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)
719 lines
25 KiB
C#
719 lines
25 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Net;
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using NUnit.Framework;
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using Unity.Collections;
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using Unity.Netcode.TestHelpers.Runtime;
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using Unity.Netcode.Transports.UTP;
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#if UTP_TRANSPORT_2_0_ABOVE
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using Unity.Networking.Transport;
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#endif
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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public class DistributedAuthorityCodecTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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// Use the CMB Service for all tests
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protected override bool UseCMBService() => true;
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// Set the session mode to distributed authority for all tests
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protected override SessionModeTypes OnGetSessionmode() => SessionModeTypes.DistributedAuthority;
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private CodecTestHooks m_ClientCodecHook;
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private NetworkManager Client => m_ClientNetworkManagers[0];
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private string m_TransportHost = Environment.GetEnvironmentVariable("NGO_HOST") ?? "127.0.0.1";
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private const int k_TransportPort = 7777;
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private const int k_ClientId = 0;
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private GameObject m_SpawnObject;
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public class TestNetworkComponent : NetworkBehaviour
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{
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public NetworkList<int> MyNetworkList = new NetworkList<int>(new List<int> { 1, 2, 3 });
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[Rpc(SendTo.NotAuthority)]
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public void TestNotAuthorityRpc(byte[] _)
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{
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}
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[Rpc(SendTo.Authority)]
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public void TestAuthorityRpc(byte[] _)
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{
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}
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}
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protected override void OnOneTimeSetup()
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{
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// Prevents the tests from running if no CMB Service is detected
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#if !UTP_TRANSPORT_2_0_ABOVE
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Assert.Ignore("ignoring DA codec tests because UTP transport must be 2.0");
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#else
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if (!CanConnectToServer(m_TransportHost, k_TransportPort))
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{
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Assert.Ignore("ignoring DA codec tests because UTP transport cannot connect to the runtime");
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}
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#endif
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base.OnOneTimeSetup();
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}
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/// <summary>
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/// Add any additional components to default player prefab
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/// </summary>
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protected override void OnCreatePlayerPrefab()
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{
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m_PlayerPrefab.AddComponent<TestNetworkComponent>();
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base.OnCreatePlayerPrefab();
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}
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/// <summary>
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/// Modify NetworkManager instances for settings specific to tests
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/// </summary>
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protected override void OnServerAndClientsCreated()
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{
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var utpTransport = Client.gameObject.AddComponent<UnityTransport>();
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Client.NetworkConfig.NetworkTransport = utpTransport;
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Client.NetworkConfig.EnableSceneManagement = false;
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Client.NetworkConfig.AutoSpawnPlayerPrefabClientSide = true;
