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com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectOnSpawnTests.cs
Unity Technologies 0581a42b70 com.unity.netcode.gameobjects@1.5.2
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).

## [1.5.2] - 2023-07-24

### Added

### Fixed

- Fixed issue where `NetworkClient.OwnedObjects` was not returning any owned objects due to the `NetworkClient.IsConnected` not being properly set. (#2631)
- Fixed a crash when calling TrySetParent with a null Transform (#2625)
- Fixed issue where a `NetworkTransform` using full precision state updates was losing transform state updates when interpolation was enabled. (#2624)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored for late joining clients. (#2623)
- Fixed issue where invoking `NetworkManager.Shutdown` multiple times, depending upon the timing, could cause an exception. (#2622)
- Fixed issue where removing ownership would not notify the server that it gained ownership. This also resolves the issue where an owner authoritative NetworkTransform would not properly initialize upon removing ownership from a remote client. (#2618)
- Fixed ILPP issues when using CoreCLR and for certain dedicated server builds. (#2614)
- Fixed an ILPP compile error when creating a generic NetworkBehaviour singleton with a static T instance. (#2603)

### Changed
2023-07-24 00:00:00 +00:00

325 lines
14 KiB
C#

using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class NetworkObjectOnSpawnTests : NetcodeIntegrationTest
{
private GameObject m_TestNetworkObjectPrefab;
private GameObject m_TestNetworkObjectInstance;
protected override int NumberOfClients => 2;
public enum ObserverTestTypes
{
WithObservers,
WithoutObservers
}
private GameObject m_ObserverPrefab;
private NetworkObject m_ObserverTestNetworkObject;
private ObserverTestTypes m_ObserverTestType;
private const string k_ObserverTestObjName = "ObsObj";
private const string k_WithObserversError = "Not all clients spawned the";
private const string k_WithoutObserversError = "A client spawned the";
protected override void OnServerAndClientsCreated()
{
m_ObserverPrefab = CreateNetworkObjectPrefab(k_ObserverTestObjName);
base.OnServerAndClientsCreated();
}
private bool CheckClientsSideObserverTestObj()
{
foreach (var client in m_ClientNetworkManagers)
{
if (!s_GlobalNetworkObjects.ContainsKey(client.LocalClientId))
{
// When no observers there shouldn't be any client spawned NetworkObjects
// (players are held in a different list)
return !(m_ObserverTestType == ObserverTestTypes.WithObservers);
}
var clientObjects = s_GlobalNetworkObjects[client.LocalClientId];
// Make sure they did spawn the object
if (m_ObserverTestType == ObserverTestTypes.WithObservers)
{
if (!clientObjects.ContainsKey(m_ObserverTestNetworkObject.NetworkObjectId))
{
return false;
}
if (!clientObjects[m_ObserverTestNetworkObject.NetworkObjectId].IsSpawned)
{
return false;
}
}
}
return true;
}
/// <summary>
/// Assures the <see cref="ObserverSpawnTests"/> late joining client has all
/// NetworkPrefabs required to connect.
/// </summary>
protected override void OnNewClientCreated(NetworkManager networkManager)
{
foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
{
if (!networkManager.NetworkConfig.Prefabs.Contains(networkPrefab.Prefab))
{
networkManager.NetworkConfig.Prefabs.Add(networkPrefab);
}
}
base.OnNewClientCreated(networkManager);
}
/// <summary>
/// This test validates <see cref="NetworkObject.SpawnWithObservers"/> property
/// </summary>
/// <param name="observerTestTypes">whether to spawn with or without observers</param>
[UnityTest]
public IEnumerator ObserverSpawnTests([Values] ObserverTestTypes observerTestTypes)
{
m_ObserverTestType = observerTestTypes;
var prefabNetworkObject = m_ObserverPrefab.GetComponent<NetworkObject>();
prefabNetworkObject.SpawnWithObservers = observerTestTypes == ObserverTestTypes.WithObservers;
