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). ## [1.0.1] - 2022-08-23 ### Changed - Changed version to 1.0.1. (#2131) - Updated dependency on `com.unity.transport` to 1.2.0. (#2129) - When using `UnityTransport`, _reliable_ payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081) - Preformance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects ### Fixed - Fixed an issue where reading/writing more than 8 bits at a time with BitReader/BitWriter would write/read from the wrong place, returning and incorrect result. (#2130) - Fixed issue with the internal `NetworkTransformState.m_Bitset` flag not getting cleared upon the next tick advancement. (#2110) - Fixed interpolation issue with `NetworkTransform.Teleport`. (#2110) - Fixed issue where the authoritative side was interpolating its transform. (#2110) - Fixed Owner-written NetworkVariable infinitely write themselves (#2109) - Fixed NetworkList issue that showed when inserting at the very end of a NetworkList (#2099) - Fixed issue where a client owner of a `NetworkVariable` with both owner read and write permissions would not update the server side when changed. (#2097) - Fixed issue when attempting to spawn a parent `GameObject`, with `NetworkObject` component attached, that has one or more child `GameObject`s, that are inactive in the hierarchy, with `NetworkBehaviour` components it will no longer attempt to spawn the associated `NetworkBehaviour`(s) or invoke ownership changed notifications but will log a warning message. (#2096) - Fixed an issue where destroying a NetworkBehaviour would not deregister it from the parent NetworkObject, leading to exceptions when the parent was later destroyed. (#2091) - Fixed issue where `NetworkObject.NetworkHide` was despawning and destroying, as opposed to only despawning, in-scene placed `NetworkObject`s. (#2086) - Fixed `NetworkAnimator` synchronizing transitions twice due to it detecting the change in animation state once a transition is started by a trigger. (#2084) - Fixed issue where `NetworkAnimator` would not synchronize a looping animation for late joining clients if it was at the very end of its loop. (#2076) - Fixed issue where `NetworkAnimator` was not removing its subscription from `OnClientConnectedCallback` when despawned during the shutdown sequence. (#2074) - Fixed IsServer and IsClient being set to false before object despawn during the shutdown sequence. (#2074) - Fixed NetworkList Value event on the server. PreviousValue is now set correctly when a new value is set through property setter. (#2067) - Fixed NetworkLists not populating on client. NetworkList now uses the most recent list as opposed to the list at the end of previous frame, when sending full updates to dynamically spawned NetworkObject. The difference in behaviour is required as scene management spawns those objects at a different time in the frame, relative to updates. (#2062)
916 lines
39 KiB
C#
916 lines
39 KiB
C#
using System;
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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 UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.TestTools;
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using System.Runtime.CompilerServices;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode.TestHelpers.Runtime
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{
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/// <summary>
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/// The default Netcode for GameObjects integration test helper class
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/// </summary>
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public abstract class NetcodeIntegrationTest
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{
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/// <summary>
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/// Used to determine if a NetcodeIntegrationTest is currently running to
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/// determine how clients will load scenes
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/// </summary>
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internal static bool IsRunning { get; private set; }
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protected static TimeoutHelper s_GlobalTimeoutHelper = new TimeoutHelper(8.0f);
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protected static WaitForSeconds s_DefaultWaitForTick = new WaitForSeconds(1.0f / k_DefaultTickRate);
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/// <summary>
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/// Registered list of all NetworkObjects spawned.
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/// Format is as follows:
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/// [ClientId-side where this NetworkObject instance resides][NetworkObjectId][NetworkObject]
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/// Where finding the NetworkObject with a NetworkObjectId of 10 on ClientId of 2 would be:
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/// s_GlobalNetworkObjects[2][10]
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/// To find the client or server player objects please see:
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/// <see cref="m_PlayerNetworkObjects"/>
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/// </summary>
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protected static Dictionary<ulong, Dictionary<ulong, NetworkObject>> s_GlobalNetworkObjects = new Dictionary<ulong, Dictionary<ulong, NetworkObject>>();
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public static void RegisterNetworkObject(NetworkObject networkObject)
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{
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if (!s_GlobalNetworkObjects.ContainsKey(networkObject.NetworkManager.LocalClientId))
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{
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s_GlobalNetworkObjects.Add(networkObject.NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
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}
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if (s_GlobalNetworkObjects[networkObject.NetworkManager.LocalClientId].ContainsKey(networkObject.NetworkObjectId))
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{
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if (s_GlobalNetworkObjects[networkObject.NetworkManager.LocalClientId] == null)
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{
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Assert.False(s_GlobalNetworkObjects[networkObject.NetworkManager.LocalClientId][networkObject.NetworkObjectId] != null,
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$"Duplicate NetworkObjectId {networkObject.NetworkObjectId} found in {nameof(s_GlobalNetworkObjects)} for client id {networkObject.NetworkManager.LocalClientId}!");
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}
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else
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{
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s_GlobalNetworkObjects[networkObject.NetworkManager.LocalClientId][networkObject.NetworkObjectId] = networkObject;
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}
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}
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else
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{
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s_GlobalNetworkObjects[networkObject.NetworkManager.LocalClientId].Add(networkObject.NetworkObjectId, networkObject);
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}
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}
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public static void DeregisterNetworkObject(NetworkObject networkObject)
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{
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if (networkObject.IsSpawned && networkObject.NetworkManager != null)
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{
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DeregisterNetworkObject(networkObject.NetworkManager.LocalClientId, networkObject.NetworkObjectId);
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}
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}
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public static void DeregisterNetworkObject(ulong localClientId, ulong networkObjectId)
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{
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if (s_GlobalNetworkObjects.ContainsKey(localClientId) && s_GlobalNetworkObjects[localClientId].ContainsKey(networkObjectId))
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{
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s_GlobalNetworkObjects[localClientId].Remove(networkObjectId);
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if (s_GlobalNetworkObjects[localClientId].Count == 0)
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{
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s_GlobalNetworkObjects.Remove(localClientId);
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}
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}
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}
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protected int TotalClients => m_UseHost ? m_NumberOfClients + 1 : m_NumberOfClients;
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protected const uint k_DefaultTickRate = 30;
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private int m_NumberOfClients;
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protected abstract int NumberOfClients { get; }
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/// <summary>
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/// Set this to false to create the clients first.
