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com.unity.netcode.gameobjects/Tests/Runtime/Timing/TimeInitializationTest.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

102 lines
3.8 KiB
C#

using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// Tests that the time and tick system are initialized properly
/// </summary>
internal class TimeInitializationTest
{
private int m_ClientTickCounter;
private int m_ConnectedTick;
private NetworkManager m_Client;
[UnityTest]
public IEnumerator TestClientTimeInitializationOnConnect([Values(0, 1f)] float serverStartDelay, [Values(0, 1f)] float clientStartDelay, [Values(true, false)] bool isHost)
{
// Create multiple NetworkManager instances
if (!NetcodeIntegrationTestHelpers.Create(1, out NetworkManager server, out NetworkManager[] clients, 30))
{
Debug.LogError("Failed to create instances");
Assert.Fail("Failed to create instances");
}
yield return new WaitForSeconds(serverStartDelay);
NetcodeIntegrationTestHelpers.Start(false, server, new NetworkManager[] { }); // passing no clients on purpose to start them manually later
// 0 ticks should have passed
var serverTick = server.NetworkTickSystem.ServerTime.Tick;
Assert.AreEqual(0, serverTick);
// server time should be 0
Assert.AreEqual(0, server.NetworkTickSystem.ServerTime.Time);
// 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(() => server.NetworkTickSystem.ServerTime.Tick > 2);
var serverTimePassed = server.NetworkTickSystem.ServerTime.Time;
var expectedServerTickCount = Mathf.FloorToInt((float)(serverTimePassed * 30));
var ticksPassed = server.NetworkTickSystem.ServerTime.Tick - serverTick;
Assert.AreEqual(expectedServerTickCount, ticksPassed);
yield return new WaitForSeconds(clientStartDelay);
Assert.AreEqual(1, clients.Length);
m_Client = clients[0];
Assert.Null(m_Client.NetworkTickSystem);
m_Client.OnClientConnectedCallback += ClientOnOnClientConnectedCallback;
var clientStartRealTime = Time.time;
m_Client.StartClient();
NetcodeIntegrationTestHelpers.RegisterHandlers(clients[0]);
m_Client.NetworkTickSystem.Tick += NetworkTickSystemOnTick;
m_ClientTickCounter = 0;
// Wait for connection on client side
yield return NetcodeIntegrationTestHelpers.WaitForClientsConnected(clients);
var clientStartRealTimeDuration = Time.time - clientStartRealTime;
var clientStartRealTickDuration = Mathf.FloorToInt(clientStartRealTimeDuration * 30);
// check tick is initialized with server value
Assert.AreNotEqual(0, m_ConnectedTick);
Assert.True(m_ClientTickCounter <= clientStartRealTickDuration);
yield return null;
}
private void NetworkTickSystemOnTick()
{
//Debug.Log(m_Client.NetworkTickSystem.ServerTime.Tick);
m_ClientTickCounter++;
}
private void ClientOnOnClientConnectedCallback(ulong id)
{
// client connected to server
m_ConnectedTick = m_Client.NetworkTickSystem.ServerTime.Tick;
//Debug.Log($"Connected tick: {m_ConnectedTick}");
}
[UnityTearDown]
public virtual IEnumerator Teardown()
{
NetcodeIntegrationTestHelpers.Destroy();
yield return null;
}
}
}