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com.unity.netcode.gameobjects/Tests/Runtime/DistributedAuthority/DistributedAuthorityCodecTests.cs
Unity Technologies 8fe07bbad2 com.unity.netcode.gameobjects@2.2.0
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).

## [2.2.0] - 2024-12-12

### Added

- Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175)
- Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130)
- Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113)

### Fixed

- Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177)
- Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162)
- Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160)
- Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160)
- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
- Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147)
- Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133)
- Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133)
- Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122)
- Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`.  (#3113)
- Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111)
- Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110)
- Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108)

### Changed

- In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175)
- Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode.
- The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
2024-12-12 00:00:00 +00:00

752 lines
27 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using NUnit.Framework;
using Unity.Collections;
using Unity.Netcode.TestHelpers.Runtime;
using Unity.Netcode.Transports.UTP;
#if UTP_TRANSPORT_2_0_ABOVE
using Unity.Networking.Transport;
#endif
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
internal class DistributedAuthorityCodecTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
// Use the CMB Service for all tests
protected override bool UseCMBService() => true;
// Set the network topology to distributed authority for all tests
protected override NetworkTopologyTypes OnGetNetworkTopologyType() => NetworkTopologyTypes.DistributedAuthority;
private CodecTestHooks m_ClientCodecHook;
private NetworkManager Client => m_ClientNetworkManagers[0];
private string m_TransportHost = Environment.GetEnvironmentVariable("NGO_HOST") ?? "127.0.0.1";
private const int k_TransportPort = 7777;
private const int k_ClientId = 0;
private GameObject m_SpawnObject;
internal class TestNetworkComponent : NetworkBehaviour
{
public NetworkList<int> MyNetworkList = new NetworkList<int>(new List<int> { 1, 2, 3 });
public NetworkVariable<int> MyNetworkVar = new NetworkVariable<int>(3);
[Rpc(SendTo.Authority)]
public void TestAuthorityRpc(byte[] _)
{
}
}
protected override void OnOneTimeSetup()
{
// Prevents the tests from running if no CMB Service is detected
#if !UTP_TRANSPORT_2_0_ABOVE
Assert.Ignore("ignoring DA codec tests because UTP transport must be 2.0");
#else
if (!CanConnectToServer(m_TransportHost, k_TransportPort))
{
Assert.Ignore("ignoring DA codec tests because UTP transport cannot connect to the runtime");
}
#endif
base.OnOneTimeSetup();
}
/// <summary>
/// Add any additional components to default player prefab
/// </summary>
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<TestNetworkComponent>();
base.OnCreatePlayerPrefab();
}
/// <summary>
/// Modify NetworkManager instances for settings specific to tests
/// </summary>
protected override void OnServerAndClientsCreated()
{
var utpTransport = Client.gameObject.AddComponent<UnityTransport>();
Client.NetworkConfig.NetworkTransport = utpTransport;
Client.NetworkConfig.EnableSceneManagement = false;
Client.NetworkConfig.AutoSpawnPlayerPrefabClientSide = true;
utpTransport.ConnectionData.Address = Dns.GetHostAddresses(m_TransportHost).First().ToString();
utpTransport.ConnectionData.Port = k_TransportPort;
Client.LogLevel = LogLevel.Developer;
// Validate we are in distributed authority mode with client side spawning and using CMB Service
