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com.unity.netcode.gameobjects/Tests/Runtime/NetworkBehaviourUpdaterTests.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

306 lines
15 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Object = UnityEngine.Object;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// This is a refactor of the original test's NetworkBehaviour INetVarInfo derived NetworkBehaviours
/// </summary>
internal class NetVarContainer : NetworkBehaviour
{
public enum NetVarsToCheck
{
One,
Two
}
public NetVarsToCheck NumberOfNetVarsToCheck;
public int ValueToSetNetVarTo = 0;
/// <summary>
/// Only used on the client-side for this test, this
/// is used to see if the network variables have changed.
/// </summary>
public bool HaveAllValuesChanged(int valueToCheck)
{
var allValuesChanged = false;
switch (NumberOfNetVarsToCheck)
{
case NetVarsToCheck.Two:
{
allValuesChanged = m_FirstValue.Value == valueToCheck && m_SeconValue.Value == valueToCheck;
break;
}
case NetVarsToCheck.One:
{
allValuesChanged = m_FirstValue.Value == valueToCheck;
break;
}
}
return allValuesChanged;
}
/// <summary>
/// Only used on the server side to check the isDirty flag for the
/// NetworkVariables being used for each test iteration
/// </summary>
public bool AreNetVarsDirty()
{
var areDirty = false;
switch (NumberOfNetVarsToCheck)
{
case NetVarsToCheck.Two:
{
areDirty = m_FirstValue.IsDirty() && m_SeconValue.IsDirty();
break;
}
case NetVarsToCheck.One:
{
areDirty = m_FirstValue.IsDirty();
break;
}
}
return areDirty;
}
/// <summary>
/// The original version of this test only ever had up to 2 NetworkVariables per
/// NetworkBehaviour. As opposed to using a List of NetworkVariables, we just
/// create the maximum number that could be used and then only use what we need
/// for each test iteration.
/// </summary>
private NetworkVariable<int> m_FirstValue = new NetworkVariable<int>();
private NetworkVariable<int> m_SeconValue = new NetworkVariable<int>();
public void SetOwnerWrite()
{
m_FirstValue = new NetworkVariable<int>(default, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
m_SeconValue = new NetworkVariable<int>(default, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
}
public override void OnNetworkSpawn()
{
// Non-Authority will register each NetworkObject when it is spawned
if ((NetworkManager.DistributedAuthorityMode && !IsOwner) || (!NetworkManager.DistributedAuthorityMode && !IsServer))
{
NetworkBehaviourUpdaterTests.ClientSideNotifyObjectSpawned(gameObject);
}
}
/// <summary>
/// Server side only, sets the NetworkVariables being used to the ValueToSetNetVarTo
/// that is pre-configured when the Network Prefab is created.
/// </summary>
public void SetNetworkVariableValues()
{
if ((NetworkManager.DistributedAuthorityMode && IsOwner) || (!NetworkManager.DistributedAuthorityMode && IsServer))
{
switch (NumberOfNetVarsToCheck)
{
case NetVarsToCheck.Two:
{
m_FirstValue.Value = ValueToSetNetVarTo;
m_SeconValue.Value = ValueToSetNetVarTo;
Assert.True(AreNetVarsDirty(), "Not all NetworkVariables were marked dirty on server after spawned!");
break;
}
case NetVarsToCheck.One:
{
m_FirstValue.Value = ValueToSetNetVarTo;
Assert.True(AreNetVarsDirty(), "Not all NetworkVariables were marked dirty on server after spawned!");
break;
}
}
}
}
}
/// <summary>
/// Used to define how many NetworkVariables to use per NetVarContainer instance.
/// There are always two
/// </summary>
internal struct NetVarCombinationTypes
{
public NetVarContainer.NetVarsToCheck FirstType;
public NetVarContainer.NetVarsToCheck SecondType;
}
/// <summary>
/// Server and Distributed Authority modes require at least 1 client while the host does not.
/// </summary>
/// [Host or Server mode][Number of Clients][First NetVar Type][Second NetVar Type]
[TestFixture(HostOrServer.DAHost, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
[TestFixture(HostOrServer.DAHost, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
[TestFixture(HostOrServer.DAHost, 1, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
[TestFixture(HostOrServer.DAHost, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
[TestFixture(HostOrServer.DAHost, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
[TestFixture(HostOrServer.DAHost, 2, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
[TestFixture(HostOrServer.Server, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
[TestFixture(HostOrServer.Server, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
[TestFixture(HostOrServer.Server, 1, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
[TestFixture(HostOrServer.Server, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
[TestFixture(HostOrServer.Server, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
[TestFixture(HostOrServer.Server, 2, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
[TestFixture(HostOrServer.Host, 0, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
[TestFixture(HostOrServer.Host, 0, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
[TestFixture(HostOrServer.Host, 0, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
[TestFixture(HostOrServer.Host, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
[TestFixture(HostOrServer.Host, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
[TestFixture(HostOrServer.Host, 1, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
[TestFixture(HostOrServer.Host, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
[TestFixture(HostOrServer.Host, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
[TestFixture(HostOrServer.Host, 2, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
internal class NetworkBehaviourUpdaterTests : NetcodeIntegrationTest
{
// Go ahead and create maximum number of clients (not all tests will use them)
