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com.unity.netcode.gameobjects/Tests/Editor/NetworkObjectTests.cs
Unity Technologies 63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.4
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).

## [2.0.0-exp.4] - 2024-05-31

### Added

- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)

### Fixed

- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)

### Changed

- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
2024-05-31 00:00:00 +00:00

160 lines
6.2 KiB
C#

using System.Text.RegularExpressions;
using NUnit.Framework;
using Unity.Netcode.Editor;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.EditorTests
{
internal class NetworkObjectTests
{
[Test]
public void NetworkManagerOverrideTest()
{
// Create "bait"
var singletonNetworkManager = new GameObject(nameof(NetworkManager)).AddComponent<NetworkManager>();
singletonNetworkManager.SetSingleton();
// Create override
var networkManager = new GameObject(nameof(NetworkManager)).AddComponent<NetworkManager>();
// NetworkObject
var gameObject = new GameObject(nameof(NetworkManagerOverrideTest));
var networkObject = gameObject.AddComponent<NetworkObject>();
// Set override
networkObject.NetworkManagerOwner = networkManager;
Debug.Assert(networkObject.NetworkManager == networkManager);
Object.DestroyImmediate(singletonNetworkManager.gameObject);
Object.DestroyImmediate(networkManager.gameObject);
Object.DestroyImmediate(gameObject);
}
[Test]
[TestCase(0)]
[TestCase(1)]
[TestCase(2)]
public void GetBehaviourIndexNone(int index)
{
var gameObject = new GameObject(nameof(GetBehaviourIndexNone));
var networkObject = gameObject.AddComponent<NetworkObject>();
LogAssert.Expect(LogType.Error, new Regex(".*out of bounds.*"));
Assert.That(networkObject.GetNetworkBehaviourAtOrderIndex((ushort)index), Is.Null);
// Cleanup
Object.DestroyImmediate(gameObject);
}
[Test]
public void GetBehaviourIndexOne()
{
var gameObject = new GameObject(nameof(GetBehaviourIndexOne));
var networkObject = gameObject.AddComponent<NetworkObject>();
var networkBehaviour = gameObject.AddComponent<EmptyNetworkBehaviour>();
LogAssert.Expect(LogType.Error, new Regex(".*out of bounds.*"));
Assert.That(networkObject.GetNetworkBehaviourAtOrderIndex(0), Is.EqualTo(networkBehaviour));
Assert.That(networkObject.GetNetworkBehaviourAtOrderIndex(1), Is.Null);
// Cleanup
Object.DestroyImmediate(gameObject);
}
/// <summary>
/// Verifies that a NetworkObject component that is positioned after a NetworkBehaviour component will
/// be migrated to a component index value that is before the lowest NetworkBehaviour component index value.
/// (The lowest NetworkBehaviour component's index value will also change when this happens)
/// </summary>
[Test]
public void NetworkObjectComponentOrder()
{
var gameObject = new GameObject(nameof(GetBehaviourIndexOne));
// Add the Networkbehaviour first
var networkBehaviour = gameObject.AddComponent<EmptyNetworkBehaviour>();
// Add an empty MonoBehaviour inbetween the NetworkBehaviour and NetworkObject
gameObject.AddComponent<EmptyMonoBehaviour>();
// Add the NetworkObject
var networkObject = gameObject.AddComponent<NetworkObject>();
var componentIndices = GetIndices(gameObject);
// Verify the NetworkObject procedes the NetworkBehaviour
Assert.True(componentIndices.NetworkObjectIndex > componentIndices.NetworkBehaviourIndex, $"[Initial Setup] NetworkObject index ({componentIndices.NetworkObjectIndex}) is not greater than the NetworkBehaviour index ({componentIndices.NetworkBehaviourIndex})!");
// Force-Invoke the CheckForNetworkObject method in order to verify the NetworkObject is moved
NetworkBehaviourEditor.CheckForNetworkObject(gameObject);
var adjustedIndices = GetIndices(gameObject);
Assert.True(ValidateComponentIndices(componentIndices, GetIndices(gameObject)), "NetworkObject did not get migrated below the NetworkBehaviour!");
// Cleanup
Object.DestroyImmediate(gameObject);
}
private bool ValidateComponentIndices(ComponentIndices previous, ComponentIndices current)
{
if (previous.NetworkObjectIndex != current.NetworkObjectIndex && previous.NetworkBehaviourIndex != current.NetworkBehaviourIndex)
{
if (current.NetworkObjectIndex < previous.NetworkObjectIndex && current.NetworkObjectIndex < current.NetworkBehaviourIndex)
{
return true;
}
}
return false;
}
private ComponentIndices GetIndices(GameObject gameObject)
{
// Get the index/order values for the added NetworkBehaviour and NetworkObject
var components = gameObject.GetComponents<MonoBehaviour>();
var componentIndices = new ComponentIndices()
{
NetworkObjectIndex = -1,
NetworkBehaviourIndex = -1
};
for (int i = 0; i < components.Length; i++)
{
if (componentIndices.NetworkObjectIndex != -1 && componentIndices.NetworkBehaviourIndex != -1)
{
break;
}
var component = components[i];
var networkObjectComponent = component as NetworkObject;
if (networkObjectComponent != null)
{
componentIndices.NetworkObjectIndex = i;
continue;
}
var networkBehaviourComponent = component as EmptyNetworkBehaviour;
if (networkBehaviourComponent != null)
{
componentIndices.NetworkBehaviourIndex = i;
continue;
}
}
return componentIndices;
}
private struct ComponentIndices
{
public int NetworkObjectIndex;
public int NetworkBehaviourIndex;
}
internal class EmptyNetworkBehaviour : NetworkBehaviour
{
}
internal class EmptyMonoBehaviour : MonoBehaviour
{
}
}
}