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com.unity.netcode.gameobjects/TestHelpers/Runtime/NetcodeIntegrationTestHelpers.cs
Unity Technologies 8fe07bbad2 com.unity.netcode.gameobjects@2.2.0
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).

## [2.2.0] - 2024-12-12

### Added

- Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175)
- Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130)
- Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113)

### Fixed

- Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177)
- Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162)
- Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160)
- Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160)
- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
- Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147)
- Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133)
- Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133)
- Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122)
- Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`.  (#3113)
- Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111)
- Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110)
- Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108)

### Changed

- In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175)
- Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode.
- The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
2024-12-12 00:00:00 +00:00

1001 lines
42 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UnityEngine.SceneManagement;
using Object = UnityEngine.Object;
namespace Unity.Netcode.TestHelpers.Runtime
{
/// <summary>
/// Provides helpers for running multi instance tests.
/// </summary>
public static class NetcodeIntegrationTestHelpers
{
public const int DefaultMinFrames = 1;
public const float DefaultTimeout = 4f;
private static List<NetworkManager> s_NetworkManagerInstances = new List<NetworkManager>();
private static Dictionary<NetworkManager, MultiInstanceHooks> s_Hooks = new Dictionary<NetworkManager, MultiInstanceHooks>();
private static bool s_IsStarted;
private static int s_ClientCount;
private static int s_OriginalTargetFrameRate = -1;
public delegate bool MessageHandleCheck(object receivedMessage);
internal class MessageHandleCheckWithResult
{
public MessageHandleCheck Check;
public bool Result;
}
internal class MessageReceiveCheckWithResult
{
public Type CheckType;
public bool Result;
}
private class MultiInstanceHooks : INetworkHooks
{
public Dictionary<Type, List<MessageHandleCheckWithResult>> HandleChecks = new Dictionary<Type, List<MessageHandleCheckWithResult>>();
public List<MessageReceiveCheckWithResult> ReceiveChecks = new List<MessageReceiveCheckWithResult>();
public static bool CheckForMessageOfType<T>(object receivedMessage) where T : INetworkMessage
{
return receivedMessage.GetType() == typeof(T);
}
public void OnBeforeSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery) where T : INetworkMessage
{
}
public void OnAfterSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery, int messageSizeBytes) where T : INetworkMessage
{
}
public void OnBeforeReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
{
foreach (var check in ReceiveChecks)
{
if (check.CheckType == messageType)
{
check.Result = true;
ReceiveChecks.Remove(check);
break;
}
}
}
public void OnAfterReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
{
}
public void OnBeforeSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
{
}
public void OnAfterSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
{
}
public void OnBeforeReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
{
}
public void OnAfterReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
{
}
public bool OnVerifyCanSend(ulong destinationId, Type messageType, NetworkDelivery delivery)
{
return true;
}
public bool OnVerifyCanReceive(ulong senderId, Type messageType, FastBufferReader messageContent, ref NetworkContext context)
{
return true;
}
public void OnBeforeHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
{
}
public void OnAfterHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
{
if (HandleChecks.ContainsKey(typeof(T)))
{
foreach (var check in HandleChecks[typeof(T)])
{
if (check.Check(message))
{
check.Result = true;
HandleChecks[typeof(T)].Remove(check);
break;
}
}
}
}
}
internal const string FirstPartOfTestRunnerSceneName = "InitTestScene";
public static List<NetworkManager> NetworkManagerInstances => s_NetworkManagerInstances;
internal static List<IntegrationTestSceneHandler> ClientSceneHandlers = new List<IntegrationTestSceneHandler>();
/// <summary>
/// Registers the IntegrationTestSceneHandler for integration tests.
/// The default client behavior is to not load scenes on the client side.
/// </summary>
internal static void RegisterSceneManagerHandler(NetworkManager networkManager, bool allowServer = false)
{
if (!networkManager.IsServer || networkManager.IsServer && allowServer)
{
var handler = new IntegrationTestSceneHandler(networkManager);
ClientSceneHandlers.Add(handler);
networkManager.SceneManager.SceneManagerHandler = handler;
}
}
/// <summary>
/// Call this to clean up the IntegrationTestSceneHandler and destroy the s_CoroutineRunner.