protected override int NumberOfClients => m_NumberOfClients;
public const int NetVarValueToSet = 1;
private static List<GameObject> s_ClientSpawnedNetworkObjects = new List<GameObject>();
private GameObject m_PrefabToSpawn;
private NetVarCombinationTypes m_NetVarCombinationTypes;
private int m_NumberOfClients = 0;
public NetworkBehaviourUpdaterTests(HostOrServer hostOrServer, int numberOfClients, NetVarContainer.NetVarsToCheck first, NetVarContainer.NetVarsToCheck second) : base(hostOrServer)
{
m_NetVarCombinationTypes = new NetVarCombinationTypes()
{
FirstType = first,
SecondType = second
};
m_NumberOfClients = numberOfClients;
}
protected override IEnumerator OnSetup()
{
s_ClientSpawnedNetworkObjects.Clear();
return base.OnSetup();
}
/// <summary>
/// Clients will call this when NetworkObjects are spawned on their end
/// </summary>
/// <param name="objectSpaned">the GameObject of the NetworkObject spawned</param>
public static void ClientSideNotifyObjectSpawned(GameObject objectSpaned)
{
if (!s_ClientSpawnedNetworkObjects.Contains(objectSpaned))
{
s_ClientSpawnedNetworkObjects.Add(objectSpaned);
}
}
protected override void OnServerAndClientsCreated()
{
m_PrefabToSpawn = CreateNetworkObjectPrefab("NetVarCont");
// Create the two instances of the NetVarContainer components and add them to the
// GameObject of this prefab
var netVarContainer = m_PrefabToSpawn.AddComponent<NetVarContainer>();
netVarContainer.NumberOfNetVarsToCheck = m_NetVarCombinationTypes.FirstType;
if (m_NetworkTopologyType == NetworkTopologyTypes.DistributedAuthority)
{
netVarContainer.SetOwnerWrite();
}
netVarContainer.ValueToSetNetVarTo = NetVarValueToSet;
netVarContainer = m_PrefabToSpawn.AddComponent<NetVarContainer>();
if (m_NetworkTopologyType == NetworkTopologyTypes.DistributedAuthority)
{
netVarContainer.SetOwnerWrite();
}
netVarContainer.NumberOfNetVarsToCheck = m_NetVarCombinationTypes.SecondType;
netVarContainer.ValueToSetNetVarTo = NetVarValueToSet;
base.OnServerAndClientsCreated();
}
/// <summary>
/// The updated BehaviourUpdaterAllTests was re-designed to replicate the same functionality being tested in the
/// original version of this test with additional time out handling and a re-organization in the order of operations.
/// Things like making sure all clients have spawned the NetworkObjects in question prior to testing for the
/// NetworkVariable value changes helped to eliminate the timing issues that were happening when this test was run
/// in a stand alone test runner build (i.e. all consoles run the stand alone version as opposed to the in-editor
/// version like the desktop tests use).
/// This update also updated how the server and clients were being constructed to help reduce the execution time.
/// </summary>
/// <param name="hostOrServer"> whether to run the server as a host or not</param>
/// <param name="numToSpawn"> number of NetworkObjects to be spawned</param>
[UnityTest]
public IEnumerator BehaviourUpdaterAllTests([Values(1, 2)] int numToSpawn)
{
// Tracks the server-side spawned prefab instances
var spawnedPrefabs = new List<GameObject>();
// Used to determine if the client-side checks of this test should be
// executed or not as well is used to make sure all clients have spawned
// the appropriate number of NetworkObjects with the NetVarContainer behaviour
var numberOfObjectsToSpawn = numToSpawn * NumberOfClients;
var authority = m_NetworkTopologyType == NetworkTopologyTypes.DistributedAuthority ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
// spawn the objects
for (int i = 0; i < numToSpawn; i++)
{
var spawnedObject = Object.Instantiate(m_PrefabToSpawn);
spawnedPrefabs.Add(spawnedObject);
var networkSpawnedObject = spawnedObject.GetComponent<NetworkObject>();
networkSpawnedObject.NetworkManagerOwner = authority;
networkSpawnedObject.Spawn();
}
// Waits for all clients to spawn the NetworkObjects
yield return WaitForConditionOrTimeOut(() => numberOfObjectsToSpawn == s_ClientSpawnedNetworkObjects.Count);
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for clients to report spawning objects! " +
$"Total reported client-side spawned objects {s_ClientSpawnedNetworkObjects.Count}");
// Once all clients have spawned the NetworkObjects, set the network variables for
// those NetworkObjects on the server-side.
foreach (var spawnedPrefab in spawnedPrefabs)
{
var netVarContiners = spawnedPrefab.GetComponents<NetVarContainer>();
foreach (var netVarContiner in netVarContiners)
{
netVarContiner.SetNetworkVariableValues();
}
}
// Update the NetworkBehaviours to make sure all network variables are no longer marked as dirty
authority.BehaviourUpdater.NetworkBehaviourUpdate();
// Verify that all network variables are no longer dirty on server side only if we have clients (including host)
foreach (var spawnedPrefab in spawnedPrefabs)
{
var netVarContainers = spawnedPrefab.GetComponents<NetVarContainer>();
foreach (var netVarContainer in netVarContainers)
{
Assert.False(netVarContainer.AreNetVarsDirty(), "Some NetworkVariables were still marked dirty after NetworkBehaviourUpdate!");
}
}
// Get a list of all NetVarContainer components on the client-side spawned NetworkObjects
var clientSideNetVarContainers = new List<NetVarContainer>();
foreach (var clientSpawnedObjects in s_ClientSpawnedNetworkObjects)
{
var netVarContainers = clientSpawnedObjects.GetComponents<NetVarContainer>();
foreach (var netvarContiner in netVarContainers)
{
clientSideNetVarContainers.Add(netvarContiner);
}
}
yield return WaitForConditionOrTimeOut(() =>
clientSideNetVarContainers.Where(d =>
d.HaveAllValuesChanged(NetVarValueToSet)).Count() == clientSideNetVarContainers.Count);
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client side NetVarContainers to report all NetworkVariables have been updated!");
}
}
}