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). ## [1.4.0] - 2023-04-10 ### Added - Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437) - Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388) - Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388) - Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388) - Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388) - Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388) - Added `HalfVector3` used for scale when half float precision is enabled. (#2388) - Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388) - Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388) - Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388) - Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388) - Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383) - Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383) ### Changed - Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388) - Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388) - Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388) - Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383) ### Fixed - Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502) - Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492) - Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481) - Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441) - Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426) - Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423) - Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416) - Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416) - Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388) - Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388) - Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383) - Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
1594 lines
72 KiB
C#
1594 lines
72 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 System.Reflection;
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using System.Runtime.CompilerServices;
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using NUnit.Framework;
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using Unity.Netcode.RuntimeTests;
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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 UnityEngine.TestTools;
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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 WaitForSecondsRealtime s_DefaultWaitForTick = new WaitForSecondsRealtime(1.0f / k_DefaultTickRate);
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public NetcodeLogAssert NetcodeLogAssert;
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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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/// When set to true, this will bypass the entire
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/// wait for clients to connect process.
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/// </summary>
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/// <remarks>
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/// CAUTION:
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/// Setting this to true will bypass other helper
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/// identification related code, so this should only
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/// be used for connection failure oriented testing
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/// </remarks>
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protected bool m_BypassConnectionTimeout { get; set; }
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/// <summary>
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/// Enables "Time Travel" within the test, which swaps the time provider for the SDK from Unity's
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/// <see cref="Time"/> class to <see cref="MockTimeProvider"/>, and also swaps the transport implementation
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/// from <see cref="UnityTransport"/> to <see cref="MockTransport"/>.
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///
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/// This enables five important things that help with both performance and determinism of tests that involve a
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/// lot of time and waiting:
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/// 1) It allows time to move in a completely deterministic way (testing that something happens after n seconds,
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/// the test will always move exactly n seconds with no chance of any variability in the timing),
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/// 2) It allows skipping periods of time without actually waiting that amount of time, while still simulating
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/// SDK frames as if that time were passing,
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/// 3) It dissociates the SDK's update loop from Unity's update loop, allowing us to simulate SDK frame updates
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/// without waiting for Unity to process things like physics, animation, and rendering that aren't relevant to
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/// the test,
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/// 4) It dissociates the SDK's messaging system from the networking hardware, meaning there's no delay between
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/// a message being sent and it being received, allowing us to deterministically rely on the message being
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/// received within specific time frames for the test, and
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/// 5) It allows tests to be written without the use of coroutines, which not only improves the test's runtime,
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/// but also results in easier-to-read callstacks and removes the possibility for an assertion to result in the
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/// test hanging.
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///
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/// When time travel is enabled, the following methods become available:
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///
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/// <see cref="TimeTravel"/>: Simulates a specific number of frames passing over a specific time period
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/// <see cref="TimeTravelToNextTick"/>: Skips forward to the next tick, siumlating at the current application frame rate
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/// <see cref="WaitForConditionOrTimeOutWithTimeTravel(Func{bool},int)"/>: Simulates frames at the application frame rate until the given condition is true
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/// <see cref="WaitForMessageReceivedWithTimeTravel{T}"/>: Simulates frames at the application frame rate until the required message is received
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/// <see cref="WaitForMessagesReceivedWithTimeTravel"/>: Simulates frames at the application frame rate until the required messages are received
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/// <see cref="StartServerAndClientsWithTimeTravel"/>: Starts a server and client and allows them to connect via simulated frames
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/// <see cref="CreateAndStartNewClientWithTimeTravel"/>: Creates a client and waits for it to connect via simulated frames
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/// <see cref="WaitForClientsConnectedOrTimeOutWithTimeTravel(Unity.Netcode.NetworkManager[])"/> Simulates frames at the application frame rate until the given clients are connected
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/// <see cref="StopOneClientWithTimeTravel"/>: Stops a client and simulates frames until it's fully disconnected.
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///
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/// When time travel is enabled, <see cref="NetcodeIntegrationTest"/> will automatically use these in its methods
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/// when doing things like automatically connecting clients during SetUp.
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///
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/// Additionally, the following methods replace their non-time-travel equivalents with variants that are not coroutines:
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/// <see cref="OnTimeTravelStartedServerAndClients"/> - called when server and clients are started
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/// <see cref="OnTimeTravelServerAndClientsConnected"/> - called when server and clients are connected
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///
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/// Note that all of the non-time travel functions can still be used even when time travel is enabled - this is
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/// sometimes needed for, e.g., testing NetworkAnimator, where the unity update loop needs to run to process animations.
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/// However, it's VERY important to note here that, because the SDK will not be operating based on real-world time
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/// but based on the frozen time that's locked in from MockTimeProvider, actions that pass 10 seconds apart by
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/// real-world clock time will be perceived by the SDK as having happened simultaneously if you don't call
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/// <see cref="MockTimeProvider.TimeTravel"/> to cover the equivalent time span in the mock time provider.
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/// (Calling <see cref="MockTimeProvider.TimeTravel"/> instead of <see cref="TimeTravel"/>
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/// will move time forward without simulating any frames, which, in the case where real-world time has passed,
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/// is likely more desirable). In most cases, this desynch won't affect anything, but it is worth noting that
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/// it happens just in case a tested system depends on both the unity update loop happening *and* time moving forward.
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/// </summary>
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protected virtual bool m_EnableTimeTravel => false;
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/// <summary>
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/// If this is false, SetUp will call OnInlineSetUp instead of OnSetUp.
