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). ## [1.0.0-pre.4] - 2021-01-04 ### Added - Added `com.unity.modules.physics` and `com.unity.modules.physics2d` package dependencies (#1565) ### Removed - Removed `com.unity.modules.ai` package dependency (#1565) - Removed `FixedQueue`, `StreamExtensions`, `TypeExtensions` (#1398) ### Fixed - Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354) - Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393) - Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379) - Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402) - NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385) - Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383) - Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434) - Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390) - Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500) - Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511) - Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323) ### Changed - The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384) - Updated com.unity.collections to 1.1.0 (#1451)
506 lines
20 KiB
C#
506 lines
20 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// Provides helpers for running multi instance tests.
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/// </summary>
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public static class MultiInstanceHelpers
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{
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public const int DefaultMinFrames = 1;
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public const int DefaultMaxFrames = 64;
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private static List<NetworkManager> s_NetworkManagerInstances = new List<NetworkManager>();
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private static bool s_IsStarted;
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private static int s_ClientCount;
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private static int s_OriginalTargetFrameRate = -1;
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public static List<NetworkManager> NetworkManagerInstances => s_NetworkManagerInstances;
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/// <summary>
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/// Creates NetworkingManagers and configures them for use in a multi instance setting.
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/// </summary>
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/// <param name="clientCount">The amount of clients</param>
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/// <param name="server">The server NetworkManager</param>
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/// <param name="clients">The clients NetworkManagers</param>
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/// <param name="targetFrameRate">The targetFrameRate of the Unity engine to use while the multi instance helper is running. Will be reset on shutdown.</param>
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public static bool Create(int clientCount, out NetworkManager server, out NetworkManager[] clients, int targetFrameRate = 60)
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{
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s_NetworkManagerInstances = new List<NetworkManager>();
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CreateNewClients(clientCount, out clients);
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// Create gameObject
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var go = new GameObject("NetworkManager - Server");
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// Create networkManager component
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server = go.AddComponent<NetworkManager>();
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NetworkManagerInstances.Insert(0, server);
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// Set the NetworkConfig
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server.NetworkConfig = new NetworkConfig()
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{
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// Set transport
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NetworkTransport = go.AddComponent<SIPTransport>()
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};
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s_OriginalTargetFrameRate = Application.targetFrameRate;
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Application.targetFrameRate = targetFrameRate;
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return true;
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}
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/// <summary>
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/// Used to add a client to the already existing list of clients
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/// </summary>
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/// <param name="clientCount">The amount of clients</param>
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/// <param name="clients"></param>
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/// <returns></returns>
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public static bool CreateNewClients(int clientCount, out NetworkManager[] clients)
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{
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clients = new NetworkManager[clientCount];
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var activeSceneName = SceneManager.GetActiveScene().name;
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for (int i = 0; i < clientCount; i++)
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{
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// Create gameObject
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var go = new GameObject("NetworkManager - Client - " + i);
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// Create networkManager component
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clients[i] = go.AddComponent<NetworkManager>();
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// Set the NetworkConfig
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clients[i].NetworkConfig = new NetworkConfig()
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{
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// Set transport
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NetworkTransport = go.AddComponent<SIPTransport>()
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};
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}
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NetworkManagerInstances.AddRange(clients);
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return true;
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}
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/// <summary>
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/// Stops one single client and makes sure to cleanup any static variables in this helper
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/// </summary>
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/// <param name="clientToStop"></param>
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public static void StopOneClient(NetworkManager clientToStop)
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{
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clientToStop.Shutdown();
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Object.Destroy(clientToStop.gameObject);
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NetworkManagerInstances.Remove(clientToStop);
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}
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/// <summary>
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/// Should always be invoked when finished with a single unit test
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/// (i.e. during TearDown)
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/// </summary>
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public static void Destroy()
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{
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if (s_IsStarted == false)
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{
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return;
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}
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s_IsStarted = false;
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// Shutdown the server which forces clients to disconnect
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foreach (var networkManager in NetworkManagerInstances)
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{
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networkManager.Shutdown();
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}
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// Destroy the network manager instances
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foreach (var networkManager in NetworkManagerInstances)
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{
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Object.DestroyImmediate(networkManager.gameObject);
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}
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NetworkManagerInstances.Clear();
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// Destroy the temporary GameObject used to run co-routines
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if (s_CoroutineRunner != null)
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{
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s_CoroutineRunner.StopAllCoroutines();
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Object.DestroyImmediate(s_CoroutineRunner);
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}
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Application.targetFrameRate = s_OriginalTargetFrameRate;
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}
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/// <summary>
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/// Starts NetworkManager instances created by the Create method.
