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)
181 lines
8.5 KiB
C#
181 lines
8.5 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode.RuntimeTests
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{
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public class NetworkBehaviourUpdaterTests : BaseMultiInstanceTest
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{
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protected override int NbClients => throw new NotSupportedException("handled per test");
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private static Type[] s_TypesToTest = new[] { null, typeof(ZeroNetVar), typeof(OneNetVar), typeof(TwoNetVar) };
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[UnitySetUp]
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public override IEnumerator Setup()
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{
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yield break;
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}
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/// <summary>
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/// This runs test combinations for the following
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/// test with 0, 1, 2 clients
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/// test with host and server mode
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/// test with 0, 1, 2 spawned objects
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/// test with 0, 1, 2 network behaviour per prefab
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/// test with 0, 1, 2 network variable per network behaviour
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/// for each, update netvar
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/// for each check value changed
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/// check that all network variables are no longer dirty after update
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/// </summary>
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/// <param name="nbClients"></param>
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/// <param name="useHost"></param>
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/// <param name="nbSpawnedObjects"></param>
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/// <param name="firstNetworkBehaviour"></param>
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/// <param name="secondNetworkBehaviour"></param>
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/// <param name="thirdNetworkBehaviour"></param>
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/// <returns></returns>
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[UnityTest]
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public IEnumerator BehaviourUpdaterAllTests([Values(0, 1, 2)] int nbClients, [Values] bool useHost, [Values(0, 1, 2)] int nbSpawnedObjects,
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[ValueSource(nameof(s_TypesToTest))] Type firstNetworkBehaviour, [ValueSource(nameof(s_TypesToTest))] Type secondNetworkBehaviour)
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{
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// Create multiple NetworkManager instances
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if (!MultiInstanceHelpers.Create(nbClients, out NetworkManager server, out NetworkManager[] clients))
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{
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Debug.LogError("Failed to create instances");
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Assert.Fail("Failed to create instances");
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}
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m_ClientNetworkManagers = clients;
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m_ServerNetworkManager = server;
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Assert.That(m_ClientNetworkManagers.Length, Is.EqualTo(nbClients));
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Assert.That(m_ServerNetworkManager, Is.Not.Null);
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// setup prefab to spawn
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void AddNetworkBehaviour(Type type, GameObject prefab)
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{
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if (type != null)
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{
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var info = prefab.AddComponent(type) as INetVarInfo;
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}
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}
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var prefabToSpawn = new GameObject();
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var networkObjectPrefab = prefabToSpawn.AddComponent<NetworkObject>();
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AddNetworkBehaviour(firstNetworkBehaviour, prefabToSpawn);
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AddNetworkBehaviour(secondNetworkBehaviour, prefabToSpawn);
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MultiInstanceHelpers.MakeNetworkObjectTestPrefab(networkObjectPrefab);
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m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Prefab = prefabToSpawn });
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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clientNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Prefab = prefabToSpawn });
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}
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// Start the instances
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if (!MultiInstanceHelpers.Start(useHost, server, clients))
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{
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Debug.LogError("Failed to start instances");
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Assert.Fail("Failed to start instances");
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}
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// Wait for connection on client side
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yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnected(clients));
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// Wait for connection on server side
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yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnectedToServer(server, clientCount: useHost ? nbClients + 1 : nbClients));
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// gathering netvars to test on
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var serverNetVarsToUpdate = new List<NetworkVariable<int>>();
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for (int i = 0; i < nbSpawnedObjects; i++)
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{
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var spawnedObject = Object.Instantiate(prefabToSpawn);
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var networkSpawnedObject = spawnedObject.GetComponent<NetworkObject>();
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networkSpawnedObject.NetworkManagerOwner = m_ServerNetworkManager;