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/// This is a performance advantage when not using the coroutine functionality, as a coroutine that
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/// has no yield instructions in it will nonetheless still result in delaying the continuation of the
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/// method that called it for a full frame after it returns.
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/// </summary>
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protected virtual bool m_SetupIsACoroutine => true;
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/// <summary>
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/// If this is false, TearDown will call OnInlineTearDown instead of OnTearDown.
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/// This is a performance advantage when not using the coroutine functionality, as a coroutine that
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/// has no yield instructions in it will nonetheless still result in delaying the continuation of the
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/// method that called it for a full frame after it returns.
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/// </summary>
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protected virtual bool m_TearDownIsACoroutine => true;
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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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/// <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 void OnInlineSetup()
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{
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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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NetcodeLogAssert = new NetcodeLogAssert();
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if (m_SetupIsACoroutine)
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{
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yield return OnSetup();
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}
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else
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{
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OnInlineSetup();
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}
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if (m_EnableTimeTravel)
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{
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MockTimeProvider.Reset();
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ComponentFactory.Register<IRealTimeProvider>(manager => new MockTimeProvider());
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}
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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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if (m_EnableTimeTravel)
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{
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StartServerAndClientsWithTimeTravel();
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}
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else
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{
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yield return StartServerAndClients();
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}
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}
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VerboseDebug($"Exiting {nameof(SetUp)}");
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}
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/// <summary>
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/// Override this to add components or adjustments to the default player prefab
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/// <see cref="m_PlayerPrefab"/>
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/// </summary>
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protected virtual void OnCreatePlayerPrefab()
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{
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}
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/// <summary>
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/// Invoked immediately after the player prefab GameObject is created
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/// prior to adding a NetworkObject component
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/// </summary>
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protected virtual void OnPlayerPrefabGameObjectCreated()
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{
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}
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private void CreatePlayerPrefab()
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{
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VerboseDebug($"Entering {nameof(CreatePlayerPrefab)}");
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// Create playerPrefab
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m_PlayerPrefab = new GameObject("Player");
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OnPlayerPrefabGameObjectCreated();
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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
|
|
/// NetworkManager instances.
|
|
/// </summary>
|
|
protected virtual void OnServerAndClientsCreated()
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Will create <see cref="NumberOfClients"/> number of clients.
|
|
/// To create a specific number of clients <see cref="CreateServerAndClients(int)"/>
|
|
/// </summary>
|
|
protected void CreateServerAndClients()
|
|
{
|
|
CreateServerAndClients(NumberOfClients);
|
|
}
|
|
|
|
private void AddRemoveNetworkManager(NetworkManager networkManager, bool addNetworkManager)
|
|
{
|
|
var clientNetworkManagersList = new List<NetworkManager>(m_ClientNetworkManagers);
|
|
if (addNetworkManager)
|
|
{
|
|
clientNetworkManagersList.Add(networkManager);
|
|
}
|
|
else
|
|
{
|
|
clientNetworkManagersList.Remove(networkManager);
|
|
}
|
|
|
|
m_ClientNetworkManagers = clientNetworkManagersList.ToArray();
|
|
m_NumberOfClients = clientNetworkManagersList.Count;
|
|
}
|
|
|
|
/// <summary>
|
|
/// CreateAndStartNewClient Only
|
|
/// Invoked when the newly created client has been created
|
|
/// </summary>
|
|
protected virtual void OnNewClientCreated(NetworkManager networkManager)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// CreateAndStartNewClient Only
|
|
/// Invoked when the newly created client has been created and started
|
|
/// </summary>
|
|
protected virtual void OnNewClientStarted(NetworkManager networkManager)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// CreateAndStartNewClient Only
|
|
/// Invoked when the newly created client has been created, started, and connected
|
|
/// to the server-host.
|
|
/// </summary>
|
|
protected virtual void OnNewClientStartedAndConnected(NetworkManager networkManager)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// This will create, start, and connect a new client while in the middle of an
|
|
/// integration test.
|
|
/// </summary>
|
|
protected IEnumerator CreateAndStartNewClient()
|
|
{
|
|
var networkManager = NetcodeIntegrationTestHelpers.CreateNewClient(m_ClientNetworkManagers.Length, m_EnableTimeTravel);
|
|
networkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
|
|
|
|
// Notification that the new client (NetworkManager) has been created
|
|
// in the event any modifications need to be made before starting the client
|
|
OnNewClientCreated(networkManager);
|
|
|
|
NetcodeIntegrationTestHelpers.StartOneClient(networkManager);
|
|
|
|
if (LogAllMessages)
|
|
{
|
|
networkManager.MessagingSystem.Hook(new DebugNetworkHooks());
|
|
}
|
|
|
|
AddRemoveNetworkManager(networkManager, true);
|
|
|
|
OnNewClientStarted(networkManager);
|
|
|
|
// Wait for the new client to connect
|
|
yield return WaitForClientsConnectedOrTimeOut();
|
|
|
|
OnNewClientStartedAndConnected(networkManager);
|
|
if (s_GlobalTimeoutHelper.TimedOut)
|
|
{
|
|
AddRemoveNetworkManager(networkManager, false);
|
|
Object.DestroyImmediate(networkManager.gameObject);
|
|
}
|
|
|
|
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for the new client to be connected!");
|
|
ClientNetworkManagerPostStart(networkManager);
|
|
VerboseDebug($"[{networkManager.name}] Created and connected!");
|
|
}
|
|
|
|
/// <summary>
|
|
/// This will create, start, and connect a new client while in the middle of an
|
|
/// integration test.
