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com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectOwnershipTests.cs
Unity Technologies 36d07fad5e com.unity.netcode.gameobjects@1.0.0-pre.4
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [1.0.0-pre.4] - 2021-01-04

### Added

- Added `com.unity.modules.physics` and `com.unity.modules.physics2d` package dependencies (#1565)

### Removed

- Removed `com.unity.modules.ai` package dependency (#1565)
- Removed `FixedQueue`, `StreamExtensions`, `TypeExtensions` (#1398)

### Fixed
- Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354)
- Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393)
- Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379)
- Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402)
- NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385)
- Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383)
- Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434)
- Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390)
- Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500)
- Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511)
- Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323)

### Changed
- The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384)
- Updated com.unity.collections to 1.1.0 (#1451)
2021-01-04 00:00:00 +00:00

157 lines
6.5 KiB
C#

using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class NetworkObjectOwnershipComponent : NetworkBehaviour
{
public bool OnLostOwnershipFired = false;
public ulong CachedOwnerIdOnLostOwnership = 0;
public override void OnLostOwnership()
{
OnLostOwnershipFired = true;
CachedOwnerIdOnLostOwnership = OwnerClientId;
}
public bool OnGainedOwnershipFired = false;
public ulong CachedOwnerIdOnGainedOwnership = 0;
public override void OnGainedOwnership()
{
OnGainedOwnershipFired = true;
CachedOwnerIdOnGainedOwnership = OwnerClientId;
}
}
[TestFixture(true)]
[TestFixture(false)]
public class NetworkObjectOwnershipTests
{
private const int k_ClientInstanceCount = 1;
private NetworkManager m_ServerNetworkManager;
private NetworkManager[] m_ClientNetworkManagers;
private GameObject m_DummyPrefab;
private GameObject m_DummyGameObject;
private readonly bool m_IsHost;
public NetworkObjectOwnershipTests(bool isHost)
{
m_IsHost = isHost;
}
[UnitySetUp]
public IEnumerator Setup()
{
// we need at least 1 client for tests
Assert.That(k_ClientInstanceCount, Is.GreaterThan(0));
// create NetworkManager instances
Assert.That(MultiInstanceHelpers.Create(k_ClientInstanceCount, out m_ServerNetworkManager, out m_ClientNetworkManagers));
Assert.That(m_ServerNetworkManager, Is.Not.Null);
Assert.That(m_ClientNetworkManagers, Is.Not.Null);
Assert.That(m_ClientNetworkManagers.Length, Is.EqualTo(k_ClientInstanceCount));
// create and register our ad-hoc DummyPrefab (we'll spawn it later during tests)
m_DummyPrefab = new GameObject("DummyPrefabPrototype");
m_DummyPrefab.AddComponent<NetworkObject>();
m_DummyPrefab.AddComponent<NetworkObjectOwnershipComponent>();
MultiInstanceHelpers.MakeNetworkObjectTestPrefab(m_DummyPrefab.GetComponent<NetworkObject>());
m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab { Prefab = m_DummyPrefab });
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
clientNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab { Prefab = m_DummyPrefab });
}
// start server and client NetworkManager instances
Assert.That(MultiInstanceHelpers.Start(m_IsHost, m_ServerNetworkManager, m_ClientNetworkManagers));
// wait for connection on client side
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnected(m_ClientNetworkManagers));
// wait for connection on server side
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientConnectedToServer(m_ServerNetworkManager));
}
[TearDown]
public void Teardown()
{
MultiInstanceHelpers.Destroy();
if (m_DummyGameObject != null)
{
Object.DestroyImmediate(m_DummyGameObject);
}
if (m_DummyPrefab != null)
{
Object.DestroyImmediate(m_DummyPrefab);
}
}
[UnityTest]
public IEnumerator TestOwnershipCallbacks()
{
m_DummyGameObject = Object.Instantiate(m_DummyPrefab);
var dummyNetworkObject = m_DummyGameObject.GetComponent<NetworkObject>();
Assert.That(dummyNetworkObject, Is.Not.Null);
dummyNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
dummyNetworkObject.Spawn();
var dummyNetworkObjectId = dummyNetworkObject.NetworkObjectId;
Assert.That(dummyNetworkObjectId, Is.GreaterThan(0));
int nextFrameNumber = Time.frameCount + 2;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(dummyNetworkObjectId));
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
Assert.That(clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(dummyNetworkObjectId));
}
// Verifies that removing the ownership when the default (server) is already set does not cause
// a Key Not Found Exception
m_ServerNetworkManager.SpawnManager.RemoveOwnership(dummyNetworkObject);
var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[dummyNetworkObjectId];
var clientObject = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[dummyNetworkObjectId];
Assert.That(serverObject, Is.Not.Null);
Assert.That(clientObject, Is.Not.Null);
var serverComponent = serverObject.GetComponent<NetworkObjectOwnershipComponent>();
var clientComponent = clientObject.GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(serverComponent, Is.Not.Null);
Assert.That(clientComponent, Is.Not.Null);
Assert.That(serverObject.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.ServerClientId));
Assert.That(clientObject.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].ServerClientId));
Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(m_ClientNetworkManagers[0].LocalClientId));
serverObject.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
nextFrameNumber = Time.frameCount + 2;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
Assert.That(clientComponent.OnGainedOwnershipFired);
Assert.That(clientComponent.CachedOwnerIdOnGainedOwnership, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
serverObject.ChangeOwnership(m_ServerNetworkManager.ServerClientId);
nextFrameNumber = Time.frameCount + 2;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
Assert.That(serverObject.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
Assert.That(clientComponent.OnLostOwnershipFired);
Assert.That(clientComponent.CachedOwnerIdOnLostOwnership, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
}
}
}