/// Note:
/// If deriving from <see cref="NetcodeIntegrationTest"/> or using <see cref="Destroy"/> then you
/// typically won't need to do this.
/// </summary>
public static void CleanUpHandlers()
{
foreach (var handler in ClientSceneHandlers)
{
handler.Dispose();
}
ClientSceneHandlers.Clear();
}
/// <summary>
/// Call this to register scene validation and the IntegrationTestSceneHandler
/// Note:
/// If deriving from <see cref="NetcodeIntegrationTest"/> or using <see cref="Destroy"/> then you
/// typically won't need to call this.
/// </summary>
public static void RegisterHandlers(NetworkManager networkManager, bool serverSideSceneManager = false)
{
SceneManagerValidationAndTestRunnerInitialization(networkManager);
if (!networkManager.IsServer || networkManager.IsServer && serverSideSceneManager)
{
// Pass along the serverSideSceneManager property (otherwise the server won't register properly)
RegisterSceneManagerHandler(networkManager, serverSideSceneManager);
}
}
private static void AddUnityTransport(NetworkManager networkManager)
{
// Create transport
var unityTransport = networkManager.gameObject.AddComponent<UnityTransport>();
// We need to increase this buffer size for tests that spawn a bunch of things
unityTransport.MaxPayloadSize = 256000;
unityTransport.MaxSendQueueSize = 1024 * 1024;
// Allow 4 connection attempts that each will time out after 500ms
unityTransport.MaxConnectAttempts = 4;
unityTransport.ConnectTimeoutMS = 500;
// Set the NetworkConfig
networkManager.NetworkConfig ??= new NetworkConfig();
networkManager.NetworkConfig.NetworkTransport = unityTransport;
}
private static void AddMockTransport(NetworkManager networkManager)
{
// Create transport
var mockTransport = networkManager.gameObject.AddComponent<MockTransport>();
// Set the NetworkConfig
networkManager.NetworkConfig ??= new NetworkConfig();
networkManager.NetworkConfig.NetworkTransport = mockTransport;
}
public static NetworkManager CreateServer(bool mockTransport = false)
{
// Create gameObject
var go = new GameObject("NetworkManager - Server");
// Create networkManager component
var server = go.AddComponent<NetworkManager>();
NetworkManagerInstances.Insert(0, server);
if (mockTransport)
{
AddMockTransport(server);
}
else
{
AddUnityTransport(server);
}
return server;
}
/// <summary>
/// Creates NetworkingManagers and configures them for use in a multi instance setting.
/// </summary>
/// <param name="clientCount">The amount of clients</param>
/// <param name="server">The server NetworkManager</param>
/// <param name="clients">The clients NetworkManagers</param>
/// <param name="targetFrameRate">The targetFrameRate of the Unity engine to use while the multi instance helper is running. Will be reset on shutdown.</param>
/// <param name="serverFirst">This determines if the server or clients will be instantiated first (defaults to server first)</param>
public static bool Create(int clientCount, out NetworkManager server, out NetworkManager[] clients, int targetFrameRate = 60, bool serverFirst = true, bool useMockTransport = false)
{
s_NetworkManagerInstances = new List<NetworkManager>();
server = null;
if (serverFirst)
{
server = CreateServer(useMockTransport);
}
CreateNewClients(clientCount, out clients, useMockTransport);
if (!serverFirst)
{
server = CreateServer(useMockTransport);
}
s_OriginalTargetFrameRate = Application.targetFrameRate;
Application.targetFrameRate = targetFrameRate;
return true;
}
internal static NetworkManager CreateNewClient(int identifier, bool mockTransport = false)
{
// Create gameObject
var go = new GameObject("NetworkManager - Client - " + identifier);
// Create networkManager component
var networkManager = go.AddComponent<NetworkManager>();
if (mockTransport)
{
AddMockTransport(networkManager);
}
else
{
AddUnityTransport(networkManager);
}
return networkManager;
}
/// <summary>
/// Used to add a client to the already existing list of clients
/// </summary>
/// <param name="clientCount">The amount of clients</param>
/// <param name="clients"></param>
