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). ## [1.0.0-pre.8] - 2022-04-27 ### Changed - `unmanaged` structs are no longer universally accepted as RPC parameters because some structs (i.e., structs with pointers in them, such as `NativeList<T>`) can't be supported by the default memcpy struct serializer. Structs that are intended to be serialized across the network must add `INetworkSerializeByMemcpy` to the interface list (i.e., `struct Foo : INetworkSerializeByMemcpy`). This interface is empty and just serves to mark the struct as compatible with memcpy serialization. For external structs you can't edit, you can pass them to RPCs by wrapping them in `ForceNetworkSerializeByMemcpy<T>`. (#1901) ### Removed - Removed `SIPTransport` (#1870) - Removed `ClientNetworkTransform` from the package samples and moved to Boss Room's Utilities package which can be found [here](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/main/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkTransform.cs). ### Fixed - Fixed `NetworkTransform` generating false positive rotation delta checks when rolling over between 0 and 360 degrees. (#1890) - Fixed client throwing an exception if it has messages in the outbound queue when processing the `NetworkEvent.Disconnect` event and is using UTP. (#1884) - Fixed issue during client synchronization if 'ValidateSceneBeforeLoading' returned false it would halt the client synchronization process resulting in a client that was approved but not synchronized or fully connected with the server. (#1883) - Fixed an issue where UNetTransport.StartServer would return success even if the underlying transport failed to start (#854) - Passing generic types to RPCs no longer causes a native crash (#1901) - Fixed an issue where calling `Shutdown` on a `NetworkManager` that was already shut down would cause an immediate shutdown the next time it was started (basically the fix makes `Shutdown` idempotent). (#1877)
814 lines
33 KiB
C#
814 lines
33 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 Unity.Netcode.Transports.UTP;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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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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/// Provides helpers for running multi instance tests.
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/// </summary>
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public static class NetcodeIntegrationTestHelpers
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{
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public const int DefaultMinFrames = 1;
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public const float DefaultTimeout = 1f;
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private static List<NetworkManager> s_NetworkManagerInstances = new List<NetworkManager>();
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private static Dictionary<NetworkManager, MultiInstanceHooks> s_Hooks = new Dictionary<NetworkManager, MultiInstanceHooks>();
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private static bool s_IsStarted;
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private static int s_ClientCount;
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private static int s_OriginalTargetFrameRate = -1;
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public delegate bool MessageHandleCheck(object receivedMessage);
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internal class MessageHandleCheckWithResult
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{
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public MessageHandleCheck Check;
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public bool Result;
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}
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internal class MessageReceiveCheckWithResult
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{
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public Type CheckType;
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public bool Result;
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}
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private class MultiInstanceHooks : INetworkHooks
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{
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public Dictionary<Type, List<MessageHandleCheckWithResult>> HandleChecks = new Dictionary<Type, List<MessageHandleCheckWithResult>>();
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public List<MessageReceiveCheckWithResult> ReceiveChecks = new List<MessageReceiveCheckWithResult>();
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public static bool CheckForMessageOfType<T>(object receivedMessage) where T : INetworkMessage
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{
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return receivedMessage.GetType() == typeof(T);
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}
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public void OnBeforeSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery) where T : INetworkMessage
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{
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}
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public void OnAfterSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery, int messageSizeBytes) where T : INetworkMessage
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{
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}
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public void OnBeforeReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
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{
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foreach (var check in ReceiveChecks)
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{
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if (check.CheckType == messageType)
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{
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check.Result = true;
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ReceiveChecks.Remove(check);
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break;
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}
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}
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}
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public void OnAfterReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
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{
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}
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public void OnBeforeSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
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{
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}
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public void OnAfterSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
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{
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}
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public void OnBeforeReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
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{
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}
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public void OnAfterReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
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{
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}
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public bool OnVerifyCanSend(ulong destinationId, Type messageType, NetworkDelivery delivery)
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{
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return true;
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}
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public bool OnVerifyCanReceive(ulong senderId, Type messageType, FastBufferReader messageContent, ref NetworkContext context)
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{
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return true;
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}
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public void OnBeforeHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
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{
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}
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public void OnAfterHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
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{
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if (HandleChecks.ContainsKey(typeof(T)))
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{
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foreach (var check in HandleChecks[typeof(T)])
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{
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if (check.Check(message))
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{
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check.Result = true;
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HandleChecks[typeof(T)].Remove(check);
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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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private const string k_FirstPartOfTestRunnerSceneName = "InitTestScene";
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public static List<NetworkManager> NetworkManagerInstances => s_NetworkManagerInstances;
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internal static IntegrationTestSceneHandler ClientSceneHandler = null;
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/// <summary>
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/// Registers the IntegrationTestSceneHandler for integration tests.
