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com.unity.netcode.gameobjects/Tests/Runtime/NetworkManagerEventsTests.cs
Unity Technologies c813386c5c com.unity.netcode.gameobjects@2.0.0-pre.2
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.0.0-pre.2] - 2024-06-17

### Added

- Added `AnticipatedNetworkVariable<T>`, which adds support for client anticipation of `NetworkVariable` values, allowing for more responsive gameplay. (#2957)
- Added `AnticipatedNetworkTransform`, which adds support for client anticipation of NetworkTransforms. (#2957)
- 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`). (#2957)
- 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. (#2957)
- Added virtual method `NetworkVariableBase.OnInitialize` which can be used by `NetworkVariable` subclasses to add initialization code. (#2957)
- Added `NetworkTime.TickWithPartial`, which represents the current tick as a double that includes the fractional/partial tick value. (#2957)
- 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. (#2957)
- Added event `NetworkManager.OnSessionOwnerPromoted` that is invoked when a new session owner promotion occurs. (#2948)
- Added `NetworkRigidBodyBase.GetLinearVelocity` and `NetworkRigidBodyBase.SetLinearVelocity` convenience/helper methods. (#2948)
- Added `NetworkRigidBodyBase.GetAngularVelocity` and `NetworkRigidBodyBase.SetAngularVelocity` convenience/helper methods. (#2948)

### Fixed

- Fixed issue when `NetworkTransform` half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948)
- Fixed issue where `OnClientConnected` not being invoked on the session owner when connecting to a new distributed authority session. (#2948)
- Fixed issue where Rigidbody micro-motion (i.e. relatively small velocities) would result in non-authority instances slightly stuttering as the body would come to a rest (i.e. no motion). Now, the threshold value can increase at higher velocities and can decrease slightly below the provided threshold to account for this. (#2948)

### Changed

- Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2957)
- Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2957)
- Changed the client's owned objects is now returned (`NetworkClient` and `NetworkSpawnManager`) as an array as opposed to a list for performance purposes. (#2948)
- Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948)
- Changed `NetworkTransformEditor.OnEnable` to a virtual method to be able to customize a `NetworkTransform` derived class by creating a derived editor control from `NetworkTransformEditor`. (#2948)
2024-06-17 00:00:00 +00:00

