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)
235 lines
8.6 KiB
C#
235 lines
8.6 KiB
C#
using System;
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using System.Collections;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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internal class NetworkManagerEventsTests
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{
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private NetworkManager m_ClientManager;
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private NetworkManager m_ServerManager;
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[UnityTest]
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public IEnumerator OnServerStoppedCalledWhenServerStops()
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{
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bool callbackInvoked = false;
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var gameObject = new GameObject(nameof(OnServerStoppedCalledWhenServerStops));
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m_ServerManager = gameObject.AddComponent<NetworkManager>();
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// Set dummy transport that does nothing
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var transport = gameObject.AddComponent<DummyTransport>();
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m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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Action<bool> onServerStopped = (bool wasAlsoClient) =>
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{
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callbackInvoked = true;
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Assert.IsFalse(wasAlsoClient);
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};
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// Start server to cause initialization process
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Assert.True(m_ServerManager.StartServer());
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Assert.True(m_ServerManager.IsListening);
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m_ServerManager.OnServerStopped += onServerStopped;
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m_ServerManager.Shutdown();
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UnityEngine.Object.DestroyImmediate(gameObject);
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yield return WaitUntilManagerShutsdown();
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Assert.False(m_ServerManager.IsListening);
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Assert.True(callbackInvoked, "OnServerStopped wasn't invoked");
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}
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[UnityTest]
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public IEnumerator OnClientStoppedCalledWhenClientStops()
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{
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yield return InitializeServerAndAClient();
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bool callbackInvoked = false;
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Action<bool> onClientStopped = (bool wasAlsoServer) =>
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{
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callbackInvoked = true;
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Assert.IsFalse(wasAlsoServer);
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};
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m_ClientManager.OnClientStopped += onClientStopped;
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m_ClientManager.Shutdown();
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yield return WaitUntilManagerShutsdown();
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Assert.True(callbackInvoked, "OnClientStopped wasn't invoked");
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}
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[UnityTest]
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public IEnumerator OnClientAndServerStoppedCalledWhenHostStops()
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{
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var gameObject = new GameObject(nameof(OnClientAndServerStoppedCalledWhenHostStops));
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m_ServerManager = gameObject.AddComponent<NetworkManager>();
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// Set dummy transport that does nothing
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var transport = gameObject.AddComponent<DummyTransport>();
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m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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int callbacksInvoked = 0;
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Action<bool> onClientStopped = (bool wasAlsoServer) =>
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{
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callbacksInvoked++;
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Assert.IsTrue(wasAlsoServer);
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};
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Action<bool> onServerStopped = (bool wasAlsoClient) =>
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{
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callbacksInvoked++;
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Assert.IsTrue(wasAlsoClient);
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};
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// Start server to cause initialization process
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Assert.True(m_ServerManager.StartHost());
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Assert.True(m_ServerManager.IsListening);
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m_ServerManager.OnServerStopped += onServerStopped;
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m_ServerManager.OnClientStopped += onClientStopped;
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m_ServerManager.Shutdown();
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UnityEngine.Object.DestroyImmediate(gameObject);
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yield return WaitUntilManagerShutsdown();
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Assert.False(m_ServerManager.IsListening);
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Assert.AreEqual(2, callbacksInvoked, "either OnServerStopped or OnClientStopped wasn't invoked");
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}
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[UnityTest]
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public IEnumerator OnServerStartedCalledWhenServerStarts()
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{
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var gameObject = new GameObject(nameof(OnServerStartedCalledWhenServerStarts));
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m_ServerManager = gameObject.AddComponent<NetworkManager>();
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// Set dummy transport that does nothing
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var transport = gameObject.AddComponent<DummyTransport>();
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m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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bool callbackInvoked = false;
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Action onServerStarted = () =>
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{
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callbackInvoked = true;
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if (!m_ServerManager.IsServer)
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{
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Assert.Fail("OnServerStarted called when the server is not active yet");
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}
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};
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// Start server to cause initialization process
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m_ServerManager.OnServerStarted += onServerStarted;
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Assert.True(m_ServerManager.StartServer());
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Assert.True(m_ServerManager.IsListening);
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yield return WaitUntilServerBufferingIsReady();
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Assert.True(callbackInvoked, "OnServerStarted wasn't invoked");
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}
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[UnityTest]
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public IEnumerator OnClientStartedCalledWhenClientStarts()
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{
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bool callbackInvoked = false;
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Action onClientStarted = () =>
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{
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callbackInvoked = true;
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if (!m_ClientManager.IsClient)
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{
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Assert.Fail("onClientStarted called when the client is not active yet");
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}
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};
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yield return InitializeServerAndAClient(onClientStarted);
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Assert.True(callbackInvoked, "OnClientStarted wasn't invoked");
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}
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[UnityTest]
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public IEnumerator OnClientAndServerStartedCalledWhenHostStarts()
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{
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var gameObject = new GameObject(nameof(OnClientAndServerStartedCalledWhenHostStarts));
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m_ServerManager = gameObject.AddComponent<NetworkManager>();
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// Set dummy transport that does nothing
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var transport = gameObject.AddComponent<DummyTransport>();
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m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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int callbacksInvoked = 0;
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Action onClientStarted = () =>
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{
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callbacksInvoked++;
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};
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Action onServerStarted = () =>
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{
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callbacksInvoked++;
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};
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m_ServerManager.OnServerStarted += onServerStarted;
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m_ServerManager.OnClientStarted += onClientStarted;
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// Start server to cause initialization process
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Assert.True(m_ServerManager.StartHost());
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Assert.True(m_ServerManager.IsListening);
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yield return WaitUntilServerBufferingIsReady();
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Assert.AreEqual(2, callbacksInvoked, "either OnServerStarted or OnClientStarted wasn't invoked");
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}
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private IEnumerator WaitUntilManagerShutsdown()
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{
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/* Need two updates to actually shut down. First one to see the transport failing, which
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marks the NetworkManager as shutting down. Second one where actual shutdown occurs. */
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yield return null;
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yield return null;
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}
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private IEnumerator InitializeServerAndAClient(Action onClientStarted = null)
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{
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// Create multiple NetworkManager instances
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if (!NetcodeIntegrationTestHelpers.Create(1, out m_ServerManager, out NetworkManager[] clients, 30))
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{
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Debug.LogError("Failed to create instances");
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Assert.Fail("Failed to create instances");
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}
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// passing no clients on purpose to start them manually later
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NetcodeIntegrationTestHelpers.Start(false, m_ServerManager, new NetworkManager[] { });
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yield return WaitUntilServerBufferingIsReady();
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m_ClientManager = clients[0];
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if (onClientStarted != null)
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{
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m_ClientManager.OnClientStarted += onClientStarted;
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}
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Assert.True(m_ClientManager.StartClient());
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NetcodeIntegrationTestHelpers.RegisterHandlers(clients[0]);
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// Wait for connection on client side
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yield return NetcodeIntegrationTestHelpers.WaitForClientsConnected(clients);
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}
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private IEnumerator WaitUntilServerBufferingIsReady()
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{
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/* wait until at least more than 2 server ticks have passed
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Note: Waiting for more than 2 ticks on the server is due
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to the time system applying buffering to the received time
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in NetworkTimeSystem.Sync */
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yield return new WaitUntil(() => m_ServerManager.NetworkTickSystem.ServerTime.Tick > 2);
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}
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[UnityTearDown]
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public virtual IEnumerator Teardown()
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{
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NetcodeIntegrationTestHelpers.Destroy();
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yield return null;
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}
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}
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}
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