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utpTransport.ConnectionData.Address = Dns.GetHostAddresses(m_TransportHost).First().ToString();
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utpTransport.ConnectionData.Port = k_TransportPort;
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Client.LogLevel = LogLevel.Developer;
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// Validate we are in distributed authority mode with client side spawning and using CMB Service
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Assert.True(Client.DistributedAuthorityMode, "Distributed authority is not set!");
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Assert.True(Client.AutoSpawnPlayerPrefabClientSide, "Client side spawning is not set!");
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Assert.True(Client.CMBServiceConnection, "CMBServiceConnection is not set!");
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// Create a prefab for creating and destroying tests (auto-registers with NetworkManagers)
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m_SpawnObject = CreateNetworkObjectPrefab("TestObject");
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m_SpawnObject.AddComponent<TestNetworkComponent>();
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// Ignore the client connection timeout after starting the client
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m_BypassConnectionTimeout = true;
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}
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protected override IEnumerator OnStartedServerAndClients()
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{
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// Register hooks after starting clients and server (in this case just the one client)
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// We do this at this point in time because the MessageManager exists (happens within the same call stack when starting NetworkManagers)
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m_ClientCodecHook = new CodecTestHooks();
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Client.MessageManager.Hook(m_ClientCodecHook);
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yield return base.OnStartedServerAndClients();
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// wait for client to connect since m_BypassConnectionTimeout
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yield return WaitForConditionOrTimeOut(() => Client.LocalClient.PlayerObject != null);
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AssertOnTimeout($"Timed out waiting for the client's player to be spanwed!");
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}
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[UnityTest]
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public IEnumerator AuthorityRpc()
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{
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var player = Client.LocalClient.PlayerObject;
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player.OwnerClientId = Client.LocalClientId + 1;
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var networkComponent = player.GetComponent<TestNetworkComponent>();
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networkComponent.UpdateNetworkProperties();
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networkComponent.TestAuthorityRpc(new byte[] { 1, 2, 3, 4 });
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// Universal Rpcs are sent as a ProxyMessage (which contains an RpcMessage)
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yield return m_ClientCodecHook.WaitForMessageReceived<ProxyMessage>();
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}
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[UnityTest]
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public IEnumerator ChangeOwnership()
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{
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var message = new ChangeOwnershipMessage
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{
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DistributedAuthorityMode = true,
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NetworkObjectId = 100,
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OwnerClientId = 2,
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator ClientConnected()
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{
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var message = new ClientConnectedMessage()
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{
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ClientId = 2,
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator ClientDisconnected()
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{
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var message = new ClientDisconnectedMessage()
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{
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ClientId = 2,
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator CreateObject()
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{
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SpawnObject(m_SpawnObject, Client);
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yield return m_ClientCodecHook.WaitForMessageReceived<CreateObjectMessage>();
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}