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/// Note: If you are using scene placed NetworkObjects or doing any form of scene testing and
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/// get prefab hash id "soft synchronization" errors, then set this to false and run your test
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/// again. This is a work-around until we can resolve some issues with NetworkManagerOwner and
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/// NetworkManager.Singleton.
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/// </summary>
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protected bool m_CreateServerFirst = true;
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public enum NetworkManagerInstatiationMode
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{
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PerTest, // This will create and destroy new NetworkManagers for each test within a child derived class
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AllTests, // This will create one set of NetworkManagers used for all tests within a child derived class (destroyed once all tests are finished)
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DoNotCreate // This will not create any NetworkManagers, it is up to the derived class to manage.
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}
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public enum HostOrServer
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{
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Host,
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Server
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}
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protected GameObject m_PlayerPrefab;
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protected NetworkManager m_ServerNetworkManager;
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protected NetworkManager[] m_ClientNetworkManagers;
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/// <summary>
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/// Contains each client relative set of player NetworkObject instances
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/// [Client Relative set of player instances][The player instance ClientId][The player instance's NetworkObject]
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/// Example:
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/// To get the player instance with a ClientId of 3 that was instantiated (relative) on the player instance with a ClientId of 2
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/// m_PlayerNetworkObjects[2][3]
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/// </summary>
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protected Dictionary<ulong, Dictionary<ulong, NetworkObject>> m_PlayerNetworkObjects = new Dictionary<ulong, Dictionary<ulong, NetworkObject>>();
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protected bool m_UseHost = true;
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protected int m_TargetFrameRate = 60;
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private NetworkManagerInstatiationMode m_NetworkManagerInstatiationMode;
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protected bool m_EnableVerboseDebug { get; set; }
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/// <summary>
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/// Used to display the various integration test
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/// stages and can be used to log verbose information
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/// for troubleshooting an integration test.
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/// </summary>
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/// <param name="msg"></param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected void VerboseDebug(string msg)
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{
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if (m_EnableVerboseDebug)
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{
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Debug.Log(msg);
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}
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}
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/// <summary>
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/// Override this and return true if you need
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/// to troubleshoot a hard to track bug within an
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/// integration test.
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/// </summary>
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protected virtual bool OnSetVerboseDebug()
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{
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return false;
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}
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/// <summary>
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/// The very first thing invoked during the <see cref="OneTimeSetup"/> that
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/// determines how this integration test handles NetworkManager instantiation
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/// and destruction. <see cref="NetworkManagerInstatiationMode"/>
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/// Override this method to change the default mode:
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/// <see cref="NetworkManagerInstatiationMode.AllTests"/>
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/// </summary>
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protected virtual NetworkManagerInstatiationMode OnSetIntegrationTestMode()
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{
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return NetworkManagerInstatiationMode.PerTest;
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}
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protected virtual void OnOneTimeSetup()
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{
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}
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[OneTimeSetUp]
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public void OneTimeSetup()
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{
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Application.runInBackground = true;
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m_NumberOfClients = NumberOfClients;
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IsRunning = true;
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m_EnableVerboseDebug = OnSetVerboseDebug();
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IntegrationTestSceneHandler.VerboseDebugMode = m_EnableVerboseDebug;
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VerboseDebug($"Entering {nameof(OneTimeSetup)}");
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m_NetworkManagerInstatiationMode = OnSetIntegrationTestMode();
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// Enable NetcodeIntegrationTest auto-label feature
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NetcodeIntegrationTestHelpers.RegisterNetcodeIntegrationTest(true);
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OnOneTimeSetup();
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VerboseDebug($"Exiting {nameof(OneTimeSetup)}");
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}
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/// <summary>
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/// Called before creating and starting the server and clients
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/// Note: For <see cref="NetworkManagerInstatiationMode.AllTests"/> and
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/// <see cref="NetworkManagerInstatiationMode.PerTest"/> mode integration tests.
