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.7] - 2022-04-01 ### Added - Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828) - Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823) - Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762) - `UnityTransport` settings can now be set programmatically. (#1845) - `FastBufferWriter` and Reader IsInitialized property. (#1859) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849) ### Removed - Removed `SnapshotSystem` (#1852) - Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812) - Removed `com.unity.collections` dependency from the package (#1849) ### Fixed - Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850) - Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847) - Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841) - Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838) - Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836) - Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828) - Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821) - Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811) - Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809) - Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808) - Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801) - Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780) - Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779) - Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777) - Fixed parenting warning printing for false positives (#1855)
761 lines
31 KiB
C#
761 lines
31 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 Unity.Netcode.Transports.UTP;
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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.TestHelpers.Runtime
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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 NetcodeIntegrationTestHelpers
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{
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public const int DefaultMinFrames = 1;
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public const float DefaultTimeout = 1f;
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private static List<NetworkManager> s_NetworkManagerInstances = new List<NetworkManager>();
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private static Dictionary<NetworkManager, MultiInstanceHooks> s_Hooks = new Dictionary<NetworkManager, MultiInstanceHooks>();
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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 delegate bool MessageHandleCheck(object receivedMessage);
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internal class MessageHandleCheckWithResult
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{
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public MessageHandleCheck Check;
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public bool Result;
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}
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private class MultiInstanceHooks : INetworkHooks
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{
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public Dictionary<Type, List<MessageHandleCheckWithResult>> HandleChecks = new Dictionary<Type, List<MessageHandleCheckWithResult>>();
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public static bool CheckForMessageOfType<T>(object receivedMessage) where T : INetworkMessage
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{
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return receivedMessage.GetType() == typeof(T);
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}
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public void OnBeforeSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery) where T : INetworkMessage
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{
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}
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public void OnAfterSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery, int messageSizeBytes) where T : INetworkMessage
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{
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}
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public void OnBeforeReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
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{
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}
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public void OnAfterReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
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{
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}
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public void OnBeforeSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
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{
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}
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public void OnAfterSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
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{
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}
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public void OnBeforeReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
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{
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}
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public void OnAfterReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
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{
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}
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public bool OnVerifyCanSend(ulong destinationId, Type messageType, NetworkDelivery delivery)
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{
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return true;
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}
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public bool OnVerifyCanReceive(ulong senderId, Type messageType)
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{
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return true;
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}
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public void OnBeforeHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
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{
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}
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public void OnAfterHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
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{
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if (HandleChecks.ContainsKey(typeof(T)))
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{
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foreach (var check in HandleChecks[typeof(T)])
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{
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if (check.Check(message))
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{
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check.Result = true;
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HandleChecks[typeof(T)].Remove(check);
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break;
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}
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}
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}
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}
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}
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private const string k_FirstPartOfTestRunnerSceneName = "InitTestScene";
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public static List<NetworkManager> NetworkManagerInstances => s_NetworkManagerInstances;
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public enum InstanceTransport
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{
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SIP,
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UTP
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}
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internal static IntegrationTestSceneHandler ClientSceneHandler = null;
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/// <summary>
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/// Registers the IntegrationTestSceneHandler for integration tests.
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/// The default client behavior is to not load scenes on the client side.
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/// </summary>
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private static void RegisterSceneManagerHandler(NetworkManager networkManager)
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{
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if (!networkManager.IsServer)
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{
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if (ClientSceneHandler == null)
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{
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ClientSceneHandler = new IntegrationTestSceneHandler();
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}
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networkManager.SceneManager.SceneManagerHandler = ClientSceneHandler;
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}
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}
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/// <summary>
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/// Call this to clean up the IntegrationTestSceneHandler and destroy the s_CoroutineRunner.
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/// Note:
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/// If deriving from <see cref="NetcodeIntegrationTest"/> or using <see cref="Destroy"/> then you
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/// typically won't need to do this.
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/// </summary>
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public static void CleanUpHandlers()
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{
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if (ClientSceneHandler != null)
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{
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ClientSceneHandler.Dispose();
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ClientSceneHandler = null;
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}
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}
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/// <summary>
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/// Call this to register scene validation and the IntegrationTestSceneHandler
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/// Note:
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/// If deriving from <see cref="NetcodeIntegrationTest"/> or using <see cref="Destroy"/> then you
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/// typically won't need to call this.
