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