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[UnityTest]
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public IEnumerator DestroyObject()
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{
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var spawnedObject = SpawnObject(m_SpawnObject, Client);
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yield return m_ClientCodecHook.WaitForMessageReceived<CreateObjectMessage>();
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spawnedObject.GetComponent<NetworkObject>().Despawn();
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yield return m_ClientCodecHook.WaitForMessageReceived<DestroyObjectMessage>();
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}
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[UnityTest]
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public IEnumerator Disconnect()
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{
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var message = new DisconnectReasonMessage
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{
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Reason = "test"
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};
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return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator NamedMessage()
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{
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var writeBuffer = new FastBufferWriter(sizeof(int), Allocator.Temp);
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writeBuffer.WriteValueSafe(5);
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var message = new NamedMessage
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{
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Hash = 3,
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SendData = writeBuffer,
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator NetworkVariableDelta()
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{
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var message = new NetworkVariableDeltaMessage
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{
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NetworkObjectId = 0,
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NetworkBehaviourIndex = 1,
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DeliveryMappedNetworkVariableIndex = new HashSet<int> { 2, 3, 4 },
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TargetClientId = 5,
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NetworkBehaviour = Client.LocalClient.PlayerObject.GetComponent<TestNetworkComponent>(),
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator NotAuthorityRpc()
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{
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Client.LocalClient.PlayerObject.GetComponent<TestNetworkComponent>().TestNotAuthorityRpc(new byte[] { 1, 2, 3, 4 });
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// Universal Rpcs are sent as a ProxyMessage (which contains an RpcMessage)
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yield return m_ClientCodecHook.WaitForMessageReceived<ProxyMessage>();
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}
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[UnityTest]
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public IEnumerator ParentSync()
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{
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var message = new ParentSyncMessage
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{
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NetworkObjectId = 0,
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WorldPositionStays = true,
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IsLatestParentSet = false,
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Position = new Vector3(1, 2, 3),
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Rotation = new Quaternion(4, 5, 6, 7),
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Scale = new Vector3(8, 9, 10),
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator SessionOwner()
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{
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var message = new SessionOwnerMessage()
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{
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SessionOwner = 2,
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator ServerLog()
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{
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var message = new ServerLogMessage()
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{
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LogType = NetworkLog.LogType.Info,
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Message = "test",
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator UnnamedMessage()
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{
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var writeBuffer = new FastBufferWriter(sizeof(int), Allocator.Temp);
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writeBuffer.WriteValueSafe(5);
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var message = new UnnamedMessage
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{
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SendData = writeBuffer,
