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com.unity.netcode.gameobjects/Tests/Runtime/NetworkManagerEventsTests.cs
Unity Technologies 016788c21e com.unity.netcode.gameobjects@2.1.1
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).

## [2.1.1] - 2024-10-18

### Added

- Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097)
- Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094)
  - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094)
  - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094)
- Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088)
- Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088)

### Fixed

- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)
- Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)
- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
- Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081)
- Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081)
- Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081)
- Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081)
- Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)

### Changed

- Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097)
- Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
2024-10-18 00:00:00 +00:00

302 lines
12 KiB
C#

using System;
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Object = UnityEngine.Object;
namespace Unity.Netcode.RuntimeTests
{
internal class NetworkManagerEventsTests
{
private NetworkManager m_ClientManager;
private NetworkManager m_ServerManager;
private NetworkManager m_NetworkManagerInstantiated;
private bool m_Instantiated;
private bool m_Destroyed;
/// <summary>
/// Validates the <see cref="NetworkManager.OnInstantiated"/> and <see cref="NetworkManager.OnDestroying"/> event notifications
/// </summary>
[UnityTest]
public IEnumerator InstantiatedAndDestroyingNotifications()
{
NetworkManager.OnInstantiated += NetworkManager_OnInstantiated;
NetworkManager.OnDestroying += NetworkManager_OnDestroying;
var waitPeriod = new WaitForSeconds(0.01f);
var prefab = new GameObject("InstantiateDestroy");
var networkManagerPrefab = prefab.AddComponent<NetworkManager>();
Assert.IsTrue(m_Instantiated, $"{nameof(NetworkManager)} prefab did not get instantiated event notification!");
Assert.IsTrue(m_NetworkManagerInstantiated == networkManagerPrefab, $"{nameof(NetworkManager)} prefab parameter did not match!");
m_Instantiated = false;
m_NetworkManagerInstantiated = null;
for (int i = 0; i < 3; i++)
{
var instance = Object.Instantiate(prefab);
var networkManager = instance.GetComponent<NetworkManager>();
Assert.IsTrue(m_Instantiated, $"{nameof(NetworkManager)} instance-{i} did not get instantiated event notification!");
Assert.IsTrue(m_NetworkManagerInstantiated == networkManager, $"{nameof(NetworkManager)} instance-{i} parameter did not match!");
Object.DestroyImmediate(instance);
Assert.IsTrue(m_Destroyed, $"{nameof(NetworkManager)} instance-{i} did not get destroying event notification!");
m_Instantiated = false;
m_NetworkManagerInstantiated = null;
m_Destroyed = false;
}
m_NetworkManagerInstantiated = networkManagerPrefab;
Object.Destroy(prefab);
yield return null;
Assert.IsTrue(m_Destroyed, $"{nameof(NetworkManager)} prefab did not get destroying event notification!");
NetworkManager.OnInstantiated -= NetworkManager_OnInstantiated;
NetworkManager.OnDestroying -= NetworkManager_OnDestroying;
}
private void NetworkManager_OnInstantiated(NetworkManager networkManager)
{
m_Instantiated = true;
m_NetworkManagerInstantiated = networkManager;
}
private void NetworkManager_OnDestroying(NetworkManager networkManager)
{
m_Destroyed = true;
Assert.True(m_NetworkManagerInstantiated == networkManager, $"Destroying {nameof(NetworkManager)} and current instance is not a match for the one passed into the event!");
}
[UnityTest]
public IEnumerator OnServerStoppedCalledWhenServerStops()
{
bool callbackInvoked = false;
var gameObject = new GameObject(nameof(OnServerStoppedCalledWhenServerStops));
m_ServerManager = gameObject.AddComponent<NetworkManager>();
// Set dummy transport that does nothing
var transport = gameObject.AddComponent<DummyTransport>();
m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
Action<bool> onServerStopped = (bool wasAlsoClient) =>
{
callbackInvoked = true;
Assert.IsFalse(wasAlsoClient);
};
// Start server to cause initialization process
Assert.True(m_ServerManager.StartServer());
Assert.True(m_ServerManager.IsListening);
m_ServerManager.OnServerStopped += onServerStopped;
m_ServerManager.Shutdown();
Object.DestroyImmediate(gameObject);
yield return WaitUntilManagerShutsdown();
Assert.False(m_ServerManager.IsListening);
Assert.True(callbackInvoked, "OnServerStopped wasn't invoked");
}
[UnityTest]
public IEnumerator OnClientStoppedCalledWhenClientStops()
{
yield return InitializeServerAndAClient();
bool callbackInvoked = false;
Action<bool> onClientStopped = (bool wasAlsoServer) =>
{
callbackInvoked = true;
Assert.IsFalse(wasAlsoServer);
};
m_ClientManager.OnClientStopped += onClientStopped;
m_ClientManager.Shutdown();
yield return WaitUntilManagerShutsdown();
Assert.True(callbackInvoked, "OnClientStopped wasn't invoked");