public static bool CreateNewClients(int clientCount, out NetworkManager[] clients, bool useMockTransport = false)
{
clients = new NetworkManager[clientCount];
for (int i = 0; i < clientCount; i++)
{
// Create networkManager component
clients[i] = CreateNewClient(i, useMockTransport);
}
NetworkManagerInstances.AddRange(clients);
return true;
}
/// <summary>
/// Stops one single client and makes sure to cleanup any static variables in this helper
/// </summary>
/// <param name="clientToStop"></param>
public static void StopOneClient(NetworkManager clientToStop, bool destroy = true)
{
clientToStop.Shutdown();
s_Hooks.Remove(clientToStop);
if (destroy)
{
Object.Destroy(clientToStop.gameObject);
NetworkManagerInstances.Remove(clientToStop);
}
}
/// <summary>
/// Starts one single client and makes sure to register the required hooks and handlers
/// </summary>
/// <param name="clientToStart"></param>
public static void StartOneClient(NetworkManager clientToStart)
{
clientToStart.StartClient();
s_Hooks[clientToStart] = new MultiInstanceHooks();
clientToStart.ConnectionManager.MessageManager.Hook(s_Hooks[clientToStart]);
if (!NetworkManagerInstances.Contains(clientToStart))
{
NetworkManagerInstances.Add(clientToStart);
}
// if set, then invoke this for the client
RegisterHandlers(clientToStart);
}
/// <summary>
/// Should always be invoked when finished with a single unit test
/// (i.e. during TearDown)
/// </summary>
public static void Destroy()
{
if (s_IsStarted == false)
{
return;
}
s_IsStarted = false;
try
{
// Shutdown the server which forces clients to disconnect
foreach (var networkManager in NetworkManagerInstances)
{
if (networkManager != null && networkManager.IsListening)
{
networkManager?.Shutdown();
s_Hooks.Remove(networkManager);
}
}
// Destroy the network manager instances
foreach (var networkManager in NetworkManagerInstances)
{
if (networkManager != null && networkManager.gameObject)
{
Object.DestroyImmediate(networkManager.gameObject);
}
}
}
catch (Exception ex)
{
Debug.LogException(ex);
}
NetworkManagerInstances.Clear();
CleanUpHandlers();
Application.targetFrameRate = s_OriginalTargetFrameRate;
}
/// <summary>
/// We want to exclude the TestRunner scene on the host-server side so it won't try to tell clients to
/// synchronize to this scene when they connect
/// </summary>
private static bool VerifySceneIsValidForClientsToLoad(int sceneIndex, string sceneName, LoadSceneMode loadSceneMode)
{
// exclude test runner scene
if (sceneName.StartsWith(FirstPartOfTestRunnerSceneName))
{
return false;
}
return true;
}
private static bool VerifySceneIsValidForClientsToUnload(Scene scene)
{
// Unless specifically set, we always return false
return false;
}
/// <summary>
/// This registers scene validation callback for the server to prevent it from telling connecting
/// clients to synchronize (i.e. load) the test runner scene. This will also register the test runner
/// scene and its handle for both client(s) and server-host.
/// </summary>
private static void SceneManagerValidationAndTestRunnerInitialization(NetworkManager networkManager)
{
// If VerifySceneBeforeLoading is not already set, then go ahead and set it so the host/server
// will not try to synchronize clients to the TestRunner scene. We only need to do this for the server.
// All clients in distributed authority mode, should have this registered (since any one client can become the session owner).
if ((networkManager.IsServer && networkManager.SceneManager.VerifySceneBeforeLoading == null) || networkManager.DistributedAuthorityMode)
{
networkManager.SceneManager.VerifySceneBeforeLoading = VerifySceneIsValidForClientsToLoad;
// If a unit/integration test does not handle this on their own, then Ignore the validation warning
networkManager.SceneManager.DisableValidationWarnings(true);
}
// For testing purposes, all clients always set the VerifySceneBeforeUnloading callback and enabled
// PostSynchronizationSceneUnloading. Where tests that expect clients to unload scenes should override
// the callback and return true for the scenes the client(s) is/are allowed to unload.
