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). ## [1.0.0-pre.8] - 2022-04-27 ### Changed - `unmanaged` structs are no longer universally accepted as RPC parameters because some structs (i.e., structs with pointers in them, such as `NativeList<T>`) can't be supported by the default memcpy struct serializer. Structs that are intended to be serialized across the network must add `INetworkSerializeByMemcpy` to the interface list (i.e., `struct Foo : INetworkSerializeByMemcpy`). This interface is empty and just serves to mark the struct as compatible with memcpy serialization. For external structs you can't edit, you can pass them to RPCs by wrapping them in `ForceNetworkSerializeByMemcpy<T>`. (#1901) ### Removed - Removed `SIPTransport` (#1870) - Removed `ClientNetworkTransform` from the package samples and moved to Boss Room's Utilities package which can be found [here](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/main/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkTransform.cs). ### Fixed - Fixed `NetworkTransform` generating false positive rotation delta checks when rolling over between 0 and 360 degrees. (#1890) - Fixed client throwing an exception if it has messages in the outbound queue when processing the `NetworkEvent.Disconnect` event and is using UTP. (#1884) - Fixed issue during client synchronization if 'ValidateSceneBeforeLoading' returned false it would halt the client synchronization process resulting in a client that was approved but not synchronized or fully connected with the server. (#1883) - Fixed an issue where UNetTransport.StartServer would return success even if the underlying transport failed to start (#854) - Passing generic types to RPCs no longer causes a native crash (#1901) - Fixed an issue where calling `Shutdown` on a `NetworkManager` that was already shut down would cause an immediate shutdown the next time it was started (basically the fix makes `Shutdown` idempotent). (#1877)
267 lines
11 KiB
C#
267 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using NUnit.Framework;
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using Unity.Netcode.Transports.UTP;
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namespace Unity.Netcode.TestHelpers.Runtime
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{
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/// <summary>
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/// Helper class to instantiate a NetworkManager
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/// This also provides the ability to:
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/// --- instantiate GameObjects with NetworkObject components that returns a Guid for accessing it later.
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/// --- add NetworkBehaviour components to the instantiated GameObjects
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/// --- spawn a NetworkObject using its parent GameObject's Guid
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/// Call StartNetworkManager in the constructor of your runtime unit test class.
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/// Call ShutdownNetworkManager in the destructor of your runtime unit test class.
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///
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/// Includes a useful "BuffersMatch" method that allows you to compare two buffers (returns true if they match false if not)
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/// </summary>
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public static class NetworkManagerHelper
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{
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public static NetworkManager NetworkManagerObject { get; internal set; }
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public static GameObject NetworkManagerGameObject { get; internal set; }
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public static Dictionary<Guid, GameObject> InstantiatedGameObjects = new Dictionary<Guid, GameObject>();
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public static Dictionary<Guid, NetworkObject> InstantiatedNetworkObjects = new Dictionary<Guid, NetworkObject>();
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public static NetworkManagerOperatingMode CurrentNetworkManagerMode;
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/// <summary>
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/// This provides the ability to start NetworkManager in various modes
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/// </summary>
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public enum NetworkManagerOperatingMode
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{
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None,
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Host,
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Server,
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Client,
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}
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/// <summary>
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/// Called upon the RpcQueueTests being instantiated.
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/// This creates an instance of the NetworkManager to be used during unit tests.
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/// Currently, the best method to run unit tests is by starting in host mode as you can
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/// send messages to yourself (i.e. Host-Client to Host-Server and vice versa).
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/// As such, the default setting is to start in Host mode.
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/// </summary>
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/// <param name="managerMode">parameter to specify which mode you want to start the NetworkManager</param>
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/// <param name="networkConfig">parameter to specify custom NetworkConfig settings</param>
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/// <returns>true if it was instantiated or is already instantiate otherwise false means it failed to instantiate</returns>
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public static bool StartNetworkManager(out NetworkManager networkManager, NetworkManagerOperatingMode managerMode = NetworkManagerOperatingMode.Host, NetworkConfig networkConfig = null)
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{
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// If we are changing the current manager mode and the current manager mode is not "None", then stop the NetworkManager mode
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if (CurrentNetworkManagerMode != managerMode && CurrentNetworkManagerMode != NetworkManagerOperatingMode.None)
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{
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StopNetworkManagerMode();
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}
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if (NetworkManagerGameObject == null)
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{
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NetworkManagerGameObject = new GameObject(nameof(NetworkManager));
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NetworkManagerObject = NetworkManagerGameObject.AddComponent<NetworkManager>();
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if (NetworkManagerObject == null)
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{
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networkManager = null;
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return false;
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}
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Debug.Log($"{nameof(NetworkManager)} Instantiated.");
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var unityTransport = NetworkManagerGameObject.AddComponent<UnityTransport>();
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if (networkConfig == null)
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{
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networkConfig = new NetworkConfig
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{
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EnableSceneManagement = false,
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};
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}
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NetworkManagerObject.NetworkConfig = networkConfig;
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NetworkManagerObject.NetworkConfig.NetworkTransport = unityTransport;
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// Starts the network manager in the mode specified
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StartNetworkManagerMode(managerMode);
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}
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networkManager = NetworkManagerObject;
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return true;
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}
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/// <summary>
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/// Add a GameObject with a NetworkObject component
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/// </summary>
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/// <param name="nameOfGameObject">the name of the object</param>
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/// <returns></returns>
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public static Guid AddGameNetworkObject(string nameOfGameObject)
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{
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var gameObjectId = Guid.NewGuid();
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// Create the player object that we will spawn as a host
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var gameObject = new GameObject(nameOfGameObject);
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Assert.IsNotNull(gameObject);
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var networkObject = gameObject.AddComponent<NetworkObject>();
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Assert.IsNotNull(networkObject);
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Assert.IsFalse(InstantiatedGameObjects.ContainsKey(gameObjectId));
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Assert.IsFalse(InstantiatedNetworkObjects.ContainsKey(gameObjectId));
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InstantiatedGameObjects.Add(gameObjectId, gameObject);
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InstantiatedNetworkObjects.Add(gameObjectId, networkObject);
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return gameObjectId;
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}