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/// For those two modes, if you want to have access to the server or client
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/// <see cref="NetworkManager"/>s then override <see cref="OnServerAndClientsCreated"/>.
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/// <see cref="m_ServerNetworkManager"/> and <see cref="m_ClientNetworkManagers"/>
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/// </summary>
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protected virtual IEnumerator OnSetup()
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{
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yield return null;
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}
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[UnitySetUp]
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public IEnumerator SetUp()
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{
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VerboseDebug($"Entering {nameof(SetUp)}");
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yield return OnSetup();
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if (m_NetworkManagerInstatiationMode == NetworkManagerInstatiationMode.AllTests && m_ServerNetworkManager == null ||
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m_NetworkManagerInstatiationMode == NetworkManagerInstatiationMode.PerTest)
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{
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CreateServerAndClients();
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yield return StartServerAndClients();
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}
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VerboseDebug($"Exiting {nameof(SetUp)}");
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}
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/// <summary>
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/// Override this to add components or adjustments to the default player prefab
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/// <see cref="m_PlayerPrefab"/>
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/// </summary>
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protected virtual void OnCreatePlayerPrefab()
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{
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}
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private void CreatePlayerPrefab()
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{
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VerboseDebug($"Entering {nameof(CreatePlayerPrefab)}");
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// Create playerPrefab
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m_PlayerPrefab = new GameObject("Player");
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NetworkObject networkObject = m_PlayerPrefab.AddComponent<NetworkObject>();
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// Make it a prefab
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
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OnCreatePlayerPrefab();
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VerboseDebug($"Exiting {nameof(CreatePlayerPrefab)}");
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}
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/// <summary>
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/// This is invoked before the server and client(s) are started.
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/// Override this method if you want to make any adjustments to their
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/// NetworkManager instances.
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/// </summary>
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protected virtual void OnServerAndClientsCreated()
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{
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}
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/// <summary>
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/// Will create <see cref="NumberOfClients"/> number of clients.
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/// To create a specific number of clients <see cref="CreateServerAndClients(int)"/>
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/// </summary>
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protected void CreateServerAndClients()
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{
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CreateServerAndClients(NumberOfClients);
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}
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protected virtual void OnNewClientCreated(NetworkManager networkManager)
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{
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}
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protected virtual void OnNewClientStartedAndConnected(NetworkManager networkManager)
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{
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}
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private void AddRemoveNetworkManager(NetworkManager networkManager, bool addNetworkManager)
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{
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var clientNetworkManagersList = new List<NetworkManager>(m_ClientNetworkManagers);
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if (addNetworkManager)
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{
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clientNetworkManagersList.Add(networkManager);
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}
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else
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{
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clientNetworkManagersList.Remove(networkManager);
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}
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m_ClientNetworkManagers = clientNetworkManagersList.ToArray();
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m_NumberOfClients = clientNetworkManagersList.Count;
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}
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protected IEnumerator CreateAndStartNewClient()
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{
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var networkManager = NetcodeIntegrationTestHelpers.CreateNewClient(m_ClientNetworkManagers.Length);
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networkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
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// Notification that the new client (NetworkManager) has been created
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// in the event any modifications need to be made before starting the client
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OnNewClientCreated(networkManager);
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NetcodeIntegrationTestHelpers.StartOneClient(networkManager);
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AddRemoveNetworkManager(networkManager, true);
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// Wait for the new client to connect
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yield return WaitForClientsConnectedOrTimeOut();
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if (s_GlobalTimeoutHelper.TimedOut)
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{
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AddRemoveNetworkManager(networkManager, false);
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Object.Destroy(networkManager.gameObject);
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}
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AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for the new client to be connected!");
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ClientNetworkManagerPostStart(networkManager);
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VerboseDebug($"[{networkManager.name}] Created and connected!");
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}
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protected IEnumerator StopOneClient(NetworkManager networkManager, bool destroy = false)
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{
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NetcodeIntegrationTestHelpers.StopOneClient(networkManager, destroy);
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AddRemoveNetworkManager(networkManager, false);
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yield return WaitForConditionOrTimeOut(() => !networkManager.IsConnectedClient);
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}
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/// <summary>
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/// Creates the server and clients
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/// </summary>
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/// <param name="numberOfClients"></param>
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protected void CreateServerAndClients(int numberOfClients)
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{
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VerboseDebug($"Entering {nameof(CreateServerAndClients)}");
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CreatePlayerPrefab();
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// Create multiple NetworkManager instances
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if (!NetcodeIntegrationTestHelpers.Create(numberOfClients, out NetworkManager server, out NetworkManager[] clients, m_TargetFrameRate, m_CreateServerFirst))
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{
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Debug.LogError("Failed to create instances");
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Assert.Fail("Failed to create instances");
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}
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m_ClientNetworkManagers = clients;
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m_ServerNetworkManager = server;
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if (m_ServerNetworkManager != null)
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{
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s_DefaultWaitForTick = new WaitForSeconds(1.0f / m_ServerNetworkManager.NetworkConfig.TickRate);
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}
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// Set the player prefab for the server and clients
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m_ServerNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
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foreach (var client in m_ClientNetworkManagers)
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{
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client.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
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}
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// Provides opportunity to allow child derived classes to
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// modify the NetworkManager's configuration before starting.