Assert.True(Client.NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority, "Distributed authority topology is not set!");
Assert.True(Client.AutoSpawnPlayerPrefabClientSide, "Client side spawning is not set!");
Assert.True(Client.CMBServiceConnection, "CMBServiceConnection is not set!");
// Create a prefab for creating and destroying tests (auto-registers with NetworkManagers)
m_SpawnObject = CreateNetworkObjectPrefab("TestObject");
m_SpawnObject.AddComponent<TestNetworkComponent>();
// Ignore the client connection timeout after starting the client
m_BypassConnectionTimeout = true;
}
protected override IEnumerator OnStartedServerAndClients()
{
// Validate the NetworkManager are in distributed authority mode
Assert.True(Client.DistributedAuthorityMode, "Distributed authority is not set!");
// Register hooks after starting clients and server (in this case just the one client)
// We do this at this point in time because the MessageManager exists (happens within the same call stack when starting NetworkManagers)
m_ClientCodecHook = new CodecTestHooks();
Client.MessageManager.Hook(m_ClientCodecHook);
yield return base.OnStartedServerAndClients();
// wait for client to connect since m_BypassConnectionTimeout
yield return WaitForConditionOrTimeOut(() => Client.LocalClient.PlayerObject != null);
AssertOnTimeout($"Timed out waiting for the client's player to be spanwed!");
}
[UnityTest]
public IEnumerator AuthorityRpc()
{
var player = Client.LocalClient.PlayerObject;
player.OwnerClientId = Client.LocalClientId + 1;
var networkComponent = player.GetComponent<TestNetworkComponent>();
networkComponent.UpdateNetworkProperties();
networkComponent.TestAuthorityRpc(new byte[] { 1, 2, 3, 4 });
// Universal Rpcs are sent as a ProxyMessage (which contains an RpcMessage)
yield return m_ClientCodecHook.WaitForMessageReceived<ProxyMessage>();
}
[UnityTest]
public IEnumerator ChangeOwnership()
{
var message = new ChangeOwnershipMessage
{
DistributedAuthorityMode = true,
NetworkObjectId = 100,
OwnerClientId = 2,
};
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator ClientConnected()
{
var message = new ClientConnectedMessage()
{
ClientId = 2,
};
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator ClientDisconnected()
{
var message = new ClientDisconnectedMessage()
{
ClientId = 2,
};
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator CreateObject()
{
SpawnObject(m_SpawnObject, Client);
yield return m_ClientCodecHook.WaitForMessageReceived<CreateObjectMessage>();
}
[UnityTest]
public IEnumerator DestroyObject()
{
var spawnedObject = SpawnObject(m_SpawnObject, Client);
yield return m_ClientCodecHook.WaitForMessageReceived<CreateObjectMessage>();
spawnedObject.GetComponent<NetworkObject>().Despawn();
yield return m_ClientCodecHook.WaitForMessageReceived<DestroyObjectMessage>();
}
[UnityTest]
public IEnumerator Disconnect()
{
var message = new DisconnectReasonMessage
{
Reason = "test"
};
return SendMessage(ref message);
}
[UnityTest]
public IEnumerator NamedMessage()
{
var writeBuffer = new FastBufferWriter(sizeof(int), Allocator.Temp);
writeBuffer.WriteValueSafe(5);
var message = new NamedMessage
{
Hash = 3,
SendData = writeBuffer,
};
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator NetworkVariableDelta()
{
var component = Client.LocalClient.PlayerObject.GetComponent<TestNetworkComponent>();
var message = new NetworkVariableDeltaMessage
{
NetworkObjectId = Client.LocalClient.PlayerObject.NetworkObjectId,
NetworkBehaviourIndex = component.NetworkBehaviourId,
DeliveryMappedNetworkVariableIndex = new HashSet<int> { 0, 1 },
TargetClientId = 5,
NetworkBehaviour = component,
};
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator NetworkVariableDelta_WithValueUpdate()
{
var networkObj = CreateNetworkObjectPrefab("TestObject");
networkObj.AddComponent<TestNetworkComponent>();
var instance = SpawnObject(networkObj, Client);
yield return m_ClientCodecHook.WaitForMessageReceived<CreateObjectMessage>();
var component = instance.GetComponent<TestNetworkComponent>();
var newValue = 5;
component.MyNetworkVar.Value = newValue;