if (!networkManager.IsServer && networkManager.SceneManager.VerifySceneBeforeUnloading == null)
{
networkManager.SceneManager.VerifySceneBeforeUnloading = VerifySceneIsValidForClientsToUnload;
networkManager.SceneManager.PostSynchronizationSceneUnloading = true;
}
// Register the test runner scene so it will be able to synchronize NetworkObjects without logging a
// warning about using the currently active scene
var scene = SceneManager.GetActiveScene();
// As long as this is a test runner scene (or most likely a test runner scene)
if (scene.name.StartsWith(FirstPartOfTestRunnerSceneName))
{
// Register the test runner scene just so we avoid another warning about not being able to find the
// scene to synchronize NetworkObjects. Next, add the currently active test runner scene to the scenes
// loaded and register the server to client scene handle since host-server shares the test runner scene
// with the clients.
if (!networkManager.SceneManager.ScenesLoaded.ContainsKey(scene.handle))
{
networkManager.SceneManager.ScenesLoaded.Add(scene.handle, scene);
}
// In distributed authority we need to check if this scene is already added
if (networkManager.DistributedAuthorityMode)
{
if (!networkManager.SceneManager.ServerSceneHandleToClientSceneHandle.ContainsKey(scene.handle))
{
networkManager.SceneManager.ServerSceneHandleToClientSceneHandle.Add(scene.handle, scene.handle);
}
if (!networkManager.SceneManager.ClientSceneHandleToServerSceneHandle.ContainsKey(scene.handle))
{
networkManager.SceneManager.ClientSceneHandleToServerSceneHandle.Add(scene.handle, scene.handle);
}
return;
}
networkManager.SceneManager.ServerSceneHandleToClientSceneHandle.Add(scene.handle, scene.handle);
}
}
public delegate void BeforeClientStartCallback();
internal static bool Start(bool host, bool startServer, NetworkManager server, NetworkManager[] clients)
{
return Start(host, server, clients, null, startServer);
}
/// <summary>
/// Starts NetworkManager instances created by the Create method.
/// </summary>
/// <param name="host">Whether or not to create a Host instead of Server</param>
/// <param name="server">The Server NetworkManager</param>
/// <param name="clients">The Clients NetworkManager</param>
/// <param name="callback">called immediately after server is started and before client(s) are started</param>
/// <returns></returns>
public static bool Start(bool host, NetworkManager server, NetworkManager[] clients, BeforeClientStartCallback callback = null, bool startServer = true)
{
if (s_IsStarted)
{
throw new InvalidOperationException($"{nameof(NetcodeIntegrationTestHelpers)} already thinks it is started. Did you forget to Destroy?");
}
s_IsStarted = true;
s_ClientCount = clients.Length;
var hooks = (MultiInstanceHooks)null;
if (startServer)
{
if (host)
{
server.StartHost();
}
else
{
server.StartServer();
}
hooks = new MultiInstanceHooks();
server.ConnectionManager.MessageManager.Hook(hooks);
s_Hooks[server] = hooks;
// Register the server side handler (always pass true for server)
RegisterHandlers(server, true);
callback?.Invoke();
}
for (int i = 0; i < clients.Length; i++)
{
clients[i].StartClient();
hooks = new MultiInstanceHooks();
clients[i].ConnectionManager.MessageManager.Hook(hooks);
s_Hooks[clients[i]] = hooks;
// if set, then invoke this for the client
RegisterHandlers(clients[i]);
}
return true;
}
/// <summary>
/// Used to return a value of type T from a wait condition
/// </summary>
public class ResultWrapper<T>
{
public T Result;
}
private static uint s_AutoIncrementGlobalObjectIdHashCounter = 111111;
public static uint GetNextGlobalIdHashValue()
{
return ++s_AutoIncrementGlobalObjectIdHashCounter;
}
public static bool IsNetcodeIntegrationTestRunning { get; internal set; }
public static void RegisterNetcodeIntegrationTest(bool registered)
{
IsNetcodeIntegrationTestRunning = registered;
}
/// <summary>
/// Normally we would only allow player prefabs to be set to a prefab. Not runtime created objects.