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/// </summary>
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/// <param name="host">Whether or not to create a Host instead of Server</param>
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/// <param name="server">The Server NetworkManager</param>
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/// <param name="clients">The Clients NetworkManager</param>
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/// <param name="startInitializationCallback">called immediately after server and client(s) are started</param>
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/// <returns></returns>
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public static bool Start(bool host, NetworkManager server, NetworkManager[] clients, Action<NetworkManager> startInitializationCallback = null)
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{
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if (s_IsStarted)
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{
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throw new InvalidOperationException("MultiInstanceHelper already started. Did you forget to Destroy?");
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}
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s_IsStarted = true;
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s_ClientCount = clients.Length;
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if (host)
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{
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server.StartHost();
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}
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else
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{
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server.StartServer();
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}
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// if set, then invoke this for the server
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startInitializationCallback?.Invoke(server);
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for (int i = 0; i < clients.Length; i++)
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{
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clients[i].StartClient();
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// if set, then invoke this for the client
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startInitializationCallback?.Invoke(clients[i]);
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}
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return true;
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}
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// Empty MonoBehaviour that is a holder of coroutine
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private class CoroutineRunner : MonoBehaviour
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{
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}
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private static CoroutineRunner s_CoroutineRunner;
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/// <summary>
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/// Runs a IEnumerator as a Coroutine on a dummy GameObject. Used to get exceptions coming from the coroutine
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/// </summary>
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/// <param name="enumerator">The IEnumerator to run</param>
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public static Coroutine Run(IEnumerator enumerator)
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{
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if (s_CoroutineRunner == null)
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{
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s_CoroutineRunner = new GameObject(nameof(CoroutineRunner)).AddComponent<CoroutineRunner>();
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}
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return s_CoroutineRunner.StartCoroutine(enumerator);
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}
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public class CoroutineResultWrapper<T>
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{
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public T Result;
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}
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private static uint s_AutoIncrementGlobalObjectIdHashCounter = 111111;
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/// <summary>
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/// Normally we would only allow player prefabs to be set to a prefab. Not runtime created objects.
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/// In order to prevent having a Resource folder full of a TON of prefabs that we have to maintain,
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/// MultiInstanceHelper has a helper function that lets you mark a runtime created object to be
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/// treated as a prefab by the Netcode. That's how we can get away with creating the player prefab
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/// at runtime without it being treated as a SceneObject or causing other conflicts with the Netcode.
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/// </summary>
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/// <param name="networkObject">The networkObject to be treated as Prefab</param>
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/// <param name="globalObjectIdHash">The GlobalObjectId to force</param>
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public static void MakeNetworkObjectTestPrefab(NetworkObject networkObject, uint globalObjectIdHash = default)
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{
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// Override `GlobalObjectIdHash` if `globalObjectIdHash` param is set
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if (globalObjectIdHash != default)
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{
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networkObject.GlobalObjectIdHash = globalObjectIdHash;
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}
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// Fallback to auto-increment if `GlobalObjectIdHash` was never set
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if (networkObject.GlobalObjectIdHash == default)
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{
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networkObject.GlobalObjectIdHash = ++s_AutoIncrementGlobalObjectIdHashCounter;
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}
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// Prevent object from being snapped up as a scene object
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networkObject.IsSceneObject = false;
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}
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// We use GameObject instead of SceneObject to be able to keep hierarchy
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public static void MarkAsSceneObjectRoot(GameObject networkObjectRoot, NetworkManager server, NetworkManager[] clients)
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{
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networkObjectRoot.name += " - Server";
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NetworkObject[] serverNetworkObjects = networkObjectRoot.GetComponentsInChildren<NetworkObject>();
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for (int i = 0; i < serverNetworkObjects.Length; i++)
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{
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serverNetworkObjects[i].NetworkManagerOwner = server;
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}
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for (int i = 0; i < clients.Length; i++)
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{
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GameObject root = Object.Instantiate(networkObjectRoot);
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root.name += " - Client - " + i;
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NetworkObject[] clientNetworkObjects = root.GetComponentsInChildren<NetworkObject>();
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for (int j = 0; j < clientNetworkObjects.Length; j++)
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{
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clientNetworkObjects[j].NetworkManagerOwner = clients[i];
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}
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}
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}
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/// <summary>
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/// Waits on the client side to be connected.