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/// The default client behavior is to not load scenes on the client side.
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/// </summary>
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private static void RegisterSceneManagerHandler(NetworkManager networkManager)
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{
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if (!networkManager.IsServer)
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{
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if (ClientSceneHandler == null)
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{
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ClientSceneHandler = new IntegrationTestSceneHandler();
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}
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networkManager.SceneManager.SceneManagerHandler = ClientSceneHandler;
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}
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}
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/// <summary>
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/// Call this to clean up the IntegrationTestSceneHandler and destroy the s_CoroutineRunner.
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/// Note:
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/// If deriving from <see cref="NetcodeIntegrationTest"/> or using <see cref="Destroy"/> then you
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/// typically won't need to do this.
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/// </summary>
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public static void CleanUpHandlers()
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{
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if (ClientSceneHandler != null)
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{
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ClientSceneHandler.Dispose();
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ClientSceneHandler = null;
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}
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}
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/// <summary>
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/// Call this to register scene validation and the IntegrationTestSceneHandler
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/// Note:
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/// If deriving from <see cref="NetcodeIntegrationTest"/> or using <see cref="Destroy"/> then you
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/// typically won't need to call this.
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/// </summary>
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public static void RegisterHandlers(NetworkManager networkManager, bool serverSideSceneManager = false)
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{
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SceneManagerValidationAndTestRunnerInitialization(networkManager);
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if (!networkManager.IsServer || networkManager.IsServer && serverSideSceneManager)
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{
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RegisterSceneManagerHandler(networkManager);
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}
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}
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public static NetworkManager CreateServer()
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{
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// Create gameObject
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var go = new GameObject("NetworkManager - Server");
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// Create networkManager component
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var server = go.AddComponent<NetworkManager>();
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NetworkManagerInstances.Insert(0, server);
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// Create transport
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var unityTransport = go.AddComponent<UnityTransport>();
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// We need to increase this buffer size for tests that spawn a bunch of things
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unityTransport.MaxPayloadSize = 256000;
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unityTransport.MaxSendQueueSize = 1024 * 1024;
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// Allow 4 connection attempts that each will time out after 500ms
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unityTransport.MaxConnectAttempts = 4;
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unityTransport.ConnectTimeoutMS = 500;
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// Set the NetworkConfig
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server.NetworkConfig = new NetworkConfig()
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{
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// Set transport
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NetworkTransport = unityTransport
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};
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return server;
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}
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/// <summary>
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/// Creates NetworkingManagers and configures them for use in a multi instance setting.
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/// </summary>
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/// <param name="clientCount">The amount of clients</param>
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/// <param name="server">The server NetworkManager</param>
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/// <param name="clients">The clients NetworkManagers</param>
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/// <param name="targetFrameRate">The targetFrameRate of the Unity engine to use while the multi instance helper is running. Will be reset on shutdown.</param>
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/// <param name="serverFirst">This determines if the server or clients will be instantiated first (defaults to server first)</param>
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public static bool Create(int clientCount, out NetworkManager server, out NetworkManager[] clients, int targetFrameRate = 60, bool serverFirst = true)
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{
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s_NetworkManagerInstances = new List<NetworkManager>();
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server = null;
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if (serverFirst)
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{
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server = CreateServer();
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}
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CreateNewClients(clientCount, out clients);
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if (!serverFirst)
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{
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server = CreateServer();
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}
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s_OriginalTargetFrameRate = Application.targetFrameRate;
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Application.targetFrameRate = targetFrameRate;
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return true;
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}
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/// <summary>
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/// Used to add a client to the already existing list of clients
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/// </summary>
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/// <param name="clientCount">The amount of clients</param>
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/// <param name="clients"></param>
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public static bool CreateNewClients(int clientCount, out NetworkManager[] clients)
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{
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clients = new NetworkManager[clientCount];
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var activeSceneName = SceneManager.GetActiveScene().name;
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for (int i = 0; i < clientCount; i++)
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{
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// Create gameObject
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var go = new GameObject("NetworkManager - Client - " + i);