/// In order to prevent having a Resource folder full of a TON of prefabs that we have to maintain,
/// MultiInstanceHelper has a helper function that lets you mark a runtime created object to be
/// treated as a prefab by the Netcode. That's how we can get away with creating the player prefab
/// at runtime without it being treated as a SceneObject or causing other conflicts with the Netcode.
/// </summary>
/// <param name="networkObject">The networkObject to be treated as Prefab</param>
/// <param name="globalObjectIdHash">The GlobalObjectId to force</param>
public static void MakeNetworkObjectTestPrefab(NetworkObject networkObject, uint globalObjectIdHash = default)
{
// Override `GlobalObjectIdHash` if `globalObjectIdHash` param is set
if (globalObjectIdHash != default)
{
networkObject.GlobalObjectIdHash = globalObjectIdHash;
}
// Fallback to auto-increment if `GlobalObjectIdHash` was never set
if (networkObject.GlobalObjectIdHash == default)
{
networkObject.GlobalObjectIdHash = ++s_AutoIncrementGlobalObjectIdHashCounter;
}
// Prevent object from being snapped up as a scene object
networkObject.IsSceneObject = false;
// To avoid issues with integration tests that forget to clean up,
// this feature only works with NetcodeIntegrationTest derived classes
if (IsNetcodeIntegrationTestRunning)
{
if (networkObject.GetComponent<ObjectNameIdentifier>() == null && networkObject.GetComponentInChildren<ObjectNameIdentifier>() == null)
{
// Add the object identifier component
networkObject.gameObject.AddComponent<ObjectNameIdentifier>();
}
}
}
/// <summary>
/// Creates a <see cref="NetworkObject"/> to be used with integration testing
/// </summary>
/// <param name="baseName">namr of the object</param>
/// <param name="owner">owner of the object</param>
/// <param name="moveToDDOL">when true, the instance is automatically migrated into the DDOL</param>
/// <returns></returns>
internal static GameObject CreateNetworkObject(string baseName, NetworkManager owner, bool moveToDDOL = false)
{
var gameObject = new GameObject
{
name = baseName
};
var networkObject = gameObject.AddComponent<NetworkObject>();
networkObject.NetworkManagerOwner = owner;
MakeNetworkObjectTestPrefab(networkObject);
if (moveToDDOL)
{
Object.DontDestroyOnLoad(gameObject);
}
return gameObject;
}
public static GameObject CreateNetworkObjectPrefab(string baseName, NetworkManager server, params NetworkManager[] clients)
{
void AddNetworkPrefab(NetworkConfig config, NetworkPrefab prefab)
{
config.Prefabs.Add(prefab);
}
var prefabCreateAssertError = $"You can only invoke this method before starting the network manager(s)!";
Assert.IsNotNull(server, prefabCreateAssertError);
Assert.IsFalse(server.IsListening, prefabCreateAssertError);
var gameObject = CreateNetworkObject(baseName, server);
var networkPrefab = new NetworkPrefab() { Prefab = gameObject };
// We could refactor this test framework to share a NetworkPrefabList instance, but at this point it's
// probably more trouble than it's worth to verify these lists stay in sync across all tests...
AddNetworkPrefab(server.NetworkConfig, networkPrefab);
foreach (var clientNetworkManager in clients)
{
AddNetworkPrefab(clientNetworkManager.NetworkConfig, networkPrefab);
}
return gameObject;
}
// We use GameObject instead of SceneObject to be able to keep hierarchy
public static void MarkAsSceneObjectRoot(GameObject networkObjectRoot, NetworkManager server, NetworkManager[] clients)
{
networkObjectRoot.name += " - Server";
NetworkObject[] serverNetworkObjects = networkObjectRoot.GetComponentsInChildren<NetworkObject>();
for (int i = 0; i < serverNetworkObjects.Length; i++)
{
serverNetworkObjects[i].NetworkManagerOwner = server;
}
for (int i = 0; i < clients.Length; i++)
{
GameObject root = Object.Instantiate(networkObjectRoot);
root.name += " - Client - " + i;
NetworkObject[] clientNetworkObjects = root.GetComponentsInChildren<NetworkObject>();
for (int j = 0; j < clientNetworkObjects.Length; j++)
{
clientNetworkObjects[j].NetworkManagerOwner = clients[i];
}
}
}
/// <summary>
/// Waits on the client side to be connected.
