The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.0.0-exp.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
306 lines
15 KiB
C#
306 lines
15 KiB
C#
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.TestHelpers.Runtime;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// This is a refactor of the original test's NetworkBehaviour INetVarInfo derived NetworkBehaviours
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/// </summary>
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internal class NetVarContainer : NetworkBehaviour
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{
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public enum NetVarsToCheck
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{
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One,
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Two
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}
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public NetVarsToCheck NumberOfNetVarsToCheck;
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public int ValueToSetNetVarTo = 0;
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/// <summary>
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/// Only used on the client-side for this test, this
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/// is used to see if the network variables have changed.
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/// </summary>
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public bool HaveAllValuesChanged(int valueToCheck)
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{
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var allValuesChanged = false;
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switch (NumberOfNetVarsToCheck)
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{
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case NetVarsToCheck.Two:
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{
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allValuesChanged = m_FirstValue.Value == valueToCheck && m_SeconValue.Value == valueToCheck;
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break;
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}
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case NetVarsToCheck.One:
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{
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allValuesChanged = m_FirstValue.Value == valueToCheck;
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break;
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}
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}
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return allValuesChanged;
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}
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/// <summary>
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/// Only used on the server side to check the isDirty flag for the
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/// NetworkVariables being used for each test iteration
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/// </summary>
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public bool AreNetVarsDirty()
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{
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var areDirty = false;
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switch (NumberOfNetVarsToCheck)
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{
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case NetVarsToCheck.Two:
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{
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areDirty = m_FirstValue.IsDirty() && m_SeconValue.IsDirty();
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break;
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}
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case NetVarsToCheck.One:
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{
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areDirty = m_FirstValue.IsDirty();
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break;
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}
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}
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return areDirty;
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}
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/// <summary>
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/// The original version of this test only ever had up to 2 NetworkVariables per
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/// NetworkBehaviour. As opposed to using a List of NetworkVariables, we just
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/// create the maximum number that could be used and then only use what we need
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/// for each test iteration.
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/// </summary>
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private NetworkVariable<int> m_FirstValue = new NetworkVariable<int>();
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private NetworkVariable<int> m_SeconValue = new NetworkVariable<int>();
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public void SetOwnerWrite()
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{
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m_FirstValue = new NetworkVariable<int>(default, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
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m_SeconValue = new NetworkVariable<int>(default, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
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}
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public override void OnNetworkSpawn()
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{
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// Non-Authority will register each NetworkObject when it is spawned
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if ((NetworkManager.DistributedAuthorityMode && !IsOwner) || (!NetworkManager.DistributedAuthorityMode && !IsServer))
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{
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NetworkBehaviourUpdaterTests.ClientSideNotifyObjectSpawned(gameObject);
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}
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}
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/// <summary>
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/// Server side only, sets the NetworkVariables being used to the ValueToSetNetVarTo
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/// that is pre-configured when the Network Prefab is created.
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/// </summary>
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public void SetNetworkVariableValues()
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{
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if ((NetworkManager.DistributedAuthorityMode && IsOwner) || (!NetworkManager.DistributedAuthorityMode && IsServer))
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{
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switch (NumberOfNetVarsToCheck)
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{
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case NetVarsToCheck.Two:
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{
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m_FirstValue.Value = ValueToSetNetVarTo;
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m_SeconValue.Value = ValueToSetNetVarTo;
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Assert.True(AreNetVarsDirty(), "Not all NetworkVariables were marked dirty on server after spawned!");
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break;
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}
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case NetVarsToCheck.One:
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{
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m_FirstValue.Value = ValueToSetNetVarTo;
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Assert.True(AreNetVarsDirty(), "Not all NetworkVariables were marked dirty on server after spawned!");
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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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/// <summary>
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/// Used to define how many NetworkVariables to use per NetVarContainer instance.
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/// There are always two
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/// </summary>
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internal struct NetVarCombinationTypes
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{
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public NetVarContainer.NetVarsToCheck FirstType;
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public NetVarContainer.NetVarsToCheck SecondType;
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}
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/// <summary>
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/// Server and Distributed Authority modes require at least 1 client while the host does not.