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// Create networkManager component
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clients[i] = go.AddComponent<NetworkManager>();
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// Create transport
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var unityTransport = go.AddComponent<UnityTransport>();
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// Set the NetworkConfig
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clients[i].NetworkConfig = new NetworkConfig()
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{
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// Set transport
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NetworkTransport = unityTransport
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};
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}
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NetworkManagerInstances.AddRange(clients);
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return true;
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}
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/// <summary>
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/// Stops one single client and makes sure to cleanup any static variables in this helper
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/// </summary>
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/// <param name="clientToStop"></param>
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public static void StopOneClient(NetworkManager clientToStop)
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{
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clientToStop.Shutdown();
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s_Hooks.Remove(clientToStop);
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Object.Destroy(clientToStop.gameObject);
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NetworkManagerInstances.Remove(clientToStop);
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}
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/// <summary>
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/// Should always be invoked when finished with a single unit test
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/// (i.e. during TearDown)
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/// </summary>
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public static void Destroy()
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{
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if (s_IsStarted == false)
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{
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return;
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}
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s_IsStarted = false;
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// Shutdown the server which forces clients to disconnect
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foreach (var networkManager in NetworkManagerInstances)
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{
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networkManager.Shutdown();
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s_Hooks.Remove(networkManager);
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}
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// Destroy the network manager instances
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foreach (var networkManager in NetworkManagerInstances)
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{
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if (networkManager.gameObject != null)
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{
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Object.Destroy(networkManager.gameObject);
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}
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}
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NetworkManagerInstances.Clear();
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CleanUpHandlers();
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Application.targetFrameRate = s_OriginalTargetFrameRate;
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}
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/// <summary>
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/// We want to exclude the TestRunner scene on the host-server side so it won't try to tell clients to
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/// synchronize to this scene when they connect
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/// </summary>
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private static bool VerifySceneIsValidForClientsToLoad(int sceneIndex, string sceneName, LoadSceneMode loadSceneMode)
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{
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// exclude test runner scene
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if (sceneName.StartsWith(k_FirstPartOfTestRunnerSceneName))
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{
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return false;
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}
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return true;
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}
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/// <summary>
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/// This registers scene validation callback for the server to prevent it from telling connecting
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/// clients to synchronize (i.e. load) the test runner scene. This will also register the test runner
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/// scene and its handle for both client(s) and server-host.
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/// </summary>
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private static void SceneManagerValidationAndTestRunnerInitialization(NetworkManager networkManager)
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{
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// If VerifySceneBeforeLoading is not already set, then go ahead and set it so the host/server
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// will not try to synchronize clients to the TestRunner scene. We only need to do this for the server.
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if (networkManager.IsServer && networkManager.SceneManager.VerifySceneBeforeLoading == null)
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{
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networkManager.SceneManager.VerifySceneBeforeLoading = VerifySceneIsValidForClientsToLoad;
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// If a unit/integration test does not handle this on their own, then Ignore the validation warning
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networkManager.SceneManager.DisableValidationWarnings(true);
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}
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// Register the test runner scene so it will be able to synchronize NetworkObjects without logging a
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// warning about using the currently active scene
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var scene = SceneManager.GetActiveScene();
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// As long as this is a test runner scene (or most likely a test runner scene)
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if (scene.name.StartsWith(k_FirstPartOfTestRunnerSceneName))
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{
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// Register the test runner scene just so we avoid another warning about not being able to find the
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// scene to synchronize NetworkObjects. Next, add the currently active test runner scene to the scenes
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// loaded and register the server to client scene handle since host-server shares the test runner scene
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// with the clients.
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networkManager.SceneManager.GetAndAddNewlyLoadedSceneByName(scene.name);
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networkManager.SceneManager.ServerSceneHandleToClientSceneHandle.Add(scene.handle, scene.handle);
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}
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}
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public delegate void BeforeClientStartCallback();
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/// <summary>
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/// Starts NetworkManager instances created by the Create method.
