This repository has been archived on 2025-04-22. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
com.unity.netcode.gameobjects/Tests/Runtime/Serialization/NetworkBehaviourReferenceTests.cs
Unity Technologies 158f26b913 com.unity.netcode.gameobjects@1.9.1
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [1.9.1] - 2024-04-18

### Added
- Added AnticipatedNetworkVariable<T>, which adds support for client anticipation of NetworkVariable values, allowing for more responsive gameplay (#2820)
- Added AnticipatedNetworkTransform, which adds support for client anticipation of NetworkTransforms (#2820)
- Added NetworkVariableBase.ExceedsDirtinessThreshold to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in NetworkVariable<T> with the callback NetworkVariable<T>.CheckExceedsDirtinessThreshold) (#2820)
- Added NetworkVariableUpdateTraits, which add additional throttling support: MinSecondsBetweenUpdates will prevent the NetworkVariable from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while MaxSecondsBetweenUpdates will force a dirty NetworkVariable to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2820)
- Added virtual method NetworkVariableBase.OnInitialize() which can be used by NetworkVariable subclasses to add initialization code (#2820)
- Added virtual method NetworkVariableBase.Update(), which is called once per frame to support behaviors such as interpolation between an anticipated value and an authoritative one. (#2820)
- Added NetworkTime.TickWithPartial, which represents the current tick as a double that includes the fractional/partial tick value. (#2820)
- Added NetworkTickSystem.AnticipationTick, which can be helpful with implementation of client anticipation. This value represents the tick the current local client was at at the beginning of the most recent network round trip, which enables it to correlate server update ticks with the client tick that may have triggered them. (#2820)
- `NetworkVariable` now includes built-in support for `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, and `Dictionary` (#2813)
- `NetworkVariable` now includes delta compression for collection values (`NativeList`, `NativeArray`, `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, `Dictionary`, and `FixedString` types) to save bandwidth by only sending the values that changed. (Note: For `NativeList`, `NativeArray`, and `List`, this algorithm works differently than that used in `NetworkList`. This algorithm will use less bandwidth for "set" and "add" operations, but `NetworkList` is more bandwidth-efficient if you are performing frequent "insert" operations.) (#2813)
- `UserNetworkVariableSerialization` now has optional callbacks for `WriteDelta` and `ReadDelta`. If both are provided, they will be used for all serialization operations on NetworkVariables of that type except for the first one for each client. If either is missing, the existing `Write` and `Read` will always be used. (#2813)
- Network variables wrapping `INetworkSerializable` types can perform delta serialization by setting `UserNetworkVariableSerialization<T>.WriteDelta` and `UserNetworkVariableSerialization<T>.ReadDelta` for those types. The built-in `INetworkSerializable` serializer will continue to be used for all other serialization operations, but if those callbacks are set, it will call into them on all but the initial serialization to perform delta serialization. (This could be useful if you have a large struct where most values do not change regularly and you want to send only the fields that did change.) (#2813)

### Fixed

- Fixed issue where NetworkTransformEditor would throw and exception if you excluded the physics package. (#2871)
- Fixed issue where `NetworkTransform` could not properly synchronize its base position when using half float precision. (#2845)
- Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822)
- Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
- Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)

### Changed

- Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2874)
- Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2872)
- Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810)
- Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
2024-04-18 00:00:00 +00:00