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OnServerAndClientsCreated();
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VerboseDebug($"Exiting {nameof(CreateServerAndClients)}");
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}
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/// <summary>
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/// Override this method and return false in order to be able
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/// to manually control when the server and clients are started.
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/// </summary>
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protected virtual bool CanStartServerAndClients()
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{
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return true;
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}
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/// <summary>
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/// Invoked after the server and clients have started.
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/// Note: No connection verification has been done at this point
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/// </summary>
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protected virtual IEnumerator OnStartedServerAndClients()
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{
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yield return null;
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}
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/// <summary>
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/// Invoked after the server and clients have started and verified
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/// their connections with each other.
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/// </summary>
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protected virtual IEnumerator OnServerAndClientsConnected()
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{
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yield return null;
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}
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private void ClientNetworkManagerPostStart(NetworkManager networkManager)
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{
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networkManager.name = $"NetworkManager - Client - {networkManager.LocalClientId}";
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Assert.NotNull(networkManager.LocalClient.PlayerObject, $"{nameof(StartServerAndClients)} detected that client {networkManager.LocalClientId} does not have an assigned player NetworkObject!");
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// Get all player instances for the current client NetworkManager instance
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var clientPlayerClones = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsPlayerObject && c.OwnerClientId == networkManager.LocalClientId);
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// Add this player instance to each client player entry
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foreach (var playerNetworkObject in clientPlayerClones)
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{
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// When the server is not the host this needs to be done
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if (!m_PlayerNetworkObjects.ContainsKey(playerNetworkObject.NetworkManager.LocalClientId))
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{
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m_PlayerNetworkObjects.Add(playerNetworkObject.NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
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}
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if (!m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].ContainsKey(networkManager.LocalClientId))
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{
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m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].Add(networkManager.LocalClientId, playerNetworkObject);
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}
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}
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}
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protected void ClientNetworkManagerPostStartInit()
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{
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// Creates a dictionary for all player instances client and server relative
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// This provides a simpler way to get a specific player instance relative to a client instance
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foreach (var networkManager in m_ClientNetworkManagers)
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{
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ClientNetworkManagerPostStart(networkManager);
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}
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if (m_UseHost)
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{
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var clientSideServerPlayerClones = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsPlayerObject && c.OwnerClientId == m_ServerNetworkManager.LocalClientId);
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foreach (var playerNetworkObject in clientSideServerPlayerClones)
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{
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// When the server is not the host this needs to be done
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if (!m_PlayerNetworkObjects.ContainsKey(playerNetworkObject.NetworkManager.LocalClientId))
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{
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m_PlayerNetworkObjects.Add(playerNetworkObject.NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
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}
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if (!m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].ContainsKey(m_ServerNetworkManager.LocalClientId))
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{
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m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].Add(m_ServerNetworkManager.LocalClientId, playerNetworkObject);
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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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/// This starts the server and clients as long as <see cref="CanStartServerAndClients"/>
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/// returns true.
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/// </summary>
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protected IEnumerator StartServerAndClients()
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{
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if (CanStartServerAndClients())
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{
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VerboseDebug($"Entering {nameof(StartServerAndClients)}");
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// Start the instances and pass in our SceneManagerInitialization action that is invoked immediately after host-server
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// is started and after each client is started.
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if (!NetcodeIntegrationTestHelpers.Start(m_UseHost, m_ServerNetworkManager, m_ClientNetworkManagers))
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{
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Debug.LogError("Failed to start instances");
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Assert.Fail("Failed to start instances");
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}
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RegisterSceneManagerHandler();
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// Notification that the server and clients have been started
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yield return OnStartedServerAndClients();
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// Wait for all clients to connect
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yield return WaitForClientsConnectedOrTimeOut();
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AssertOnTimeout($"{nameof(StartServerAndClients)} timed out waiting for all clients to be connected!");
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if (m_UseHost || m_ServerNetworkManager.IsHost)
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{
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// Add the server player instance to all m_ClientSidePlayerNetworkObjects entries
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var serverPlayerClones = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsPlayerObject && c.OwnerClientId == m_ServerNetworkManager.LocalClientId);
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|
foreach (var playerNetworkObject in serverPlayerClones)
|
|
{
|
|
if (!m_PlayerNetworkObjects.ContainsKey(playerNetworkObject.NetworkManager.LocalClientId))
|
|
{
|
|
m_PlayerNetworkObjects.Add(playerNetworkObject.NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
|
|
}
|
|
m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].Add(m_ServerNetworkManager.LocalClientId, playerNetworkObject);
|
|
}
|
|
}
|
|
|
|
ClientNetworkManagerPostStartInit();
|
|
|
|
// Notification that at this time the server and client(s) are instantiated,
|
|
// started, and connected on both sides.
