, bool)"/>
/// </summary>
protected GameObject SpawnObject(GameObject prefabGameObject, NetworkManager owner, bool destroyWithScene = false)
{
var prefabNetworkObject = prefabGameObject.GetComponent<NetworkObject>();
Assert.IsNotNull(prefabNetworkObject, $"{nameof(GameObject)} {prefabGameObject.name} does not have a {nameof(NetworkObject)} component!");
return SpawnObject(prefabNetworkObject, owner, destroyWithScene);
}
/// <summary>
/// Overloaded method <see cref="SpawnObject(NetworkObject, NetworkManager, bool)"/>
/// </summary>
protected GameObject SpawnPlayerObject(GameObject prefabGameObject, NetworkManager owner, bool destroyWithScene = false)
{
var prefabNetworkObject = prefabGameObject.GetComponent<NetworkObject>();
Assert.IsNotNull(prefabNetworkObject, $"{nameof(GameObject)} {prefabGameObject.name} does not have a {nameof(NetworkObject)} component!");
return SpawnObject(prefabNetworkObject, owner, destroyWithScene, true);
}
/// <summary>
/// Spawn a NetworkObject prefab instance
/// </summary>
/// <param name="prefabNetworkObject">the prefab NetworkObject to spawn</param>
/// <param name="owner">the owner of the instance</param>
/// <param name="destroyWithScene">default is false</param>
/// <returns>GameObject instance spawned</returns>
private GameObject SpawnObject(NetworkObject prefabNetworkObject, NetworkManager owner, bool destroyWithScene = false, bool isPlayerObject = false)
{
Assert.IsTrue(prefabNetworkObject.GlobalObjectIdHash > 0, $"{nameof(GameObject)} {prefabNetworkObject.name} has a {nameof(NetworkObject.GlobalObjectIdHash)} value of 0! Make sure to make it a valid prefab before trying to spawn!");
var newInstance = Object.Instantiate(prefabNetworkObject.gameObject);
var networkObjectToSpawn = newInstance.GetComponent<NetworkObject>();
if (owner.NetworkConfig.SessionMode == SessionModeTypes.DistributedAuthority)
{
networkObjectToSpawn.NetworkManagerOwner = owner; // Required to assure the client does the spawning
if (isPlayerObject)
{
networkObjectToSpawn.SpawnAsPlayerObject(owner.LocalClientId, destroyWithScene);
}
else
{
networkObjectToSpawn.SpawnWithOwnership(owner.LocalClientId, destroyWithScene);
}
}
else
{
networkObjectToSpawn.NetworkManagerOwner = m_ServerNetworkManager; // Required to assure the server does the spawning
if (owner == m_ServerNetworkManager)
{
if (m_UseHost)
{
if (isPlayerObject)
{
networkObjectToSpawn.SpawnAsPlayerObject(owner.LocalClientId, destroyWithScene);
}
else
{
networkObjectToSpawn.SpawnWithOwnership(owner.LocalClientId, destroyWithScene);
}
}
else
{
networkObjectToSpawn.Spawn(destroyWithScene);
}
}
else
{
if (isPlayerObject)
{
networkObjectToSpawn.SpawnAsPlayerObject(owner.LocalClientId, destroyWithScene);
}
else
{
networkObjectToSpawn.SpawnWithOwnership(owner.LocalClientId, destroyWithScene);
}
}
}
return newInstance;
}
/// <summary>
/// Overloaded method <see cref="SpawnObjects(NetworkObject, NetworkManager, int, bool)"/>
/// </summary>
protected List<GameObject> SpawnObjects(GameObject prefabGameObject, NetworkManager owner, int count, bool destroyWithScene = false)
{
var prefabNetworkObject = prefabGameObject.GetComponent<NetworkObject>();
Assert.IsNotNull(prefabNetworkObject, $"{nameof(GameObject)} {prefabGameObject.name} does not have a {nameof(NetworkObject)} component!");
return SpawnObjects(prefabNetworkObject, owner, count, destroyWithScene);
}
/// <summary>
/// Will spawn (x) number of prefab NetworkObjects
/// <see cref="SpawnObject(NetworkObject, NetworkManager, bool)"/>
/// </summary>
/// <param name="prefabNetworkObject">the prefab NetworkObject to spawn</param>
/// <param name="owner">the owner of the instance</param>
/// <param name="count">number of instances to create and spawn</param>
/// <param name="destroyWithScene">default is false</param>
private List<GameObject> SpawnObjects(NetworkObject prefabNetworkObject, NetworkManager owner, int count, bool destroyWithScene = false)
{
var gameObjectsSpawned = new List<GameObject>();
for (int i = 0; i < count; i++)
{
gameObjectsSpawned.Add(SpawnObject(prefabNetworkObject, owner, destroyWithScene));
}
return gameObjectsSpawned;
}
/// <summary>
/// Default constructor
/// </summary>
public NetcodeIntegrationTest()
{
m_SessionModeType = OnGetSessionmode();
m_DistributedAuthority = OnGetSessionmode() == SessionModeTypes.DistributedAuthority;
NetworkMessageManager.EnableMessageOrderConsoleLog = false;
}
public NetcodeIntegrationTest(SessionModeTypes sessionMode)
{
m_SessionModeType = sessionMode;
m_DistributedAuthority = OnGetSessionmode() == SessionModeTypes.DistributedAuthority;
}
/// <summary>
/// Optional Host or Server integration tests
/// Constructor that allows you To break tests up as a host
/// and a server.
