This repository has been archived on 2025-04-22. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
com.unity.netcode.gameobjects/Tests/Runtime/NetworkShowHideTests.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

399 lines
16 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
public class ShowHideObject : NetworkBehaviour
{
public static List<ShowHideObject> ClientTargetedNetworkObjects = new List<ShowHideObject>();
public static ulong ClientIdToTarget;
public static bool Silent;
public static int ValueAfterOwnershipChange = 0;
public static NetworkObject GetNetworkObjectById(ulong networkObjectId)
{
foreach (var entry in ClientTargetedNetworkObjects)
{
if (entry.NetworkObjectId == networkObjectId)
{
return entry.NetworkObject;
}
}
return null;
}
public override void OnNetworkSpawn()
{
if (NetworkManager.LocalClientId == ClientIdToTarget)
{
ClientTargetedNetworkObjects.Add(this);
}
if (IsServer)
{
MyListSetOnSpawn.Add(45);
}
else
{
Debug.Assert(MyListSetOnSpawn.Count == 1);
Debug.Assert(MyListSetOnSpawn[0] == 45);
}
base.OnNetworkSpawn();
}
public override void OnNetworkDespawn()
{
if (ClientTargetedNetworkObjects.Contains(this))
{
ClientTargetedNetworkObjects.Remove(this);
}
base.OnNetworkDespawn();
}
public NetworkVariable<int> MyNetworkVariable;
public NetworkList<int> MyListSetOnSpawn;
public NetworkVariable<int> MyOwnerReadNetworkVariable;
static public NetworkManager NetworkManagerOfInterest;
internal static int GainOwnershipCount = 0;
private void Awake()
{
// Debug.Log($"Awake {NetworkManager.LocalClientId}");
MyNetworkVariable = new NetworkVariable<int>();
MyNetworkVariable.OnValueChanged += Changed;
MyListSetOnSpawn = new NetworkList<int>();
MyOwnerReadNetworkVariable = new NetworkVariable<int>(readPerm: NetworkVariableReadPermission.Owner);
MyOwnerReadNetworkVariable.OnValueChanged += OwnerReadChanged;
}
public override void OnGainedOwnership()
{
GainOwnershipCount++;
base.OnGainedOwnership();
}
public void OwnerReadChanged(int before, int after)
{
if (NetworkManager == NetworkManagerOfInterest)
{
ValueAfterOwnershipChange = after;
}
}
public void Changed(int before, int after)
{
if (!Silent)
{
Debug.Log($"Value changed from {before} to {after}");
}
}
}
public class NetworkShowHideTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
private ulong m_ClientId0;
private GameObject m_PrefabToSpawn;
private NetworkObject m_NetSpawnedObject1;
private NetworkObject m_NetSpawnedObject2;
private NetworkObject m_NetSpawnedObject3;
private NetworkObject m_Object1OnClient0;
private NetworkObject m_Object2OnClient0;
private NetworkObject m_Object3OnClient0;
protected override void OnServerAndClientsCreated()
{
m_PrefabToSpawn = CreateNetworkObjectPrefab("ShowHideObject");
m_PrefabToSpawn.AddComponent<ShowHideObject>();
}
// Check that the first client see them, or not, as expected
private IEnumerator CheckVisible(bool isVisible)
{
int count = 0;
do
{
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
count++;
if (count > 20)
{
// timeout waiting for object to reach the expect visibility
Assert.Fail("timeout waiting for object to reach the expect visibility");
break;
}
} while (m_NetSpawnedObject1.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
m_NetSpawnedObject2.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
m_NetSpawnedObject3.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
m_Object1OnClient0.IsSpawned != isVisible ||
m_Object2OnClient0.IsSpawned != isVisible ||
m_Object3OnClient0.IsSpawned != isVisible
);
Debug.Assert(m_NetSpawnedObject1.IsNetworkVisibleTo(m_ClientId0) == isVisible);
Debug.Assert(m_NetSpawnedObject2.IsNetworkVisibleTo(m_ClientId0) == isVisible);
Debug.Assert(m_NetSpawnedObject3.IsNetworkVisibleTo(m_ClientId0) == isVisible);
Debug.Assert(m_Object1OnClient0.IsSpawned == isVisible);
Debug.Assert(m_Object2OnClient0.IsSpawned == isVisible);
Debug.Assert(m_Object3OnClient0.IsSpawned == isVisible);
var clientNetworkManager = m_ClientNetworkManagers.Where((c) => c.LocalClientId == m_ClientId0).First();
if (isVisible)
{
Assert.True(ShowHideObject.ClientTargetedNetworkObjects.Count == 3, $"Client-{clientNetworkManager.LocalClientId} should have 3 instances visible but only has {ShowHideObject.ClientTargetedNetworkObjects.Count}!");
}
else
{
Assert.True(ShowHideObject.ClientTargetedNetworkObjects.Count == 0, $"Client-{clientNetworkManager.LocalClientId} should have no visible instances but still has {ShowHideObject.ClientTargetedNetworkObjects.Count}!");
}
}
// Set the 3 objects visibility
private void Show(bool individually, bool visibility)
{
if (individually)
{
if (!visibility)
{
m_NetSpawnedObject1.NetworkHide(m_ClientId0);
m_NetSpawnedObject2.NetworkHide(m_ClientId0);
m_NetSpawnedObject3.NetworkHide(m_ClientId0);
}
else
{
m_NetSpawnedObject1.NetworkShow(m_ClientId0);
m_NetSpawnedObject2.NetworkShow(m_ClientId0);
m_NetSpawnedObject3.NetworkShow(m_ClientId0);
}
}
else
{
var list = new List<NetworkObject>();
list.Add(m_NetSpawnedObject1);
list.Add(m_NetSpawnedObject2);
list.Add(m_NetSpawnedObject3);
if (!visibility)
{
NetworkObject.NetworkHide(list, m_ClientId0);
}
else
{
NetworkObject.NetworkShow(list, m_ClientId0);
}
}
}
private bool RefreshNetworkObjects()
{
m_Object1OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject1.NetworkObjectId);
