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com.unity.netcode.gameobjects/Tests/Runtime/NetworkShowHideTests.cs
Unity Technologies e15bd056c5 com.unity.netcode.gameobjects@1.0.1
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).

## [1.0.1] - 2022-08-23

### Changed

- Changed version to 1.0.1. (#2131)
- Updated dependency on `com.unity.transport` to 1.2.0. (#2129)
- When using `UnityTransport`, _reliable_ payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081)
- Preformance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects

### Fixed

- Fixed an issue where reading/writing more than 8 bits at a time with BitReader/BitWriter would write/read from the wrong place, returning and incorrect result. (#2130)
- Fixed issue with the internal `NetworkTransformState.m_Bitset` flag not getting cleared upon the next tick advancement. (#2110)
- Fixed interpolation issue with `NetworkTransform.Teleport`. (#2110)
- Fixed issue where the authoritative side was interpolating its transform. (#2110)
- Fixed Owner-written NetworkVariable infinitely write themselves (#2109)
- Fixed NetworkList issue that showed when inserting at the very end of a NetworkList (#2099)
- Fixed issue where a client owner of a `NetworkVariable` with both owner read and write permissions would not update the server side when changed. (#2097)
- Fixed issue when attempting to spawn a parent `GameObject`, with `NetworkObject` component attached, that has one or more child `GameObject`s, that are inactive in the hierarchy, with `NetworkBehaviour` components it will no longer attempt to spawn the associated `NetworkBehaviour`(s) or invoke ownership changed notifications but will log a warning message. (#2096)
- Fixed an issue where destroying a NetworkBehaviour would not deregister it from the parent NetworkObject, leading to exceptions when the parent was later destroyed. (#2091)
- Fixed issue where `NetworkObject.NetworkHide` was despawning and destroying, as opposed to only despawning, in-scene placed `NetworkObject`s. (#2086)
- Fixed `NetworkAnimator` synchronizing transitions twice due to it detecting the change in animation state once a transition is started by a trigger. (#2084)
- Fixed issue where `NetworkAnimator` would not synchronize a looping animation for late joining clients if it was at the very end of its loop. (#2076)
- Fixed issue where `NetworkAnimator` was not removing its subscription from `OnClientConnectedCallback` when despawned during the shutdown sequence. (#2074)
- Fixed IsServer and IsClient being set to false before object despawn during the shutdown sequence. (#2074)
- Fixed NetworkList Value event on the server. PreviousValue is now set correctly when a new value is set through property setter. (#2067)
- Fixed NetworkLists not populating on client. NetworkList now uses the most recent list as opposed to the list at the end of previous frame, when sending full updates to dynamically spawned NetworkObject. The difference in behaviour is required as scene management spawns those objects at a different time in the frame, relative to updates. (#2062)
2022-08-23 00:00:00 +00:00