226 lines
8.0 KiB
C#

using System;
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// Unit tests to test:
/// - Serializing NetworkObject to NetworkObjectReference
/// - Deserializing NetworkObjectReference to NetworkObject
/// - Implicit operators of NetworkObjectReference
/// </summary>
public class NetworkBehaviourReferenceTests : IDisposable
{
private class TestNetworkBehaviour : NetworkBehaviour
{
public static bool ReceivedRPC;
public NetworkVariable<NetworkBehaviourReference> TestVariable = new NetworkVariable<NetworkBehaviourReference>();
public TestNetworkBehaviour RpcReceivedBehaviour;
[ServerRpc]
public void SendReferenceServerRpc(NetworkBehaviourReference value)
{
RpcReceivedBehaviour = (TestNetworkBehaviour)value;
ReceivedRPC = true;
}
}
[UnityTest]
public IEnumerator TestRpc()
{
using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
networkObjectContext.Object.Spawn();
using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
otherObjectContext.Object.Spawn();
testNetworkBehaviour.SendReferenceServerRpc(new NetworkBehaviourReference(testNetworkBehaviour));
// wait for rpc completion
float t = 0;
while (testNetworkBehaviour.RpcReceivedBehaviour == null)
{
t += Time.deltaTime;
if (t > 5f)
{
new AssertionException("RPC with NetworkBehaviour reference hasn't been received");
}
yield return null;
}
// validate
Assert.AreEqual(testNetworkBehaviour, testNetworkBehaviour.RpcReceivedBehaviour);
}
[UnityTest]
public IEnumerator TestSerializeNull([Values] bool initializeWithNull)
{
TestNetworkBehaviour.ReceivedRPC = false;
using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
networkObjectContext.Object.Spawn();
using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
otherObjectContext.Object.Spawn();
// If not initializing with null, then use the default constructor with no assigned NetworkBehaviour
if (!initializeWithNull)
{
testNetworkBehaviour.SendReferenceServerRpc(new NetworkBehaviourReference());
}
else // Otherwise, initialize and pass in null as the reference
{
testNetworkBehaviour.SendReferenceServerRpc(new NetworkBehaviourReference(null));
}
// wait for rpc completion
float t = 0;
while (!TestNetworkBehaviour.ReceivedRPC)
{
t += Time.deltaTime;
if (t > 5f)
{
new AssertionException("RPC with NetworkBehaviour reference hasn't been received");
}
yield return null;
}
// validate
Assert.AreEqual(null, testNetworkBehaviour.RpcReceivedBehaviour);
}
[UnityTest]
public IEnumerator TestRpcImplicitNetworkBehaviour()
{
using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
networkObjectContext.Object.Spawn();
using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
otherObjectContext.Object.Spawn();
testNetworkBehaviour.SendReferenceServerRpc(testNetworkBehaviour);
// wait for rpc completion
float t = 0;
while (testNetworkBehaviour.RpcReceivedBehaviour == null)
{
t += Time.deltaTime;
if (t > 5f)
{
new AssertionException("RPC with NetworkBehaviour reference hasn't been received");
}
yield return null;
}
// validate
Assert.AreEqual(testNetworkBehaviour, testNetworkBehaviour.RpcReceivedBehaviour);
}
[Test]
public void TestNetworkVariable()
{
using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
networkObjectContext.Object.Spawn();
using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
otherObjectContext.Object.Spawn();
// check default value is null
Assert.IsNull((NetworkBehaviour)testNetworkBehaviour.TestVariable.Value);
testNetworkBehaviour.TestVariable.Value = testNetworkBehaviour;
Assert.AreEqual((NetworkBehaviour)testNetworkBehaviour.TestVariable.Value, testNetworkBehaviour);
}
[Test]
public void FailSerializeNonSpawnedNetworkObject()
{
using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
var component = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
Assert.Throws<ArgumentException>(() =>
{
NetworkBehaviourReference outReference = component;
});
}
[Test]
public void FailSerializeGameObjectWithoutNetworkObject()
{
using var gameObjectContext = UnityObjectContext.CreateGameObject();
var component = gameObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
Assert.Throws<ArgumentException>(() =>
{
NetworkBehaviourReference outReference = component;
});
}
public void Dispose()
{
//Stop, shutdown, and destroy
NetworkManagerHelper.ShutdownNetworkManager();
}
public NetworkBehaviourReferenceTests()
{
//Create, instantiate, and host
NetworkManagerHelper.StartNetworkManager(out _);
}
}
/// <summary>
/// Integration tests for NetworkBehaviourReference
/// </summary>
public class NetworkBehaviourReferenceIntegrationTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
internal class FakeMissingComponent : NetworkBehaviour
{
}
internal class TestAddedComponent : NetworkBehaviour
{
}
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<TestAddedComponent>();
base.OnCreatePlayerPrefab();
}
/// <summary>
/// This test validates that if a component does not exist the NetworkBehaviourReference will not throw an
/// invalid cast exception.
/// (It is a full integration test to assure the NetworkObjects are spawned)
/// </summary>
[UnityTest]
public IEnumerator TestTryGetWithAndWithOutExistingComponent()
{
var networkBehaviourReference = new NetworkBehaviourReference(m_ClientNetworkManagers[0].LocalClient.PlayerObject.GetComponent<TestAddedComponent>());
var missingComponent = (FakeMissingComponent)null;
var testBehaviour = (TestAddedComponent)null;
Assert.IsFalse(networkBehaviourReference.TryGet(out missingComponent));
Assert.IsTrue(networkBehaviourReference.TryGet(out testBehaviour));
yield return null;
}
}
}