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
Assert.AreEqual(newValue, component.MyNetworkVar.Value);
}
[UnityTest]
public IEnumerator NetworkListDelta_WithValueUpdate()
{
var networkObj = CreateNetworkObjectPrefab("TestObject");
networkObj.AddComponent<TestNetworkComponent>();
var instance = SpawnObject(networkObj, Client);
yield return m_ClientCodecHook.WaitForMessageReceived<CreateObjectMessage>();
var component = instance.GetComponent<TestNetworkComponent>();
component.MyNetworkList.Add(5);
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
component.MyNetworkList.Add(6);
component.MyNetworkList.Add(7);
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
component.MyNetworkList.Insert(1, 8);
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
component.MyNetworkList.Insert(8, 11);
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
component.MyNetworkList.Remove(6);
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
component.MyNetworkList.RemoveAt(2);
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
component.MyNetworkList.Clear();
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
}
[UnityTest]
public IEnumerator ParentSync()
{
var message = new ParentSyncMessage
{
NetworkObjectId = 0,
WorldPositionStays = true,
IsLatestParentSet = false,
Position = new Vector3(1, 2, 3),
Rotation = new Quaternion(4, 5, 6, 7),
Scale = new Vector3(8, 9, 10),
};
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator SessionOwner()
{
var message = new SessionOwnerMessage()
{
SessionOwner = 2,
};
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator ServerLog()
{
var message = new ServerLogMessage()
{
LogType = NetworkLog.LogType.Info,
Message = "test",
};
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator UnnamedMessage()
{
var writeBuffer = new FastBufferWriter(sizeof(int), Allocator.Temp);
writeBuffer.WriteValueSafe(5);
var message = new UnnamedMessage
{
SendData = writeBuffer,
};
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator SceneEventMessageLoad()
{
Client.SceneManager.SkipSceneHandling = true;
var eventData = new SceneEventData(Client)
{
SceneEventType = SceneEventType.Load,
LoadSceneMode = LoadSceneMode.Single,
SceneEventProgressId = Guid.NewGuid(),
SceneHash = XXHash.Hash32("SomeRandomSceneName"),
SceneHandle = 23456,
};
var message = new SceneEventMessage()
{
EventData = eventData
};
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator SceneEventMessageLoadWithObjects()
{
Client.SceneManager.SkipSceneHandling = true;
var prefabNetworkObject = m_SpawnObject.GetComponent<NetworkObject>();
Client.SceneManager.ScenePlacedObjects.Add(0, new Dictionary<int, NetworkObject>()
{
{ 1, prefabNetworkObject }
});
var eventData = new SceneEventData(Client)
{
SceneEventType = SceneEventType.Load,
LoadSceneMode = LoadSceneMode.Single,
SceneEventProgressId = Guid.NewGuid(),
SceneHash = XXHash.Hash32("SomeRandomSceneName"),
SceneHandle = 23456,
};
var message = new SceneEventMessage()
{
EventData = eventData
};
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator SceneEventMessageUnload()
{
Client.SceneManager.SkipSceneHandling = true;
var eventData = new SceneEventData(Client)
{
SceneEventType = SceneEventType.Unload,
LoadSceneMode = LoadSceneMode.Single,
SceneEventProgressId = Guid.NewGuid(),
SceneHash = XXHash.Hash32("SomeRandomSceneName"),
SceneHandle = 23456,
};
var message = new SceneEventMessage()
{
EventData = eventData
};
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator SceneEventMessageLoadComplete()
{
Client.SceneManager.SkipSceneHandling = true;
var eventData = new SceneEventData(Client)
{
SceneEventType = SceneEventType.LoadComplete,
LoadSceneMode = LoadSceneMode.Single,
SceneEventProgressId = Guid.NewGuid(),
SceneHash = XXHash.Hash32("SomeRandomSceneName"),
SceneHandle = 23456,
};
var message = new SceneEventMessage()
{
EventData = eventData
};
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator SceneEventMessageUnloadComplete()
{
Client.SceneManager.SkipSceneHandling = true;
var eventData = new SceneEventData(Client)
{
SceneEventType = SceneEventType.UnloadComplete,
