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). ## [1.3.1] - 2023-03-27 ### Added - Added detection and graceful handling of corrupt packets for additional safety. (#2419) ### Changed - The UTP component UI has been updated to be more user-friendly for new users by adding a simple toggle to switch between local-only (127.0.0.1) and remote (0.0.0.0) binding modes, using the toggle "Allow Remote Connections" (#2408) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.3. (#2450) - `NetworkShow()` of `NetworkObject`s are delayed until the end of the frame to ensure consistency of delta-driven variables like `NetworkList`. - Dirty `NetworkObject` are reset at end-of-frame and not at serialization time. - `NetworkHide()` of an object that was just `NetworkShow()`n produces a warning, as remote clients will _not_ get a spawn/despawn pair. - Renamed the NetworkTransform.SetState parameter `shouldGhostsInterpolate` to `teleportDisabled` for better clarity of what that parameter does. (#2228) - Network prefabs are now stored in a ScriptableObject that can be shared between NetworkManagers, and have been exposed for public access. By default, a Default Prefabs List is created that contains all NetworkObject prefabs in the project, and new NetworkManagers will default to using that unless that option is turned off in the Netcode for GameObjects settings. Existing NetworkManagers will maintain their existing lists, which can be migrated to the new format via a button in their inspector. (#2322) ### Fixed - Fixed issue where changes to a layer's weight would not synchronize unless a state transition was occurring.(#2399) - Fixed issue where `NetworkManager.LocalClientId` was returning the `NetworkTransport.ServerClientId` as opposed to the `NetworkManager.m_LocalClientId`. (#2398) - Fixed issue where a dynamically spawned `NetworkObject` parented under an in-scene placed `NetworkObject` would have its `InScenePlaced` value changed to `true`. This would result in a soft synchronization error for late joining clients. (#2396) - Fixed a UTP test that was failing when you install Unity Transport package 2.0.0 or newer. (#2347) - Fixed issue where `NetcodeSettingsProvider` would throw an exception in Unity 2020.3.x versions. (#2345) - Fixed server side issue where, depending upon component ordering, some NetworkBehaviour components might not have their OnNetworkDespawn method invoked if the client side disconnected. (#2323) - Fixed a case where data corruption could occur when using UnityTransport when reaching a certain level of send throughput. (#2332) - Fixed an issue in `UnityTransport` where an exception would be thrown if starting a Relay host/server on WebGL. This exception should only be thrown if using direct connections (where WebGL can't act as a host/server). (#2321) - Fixed `NetworkAnimator` issue where it was not checking for `AnimatorStateTtansition.destinationStateMachine` and any possible sub-states defined within it. (#2309) - Fixed `NetworkAnimator` issue where the host client was receiving the ClientRpc animation updates when the host was the owner.(#2309) - Fixed `NetworkAnimator` issue with using pooled objects and when specific properties are cleaned during despawn and destroy.(#2309) - Fixed issue where `NetworkAnimator` was checking for animation changes when the associated `NetworkObject` was not spawned.(#2309) - Corrected an issue with the documentation for BufferSerializer (#2401)
853 lines
35 KiB
C#
853 lines
35 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 = 4f;
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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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internal class MessageReceiveCheckWithResult
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{
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public Type CheckType;
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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 List<MessageReceiveCheckWithResult> ReceiveChecks = new List<MessageReceiveCheckWithResult>();
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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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foreach (var check in ReceiveChecks)
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{
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if (check.CheckType == messageType)
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{
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check.Result = true;
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ReceiveChecks.Remove(check);
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break;
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}
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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, FastBufferReader messageContent, ref NetworkContext context)
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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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internal const string FirstPartOfTestRunnerSceneName = "InitTestScene";
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public static List<NetworkManager> NetworkManagerInstances => s_NetworkManagerInstances;
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internal static List<IntegrationTestSceneHandler> ClientSceneHandlers = new List<IntegrationTestSceneHandler>();
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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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internal static void RegisterSceneManagerHandler(NetworkManager networkManager, bool allowServer = false)
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{
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if (!networkManager.IsServer || networkManager.IsServer && allowServer)
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{
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var handler = new IntegrationTestSceneHandler(networkManager);
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ClientSceneHandlers.Add(handler);
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networkManager.SceneManager.SceneManagerHandler = handler;
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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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foreach (var handler in ClientSceneHandlers)
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{
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handler.Dispose();
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}
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ClientSceneHandlers.Clear();
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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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private static void AddUnityTransport(NetworkManager networkManager)
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{
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// Create transport
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var unityTransport = networkManager.gameObject.AddComponent<UnityTransport>();
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// We need to increase this buffer size for tests that spawn a bunch of things
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unityTransport.MaxPayloadSize = 256000;
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unityTransport.MaxSendQueueSize = 1024 * 1024;
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// Allow 4 connection attempts that each will time out after 500ms
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unityTransport.MaxConnectAttempts = 4;
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unityTransport.ConnectTimeoutMS = 500;
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// Set the NetworkConfig
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networkManager.NetworkConfig ??= new NetworkConfig();
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networkManager.NetworkConfig.NetworkTransport = unityTransport;
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}
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public static NetworkManager CreateServer()
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{
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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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var server = go.AddComponent<NetworkManager>();