248 lines
9.1 KiB
C#

using System;
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Object = UnityEngine.Object;
namespace Unity.Netcode.RuntimeTests
{
internal class NetworkManagerEventsTests
{
private NetworkManager m_ClientManager;
private NetworkManager m_ServerManager;
[UnityTest]
public IEnumerator OnServerStoppedCalledWhenServerStops()
{
bool callbackInvoked = false;
var gameObject = new GameObject(nameof(OnServerStoppedCalledWhenServerStops));
m_ServerManager = gameObject.AddComponent<NetworkManager>();
// Set dummy transport that does nothing
var transport = gameObject.AddComponent<DummyTransport>();
m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
Action<bool> onServerStopped = (bool wasAlsoClient) =>
{
callbackInvoked = true;
Assert.IsFalse(wasAlsoClient);
};
// Start server to cause initialization process
Assert.True(m_ServerManager.StartServer());
Assert.True(m_ServerManager.IsListening);
m_ServerManager.OnServerStopped += onServerStopped;
m_ServerManager.Shutdown();
Object.DestroyImmediate(gameObject);
yield return WaitUntilManagerShutsdown();
Assert.False(m_ServerManager.IsListening);
Assert.True(callbackInvoked, "OnServerStopped wasn't invoked");
}
[UnityTest]
public IEnumerator OnClientStoppedCalledWhenClientStops()
{
yield return InitializeServerAndAClient();
bool callbackInvoked = false;
Action<bool> onClientStopped = (bool wasAlsoServer) =>
{
callbackInvoked = true;
Assert.IsFalse(wasAlsoServer);
};
m_ClientManager.OnClientStopped += onClientStopped;
m_ClientManager.Shutdown();
yield return WaitUntilManagerShutsdown();
Assert.True(callbackInvoked, "OnClientStopped wasn't invoked");
}
[UnityTest]
public IEnumerator OnClientAndServerStoppedCalledWhenHostStops()
{
var gameObject = new GameObject(nameof(OnClientAndServerStoppedCalledWhenHostStops));
m_ServerManager = gameObject.AddComponent<NetworkManager>();
// Set dummy transport that does nothing
var transport = gameObject.AddComponent<DummyTransport>();
m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
int callbacksInvoked = 0;
Action<bool> onClientStopped = (bool wasAlsoServer) =>
{
callbacksInvoked++;
Assert.IsTrue(wasAlsoServer);
};
Action<bool> onServerStopped = (bool wasAlsoClient) =>
{
callbacksInvoked++;
Assert.IsTrue(wasAlsoClient);
};
// Start server to cause initialization process
Assert.True(m_ServerManager.StartHost());
Assert.True(m_ServerManager.IsListening);
m_ServerManager.OnServerStopped += onServerStopped;
m_ServerManager.OnClientStopped += onClientStopped;
m_ServerManager.Shutdown();
Object.DestroyImmediate(gameObject);
yield return WaitUntilManagerShutsdown();
Assert.False(m_ServerManager.IsListening);
Assert.AreEqual(2, callbacksInvoked, "either OnServerStopped or OnClientStopped wasn't invoked");
}
[UnityTest]
public IEnumerator OnServerStartedCalledWhenServerStarts()
{
var gameObject = new GameObject(nameof(OnServerStartedCalledWhenServerStarts));
m_ServerManager = gameObject.AddComponent<NetworkManager>();
// Set dummy transport that does nothing
var transport = gameObject.AddComponent<DummyTransport>();
m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
bool callbackInvoked = false;
Action onServerStarted = () =>
{
callbackInvoked = true;
if (!m_ServerManager.IsServer)
{
Assert.Fail("OnServerStarted called when the server is not active yet");
}
};
// Start server to cause initialization process
m_ServerManager.OnServerStarted += onServerStarted;
Assert.True(m_ServerManager.StartServer());
Assert.True(m_ServerManager.IsListening);
yield return WaitUntilServerBufferingIsReady();
Assert.True(callbackInvoked, "OnServerStarted wasn't invoked");
}
[UnityTest]
public IEnumerator OnClientStartedCalledWhenClientStarts()
{
bool callbackInvoked = false;
Action onClientStarted = () =>
{
callbackInvoked = true;
if (!m_ClientManager.IsClient)
{
Assert.Fail("onClientStarted called when the client is not active yet");
}
};
yield return InitializeServerAndAClient(onClientStarted);
Assert.True(callbackInvoked, "OnClientStarted wasn't invoked");
}
[UnityTest]
public IEnumerator OnClientAndServerStartedCalledWhenHostStarts()
{
var gameObject = new GameObject(nameof(OnClientAndServerStartedCalledWhenHostStarts));
m_ServerManager = gameObject.AddComponent<NetworkManager>();
// Set dummy transport that does nothing
var transport = gameObject.AddComponent<DummyTransport>();
m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
int callbacksInvoked = 0;
Action onClientStarted = () =>
{
callbacksInvoked++;
};
Action onServerStarted = () =>
{
callbacksInvoked++;
};
m_ServerManager.OnServerStarted += onServerStarted;
m_ServerManager.OnClientStarted += onClientStarted;
// Start server to cause initialization process
Assert.True(m_ServerManager.StartHost());
Assert.True(m_ServerManager.IsListening);
yield return WaitUntilServerBufferingIsReady();
Assert.AreEqual(2, callbacksInvoked, "either OnServerStarted or OnClientStarted wasn't invoked");
}
private IEnumerator WaitUntilManagerShutsdown()
{
/* Need two updates to actually shut down. First one to see the transport failing, which
marks the NetworkManager as shutting down. Second one where actual shutdown occurs. */
yield return null;
yield return null;
}
private IEnumerator InitializeServerAndAClient(Action onClientStarted = null)
{
// Create multiple NetworkManager instances
if (!NetcodeIntegrationTestHelpers.Create(1, out m_ServerManager, out NetworkManager[] clients, 30))
{
Debug.LogError("Failed to create instances");
Assert.Fail("Failed to create instances");
}
// passing no clients on purpose to start them manually later
NetcodeIntegrationTestHelpers.Start(false, m_ServerManager, new NetworkManager[] { });
yield return WaitUntilServerBufferingIsReady();
m_ClientManager = clients[0];
if (onClientStarted != null)
{
m_ClientManager.OnClientStarted += onClientStarted;
}
Assert.True(m_ClientManager.StartClient());
NetcodeIntegrationTestHelpers.RegisterHandlers(clients[0]);
// Wait for connection on client side
yield return NetcodeIntegrationTestHelpers.WaitForClientsConnected(clients);
}
private IEnumerator WaitUntilServerBufferingIsReady()
{
/* wait until at least more than 2 server ticks have passed
Note: Waiting for more than 2 ticks on the server is due
to the time system applying buffering to the received time
in NetworkTimeSystem.Sync */
yield return new WaitUntil(() => m_ServerManager.NetworkTickSystem.ServerTime.Tick > 2);
}
[UnityTearDown]
public virtual IEnumerator Teardown()
{
NetcodeIntegrationTestHelpers.Destroy();
if (m_ServerManager != null)
{
m_ServerManager.ShutdownInternal();
Object.DestroyImmediate(m_ServerManager);
m_ServerManager = null;
}
if (m_ClientManager != null)
{
m_ClientManager.ShutdownInternal();
Object.DestroyImmediate(m_ClientManager);
m_ClientManager = null;
}
yield return null;
}
}
}