}
[UnityTest]
public IEnumerator OnClientAndServerStoppedCalledWhenHostStops()
{
var gameObject = new GameObject(nameof(OnClientAndServerStoppedCalledWhenHostStops));
m_ServerManager = gameObject.AddComponent<NetworkManager>();
// Set dummy transport that does nothing
var transport = gameObject.AddComponent<DummyTransport>();
m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
int callbacksInvoked = 0;
Action<bool> onClientStopped = (bool wasAlsoServer) =>
{
callbacksInvoked++;
Assert.IsTrue(wasAlsoServer);
};
Action<bool> onServerStopped = (bool wasAlsoClient) =>
{
callbacksInvoked++;
Assert.IsTrue(wasAlsoClient);
};
// Start server to cause initialization process
Assert.True(m_ServerManager.StartHost());
Assert.True(m_ServerManager.IsListening);
m_ServerManager.OnServerStopped += onServerStopped;
m_ServerManager.OnClientStopped += onClientStopped;
m_ServerManager.Shutdown();
Object.DestroyImmediate(gameObject);
yield return WaitUntilManagerShutsdown();
Assert.False(m_ServerManager.IsListening);
Assert.AreEqual(2, callbacksInvoked, "either OnServerStopped or OnClientStopped wasn't invoked");
}
[UnityTest]
public IEnumerator OnServerStartedCalledWhenServerStarts()
{
var gameObject = new GameObject(nameof(OnServerStartedCalledWhenServerStarts));
m_ServerManager = gameObject.AddComponent<NetworkManager>();
// Set dummy transport that does nothing
var transport = gameObject.AddComponent<DummyTransport>();
m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
bool callbackInvoked = false;
Action onServerStarted = () =>
{
callbackInvoked = true;
if (!m_ServerManager.IsServer)
{
Assert.Fail("OnServerStarted called when the server is not active yet");
}
};
// Start server to cause initialization process
m_ServerManager.OnServerStarted += onServerStarted;
Assert.True(m_ServerManager.StartServer());
Assert.True(m_ServerManager.IsListening);
yield return WaitUntilServerBufferingIsReady();
Assert.True(callbackInvoked, "OnServerStarted wasn't invoked");
}
[UnityTest]
public IEnumerator OnClientStartedCalledWhenClientStarts()
{
bool callbackInvoked = false;
Action onClientStarted = () =>
{
callbackInvoked = true;
if (!m_ClientManager.IsClient)
{
Assert.Fail("onClientStarted called when the client is not active yet");
}
};
yield return InitializeServerAndAClient(onClientStarted);
Assert.True(callbackInvoked, "OnClientStarted wasn't invoked");
}
[UnityTest]
public IEnumerator OnClientAndServerStartedCalledWhenHostStarts()
{
var gameObject = new GameObject(nameof(OnClientAndServerStartedCalledWhenHostStarts));
m_ServerManager = gameObject.AddComponent<NetworkManager>();
// Set dummy transport that does nothing
var transport = gameObject.AddComponent<DummyTransport>();
m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
int callbacksInvoked = 0;
Action onClientStarted = () =>
{
callbacksInvoked++;
};
Action onServerStarted = () =>
{
callbacksInvoked++;
};
m_ServerManager.OnServerStarted += onServerStarted;
m_ServerManager.OnClientStarted += onClientStarted;
// Start server to cause initialization process
Assert.True(m_ServerManager.StartHost());
Assert.True(m_ServerManager.IsListening);
yield return WaitUntilServerBufferingIsReady();
Assert.AreEqual(2, callbacksInvoked, "either OnServerStarted or OnClientStarted wasn't invoked");
}
private IEnumerator WaitUntilManagerShutsdown()
{
/* Need two updates to actually shut down. First one to see the transport failing, which
marks the NetworkManager as shutting down. Second one where actual shutdown occurs. */
yield return null;
yield return null;
}
private IEnumerator InitializeServerAndAClient(Action onClientStarted = null)
{
// Create multiple NetworkManager instances
if (!NetcodeIntegrationTestHelpers.Create(1, out m_ServerManager, out NetworkManager[] clients, 30))
{
Debug.LogError("Failed to create instances");
Assert.Fail("Failed to create instances");
}
// passing no clients on purpose to start them manually later
NetcodeIntegrationTestHelpers.Start(false, m_ServerManager, new NetworkManager[] { });
yield return WaitUntilServerBufferingIsReady();
m_ClientManager = clients[0];
if (onClientStarted != null)
{
m_ClientManager.OnClientStarted += onClientStarted;
}
Assert.True(m_ClientManager.StartClient());
NetcodeIntegrationTestHelpers.RegisterHandlers(clients[0]);
// Wait for connection on client side
yield return NetcodeIntegrationTestHelpers.WaitForClientsConnected(clients);
}
private IEnumerator WaitUntilServerBufferingIsReady()
{
/* wait until at least more than 2 server ticks have passed
Note: Waiting for more than 2 ticks on the server is due
to the time system applying buffering to the received time
in NetworkTimeSystem.Sync */
yield return new WaitUntil(() => m_ServerManager.NetworkTickSystem.ServerTime.Tick > 2);
}
[UnityTearDown]
public virtual IEnumerator Teardown()
{
NetcodeIntegrationTestHelpers.Destroy();
if (m_ServerManager != null)
{
m_ServerManager.ShutdownInternal();
Object.DestroyImmediate(m_ServerManager);
m_ServerManager = null;
}
if (m_ClientManager != null)
{
m_ClientManager.ShutdownInternal();
Object.DestroyImmediate(m_ClientManager);
m_ClientManager = null;
}
yield return null;
}
}
}