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com.unity.netcode.gameobjects/Tests/Runtime/NetworkPrefabHandlerTests.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
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// The NetworkPrefabHandler unit tests validates:
/// Registering with GameObject, NetworkObject, or GlobalObjectIdHash
/// Newly assigned rotation or position values for newly spawned NetworkObject instances are valid
/// Destroying a newly spawned NetworkObject instance works
/// Removing a INetworkPrefabInstanceHandler is removed and can be verified (very last check)
/// </summary>
internal class NetworkPrefabHandlerTests
{
private const string k_TestPrefabObjectName = "NetworkPrefabTestObject";
private uint m_ObjectId = 1;
private GameObject MakeValidNetworkPrefab()
{
Guid baseObjectID = NetworkManagerHelper.AddGameNetworkObject(k_TestPrefabObjectName + m_ObjectId.ToString());
NetworkObject validPrefab = NetworkManagerHelper.InstantiatedNetworkObjects[baseObjectID];
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(validPrefab);
m_ObjectId++;
return validPrefab.gameObject;
}
/// <summary>
/// Tests the NetwokConfig NetworkPrefabsList initialization during NetworkManager's Init method to make sure that
/// it will still initialize but remove the invalid prefabs
/// </summary>
[Test]
public void NetworkConfigInvalidNetworkPrefabTest()
{
// Add null entry
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(null);
// Add a NetworkPrefab with no prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab());
// Add a NetworkPrefab override with an invalid hash
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 0 });
// Add a NetworkPrefab override with a valid hash but an invalid target prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 654321, OverridingTargetPrefab = null });
// Add a NetworkPrefab override with a valid hash to override but an invalid target prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourceHashToOverride = 654321, OverridingTargetPrefab = null });
// Add a NetworkPrefab override with an invalid source prefab to override
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = null });
// Add a NetworkPrefab override with a valid source prefab to override but an invalid target prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = MakeValidNetworkPrefab(), OverridingTargetPrefab = null });
// Add a valid prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = MakeValidNetworkPrefab() });
// Add a NetworkPrefab override with a valid hash and valid target prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 11111111, OverridingTargetPrefab = MakeValidNetworkPrefab() });
// Add a NetworkPrefab override with a valid prefab and valid target prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = MakeValidNetworkPrefab(), OverridingTargetPrefab = MakeValidNetworkPrefab() });
var exceptionOccurred = false;
try
{
NetworkManagerHelper.NetworkManagerObject.StartHost();
}
catch
{
exceptionOccurred = true;
}
Assert.False(exceptionOccurred);
// In the end we should only have 3 valid registered network prefabs
Assert.True(NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks.Count == 3);
}
private const string k_PrefabObjectName = "NetworkPrefabHandlerTestObject";
[Test]
public void NetworkPrefabHandlerClass()
{
Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _));
var testPrefabObjectName = k_PrefabObjectName;
Guid baseObjectID = NetworkManagerHelper.AddGameNetworkObject(testPrefabObjectName);
NetworkObject baseObject = NetworkManagerHelper.InstantiatedNetworkObjects[baseObjectID];
var networkPrefabHandler = new NetworkPrefabHandler();
var networkPrefaInstanceHandler = new NetworkPrefaInstanceHandler(baseObject);
var prefabPosition = new Vector3(1.0f, 5.0f, 3.0f);
var prefabRotation = new Quaternion(1.0f, 0.5f, 0.4f, 0.1f);
//Register via GameObject
var gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject.gameObject, networkPrefaInstanceHandler);
//Test result of registering via GameObject reference
Assert.True(gameObjectRegistered);
var spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
//Test that something was instantiated
Assert.NotNull(spawnedObject);
//Test that this is indeed an instance of our original object
Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
//Test for position and rotation
Assert.True(prefabPosition == spawnedObject.transform.position);
Assert.True(prefabRotation == spawnedObject.transform.rotation);
networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
//Register via NetworkObject
gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject, networkPrefaInstanceHandler);
//Test result of registering via NetworkObject reference
Assert.True(gameObjectRegistered);
//Change it up
prefabPosition = new Vector3(2.0f, 1.0f, 5.0f);
prefabRotation = new Quaternion(4.0f, 1.5f, 5.4f, 5.1f);
spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
//Test that something was instantiated
Assert.NotNull(spawnedObject);
//Test that this is indeed an instance of our original object
Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
//Test for position and rotation
Assert.True(prefabPosition == spawnedObject.transform.position);
Assert.True(prefabRotation == spawnedObject.transform.rotation);
networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
//Register via GlobalObjectIdHash
gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject.GlobalObjectIdHash, networkPrefaInstanceHandler);
//Test result of registering via GlobalObjectIdHash reference
Assert.True(gameObjectRegistered);
//Change it up
prefabPosition = new Vector3(6.0f, 4.0f, 1.0f);
prefabRotation = new Quaternion(3f, 2f, 4f, 1f);
spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
//Test that something was instantiated
Assert.NotNull(spawnedObject);
//Test that this is indeed an instance of our original object
Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
//Test for position and rotation
Assert.True(prefabPosition == spawnedObject.transform.position);
Assert.True(prefabRotation == spawnedObject.transform.rotation);
networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
Assert.False(networkPrefaInstanceHandler.StillHasInstances());
}
[SetUp]
public void Setup()
{
//Create, instantiate, and host
NetworkManagerHelper.StartNetworkManager(out _, NetworkManagerHelper.NetworkManagerOperatingMode.None);
}
[TearDown]
public void TearDown()
{
//Stop, shutdown, and destroy
NetworkManagerHelper.ShutdownNetworkManager();
#if UNITY_2023_1_OR_NEWER
var networkObjects = UnityEngine.Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID).ToList();
#else
var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>().ToList();
#endif
var networkObjectsList = networkObjects.Where(c => c.name.Contains(k_PrefabObjectName));
foreach (var networkObject in networkObjectsList)
{
UnityEngine.Object.DestroyImmediate(networkObject);
}
}
}
/// <summary>
/// The Prefab instance handler to use for this test
/// </summary>
internal class NetworkPrefaInstanceHandler : INetworkPrefabInstanceHandler
{
private NetworkObject m_NetworkObject;
private List<NetworkObject> m_Instances;
public NetworkObject Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation)
{
var networkObjectInstance = UnityEngine.Object.Instantiate(m_NetworkObject.gameObject).GetComponent<NetworkObject>();
networkObjectInstance.transform.position = position;
networkObjectInstance.transform.rotation = rotation;
m_Instances.Add(networkObjectInstance);
return networkObjectInstance;
}
public void Destroy(NetworkObject networkObject)
{
var instancesContainsNetworkObject = m_Instances.Contains(networkObject);
Assert.True(instancesContainsNetworkObject);
m_Instances.Remove(networkObject);
UnityEngine.Object.Destroy(networkObject.gameObject);
}
public bool StillHasInstances()
{
return (m_Instances.Count > 0);
}
public NetworkPrefaInstanceHandler(NetworkObject networkObject)
{
m_NetworkObject = networkObject;
m_Instances = new List<NetworkObject>();
}
}
}