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/// <summary>
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/// Helper class to add a component to the GameObject with a NetoworkObject component
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/// </summary>
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/// <typeparam name="T">NetworkBehaviour component being added to the GameObject</typeparam>
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/// <param name="gameObjectIdentifier">ID returned to reference the game object</param>
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/// <returns></returns>
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public static T AddComponentToObject<T>(Guid gameObjectIdentifier) where T : NetworkBehaviour
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{
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Assert.IsTrue(InstantiatedGameObjects.ContainsKey(gameObjectIdentifier));
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return InstantiatedGameObjects[gameObjectIdentifier].AddComponent<T>();
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}
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/// <summary>
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/// Spawn the NetworkObject, so Rpcs can flow
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/// </summary>
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/// <param name="gameObjectIdentifier">ID returned to reference the game object</param>
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public static void SpawnNetworkObject(Guid gameObjectIdentifier)
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{
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Assert.IsTrue(InstantiatedNetworkObjects.ContainsKey(gameObjectIdentifier));
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if (!InstantiatedNetworkObjects[gameObjectIdentifier].IsSpawned)
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{
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InstantiatedNetworkObjects[gameObjectIdentifier].Spawn();
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}
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}
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/// <summary>
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/// Starts the NetworkManager in the current mode specified by managerMode
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/// </summary>
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/// <param name="managerMode">the mode to start the NetworkManager as</param>
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private static void StartNetworkManagerMode(NetworkManagerOperatingMode managerMode)
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{
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CurrentNetworkManagerMode = managerMode;
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switch (CurrentNetworkManagerMode)
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{
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case NetworkManagerOperatingMode.Host:
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{
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// Starts the host
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NetworkManagerObject.StartHost();
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break;
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}
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case NetworkManagerOperatingMode.Server:
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{
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// Starts the server
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NetworkManagerObject.StartServer();
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break;
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}
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case NetworkManagerOperatingMode.Client:
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{
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// Starts the client
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NetworkManagerObject.StartClient();
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break;
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}
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}
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// If we started an netcode session
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if (CurrentNetworkManagerMode != NetworkManagerOperatingMode.None)
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{
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// With some unit tests the Singleton can still be from a previous unit test
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// depending upon the order of operations that occurred.
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if (NetworkManager.Singleton != NetworkManagerObject)
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{
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NetworkManagerObject.SetSingleton();
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}
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// Only log this if we started an netcode session
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Debug.Log($"{CurrentNetworkManagerMode} started.");
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}
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}
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/// <summary>
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/// Stops the current mode of the NetworkManager
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/// </summary>
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private static void StopNetworkManagerMode()
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{
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NetworkManagerObject.Shutdown();
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Debug.Log($"{CurrentNetworkManagerMode} stopped.");
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CurrentNetworkManagerMode = NetworkManagerOperatingMode.None;
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}
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// This is called, even if we assert and exit early from a test
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public static void ShutdownNetworkManager()
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{
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// clean up any game objects created with custom unit testing components
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foreach (var entry in InstantiatedGameObjects)
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{
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UnityEngine.Object.DestroyImmediate(entry.Value);
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}
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InstantiatedGameObjects.Clear();
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if (NetworkManagerGameObject != null)
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{
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Debug.Log($"{nameof(NetworkManager)} shutdown.");
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StopNetworkManagerMode();
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UnityEngine.Object.DestroyImmediate(NetworkManagerGameObject);
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Debug.Log($"{nameof(NetworkManager)} destroyed.");
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}
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NetworkManagerGameObject = null;
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NetworkManagerObject = null;
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}
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public static bool BuffersMatch(int indexOffset, long targetSize, byte[] sourceArray, byte[] originalArray)
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{
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long largeInt64Blocks = targetSize >> 3; // Divide by 8
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int originalArrayOffset = 0;
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// process by 8 byte blocks if we can
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for (long i = 0; i < largeInt64Blocks; i++)
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{
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if (BitConverter.ToInt64(sourceArray, indexOffset) != BitConverter.ToInt64(originalArray, originalArrayOffset))
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{
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return false;
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}
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indexOffset += 8;
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originalArrayOffset += 8;
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}
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long offset = largeInt64Blocks * 8;
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long remainder = targetSize - offset;
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// 4 byte block
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if (remainder >= 4)
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{
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if (BitConverter.ToInt32(sourceArray, indexOffset) != BitConverter.ToInt32(originalArray, originalArrayOffset))
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{
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return false;
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}
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indexOffset += 4;
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originalArrayOffset += 4;
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offset += 4;
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}
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// Remainder of bytes < 4
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if (targetSize - offset > 0)
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{
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for (long i = 0; i < (targetSize - offset); i++)
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{
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if (sourceArray[indexOffset + i] != originalArray[originalArrayOffset + i])
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{
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return false;
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}
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}
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}
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return true;
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}
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}
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}
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