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/// </summary>
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/// <param name="client">The client</param>
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/// <param name="result">The result. If null, it will automatically assert</param>
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/// <param name="maxFrames">The max frames to wait for</param>
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public static IEnumerator WaitForClientConnected(NetworkManager client, CoroutineResultWrapper<bool> result = null, int maxFrames = DefaultMaxFrames)
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{
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yield return WaitForClientsConnected(new NetworkManager[] { client }, result, maxFrames);
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}
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/// <summary>
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/// Similar to WaitForClientConnected, this waits for multiple clients to be connected.
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/// </summary>
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/// <param name="clients">The clients to be connected</param>
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/// <param name="result">The result. If null, it will automatically assert<</param>
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/// <param name="maxFrames">The max frames to wait for</param>
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/// <returns></returns>
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public static IEnumerator WaitForClientsConnected(NetworkManager[] clients, CoroutineResultWrapper<bool> result = null, int maxFrames = DefaultMaxFrames)
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{
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// Make sure none are the host client
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foreach (var client in clients)
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{
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if (client.IsServer)
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{
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throw new InvalidOperationException("Cannot wait for connected as server");
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}
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}
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var startFrameNumber = Time.frameCount;
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var allConnected = true;
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while (Time.frameCount - startFrameNumber <= maxFrames)
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{
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allConnected = true;
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foreach (var client in clients)
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{
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if (!client.IsConnectedClient)
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{
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allConnected = false;
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break;
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}
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}
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if (allConnected)
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{
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break;
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}
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var nextFrameNumber = Time.frameCount + 1;
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yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
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}
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if (result != null)
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{
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result.Result = allConnected;
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}
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else
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{
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for (var i = 0; i < clients.Length; ++i)
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{
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var client = clients[i];
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// Logging i+1 because that's the local client ID they'll get (0 is server)
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// Can't use client.LocalClientId because that doesn't get assigned until IsConnectedClient == true,
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Assert.True(client.IsConnectedClient, $"Client {i + 1} never connected");
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}
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}
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}
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/// <summary>
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/// Waits on the server side for 1 client to be connected
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/// </summary>
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/// <param name="server">The server</param>
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/// <param name="result">The result. If null, it will automatically assert</param>
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/// <param name="maxFrames">The max frames to wait for</param>
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public static IEnumerator WaitForClientConnectedToServer(NetworkManager server, CoroutineResultWrapper<bool> result = null, int maxFrames = DefaultMaxFrames)
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{
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yield return WaitForClientsConnectedToServer(server, server.IsHost ? s_ClientCount + 1 : s_ClientCount, result, maxFrames);
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}
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/// <summary>
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/// Waits on the server side for 1 client to be connected
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/// </summary>
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/// <param name="server">The server</param>
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/// <param name="result">The result. If null, it will automatically assert</param>
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/// <param name="maxFrames">The max frames to wait for</param>
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public static IEnumerator WaitForClientsConnectedToServer(NetworkManager server, int clientCount = 1, CoroutineResultWrapper<bool> result = null, int maxFrames = DefaultMaxFrames)
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{
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if (!server.IsServer)
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{
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throw new InvalidOperationException("Cannot wait for connected as client");
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}
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var startFrameNumber = Time.frameCount;
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while (Time.frameCount - startFrameNumber <= maxFrames && server.ConnectedClients.Count != clientCount)
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{
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var nextFrameNumber = Time.frameCount + 1;
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yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
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}
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var res = server.ConnectedClients.Count == clientCount;
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if (result != null)
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{
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result.Result = res;
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}
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else
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{
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Assert.True(res, "A client never connected to server");
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}
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}
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/// <summary>
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/// Gets a NetworkObject instance as it's represented by a certain peer.