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/// </summary>
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/// <param name="host">Whether or not to create a Host instead of Server</param>
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/// <param name="server">The Server NetworkManager</param>
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/// <param name="clients">The Clients NetworkManager</param>
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/// <param name="callback">called immediately after server is started and before client(s) are started</param>
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/// <returns></returns>
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public static bool Start(bool host, NetworkManager server, NetworkManager[] clients, BeforeClientStartCallback callback = null)
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{
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if (s_IsStarted)
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{
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throw new InvalidOperationException($"{nameof(NetcodeIntegrationTestHelpers)} already thinks it is started. Did you forget to Destroy?");
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}
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s_IsStarted = true;
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s_ClientCount = clients.Length;
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if (host)
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{
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server.StartHost();
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}
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else
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{
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server.StartServer();
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}
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var hooks = new MultiInstanceHooks();
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server.MessagingSystem.Hook(hooks);
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s_Hooks[server] = hooks;
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// if set, then invoke this for the server
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RegisterHandlers(server);
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callback?.Invoke();
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for (int i = 0; i < clients.Length; i++)
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{
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clients[i].StartClient();
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hooks = new MultiInstanceHooks();
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clients[i].MessagingSystem.Hook(hooks);
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s_Hooks[clients[i]] = hooks;
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// if set, then invoke this for the client
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RegisterHandlers(clients[i]);
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}
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return true;
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}
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/// <summary>
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/// Used to return a value of type T from a wait condition
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/// </summary>
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public class ResultWrapper<T>
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{
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public T Result;
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}
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private static uint s_AutoIncrementGlobalObjectIdHashCounter = 111111;
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public static uint GetNextGlobalIdHashValue()
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{
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return ++s_AutoIncrementGlobalObjectIdHashCounter;
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}
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public static bool IsNetcodeIntegrationTestRunning { get; internal set; }
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public static void RegisterNetcodeIntegrationTest(bool registered)
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{
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IsNetcodeIntegrationTestRunning = registered;
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}
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/// <summary>
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/// Normally we would only allow player prefabs to be set to a prefab. Not runtime created objects.
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/// In order to prevent having a Resource folder full of a TON of prefabs that we have to maintain,
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/// MultiInstanceHelper has a helper function that lets you mark a runtime created object to be
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/// treated as a prefab by the Netcode. That's how we can get away with creating the player prefab
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/// at runtime without it being treated as a SceneObject or causing other conflicts with the Netcode.
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/// </summary>
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/// <param name="networkObject">The networkObject to be treated as Prefab</param>
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/// <param name="globalObjectIdHash">The GlobalObjectId to force</param>
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public static void MakeNetworkObjectTestPrefab(NetworkObject networkObject, uint globalObjectIdHash = default)
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{
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// Override `GlobalObjectIdHash` if `globalObjectIdHash` param is set
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if (globalObjectIdHash != default)
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{
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networkObject.GlobalObjectIdHash = globalObjectIdHash;
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}
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// Fallback to auto-increment if `GlobalObjectIdHash` was never set
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if (networkObject.GlobalObjectIdHash == default)
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{
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networkObject.GlobalObjectIdHash = ++s_AutoIncrementGlobalObjectIdHashCounter;
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}
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// Prevent object from being snapped up as a scene object
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networkObject.IsSceneObject = false;
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// To avoid issues with integration tests that forget to clean up,
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// this feature only works with NetcodeIntegrationTest derived classes
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if (IsNetcodeIntegrationTestRunning)
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{
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// Add the object identifier component
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networkObject.gameObject.AddComponent<ObjectNameIdentifier>();
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}
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}
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// We use GameObject instead of SceneObject to be able to keep hierarchy
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public static void MarkAsSceneObjectRoot(GameObject networkObjectRoot, NetworkManager server, NetworkManager[] clients)
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{
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networkObjectRoot.name += " - Server";
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NetworkObject[] serverNetworkObjects = networkObjectRoot.GetComponentsInChildren<NetworkObject>();
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for (int i = 0; i < serverNetworkObjects.Length; i++)
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{
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serverNetworkObjects[i].NetworkManagerOwner = server;
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}
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for (int i = 0; i < clients.Length; i++)
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{
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GameObject root = Object.Instantiate(networkObjectRoot);
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root.name += " - Client - " + i;
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NetworkObject[] clientNetworkObjects = root.GetComponentsInChildren<NetworkObject>();
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for (int j = 0; j < clientNetworkObjects.Length; j++)
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{
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clientNetworkObjects[j].NetworkManagerOwner = clients[i];
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}
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}
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}
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/// <summary>
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/// Waits (yields) until specified amount of network ticks has been passed.