/// </summary>
/// <param name="client">The client</param>
/// <param name="result">The result. If null, it will automatically assert</param>
/// <param name="maxFrames">The max frames to wait for</param>
public static IEnumerator WaitForClientConnected(NetworkManager client, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
{
yield return WaitForClientsConnected(new NetworkManager[] { client }, result, timeout);
}
/// <summary>
/// Similar to WaitForClientConnected, this waits for multiple clients to be connected.
/// </summary>
/// <param name="clients">The clients to be connected</param>
/// <param name="result">The result. If null, it will automatically assert</param>
/// <param name="maxFrames">The max frames to wait for</param>
/// <returns></returns>
public static IEnumerator WaitForClientsConnected(NetworkManager[] clients, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
{
// Make sure none are the host client
foreach (var client in clients)
{
if (client.IsServer)
{
throw new InvalidOperationException("Cannot wait for connected as server");
}
}
var allConnected = true;
var startTime = Time.realtimeSinceStartup;
while (Time.realtimeSinceStartup - startTime < timeout)
{
allConnected = true;
foreach (var client in clients)
{
if (!client.IsConnectedClient)
{
allConnected = false;
break;
}
}
if (allConnected)
{
break;
}
var nextFrameNumber = Time.frameCount + 1;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
}
if (result != null)
{
result.Result = allConnected;
}
else
{
for (var i = 0; i < clients.Length; ++i)
{
var client = clients[i];
// Logging i+1 because that's the local client ID they'll get (0 is server)
// Can't use client.LocalClientId because that doesn't get assigned until IsConnectedClient == true,
Assert.True(client.IsConnectedClient, $"Client {i + 1} never connected");
}
}
}
/// <summary>
/// Waits on the server side for 1 client to be connected
/// </summary>
/// <param name="server">The server</param>
/// <param name="result">The result. If null, it will automatically assert</param>
/// <param name="maxFrames">The max frames to wait for</param>
public static IEnumerator WaitForClientConnectedToServer(NetworkManager server, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
{
yield return WaitForClientsConnectedToServer(server, server.IsHost ? s_ClientCount + 1 : s_ClientCount, result, timeout);
}
/// <summary>
/// Waits on the server side for 1 client to be connected
/// </summary>
/// <param name="server">The server</param>
/// <param name="result">The result. If null, it will automatically assert</param>
/// <param name="maxFrames">The max frames to wait for</param>
public static IEnumerator WaitForClientsConnectedToServer(NetworkManager server, int clientCount = 1, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
{
if (!server.IsServer)
{
throw new InvalidOperationException("Cannot wait for connected as client");
}
var startTime = Time.realtimeSinceStartup;
while (Time.realtimeSinceStartup - startTime < timeout && server.ConnectedClients.Count != clientCount)
{
var nextFrameNumber = Time.frameCount + 1;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
}
var res = server.ConnectedClients.Count == clientCount;
if (result != null)
{
result.Result = res;
}
else
{
Assert.True(res, "A client never connected to server");
}
}
/// <summary>
/// Gets a NetworkObject instance as it's represented by a certain peer.
/// </summary>
/// <param name="networkObjectId">The networkObjectId to get</param>
/// <param name="representation">The representation to get the object from</param>
/// <param name="result">The result</param>
/// <param name="failIfNull">Whether or not to fail if no object is found and result is null</param>
/// <param name="maxFrames">The max frames to wait for</param>
public static IEnumerator GetNetworkObjectByRepresentation(ulong networkObjectId, NetworkManager representation, ResultWrapper<NetworkObject> result, bool failIfNull = true, float timeout = DefaultTimeout)
{
if (result == null)
{
throw new ArgumentNullException("Result cannot be null");
}
var startTime = Time.realtimeSinceStartup;
while (Time.realtimeSinceStartup - startTime < timeout && representation.SpawnManager.SpawnedObjects.All(x => x.Value.NetworkObjectId != networkObjectId))
{
var nextFrameNumber = Time.frameCount + 1;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
}
result.Result = representation.SpawnManager.SpawnedObjects.First(x => x.Value.NetworkObjectId == networkObjectId).Value;
if (failIfNull && result.Result == null)
{
Assert.Fail("NetworkObject could not be found");
}
}
/// <summary>
/// Gets a NetworkObject instance as it's represented by a certain peer.