|
|
/// </summary>
|
|
protected void CreateAndStartNewClientWithTimeTravel()
|
|
{
|
|
var networkManager = NetcodeIntegrationTestHelpers.CreateNewClient(m_ClientNetworkManagers.Length, m_EnableTimeTravel);
|
|
networkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
|
|
|
|
// Notification that the new client (NetworkManager) has been created
|
|
// in the event any modifications need to be made before starting the client
|
|
OnNewClientCreated(networkManager);
|
|
|
|
NetcodeIntegrationTestHelpers.StartOneClient(networkManager);
|
|
|
|
if (LogAllMessages)
|
|
{
|
|
networkManager.MessagingSystem.Hook(new DebugNetworkHooks());
|
|
}
|
|
|
|
AddRemoveNetworkManager(networkManager, true);
|
|
|
|
OnNewClientStarted(networkManager);
|
|
|
|
// Wait for the new client to connect
|
|
var connected = WaitForClientsConnectedOrTimeOutWithTimeTravel();
|
|
|
|
OnNewClientStartedAndConnected(networkManager);
|
|
if (!connected)
|
|
{
|
|
AddRemoveNetworkManager(networkManager, false);
|
|
Object.DestroyImmediate(networkManager.gameObject);
|
|
}
|
|
|
|
Assert.IsTrue(connected, $"{nameof(CreateAndStartNewClient)} timed out waiting for the new client to be connected!");
|
|
ClientNetworkManagerPostStart(networkManager);
|
|
VerboseDebug($"[{networkManager.name}] Created and connected!");
|
|
}
|
|
|
|
/// <summary>
|
|
/// This will stop a client while in the middle of an integration test
|
|
/// </summary>
|
|
protected IEnumerator StopOneClient(NetworkManager networkManager, bool destroy = false)
|
|
{
|
|
NetcodeIntegrationTestHelpers.StopOneClient(networkManager, destroy);
|
|
AddRemoveNetworkManager(networkManager, false);
|
|
yield return WaitForConditionOrTimeOut(() => !networkManager.IsConnectedClient);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This will stop a client while in the middle of an integration test
|
|
/// </summary>
|
|
protected void StopOneClientWithTimeTravel(NetworkManager networkManager, bool destroy = false)
|
|
{
|
|
NetcodeIntegrationTestHelpers.StopOneClient(networkManager, destroy);
|
|
AddRemoveNetworkManager(networkManager, false);
|
|
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(() => !networkManager.IsConnectedClient));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates the server and clients
|
|
/// </summary>
|
|
/// <param name="numberOfClients"></param>
|
|
protected void CreateServerAndClients(int numberOfClients)
|
|
{
|
|
VerboseDebug($"Entering {nameof(CreateServerAndClients)}");
|
|
|
|
CreatePlayerPrefab();
|
|
|
|
if (m_EnableTimeTravel)
|
|
{
|
|
m_TargetFrameRate = -1;
|
|
}
|
|
|
|
// Create multiple NetworkManager instances
|
|
if (!NetcodeIntegrationTestHelpers.Create(numberOfClients, out NetworkManager server, out NetworkManager[] clients, m_TargetFrameRate, m_CreateServerFirst, m_EnableTimeTravel))
|
|
{
|
|
Debug.LogError("Failed to create instances");
|
|
Assert.Fail("Failed to create instances");
|
|
}
|
|
|
|
m_ClientNetworkManagers = clients;
|
|
m_ServerNetworkManager = server;
|
|
|
|
if (m_ServerNetworkManager != null)
|
|
{
|
|
s_DefaultWaitForTick = new WaitForSecondsRealtime(1.0f / m_ServerNetworkManager.NetworkConfig.TickRate);
|
|
}
|
|
|
|
// Set the player prefab for the server and clients
|
|
m_ServerNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
|
|
|
|
foreach (var client in m_ClientNetworkManagers)
|
|
{
|
|
client.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
|
|
}
|
|
|
|
// Provides opportunity to allow child derived classes to
|
|
// modify the NetworkManager's configuration before starting.
|
|
OnServerAndClientsCreated();
|
|
|
|
VerboseDebug($"Exiting {nameof(CreateServerAndClients)}");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Override this method and return false in order to be able
|
|
/// to manually control when the server and clients are started.
|
|
/// </summary>
|
|
protected virtual bool CanStartServerAndClients()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invoked after the server and clients have started.
|
|
/// Note: No connection verification has been done at this point
|
|
/// </summary>
|
|
protected virtual IEnumerator OnStartedServerAndClients()
|
|
{
|
|
yield return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invoked after the server and clients have started.
|
|
/// Note: No connection verification has been done at this point
|
|
/// </summary>
|
|
protected virtual void OnTimeTravelStartedServerAndClients()
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invoked after the server and clients have started and verified
|
|
/// their connections with each other.
|
|
/// </summary>
|
|
protected virtual IEnumerator OnServerAndClientsConnected()
|
|
{
|
|
yield return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invoked after the server and clients have started and verified
|
|
/// their connections with each other.