|
|
yield return OnServerAndClientsConnected();
|
|
|
|
VerboseDebug($"Exiting {nameof(StartServerAndClients)}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Override this method to control when clients
|
|
/// can fake-load a scene.
|
|
/// </summary>
|
|
protected virtual bool CanClientsLoad()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Override this method to control when clients
|
|
/// can fake-unload a scene.
|
|
/// </summary>
|
|
protected virtual bool CanClientsUnload()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// De-Registers from the CanClientsLoad and CanClientsUnload events of the
|
|
/// ClientSceneHandler (default is IntegrationTestSceneHandler).
|
|
/// </summary>
|
|
protected void DeRegisterSceneManagerHandler()
|
|
{
|
|
IntegrationTestSceneHandler.CanClientsLoad -= ClientSceneHandler_CanClientsLoad;
|
|
IntegrationTestSceneHandler.CanClientsUnload -= ClientSceneHandler_CanClientsUnload;
|
|
IntegrationTestSceneHandler.NetworkManagers.Clear();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Registers the CanClientsLoad and CanClientsUnload events of the
|
|
/// ClientSceneHandler.
|
|
/// The default is: <see cref="IntegrationTestSceneHandler"/>.
|
|
/// </summary>
|
|
protected void RegisterSceneManagerHandler()
|
|
{
|
|
IntegrationTestSceneHandler.CanClientsLoad += ClientSceneHandler_CanClientsLoad;
|
|
IntegrationTestSceneHandler.CanClientsUnload += ClientSceneHandler_CanClientsUnload;
|
|
NetcodeIntegrationTestHelpers.RegisterSceneManagerHandler(m_ServerNetworkManager, true);
|
|
}
|
|
|
|
private bool ClientSceneHandler_CanClientsUnload()
|
|
{
|
|
return CanClientsUnload();
|
|
}
|
|
|
|
private bool ClientSceneHandler_CanClientsLoad()
|
|
{
|
|
return CanClientsLoad();
|
|
}
|
|
|
|
protected bool OnCanSceneCleanUpUnload(Scene scene)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This shuts down all NetworkManager instances registered via the
|
|
/// <see cref="NetcodeIntegrationTestHelpers"/> class and cleans up
|
|
/// the test runner scene of any left over NetworkObjects.
|
|
/// <see cref="DestroySceneNetworkObjects"/>
|
|
/// </summary>
|
|
protected void ShutdownAndCleanUp()
|
|
{
|
|
VerboseDebug($"Entering {nameof(ShutdownAndCleanUp)}");
|
|
// Shutdown and clean up both of our NetworkManager instances
|
|
try
|
|
{
|
|
DeRegisterSceneManagerHandler();
|
|
|
|
NetcodeIntegrationTestHelpers.Destroy();
|
|
|
|
m_PlayerNetworkObjects.Clear();
|
|
s_GlobalNetworkObjects.Clear();
|
|
}
|
|
catch (Exception e) { throw e; }
|
|
finally
|
|
{
|
|
if (m_PlayerPrefab != null)
|
|
{
|
|
Object.Destroy(m_PlayerPrefab);
|
|
m_PlayerPrefab = null;
|
|
}
|
|
}
|
|
|
|
// Cleanup any remaining NetworkObjects
|
|
DestroySceneNetworkObjects();
|
|
|
|
UnloadRemainingScenes();
|
|
|
|
// reset the m_ServerWaitForTick for the next test to initialize
|
|
s_DefaultWaitForTick = new WaitForSeconds(1.0f / k_DefaultTickRate);
|
|
VerboseDebug($"Exiting {nameof(ShutdownAndCleanUp)}");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Note: For <see cref="NetworkManagerInstatiationMode.PerTest"/> mode
|
|
/// this is called before ShutdownAndCleanUp.
|
|
/// </summary>
|
|
protected virtual IEnumerator OnTearDown()
|
|
{
|
|
yield return null;
|
|
}
|
|
|
|
[UnityTearDown]
|
|
public IEnumerator TearDown()
|
|
{
|
|
VerboseDebug($"Entering {nameof(TearDown)}");
|
|
yield return OnTearDown();
|
|
|
|
if (m_NetworkManagerInstatiationMode == NetworkManagerInstatiationMode.PerTest)
|
|
{
|
|
ShutdownAndCleanUp();
|
|
}
|
|
|
|
VerboseDebug($"Exiting {nameof(TearDown)}");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Override this method to do handle cleaning up once the test(s)
|
|
/// within the child derived class have completed
|
|
/// Note: For <see cref="NetworkManagerInstatiationMode.AllTests"/> mode
|
|
/// this is called before ShutdownAndCleanUp.