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/// </summary>
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public static void RegisterHandlers(NetworkManager networkManager, bool serverSideSceneManager = false)
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{
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SceneManagerValidationAndTestRunnerInitialization(networkManager);
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if (!networkManager.IsServer || networkManager.IsServer && serverSideSceneManager)
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{
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RegisterSceneManagerHandler(networkManager);
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}
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}
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/// <summary>
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/// Create the correct NetworkTransport, attach it to the game object and return it.
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/// Default value is SIPTransport.
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/// </summary>
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internal static NetworkTransport CreateInstanceTransport(InstanceTransport instanceTransport, GameObject go)
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{
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switch (instanceTransport)
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{
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case InstanceTransport.SIP:
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return go.AddComponent<SIPTransport>();
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default:
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case InstanceTransport.UTP:
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return go.AddComponent<UnityTransport>();
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}
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}
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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, InstanceTransport instanceTransport = InstanceTransport.SIP)
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{
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s_NetworkManagerInstances = new List<NetworkManager>();
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CreateNewClients(clientCount, out clients, instanceTransport);
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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 = CreateInstanceTransport(instanceTransport, go)
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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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public static bool CreateNewClients(int clientCount, out NetworkManager[] clients, InstanceTransport instanceTransport = InstanceTransport.SIP)
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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 = CreateInstanceTransport(instanceTransport, go)
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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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s_Hooks.Remove(clientToStop);
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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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s_Hooks.Remove(networkManager);
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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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CleanUpHandlers();
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Application.targetFrameRate = s_OriginalTargetFrameRate;
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}
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/// <summary>
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/// We want to exclude the TestRunner scene on the host-server side so it won't try to tell clients to
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/// synchronize to this scene when they connect
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/// </summary>
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private static bool VerifySceneIsValidForClientsToLoad(int sceneIndex, string sceneName, LoadSceneMode loadSceneMode)
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{
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// exclude test runner scene
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if (sceneName.StartsWith(k_FirstPartOfTestRunnerSceneName))
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{
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return false;
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}
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return true;
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}
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/// <summary>
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/// This registers scene validation callback for the server to prevent it from telling connecting
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/// clients to synchronize (i.e. load) the test runner scene. This will also register the test runner
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/// scene and its handle for both client(s) and server-host.
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/// </summary>
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private static void SceneManagerValidationAndTestRunnerInitialization(NetworkManager networkManager)
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{
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// If VerifySceneBeforeLoading is not already set, then go ahead and set it so the host/server
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// will not try to synchronize clients to the TestRunner scene. We only need to do this for the server.
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if (networkManager.IsServer && networkManager.SceneManager.VerifySceneBeforeLoading == null)
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{
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networkManager.SceneManager.VerifySceneBeforeLoading = VerifySceneIsValidForClientsToLoad;
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// If a unit/integration test does not handle this on their own, then Ignore the validation warning
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networkManager.SceneManager.DisableValidationWarnings(true);
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}
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// Register the test runner scene so it will be able to synchronize NetworkObjects without logging a
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// warning about using the currently active scene
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var scene = SceneManager.GetActiveScene();
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// As long as this is a test runner scene (or most likely a test runner scene)
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if (scene.name.StartsWith(k_FirstPartOfTestRunnerSceneName))
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{
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// Register the test runner scene just so we avoid another warning about not being able to find the
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// scene to synchronize NetworkObjects. Next, add the currently active test runner scene to the scenes
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// loaded and register the server to client scene handle since host-server shares the test runner scene
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// with the clients.
