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com.unity.netcode.gameobjects/Tests/Runtime/NetworkBehaviourPrePostSpawnTests.cs
Unity Technologies 63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.4
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.0.0-exp.4] - 2024-05-31

### Added

- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)

### Fixed

- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)

### Changed

- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
2024-05-31 00:00:00 +00:00

144 lines
7.2 KiB
C#

using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.DAHost)]
internal class NetworkBehaviourPrePostSpawnTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 0;
private bool m_AllowServerToStart;
private GameObject m_PrePostSpawnObject;
public NetworkBehaviourPrePostSpawnTests(HostOrServer hostOrServer) : base(hostOrServer) { }
protected override void OnServerAndClientsCreated()
{
m_PrePostSpawnObject = CreateNetworkObjectPrefab("PrePostSpawn");
// Reverse the order of the components to get inverted spawn sequence
m_PrePostSpawnObject.AddComponent<NetworkBehaviourPostSpawn>();
m_PrePostSpawnObject.AddComponent<NetworkBehaviourPreSpawn>();
base.OnServerAndClientsCreated();
}
internal class NetworkBehaviourPreSpawn : NetworkBehaviour
{
public static int ValueToSet;
public bool OnNetworkPreSpawnCalled;
public bool NetworkVarValueMatches;
public NetworkVariable<int> TestNetworkVariable;
protected override void OnNetworkPreSpawn(ref NetworkManager networkManager)
{
OnNetworkPreSpawnCalled = true;
// If we are the server, then set the randomly generated value (1-200).
// Otherwise, just set the value to 0.
// TODO: Make adjustments when integrated CMB service testing is added
var val = networkManager.IsServer ? ValueToSet : 0;
// Instantiate the NetworkVariable as everyone read & owner write while also setting the value
TestNetworkVariable = new NetworkVariable<int>(val, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
base.OnNetworkPreSpawn(ref networkManager);
}
public override void OnNetworkSpawn()
{
// For both client and server this should match at this point
NetworkVarValueMatches = TestNetworkVariable.Value == ValueToSet;
base.OnNetworkSpawn();
}
}
internal class NetworkBehaviourPostSpawn : NetworkBehaviour
{
public bool OnNetworkPostSpawnCalled;
private NetworkBehaviourPreSpawn m_NetworkBehaviourPreSpawn;
public int ValueSet;
public override void OnNetworkSpawn()
{
// Obtain the NetworkBehaviourPreSpawn component
// (could also do this during OnNetworkPreSpawn if we wanted)
m_NetworkBehaviourPreSpawn = GetComponent<NetworkBehaviourPreSpawn>();
base.OnNetworkSpawn();
}
protected override void OnNetworkPostSpawn()
{
OnNetworkPostSpawnCalled = true;
// We should be able to access the component we got during OnNetworkSpawn and all values should be set
// (i.e. OnNetworkSpawn run on all NetworkObject relative NetworkBehaviours)
ValueSet = m_NetworkBehaviourPreSpawn.TestNetworkVariable.Value;
base.OnNetworkPostSpawn();
}
}
protected override bool CanStartServerAndClients()
{
return m_AllowServerToStart;
}
protected override IEnumerator OnSetup()
{
m_AllowServerToStart = false;
return base.OnSetup();
}
protected override void OnNewClientCreated(NetworkManager networkManager)
{
networkManager.NetworkConfig.Prefabs = m_ServerNetworkManager.NetworkConfig.Prefabs;
base.OnNewClientCreated(networkManager);
}
/// <summary>
/// This validates that pre spawn can be used to instantiate and assign a NetworkVariable (or other prespawn tasks)
/// which can be useful for assigning a NetworkVariable value on the server side when the NetworkVariable has owner write permissions.
/// This also assures that duruing post spawn all associated NetworkBehaviours have run through the OnNetworkSpawn pass (i.e. OnNetworkSpawn order is not an issue)
/// </summary>
[UnityTest]
public IEnumerator OnNetworkPreAndPostSpawn()
{
m_AllowServerToStart = true;
NetworkBehaviourPreSpawn.ValueToSet = Random.Range(1, 200);
yield return StartServerAndClients();
yield return CreateAndStartNewClient();
// Spawn the object with the newly joined client as the owner
var networkManager = m_DistributedAuthority ? m_ServerNetworkManager : m_ClientNetworkManagers[0];
var authorityInstance = SpawnObject(m_PrePostSpawnObject, networkManager);
var authorityNetworkObject = authorityInstance.GetComponent<NetworkObject>();
var authorityPreSpawn = authorityInstance.GetComponent<NetworkBehaviourPreSpawn>();
var authorityPostSpawn = authorityInstance.GetComponent<NetworkBehaviourPostSpawn>();
yield return WaitForConditionOrTimeOut(() => s_GlobalNetworkObjects.ContainsKey(m_ClientNetworkManagers[0].LocalClientId)
&& s_GlobalNetworkObjects[m_ClientNetworkManagers[0].LocalClientId].ContainsKey(authorityNetworkObject.NetworkObjectId));
AssertOnTimeout($"Client-{m_ClientNetworkManagers[0].LocalClientId} failed to spawn {nameof(NetworkObject)} id-{authorityNetworkObject.NetworkObjectId}!");
var clientNetworkObject = s_GlobalNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][authorityNetworkObject.NetworkObjectId];
var clientPreSpawn = clientNetworkObject.GetComponent<NetworkBehaviourPreSpawn>();
var clientPostSpawn = clientNetworkObject.GetComponent<NetworkBehaviourPostSpawn>();
Assert.IsTrue(authorityPreSpawn.OnNetworkPreSpawnCalled, $"[Authority-side] OnNetworkPreSpawn not invoked!");
Assert.IsTrue(clientPreSpawn.OnNetworkPreSpawnCalled, $"[Client-side] OnNetworkPreSpawn not invoked!");
Assert.IsTrue(authorityPostSpawn.OnNetworkPostSpawnCalled, $"[Authority-side] OnNetworkPostSpawn not invoked!");
Assert.IsTrue(clientPostSpawn.OnNetworkPostSpawnCalled, $"[Client-side] OnNetworkPostSpawn not invoked!");
Assert.IsTrue(authorityPreSpawn.NetworkVarValueMatches, $"[Authority-side][PreSpawn] Value {NetworkBehaviourPreSpawn.ValueToSet} does not match {authorityPreSpawn.TestNetworkVariable.Value}!");
Assert.IsTrue(clientPreSpawn.NetworkVarValueMatches, $"[Client-side][PreSpawn] Value {NetworkBehaviourPreSpawn.ValueToSet} does not match {clientPreSpawn.TestNetworkVariable.Value}!");
Assert.IsTrue(authorityPostSpawn.ValueSet == NetworkBehaviourPreSpawn.ValueToSet, $"[Authority-side][PostSpawn] Value {NetworkBehaviourPreSpawn.ValueToSet} does not match {authorityPostSpawn.ValueSet}!");
Assert.IsTrue(clientPostSpawn.ValueSet == NetworkBehaviourPreSpawn.ValueToSet, $"[Client-side][PostSpawn] Value {NetworkBehaviourPreSpawn.ValueToSet} does not match {clientPostSpawn.ValueSet}!");
}
}
}