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/// </summary>
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/// <param name="networkObjectId">The networkObjectId to get</param>
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/// <param name="representation">The representation to get the object from</param>
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/// <param name="result">The result</param>
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/// <param name="failIfNull">Whether or not to fail if no object is found and result is null</param>
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/// <param name="maxFrames">The max frames to wait for</param>
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public static IEnumerator GetNetworkObjectByRepresentation(ulong networkObjectId, NetworkManager representation, CoroutineResultWrapper<NetworkObject> result, bool failIfNull = true, int maxFrames = DefaultMaxFrames)
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{
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if (result == null)
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{
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throw new ArgumentNullException("Result cannot be null");
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}
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var startFrameNumber = Time.frameCount;
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while (Time.frameCount - startFrameNumber <= maxFrames && representation.SpawnManager.SpawnedObjects.All(x => x.Value.NetworkObjectId != networkObjectId))
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{
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var nextFrameNumber = Time.frameCount + 1;
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yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
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}
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result.Result = representation.SpawnManager.SpawnedObjects.First(x => x.Value.NetworkObjectId == networkObjectId).Value;
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if (failIfNull && result.Result == null)
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{
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Assert.Fail("NetworkObject could not be found");
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}
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}
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/// <summary>
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/// Gets a NetworkObject instance as it's represented by a certain peer.
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/// </summary>
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/// <param name="predicate">The predicate used to filter for your target NetworkObject</param>
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/// <param name="representation">The representation to get the object from</param>
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/// <param name="result">The result</param>
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/// <param name="failIfNull">Whether or not to fail if no object is found and result is null</param>
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/// <param name="maxFrames">The max frames to wait for</param>
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public static IEnumerator GetNetworkObjectByRepresentation(Func<NetworkObject, bool> predicate, NetworkManager representation, CoroutineResultWrapper<NetworkObject> result, bool failIfNull = true, int maxFrames = DefaultMaxFrames)
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{
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if (result == null)
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{
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throw new ArgumentNullException("Result cannot be null");
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}
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if (predicate == null)
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{
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throw new ArgumentNullException("Predicate cannot be null");
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}
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var startFrame = Time.frameCount;
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while (Time.frameCount - startFrame <= maxFrames && !representation.SpawnManager.SpawnedObjects.Any(x => predicate(x.Value)))
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{
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var nextFrameNumber = Time.frameCount + 1;
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yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
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}
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result.Result = representation.SpawnManager.SpawnedObjects.FirstOrDefault(x => predicate(x.Value)).Value;
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if (failIfNull && result.Result == null)
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{
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Assert.Fail("NetworkObject could not be found");
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}
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}
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/// <summary>
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/// Runs some code, then verifies the condition (combines 'Run' and 'WaitForCondition')
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/// </summary>
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/// <param name="workload">Action / code to run</param>
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/// <param name="predicate">The predicate to wait for</param>
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/// <param name="maxFrames">The max frames to wait for</param>
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public static IEnumerator RunAndWaitForCondition(Action workload, Func<bool> predicate, int maxFrames = DefaultMaxFrames, int minFrames = DefaultMinFrames)
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{
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var waitResult = new CoroutineResultWrapper<bool>();
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workload();
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yield return Run(WaitForCondition(
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predicate,
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waitResult,
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maxFrames: maxFrames,
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minFrames: minFrames));
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if (!waitResult.Result)
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{
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Assert.Fail("Predicate condition failed");
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}
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}
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/// <summary>
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/// Waits for a predicate condition to be met
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/// </summary>
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/// <param name="predicate">The predicate to wait for</param>
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/// <param name="result">The result. If null, it will fail if the predicate is not met</param>
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/// <param name="minFrames">The min frames to wait for</param>
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/// <param name="maxFrames">The max frames to wait for</param>
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public static IEnumerator WaitForCondition(Func<bool> predicate, CoroutineResultWrapper<bool> result = null, int maxFrames = DefaultMaxFrames, int minFrames = DefaultMinFrames)
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{
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if (predicate == null)
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{
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throw new ArgumentNullException("Predicate cannot be null");
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}
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var startFrameNumber = Time.frameCount;
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if (minFrames > 0)
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{
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yield return new WaitUntil(() =>
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{
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return Time.frameCount >= minFrames;
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});
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}
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while (Time.frameCount - startFrameNumber <= maxFrames &&
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!predicate())
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{
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// Changed to 2 frames to avoid the scenario where it would take 1+ frames to
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// see a value change (i.e. discovered in the NetworkTransformTests)
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var nextFrameNumber = Time.frameCount + 2;
|
|
yield return new WaitUntil(() =>
|
|
{
|
|
return Time.frameCount >= nextFrameNumber;
|
|
});
|
|
}
|
|
|
|
var res = predicate();
|
|
|
|
if (result != null)
|
|
{
|
|
result.Result = res;
|
|
}
|
|
else
|
|
{
|
|
Assert.True(res, "PREDICATE CONDITION");
|
|
}
|
|
}
|
|
}
|
|
}
|