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator SceneEventMessageLoad()
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{
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Client.SceneManager.SkipSceneHandling = true;
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var eventData = new SceneEventData(Client)
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{
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SceneEventType = SceneEventType.Load,
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LoadSceneMode = LoadSceneMode.Single,
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SceneEventProgressId = Guid.NewGuid(),
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SceneHash = XXHash.Hash32("SomeRandomSceneName"),
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SceneHandle = 23456,
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};
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var message = new SceneEventMessage()
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{
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EventData = eventData
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator SceneEventMessageLoadWithObjects()
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{
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Client.SceneManager.SkipSceneHandling = true;
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var prefabNetworkObject = m_SpawnObject.GetComponent<NetworkObject>();
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Client.SceneManager.ScenePlacedObjects.Add(0, new Dictionary<int, NetworkObject>()
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{
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{ 1, prefabNetworkObject }
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});
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var eventData = new SceneEventData(Client)
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{
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SceneEventType = SceneEventType.Load,
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LoadSceneMode = LoadSceneMode.Single,
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SceneEventProgressId = Guid.NewGuid(),
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SceneHash = XXHash.Hash32("SomeRandomSceneName"),
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SceneHandle = 23456,
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};
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var message = new SceneEventMessage()
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{
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EventData = eventData
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator SceneEventMessageUnload()
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{
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Client.SceneManager.SkipSceneHandling = true;
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var eventData = new SceneEventData(Client)
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{
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SceneEventType = SceneEventType.Unload,
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LoadSceneMode = LoadSceneMode.Single,
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SceneEventProgressId = Guid.NewGuid(),
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SceneHash = XXHash.Hash32("SomeRandomSceneName"),
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SceneHandle = 23456,
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};
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var message = new SceneEventMessage()
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{
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EventData = eventData
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator SceneEventMessageLoadComplete()
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{
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Client.SceneManager.SkipSceneHandling = true;
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var eventData = new SceneEventData(Client)
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{
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SceneEventType = SceneEventType.LoadComplete,
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LoadSceneMode = LoadSceneMode.Single,
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SceneEventProgressId = Guid.NewGuid(),
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SceneHash = XXHash.Hash32("SomeRandomSceneName"),
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SceneHandle = 23456,
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};
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var message = new SceneEventMessage()
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{
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EventData = eventData
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator SceneEventMessageUnloadComplete()
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{
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Client.SceneManager.SkipSceneHandling = true;
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var eventData = new SceneEventData(Client)
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{
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SceneEventType = SceneEventType.UnloadComplete,
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LoadSceneMode = LoadSceneMode.Single,