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networkManager.SceneManager.GetAndAddNewlyLoadedSceneByName(scene.name);
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networkManager.SceneManager.ServerSceneHandleToClientSceneHandle.Add(scene.handle, scene.handle);
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}
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}
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public delegate void BeforeClientStartCallback();
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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="callback">called immediately after server is started and before 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, BeforeClientStartCallback callback = null)
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{
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if (s_IsStarted)
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{
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throw new InvalidOperationException($"{nameof(NetcodeIntegrationTestHelpers)} already thinks it is 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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var hooks = new MultiInstanceHooks();
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server.MessagingSystem.Hook(hooks);
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s_Hooks[server] = hooks;
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// if set, then invoke this for the server
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RegisterHandlers(server);
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callback?.Invoke();
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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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hooks = new MultiInstanceHooks();
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clients[i].MessagingSystem.Hook(hooks);
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s_Hooks[clients[i]] = hooks;
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// if set, then invoke this for the client
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RegisterHandlers(clients[i]);
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}
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return true;
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}
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/// <summary>
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/// Used to return a value of type T from a wait condition
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/// </summary>
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public class ResultWrapper<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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public static uint GetNextGlobalIdHashValue()
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{
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return ++s_AutoIncrementGlobalObjectIdHashCounter;
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}
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public static bool IsNetcodeIntegrationTestRunning { get; internal set; }
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public static void RegisterNetcodeIntegrationTest(bool registered)
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{
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IsNetcodeIntegrationTestRunning = registered;
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}
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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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// To avoid issues with integration tests that forget to clean up,
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// this feature only works with NetcodeIntegrationTest derived classes
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if (IsNetcodeIntegrationTestRunning)
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{
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// Add the object identifier component
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networkObject.gameObject.AddComponent<ObjectNameIdentifier>();
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}
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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 (yields) until specified amount of network ticks has been passed.
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/// </summary>
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public static IEnumerator WaitForTicks(NetworkManager networkManager, int count)
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{
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var targetTick = networkManager.NetworkTickSystem.LocalTime.Tick + count;
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yield return new WaitUntil(() => networkManager.NetworkTickSystem.LocalTime.Tick >= targetTick);
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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, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
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{
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yield return WaitForClientsConnected(new NetworkManager[] { client }, result, timeout);
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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>
|
|
/// <param name="clients">The clients to be connected</param>
|
|
/// <param name="result">The result. If null, it will automatically assert<</param>
|
|
/// <param name="maxFrames">The max frames to wait for</param>
|
|
/// <returns></returns>
|
|
public static IEnumerator WaitForClientsConnected(NetworkManager[] clients, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
|
|
{
|
|
// Make sure none are the host client
|
|
foreach (var client in clients)
|
|
{
|
|
if (client.IsServer)
|
|
{
|
|
throw new InvalidOperationException("Cannot wait for connected as server");
|
|
}
|
|
}
|
|
|
|
var allConnected = true;
|
|
var startTime = Time.realtimeSinceStartup;
|
|
|
|
while (Time.realtimeSinceStartup - startTime < timeout)
|
|
{
|
|
allConnected = true;
|
|
foreach (var client in clients)
|
|
{
|
|
if (!client.IsConnectedClient)
|
|
{
|
|
allConnected = false;
|
|
break;
|
|
}
|
|
}
|
|
if (allConnected)
|
|
{
|
|
break;
|
|
}
|
|
var nextFrameNumber = Time.frameCount + 1;
|
|
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
|
|
}
|
|
|
|
if (result != null)
|
|
{
|
|
result.Result = allConnected;
|
|
}
|
|
else
|
|
{
|
|
for (var i = 0; i < clients.Length; ++i)
|
|
{
|
|
var client = clients[i];
|
|
// Logging i+1 because that's the local client ID they'll get (0 is server)
|
|
// Can't use client.LocalClientId because that doesn't get assigned until IsConnectedClient == true,
|
|
Assert.True(client.IsConnectedClient, $"Client {i + 1} never connected");
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Waits on the server side for 1 client to be connected
|
|
/// </summary>
|
|
/// <param name="server">The server</param>
|
|
/// <param name="result">The result. If null, it will automatically assert</param>
|
|
/// <param name="maxFrames">The max frames to wait for</param>
|
|
public static IEnumerator WaitForClientConnectedToServer(NetworkManager server, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
|
|
{
|
|
yield return WaitForClientsConnectedToServer(server, server.IsHost ? s_ClientCount + 1 : s_ClientCount, result, timeout);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Waits on the server side for 1 client to be connected
|
|
/// </summary>
|
|
/// <param name="server">The server</param>
|
|
/// <param name="result">The result. If null, it will automatically assert</param>
|
|
/// <param name="maxFrames">The max frames to wait for</param>
|
|
public static IEnumerator WaitForClientsConnectedToServer(NetworkManager server, int clientCount = 1, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
|
|
{
|
|
if (!server.IsServer)
|
|
{
|
|
throw new InvalidOperationException("Cannot wait for connected as client");
|
|
}
|
|
|
|
var startTime = Time.realtimeSinceStartup;
|
|
|
|
while (Time.realtimeSinceStartup - startTime < timeout && server.ConnectedClients.Count != clientCount)
|
|
{
|
|
var nextFrameNumber = Time.frameCount + 1;
|
|
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
|
|
}
|
|
|
|
var res = server.ConnectedClients.Count == clientCount;
|
|
|
|
if (result != null)
|
|
{
|
|
result.Result = res;
|
|
}
|
|
else
|
|
{
|
|
Assert.True(res, "A client never connected to server");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a NetworkObject instance as it's represented by a certain peer.
