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com.unity.netcode.gameobjects/Tests/Runtime/Serialization/NetworkBehaviourReferenceTests.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

196 lines
6.7 KiB
C#

using System;
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// Unit tests to test:
/// - Serializing NetworkObject to NetworkObjectReference
/// - Deserializing NetworkObjectReference to NetworkObject
/// - Implicit operators of NetworkObjectReference
/// </summary>
internal class NetworkBehaviourReferenceTests : IDisposable
{
private class TestNetworkBehaviour : NetworkBehaviour
{
public NetworkVariable<NetworkBehaviourReference> TestVariable = new NetworkVariable<NetworkBehaviourReference>();
public TestNetworkBehaviour RpcReceivedBehaviour;
[ServerRpc]
public void SendReferenceServerRpc(NetworkBehaviourReference value)
{
RpcReceivedBehaviour = (TestNetworkBehaviour)value;
}
}
[UnityTest]
public IEnumerator TestRpc()
{
using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
networkObjectContext.Object.Spawn();
using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
otherObjectContext.Object.Spawn();
testNetworkBehaviour.SendReferenceServerRpc(new NetworkBehaviourReference(testNetworkBehaviour));
// wait for rpc completion
float t = 0;
while (testNetworkBehaviour.RpcReceivedBehaviour == null)
{
t += Time.deltaTime;
if (t > 5f)
{
new AssertionException("RPC with NetworkBehaviour reference hasn't been received");
}
yield return null;
}
// validate
Assert.AreEqual(testNetworkBehaviour, testNetworkBehaviour.RpcReceivedBehaviour);
}
[UnityTest]
public IEnumerator TestRpcImplicitNetworkBehaviour()
{
using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
networkObjectContext.Object.Spawn();
using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
otherObjectContext.Object.Spawn();
testNetworkBehaviour.SendReferenceServerRpc(testNetworkBehaviour);
// wait for rpc completion
float t = 0;
while (testNetworkBehaviour.RpcReceivedBehaviour == null)
{
t += Time.deltaTime;
if (t > 5f)
{
new AssertionException("RPC with NetworkBehaviour reference hasn't been received");
}
yield return null;
}
// validate
Assert.AreEqual(testNetworkBehaviour, testNetworkBehaviour.RpcReceivedBehaviour);
}
[Test]
public void TestNetworkVariable()
{
using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
networkObjectContext.Object.Spawn();
using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
otherObjectContext.Object.Spawn();
// check default value is null
Assert.IsNull((NetworkBehaviour)testNetworkBehaviour.TestVariable.Value);
testNetworkBehaviour.TestVariable.Value = testNetworkBehaviour;
Assert.AreEqual((NetworkBehaviour)testNetworkBehaviour.TestVariable.Value, testNetworkBehaviour);
}
[Test]
public void FailSerializeNonSpawnedNetworkObject()
{
using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
var component = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
Assert.Throws<ArgumentException>(() =>
{
NetworkBehaviourReference outReference = component;
});
}
[Test]
public void FailSerializeGameObjectWithoutNetworkObject()
{
using var gameObjectContext = UnityObjectContext.CreateGameObject();
var component = gameObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
Assert.Throws<ArgumentException>(() =>
{
NetworkBehaviourReference outReference = component;
});
}
[Test]
public void FailSerializeNullBehaviour()
{
Assert.Throws<ArgumentNullException>(() =>
{
NetworkBehaviourReference outReference = null;
});
}
public void Dispose()
{
//Stop, shutdown, and destroy
NetworkManagerHelper.ShutdownNetworkManager();
}
public NetworkBehaviourReferenceTests()
{
//Create, instantiate, and host
NetworkManagerHelper.StartNetworkManager(out _);
}
}
/// <summary>
/// Integration tests for NetworkBehaviourReference
/// </summary>
internal class NetworkBehaviourReferenceIntegrationTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
internal class FakeMissingComponent : NetworkBehaviour
{
}
internal class TestAddedComponent : NetworkBehaviour
{
}
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<TestAddedComponent>();
base.OnCreatePlayerPrefab();
}
/// <summary>
/// This test validates that if a component does not exist the NetworkBehaviourReference will not throw an
/// invalid cast exception.
/// (It is a full integration test to assure the NetworkObjects are spawned)
/// </summary>
[UnityTest]
public IEnumerator TestTryGetWithAndWithOutExistingComponent()
{
var networkBehaviourReference = new NetworkBehaviourReference(m_ClientNetworkManagers[0].LocalClient.PlayerObject.GetComponent<TestAddedComponent>());
var missingComponent = (FakeMissingComponent)null;
var testBehaviour = (TestAddedComponent)null;
Assert.IsFalse(networkBehaviourReference.TryGet(out missingComponent));
Assert.IsTrue(networkBehaviourReference.TryGet(out testBehaviour));
yield return null;
}
}
}