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com.unity.netcode.gameobjects/Tests/Runtime/IntegrationTestExamples.cs
Unity Technologies fe02ca682e com.unity.netcode.gameobjects@1.2.0
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).

## [1.2.0] - 2022-11-21

### Added

- Added protected method `NetworkBehaviour.OnSynchronize` which is invoked during the initial `NetworkObject` synchronization process. This provides users the ability to include custom serialization information that will be applied to the `NetworkBehaviour` prior to the `NetworkObject` being spawned. (#2298)
- Added support for different versions of the SDK to talk to each other in circumstances where changes permit it. Starting with this version and into future versions, patch versions should be compatible as long as the minor version is the same. (#2290)
- Added `NetworkObject` auto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285)
- Added `public string DisconnectReason` getter to `NetworkManager` and `string Reason` to `ConnectionApprovalResponse`. Allows connection approval to communicate back a reason. Also added `public void DisconnectClient(ulong clientId, string reason)` allowing setting a disconnection reason, when explicitly disconnecting a client. (#2280)

### Changed

- Changed 3rd-party `XXHash` (32 & 64) implementation with an in-house reimplementation (#2310)
- When `NetworkConfig.EnsureNetworkVariableLengthSafety` is disabled `NetworkVariable` fields do not write the additional `ushort` size value (_which helps to reduce the total synchronization message size_), but when enabled it still writes the additional `ushort` value. (#2298)
- Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276)

### Fixed

- Fixed issue where `NetworkTransform` components nested under a parent with a `NetworkObject` component  (i.e. network prefab) would not have their associated `GameObject`'s transform synchronized. (#2298)
- Fixed issue where `NetworkObject`s that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298)
- Fixed issue where in-scene placed `NetworkObject`s nested under a `GameObject` would be added to the orphaned children list causing continual console warning log messages. (#2298)
- Custom messages are now properly received by the local client when they're sent while running in host mode. (#2296)
- Fixed issue where the host would receive more than one event completed notification when loading or unloading a scene only when no clients were connected. (#2292)
- Fixed an issue in `UnityTransport` where an error would be logged if the 'Use Encryption' flag was enabled with a Relay configuration that used a secure protocol. (#2289)
- Fixed issue where in-scene placed `NetworkObjects` were not honoring the `AutoObjectParentSync` property. (#2281)
- Fixed the issue where `NetworkManager.OnClientConnectedCallback` was being invoked before in-scene placed `NetworkObject`s had been spawned when starting `NetworkManager` as a host. (#2277)
- Creating a `FastBufferReader` with `Allocator.None` will not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265)

### Removed

- Removed the `NetworkObject` auto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)
2022-11-21 00:00:00 +00:00