m_Object2OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject2.NetworkObjectId);
m_Object3OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject3.NetworkObjectId);
if (m_Object1OnClient0 == null || m_Object2OnClient0 == null || m_Object3OnClient0 == null)
{
return false;
}
Assert.True(m_Object1OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
Assert.True(m_Object2OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
Assert.True(m_Object3OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
return true;
}
[UnityTest]
public IEnumerator NetworkShowHideTest()
{
m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ClientIdToTarget = m_ClientId0;
// create 3 objects
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
for (int mode = 0; mode < 2; mode++)
{
// get the NetworkObject on a client instance
yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
AssertOnTimeout($"Could not refresh all NetworkObjects!");
// check object start visible
yield return CheckVisible(true);
// hide them on one client
Show(mode == 0, false);
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value = 3;
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
// verify they got hidden
yield return CheckVisible(false);
// show them to that client
Show(mode == 0, true);
yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
AssertOnTimeout($"Could not refresh all NetworkObjects!");
// verify they become visible
yield return CheckVisible(true);
}
}
[UnityTest]
public IEnumerator NetworkShowHideQuickTest()
{
m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ClientIdToTarget = m_ClientId0;
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
for (int mode = 0; mode < 2; mode++)
{
// get the NetworkObject on a client instance
yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
AssertOnTimeout($"Could not refresh all NetworkObjects!");
// check object start visible
yield return CheckVisible(true);
// hide and show them on one client, during the same frame
Show(mode == 0, false);
Show(mode == 0, true);
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
AssertOnTimeout($"Could not refresh all NetworkObjects!");
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
// verify they become visible
yield return CheckVisible(true);
}
}
[UnityTest]
public IEnumerator NetworkHideDespawnTest()
{
m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ClientIdToTarget = m_ClientId0;
ShowHideObject.Silent = true;
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value++;
m_NetSpawnedObject1.NetworkHide(m_ClientId0);
m_NetSpawnedObject1.Despawn();
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
LogAssert.NoUnexpectedReceived();
}
[UnityTest]
public IEnumerator NetworkHideChangeOwnership()
{
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ClientIdToTarget = m_ClientNetworkManagers[1].LocalClientId;
ShowHideObject.Silent = true;
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value++;
// Hide an object to a client
m_NetSpawnedObject1.NetworkHide(m_ClientNetworkManagers[1].LocalClientId);
yield return WaitForConditionOrTimeOut(() => ShowHideObject.ClientTargetedNetworkObjects.Count == 0);
// Change ownership while the object is hidden to some
m_NetSpawnedObject1.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
// The two-second wait is actually needed as there's a potential warning of unhandled message after 1 second
yield return new WaitForSeconds(1.25f);
LogAssert.NoUnexpectedReceived();
// Show the object again to check nothing unexpected happens
m_NetSpawnedObject1.NetworkShow(m_ClientNetworkManagers[1].LocalClientId);
yield return WaitForConditionOrTimeOut(() => ShowHideObject.ClientTargetedNetworkObjects.Count == 1);
Assert.True(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId == m_ClientNetworkManagers[0].LocalClientId);
}
[UnityTest]
public IEnumerator NetworkHideChangeOwnershipNotHidden()
{
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ClientIdToTarget = m_ClientNetworkManagers[1].LocalClientId;
ShowHideObject.Silent = true;
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
// wait for host to have spawned and gained ownership
while (ShowHideObject.GainOwnershipCount == 0)
{
yield return new WaitForSeconds(0.0f);
}
// change the value
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyOwnerReadNetworkVariable.Value++;
// wait for three ticks
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 3);
// check we'll actually be changing owners
Assert.False(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId == m_ClientNetworkManagers[0].LocalClientId);
// only check for value change on one specific client
ShowHideObject.NetworkManagerOfInterest = m_ClientNetworkManagers[0];
// change ownership
m_NetSpawnedObject1.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
// wait three ticks
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 3);
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ClientNetworkManagers[0], 3);
// verify ownership changed
Assert.True(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId == m_ClientNetworkManagers[0].LocalClientId);
// verify the expected client got the OnValueChanged. (Only client 1 sets this value)
Assert.True(ShowHideObject.ValueAfterOwnershipChange == 1);
}
}
}