var instance = SpawnObject(m_ObserverPrefab, m_ServerNetworkManager);
m_ObserverTestNetworkObject = instance.GetComponent<NetworkObject>();
var withoutObservers = m_ObserverTestType == ObserverTestTypes.WithoutObservers;
if (withoutObservers)
{
// Just give a little time to make sure nothing spawned
yield return s_DefaultWaitForTick;
}
yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
AssertOnTimeout($"{(withoutObservers ? k_WithoutObserversError : k_WithObserversError)} {k_ObserverTestObjName} object!");
// If we spawned without observers
if (withoutObservers)
{
// Make each client an observer
foreach (var client in m_ClientNetworkManagers)
{
m_ObserverTestNetworkObject.NetworkShow(client.LocalClientId);
}
// Validate the clients spawned the NetworkObject
m_ObserverTestType = ObserverTestTypes.WithObservers;
yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
AssertOnTimeout($"{k_WithObserversError} {k_ObserverTestObjName} object!");
// Validate that a late joining client does not see the NetworkObject when it spawns
yield return CreateAndStartNewClient();
m_ObserverTestType = ObserverTestTypes.WithoutObservers;
// Just give a little time to make sure nothing spawned
yield return s_DefaultWaitForTick;
yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
AssertOnTimeout($"{(withoutObservers ? k_WithoutObserversError : k_WithObserversError)} {k_ObserverTestObjName} object!");
// Now validate that we can make the NetworkObject visible to the newly joined client
m_ObserverTestNetworkObject.NetworkShow(m_ClientNetworkManagers[NumberOfClients].LocalClientId);
// Validate the NetworkObject is visible to all connected clients (including the recently joined client)
m_ObserverTestType = ObserverTestTypes.WithObservers;
yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
AssertOnTimeout($"{k_WithObserversError} {k_ObserverTestObjName} object!");
}
}
/// <summary>
/// Tests that instantiating a <see cref="NetworkObject"/> and destroying without spawning it
/// does not run <see cref="NetworkBehaviour.OnNetworkSpawn"/> or <see cref="NetworkBehaviour.OnNetworkSpawn"/>.
/// </summary>
[UnityTest]
public IEnumerator InstantiateDestroySpawnNotCalled()
{
m_TestNetworkObjectPrefab = new GameObject("InstantiateDestroySpawnNotCalled_Object");
var networkObject = m_TestNetworkObjectPrefab.AddComponent<NetworkObject>();
var fail = m_TestNetworkObjectPrefab.AddComponent<FailWhenSpawned>();
// instantiate
m_TestNetworkObjectInstance = Object.Instantiate(m_TestNetworkObjectPrefab);
yield return null;
Object.Destroy(m_TestNetworkObjectInstance);
}
private class FailWhenSpawned : NetworkBehaviour
{
public override void OnNetworkSpawn()
{
Assert.Fail("Spawn should not be called on not spawned object");
}
public override void OnNetworkDespawn()
{
Assert.Fail("Depawn should not be called on not spawned object");
}
}
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<TrackOnSpawnFunctions>();
}
protected override IEnumerator OnTearDown()
{
if (m_ObserverPrefab != null)
{
Object.Destroy(m_ObserverPrefab);
}
if (m_TestNetworkObjectPrefab != null)
{
Object.Destroy(m_TestNetworkObjectPrefab);
}
if (m_TestNetworkObjectInstance != null)
{
Object.Destroy(m_TestNetworkObjectInstance);
}
yield return base.OnTearDown();
}
private List<TrackOnSpawnFunctions> m_ClientTrackOnSpawnInstances = new List<TrackOnSpawnFunctions>();
/// <summary>
/// Test that callbacks are run for playerobject spawn, despawn, regular spawn, destroy on server.
/// </summary>
/// <returns></returns>
[UnityTest]
public IEnumerator TestOnNetworkSpawnCallbacks()
{
// [Host-Side] Get the Host owned instance
var serverInstance = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ServerNetworkManager.LocalClientId].GetComponent<TrackOnSpawnFunctions>();
foreach (var client in m_ClientNetworkManagers)
{