|
|
/// </summary>
|
|
protected virtual void OnOneTimeTearDown()
|
|
{
|
|
}
|
|
|
|
[OneTimeTearDown]
|
|
public void OneTimeTearDown()
|
|
{
|
|
IntegrationTestSceneHandler.VerboseDebugMode = false;
|
|
VerboseDebug($"Entering {nameof(OneTimeTearDown)}");
|
|
OnOneTimeTearDown();
|
|
|
|
if (m_NetworkManagerInstatiationMode == NetworkManagerInstatiationMode.AllTests)
|
|
{
|
|
ShutdownAndCleanUp();
|
|
}
|
|
|
|
// Disable NetcodeIntegrationTest auto-label feature
|
|
NetcodeIntegrationTestHelpers.RegisterNetcodeIntegrationTest(false);
|
|
|
|
UnloadRemainingScenes();
|
|
|
|
VerboseDebug($"Exiting {nameof(OneTimeTearDown)}");
|
|
|
|
IsRunning = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Override this to filter out the <see cref="NetworkObject"/>s that you
|
|
/// want to allow to persist between integration tests.
|
|
/// <see cref="DestroySceneNetworkObjects"/>
|
|
/// <see cref="ShutdownAndCleanUp"/>
|
|
/// </summary>
|
|
/// <param name="networkObject">the network object in question to be destroyed</param>
|
|
protected virtual bool CanDestroyNetworkObject(NetworkObject networkObject)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Destroys all NetworkObjects at the end of a test cycle.
|
|
/// </summary>
|
|
protected void DestroySceneNetworkObjects()
|
|
{
|
|
var networkObjects = Object.FindObjectsOfType<NetworkObject>();
|
|
foreach (var networkObject in networkObjects)
|
|
{
|
|
// This can sometimes be null depending upon order of operations
|
|
// when dealing with parented NetworkObjects. If NetworkObjectB
|
|
// is a child of NetworkObjectA and NetworkObjectA comes before
|
|
// NetworkObjectB in the list of NeworkObjects found, then when
|
|
// NetworkObjectA's GameObject is destroyed it will also destroy
|
|
// NetworkObjectB's GameObject which will destroy NetworkObjectB.
|
|
// If there is a null entry in the list, this is the most likely
|
|
// scenario and so we just skip over it.
|
|
if (networkObject == null)
|
|
{
|
|
continue;
|
|
}
|
|
if (CanDestroyNetworkObject(networkObject))
|
|
{
|
|
networkObject.NetworkManagerOwner = m_ServerNetworkManager;
|
|
// Destroy the GameObject that holds the NetworkObject component
|
|
Object.DestroyImmediate(networkObject.gameObject);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Waits for the function condition to return true or it will time out.
|
|
/// This will operate at the current m_ServerNetworkManager.NetworkConfig.TickRate
|
|
/// and allow for a unique TimeoutHelper handler (if none then it uses the default)
|
|
/// Notes: This provides more stability when running integration tests that could be
|
|
/// impacted by:
|
|
/// -how the integration test is being executed (i.e. in editor or in a stand alone build)
|
|
/// -potential platform performance issues (i.e. VM is throttled or maxed)
|
|
/// Note: For more complex tests, <see cref="ConditionalPredicateBase"/> and the overloaded
|
|
/// version of this method
|
|
/// </summary>
|
|
public static IEnumerator WaitForConditionOrTimeOut(Func<bool> checkForCondition, TimeoutHelper timeOutHelper = null)
|
|
{
|
|
if (checkForCondition == null)
|
|
{
|
|
throw new ArgumentNullException($"checkForCondition cannot be null!");
|
|
}
|
|
|
|
// If none is provided we use the default global time out helper
|
|
if (timeOutHelper == null)
|
|
{
|
|
timeOutHelper = s_GlobalTimeoutHelper;
|
|
}
|
|
|
|
// Start checking for a timeout
|
|
timeOutHelper.Start();
|
|
while (!timeOutHelper.HasTimedOut())
|
|
{
|
|
// Update and check to see if the condition has been met
|
|
if (checkForCondition.Invoke())
|
|
{
|
|
break;
|
|
}
|
|
|
|
// Otherwise wait for 1 tick interval
|
|
yield return s_DefaultWaitForTick;
|
|
}
|
|
// Stop checking for a timeout
|
|
timeOutHelper.Stop();
|
|
}
|
|
|
|
/// <summary>
|
|
/// This version accepts an IConditionalPredicate implementation to provide
|
|
/// more flexibility for checking complex conditional cases.