/// </summary>
/// <param name="predicate">The predicate used to filter for your target NetworkObject</param>
/// <param name="representation">The representation to get the object from</param>
/// <param name="result">The result</param>
/// <param name="failIfNull">Whether or not to fail if no object is found and result is null</param>
/// <param name="maxFrames">The max frames to wait for</param>
public static IEnumerator GetNetworkObjectByRepresentation(Func<NetworkObject, bool> predicate, NetworkManager representation, ResultWrapper<NetworkObject> result, bool failIfNull = true, float timeout = DefaultTimeout)
{
if (result == null)
{
throw new ArgumentNullException("Result cannot be null");
}
if (predicate == null)
{
throw new ArgumentNullException("Predicate cannot be null");
}
var startTime = Time.realtimeSinceStartup;
while (Time.realtimeSinceStartup - startTime < timeout && !representation.SpawnManager.SpawnedObjects.Any(x => predicate(x.Value)))
{
var nextFrameNumber = Time.frameCount + 1;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
}
result.Result = representation.SpawnManager.SpawnedObjects.FirstOrDefault(x => predicate(x.Value)).Value;
if (failIfNull && result.Result == null)
{
Assert.Fail("NetworkObject could not be found");
}
}
/// <summary>
/// Gets a NetworkObject instance as it's represented by a certain peer.
/// </summary>
/// <param name="predicate">The predicate used to filter for your target NetworkObject</param>
/// <param name="representation">The representation to get the object from</param>
/// <param name="result">The result</param>
/// <param name="failIfNull">Whether or not to fail if no object is found and result is null</param>
/// <param name="maxFrames">The max frames to wait for</param>
public static void GetNetworkObjectByRepresentationWithTimeTravel(Func<NetworkObject, bool> predicate, NetworkManager representation, ResultWrapper<NetworkObject> result, bool failIfNull = true, int maxTries = 60)
{
if (result == null)
{
throw new ArgumentNullException("Result cannot be null");
}
if (predicate == null)
{
throw new ArgumentNullException("Predicate cannot be null");
}
var tries = 0;
while (++tries < maxTries && !representation.SpawnManager.SpawnedObjects.Any(x => predicate(x.Value)))
{
NetcodeIntegrationTest.SimulateOneFrame();
}
result.Result = representation.SpawnManager.SpawnedObjects.FirstOrDefault(x => predicate(x.Value)).Value;
if (failIfNull && result.Result == null)
{
Assert.Fail("NetworkObject could not be found");
}
}
/// <summary>
/// Waits for a predicate condition to be met
/// </summary>
/// <param name="predicate">The predicate to wait for</param>
/// <param name="result">The result. If null, it will fail if the predicate is not met</param>
/// <param name="minFrames">The min frames to wait for</param>
/// <param name="maxFrames">The max frames to wait for</param>
public static IEnumerator WaitForCondition(Func<bool> predicate, ResultWrapper<bool> result = null, float timeout = DefaultTimeout, int minFrames = DefaultMinFrames)
{
if (predicate == null)
{
throw new ArgumentNullException("Predicate cannot be null");
}
var startTime = Time.realtimeSinceStartup;
if (minFrames > 0)
{
var waitForFrameCount = Time.frameCount + minFrames;
yield return new WaitUntil(() => Time.frameCount >= waitForFrameCount);
}
while (Time.realtimeSinceStartup - startTime < timeout && !predicate())
{
// Changed to 2 frames to avoid the scenario where it would take 1+ frames to
// see a value change (i.e. discovered in the NetworkTransformTests)
var nextFrameNumber = Time.frameCount + 2;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
}
var res = predicate();
if (result != null)
{
result.Result = res;
}
else
{
Assert.True(res, "PREDICATE CONDITION");
}
}
/// <summary>
/// Waits for a message of the given type to be received
