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com.unity.netcode.gameobjects/Tests/Runtime/NetworkPrefabHandlerTests.cs
Unity Technologies 8060718e04 com.unity.netcode.gameobjects@1.3.1
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)
2023-03-27 00:00:00 +00:00

241 lines
11 KiB
C#

using System;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
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>
public 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>
public 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>();
}
}
}