|
|
/// </summary>
|
|
protected virtual void OnTimeTravelServerAndClientsConnected()
|
|
{
|
|
}
|
|
|
|
private void ClientNetworkManagerPostStart(NetworkManager networkManager)
|
|
{
|
|
networkManager.name = $"NetworkManager - Client - {networkManager.LocalClientId}";
|
|
Assert.NotNull(networkManager.LocalClient.PlayerObject, $"{nameof(StartServerAndClients)} detected that client {networkManager.LocalClientId} does not have an assigned player NetworkObject!");
|
|
|
|
// Go ahead and create an entry for this new client
|
|
if (!m_PlayerNetworkObjects.ContainsKey(networkManager.LocalClientId))
|
|
{
|
|
m_PlayerNetworkObjects.Add(networkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
|
|
}
|
|
|
|
#if UNITY_2023_1_OR_NEWER
|
|
// Get all player instances for the current client NetworkManager instance
|
|
var clientPlayerClones = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.None).Where((c) => c.IsPlayerObject && c.OwnerClientId == networkManager.LocalClientId).ToList();
|
|
#else
|
|
// Get all player instances for the current client NetworkManager instance
|
|
var clientPlayerClones = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsPlayerObject && c.OwnerClientId == networkManager.LocalClientId).ToList();
|
|
#endif
|
|
// Add this player instance to each client player entry
|
|
foreach (var playerNetworkObject in clientPlayerClones)
|
|
{
|
|
// When the server is not the host this needs to be done
|
|
if (!m_PlayerNetworkObjects.ContainsKey(playerNetworkObject.NetworkManager.LocalClientId))
|
|
{
|
|
m_PlayerNetworkObjects.Add(playerNetworkObject.NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
|
|
}
|
|
|
|
if (!m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].ContainsKey(networkManager.LocalClientId))
|
|
{
|
|
m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].Add(networkManager.LocalClientId, playerNetworkObject);
|
|
}
|
|
}
|
|
#if UNITY_2023_1_OR_NEWER
|
|
// For late joining clients, add the remaining (if any) cloned versions of each client's player
|
|
clientPlayerClones = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.None).Where((c) => c.IsPlayerObject && c.NetworkManager == networkManager).ToList();
|
|
#else
|
|
// For late joining clients, add the remaining (if any) cloned versions of each client's player
|
|
clientPlayerClones = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsPlayerObject && c.NetworkManager == networkManager).ToList();
|
|
#endif
|
|
foreach (var playerNetworkObject in clientPlayerClones)
|
|
{
|
|
if (!m_PlayerNetworkObjects[networkManager.LocalClientId].ContainsKey(playerNetworkObject.OwnerClientId))
|
|
{
|
|
m_PlayerNetworkObjects[networkManager.LocalClientId].Add(playerNetworkObject.OwnerClientId, playerNetworkObject);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected void ClientNetworkManagerPostStartInit()
|
|
{
|
|
// Creates a dictionary for all player instances client and server relative
|
|
// This provides a simpler way to get a specific player instance relative to a client instance
|
|
foreach (var networkManager in m_ClientNetworkManagers)
|
|
{
|
|
ClientNetworkManagerPostStart(networkManager);
|
|
}
|
|
|
|
if (m_UseHost)
|
|
{
|
|
#if UNITY_2023_1_OR_NEWER
|
|
var clientSideServerPlayerClones = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.None).Where((c) => c.IsPlayerObject && c.OwnerClientId == m_ServerNetworkManager.LocalClientId);
|
|
#else
|
|
var clientSideServerPlayerClones = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsPlayerObject && c.OwnerClientId == m_ServerNetworkManager.LocalClientId);
|
|
#endif
|
|
foreach (var playerNetworkObject in clientSideServerPlayerClones)
|
|
{
|
|
// When the server is not the host this needs to be done
|
|
if (!m_PlayerNetworkObjects.ContainsKey(playerNetworkObject.NetworkManager.LocalClientId))
|
|
{
|
|
m_PlayerNetworkObjects.Add(playerNetworkObject.NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
|
|
}
|
|
|
|
if (!m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].ContainsKey(m_ServerNetworkManager.LocalClientId))
|
|
{
|
|
m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].Add(m_ServerNetworkManager.LocalClientId, playerNetworkObject);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
protected virtual bool LogAllMessages => false;
|
|
|
|
/// <summary>
|
|
/// This starts the server and clients as long as <see cref="CanStartServerAndClients"/>
|
|
/// returns true.
|
|
/// </summary>
|
|
protected IEnumerator StartServerAndClients()
|
|
{
|
|
if (CanStartServerAndClients())
|
|
{
|
|
VerboseDebug($"Entering {nameof(StartServerAndClients)}");
|
|
|
|
// Start the instances and pass in our SceneManagerInitialization action that is invoked immediately after host-server
|
|
// is started and after each client is started.