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/// </summary>
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public static IEnumerator WaitForTicks(NetworkManager networkManager, int count)
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{
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var targetTick = networkManager.NetworkTickSystem.LocalTime.Tick + count;
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yield return new WaitUntil(() => networkManager.NetworkTickSystem.LocalTime.Tick >= targetTick);
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}
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/// <summary>
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/// Waits on the client side to be connected.
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/// </summary>
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/// <param name="client">The client</param>
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/// <param name="result">The result. If null, it will automatically assert</param>
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/// <param name="maxFrames">The max frames to wait for</param>
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public static IEnumerator WaitForClientConnected(NetworkManager client, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
|
|
{
|
|
yield return WaitForClientsConnected(new NetworkManager[] { client }, result, timeout);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Similar to WaitForClientConnected, this waits for multiple clients to be connected.
|
|
/// </summary>
|
|
/// <param name="clients">The clients to be connected</param>
|
|
/// <param name="result">The result. If null, it will automatically assert<</param>
|
|
/// <param name="maxFrames">The max frames to wait for</param>
|
|
/// <returns></returns>
|
|
public static IEnumerator WaitForClientsConnected(NetworkManager[] clients, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
|
|
{
|
|
// Make sure none are the host client
|
|
foreach (var client in clients)
|
|
{
|
|
if (client.IsServer)
|
|
{
|
|
throw new InvalidOperationException("Cannot wait for connected as server");
|
|
}
|
|
}
|
|
|
|
var allConnected = true;
|
|
var startTime = Time.realtimeSinceStartup;
|
|
|
|
while (Time.realtimeSinceStartup - startTime < timeout)
|
|
{
|
|
allConnected = true;
|
|
foreach (var client in clients)
|
|
{
|
|
if (!client.IsConnectedClient)
|
|
{
|
|
allConnected = false;
|
|
break;
|
|
}
|
|
}
|
|
if (allConnected)
|
|
{
|
|
break;
|
|
}
|
|
var nextFrameNumber = Time.frameCount + 1;
|
|
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
|
|
}
|
|
|
|
if (result != null)
|
|
{
|
|
result.Result = allConnected;
|
|
}
|
|
else
|
|
{
|
|
for (var i = 0; i < clients.Length; ++i)
|
|
{
|
|
var client = clients[i];
|
|
// Logging i+1 because that's the local client ID they'll get (0 is server)
|
|
// Can't use client.LocalClientId because that doesn't get assigned until IsConnectedClient == true,
|
|
Assert.True(client.IsConnectedClient, $"Client {i + 1} never connected");
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Waits on the server side for 1 client to be connected
|
|
/// </summary>
|
|
/// <param name="server">The server</param>
|
|
/// <param name="result">The result. If null, it will automatically assert</param>
|
|
/// <param name="maxFrames">The max frames to wait for</param>
|
|
public static IEnumerator WaitForClientConnectedToServer(NetworkManager server, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
|
|
{
|
|
yield return WaitForClientsConnectedToServer(server, server.IsHost ? s_ClientCount + 1 : s_ClientCount, result, timeout);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Waits on the server side for 1 client to be connected
|
|
/// </summary>
|
|
/// <param name="server">The server</param>
|
|
/// <param name="result">The result. If null, it will automatically assert</param>
|
|
/// <param name="maxFrames">The max frames to wait for</param>
|
|
public static IEnumerator WaitForClientsConnectedToServer(NetworkManager server, int clientCount = 1, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
|
|
{
|
|
if (!server.IsServer)
|
|
{
|
|
throw new InvalidOperationException("Cannot wait for connected as client");
|
|
}
|
|
|
|
var startTime = Time.realtimeSinceStartup;
|
|
|
|
while (Time.realtimeSinceStartup - startTime < timeout && server.ConnectedClients.Count != clientCount)
|
|
{
|
|
var nextFrameNumber = Time.frameCount + 1;
|
|
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
|
|
}
|
|
|
|
var res = server.ConnectedClients.Count == clientCount;
|
|
|
|
if (result != null)
|
|
{
|
|
result.Result = res;
|
|
}
|
|
else
|
|
{
|
|
Assert.True(res, "A client never connected to server");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a NetworkObject instance as it's represented by a certain peer.
