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com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectOnSpawnTests.cs
Unity Technologies 0f7a30d285 com.unity.netcode.gameobjects@1.0.0-pre.10
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.10] - 2022-06-21

### Added

- Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994)
- Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994)
- Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969)
- Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025)
- (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972)

### Removed

### Fixed
- Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017)
- Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009)
- Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003)
- Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985)
- Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984)
- Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975)
- Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973)
- Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972)
- Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961)
- Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976)
- Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947)
- Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946)
- Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946)
- Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946)
- Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946)
- Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
2022-06-21 00:00:00 +00:00

205 lines
8.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
public class NetworkObjectOnSpawnTests : NetcodeIntegrationTest
{
private GameObject m_TestNetworkObjectPrefab;
private GameObject m_TestNetworkObjectInstance;
protected override int NumberOfClients => 2;
/// <summary>
/// Tests that instantiating a <see cref="NetworkObject"/> and destroying without spawning it
/// does not run <see cref="NetworkBehaviour.OnNetworkSpawn"/> or <see cref="NetworkBehaviour.OnNetworkSpawn"/>.
/// </summary>
[UnityTest]
public IEnumerator InstantiateDestroySpawnNotCalled()
{
m_TestNetworkObjectPrefab = new GameObject("InstantiateDestroySpawnNotCalled_Object");
var networkObject = m_TestNetworkObjectPrefab.AddComponent<NetworkObject>();
var fail = m_TestNetworkObjectPrefab.AddComponent<FailWhenSpawned>();
// instantiate
m_TestNetworkObjectInstance = Object.Instantiate(m_TestNetworkObjectPrefab);
yield return null;
Object.Destroy(m_TestNetworkObjectInstance);
}
private class FailWhenSpawned : NetworkBehaviour
{
public override void OnNetworkSpawn()
{
Assert.Fail("Spawn should not be called on not spawned object");
}
public override void OnNetworkDespawn()
{
Assert.Fail("Depawn should not be called on not spawned object");
}
}
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<TrackOnSpawnFunctions>();
}
protected override IEnumerator OnTearDown()
{
if (m_TestNetworkObjectPrefab != null)
{
Object.Destroy(m_TestNetworkObjectPrefab);
}
if (m_TestNetworkObjectInstance != null)
{
Object.Destroy(m_TestNetworkObjectInstance);
}
yield return base.OnTearDown();
}
private List<TrackOnSpawnFunctions> m_ClientTrackOnSpawnInstances = new List<TrackOnSpawnFunctions>();
/// <summary>
/// Test that callbacks are run for playerobject spawn, despawn, regular spawn, destroy on server.
/// </summary>
/// <returns></returns>
[UnityTest]
public IEnumerator TestOnNetworkSpawnCallbacks()
{
// [Host-Side] Get the Host owned instance
var serverInstance = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ServerNetworkManager.LocalClientId].GetComponent<TrackOnSpawnFunctions>();
foreach (var client in m_ClientNetworkManagers)
{
var clientRpcTests = m_PlayerNetworkObjects[client.LocalClientId][m_ServerNetworkManager.LocalClientId].gameObject.GetComponent<TrackOnSpawnFunctions>();
Assert.IsNotNull(clientRpcTests);
m_ClientTrackOnSpawnInstances.Add(clientRpcTests);
}
// -------------- step 1 check player spawn despawn
// check spawned on server
Assert.AreEqual(1, serverInstance.OnNetworkSpawnCalledCount);
// safety check server despawned
Assert.AreEqual(0, serverInstance.OnNetworkDespawnCalledCount);
// Conditional check for clients spawning or despawning
var checkSpawnCondition = false;
var expectedSpawnCount = 1;
var expectedDespawnCount = 0;
bool HasConditionBeenMet()
{
var clientsCompleted = 0;
// check spawned on client
foreach (var clientInstance in m_ClientTrackOnSpawnInstances)
{
if (checkSpawnCondition)
{
if (clientInstance.OnNetworkSpawnCalledCount == expectedSpawnCount)
{
clientsCompleted++;
}
}
else
{
if (clientInstance.OnNetworkDespawnCalledCount == expectedDespawnCount)
{
clientsCompleted++;
}
}
}
return clientsCompleted >= NumberOfClients;
}
// safety check that all clients have not been despawned yet
Assert.True(HasConditionBeenMet(), "Failed condition that all clients not despawned yet!");
// now verify that all clients have been spawned
checkSpawnCondition = true;
yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side spawns!");
// despawn on server. However, since we'll be using this object later in the test, don't delete it
serverInstance.GetComponent<NetworkObject>().Despawn(false);
// check despawned on server
Assert.AreEqual(1, serverInstance.OnNetworkDespawnCalledCount);
// we now expect the clients to each have despawned once
expectedDespawnCount = 1;
yield return s_DefaultWaitForTick;
// verify that all client-side instances are despawned
checkSpawnCondition = false;
yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side despawns!");
//----------- step 2 check spawn and destroy again
serverInstance.GetComponent<NetworkObject>().Spawn();
// wait a tick
yield return s_DefaultWaitForTick;
// check spawned again on server this is 2 because we are reusing the object which was already spawned once.
Assert.AreEqual(2, serverInstance.OnNetworkSpawnCalledCount);
checkSpawnCondition = true;
yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side spawns! (2nd pass)");
// destroy the server object
Object.Destroy(serverInstance.gameObject);
yield return s_DefaultWaitForTick;
// check whether despawned was called again on server instance
Assert.AreEqual(2, serverInstance.OnNetworkDespawnCalledCount);
checkSpawnCondition = false;
yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side despawns! (2nd pass)");
}
[Test]
public void DynamicallySpawnedNoSceneOriginException()
{
var gameObject = new GameObject();
var networkObject = gameObject.AddComponent<NetworkObject>();
networkObject.IsSpawned = true;
networkObject.SceneOriginHandle = 0;
networkObject.IsSceneObject = false;
// This validates invoking GetSceneOriginHandle will not throw an exception for a dynamically spawned NetworkObject
// when the scene of origin handle is zero
var sceneOriginHandle = networkObject.GetSceneOriginHandle();
// This validates that GetSceneOriginHandle will return the GameObject's scene handle that should be the currently active scene
var activeSceneHandle = UnityEngine.SceneManagement.SceneManager.GetActiveScene().handle;
Assert.IsTrue(sceneOriginHandle == activeSceneHandle, $"{nameof(NetworkObject)} should have returned the active scene handle of {activeSceneHandle} but returned {sceneOriginHandle}");
}
private class TrackOnSpawnFunctions : NetworkBehaviour
{
public int OnNetworkSpawnCalledCount { get; private set; }
public int OnNetworkDespawnCalledCount { get; private set; }
public override void OnNetworkSpawn()
{
OnNetworkSpawnCalledCount++;
}
public override void OnNetworkDespawn()
{
OnNetworkDespawnCalledCount++;
}
}
}
}