|
|
if (!NetcodeIntegrationTestHelpers.Start(m_UseHost, m_ServerNetworkManager, m_ClientNetworkManagers))
|
|
{
|
|
Debug.LogError("Failed to start instances");
|
|
Assert.Fail("Failed to start instances");
|
|
}
|
|
|
|
if (LogAllMessages)
|
|
{
|
|
EnableMessageLogging();
|
|
}
|
|
|
|
RegisterSceneManagerHandler();
|
|
|
|
// Notification that the server and clients have been started
|
|
yield return OnStartedServerAndClients();
|
|
|
|
// When true, we skip everything else (most likely a connection oriented test)
|
|
if (!m_BypassConnectionTimeout)
|
|
{
|
|
// Wait for all clients to connect
|
|
yield return WaitForClientsConnectedOrTimeOut();
|
|
|
|
AssertOnTimeout($"{nameof(StartServerAndClients)} timed out waiting for all clients to be connected!");
|
|
|
|
if (m_UseHost || m_ServerNetworkManager.IsHost)
|
|
{
|
|
#if UNITY_2023_1_OR_NEWER
|
|
// Add the server player instance to all m_ClientSidePlayerNetworkObjects entries
|
|
var serverPlayerClones = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.None).Where((c) => c.IsPlayerObject && c.OwnerClientId == m_ServerNetworkManager.LocalClientId);
|
|
#else
|
|
// Add the server player instance to all m_ClientSidePlayerNetworkObjects entries
|
|
var serverPlayerClones = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsPlayerObject && c.OwnerClientId == m_ServerNetworkManager.LocalClientId);
|
|
#endif
|
|
foreach (var playerNetworkObject in serverPlayerClones)
|
|
{
|
|
if (!m_PlayerNetworkObjects.ContainsKey(playerNetworkObject.NetworkManager.LocalClientId))
|
|
{
|
|
m_PlayerNetworkObjects.Add(playerNetworkObject.NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
|
|
}
|
|
|
|
m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].Add(m_ServerNetworkManager.LocalClientId, playerNetworkObject);
|
|
}
|
|
}
|
|
|
|
ClientNetworkManagerPostStartInit();
|
|
|
|
// Notification that at this time the server and client(s) are instantiated,
|
|
// started, and connected on both sides.
|
|
yield return OnServerAndClientsConnected();
|
|
|
|
VerboseDebug($"Exiting {nameof(StartServerAndClients)}");
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This starts the server and clients as long as <see cref="CanStartServerAndClients"/>
|
|
/// returns true.
|
|
/// </summary>
|
|
protected void StartServerAndClientsWithTimeTravel()
|
|
{
|
|
if (CanStartServerAndClients())
|
|
{
|
|
VerboseDebug($"Entering {nameof(StartServerAndClientsWithTimeTravel)}");
|
|
|
|
// Start the instances and pass in our SceneManagerInitialization action that is invoked immediately after host-server
|
|
// is started and after each client is started.
|
|
if (!NetcodeIntegrationTestHelpers.Start(m_UseHost, m_ServerNetworkManager, m_ClientNetworkManagers))
|
|
{
|
|
Debug.LogError("Failed to start instances");
|
|
Assert.Fail("Failed to start instances");
|
|
}
|
|
|
|
if (LogAllMessages)
|
|
{
|
|
EnableMessageLogging();
|
|
}
|
|
|
|
RegisterSceneManagerHandler();
|
|
|
|
// Notification that the server and clients have been started
|
|
OnTimeTravelStartedServerAndClients();
|
|
|
|
// When true, we skip everything else (most likely a connection oriented test)
|
|
if (!m_BypassConnectionTimeout)
|
|
{
|
|
// Wait for all clients to connect
|
|
WaitForClientsConnectedOrTimeOutWithTimeTravel();
|
|
|
|
AssertOnTimeout($"{nameof(StartServerAndClients)} timed out waiting for all clients to be connected!");
|
|
|
|
if (m_UseHost || m_ServerNetworkManager.IsHost)
|
|
{
|
|
#if UNITY_2023_1_OR_NEWER
|
|
// Add the server player instance to all m_ClientSidePlayerNetworkObjects entries
|
|
var serverPlayerClones = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.None).Where((c) => c.IsPlayerObject && c.OwnerClientId == m_ServerNetworkManager.LocalClientId);
|
|
#else
|
|
// Add the server player instance to all m_ClientSidePlayerNetworkObjects entries
|
|
var serverPlayerClones = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsPlayerObject && c.OwnerClientId == m_ServerNetworkManager.LocalClientId);
|
|
#endif
|
|
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.
|
|
OnTimeTravelServerAndClientsConnected();
|
|
|
|
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.DestroyImmediate(m_PlayerPrefab);
|
|
m_PlayerPrefab = null;
|
|
}
|
|
}
|
|
|
|
// Cleanup any remaining NetworkObjects
|
|
DestroySceneNetworkObjects();
|
|
|
|
UnloadRemainingScenes();
|
|
|
|
// reset the m_ServerWaitForTick for the next test to initialize
|
|
s_DefaultWaitForTick = new WaitForSecondsRealtime(1.0f / k_DefaultTickRate);
|
|
VerboseDebug($"Exiting {nameof(ShutdownAndCleanUp)}");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Note: For <see cref="NetworkManagerInstatiationMode.PerTest"/> mode
|
|
/// this is called before ShutdownAndCleanUp.
|
|
/// </summary>
|
|
protected virtual IEnumerator OnTearDown()
|
|
{
|
|
yield return null;
|
|
}
|
|
|
|
protected virtual void OnInlineTearDown()
|
|
{
|
|
}
|
|
|
|
[UnityTearDown]
|
|
public IEnumerator TearDown()
|
|
{
|
|
IntegrationTestSceneHandler.SceneNameToSceneHandles.Clear();
|
|
VerboseDebug($"Entering {nameof(TearDown)}");
|
|
if (m_TearDownIsACoroutine)
|
|
{
|
|
yield return OnTearDown();
|
|
}
|
|
else
|
|
{
|
|
OnInlineTearDown();
|
|
}
|
|
|
|
if (m_NetworkManagerInstatiationMode == NetworkManagerInstatiationMode.PerTest)
|
|
{
|
|
ShutdownAndCleanUp();
|
|
}
|
|
|
|
if (m_EnableTimeTravel)
|
|
{
|
|
ComponentFactory.Deregister<IRealTimeProvider>();
|
|
}
|
|
|
|
VerboseDebug($"Exiting {nameof(TearDown)}");
|
|
LogWaitForMessages();
|
|
NetcodeLogAssert.Dispose();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Override this method to do handle cleaning up once the test(s)
|
|
/// within the child derived class have completed
|
|
/// Note: For <see cref="NetworkManagerInstatiationMode.AllTests"/> mode
|
|
/// this is called before ShutdownAndCleanUp.