|
|
/// </summary>
|
|
/// <param name="networkObjectId">The networkObjectId to get</param>
|
|
/// <param name="representation">The representation to get the object from</param>
|
|
/// <param name="result">The result</param>
|
|
/// <param name="failIfNull">Whether or not to fail if no object is found and result is null</param>
|
|
/// <param name="maxFrames">The max frames to wait for</param>
|
|
public static IEnumerator GetNetworkObjectByRepresentation(ulong networkObjectId, NetworkManager representation, ResultWrapper<NetworkObject> result, bool failIfNull = true, float timeout = DefaultTimeout)
|
|
{
|
|
if (result == null)
|
|
{
|
|
throw new ArgumentNullException("Result cannot be null");
|
|
}
|
|
|
|
var startTime = Time.realtimeSinceStartup;
|
|
|
|
while (Time.realtimeSinceStartup - startTime < timeout && representation.SpawnManager.SpawnedObjects.All(x => x.Value.NetworkObjectId != networkObjectId))
|
|
{
|
|
var nextFrameNumber = Time.frameCount + 1;
|
|
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
|
|
}
|
|
|
|
result.Result = representation.SpawnManager.SpawnedObjects.First(x => x.Value.NetworkObjectId == networkObjectId).Value;
|
|
|
|
if (failIfNull && result.Result == null)
|
|
{
|
|
Assert.Fail("NetworkObject could not be found");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a NetworkObject instance as it's represented by a certain peer.
|
|
/// </summary>
|
|
/// <param name="predicate">The predicate used to filter for your target NetworkObject</param>
|
|
/// <param name="representation">The representation to get the object from</param>
|
|
/// <param name="result">The result</param>
|
|
/// <param name="failIfNull">Whether or not to fail if no object is found and result is null</param>
|
|
/// <param name="maxFrames">The max frames to wait for</param>
|
|
public static IEnumerator GetNetworkObjectByRepresentation(Func<NetworkObject, bool> predicate, NetworkManager representation, ResultWrapper<NetworkObject> result, bool failIfNull = true, float timeout = DefaultTimeout)
|
|
{
|
|
if (result == null)
|
|
{
|
|
throw new ArgumentNullException("Result cannot be null");
|
|
}
|
|
|
|
if (predicate == null)
|
|
{
|
|
throw new ArgumentNullException("Predicate cannot be null");
|
|
}
|
|
|
|
var startTime = Time.realtimeSinceStartup;
|
|
|
|
while (Time.realtimeSinceStartup - startTime < timeout && !representation.SpawnManager.SpawnedObjects.Any(x => predicate(x.Value)))
|
|
{
|
|
var nextFrameNumber = Time.frameCount + 1;
|
|
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
|
|
}
|
|
|
|
result.Result = representation.SpawnManager.SpawnedObjects.FirstOrDefault(x => predicate(x.Value)).Value;
|
|
|
|
if (failIfNull && result.Result == null)
|
|
{
|
|
Assert.Fail("NetworkObject could not be found");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Waits for a predicate condition to be met
|
|
/// </summary>
|
|
/// <param name="predicate">The predicate to wait for</param>
|
|
/// <param name="result">The result. If null, it will fail if the predicate is not met</param>
|
|
/// <param name="minFrames">The min frames to wait for</param>
|
|
/// <param name="maxFrames">The max frames to wait for</param>
|
|
public static IEnumerator WaitForCondition(Func<bool> predicate, ResultWrapper<bool> result = null, float timeout = DefaultTimeout, int minFrames = DefaultMinFrames)
|
|
{
|
|
if (predicate == null)
|
|
{
|
|
throw new ArgumentNullException("Predicate cannot be null");
|
|
}
|
|
|
|
var startTime = Time.realtimeSinceStartup;
|
|
|
|
if (minFrames > 0)
|
|
{
|
|
yield return new WaitUntil(() => Time.frameCount >= minFrames);
|
|
}
|
|
|
|
while (Time.realtimeSinceStartup - startTime < timeout && !predicate())
|
|
{
|
|
// Changed to 2 frames to avoid the scenario where it would take 1+ frames to
|
|
// see a value change (i.e. discovered in the NetworkTransformTests)
|
|
var nextFrameNumber = Time.frameCount + 2;
|
|
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
