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com.unity.netcode.gameobjects/Tests/Runtime/DistributedAuthority/RpcProxyMessageTesting.cs
Unity Technologies eab996f3ac com.unity.netcode.gameobjects@2.0.0-pre.4
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [2.0.0-pre.4] - 2024-08-21

### Added

- Added `NetworkVariable.CheckDirtyState` that is to be used in tandem with collections in order to detect whether the collection or an item within the collection has changed. (#3004)

### Fixed

- Fixed issue where nested `NetworkTransform` components were not getting updated. (#3016)
- Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3012)
- Fixed issue where `FixedStringSerializer<T>` was using `NetworkVariableSerialization<byte>.AreEqual` to determine if two bytes were equal causes an exception to be thrown due to no byte serializer having been defined. (#3009)
- Fixed Issue where a state with dual triggers, inbound and outbound, could cause a false layer to layer state transition message to be sent to non-authority `NetworkAnimator` instances and cause a warning message to be logged. (#3008)
- Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3004)
- Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3004)
- Fixed issue where `NotAuthorityTarget` would include the service observer in the list of targets to send the RPC to as opposed to excluding the service observer as it should. (#3000)
- Fixed issue where `ProxyRpcTargetGroup` could attempt to send a message if there were no targets to send to. (#3000)

### Changed

- Changed `NetworkAnimator` to automatically switch to owner authoritative mode when using a distributed authority network topology. (#3021)
- Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
- Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
2024-08-21 00:00:00 +00:00

98 lines
3.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// This test validates PR-3000 where it would invoke
/// TODO:
/// We really need to get the service running during tests
/// so we can validate these issues. While this test does
/// partially validate it we still need to manually validate
/// with a service connection.
/// </summary>
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.DAHost)]
public class RpcProxyMessageTesting : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
private List<RpcProxyText> m_ProxyTestInstances = new List<RpcProxyText>();
private StringBuilder m_ValidationLogger = new StringBuilder();
public RpcProxyMessageTesting(HostOrServer hostOrServer) : base(hostOrServer) { }
protected override IEnumerator OnSetup()
{
m_ProxyTestInstances.Clear();
return base.OnSetup();
}
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<RpcProxyText>();
base.OnCreatePlayerPrefab();
}
private bool ValidateRpcProxyRpcs()
{
m_ValidationLogger.Clear();
foreach (var proxy in m_ProxyTestInstances)
{
if (proxy.ReceivedRpc.Count < NumberOfClients)
{
m_ValidationLogger.AppendLine($"Not all clients received RPC from Client-{proxy.OwnerClientId}!");
}
foreach (var clientId in proxy.ReceivedRpc)
{
if (clientId == proxy.OwnerClientId)
{
m_ValidationLogger.AppendLine($"Client-{proxy.OwnerClientId} sent itself an Rpc!");
}
}
}
return m_ValidationLogger.Length == 0;
}
public IEnumerator ProxyDoesNotInvokeOnSender()
{
m_ProxyTestInstances.Add(m_ServerNetworkManager.LocalClient.PlayerObject.GetComponent<RpcProxyText>());
foreach (var client in m_ClientNetworkManagers)
{
m_ProxyTestInstances.Add(client.LocalClient.PlayerObject.GetComponent<RpcProxyText>());
}
foreach (var clientProxyTest in m_ProxyTestInstances)
{
clientProxyTest.SendToEveryOneButMe();
}
yield return WaitForConditionOrTimeOut(ValidateRpcProxyRpcs);
AssertOnTimeout(m_ValidationLogger.ToString());
}
public class RpcProxyText : NetworkBehaviour
{
public List<ulong> ReceivedRpc = new List<ulong>();
public void SendToEveryOneButMe()
{
var baseTarget = NetworkManager.DistributedAuthorityMode ? RpcTarget.NotAuthority : RpcTarget.NotMe;
TestRpc(baseTarget);
}
[Rpc(SendTo.SpecifiedInParams)]
private void TestRpc(RpcParams rpcParams = default)
{
ReceivedRpc.Add(rpcParams.Receive.SenderClientId);
}
}
}
}