196 lines
7.4 KiB
C#

using System.Collections;
using System.Linq;
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
public class IntegrationTestUpdated : NetcodeIntegrationTest
{
private GameObject m_MyNetworkPrefab;
protected override int NumberOfClients => 1;
protected override void OnServerAndClientsCreated()
{
m_MyNetworkPrefab = CreateNetworkObjectPrefab("Object");
m_MyNetworkPrefab.AddComponent<NetworkVisibilityComponent>();
}
protected override IEnumerator OnServerAndClientsConnected()
{
SpawnObject(m_MyNetworkPrefab, m_ServerNetworkManager);
yield return base.OnServerAndClientsConnected();
}
[UnityTest]
public IEnumerator MyFirstIntegationTest()
{
// Check the condition for this test and automatically handle varying processing
// environments and conditions
#if UNITY_2023_1_OR_NEWER
yield return WaitForConditionOrTimeOut(() =>
Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where(
(c) => c.IsSpawned).Count() == 2);
#else
yield return WaitForConditionOrTimeOut(() =>
Object.FindObjectsOfType<NetworkVisibilityComponent>().Where(
(c) => c.IsSpawned).Count() == 2);
#endif
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for instances " +
"to be detected!");
}
}
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
public class IntegrationTestExtended : NetcodeIntegrationTest
{
private GameObject m_MyNetworkPrefab;
protected override int NumberOfClients => 1;
protected override void OnServerAndClientsCreated()
{
m_MyNetworkPrefab = CreateNetworkObjectPrefab("Object");
m_MyNetworkPrefab.AddComponent<NetworkVisibilityComponent>();
}
public IntegrationTestExtended(HostOrServer hostOrServer) : base(hostOrServer) { }
protected override IEnumerator OnServerAndClientsConnected()
{
SpawnObject(m_MyNetworkPrefab, m_ServerNetworkManager);
yield return base.OnServerAndClientsConnected();
}
[UnityTest]
public IEnumerator MyFirstIntegationTest()
{
// Check the condition for this test and automatically handle varying processing
// environments and conditions
#if UNITY_2023_1_OR_NEWER
yield return WaitForConditionOrTimeOut(() =>
Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where(
(c) => c.IsSpawned).Count() == 2);
#else
yield return WaitForConditionOrTimeOut(() =>
Object.FindObjectsOfType<NetworkVisibilityComponent>().Where(
(c) => c.IsSpawned).Count() == 2);
#endif
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for instances " +
"to be detected!");
}
}
public class ExampleTestComponent : NetworkBehaviour
{
}
public class IntegrationTestPlayers : NetcodeIntegrationTest
{
protected override int NumberOfClients => 5;
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<ExampleTestComponent>();
}
protected override IEnumerator OnServerAndClientsConnected()
{
return base.OnServerAndClientsConnected();
}
[Test]
public void TestClientRelativePlayers()
{
// Check that all instances have the ExampleTestComponent
foreach (var clientRelativePlayers in m_PlayerNetworkObjects)
{
foreach (var playerInstance in clientRelativePlayers.Value)
{
var player = playerInstance.Value;
Assert.NotNull(player.GetComponent<ExampleTestComponent>());
}
}
// Confirm Player ID 1 on Client ID 4 is not the local player
Assert.IsFalse(m_PlayerNetworkObjects[4][1].IsLocalPlayer);
// Confirm Player ID 4 on Client ID 4 is the local player
Assert.IsTrue(m_PlayerNetworkObjects[4][4].IsLocalPlayer);
// Confirm Player ID 0 on Client ID 0 (host) NetworkManager is the server
Assert.IsTrue(m_PlayerNetworkObjects[0][0].NetworkManager.IsServer);
// Confirm Player ID 0 on Client ID 4 (client) NetworkManager is not the server
Assert.IsFalse(m_PlayerNetworkObjects[4][0].NetworkManager.IsServer);
}
}
public class SpawnTest : NetworkBehaviour
{
public static int TotalSpawned;
public override void OnNetworkSpawn() { TotalSpawned++; }
public override void OnNetworkDespawn() { TotalSpawned--; }
}
public class IntegrationTestSpawning : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
private GameObject m_NetworkPrefabToSpawn;
private int m_NumberToSpawn = 5;
protected override NetworkManagerInstatiationMode OnSetIntegrationTestMode()
{
return NetworkManagerInstatiationMode.AllTests;
}
protected override void OnServerAndClientsCreated()
{
m_NetworkPrefabToSpawn = CreateNetworkObjectPrefab("TrackingTest");
m_NetworkPrefabToSpawn.gameObject.AddComponent<SpawnTest>();
}
protected override IEnumerator OnServerAndClientsConnected()
{
SpawnObjects(m_NetworkPrefabToSpawn, m_ServerNetworkManager, m_NumberToSpawn);
return base.OnServerAndClientsConnected();
}
[UnityTest]
[Order(1)]
public IEnumerator TestRelativeNetworkObjects()
{
var expected = m_NumberToSpawn * TotalClients;
// Wait for all clients to have spawned all instances
yield return WaitForConditionOrTimeOut(() => SpawnTest.TotalSpawned == expected);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all to " +
$"spawn! Total Spawned: {SpawnTest.TotalSpawned}");
var client1Relative = s_GlobalNetworkObjects[1].Values.Where((c) =>
c.gameObject.GetComponent<SpawnTest>() != null);
foreach (var networkObject in client1Relative)
{
var testComp = networkObject.GetComponent<SpawnTest>();
// Confirm each one is owned by the server
Assert.IsTrue(testComp.IsOwnedByServer, $"{testComp.name} is not owned" +
$" by the server!");
}
}
[UnityTest]
[Order(2)]
public IEnumerator TestDespawnNetworkObjects()
{
var serverRelative = s_GlobalNetworkObjects[0].Values.Where((c) =>
c.gameObject.GetComponent<SpawnTest>() != null).ToList();
foreach (var networkObject in serverRelative)
{
networkObject.Despawn();
}
// Wait for all clients to have spawned all instances
yield return WaitForConditionOrTimeOut(() => SpawnTest.TotalSpawned == 0);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all to " +
$"despawn! Total Spawned: {SpawnTest.TotalSpawned}");
}
}
}