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com.unity.netcode.gameobjects/Tests/Runtime/NetworkBehaviourGenericTests.cs
Unity Technologies 0581a42b70 com.unity.netcode.gameobjects@1.5.2
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Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [1.5.2] - 2023-07-24

### Added

### Fixed

- Fixed issue where `NetworkClient.OwnedObjects` was not returning any owned objects due to the `NetworkClient.IsConnected` not being properly set. (#2631)
- Fixed a crash when calling TrySetParent with a null Transform (#2625)
- Fixed issue where a `NetworkTransform` using full precision state updates was losing transform state updates when interpolation was enabled. (#2624)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored for late joining clients. (#2623)
- Fixed issue where invoking `NetworkManager.Shutdown` multiple times, depending upon the timing, could cause an exception. (#2622)
- Fixed issue where removing ownership would not notify the server that it gained ownership. This also resolves the issue where an owner authoritative NetworkTransform would not properly initialize upon removing ownership from a remote client. (#2618)
- Fixed ILPP issues when using CoreCLR and for certain dedicated server builds. (#2614)
- Fixed an ILPP compile error when creating a generic NetworkBehaviour singleton with a static T instance. (#2603)

### Changed
2023-07-24 00:00:00 +00:00

184 lines
7.1 KiB
C#

using System.Collections;
using NUnit.Framework;
using Unity.Netcode.Components;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// This class is for testing general fixes or functionality of NetworkBehaviours
/// </summary>
public class NetworkBehaviourGenericTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 0;
private bool m_AllowServerToStart;
protected override bool CanStartServerAndClients()
{
return m_AllowServerToStart;
}
public class SimpleNetworkBehaviour : NetworkBehaviour
{
public bool OnNetworkDespawnCalled;
public override void OnNetworkDespawn()
{
OnNetworkDespawnCalled = true;
base.OnNetworkDespawn();
}
}
protected override IEnumerator OnSetup()
{
m_AllowServerToStart = false;
return base.OnSetup();
}
/// <summary>
/// This validates the fix for when a child GameObject with a NetworkBehaviour
/// is deleted while the parent GameObject with a NetworkObject is spawned and
/// is not deleted until a later time would cause an exception due to the
/// NetworkBehaviour not being removed from the NetworkObject.ChildNetworkBehaviours
/// list.
/// </summary>
[UnityTest]
public IEnumerator ValidatedDisableddNetworkBehaviourWarning()
{
m_AllowServerToStart = true;
yield return s_DefaultWaitForTick;
// Now just start the Host
yield return StartServerAndClients();
var parentObject = new GameObject();
var childObject = new GameObject
{
name = "ChildObject"
};
childObject.transform.parent = parentObject.transform;
var parentNetworkObject = parentObject.AddComponent<NetworkObject>();
var childBehaviour = childObject.AddComponent<NetworkTransform>();
// Set the child object to be inactive in the hierarchy
childObject.SetActive(false);
LogAssert.Expect(LogType.Warning, $"{childObject.name} is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The {childBehaviour.GetType().Name} component was skipped during spawn!");
parentNetworkObject.Spawn();
yield return s_DefaultWaitForTick;
}
/// <summary>
/// This test validates a fix to NetworkBehaviour.NetworkObject when
/// the NetworkManager.LogLevel is set to Developer
/// Note: This test does not require any clients, but should not impact this
/// particular test if new tests are added to this class that do require clients
/// </summary>
[UnityTest]
public IEnumerator ValidateNoSpam()
{
m_AllowServerToStart = true;
var objectToTest = new GameObject();
var simpleNetworkBehaviour = objectToTest.AddComponent<SimpleNetworkBehaviour>();
// Now just start the Host
yield return StartServerAndClients();
// set the log level to developer
m_ServerNetworkManager.LogLevel = LogLevel.Developer;
// The only valid condition for this would be if the NetworkBehaviour is spawned.
simpleNetworkBehaviour.IsSpawned = true;
// Verify the warning gets logged under normal conditions
var isNull = simpleNetworkBehaviour.NetworkObject == null;
LogAssert.Expect(LogType.Warning, $"[Netcode] Could not get {nameof(NetworkObject)} for the {nameof(NetworkBehaviour)}. Are you missing a {nameof(NetworkObject)} component?");
var networkObjectToTest = objectToTest.AddComponent<NetworkObject>();
networkObjectToTest.NetworkManagerOwner = m_ServerNetworkManager;
networkObjectToTest.Spawn();
// Assure no log messages are logged when they should not be logged
isNull = simpleNetworkBehaviour.NetworkObject != null;
LogAssert.NoUnexpectedReceived();
networkObjectToTest.Despawn();
Object.Destroy(networkObjectToTest);
}
/// <summary>
/// This validates the fix for when a child GameObject with a NetworkBehaviour
/// is deleted while the parent GameObject with a NetworkObject is spawned and
/// is not deleted until a later time would cause an exception due to the
/// NetworkBehaviour not being removed from the NetworkObject.ChildNetworkBehaviours
/// list.
/// </summary>
[UnityTest]
public IEnumerator ValidateDeleteChildNetworkBehaviour()
{
m_AllowServerToStart = true;
yield return s_DefaultWaitForTick;
// Now just start the Host
yield return StartServerAndClients();
var parentObject = new GameObject();
var childObject = new GameObject();
childObject.transform.parent = parentObject.transform;
var parentNetworkObject = parentObject.AddComponent<NetworkObject>();
childObject.AddComponent<SimpleNetworkBehaviour>();
parentNetworkObject.Spawn();
yield return s_DefaultWaitForTick;
// Destroy the child object with child NetworkBehaviour
Object.Destroy(childObject);
yield return s_DefaultWaitForTick;
// Assure no log messages are logged when they should not be logged
LogAssert.NoUnexpectedReceived();
// Destroy the parent object which should not cause any exceptions
// (validating the fix)
Object.Destroy(parentObject);
}
protected override void OnPlayerPrefabGameObjectCreated()
{
// Adds the SimpleNetworkBehaviour before the NetworkObject
// for OnNetworkDespawnInvokedWhenClientDisconnects testing
m_PlayerPrefab.AddComponent<SimpleNetworkBehaviour>();
}
/// <summary>
/// This validates that upon a client disconnecting, the server-side
/// client's player clone will invoke NetworkBehaviour.OnNetworkDespawn
/// when the component precedes the NetworkObject component.(PR-2323)
/// </summary>
[UnityTest]
public IEnumerator OnNetworkDespawnInvokedWhenClientDisconnects()
{
m_AllowServerToStart = true;
// Now just start the Host
yield return StartServerAndClients();
// Now create and connect a new client
yield return CreateAndStartNewClient();
var serverSidePlayer = m_PlayerNetworkObjects[NetworkManager.ServerClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<SimpleNetworkBehaviour>();
yield return StopOneClient(m_ClientNetworkManagers[0]);
Assert.True(serverSidePlayer.OnNetworkDespawnCalled, $"Server-side player clone did not invoke OnNetworkDespawn!");
}
}
}