269 lines
10 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
public class NetworkShowHideTestComponent : NetworkBehaviour
{
}
public class ShowHideObject : NetworkBehaviour
{
public static List<ShowHideObject> ClientTargetedNetworkObjects = new List<ShowHideObject>();
public static ulong ClientIdToTarget;
public static NetworkObject GetNetworkObjectById(ulong networkObjectId)
{
foreach (var entry in ClientTargetedNetworkObjects)
{
if (entry.NetworkObjectId == networkObjectId)
{
return entry.NetworkObject;
}
}
return null;
}
public override void OnNetworkSpawn()
{
if (NetworkManager.LocalClientId == ClientIdToTarget)
{
ClientTargetedNetworkObjects.Add(this);
}
base.OnNetworkSpawn();
}
public override void OnNetworkDespawn()
{
if (ClientTargetedNetworkObjects.Contains(this))
{
ClientTargetedNetworkObjects.Remove(this);
}
base.OnNetworkDespawn();
}
public NetworkVariable<int> MyNetworkVariable;
private void Awake()
{
MyNetworkVariable = new NetworkVariable<int>();
MyNetworkVariable.OnValueChanged += Changed;
}
public void Changed(int before, int after)
{
Debug.Log($"Value changed from {before} to {after}");
}
}
public class NetworkShowHideTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
private ulong m_ClientId0;
private GameObject m_PrefabToSpawn;
private NetworkObject m_NetSpawnedObject1;
private NetworkObject m_NetSpawnedObject2;
private NetworkObject m_NetSpawnedObject3;
private NetworkObject m_Object1OnClient0;
private NetworkObject m_Object2OnClient0;
private NetworkObject m_Object3OnClient0;
protected override void OnCreatePlayerPrefab()
{
var networkTransform = m_PlayerPrefab.AddComponent<NetworkShowHideTestComponent>();
}
protected override void OnServerAndClientsCreated()
{
m_PrefabToSpawn = CreateNetworkObjectPrefab("ShowHideObject");
m_PrefabToSpawn.AddComponent<ShowHideObject>();
}
// Check that the first client see them, or not, as expected
private IEnumerator CheckVisible(bool isVisible)
{
int count = 0;
do
{
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
count++;
if (count > 20)
{
// timeout waiting for object to reach the expect visibility
Assert.Fail("timeout waiting for object to reach the expect visibility");
break;
}
} while (m_NetSpawnedObject1.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
m_NetSpawnedObject2.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
m_NetSpawnedObject3.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
m_Object1OnClient0.IsSpawned != isVisible ||
m_Object2OnClient0.IsSpawned != isVisible ||
m_Object3OnClient0.IsSpawned != isVisible
);
Debug.Assert(m_NetSpawnedObject1.IsNetworkVisibleTo(m_ClientId0) == isVisible);
Debug.Assert(m_NetSpawnedObject2.IsNetworkVisibleTo(m_ClientId0) == isVisible);
Debug.Assert(m_NetSpawnedObject3.IsNetworkVisibleTo(m_ClientId0) == isVisible);
Debug.Assert(m_Object1OnClient0.IsSpawned == isVisible);
Debug.Assert(m_Object2OnClient0.IsSpawned == isVisible);
Debug.Assert(m_Object3OnClient0.IsSpawned == isVisible);
var clientNetworkManager = m_ClientNetworkManagers.Where((c) => c.LocalClientId == m_ClientId0).First();
if (isVisible)
{
Assert.True(ShowHideObject.ClientTargetedNetworkObjects.Count == 3, $"Client-{clientNetworkManager.LocalClientId} should have 3 instances visible but only has {ShowHideObject.ClientTargetedNetworkObjects.Count}!");
}
else
{
Assert.True(ShowHideObject.ClientTargetedNetworkObjects.Count == 0, $"Client-{clientNetworkManager.LocalClientId} should have no visible instances but still has {ShowHideObject.ClientTargetedNetworkObjects.Count}!");
}
}
// Set the 3 objects visibility
private void Show(bool individually, bool visibility)
{
if (individually)
{
if (!visibility)
{
m_NetSpawnedObject1.NetworkHide(m_ClientId0);
m_NetSpawnedObject2.NetworkHide(m_ClientId0);
m_NetSpawnedObject3.NetworkHide(m_ClientId0);
}
else
{
m_NetSpawnedObject1.NetworkShow(m_ClientId0);
m_NetSpawnedObject2.NetworkShow(m_ClientId0);
m_NetSpawnedObject3.NetworkShow(m_ClientId0);
}
}
else
{
var list = new List<NetworkObject>();
list.Add(m_NetSpawnedObject1);
list.Add(m_NetSpawnedObject2);
list.Add(m_NetSpawnedObject3);
if (!visibility)
{
NetworkObject.NetworkHide(list, m_ClientId0);
}
else
{
NetworkObject.NetworkShow(list, m_ClientId0);
}
}
}
private bool RefreshNetworkObjects()
{
m_Object1OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject1.NetworkObjectId);
m_Object2OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject2.NetworkObjectId);
m_Object3OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject3.NetworkObjectId);
if (m_Object1OnClient0 == null || m_Object2OnClient0 == null || m_Object3OnClient0 == null)
{
return false;
}
Assert.True(m_Object1OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
Assert.True(m_Object2OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
Assert.True(m_Object3OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
return true;
}
[UnityTest]
public IEnumerator NetworkShowHideTest()
{
m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ClientIdToTarget = m_ClientId0;
// create 3 objects
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
for (int mode = 0; mode < 2; mode++)
{
// get the NetworkObject on a client instance
yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
AssertOnTimeout($"Could not refresh all NetworkObjects!");
// check object start visible
yield return CheckVisible(true);
// hide them on one client
Show(mode == 0, false);
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value = 3;
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
// verify they got hidden
yield return CheckVisible(false);
// show them to that client
Show(mode == 0, true);
yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
AssertOnTimeout($"Could not refresh all NetworkObjects!");
// verify they become visible
yield return CheckVisible(true);
}
}
[UnityTest]
public IEnumerator NetworkShowHideQuickTest()
{
m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ClientIdToTarget = m_ClientId0;
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
for (int mode = 0; mode < 2; mode++)
{
// get the NetworkObject on a client instance
yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
AssertOnTimeout($"Could not refresh all NetworkObjects!");
// check object start visible
yield return CheckVisible(true);
// hide and show them on one client, during the same frame
Show(mode == 0, false);
Show(mode == 0, true);
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
AssertOnTimeout($"Could not refresh all NetworkObjects!");
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
// verify they become visible
yield return CheckVisible(true);
}
}
}
}