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com.unity.netcode.gameobjects/TestHelpers/Runtime/NetcodeIntegrationTestHelpers.cs
Unity Technologies 60e2dabef4 com.unity.netcode.gameobjects@1.0.0-pre.7
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)
2022-04-01 00:00:00 +00:00

761 lines
31 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UnityEngine.SceneManagement;
using Object = UnityEngine.Object;
namespace Unity.Netcode.TestHelpers.Runtime
{
/// <summary>
/// Provides helpers for running multi instance tests.
/// </summary>
public static class NetcodeIntegrationTestHelpers
{
public const int DefaultMinFrames = 1;
public const float DefaultTimeout = 1f;
private static List<NetworkManager> s_NetworkManagerInstances = new List<NetworkManager>();
private static Dictionary<NetworkManager, MultiInstanceHooks> s_Hooks = new Dictionary<NetworkManager, MultiInstanceHooks>();
private static bool s_IsStarted;
private static int s_ClientCount;
private static int s_OriginalTargetFrameRate = -1;
public delegate bool MessageHandleCheck(object receivedMessage);
internal class MessageHandleCheckWithResult
{
public MessageHandleCheck Check;
public bool Result;
}
private class MultiInstanceHooks : INetworkHooks
{
public Dictionary<Type, List<MessageHandleCheckWithResult>> HandleChecks = new Dictionary<Type, List<MessageHandleCheckWithResult>>();
public static bool CheckForMessageOfType<T>(object receivedMessage) where T : INetworkMessage
{
return receivedMessage.GetType() == typeof(T);
}
public void OnBeforeSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery) where T : INetworkMessage
{
}
public void OnAfterSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery, int messageSizeBytes) where T : INetworkMessage
{
}
public void OnBeforeReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
{
}
public void OnAfterReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
{
}
public void OnBeforeSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
{
}
public void OnAfterSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
{
}
public void OnBeforeReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
{
}
public void OnAfterReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
{
}
public bool OnVerifyCanSend(ulong destinationId, Type messageType, NetworkDelivery delivery)
{
return true;
}
public bool OnVerifyCanReceive(ulong senderId, Type messageType)
{
return true;
}
public void OnBeforeHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
{
}
public void OnAfterHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
{
if (HandleChecks.ContainsKey(typeof(T)))
{
foreach (var check in HandleChecks[typeof(T)])
{
if (check.Check(message))
{
check.Result = true;
HandleChecks[typeof(T)].Remove(check);
break;
}
}
}
}
}
private const string k_FirstPartOfTestRunnerSceneName = "InitTestScene";
public static List<NetworkManager> NetworkManagerInstances => s_NetworkManagerInstances;
public enum InstanceTransport
{
SIP,
UTP
}
internal static IntegrationTestSceneHandler ClientSceneHandler = null;
/// <summary>
/// Registers the IntegrationTestSceneHandler for integration tests.
/// The default client behavior is to not load scenes on the client side.
/// </summary>
private static void RegisterSceneManagerHandler(NetworkManager networkManager)
{
if (!networkManager.IsServer)
{
if (ClientSceneHandler == null)
{
ClientSceneHandler = new IntegrationTestSceneHandler();
}
networkManager.SceneManager.SceneManagerHandler = ClientSceneHandler;
}
}
/// <summary>
/// Call this to clean up the IntegrationTestSceneHandler and destroy the s_CoroutineRunner.
/// Note:
/// If deriving from <see cref="NetcodeIntegrationTest"/> or using <see cref="Destroy"/> then you
/// typically won't need to do this.
/// </summary>
public static void CleanUpHandlers()
{
if (ClientSceneHandler != null)
{
ClientSceneHandler.Dispose();
ClientSceneHandler = null;
}
}
/// <summary>
/// Call this to register scene validation and the IntegrationTestSceneHandler
/// Note:
/// If deriving from <see cref="NetcodeIntegrationTest"/> or using <see cref="Destroy"/> then you
/// typically won't need to call this.
/// </summary>
public static void RegisterHandlers(NetworkManager networkManager, bool serverSideSceneManager = false)
{
SceneManagerValidationAndTestRunnerInitialization(networkManager);
if (!networkManager.IsServer || networkManager.IsServer && serverSideSceneManager)
{
RegisterSceneManagerHandler(networkManager);
}
}
/// <summary>
/// Create the correct NetworkTransport, attach it to the game object and return it.
/// Default value is SIPTransport.
/// </summary>
internal static NetworkTransport CreateInstanceTransport(InstanceTransport instanceTransport, GameObject go)
{
switch (instanceTransport)
{
case InstanceTransport.SIP:
return go.AddComponent<SIPTransport>();
default:
case InstanceTransport.UTP:
return go.AddComponent<UnityTransport>();
}
}
/// <summary>
/// Creates NetworkingManagers and configures them for use in a multi instance setting.