|
|
/// </summary>
|
|
protected virtual void OnOneTimeTearDown()
|
|
{
|
|
}
|
|
|
|
[OneTimeTearDown]
|
|
public void OneTimeTearDown()
|
|
{
|
|
IntegrationTestSceneHandler.VerboseDebugMode = false;
|
|
VerboseDebug($"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()
|
|
{
|
|
#if UNITY_2023_1_OR_NEWER
|
|
var networkObjects = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID);
|
|
#else
|
|
var networkObjects = Object.FindObjectsOfType<NetworkObject>();
|
|
#endif
|
|
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>
|
|
/// For debugging purposes, this will turn on verbose logging of all messages and batches sent and received
|
|
/// </summary>
|
|
protected void EnableMessageLogging()
|
|
{
|
|
m_ServerNetworkManager.MessagingSystem.Hook(new DebugNetworkHooks());
|
|
foreach (var client in m_ClientNetworkManagers)
|
|
{
|
|
client.MessagingSystem.Hook(new DebugNetworkHooks());
|
|
}
|
|
}
|
|
|
|
/// <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>
|
|
/// Waits for the function condition to return true or it will time out. Uses time travel to simulate this
|
|
/// for the given number of frames, simulating delta times at the application frame rate.
|
|
/// </summary>
|
|
public bool WaitForConditionOrTimeOutWithTimeTravel(Func<bool> checkForCondition, int maxTries = 60)
|
|
{
|
|
if (checkForCondition == null)
|
|
{
|
|
throw new ArgumentNullException($"checkForCondition cannot be null!");
|
|
}
|
|
|
|
if (!m_EnableTimeTravel)
|
|
{
|
|
throw new ArgumentException($"Time travel must be enabled to use {nameof(WaitForConditionOrTimeOutWithTimeTravel)}!");
|
|
}
|
|
|
|
var frameRate = Application.targetFrameRate;
|
|
if (frameRate <= 0)
|
|
{
|
|
frameRate = 60;
|
|
}
|
|
|
|
var updateInterval = 1f / frameRate;
|
|
for (var i = 0; i < maxTries; ++i)
|
|
{
|
|
// Simulate a frame passing on all network managers
|
|
TimeTravel(updateInterval, 1);
|
|
// Update and check to see if the condition has been met
|
|
if (checkForCondition.Invoke())
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <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($"checkForCondition cannot be null!");
|
|
}
|
|
|
|
// If none is provided we use the default global time out helper
|
|
if (timeOutHelper == null)
|
|
{
|
|
timeOutHelper = s_GlobalTimeoutHelper;
|
|
}
|
|
|
|
conditionalPredicate.Started();
|
|
yield return WaitForConditionOrTimeOut(conditionalPredicate.HasConditionBeenReached, timeOutHelper);
|
|
conditionalPredicate.Finished(timeOutHelper.TimedOut);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This version accepts an IConditionalPredicate implementation to provide
|
|
/// more flexibility for checking complex conditional cases. Uses time travel to simulate this
|
|
/// for the given number of frames, simulating delta times at the application frame rate.
|
|
/// </summary>
|
|
public bool WaitForConditionOrTimeOutWithTimeTravel(IConditionalPredicate conditionalPredicate, int maxTries = 60)
|
|
{
|
|
if (conditionalPredicate == null)
|
|
{
|
|
throw new ArgumentNullException($"checkForCondition cannot be null!");
|
|
}
|
|
|
|
if (!m_EnableTimeTravel)
|
|
{
|
|
throw new ArgumentException($"Time travel must be enabled to use {nameof(WaitForConditionOrTimeOutWithTimeTravel)}!");
|
|
}
|
|
|
|
conditionalPredicate.Started();
|
|
var success = WaitForConditionOrTimeOutWithTimeTravel(conditionalPredicate.HasConditionBeenReached, maxTries);
|
|
conditionalPredicate.Finished(!success);
|
|
return success;
|
|
}
|
|
|
|
/// <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>
|
|
/// 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. Uses time travel to simulate this
|
|
/// for the given number of frames, simulating delta times at the application frame rate.
|
|
/// </summary>
|
|
/// <param name="clientsToCheck">An array of clients to be checked</param>
|
|
protected bool WaitForClientsConnectedOrTimeOutWithTimeTravel(NetworkManager[] clientsToCheck)
|
|
{
|
|
var remoteClientCount = clientsToCheck.Length;
|
|
var serverClientCount = m_ServerNetworkManager.IsHost ? remoteClientCount + 1 : remoteClientCount;
|
|
|
|
return WaitForConditionOrTimeOutWithTimeTravel(() => 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>
|
|
/// Overloaded method that just passes in all clients to
|
|
/// <see cref="WaitForClientsConnectedOrTimeOut(NetworkManager[])"/> Uses time travel to simulate this
|
|
/// for the given number of frames, simulating delta times at the application frame rate.
