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

156 lines
7.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
internal class RpcManyClientsObject : NetworkBehaviour
{
public int Count = 0;
public List<ulong> ReceivedFrom = new List<ulong>();
[ServerRpc(RequireOwnership = false)]
public void ResponseServerRpc(ServerRpcParams rpcParams = default)
{
ReceivedFrom.Add(rpcParams.Receive.SenderClientId);
Count++;
}
[ClientRpc]
public void NoParamsClientRpc()
{
ResponseServerRpc();
}
[ClientRpc]
public void OneParamClientRpc(int value)
{
ResponseServerRpc();
}
[ClientRpc]
public void TwoParamsClientRpc(int value1, int value2)
{
ResponseServerRpc();
}
[ClientRpc]
public void WithParamsClientRpc(ClientRpcParams param)
{
ResponseServerRpc();
}
}
internal class RpcManyClientsTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 10;
protected override bool m_EnableTimeTravel => true;
protected override bool m_SetupIsACoroutine => false;
protected override bool m_TearDownIsACoroutine => false;
private GameObject m_PrefabToSpawn;
protected override void OnServerAndClientsCreated()
{
m_PrefabToSpawn = PreparePrefab(typeof(RpcManyClientsObject));
}
public GameObject PreparePrefab(Type type)
{
var prefabToSpawn = new GameObject();
prefabToSpawn.AddComponent(type);
var networkObjectPrefab = prefabToSpawn.AddComponent<NetworkObject>();
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObjectPrefab);
m_ServerNetworkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = prefabToSpawn });
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
clientNetworkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = prefabToSpawn });
}
return prefabToSpawn;
}
[Test]
public void RpcManyClientsTest()
{
var spawnedObject = UnityEngine.Object.Instantiate(m_PrefabToSpawn);
var netSpawnedObject = spawnedObject.GetComponent<NetworkObject>();
netSpawnedObject.NetworkManagerOwner = m_ServerNetworkManager;
netSpawnedObject.Spawn();
var messageHookList = new List<MessageHookEntry>();
var serverMessageHookEntry = new MessageHookEntry(m_ServerNetworkManager);
serverMessageHookEntry.AssignMessageType<ServerRpcMessage>();
messageHookList.Add(serverMessageHookEntry);
foreach (var client in m_ClientNetworkManagers)
{
var clientMessageHookEntry = new MessageHookEntry(client);
clientMessageHookEntry.AssignMessageType<ServerRpcMessage>();
messageHookList.Add(clientMessageHookEntry);
}
var rpcMessageHooks = new MessageHooksConditional(messageHookList);
var rpcManyClientsObject = netSpawnedObject.GetComponent<RpcManyClientsObject>();
rpcManyClientsObject.Count = 0;
rpcManyClientsObject.NoParamsClientRpc(); // RPC with no params
// Check that all ServerRpcMessages were sent
WaitForConditionOrTimeOutWithTimeTravel(rpcMessageHooks);
// Now provide a small window of time to let the server receive and process all messages
var success = WaitForConditionOrTimeOutWithTimeTravel(() => TotalClients == rpcManyClientsObject.Count);
Assert.True(success, $"Timed out wait for {nameof(rpcManyClientsObject.NoParamsClientRpc)}! Only {rpcManyClientsObject.Count} of {TotalClients} was received!");
rpcManyClientsObject.Count = 0;
rpcManyClientsObject.OneParamClientRpc(0); // RPC with one param
rpcMessageHooks.Reset();
WaitForConditionOrTimeOutWithTimeTravel(rpcMessageHooks);
// Now provide a small window of time to let the server receive and process all messages
success = WaitForConditionOrTimeOutWithTimeTravel(() => TotalClients == rpcManyClientsObject.Count);
Assert.True(success, $"Timed out wait for {nameof(rpcManyClientsObject.OneParamClientRpc)}! Only {rpcManyClientsObject.Count} of {TotalClients} was received!");
var param = new ClientRpcParams();
rpcManyClientsObject.Count = 0;
rpcManyClientsObject.TwoParamsClientRpc(0, 0); // RPC with two params
rpcMessageHooks.Reset();
WaitForConditionOrTimeOutWithTimeTravel(rpcMessageHooks);
// Now provide a small window of time to let the server receive and process all messages
success = WaitForConditionOrTimeOutWithTimeTravel(() => TotalClients == rpcManyClientsObject.Count);
Assert.True(success, $"Timed out wait for {nameof(rpcManyClientsObject.TwoParamsClientRpc)}! Only {rpcManyClientsObject.Count} of {TotalClients} was received!");
rpcManyClientsObject.ReceivedFrom.Clear();
rpcManyClientsObject.Count = 0;
var target = new List<ulong> { m_ClientNetworkManagers[1].LocalClientId, m_ClientNetworkManagers[2].LocalClientId };
param.Send.TargetClientIds = target;
rpcManyClientsObject.WithParamsClientRpc(param);
messageHookList.Clear();
var targetedClientMessageHookEntry = new MessageHookEntry(m_ClientNetworkManagers[1]);
targetedClientMessageHookEntry.AssignMessageType<ServerRpcMessage>();
messageHookList.Add(targetedClientMessageHookEntry);
targetedClientMessageHookEntry = new MessageHookEntry(m_ClientNetworkManagers[2]);
targetedClientMessageHookEntry.AssignMessageType<ServerRpcMessage>();
messageHookList.Add(targetedClientMessageHookEntry);
rpcMessageHooks = new MessageHooksConditional(messageHookList);
WaitForConditionOrTimeOutWithTimeTravel(rpcMessageHooks);
// Now provide a small window of time to let the server receive and process all messages
success = WaitForConditionOrTimeOutWithTimeTravel(() => 2 == rpcManyClientsObject.Count);
Assert.True(success, $"Timed out wait for {nameof(rpcManyClientsObject.TwoParamsClientRpc)}! Only {rpcManyClientsObject.Count} of 2 was received!");
// either of the 2 selected clients can reply to the server first, due to network timing
var possibility1 = new List<ulong> { m_ClientNetworkManagers[1].LocalClientId, m_ClientNetworkManagers[2].LocalClientId };
var possibility2 = new List<ulong> { m_ClientNetworkManagers[2].LocalClientId, m_ClientNetworkManagers[1].LocalClientId };
Debug.Assert(Enumerable.SequenceEqual(rpcManyClientsObject.ReceivedFrom, possibility1) || Enumerable.SequenceEqual(rpcManyClientsObject.ReceivedFrom, possibility2));
}
}
}