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NetworkManagerInstances.Insert(0, server);
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AddUnityTransport(server);
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return server;
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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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/// <param name="serverFirst">This determines if the server or clients will be instantiated first (defaults to server first)</param>
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public static bool Create(int clientCount, out NetworkManager server, out NetworkManager[] clients, int targetFrameRate = 60, bool serverFirst = true)
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{
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s_NetworkManagerInstances = new List<NetworkManager>();
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server = null;
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if (serverFirst)
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{
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server = CreateServer();
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}
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CreateNewClients(clientCount, out clients);
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if (!serverFirst)
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{
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server = CreateServer();
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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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internal static NetworkManager CreateNewClient(int identifier)
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{
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// Create gameObject
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var go = new GameObject("NetworkManager - Client - " + identifier);
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// Create networkManager component
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var networkManager = go.AddComponent<NetworkManager>();
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AddUnityTransport(networkManager);
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return networkManager;
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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)
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{
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clients = new NetworkManager[clientCount];
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for (int i = 0; i < clientCount; i++)
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{
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// Create networkManager component
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clients[i] = CreateNewClient(i);
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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, bool destroy = true)
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{
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clientToStop.Shutdown();
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s_Hooks.Remove(clientToStop);
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if (destroy)
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{
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Object.Destroy(clientToStop.gameObject);
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NetworkManagerInstances.Remove(clientToStop);
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}
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}
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/// <summary>
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/// Starts one single client and makes sure to register the required hooks and handlers
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/// </summary>
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/// <param name="clientToStart"></param>
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public static void StartOneClient(NetworkManager clientToStart)
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{
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clientToStart.StartClient();
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s_Hooks[clientToStart] = new MultiInstanceHooks();
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clientToStart.MessagingSystem.Hook(s_Hooks[clientToStart]);
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if (!NetworkManagerInstances.Contains(clientToStart))
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{
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NetworkManagerInstances.Add(clientToStart);
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}
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// if set, then invoke this for the client
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RegisterHandlers(clientToStart);
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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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if (networkManager.gameObject != null)
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{
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Object.Destroy(networkManager.gameObject);
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}
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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(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(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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if (networkObject.GetComponent<ObjectNameIdentifier>() == null && networkObject.GetComponentInChildren<ObjectNameIdentifier>() == null)
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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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}
|
|
|
|
public static GameObject CreateNetworkObjectPrefab(string baseName, NetworkManager server, params NetworkManager[] clients)
|
|
{
|
|
void AddNetworkPrefab(NetworkConfig config, NetworkPrefab prefab)
|
|
{
|
|
config.Prefabs.Add(prefab);
|
|
}
|
|
|
|
var prefabCreateAssertError = $"You can only invoke this method before starting the network manager(s)!";
|
|
Assert.IsNotNull(server, prefabCreateAssertError);
|
|
Assert.IsFalse(server.IsListening, prefabCreateAssertError);
|
|
|
|
var gameObject = new GameObject();
|
|
gameObject.name = baseName;
|
|
var networkObject = gameObject.AddComponent<NetworkObject>();
|
|
networkObject.NetworkManagerOwner = server;
|
|
MakeNetworkObjectTestPrefab(networkObject);
|
|
var networkPrefab = new NetworkPrefab() { Prefab = gameObject };
|
|
|
|
// We could refactor this test framework to share a NetworkPrefabList instance, but at this point it's
|
|
// probably more trouble than it's worth to verify these lists stay in sync across all tests...
|
|
AddNetworkPrefab(server.NetworkConfig, networkPrefab);
|
|
foreach (var clientNetworkManager in clients)
|
|
{
|
|
AddNetworkPrefab(clientNetworkManager.NetworkConfig, networkPrefab);
|
|
}
|
|
return gameObject;
|
|
}
|
|
|
|
// 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 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 WaitForMessageOfTypeReceived<T>(NetworkManager toBeReceivedBy, ResultWrapper<bool> result = null, float timeout = DefaultTimeout) where T : INetworkMessage
|
|
{
|
|
var hooks = s_Hooks[toBeReceivedBy];
|
|
var check = new MessageReceiveCheckWithResult { CheckType = typeof(T) };
|
|
hooks.ReceiveChecks.Add(check);
|
|
if (result == null)
|
|
{
|
|
result = new ResultWrapper<bool>();
|
|
}
|
|
|
|
var startTime = Time.realtimeSinceStartup;
|
|
|
|
while (!check.Result && Time.realtimeSinceStartup - startTime < timeout)
|
|
{
|
|
yield return null;
|
|
}
|
|
|
|
var res = check.Result;
|
|
result.Result = res;
|
|
|
|
Assert.True(result.Result, $"Expected message {typeof(T).Name} was not received within {timeout}s.");
|
|
}
|
|
|
|
/// <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 WaitForMessageOfTypeHandled<T>(NetworkManager toBeReceivedBy, ResultWrapper<bool> result = null, float timeout = DefaultTimeout) 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 handled 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 WaitForMessageMeetingRequirementHandled<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 handled 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
|
|
{
|
|
}
|
|
}
|