|
|
/// </summary>
|
|
protected bool WaitForClientsConnectedOrTimeOutWithTimeTravel()
|
|
{
|
|
return WaitForClientsConnectedOrTimeOutWithTimeTravel(m_ClientNetworkManagers);
|
|
}
|
|
|
|
internal IEnumerator WaitForMessageReceived<T>(List<NetworkManager> wiatForReceivedBy, ReceiptType type = ReceiptType.Handled) where T : INetworkMessage
|
|
{
|
|
// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
|
|
var messageHookEntriesForSpawn = new List<MessageHookEntry>();
|
|
foreach (var clientNetworkManager in wiatForReceivedBy)
|
|
{
|
|
var messageHook = new MessageHookEntry(clientNetworkManager, type);
|
|
messageHook.AssignMessageType<T>();
|
|
messageHookEntriesForSpawn.Add(messageHook);
|
|
}
|
|
|
|
// Used to determine if all clients received the CreateObjectMessage
|
|
var hooks = new MessageHooksConditional(messageHookEntriesForSpawn);
|
|
yield return WaitForConditionOrTimeOut(hooks);
|
|
Assert.False(s_GlobalTimeoutHelper.TimedOut);
|
|
}
|
|
|
|
internal IEnumerator WaitForMessagesReceived(List<Type> messagesInOrder, List<NetworkManager> waitForReceivedBy, ReceiptType type = ReceiptType.Handled)
|
|
{
|
|
// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
|
|
var messageHookEntriesForSpawn = new List<MessageHookEntry>();
|
|
foreach (var clientNetworkManager in waitForReceivedBy)
|
|
{
|
|
foreach (var message in messagesInOrder)
|
|
{
|
|
var messageHook = new MessageHookEntry(clientNetworkManager, type);
|
|
messageHook.AssignMessageType(message);
|
|
messageHookEntriesForSpawn.Add(messageHook);
|
|
}
|
|
}
|
|
|
|
// Used to determine if all clients received the CreateObjectMessage
|
|
var hooks = new MessageHooksConditional(messageHookEntriesForSpawn);
|
|
yield return WaitForConditionOrTimeOut(hooks);
|
|
Assert.False(s_GlobalTimeoutHelper.TimedOut);
|
|
}
|
|
|
|
|
|
internal void WaitForMessageReceivedWithTimeTravel<T>(List<NetworkManager> waitForReceivedBy, ReceiptType type = ReceiptType.Handled) where T : INetworkMessage
|
|
{
|
|
// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
|
|
var messageHookEntriesForSpawn = new List<MessageHookEntry>();
|
|
foreach (var clientNetworkManager in waitForReceivedBy)
|
|
{
|
|
var messageHook = new MessageHookEntry(clientNetworkManager, type);
|
|
messageHook.AssignMessageType<T>();
|
|
messageHookEntriesForSpawn.Add(messageHook);
|
|
}
|
|
|
|
// Used to determine if all clients received the CreateObjectMessage
|
|
var hooks = new MessageHooksConditional(messageHookEntriesForSpawn);
|
|
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(hooks));
|
|
}
|
|
|
|
internal void WaitForMessagesReceivedWithTimeTravel(List<Type> messagesInOrder, List<NetworkManager> waitForReceivedBy, ReceiptType type = ReceiptType.Handled)
|
|
{
|
|
// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
|
|
var messageHookEntriesForSpawn = new List<MessageHookEntry>();
|
|
foreach (var clientNetworkManager in waitForReceivedBy)
|
|
{
|
|
foreach (var message in messagesInOrder)
|
|
{
|
|
var messageHook = new MessageHookEntry(clientNetworkManager, type);
|
|
messageHook.AssignMessageType(message);
|
|
messageHookEntriesForSpawn.Add(messageHook);
|
|
}
|
|
}
|
|
|
|
// Used to determine if all clients received the CreateObjectMessage
|
|
var hooks = new MessageHooksConditional(messageHookEntriesForSpawn);
|
|
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(hooks));
|
|
}
|
|
|
|
/// <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);
|
|
|
|
return NetcodeIntegrationTestHelpers.CreateNetworkObjectPrefab(baseName, m_ServerNetworkManager, m_ClientNetworkManagers);
|
|
}
|
|
|
|
/// <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 ?? 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);
|
|
}
|
|
}
|
|
|
|
private System.Text.StringBuilder m_WaitForLog = new System.Text.StringBuilder();
|
|
|
|
private void LogWaitForMessages()
|
|
{
|
|
VerboseDebug(m_WaitForLog.ToString());
|
|
m_WaitForLog.Clear();
|
|
}
|
|
|
|
private IEnumerator WaitForTickAndFrames(NetworkManager networkManager, int tickCount, float targetFrames)
|
|
{
|
|
var tickAndFramesConditionMet = false;
|
|
var frameCount = 0;
|
|
var waitForFixedUpdate = new WaitForFixedUpdate();
|
|
m_WaitForLog.Append($"[NetworkManager-{networkManager.LocalClientId}][WaitForTicks-Begin] Waiting for ({tickCount}) network ticks and ({targetFrames}) frames to pass.\n");
|
|
var tickStart = networkManager.NetworkTickSystem.LocalTime.Tick;
|
|
while (!tickAndFramesConditionMet)
|
|
{
|
|
// Wait until both tick and frame counts have reached their targeted values
|
|
if ((networkManager.NetworkTickSystem.LocalTime.Tick - tickStart) >= tickCount && frameCount >= targetFrames)
|
|
{
|
|
tickAndFramesConditionMet = true;
|
|
}
|
|
else
|
|
{
|
|
yield return waitForFixedUpdate;
|
|
frameCount++;
|
|
// In the event something is broken with time systems (or the like)
|
|
// Exit if we have exceeded 1000 frames
|
|
if (frameCount >= 1000.0f)
|
|
{
|
|
tickAndFramesConditionMet = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
m_WaitForLog.Append($"[NetworkManager-{networkManager.LocalClientId}][WaitForTicks-End] Waited for ({networkManager.NetworkTickSystem.LocalTime.Tick - tickStart}) network ticks and ({frameCount}) frames to pass.\n");
|
|
yield break;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Yields until specified amount of network ticks and the expected number of frames has been passed.