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/// </summary>
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/// [Host or Server mode][Number of Clients][First NetVar Type][Second NetVar Type]
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[TestFixture(HostOrServer.DAHost, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
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[TestFixture(HostOrServer.DAHost, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.DAHost, 1, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.DAHost, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
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[TestFixture(HostOrServer.DAHost, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.DAHost, 2, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Server, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
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[TestFixture(HostOrServer.Server, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Server, 1, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Server, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
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[TestFixture(HostOrServer.Server, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Server, 2, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Host, 0, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
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[TestFixture(HostOrServer.Host, 0, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Host, 0, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Host, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
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[TestFixture(HostOrServer.Host, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Host, 1, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Host, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
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[TestFixture(HostOrServer.Host, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Host, 2, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
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internal class NetworkBehaviourUpdaterTests : NetcodeIntegrationTest
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{
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// Go ahead and create maximum number of clients (not all tests will use them)
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protected override int NumberOfClients => m_NumberOfClients;
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public const int NetVarValueToSet = 1;
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private static List<GameObject> s_ClientSpawnedNetworkObjects = new List<GameObject>();
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private GameObject m_PrefabToSpawn;
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private NetVarCombinationTypes m_NetVarCombinationTypes;
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private int m_NumberOfClients = 0;
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public NetworkBehaviourUpdaterTests(HostOrServer hostOrServer, int numberOfClients, NetVarContainer.NetVarsToCheck first, NetVarContainer.NetVarsToCheck second) : base(hostOrServer)
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{
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m_NetVarCombinationTypes = new NetVarCombinationTypes()
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{
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FirstType = first,
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SecondType = second
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};
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m_NumberOfClients = numberOfClients;
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}
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protected override IEnumerator OnSetup()
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{
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s_ClientSpawnedNetworkObjects.Clear();
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return base.OnSetup();
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}
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/// <summary>
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/// Clients will call this when NetworkObjects are spawned on their end
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/// </summary>
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/// <param name="objectSpaned">the GameObject of the NetworkObject spawned</param>
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public static void ClientSideNotifyObjectSpawned(GameObject objectSpaned)
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{
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if (!s_ClientSpawnedNetworkObjects.Contains(objectSpaned))
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{
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s_ClientSpawnedNetworkObjects.Add(objectSpaned);
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}
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}
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protected override void OnServerAndClientsCreated()
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{
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m_PrefabToSpawn = CreateNetworkObjectPrefab("NetVarCont");
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// Create the two instances of the NetVarContainer components and add them to the
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// GameObject of this prefab
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var netVarContainer = m_PrefabToSpawn.AddComponent<NetVarContainer>();
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netVarContainer.NumberOfNetVarsToCheck = m_NetVarCombinationTypes.FirstType;
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if (m_NetworkTopologyType == NetworkTopologyTypes.DistributedAuthority)
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{
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netVarContainer.SetOwnerWrite();
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}
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netVarContainer.ValueToSetNetVarTo = NetVarValueToSet;
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netVarContainer = m_PrefabToSpawn.AddComponent<NetVarContainer>();
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if (m_NetworkTopologyType == NetworkTopologyTypes.DistributedAuthority)
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{
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netVarContainer.SetOwnerWrite();
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}
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netVarContainer.NumberOfNetVarsToCheck = m_NetVarCombinationTypes.SecondType;
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netVarContainer.ValueToSetNetVarTo = NetVarValueToSet;
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base.OnServerAndClientsCreated();
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}
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/// <summary>
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/// The updated BehaviourUpdaterAllTests was re-designed to replicate the same functionality being tested in the
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/// original version of this test with additional time out handling and a re-organization in the order of operations.
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/// Things like making sure all clients have spawned the NetworkObjects in question prior to testing for the
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/// NetworkVariable value changes helped to eliminate the timing issues that were happening when this test was run
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/// in a stand alone test runner build (i.e. all consoles run the stand alone version as opposed to the in-editor
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/// version like the desktop tests use).
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/// This update also updated how the server and clients were being constructed to help reduce the execution time.
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/// </summary>
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/// <param name="hostOrServer"> whether to run the server as a host or not</param>
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/// <param name="numToSpawn"> number of NetworkObjects to be spawned</param>
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[UnityTest]
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public IEnumerator BehaviourUpdaterAllTests([Values(1, 2)] int numToSpawn)
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{
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// Tracks the server-side spawned prefab instances
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var spawnedPrefabs = new List<GameObject>();
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// Used to determine if the client-side checks of this test should be
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// executed or not as well is used to make sure all clients have spawned
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// the appropriate number of NetworkObjects with the NetVarContainer behaviour
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var numberOfObjectsToSpawn = numToSpawn * NumberOfClients;
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var authority = m_NetworkTopologyType == NetworkTopologyTypes.DistributedAuthority ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
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// spawn the objects
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for (int i = 0; i < numToSpawn; i++)
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{
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var spawnedObject = Object.Instantiate(m_PrefabToSpawn);
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spawnedPrefabs.Add(spawnedObject);
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var networkSpawnedObject = spawnedObject.GetComponent<NetworkObject>();
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networkSpawnedObject.NetworkManagerOwner = authority;
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networkSpawnedObject.Spawn();
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}
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// Waits for all clients to spawn the NetworkObjects
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yield return WaitForConditionOrTimeOut(() => numberOfObjectsToSpawn == s_ClientSpawnedNetworkObjects.Count);
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Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for clients to report spawning objects! " +
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$"Total reported client-side spawned objects {s_ClientSpawnedNetworkObjects.Count}");
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// Once all clients have spawned the NetworkObjects, set the network variables for
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// those NetworkObjects on the server-side.
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foreach (var spawnedPrefab in spawnedPrefabs)
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{
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var netVarContiners = spawnedPrefab.GetComponents<NetVarContainer>();
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foreach (var netVarContiner in netVarContiners)
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{
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netVarContiner.SetNetworkVariableValues();
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}
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}
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// Update the NetworkBehaviours to make sure all network variables are no longer marked as dirty
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authority.BehaviourUpdater.NetworkBehaviourUpdate();
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// Verify that all network variables are no longer dirty on server side only if we have clients (including host)
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foreach (var spawnedPrefab in spawnedPrefabs)
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{
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var netVarContainers = spawnedPrefab.GetComponents<NetVarContainer>();
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foreach (var netVarContainer in netVarContainers)
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{
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Assert.False(netVarContainer.AreNetVarsDirty(), "Some NetworkVariables were still marked dirty after NetworkBehaviourUpdate!");
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}
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}
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// Get a list of all NetVarContainer components on the client-side spawned NetworkObjects
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var clientSideNetVarContainers = new List<NetVarContainer>();
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foreach (var clientSpawnedObjects in s_ClientSpawnedNetworkObjects)
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{
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var netVarContainers = clientSpawnedObjects.GetComponents<NetVarContainer>();
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foreach (var netvarContiner in netVarContainers)
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{
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clientSideNetVarContainers.Add(netvarContiner);
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}
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}
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yield return WaitForConditionOrTimeOut(() =>
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clientSideNetVarContainers.Where(d =>
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d.HaveAllValuesChanged(NetVarValueToSet)).Count() == clientSideNetVarContainers.Count);
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Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client side NetVarContainers to report all NetworkVariables have been updated!");
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}
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}
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}
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