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

235 lines
8.6 KiB
C#

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