/// </summary>
/// <param name="clientCount">The amount of clients</param>
/// <param name="server">The server NetworkManager</param>
/// <param name="clients">The clients NetworkManagers</param>
/// <param name="targetFrameRate">The targetFrameRate of the Unity engine to use while the multi instance helper is running. Will be reset on shutdown.</param>
public static bool Create(int clientCount, out NetworkManager server, out NetworkManager[] clients, int targetFrameRate = 60, InstanceTransport instanceTransport = InstanceTransport.SIP)
{
s_NetworkManagerInstances = new List<NetworkManager>();
CreateNewClients(clientCount, out clients, instanceTransport);
// Create gameObject
var go = new GameObject("NetworkManager - Server");
// Create networkManager component
server = go.AddComponent<NetworkManager>();
NetworkManagerInstances.Insert(0, server);
// Set the NetworkConfig
server.NetworkConfig = new NetworkConfig()
{
// Set transport
NetworkTransport = CreateInstanceTransport(instanceTransport, go)
};
s_OriginalTargetFrameRate = Application.targetFrameRate;
Application.targetFrameRate = targetFrameRate;
return true;
}
/// <summary>
/// Used to add a client to the already existing list of clients
/// </summary>
/// <param name="clientCount">The amount of clients</param>
/// <param name="clients"></param>
public static bool CreateNewClients(int clientCount, out NetworkManager[] clients, InstanceTransport instanceTransport = InstanceTransport.SIP)
{
clients = new NetworkManager[clientCount];
var activeSceneName = SceneManager.GetActiveScene().name;
for (int i = 0; i < clientCount; i++)
{
// Create gameObject
var go = new GameObject("NetworkManager - Client - " + i);
// Create networkManager component
clients[i] = go.AddComponent<NetworkManager>();
// Set the NetworkConfig
clients[i].NetworkConfig = new NetworkConfig()
{
// Set transport
NetworkTransport = CreateInstanceTransport(instanceTransport, go)
};
}
NetworkManagerInstances.AddRange(clients);
return true;
}
/// <summary>
/// Stops one single client and makes sure to cleanup any static variables in this helper
/// </summary>
/// <param name="clientToStop"></param>
public static void StopOneClient(NetworkManager clientToStop)
{
clientToStop.Shutdown();
s_Hooks.Remove(clientToStop);
Object.Destroy(clientToStop.gameObject);
NetworkManagerInstances.Remove(clientToStop);
}
/// <summary>
/// Should always be invoked when finished with a single unit test
/// (i.e. during TearDown)
/// </summary>
public static void Destroy()
{
if (s_IsStarted == false)
{
return;
}
s_IsStarted = false;
// Shutdown the server which forces clients to disconnect
foreach (var networkManager in NetworkManagerInstances)
{
networkManager.Shutdown();
s_Hooks.Remove(networkManager);
}
// Destroy the network manager instances
foreach (var networkManager in NetworkManagerInstances)
{
Object.DestroyImmediate(networkManager.gameObject);
}
NetworkManagerInstances.Clear();
CleanUpHandlers();
Application.targetFrameRate = s_OriginalTargetFrameRate;
}
/// <summary>
/// We want to exclude the TestRunner scene on the host-server side so it won't try to tell clients to
/// synchronize to this scene when they connect
/// </summary>
private static bool VerifySceneIsValidForClientsToLoad(int sceneIndex, string sceneName, LoadSceneMode loadSceneMode)
{
// exclude test runner scene
if (sceneName.StartsWith(k_FirstPartOfTestRunnerSceneName))
{
return false;
}
return true;
}
/// <summary>
/// This registers scene validation callback for the server to prevent it from telling connecting
/// clients to synchronize (i.e. load) the test runner scene. This will also register the test runner
/// scene and its handle for both client(s) and server-host.
/// </summary>
private static void SceneManagerValidationAndTestRunnerInitialization(NetworkManager networkManager)
{
// If VerifySceneBeforeLoading is not already set, then go ahead and set it so the host/server
// will not try to synchronize clients to the TestRunner scene. We only need to do this for the server.
if (networkManager.IsServer && networkManager.SceneManager.VerifySceneBeforeLoading == null)
{
networkManager.SceneManager.VerifySceneBeforeLoading = VerifySceneIsValidForClientsToLoad;
// If a unit/integration test does not handle this on their own, then Ignore the validation warning
networkManager.SceneManager.DisableValidationWarnings(true);
}
// Register the test runner scene so it will be able to synchronize NetworkObjects without logging a
// warning about using the currently active scene
var scene = SceneManager.GetActiveScene();
// As long as this is a test runner scene (or most likely a test runner scene)
if (scene.name.StartsWith(k_FirstPartOfTestRunnerSceneName))
{
// Register the test runner scene just so we avoid another warning about not being able to find the
// scene to synchronize NetworkObjects. Next, add the currently active test runner scene to the scenes
// loaded and register the server to client scene handle since host-server shares the test runner scene
// with the clients.
networkManager.SceneManager.GetAndAddNewlyLoadedSceneByName(scene.name);
networkManager.SceneManager.ServerSceneHandleToClientSceneHandle.Add(scene.handle, scene.handle);
}
}
public delegate void BeforeClientStartCallback();
/// <summary>
/// Starts NetworkManager instances created by the Create method.