/// </summary>
/// <param name="result">The result. If null, it will fail if the predicate is not met</param>
/// <param name="timeout">The max time in seconds to wait for</param>
internal static IEnumerator WaitForMessageOfTypeReceived<T>(NetworkManager toBeReceivedBy, ResultWrapper<bool> result = null, float timeout = DefaultTimeout) where T : INetworkMessage
{
var hooks = s_Hooks[toBeReceivedBy];
var check = new MessageReceiveCheckWithResult { CheckType = typeof(T) };
hooks.ReceiveChecks.Add(check);
if (result == null)
{
result = new ResultWrapper<bool>();
}
var startTime = Time.realtimeSinceStartup;
while (!check.Result && Time.realtimeSinceStartup - startTime < timeout)
{
yield return null;
}
var res = check.Result;
result.Result = res;
Assert.True(result.Result, $"Expected message {typeof(T).Name} was not received within {timeout}s.");
}
/// <summary>
/// Waits for a message of the given type to be received
/// </summary>
/// <param name="result">The result. If null, it will fail if the predicate is not met</param>
/// <param name="timeout">The max time in seconds to wait for</param>
internal static IEnumerator WaitForMessageOfTypeHandled<T>(NetworkManager toBeReceivedBy, ResultWrapper<bool> result = null, float timeout = DefaultTimeout) where T : INetworkMessage
{
var hooks = s_Hooks[toBeReceivedBy];
if (!hooks.HandleChecks.ContainsKey(typeof(T)))
{
hooks.HandleChecks.Add(typeof(T), new List<MessageHandleCheckWithResult>());
}
var check = new MessageHandleCheckWithResult { Check = MultiInstanceHooks.CheckForMessageOfType<T> };
hooks.HandleChecks[typeof(T)].Add(check);
if (result == null)
{
result = new ResultWrapper<bool>();
}
yield return ExecuteWaitForHook(check, result, timeout);
Assert.True(result.Result, $"Expected message {typeof(T).Name} was not handled within {timeout}s.");
}
/// <summary>
/// Waits for a specific message, defined by a user callback, to be received
/// </summary>
/// <param name="requirement">Called for each received message to check if it's the right one</param>
/// <param name="result">The result. If null, it will fail if the predicate is not met</param>
/// <param name="timeout">The max time in seconds to wait for</param>
internal static IEnumerator WaitForMessageMeetingRequirementHandled<T>(NetworkManager toBeReceivedBy, MessageHandleCheck requirement, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
{
var hooks = s_Hooks[toBeReceivedBy];
if (!hooks.HandleChecks.ContainsKey(typeof(T)))
{
hooks.HandleChecks.Add(typeof(T), new List<MessageHandleCheckWithResult>());
}
var check = new MessageHandleCheckWithResult { Check = requirement };
hooks.HandleChecks[typeof(T)].Add(check);
if (result == null)
{
result = new ResultWrapper<bool>();
}
yield return ExecuteWaitForHook(check, result, timeout);
Assert.True(result.Result, $"Expected message meeting user requirements was not handled within {timeout}s.");
}
private static IEnumerator ExecuteWaitForHook(MessageHandleCheckWithResult check, ResultWrapper<bool> result, float timeout)
{
var startTime = Time.realtimeSinceStartup;
while (!check.Result && Time.realtimeSinceStartup - startTime < timeout)
{
yield return null;
}
var res = check.Result;
result.Result = res;
}
public static uint GetGlobalObjectIdHash(NetworkObject networkObject)
{
return networkObject.GlobalObjectIdHash;
}
#if UNITY_EDITOR
public static void SetRefreshAllPrefabsCallback(Action scenesProcessed)
{
NetworkObjectRefreshTool.AllScenesProcessed = scenesProcessed;
}
public static void RefreshAllPrefabInstances(NetworkObject networkObject, Action scenesProcessed)
{
NetworkObjectRefreshTool.AllScenesProcessed = scenesProcessed;
networkObject.RefreshAllPrefabInstances();
}
#endif
}
// Empty MonoBehaviour that is a holder of coroutine
internal class CoroutineRunner : MonoBehaviour
{
}
}