|
|
/// </summary>
|
|
public static IEnumerator WaitForConditionOrTimeOut(IConditionalPredicate conditionalPredicate, TimeoutHelper timeOutHelper = null)
|
|
{
|
|
if (conditionalPredicate == null)
|
|
{
|
|
throw new ArgumentNullException($"checkForCondition cannot be null!");
|
|
}
|
|
|
|
// If none is provided we use the default global time out helper
|
|
if (timeOutHelper == null)
|
|
{
|
|
timeOutHelper = s_GlobalTimeoutHelper;
|
|
}
|
|
|
|
conditionalPredicate.Started();
|
|
yield return WaitForConditionOrTimeOut(conditionalPredicate.HasConditionBeenReached, timeOutHelper);
|
|
conditionalPredicate.Finished(timeOutHelper.TimedOut);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Validates that all remote clients (i.e. non-server) detect they are connected
|
|
/// to the server and that the server reflects the appropriate number of clients
|
|
/// have connected or it will time out.
|
|
/// </summary>
|
|
/// <param name="clientsToCheck">An array of clients to be checked</param>
|
|
protected IEnumerator WaitForClientsConnectedOrTimeOut(NetworkManager[] clientsToCheck)
|
|
{
|
|
var remoteClientCount = clientsToCheck.Length;
|
|
var serverClientCount = m_ServerNetworkManager.IsHost ? remoteClientCount + 1 : remoteClientCount;
|
|
|
|
yield return WaitForConditionOrTimeOut(() => clientsToCheck.Where((c) => c.IsConnectedClient).Count() == remoteClientCount &&
|
|
m_ServerNetworkManager.ConnectedClients.Count == serverClientCount);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Overloaded method that just passes in all clients to
|
|
/// <see cref="WaitForClientsConnectedOrTimeOut(NetworkManager[])"/>
|
|
/// </summary>
|
|
protected IEnumerator WaitForClientsConnectedOrTimeOut()
|
|
{
|
|
yield return WaitForClientsConnectedOrTimeOut(m_ClientNetworkManagers);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a basic NetworkObject test prefab, assigns it to a new
|
|
/// NetworkPrefab entry, and then adds it to the server and client(s)
|
|
/// NetworkManagers' NetworkConfig.NetworkPrefab lists.
|
|
/// </summary>
|
|
/// <param name="baseName">the basic name to be used for each instance</param>
|
|
/// <returns>NetworkObject of the GameObject assigned to the new NetworkPrefab entry</returns>
|
|
protected GameObject CreateNetworkObjectPrefab(string baseName)
|
|
{
|
|
var prefabCreateAssertError = $"You can only invoke this method during {nameof(OnServerAndClientsCreated)} " +
|
|
$"but before {nameof(OnStartedServerAndClients)}!";
|
|
Assert.IsNotNull(m_ServerNetworkManager, prefabCreateAssertError);
|
|
Assert.IsFalse(m_ServerNetworkManager.IsListening, prefabCreateAssertError);
|
|
|
|
var gameObject = new GameObject();
|
|
gameObject.name = baseName;
|
|
var networkObject = gameObject.AddComponent<NetworkObject>();
|
|
networkObject.NetworkManagerOwner = m_ServerNetworkManager;
|
|
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
|
|
var networkPrefab = new NetworkPrefab() { Prefab = gameObject };
|
|
m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(networkPrefab);
|
|
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
|
{
|
|
clientNetworkManager.NetworkConfig.NetworkPrefabs.Add(networkPrefab);
|
|
}
|
|
return gameObject;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Overloaded method <see cref="SpawnObject(NetworkObject, NetworkManager, bool)"/>
|
|
/// </summary>
|
|
protected GameObject SpawnObject(GameObject prefabGameObject, NetworkManager owner, bool destroyWithScene = false)
|
|
{
|
|
var prefabNetworkObject = prefabGameObject.GetComponent<NetworkObject>();
|
|
Assert.IsNotNull(prefabNetworkObject, $"{nameof(GameObject)} {prefabGameObject.name} does not have a {nameof(NetworkObject)} component!");
|
|
return SpawnObject(prefabNetworkObject, owner, destroyWithScene);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Spawn a NetworkObject prefab instance
|
|
/// </summary>
|
|
/// <param name="prefabNetworkObject">the prefab NetworkObject to spawn</param>
|
|
/// <param name="owner">the owner of the instance</param>
|
|
/// <param name="destroyWithScene">default is false</param>
|
|
/// <returns>GameObject instance spawned</returns>
|
|
private GameObject SpawnObject(NetworkObject prefabNetworkObject, NetworkManager owner, bool destroyWithScene = false)
|
|
{
|
|