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networkSpawnedObject.Spawn();
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int nbBehaviours = 0;
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foreach (var networkBehaviour in spawnedObject.GetComponents<NetworkBehaviour>())
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{
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serverNetVarsToUpdate.AddRange(((INetVarInfo)networkBehaviour).AllNetVars);
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nbBehaviours++;
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}
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Assert.That(nbBehaviours, Is.EqualTo((firstNetworkBehaviour == null ? 0 : 1) + (secondNetworkBehaviour == null ? 0 : 1)));
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}
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var serverNetVarCount = serverNetVarsToUpdate.Count;
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yield return new WaitForSeconds(0); // wait a frame to make sure spawn is done
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// todo: with Snapshot spawns enabled and the current race condition, the following line is needed:
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// yield return new WaitForSeconds(0.2f); // wait a bit to fix the spawn/update race condition
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foreach (var netVar in serverNetVarsToUpdate)
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{
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Assert.That(netVar.Value, Is.EqualTo(0)); // sanity check
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}
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// test updating all netvars
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int updatedValue = 1;
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foreach (var netVar in serverNetVarsToUpdate)
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{
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netVar.Value = updatedValue;
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Assert.That(netVar.IsDirty, Is.True);
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}
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m_ServerNetworkManager.BehaviourUpdater.NetworkBehaviourUpdate(m_ServerNetworkManager);
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// make sure we're not dirty anymore and that clients will receive that new value
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foreach (var netVar in serverNetVarsToUpdate)
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{
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// if we don't have connected clients, netvars remain dirty
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Assert.That(netVar.IsDirty, nbClients > 0 || useHost ? Is.Not.True : Is.True);
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}
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foreach (var client in m_ClientNetworkManagers)
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{
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var nbVarsCheckedClientSide = 0;
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var countSpawnObjectResult = new MultiInstanceHelpers.CoroutineResultWrapper<bool>();
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yield return MultiInstanceHelpers.WaitForCondition(() => client.SpawnManager.SpawnedObjects.Count == nbSpawnedObjects, countSpawnObjectResult);
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Assert.That(countSpawnObjectResult.Result, Is.True);
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foreach (var spawnedObject in client.SpawnManager.SpawnedObjects)
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{
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foreach (var behaviour in spawnedObject.Value.GetComponentsInChildren<NetworkBehaviour>())
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{
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foreach (var networkVariable in behaviour.NetworkVariableFields)
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{
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var varInt = networkVariable as NetworkVariable<int>;
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var varUpdateResult = new MultiInstanceHelpers.CoroutineResultWrapper<bool>();
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yield return MultiInstanceHelpers.WaitForCondition(() => varInt.Value == updatedValue, varUpdateResult);
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Assert.That(varUpdateResult.Result, Is.True);
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nbVarsCheckedClientSide++;
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Assert.That(varInt.Value, Is.EqualTo(updatedValue));
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}
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}
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}
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Assert.That(nbVarsCheckedClientSide, Is.EqualTo(m_ClientNetworkManagers.Length > 0 ? serverNetVarCount : 0));
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}
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}
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}
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public interface INetVarInfo
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{
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public List<NetworkVariable<int>> AllNetVars { get; }
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}
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public class ZeroNetVar : NetworkBehaviour, INetVarInfo
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{
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public List<NetworkVariable<int>> AllNetVars => new List<NetworkVariable<int>>(); // Needed to be independant from NetworkBehaviour's list of fields. This way, if that changes, we can still do this validation in this test
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}
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public class OneNetVar : NetworkBehaviour, INetVarInfo
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{
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private NetworkVariable<int> m_SomeValue = new NetworkVariable<int>();
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public List<NetworkVariable<int>> AllNetVars => new List<NetworkVariable<int>>() { m_SomeValue };
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}
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public class TwoNetVar : NetworkBehaviour, INetVarInfo
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{
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private NetworkVariable<int> m_SomeValue = new NetworkVariable<int>();
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private NetworkVariable<int> m_SomeOtherValue = new NetworkVariable<int>();
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public List<NetworkVariable<int>> AllNetVars => new List<NetworkVariable<int>>() { m_SomeValue, m_SomeOtherValue };
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}
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}
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