LoadSceneMode = LoadSceneMode.Single,
SceneEventProgressId = Guid.NewGuid(),
SceneHash = XXHash.Hash32("SomeRandomSceneName"),
SceneHandle = 23456,
};
var message = new SceneEventMessage()
{
EventData = eventData
};
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator SceneEventMessageLoadCompleted()
{
Client.SceneManager.SkipSceneHandling = true;
var eventData = new SceneEventData(Client)
{
SceneEventType = SceneEventType.LoadEventCompleted,
LoadSceneMode = LoadSceneMode.Single,
SceneEventProgressId = Guid.NewGuid(),
SceneHash = XXHash.Hash32("SomeRandomSceneName"),
SceneHandle = 23456,
ClientsCompleted = new List<ulong>() { k_ClientId },
ClientsTimedOut = new List<ulong>() { 123456789 },
};
var message = new SceneEventMessage()
{
EventData = eventData
};
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator SceneEventMessageUnloadLoadCompleted()
{
Client.SceneManager.SkipSceneHandling = true;
var eventData = new SceneEventData(Client)
{
SceneEventType = SceneEventType.UnloadEventCompleted,
LoadSceneMode = LoadSceneMode.Single,
SceneEventProgressId = Guid.NewGuid(),
SceneHash = XXHash.Hash32("SomeRandomSceneName"),
SceneHandle = 23456,
ClientsCompleted = new List<ulong>() { k_ClientId },
ClientsTimedOut = new List<ulong>() { 123456789 },
};
var message = new SceneEventMessage()
{
EventData = eventData
};
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator SceneEventMessageSynchronize()
{
Client.SceneManager.SkipSceneHandling = true;
var eventData = new SceneEventData(Client)
{
SceneEventType = SceneEventType.Synchronize,
LoadSceneMode = LoadSceneMode.Single,
ClientSynchronizationMode = LoadSceneMode.Single,
SceneHash = XXHash.Hash32("SomeRandomSceneName"),
SceneHandle = 23456,
ScenesToSynchronize = new Queue<uint>()
};
eventData.ScenesToSynchronize.Enqueue(101);
eventData.SceneHandlesToSynchronize = new Queue<uint>();
eventData.SceneHandlesToSynchronize.Enqueue(202);
var message = new SceneEventMessage()
{
EventData = eventData
};
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator SceneEventMessageReSynchronize()
{
Client.SceneManager.SkipSceneHandling = true;
var eventData = new SceneEventData(Client)
{
SceneEventType = SceneEventType.ReSynchronize,
LoadSceneMode = LoadSceneMode.Single,
ClientSynchronizationMode = LoadSceneMode.Single,
SceneHash = XXHash.Hash32("SomeRandomSceneName"),
SceneHandle = 23456,
};
var message = new SceneEventMessage()
{
EventData = eventData
};
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator SceneEventMessageSynchronizeComplete()
{
Client.SceneManager.SkipSceneHandling = true;
var eventData = new SceneEventData(Client)
{
SceneEventType = SceneEventType.ReSynchronize,
LoadSceneMode = LoadSceneMode.Single,
ClientSynchronizationMode = LoadSceneMode.Single,
SceneHash = XXHash.Hash32("SomeRandomSceneName"),
SceneHandle = 23456,
};
var message = new SceneEventMessage()
{
EventData = eventData
};
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator SceneEventMessageActiveSceneChanged()
{
Client.SceneManager.SkipSceneHandling = true;
var eventData = new SceneEventData(Client)
{
SceneEventType = SceneEventType.ActiveSceneChanged,
ActiveSceneHash = XXHash.Hash32("ActiveScene")
};
var message = new SceneEventMessage()
{
EventData = eventData
};
yield return SendMessage(ref message);
}
[UnityTest, Ignore("Serializing twice causes data to disappear in the SceneManager for this event")]
public IEnumerator SceneEventMessageObjectSceneChanged()
{
Client.SceneManager.SkipSceneHandling = true;
var prefabNetworkObject = m_SpawnObject.GetComponent<NetworkObject>();
Client.SceneManager.ObjectsMigratedIntoNewScene = new Dictionary<int, Dictionary<ulong, List<NetworkObject>>>
{
{ 0, new Dictionary<ulong, List<NetworkObject>>()}
};
Client.SceneManager.ObjectsMigratedIntoNewScene[0].Add(Client.LocalClientId, new List<NetworkObject>() { prefabNetworkObject });
var eventData = new SceneEventData(Client)
{
SceneEventType = SceneEventType.ObjectSceneChanged,
};
var message = new SceneEventMessage()
{
EventData = eventData
};
yield return SendMessage(ref message);