|
|
/// </summary>
|
|
protected IEnumerator WaitForTicks(NetworkManager networkManager, int count)
|
|
{
|
|
var targetTick = networkManager.NetworkTickSystem.LocalTime.Tick + count;
|
|
|
|
// Calculate the expected number of frame updates that should occur during the tick count wait period
|
|
var frameFrequency = 1.0f / (Application.targetFrameRate >= 60 && Application.targetFrameRate <= 100 ? Application.targetFrameRate : 60.0f);
|
|
var tickFrequency = 1.0f / networkManager.NetworkConfig.TickRate;
|
|
var framesPerTick = tickFrequency / frameFrequency;
|
|
|
|
// Total number of frames to occur over the specified number of ticks
|
|
var totalFrameCount = framesPerTick * count;
|
|
m_WaitForLog.Append($"[NetworkManager-{networkManager.LocalClientId}][WaitForTicks] TickRate ({networkManager.NetworkConfig.TickRate}) | Tick Wait ({count}) | TargetFrameRate ({Application.targetFrameRate}) | Target Frames ({framesPerTick * count})\n");
|
|
yield return WaitForTickAndFrames(networkManager, count, totalFrameCount);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Simulate a number of frames passing over a specific amount of time.
|
|
/// The delta time simulated for each frame will be evenly divided as time/numFrames
|
|
/// This will only simulate the netcode update loop, as well as update events on
|
|
/// NetworkBehaviour instances, and will not simulate any Unity update processes (physics, etc)
|
|
/// </summary>
|
|
/// <param name="amountOfTimeInSeconds"></param>
|
|
/// <param name="numFramesToSimulate"></param>
|
|
protected static void TimeTravel(double amountOfTimeInSeconds, int numFramesToSimulate)
|
|
{
|
|
var interval = amountOfTimeInSeconds / numFramesToSimulate;
|
|
for (var i = 0; i < numFramesToSimulate; ++i)
|
|
{
|
|
MockTimeProvider.TimeTravel(interval);
|
|
SimulateOneFrame();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper function to time travel exactly one tick's worth of time at the current frame and tick rates.
|
|
/// </summary>
|
|
public static void TimeTravelToNextTick()
|
|
{
|
|
var timePassed = 1.0f / k_DefaultTickRate;
|
|
var frameRate = Application.targetFrameRate;
|
|
if (frameRate <= 0)
|
|
{
|
|
frameRate = 60;
|
|
}
|
|
|
|
var frames = Math.Max((int)(timePassed / frameRate), 1);
|
|
TimeTravel(timePassed, frames);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Simulates one SDK frame. This can be used even without TimeTravel, though it's of somewhat less use
|
|
/// without TimeTravel, as, without the mock transport, it will likely not provide enough time for any
|
|
/// sent messages to be received even if called dozens of times.
|
|
/// </summary>
|
|
public static void SimulateOneFrame()
|
|
{
|
|
foreach (NetworkUpdateStage stage in Enum.GetValues(typeof(NetworkUpdateStage)))
|
|
{
|
|
NetworkUpdateLoop.RunNetworkUpdateStage(stage);
|
|
string methodName = string.Empty;
|
|
switch (stage)
|
|
{
|
|
case NetworkUpdateStage.FixedUpdate:
|
|
methodName = "FixedUpdate"; // mapping NetworkUpdateStage.FixedUpdate to MonoBehaviour.FixedUpdate
|
|
break;
|
|
case NetworkUpdateStage.Update:
|
|
methodName = "Update"; // mapping NetworkUpdateStage.Update to MonoBehaviour.Update
|
|
break;
|
|
case NetworkUpdateStage.PreLateUpdate:
|
|
methodName = "LateUpdate"; // mapping NetworkUpdateStage.PreLateUpdate to MonoBehaviour.LateUpdate
|
|
break;
|
|
}
|
|
|
|
if (!string.IsNullOrEmpty(methodName))
|
|
{
|
|
#if UNITY_2023_1_OR_NEWER
|
|
foreach (var behaviour in Object.FindObjectsByType<NetworkBehaviour>(FindObjectsSortMode.InstanceID))
|
|
#else
|
|
foreach (var behaviour in Object.FindObjectsOfType<NetworkBehaviour>())
|
|
#endif
|
|
{
|
|
var method = behaviour.GetType().GetMethod(methodName, BindingFlags.NonPublic | BindingFlags.Instance);
|
|
if (method == null)
|
|
{
|
|
method = behaviour.GetType().GetMethod(methodName, BindingFlags.Public | BindingFlags.Instance);
|
|
}
|
|
|
|
method?.Invoke(behaviour, new object[] { });
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|