This repository has been archived on 2025-04-22. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
com.unity.netcode.gameobjects/Tests/Runtime/RpcTests.cs
Unity Technologies 36d07fad5e com.unity.netcode.gameobjects@1.0.0-pre.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).

## [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)
2021-01-04 00:00:00 +00:00

98 lines
4.0 KiB
C#

using System;
using System.Collections;
using NUnit.Framework;
using UnityEngine.TestTools;
using Debug = UnityEngine.Debug;
namespace Unity.Netcode.RuntimeTests
{
public class RpcTests : BaseMultiInstanceTest
{
public class RpcTestNB : NetworkBehaviour
{
public event Action<ulong, ServerRpcParams> OnServer_Rpc;
public event Action OnClient_Rpc;
[ServerRpc]
public void MyServerRpc(ulong clientId, ServerRpcParams param = default)
{
OnServer_Rpc(clientId, param);
}
[ClientRpc]
public void MyClientRpc()
{
OnClient_Rpc();
}
}
protected override int NbClients => 1;
[UnitySetUp]
public override IEnumerator Setup()
{
yield return StartSomeClientsAndServerWithPlayers(true, NbClients, playerPrefab =>
{
playerPrefab.AddComponent<RpcTestNB>();
});
}
[UnityTest]
public IEnumerator TestRpcs()
{
// This is the *SERVER VERSION* of the *CLIENT PLAYER*
var serverClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
var clientId = m_ClientNetworkManagers[0].LocalClientId;
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == clientId), m_ServerNetworkManager, serverClientPlayerResult));
// This is the *CLIENT VERSION* of the *CLIENT PLAYER*
var clientClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == clientId), m_ClientNetworkManagers[0], clientClientPlayerResult));
// Setup state
bool hasReceivedServerRpc = false;
bool hasReceivedClientRpcRemotely = false;
bool hasReceivedClientRpcLocally = false;
clientClientPlayerResult.Result.GetComponent<RpcTestNB>().OnClient_Rpc += () =>
{
Debug.Log("ClientRpc received on client object");
hasReceivedClientRpcRemotely = true;
};
clientClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += (clientId, param) =>
{
// The RPC invoked locally. (Weaver failure?)
Assert.Fail("ServerRpc invoked locally. Weaver failure?");
};
serverClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += (clientId, param) =>
{
Debug.Log("ServerRpc received on server object");
Assert.True(param.Receive.SenderClientId == clientId);
hasReceivedServerRpc = true;
};
serverClientPlayerResult.Result.GetComponent<RpcTestNB>().OnClient_Rpc += () =>
{
// The RPC invoked locally. (Weaver failure?)
Debug.Log("ClientRpc received on server object");
hasReceivedClientRpcLocally = true;
};
// Send ServerRpc
clientClientPlayerResult.Result.GetComponent<RpcTestNB>().MyServerRpc(clientId);
// Send ClientRpc
serverClientPlayerResult.Result.GetComponent<RpcTestNB>().MyClientRpc();
// Wait for RPCs to be received
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForCondition(() => hasReceivedServerRpc && hasReceivedClientRpcLocally && hasReceivedClientRpcRemotely));
Assert.True(hasReceivedServerRpc, "ServerRpc was not received");
Assert.True(hasReceivedClientRpcLocally, "ClientRpc was not locally received on the server");
Assert.True(hasReceivedClientRpcRemotely, "ClientRpc was not remotely received on the client");
}
}
}