}
private IEnumerator SendMessage<T>(ref T message) where T : INetworkMessage
{
Client.MessageManager.SetVersion(k_ClientId, XXHash.Hash32(typeof(T).FullName), message.Version);
var clientIds = new NativeArray<ulong>(1, Allocator.Temp);
clientIds[0] = k_ClientId;
Client.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientIds);
Client.MessageManager.ProcessSendQueues();
return m_ClientCodecHook.WaitForMessageReceived(message);
}
#if UTP_TRANSPORT_2_0_ABOVE
private static bool CanConnectToServer(string host, ushort port, double timeoutMs = 100)
{
var address = Dns.GetHostAddresses(host).First();
var endpoint = NetworkEndpoint.Parse(address.ToString(), port);
var driver = NetworkDriver.Create();
var connection = driver.Connect(endpoint);
var start = DateTime.Now;
var ev = Networking.Transport.NetworkEvent.Type.Empty;
while (ev != Networking.Transport.NetworkEvent.Type.Connect)
{
driver.ScheduleUpdate().Complete();
ev = driver.PopEventForConnection(connection, out _, out _);
if (DateTime.Now - start > TimeSpan.FromMilliseconds(timeoutMs))
{
return false;
}
}
driver.Disconnect(connection);
return true;
}
#endif
}
internal class CodecTestHooks : INetworkHooks
{
private Dictionary<string, Queue<TestMessage>> m_ExpectedMessages = new Dictionary<string, Queue<TestMessage>>();
private Dictionary<string, HashSet<string>> m_ReceivedMessages = new Dictionary<string, HashSet<string>>();
private struct TestMessage
{
public string Name;
public byte[] Data;
}
public void OnBeforeSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery) where T : INetworkMessage
{
if (message is ConnectionRequestMessage)
{
return;
}
var writer = new FastBufferWriter(1024, Allocator.Temp);
// Serialize the message using the known message version
message.Serialize(writer, message.Version);
var testName = TestContext.CurrentContext.Test.Name;
if (!m_ExpectedMessages.ContainsKey(testName))
{
m_ExpectedMessages[testName] = new Queue<TestMessage>();
}
m_ExpectedMessages[testName].Enqueue(new TestMessage
{
Name = typeof(T).ToString(),
Data = writer.ToArray(),
});
writer.Dispose();
}
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, FastBufferReader messageContent, ref NetworkContext context)
{
if (messageType == typeof(ConnectionApprovedMessage))
{
return true;
}
var testName = TestContext.CurrentContext.Test.Name;
Assert.True(m_ExpectedMessages.ContainsKey(testName));
Assert.IsNotEmpty(m_ExpectedMessages[testName]);
var nextMessage = m_ExpectedMessages[testName].Dequeue();
Assert.AreEqual(messageType.ToString(), nextMessage.Name, $"received unexpected message type: {messageType}");
if (!m_ReceivedMessages.ContainsKey(testName))
{
m_ReceivedMessages[testName] = new HashSet<string>();
}
m_ReceivedMessages[testName].Add(messageType.ToString());
// ServerLogMessage is an exception - it gets decoded correctly, but the bytes from the runtime do not directly match those sent by the SDK.
if (messageType == typeof(ServerLogMessage))
{
return true;
}
var expectedBytes = nextMessage.Data;
var receivedBytes = messageContent.ToArray();
Assert.AreEqual(expectedBytes, receivedBytes);
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
{
}
public IEnumerator WaitForMessageReceived<T>(float timeout = 5) where T : INetworkMessage
{
var testName = TestContext.CurrentContext.Test.Name;
var messageType = typeof(T).FullName;
var startTime = Time.realtimeSinceStartup;
while ((!m_ReceivedMessages.ContainsKey(testName) || !m_ReceivedMessages[testName].Contains(messageType)) && Time.realtimeSinceStartup - startTime < timeout)
{
yield return null;
}
Assert.True(m_ReceivedMessages.ContainsKey(testName), "failed to receive any messages");
Assert.True(m_ReceivedMessages[testName].Contains(messageType), $"failed to receive {messageType} message, received: {string.Join(", ", m_ReceivedMessages[testName])}");
// Reset received messages
m_ReceivedMessages[testName] = new HashSet<string>();
}
public IEnumerator WaitForMessageReceived<T>(T _, float timeout = 5) where T : INetworkMessage
{
return WaitForMessageReceived<T>(timeout: timeout);
}
}
}