|
|
/// </summary>
|
|
/// <param name="networkObjectId">The networkObjectId to get</param>
|
|
/// <param name="representation">The representation to get the object from</param>
|
|
/// <param name="result">The result</param>
|
|
/// <param name="failIfNull">Whether or not to fail if no object is found and result is null</param>
|
|
/// <param name="maxFrames">The max frames to wait for</param>
|
|
public static IEnumerator GetNetworkObjectByRepresentation(ulong networkObjectId, NetworkManager representation, ResultWrapper<NetworkObject> result, bool failIfNull = true, float timeout = DefaultTimeout)
|
|
{
|
|
if (result == null)
|
|
{
|
|
throw new ArgumentNullException("Result cannot be null");
|
|
}
|
|
|
|
var startTime = Time.realtimeSinceStartup;
|
|
|
|
while (Time.realtimeSinceStartup - startTime < timeout && representation.SpawnManager.SpawnedObjects.All(x => x.Value.NetworkObjectId != networkObjectId))
|
|
{
|
|
var nextFrameNumber = Time.frameCount + 1;
|
|
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
|
|
}
|
|
|
|
result.Result = representation.SpawnManager.SpawnedObjects.First(x => x.Value.NetworkObjectId == networkObjectId).Value;
|
|
|
|
if (failIfNull && result.Result == null)
|
|
{
|
|
Assert.Fail("NetworkObject could not be found");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a NetworkObject instance as it's represented by a certain peer.
|
|
/// </summary>
|
|
/// <param name="predicate">The predicate used to filter for your target NetworkObject</param>
|
|
/// <param name="representation">The representation to get the object from</param>
|
|
/// <param name="result">The result</param>
|
|
/// <param name="failIfNull">Whether or not to fail if no object is found and result is null</param>
|
|
/// <param name="maxFrames">The max frames to wait for</param>
|
|
public static IEnumerator GetNetworkObjectByRepresentation(Func<NetworkObject, bool> predicate, NetworkManager representation, ResultWrapper<NetworkObject> result, bool failIfNull = true, float timeout = DefaultTimeout)
|
|
{
|
|
if (result == null)
|
|
{
|
|
throw new ArgumentNullException("Result cannot be null");
|
|
}
|
|
|
|
if (predicate == null)
|
|
{
|
|
throw new ArgumentNullException("Predicate cannot be null");
|
|
}
|
|
|
|
var startTime = Time.realtimeSinceStartup;
|
|
|
|
while (Time.realtimeSinceStartup - startTime < timeout && !representation.SpawnManager.SpawnedObjects.Any(x => predicate(x.Value)))
|
|
{
|
|
var nextFrameNumber = Time.frameCount + 1;
|
|
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
|
|
}
|
|
|
|
result.Result = representation.SpawnManager.SpawnedObjects.FirstOrDefault(x => predicate(x.Value)).Value;
|
|
|
|
if (failIfNull && result.Result == null)
|
|
{
|
|
Assert.Fail("NetworkObject could not be found");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Waits for a predicate condition to be met
|
|
/// </summary>
|
|
/// <param name="predicate">The predicate to wait for</param>
|
|
/// <param name="result">The result. If null, it will fail if the predicate is not met</param>
|
|
/// <param name="minFrames">The min frames to wait for</param>
|
|
/// <param name="maxFrames">The max frames to wait for</param>
|
|
public static IEnumerator WaitForCondition(Func<bool> predicate, ResultWrapper<bool> result = null, float timeout = DefaultTimeout, int minFrames = DefaultMinFrames)
|
|
{
|
|
if (predicate == null)
|
|
{
|
|