Assert.IsTrue(prefabNetworkObject.GlobalObjectIdHash > 0, $"{nameof(GameObject)} {prefabNetworkObject.name} has a {nameof(NetworkObject.GlobalObjectIdHash)} value of 0! Make sure to make it a valid prefab before trying to spawn!");
|
|
var newInstance = Object.Instantiate(prefabNetworkObject.gameObject);
|
|
var networkObjectToSpawn = newInstance.GetComponent<NetworkObject>();
|
|
networkObjectToSpawn.NetworkManagerOwner = m_ServerNetworkManager; // Required to assure the server does the spawning
|
|
if (owner == m_ServerNetworkManager)
|
|
{
|
|
if (m_UseHost)
|
|
{
|
|
networkObjectToSpawn.SpawnWithOwnership(owner.LocalClientId, destroyWithScene);
|
|
}
|
|
else
|
|
{
|
|
networkObjectToSpawn.Spawn(destroyWithScene);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
networkObjectToSpawn.SpawnWithOwnership(owner.LocalClientId, destroyWithScene);
|
|
}
|
|
|
|
return newInstance;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Overloaded method <see cref="SpawnObjects(NetworkObject, NetworkManager, int, bool)"/>
|
|
/// </summary>
|
|
protected List<GameObject> SpawnObjects(GameObject prefabGameObject, NetworkManager owner, int count, bool destroyWithScene = false)
|
|
{
|
|
var prefabNetworkObject = prefabGameObject.GetComponent<NetworkObject>();
|
|
Assert.IsNotNull(prefabNetworkObject, $"{nameof(GameObject)} {prefabGameObject.name} does not have a {nameof(NetworkObject)} component!");
|
|
return SpawnObjects(prefabNetworkObject, owner, count, destroyWithScene);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Will spawn (x) number of prefab NetworkObjects
|
|
/// <see cref="SpawnObject(NetworkObject, NetworkManager, bool)"/>
|
|
/// </summary>
|
|
/// <param name="prefabNetworkObject">the prefab NetworkObject to spawn</param>
|
|
/// <param name="owner">the owner of the instance</param>
|
|
/// <param name="count">number of instances to create and spawn</param>
|
|
/// <param name="destroyWithScene">default is false</param>
|
|
private List<GameObject> SpawnObjects(NetworkObject prefabNetworkObject, NetworkManager owner, int count, bool destroyWithScene = false)
|
|
{
|
|
var gameObjectsSpawned = new List<GameObject>();
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
gameObjectsSpawned.Add(SpawnObject(prefabNetworkObject, owner, destroyWithScene));
|
|
}
|
|
return gameObjectsSpawned;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Default constructor
|
|
/// </summary>
|
|
public NetcodeIntegrationTest()
|
|
{
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Optional Host or Server integration tests
|
|
/// Constructor that allows you To break tests up as a host
|
|
/// and a server.
|
|
/// Example: Decorate your child derived class with TestFixture
|
|
/// and then create a constructor at the child level.
|
|
/// Don't forget to set your constructor public, else Unity will
|
|
/// give you a hard to decipher error
|
|
/// [TestFixture(HostOrServer.Host)]
|
|
/// [TestFixture(HostOrServer.Server)]
|
|
/// public class MyChildClass : NetcodeIntegrationTest
|
|
/// {
|
|
/// public MyChildClass(HostOrServer hostOrServer) : base(hostOrServer) { }
|
|
/// }
|
|
/// </summary>
|
|
/// <param name="hostOrServer"></param>
|
|
public NetcodeIntegrationTest(HostOrServer hostOrServer)
|
|
{
|
|
m_UseHost = hostOrServer == HostOrServer.Host ? true : false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Just a helper function to avoid having to write the entire assert just to check if you
|
|
/// timed out.
|
|
/// </summary>
|
|
protected void AssertOnTimeout(string timeOutErrorMessage, TimeoutHelper assignedTimeoutHelper = null)
|
|
{
|
|
var timeoutHelper = assignedTimeoutHelper != null ? assignedTimeoutHelper : s_GlobalTimeoutHelper;
|
|
Assert.False(timeoutHelper.TimedOut, timeOutErrorMessage);
|
|
}
|
|
|
|
private void UnloadRemainingScenes()
|
|
{
|
|
// Unload any remaining scenes loaded but the test runner scene
|
|
// Note: Some tests only unload the server-side instance, and this
|
|
// just assures no currently loaded scenes will impact the next test
|
|
for (int i = 0; i < SceneManager.sceneCount; i++)
|
|
{
|
|
var scene = SceneManager.GetSceneAt(i);
|
|
if (!scene.IsValid() || !scene.isLoaded || scene.name.Contains(NetcodeIntegrationTestHelpers.FirstPartOfTestRunnerSceneName) || !OnCanSceneCleanUpUnload(scene))
|
|
{
|
|
continue;
|
|
}
|
|
VerboseDebug($"Unloading scene {scene.name}-{scene.handle}");
|
|
var asyncOperation = SceneManager.UnloadSceneAsync(scene);
|
|
}
|
|
}
|
|
}
|
|
}
|