var clientRpcTests = m_PlayerNetworkObjects[client.LocalClientId][m_ServerNetworkManager.LocalClientId].gameObject.GetComponent<TrackOnSpawnFunctions>();
Assert.IsNotNull(clientRpcTests);
m_ClientTrackOnSpawnInstances.Add(clientRpcTests);
}
// -------------- step 1 check player spawn despawn
// check spawned on server
Assert.AreEqual(1, serverInstance.OnNetworkSpawnCalledCount);
// safety check server despawned
Assert.AreEqual(0, serverInstance.OnNetworkDespawnCalledCount);
// Conditional check for clients spawning or despawning
var checkSpawnCondition = false;
var expectedSpawnCount = 1;
var expectedDespawnCount = 0;
bool HasConditionBeenMet()
{
var clientsCompleted = 0;
// check spawned on client
foreach (var clientInstance in m_ClientTrackOnSpawnInstances)
{
if (checkSpawnCondition)
{
if (clientInstance.OnNetworkSpawnCalledCount == expectedSpawnCount)
{
clientsCompleted++;
}
}
else
{
if (clientInstance.OnNetworkDespawnCalledCount == expectedDespawnCount)
{
clientsCompleted++;
}
}
}
return clientsCompleted >= NumberOfClients;
}
// safety check that all clients have not been despawned yet
Assert.True(HasConditionBeenMet(), "Failed condition that all clients not despawned yet!");
// now verify that all clients have been spawned
checkSpawnCondition = true;
yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side spawns!");
// despawn on server. However, since we'll be using this object later in the test, don't delete it
serverInstance.GetComponent<NetworkObject>().Despawn(false);
// check despawned on server
Assert.AreEqual(1, serverInstance.OnNetworkDespawnCalledCount);
// we now expect the clients to each have despawned once
expectedDespawnCount = 1;
yield return s_DefaultWaitForTick;
// verify that all client-side instances are despawned
checkSpawnCondition = false;
yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side despawns!");
//----------- step 2 check spawn and destroy again
serverInstance.GetComponent<NetworkObject>().Spawn();
// wait a tick
yield return s_DefaultWaitForTick;
// check spawned again on server this is 2 because we are reusing the object which was already spawned once.
Assert.AreEqual(2, serverInstance.OnNetworkSpawnCalledCount);
checkSpawnCondition = true;
yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side spawns! (2nd pass)");
// destroy the server object
Object.Destroy(serverInstance.gameObject);
yield return s_DefaultWaitForTick;
// check whether despawned was called again on server instance
Assert.AreEqual(2, serverInstance.OnNetworkDespawnCalledCount);
checkSpawnCondition = false;
yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side despawns! (2nd pass)");
}
[Test]
public void DynamicallySpawnedNoSceneOriginException()
{
var gameObject = new GameObject();
var networkObject = gameObject.AddComponent<NetworkObject>();
networkObject.IsSpawned = true;
networkObject.SceneOriginHandle = 0;
networkObject.IsSceneObject = false;
// This validates invoking GetSceneOriginHandle will not throw an exception for a dynamically spawned NetworkObject
// when the scene of origin handle is zero
var sceneOriginHandle = networkObject.GetSceneOriginHandle();
// This validates that GetSceneOriginHandle will return the GameObject's scene handle that should be the currently active scene
var activeSceneHandle = UnityEngine.SceneManagement.SceneManager.GetActiveScene().handle;
Assert.IsTrue(sceneOriginHandle == activeSceneHandle, $"{nameof(NetworkObject)} should have returned the active scene handle of {activeSceneHandle} but returned {sceneOriginHandle}");
}
private class TrackOnSpawnFunctions : NetworkBehaviour
{
public int OnNetworkSpawnCalledCount { get; private set; }
public int OnNetworkDespawnCalledCount { get; private set; }
public override void OnNetworkSpawn()
{
OnNetworkSpawnCalledCount++;
}
public override void OnNetworkDespawn()
{
OnNetworkDespawnCalledCount++;
}
}
}
}