|
|
}
|
|
|
|
var res = predicate();
|
|
|
|
if (result != null)
|
|
{
|
|
result.Result = res;
|
|
}
|
|
else
|
|
{
|
|
Assert.True(res, "PREDICATE CONDITION");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Waits for a message of the given type to be received
|
|
/// </summary>
|
|
/// <param name="result">The result. If null, it will fail if the predicate is not met</param>
|
|
/// <param name="timeout">The max time in seconds to wait for</param>
|
|
internal static IEnumerator WaitForMessageOfTypeReceived<T>(NetworkManager toBeReceivedBy, ResultWrapper<bool> result = null, float timeout = 0.5f) where T : INetworkMessage
|
|
{
|
|
var hooks = s_Hooks[toBeReceivedBy];
|
|
var check = new MessageReceiveCheckWithResult { CheckType = typeof(T) };
|
|
hooks.ReceiveChecks.Add(check);
|
|
if (result == null)
|
|
{
|
|
result = new ResultWrapper<bool>();
|
|
}
|
|
|
|
var startTime = Time.realtimeSinceStartup;
|
|
|
|
while (!check.Result && Time.realtimeSinceStartup - startTime < timeout)
|
|
{
|
|
yield return null;
|
|
}
|
|
|
|
var res = check.Result;
|
|
result.Result = res;
|
|
|
|
Assert.True(result.Result, $"Expected message {typeof(T).Name} was not received within {timeout}s.");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Waits for a message of the given type to be received
|
|
/// </summary>
|
|
/// <param name="result">The result. If null, it will fail if the predicate is not met</param>
|
|
/// <param name="timeout">The max time in seconds to wait for</param>
|
|
internal static IEnumerator WaitForMessageOfTypeHandled<T>(NetworkManager toBeReceivedBy, ResultWrapper<bool> result = null, float timeout = 0.5f) where T : INetworkMessage
|
|
{
|
|
var hooks = s_Hooks[toBeReceivedBy];
|
|
if (!hooks.HandleChecks.ContainsKey(typeof(T)))
|
|
{
|
|
hooks.HandleChecks.Add(typeof(T), new List<MessageHandleCheckWithResult>());
|
|
}
|
|
var check = new MessageHandleCheckWithResult { Check = MultiInstanceHooks.CheckForMessageOfType<T> };
|
|
hooks.HandleChecks[typeof(T)].Add(check);
|
|
if (result == null)
|
|
{
|
|
result = new ResultWrapper<bool>();
|
|
}
|
|
yield return ExecuteWaitForHook(check, result, timeout);
|
|
|
|
Assert.True(result.Result, $"Expected message {typeof(T).Name} was not handled within {timeout}s.");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Waits for a specific message, defined by a user callback, to be received
|
|
/// </summary>
|
|
/// <param name="requirement">Called for each received message to check if it's the right one</param>
|
|
/// <param name="result">The result. If null, it will fail if the predicate is not met</param>
|
|
/// <param name="timeout">The max time in seconds to wait for</param>
|
|
internal static IEnumerator WaitForMessageMeetingRequirementHandled<T>(NetworkManager toBeReceivedBy, MessageHandleCheck requirement, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
|
|
{
|
|
var hooks = s_Hooks[toBeReceivedBy];
|
|
if (!hooks.HandleChecks.ContainsKey(typeof(T)))
|
|
{
|
|
hooks.HandleChecks.Add(typeof(T), new List<MessageHandleCheckWithResult>());
|
|
}
|
|
var check = new MessageHandleCheckWithResult { Check = requirement };
|
|
hooks.HandleChecks[typeof(T)].Add(check);
|
|
if (result == null)
|
|
{
|
|
result = new ResultWrapper<bool>();
|
|
}
|
|
yield return ExecuteWaitForHook(check, result, timeout);
|
|
|
|
Assert.True(result.Result, $"Expected message meeting user requirements was not handled within {timeout}s.");
|
|
}
|
|
|
|
private static IEnumerator ExecuteWaitForHook(MessageHandleCheckWithResult check, ResultWrapper<bool> result, float timeout)
|
|
{
|
|
var startTime = Time.realtimeSinceStartup;
|
|
|
|
while (!check.Result && Time.realtimeSinceStartup - startTime < timeout)
|
|
{
|
|
yield return null;
|
|
}
|
|
|
|
var res = check.Result;
|
|
result.Result = res;
|
|
}
|
|
}
|
|
|
|
// Empty MonoBehaviour that is a holder of coroutine
|
|
internal class CoroutineRunner : MonoBehaviour
|
|
{
|
|
}
|
|
}
|