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com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectDestroyTests.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

169 lines
7.9 KiB
C#

using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Object = UnityEngine.Object;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// Tests calling destroy on spawned / unspawned <see cref="NetworkObject"/>s. Expected behavior:
/// - Server or client destroy on unspawned => Object gets destroyed, no exceptions
/// - Server destroy spawned => Object gets destroyed and despawned/destroyed on all clients. Server does not run <see cref="NetworkPrefaInstanceHandler.HandleNetworkPrefabDestroy"/>. Client runs it.
/// - Client destroy spawned => throw exception.
/// </summary>
[TestFixture(NetworkTopologyTypes.DistributedAuthority)]
[TestFixture(NetworkTopologyTypes.ClientServer)]
internal class NetworkObjectDestroyTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
public NetworkObjectDestroyTests(NetworkTopologyTypes networkTopologyType) : base(networkTopologyType) { }
/// <summary>
/// Tests that a server can destroy a NetworkObject and that it gets despawned correctly.
/// </summary>
/// <returns></returns>
[UnityTest]
public IEnumerator TestNetworkObjectAuthorityDestroy()
{
// This is the *SERVER VERSION* of the *CLIENT PLAYER*
var serverClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId, m_ServerNetworkManager, serverClientPlayerResult);
// This is the *CLIENT VERSION* of the *CLIENT PLAYER*
var clientClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId, m_ClientNetworkManagers[0], clientClientPlayerResult);
Assert.IsNotNull(serverClientPlayerResult.Result.gameObject);
Assert.IsNotNull(clientClientPlayerResult.Result.gameObject);
var targetNetworkManager = m_ClientNetworkManagers[0];
if (m_DistributedAuthority)
{
targetNetworkManager = m_ClientNetworkManagers[1];
// destroy the authoritative player (distributed authority)
Object.Destroy(clientClientPlayerResult.Result.gameObject);
}
else
{
// destroy the authoritative player (client-server)
Object.Destroy(serverClientPlayerResult.Result.gameObject);
}
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled<DestroyObjectMessage>(targetNetworkManager);
Assert.IsTrue(serverClientPlayerResult.Result == null); // Assert.IsNull doesn't work here
Assert.IsTrue(clientClientPlayerResult.Result == null);
// validate that any unspawned networkobject can be destroyed
var go = new GameObject();
go.AddComponent<NetworkObject>();
Object.Destroy(go);
yield return null;
Assert.IsTrue(go == null);
}
public enum ClientDestroyObject
{
ShuttingDown,
ActiveSession
}
private string m_ClientPlayerName;
private ulong m_ClientNetworkObjectId;
/// <summary>
/// Validates the expected behavior when the client-side destroys a <see cref="NetworkObject"/>
/// </summary>
[UnityTest]
public IEnumerator TestNetworkObjectClientDestroy([Values] ClientDestroyObject clientDestroyObject)
{
var isShuttingDown = clientDestroyObject == ClientDestroyObject.ShuttingDown;
var clientPlayer = m_ClientNetworkManagers[0].LocalClient.PlayerObject;
var clientId = clientPlayer.OwnerClientId;
//destroying a NetworkObject while shutting down is allowed
if (isShuttingDown)
{
if (m_DistributedAuthority)
{
// Shutdown the 2nd client
m_ClientNetworkManagers[1].Shutdown();
}
else
{
// Shutdown the
m_ClientNetworkManagers[0].Shutdown();
}
}
else
{
LogAssert.ignoreFailingMessages = true;
NetworkLog.NetworkManagerOverride = m_ClientNetworkManagers[0];
}
m_ClientPlayerName = clientPlayer.gameObject.name;
m_ClientNetworkObjectId = clientPlayer.NetworkObjectId;
if (m_DistributedAuthority)
{
m_ClientPlayerName = m_PlayerNetworkObjects[m_ClientNetworkManagers[1].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].gameObject.name;
m_ClientNetworkObjectId = m_PlayerNetworkObjects[m_ClientNetworkManagers[1].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].NetworkObjectId;
if (!isShuttingDown)
{
NetworkLog.NetworkManagerOverride = m_ClientNetworkManagers[1];
}
// the 2nd client attempts to destroy the 1st client's player object (if shutting down then "ok" if not then not "ok")
Object.DestroyImmediate(m_PlayerNetworkObjects[m_ClientNetworkManagers[1].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].gameObject);
}
else
{
// the 1st client attempts to destroy its own player object (if shutting down then "ok" if not then not "ok")
Object.DestroyImmediate(m_ClientNetworkManagers[0].LocalClient.PlayerObject.gameObject);
}
// destroying a NetworkObject while a session is active is not allowed
if (!isShuttingDown)
{
yield return WaitForConditionOrTimeOut(HaveLogsBeenReceived);
AssertOnTimeout($"Not all expected logs were received when destroying a {nameof(NetworkObject)} on the client side during an active session!");
}
}
private bool HaveLogsBeenReceived()
{
if (m_DistributedAuthority)
{
if (!NetcodeLogAssert.HasLogBeenReceived(LogType.Error, $"[Netcode] [Invalid Destroy][{m_ClientPlayerName}][NetworkObjectId:{m_ClientNetworkObjectId}] Destroy a spawned {nameof(NetworkObject)} on a non-owner client is not valid during a distributed authority session. Call Destroy or Despawn on the client-owner instead."))
{
return false;
}
}
else
{
if (!NetcodeLogAssert.HasLogBeenReceived(LogType.Error, $"[Netcode] [Invalid Destroy][{m_ClientPlayerName}][NetworkObjectId:{m_ClientNetworkObjectId}] Destroy a spawned {nameof(NetworkObject)} on a non-host client is not valid. Call Destroy or Despawn on the server/host instead."))
{
return false;
}
if (!NetcodeLogAssert.HasLogBeenReceived(LogType.Error, $"[Netcode-Server Sender={m_ClientNetworkManagers[0].LocalClientId}] [Invalid Destroy][{m_ClientPlayerName}][NetworkObjectId:{m_ClientNetworkObjectId}] Destroy a spawned {nameof(NetworkObject)} on a non-host client is not valid. Call Destroy or Despawn on the server/host instead."))
{
return false;
}
}
return true;
}
protected override IEnumerator OnTearDown()
{
NetworkLog.NetworkManagerOverride = null;
LogAssert.ignoreFailingMessages = false;
return base.OnTearDown();
}
}
}