/// Example: Decorate your child derived class with TestFixture
/// and then create a constructor at the child level.
/// Don't forget to set your constructor public, else Unity will
/// give you a hard to decipher error
/// [TestFixture(HostOrServer.Host)]
/// [TestFixture(HostOrServer.Server)]
/// public class MyChildClass : NetcodeIntegrationTest
/// {
/// public MyChildClass(HostOrServer hostOrServer) : base(hostOrServer) { }
/// }
/// </summary>
/// <param name="hostOrServer"></param>
public NetcodeIntegrationTest(HostOrServer hostOrServer)
{
m_UseHost = hostOrServer == HostOrServer.Host || hostOrServer == HostOrServer.DAHost;
m_SessionModeType = hostOrServer == HostOrServer.DAHost ? SessionModeTypes.DistributedAuthority : SessionModeTypes.ClientServer;
m_DistributedAuthority = OnGetSessionmode() == SessionModeTypes.DistributedAuthority;
}
/// <summary>
/// Just a helper function to avoid having to write the entire assert just to check if you
/// timed out.
/// </summary>
protected void AssertOnTimeout(string timeOutErrorMessage, TimeoutHelper assignedTimeoutHelper = null)
{
var timeoutHelper = assignedTimeoutHelper ?? s_GlobalTimeoutHelper;
Assert.False(timeoutHelper.TimedOut, timeOutErrorMessage);
}
private void UnloadRemainingScenes()
{
// Unload any remaining scenes loaded but the test runner scene
// Note: Some tests only unload the server-side instance, and this
// just assures no currently loaded scenes will impact the next test
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
if (!scene.IsValid() || !scene.isLoaded || scene.name.Contains(NetcodeIntegrationTestHelpers.FirstPartOfTestRunnerSceneName) || !OnCanSceneCleanUpUnload(scene))
{
continue;
}
VerboseDebug($"Unloading scene {scene.name}-{scene.handle}");
var asyncOperation = SceneManager.UnloadSceneAsync(scene);
}
}
private StringBuilder m_WaitForLog = new StringBuilder();
private void LogWaitForMessages()
{
VerboseDebug(m_WaitForLog.ToString());
m_WaitForLog.Clear();
}
private IEnumerator WaitForTickAndFrames(NetworkManager networkManager, int tickCount, float targetFrames)
{
var tickAndFramesConditionMet = false;
var frameCount = 0;
var waitForFixedUpdate = new WaitForFixedUpdate();
m_WaitForLog.Append($"[NetworkManager-{networkManager.LocalClientId}][WaitForTicks-Begin] Waiting for ({tickCount}) network ticks and ({targetFrames}) frames to pass.\n");
var tickStart = networkManager.NetworkTickSystem.LocalTime.Tick;
while (!tickAndFramesConditionMet)
{
// Wait until both tick and frame counts have reached their targeted values
if ((networkManager.NetworkTickSystem.LocalTime.Tick - tickStart) >= tickCount && frameCount >= targetFrames)
{
tickAndFramesConditionMet = true;
}
else
{
yield return waitForFixedUpdate;
frameCount++;
// In the event something is broken with time systems (or the like)
// Exit if we have exceeded 1000 frames
if (frameCount >= 1000.0f)
{
tickAndFramesConditionMet = true;
}
}
}
m_WaitForLog.Append($"[NetworkManager-{networkManager.LocalClientId}][WaitForTicks-End] Waited for ({networkManager.NetworkTickSystem.LocalTime.Tick - tickStart}) network ticks and ({frameCount}) frames to pass.\n");
yield break;
}
/// <summary>
/// Yields until specified amount of network ticks and the expected number of frames has been passed.