throw new ArgumentNullException("Predicate cannot be null");
|
|
}
|
|
|
|
var startTime = Time.realtimeSinceStartup;
|
|
|
|
if (minFrames > 0)
|
|
{
|
|
yield return new WaitUntil(() => Time.frameCount >= minFrames);
|
|
}
|
|
|
|
while (Time.realtimeSinceStartup - startTime < timeout && !predicate())
|
|
{
|
|
// Changed to 2 frames to avoid the scenario where it would take 1+ frames to
|
|
// see a value change (i.e. discovered in the NetworkTransformTests)
|
|
var nextFrameNumber = Time.frameCount + 2;
|
|
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
|
|
}
|
|
|
|
var res = predicate();
|
|
|
|
if (result != null)
|
|
{
|
|
result.Result = res;
|
|
}
|
|
else
|
|
{
|
|
Assert.True(res, "PREDICATE CONDITION");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Waits for a message of the given type to be received
|
|
/// </summary>
|
|
/// <param name="result">The result. If null, it will fail if the predicate is not met</param>
|
|
/// <param name="timeout">The max time in seconds to wait for</param>
|
|
internal static IEnumerator WaitForMessageOfType<T>(NetworkManager toBeReceivedBy, ResultWrapper<bool> result = null, float timeout = 0.5f) where T : INetworkMessage
|
|
{
|
|
var hooks = s_Hooks[toBeReceivedBy];
|
|
if (!hooks.HandleChecks.ContainsKey(typeof(T)))
|
|
{
|
|
hooks.HandleChecks.Add(typeof(T), new List<MessageHandleCheckWithResult>());
|
|
}
|
|
var check = new MessageHandleCheckWithResult { Check = MultiInstanceHooks.CheckForMessageOfType<T> };
|
|
hooks.HandleChecks[typeof(T)].Add(check);
|
|
if (result == null)
|
|
{
|
|
result = new ResultWrapper<bool>();
|
|
}
|
|
yield return ExecuteWaitForHook(check, result, timeout);
|
|
|
|
Assert.True(result.Result, $"Expected message {typeof(T).Name} was not received within {timeout}s.");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Waits for a specific message, defined by a user callback, to be received
|
|
/// </summary>
|
|
/// <param name="requirement">Called for each received message to check if it's the right one</param>
|
|
/// <param name="result">The result. If null, it will fail if the predicate is not met</param>
|
|
/// <param name="timeout">The max time in seconds to wait for</param>
|
|
internal static IEnumerator WaitForMessageMeetingRequirement<T>(NetworkManager toBeReceivedBy, MessageHandleCheck requirement, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
|
|
{
|
|
var hooks = s_Hooks[toBeReceivedBy];
|
|
if (!hooks.HandleChecks.ContainsKey(typeof(T)))
|
|
{
|
|
hooks.HandleChecks.Add(typeof(T), new List<MessageHandleCheckWithResult>());
|
|
}
|
|
var check = new MessageHandleCheckWithResult { Check = requirement };
|
|
hooks.HandleChecks[typeof(T)].Add(check);
|
|
if (result == null)
|
|
{
|
|
result = new ResultWrapper<bool>();
|
|
}
|
|
yield return ExecuteWaitForHook(check, result, timeout);
|
|
|
|
Assert.True(result.Result, $"Expected message meeting user requirements was not received within {timeout}s.");
|
|
}
|
|
|
|
private static IEnumerator ExecuteWaitForHook(MessageHandleCheckWithResult check, ResultWrapper<bool> result, float timeout)
|
|
{
|
|
var startTime = Time.realtimeSinceStartup;
|
|
|
|
while (!check.Result && Time.realtimeSinceStartup - startTime < timeout)
|
|
{
|
|
yield return null;
|
|
}
|
|
|
|
var res = check.Result;
|
|
result.Result = res;
|
|
}
|
|
}
|
|
|
|
// Empty MonoBehaviour that is a holder of coroutine
|
|
internal class CoroutineRunner : MonoBehaviour
|
|
{
|
|
}
|
|
}
|