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SceneEventProgressId = Guid.NewGuid(),
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SceneHash = XXHash.Hash32("SomeRandomSceneName"),
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SceneHandle = 23456,
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};
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var message = new SceneEventMessage()
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{
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EventData = eventData
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator SceneEventMessageLoadCompleted()
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{
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Client.SceneManager.SkipSceneHandling = true;
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var eventData = new SceneEventData(Client)
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{
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SceneEventType = SceneEventType.LoadEventCompleted,
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LoadSceneMode = LoadSceneMode.Single,
|
|
SceneEventProgressId = Guid.NewGuid(),
|
|
SceneHash = XXHash.Hash32("SomeRandomSceneName"),
|
|
SceneHandle = 23456,
|
|
ClientsCompleted = new List<ulong>() { k_ClientId },
|
|
ClientsTimedOut = new List<ulong>() { 123456789 },
|
|
};
|
|
|
|
var message = new SceneEventMessage()
|
|
{
|
|
EventData = eventData
|
|
};
|
|
yield return SendMessage(ref message);
|
|
}
|
|
|
|
[UnityTest]
|
|
public IEnumerator SceneEventMessageUnloadLoadCompleted()
|
|
{
|
|
Client.SceneManager.SkipSceneHandling = true;
|
|
var eventData = new SceneEventData(Client)
|
|
{
|
|
SceneEventType = SceneEventType.UnloadEventCompleted,
|
|
LoadSceneMode = LoadSceneMode.Single,
|
|
SceneEventProgressId = Guid.NewGuid(),
|
|
SceneHash = XXHash.Hash32("SomeRandomSceneName"),
|
|
SceneHandle = 23456,
|
|
ClientsCompleted = new List<ulong>() { k_ClientId },
|
|
ClientsTimedOut = new List<ulong>() { 123456789 },
|
|
};
|
|
|
|
var message = new SceneEventMessage()
|
|
{
|
|
EventData = eventData
|
|
};
|
|
yield return SendMessage(ref message);
|
|
}
|
|
|
|
[UnityTest]
|
|
public IEnumerator SceneEventMessageSynchronize()
|
|
{
|
|
Client.SceneManager.SkipSceneHandling = true;
|
|
var eventData = new SceneEventData(Client)
|
|
{
|
|
SceneEventType = SceneEventType.Synchronize,
|
|
LoadSceneMode = LoadSceneMode.Single,
|
|
ClientSynchronizationMode = LoadSceneMode.Single,
|
|
SceneHash = XXHash.Hash32("SomeRandomSceneName"),
|
|
SceneHandle = 23456,
|
|
ScenesToSynchronize = new Queue<uint>()
|
|
};
|
|
eventData.ScenesToSynchronize.Enqueue(101);
|
|
eventData.SceneHandlesToSynchronize = new Queue<uint>();
|
|
eventData.SceneHandlesToSynchronize.Enqueue(202);
|
|
|
|
|
|
var message = new SceneEventMessage()
|
|
{
|
|
EventData = eventData
|
|
};
|
|
yield return SendMessage(ref message);
|
|
}
|
|
|
|
[UnityTest]
|
|
public IEnumerator SceneEventMessageReSynchronize()
|
|
{
|
|
Client.SceneManager.SkipSceneHandling = true;
|
|
var eventData = new SceneEventData(Client)
|
|
{
|
|
SceneEventType = SceneEventType.ReSynchronize,
|
|
LoadSceneMode = LoadSceneMode.Single,
|
|
ClientSynchronizationMode = LoadSceneMode.Single,
|
|
SceneHash = XXHash.Hash32("SomeRandomSceneName"),
|
|
SceneHandle = 23456,
|
|
};
|
|
|
|
var message = new SceneEventMessage()
|
|
{
|
|
EventData = eventData
|
|
};
|
|
yield return SendMessage(ref message);
|
|
}
|
|
|
|
[UnityTest]
|
|
public IEnumerator SceneEventMessageSynchronizeComplete()
|
|
{
|
|
Client.SceneManager.SkipSceneHandling = true;
|
|
var eventData = new SceneEventData(Client)
|
|
{
|
|
SceneEventType = SceneEventType.ReSynchronize,
|
|
LoadSceneMode = LoadSceneMode.Single,
|
|
ClientSynchronizationMode = LoadSceneMode.Single,
|
|
SceneHash = XXHash.Hash32("SomeRandomSceneName"),
|
|
SceneHandle = 23456,
|
|
};
|
|
|
|
var message = new SceneEventMessage()
|
|
{
|
|
EventData = eventData
|
|
};
|
|
yield return SendMessage(ref message);
|
|
}
|
|
|
|
[UnityTest]
|
|
public IEnumerator SceneEventMessageActiveSceneChanged()
|
|
{
|
|
Client.SceneManager.SkipSceneHandling = true;
|
|
var eventData = new SceneEventData(Client)
|
|
{
|
|
SceneEventType = SceneEventType.ActiveSceneChanged,
|
|
ActiveSceneHash = XXHash.Hash32("ActiveScene")
|
|
};
|
|
|
|
var message = new SceneEventMessage()
|
|
{
|
|
EventData = eventData
|
|
};
|
|
yield return SendMessage(ref message);
|
|
}
|
|
|
|
[UnityTest, Ignore("Serializing twice causes data to disappear in the SceneManager for this event")]
|
|
public IEnumerator SceneEventMessageObjectSceneChanged()
|
|
{
|
|
Client.SceneManager.SkipSceneHandling = true;
|
|
var prefabNetworkObject = m_SpawnObject.GetComponent<NetworkObject>();
|
|
Client.SceneManager.ObjectsMigratedIntoNewScene = new Dictionary<int, Dictionary<ulong, List<NetworkObject>>>
|
|
{
|
|
{ 0, new Dictionary<ulong, List<NetworkObject>>()}
|
|
};
|
|
|
|
Client.SceneManager.ObjectsMigratedIntoNewScene[0].Add(Client.LocalClientId, new List<NetworkObject>() { prefabNetworkObject });
|
|
var eventData = new SceneEventData(Client)
|
|
{
|
|
SceneEventType = SceneEventType.ObjectSceneChanged,
|
|
};
|
|
|
|
var message = new SceneEventMessage()
|
|
{
|
|
EventData = eventData
|
|
};
|
|
yield return SendMessage(ref message);
|
|
}
|
|
|
|
|
|
private IEnumerator SendMessage<T>(ref T message) where T : INetworkMessage
|
|
{
|
|