/// </summary>
/// <param name="host">Whether or not to create a Host instead of Server</param>
/// <param name="server">The Server NetworkManager</param>
/// <param name="clients">The Clients NetworkManager</param>
/// <param name="callback">called immediately after server is started and before client(s) are started</param>
/// <returns></returns>
public static bool Start(bool host, NetworkManager server, NetworkManager[] clients, BeforeClientStartCallback callback = null)
{
if (s_IsStarted)
{
throw new InvalidOperationException($"{nameof(NetcodeIntegrationTestHelpers)} already thinks it is started. Did you forget to Destroy?");
}
s_IsStarted = true;
s_ClientCount = clients.Length;
if (host)
{
server.StartHost();
}
else
{
server.StartServer();
}
var hooks = new MultiInstanceHooks();
server.MessagingSystem.Hook(hooks);
s_Hooks[server] = hooks;
// if set, then invoke this for the server
RegisterHandlers(server);
callback?.Invoke();
for (int i = 0; i < clients.Length; i++)
{
clients[i].StartClient();
hooks = new MultiInstanceHooks();
clients[i].MessagingSystem.Hook(hooks);
s_Hooks[clients[i]] = hooks;
// if set, then invoke this for the client
RegisterHandlers(clients[i]);
}
return true;
}
/// <summary>
/// Used to return a value of type T from a wait condition
/// </summary>
public class ResultWrapper<T>
{
public T Result;
}
private static uint s_AutoIncrementGlobalObjectIdHashCounter = 111111;
public static uint GetNextGlobalIdHashValue()
{
return ++s_AutoIncrementGlobalObjectIdHashCounter;
}
public static bool IsNetcodeIntegrationTestRunning { get; internal set; }
public static void RegisterNetcodeIntegrationTest(bool registered)
{
IsNetcodeIntegrationTestRunning = registered;
}
/// <summary>
/// Normally we would only allow player prefabs to be set to a prefab. Not runtime created objects.
/// In order to prevent having a Resource folder full of a TON of prefabs that we have to maintain,
/// MultiInstanceHelper has a helper function that lets you mark a runtime created object to be
/// treated as a prefab by the Netcode. That's how we can get away with creating the player prefab
/// at runtime without it being treated as a SceneObject or causing other conflicts with the Netcode.
/// </summary>
/// <param name="networkObject">The networkObject to be treated as Prefab</param>
/// <param name="globalObjectIdHash">The GlobalObjectId to force</param>
public static void MakeNetworkObjectTestPrefab(NetworkObject networkObject, uint globalObjectIdHash = default)
{
// Override `GlobalObjectIdHash` if `globalObjectIdHash` param is set
if (globalObjectIdHash != default)
{
networkObject.GlobalObjectIdHash = globalObjectIdHash;
}
// Fallback to auto-increment if `GlobalObjectIdHash` was never set
if (networkObject.GlobalObjectIdHash == default)
{
networkObject.GlobalObjectIdHash = ++s_AutoIncrementGlobalObjectIdHashCounter;
}
// Prevent object from being snapped up as a scene object
networkObject.IsSceneObject = false;
// To avoid issues with integration tests that forget to clean up,
// this feature only works with NetcodeIntegrationTest derived classes
if (IsNetcodeIntegrationTestRunning)
{
// Add the object identifier component
networkObject.gameObject.AddComponent<ObjectNameIdentifier>();
}
}
// We use GameObject instead of SceneObject to be able to keep hierarchy
public static void MarkAsSceneObjectRoot(GameObject networkObjectRoot, NetworkManager server, NetworkManager[] clients)
{
networkObjectRoot.name += " - Server";
NetworkObject[] serverNetworkObjects = networkObjectRoot.GetComponentsInChildren<NetworkObject>();
for (int i = 0; i < serverNetworkObjects.Length; i++)
{
serverNetworkObjects[i].NetworkManagerOwner = server;
}
for (int i = 0; i < clients.Length; i++)
{
GameObject root = Object.Instantiate(networkObjectRoot);
root.name += " - Client - " + i;
NetworkObject[] clientNetworkObjects = root.GetComponentsInChildren<NetworkObject>();
for (int j = 0; j < clientNetworkObjects.Length; j++)
{
clientNetworkObjects[j].NetworkManagerOwner = clients[i];
}
}
}
/// <summary>
/// Waits (yields) until specified amount of network ticks has been passed.
/// </summary>
public static IEnumerator WaitForTicks(NetworkManager networkManager, int count)
{
var targetTick = networkManager.NetworkTickSystem.LocalTime.Tick + count;
yield return new WaitUntil(() => networkManager.NetworkTickSystem.LocalTime.Tick >= targetTick);
}
/// <summary>
/// Waits on the client side to be connected.
/// </summary>
/// <param name="client">The client</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 WaitForClientConnected(NetworkManager client, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
{
yield return WaitForClientsConnected(new NetworkManager[] { client }, result, timeout);
}
/// <summary>
/// Similar to WaitForClientConnected, this waits for multiple clients to be connected.
/// </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
{
}
}