/// </summary>
protected IEnumerator WaitForTicks(NetworkManager networkManager, int count)
{
var targetTick = networkManager.NetworkTickSystem.LocalTime.Tick + count;
// Calculate the expected number of frame updates that should occur during the tick count wait period
var frameFrequency = 1.0f / (Application.targetFrameRate >= 60 && Application.targetFrameRate <= 100 ? Application.targetFrameRate : 60.0f);
var tickFrequency = 1.0f / networkManager.NetworkConfig.TickRate;
var framesPerTick = tickFrequency / frameFrequency;
// Total number of frames to occur over the specified number of ticks
var totalFrameCount = framesPerTick * count;
m_WaitForLog.Append($"[NetworkManager-{networkManager.LocalClientId}][WaitForTicks] TickRate ({networkManager.NetworkConfig.TickRate}) | Tick Wait ({count}) | TargetFrameRate ({Application.targetFrameRate}) | Target Frames ({framesPerTick * count})\n");
yield return WaitForTickAndFrames(networkManager, count, totalFrameCount);
}
/// <summary>
/// Simulate a number of frames passing over a specific amount of time.
/// The delta time simulated for each frame will be evenly divided as time/numFrames
/// This will only simulate the netcode update loop, as well as update events on
/// NetworkBehaviour instances, and will not simulate any Unity update processes (physics, etc)
/// </summary>
/// <param name="amountOfTimeInSeconds"></param>
/// <param name="numFramesToSimulate"></param>
protected static void TimeTravel(double amountOfTimeInSeconds, int numFramesToSimulate)
{
var interval = amountOfTimeInSeconds / numFramesToSimulate;
for (var i = 0; i < numFramesToSimulate; ++i)
{
MockTimeProvider.TimeTravel(interval);
SimulateOneFrame();
}
}
protected virtual uint GetTickRate()
{
return k_DefaultTickRate;
}
protected virtual int GetFrameRate()
{
return Application.targetFrameRate == 0 ? 60 : Application.targetFrameRate;
}
private int m_FramesPerTick = 0;
private float m_TickFrequency = 0;
/// <summary>
/// Recalculates the <see cref="m_TickFrequency"/> and <see cref="m_FramesPerTick"/> that is
/// used in <see cref="TimeTravelAdvanceTick"/>.
/// </summary>
protected void ConfigureFramesPerTick()
{
m_TickFrequency = 1.0f / GetTickRate();
m_FramesPerTick = Math.Max((int)(m_TickFrequency / GetFrameRate()), 1);
}
/// <summary>
/// Helper function to time travel exactly one tick's worth of time at the current frame and tick rates.
/// This is NetcodeIntegrationTest instance relative and will automatically adjust based on <see cref="GetFrameRate"/>
/// and <see cref="GetTickRate"/>.
/// </summary>
protected void TimeTravelAdvanceTick()
{
TimeTravel(m_TickFrequency, m_FramesPerTick);
}
/// <summary>
/// Helper function to time travel exactly one tick's worth of time at the current frame and tick rates.
/// ** Is based on the global k_DefaultTickRate and is not local to each NetcodeIntegrationTest instance **
/// </summary>
public static void TimeTravelToNextTick()
{
var timePassed = 1.0f / k_DefaultTickRate;
var frameRate = Application.targetFrameRate;
if (frameRate <= 0)
{
frameRate = 60;
}
var frames = Math.Max((int)(timePassed / frameRate), 1);
TimeTravel(timePassed, frames);
}
/// <summary>
/// Simulates one SDK frame. This can be used even without TimeTravel, though it's of somewhat less use
/// without TimeTravel, as, without the mock transport, it will likely not provide enough time for any
/// sent messages to be received even if called dozens of times.
/// </summary>
public static void SimulateOneFrame()
{
foreach (NetworkUpdateStage stage in Enum.GetValues(typeof(NetworkUpdateStage)))
{
NetworkUpdateLoop.RunNetworkUpdateStage(stage);
string methodName = string.Empty;
switch (stage)
{
case NetworkUpdateStage.FixedUpdate:
methodName = "FixedUpdate"; // mapping NetworkUpdateStage.FixedUpdate to MonoBehaviour.FixedUpdate
break;
case NetworkUpdateStage.Update:
methodName = "Update"; // mapping NetworkUpdateStage.Update to MonoBehaviour.Update
break;
case NetworkUpdateStage.PreLateUpdate:
methodName = "LateUpdate"; // mapping NetworkUpdateStage.PreLateUpdate to MonoBehaviour.LateUpdate
break;
}
if (!string.IsNullOrEmpty(methodName))
{
#if UNITY_2023_1_OR_NEWER
foreach (var behaviour in Object.FindObjectsByType<NetworkBehaviour>(FindObjectsSortMode.InstanceID))
#else
foreach (var behaviour in Object.FindObjectsOfType<NetworkBehaviour>())
#endif
{
var method = behaviour.GetType().GetMethod(methodName, BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
method?.Invoke(behaviour, new object[] { });
}
}
}
}
}
}