Client.MessageManager.SetVersion(k_ClientId, XXHash.Hash32(typeof(T).FullName), 0);
|
|
|
|
var clientIds = new NativeArray<ulong>(1, Allocator.Temp);
|
|
clientIds[0] = k_ClientId;
|
|
Client.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientIds);
|
|
Client.MessageManager.ProcessSendQueues();
|
|
return m_ClientCodecHook.WaitForMessageReceived(message);
|
|
}
|
|
|
|
#if UTP_TRANSPORT_2_0_ABOVE
|
|
private static bool CanConnectToServer(string host, ushort port, double timeoutMs = 100)
|
|
{
|
|
var address = Dns.GetHostAddresses(host).First();
|
|
var endpoint = NetworkEndpoint.Parse(address.ToString(), port);
|
|
|
|
var driver = NetworkDriver.Create();
|
|
var connection = driver.Connect(endpoint);
|
|
|
|
var start = DateTime.Now;
|
|
var ev = Networking.Transport.NetworkEvent.Type.Empty;
|
|
while (ev != Networking.Transport.NetworkEvent.Type.Connect)
|
|
{
|
|
driver.ScheduleUpdate().Complete();
|
|
ev = driver.PopEventForConnection(connection, out _, out _);
|
|
|
|
if (DateTime.Now - start > TimeSpan.FromMilliseconds(timeoutMs))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
driver.Disconnect(connection);
|
|
return true;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
internal class CodecTestHooks : INetworkHooks
|
|
{
|
|
private Dictionary<string, Queue<TestMessage>> m_ExpectedMessages = new Dictionary<string, Queue<TestMessage>>();
|
|
private Dictionary<string, HashSet<string>> m_ReceivedMessages = new Dictionary<string, HashSet<string>>();
|
|
|
|
private struct TestMessage
|
|
{
|
|
public string Name;
|
|
public byte[] Data;
|
|
}
|
|
|
|
public void OnBeforeSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery) where T : INetworkMessage
|
|
{
|
|
if (message is ConnectionRequestMessage)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var writer = new FastBufferWriter(1024, Allocator.Temp);
|
|
message.Serialize(writer, 0);
|
|
|
|
var testName = TestContext.CurrentContext.Test.Name;
|
|
if (!m_ExpectedMessages.ContainsKey(testName))
|
|
{
|
|
m_ExpectedMessages[testName] = new Queue<TestMessage>();
|
|
}
|
|
|
|
m_ExpectedMessages[testName].Enqueue(new TestMessage
|
|
{
|
|
Name = typeof(T).ToString(),
|
|
Data = writer.ToArray(),
|
|
});
|
|
|
|
writer.Dispose();
|
|
}
|
|
|
|
public void OnAfterSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery, int messageSizeBytes) where T : INetworkMessage
|
|
{
|
|
}
|
|
|
|
public void OnBeforeReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
|
|
{
|
|
}
|
|
|
|
|
|
public void OnAfterReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
|
|
{
|
|
}
|
|
|
|
|
|
public void OnBeforeSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
|
|
{
|
|
}
|
|
|
|
|
|
public void OnAfterSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
|
|
{
|
|
}
|
|
|
|
|
|
public void OnBeforeReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
|
|
{
|
|
}
|
|
|
|
|
|
public void OnAfterReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
|
|
{
|
|
}
|
|
|
|
|
|
public bool OnVerifyCanSend(ulong destinationId, Type messageType, NetworkDelivery delivery)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public bool OnVerifyCanReceive(ulong senderId, Type messageType, FastBufferReader messageContent, ref NetworkContext context)
|
|
{
|
|
if (messageType == typeof(ConnectionApprovedMessage))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
var testName = TestContext.CurrentContext.Test.Name;
|
|
Assert.True(m_ExpectedMessages.ContainsKey(testName));
|
|
Assert.IsNotEmpty(m_ExpectedMessages[testName]);
|
|
|
|
var nextMessage = m_ExpectedMessages[testName].Dequeue();
|
|
Assert.AreEqual(messageType.ToString(), nextMessage.Name, $"received unexpected message type: {messageType}");
|
|
|
|
if (!m_ReceivedMessages.ContainsKey(testName))
|
|
{
|
|
m_ReceivedMessages[testName] = new HashSet<string>();
|
|
}
|
|
|
|
m_ReceivedMessages[testName].Add(messageType.ToString());
|
|
|
|
// ServerLogMessage is an exception - it gets decoded correctly, but the bytes from the runtime do not directly match those sent by the SDK.
|
|
if (messageType == typeof(ServerLogMessage))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
var expectedBytes = nextMessage.Data;
|
|
var receivedBytes = messageContent.ToArray();
|
|
Assert.AreEqual(expectedBytes, receivedBytes);
|
|
|
|
return true;
|
|
}
|
|
|
|
public void OnBeforeHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
|
|
{
|
|
}
|
|
|
|
public void OnAfterHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
|
|
{
|
|
}
|
|
|
|
public IEnumerator WaitForMessageReceived<T>(float timeout = 5) where T : INetworkMessage
|
|
{
|
|
var testName = TestContext.CurrentContext.Test.Name;
|
|
var messageType = typeof(T).FullName;
|
|
var startTime = Time.realtimeSinceStartup;
|
|
|
|
while ((!m_ReceivedMessages.ContainsKey(testName) || !m_ReceivedMessages[testName].Contains(messageType)) && Time.realtimeSinceStartup - startTime < timeout)
|
|
{
|
|
yield return null;
|
|
}
|
|
|
|
Assert.True(m_ReceivedMessages.ContainsKey(testName), "failed to receive any messages");
|
|
Assert.True(m_ReceivedMessages[testName].Contains(messageType), $"failed to receive {messageType} message, received: {string.Join(", ", m_ReceivedMessages[testName])}");
|
|
|
|
// Reset received messages
|
|
m_ReceivedMessages[testName] = new HashSet<string>();
|
|
}
|
|
|
|
public IEnumerator WaitForMessageReceived<T>(T _, float timeout = 5) where T : INetworkMessage
|
|
{
|
|
return WaitForMessageReceived<T>(timeout: timeout);
|
|
}
|
|
}
|
|
}
|