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com.unity.netcode.gameobjects/Tests/Runtime/HiddenVariableTests.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

241 lines
9.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
internal class HiddenVariableTest : NetworkBehaviour
{
}
internal class HiddenVariableObject : NetworkBehaviour
{
public static List<NetworkObject> ClientInstancesSpawned = new List<NetworkObject>();
public NetworkVariable<int> MyNetworkVariable = new NetworkVariable<int>();
public NetworkList<int> MyNetworkList = new NetworkList<int>();
public static Dictionary<ulong, int> ValueOnClient = new Dictionary<ulong, int>();
public static int ExpectedSize = 0;
public static int SpawnCount = 0;
public static bool EnableVerbose;
public static void VerboseDebug(string message)
{
if (!EnableVerbose)
{
return;
}
Debug.Log(message);
}
public override void OnNetworkSpawn()
{
if (!IsServer)
{
ClientInstancesSpawned.Add(NetworkObject);
}
VerboseDebug($"{nameof(HiddenVariableObject)}.{nameof(OnNetworkSpawn)}() with value {MyNetworkVariable.Value}");
MyNetworkVariable.OnValueChanged += Changed;
MyNetworkList.OnListChanged += ListChanged;
SpawnCount++;
base.OnNetworkSpawn();
}
public override void OnNetworkDespawn()
{
if (!IsServer)
{
ClientInstancesSpawned.Remove(NetworkObject);
}
base.OnNetworkDespawn();
}
public void Changed(int before, int after)
{
VerboseDebug($"Value changed from {before} to {after} on {NetworkManager.LocalClientId}");
ValueOnClient[NetworkManager.LocalClientId] = after;
}
public void ListChanged(NetworkListEvent<int> listEvent)
{
Debug.Log($"ListEvent received: type {listEvent.Type}, index {listEvent.Index}, value {listEvent.Value}");
Debug.Assert(ExpectedSize == MyNetworkList.Count);
}
}
internal class HiddenVariableTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 4;
private NetworkObject m_NetSpawnedObject;
private List<NetworkObject> m_NetSpawnedObjectOnClient = new List<NetworkObject>();
private GameObject m_TestNetworkPrefab;
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<HiddenVariableTest>();
}
protected override void OnServerAndClientsCreated()
{
m_TestNetworkPrefab = CreateNetworkObjectPrefab("MyTestObject");
m_TestNetworkPrefab.AddComponent<HiddenVariableObject>();
}
public IEnumerator WaitForSpawnCount(int targetCount)
{
var endTime = Time.realtimeSinceStartup + 1.0;
while (HiddenVariableObject.SpawnCount != targetCount &&
Time.realtimeSinceStartup < endTime)
{
yield return new WaitForSeconds(0.01f);
}
}
public bool VerifyLists()
{
NetworkList<int> prev = null;
int numComparison = 0;
var prevObject = (NetworkObject)null;
// for all the instances of NetworkList
foreach (var networkObject in m_NetSpawnedObjectOnClient)
{
// this skips despawned/hidden objects
if (networkObject != null)
{
// if we've seen another one before
if (prev != null)
{
var curr = networkObject.GetComponent<HiddenVariableObject>().MyNetworkList;
// check that the two lists are identical
if (curr.Count != prev.Count)
{
return false;
}
for (int index = 0; index < curr.Count; index++)
{
if (curr[index] != prev[index])
{
return false;
}
}
numComparison++;
}
prevObject = networkObject;
// store the list
prev = networkObject.GetComponent<HiddenVariableObject>().MyNetworkList;
}
}
return true;
}
public IEnumerator RefreshGameObects(int numberToExpect)
{
yield return WaitForConditionOrTimeOut(() => numberToExpect == HiddenVariableObject.ClientInstancesSpawned.Count);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for total spawned count to reach {numberToExpect} but is currently {HiddenVariableObject.ClientInstancesSpawned.Count}");
m_NetSpawnedObjectOnClient = HiddenVariableObject.ClientInstancesSpawned;
}
private bool CheckValueOnClient(ulong otherClientId, int value)
{
foreach (var id in m_ServerNetworkManager.ConnectedClientsIds)
{
if (id != otherClientId)
{
if (!HiddenVariableObject.ValueOnClient.ContainsKey(id) || HiddenVariableObject.ValueOnClient[id] != value)
{
return false;
}
}
}
return true;
}
private IEnumerator SetAndCheckValueSet(ulong otherClientId, int value)
{
yield return WaitForConditionOrTimeOut(() => CheckValueOnClient(otherClientId, value));
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to have a value of {value}");
yield return WaitForConditionOrTimeOut(VerifyLists);
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for all clients to have identical values!");
VerboseDebug("Value changed");
}
[UnityTest]
public IEnumerator HiddenVariableTest()
{
HiddenVariableObject.EnableVerbose = m_EnableVerboseDebug;
HiddenVariableObject.SpawnCount = 0;
HiddenVariableObject.ValueOnClient.Clear();
HiddenVariableObject.ExpectedSize = 0;
HiddenVariableObject.SpawnCount = 0;
VerboseDebug("Running test");
// ==== Spawn object with ownership on one client
var client = m_ServerNetworkManager.ConnectedClientsList[1];
var otherClient = m_ServerNetworkManager.ConnectedClientsList[2];
m_NetSpawnedObject = SpawnObject(m_TestNetworkPrefab, m_ClientNetworkManagers[1]).GetComponent<NetworkObject>();
yield return RefreshGameObects(4);
// === Check spawn occurred
yield return WaitForSpawnCount(NumberOfClients + 1);
Debug.Assert(HiddenVariableObject.SpawnCount == NumberOfClients + 1);
VerboseDebug("Objects spawned");
// ==== Set the NetworkVariable value to 2
HiddenVariableObject.ExpectedSize = 1;
HiddenVariableObject.SpawnCount = 0;
var currentValueSet = 2;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
yield return SetAndCheckValueSet(otherClient.ClientId, currentValueSet);
// ==== Hide our object to a different client
HiddenVariableObject.ExpectedSize = 2;
m_NetSpawnedObject.NetworkHide(otherClient.ClientId);
currentValueSet = 3;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
yield return SetAndCheckValueSet(otherClient.ClientId, currentValueSet);
// ==== Show our object again to this client
HiddenVariableObject.ExpectedSize = 3;
m_NetSpawnedObject.NetworkShow(otherClient.ClientId);
// ==== Wait for object to be spawned
yield return WaitForSpawnCount(1);
Debug.Assert(HiddenVariableObject.SpawnCount == 1);
VerboseDebug("Object spawned");
// ==== We need a refresh for the newly re-spawned object
yield return RefreshGameObects(4);
currentValueSet = 4;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
yield return SetAndCheckValueSet(otherClient.ClientId, currentValueSet);
// ==== Hide our object to that different client again, and then destroy it
m_NetSpawnedObject.NetworkHide(otherClient.ClientId);
yield return new WaitForSeconds(0.2f);
m_NetSpawnedObject.Despawn();
yield return new WaitForSeconds(0.2f);
}
}
}