This repository has been archived on 2025-04-22.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/StopStartRuntimeTests.cs
Unity Technologies 63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.4
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).

## [2.0.0-exp.4] - 2024-05-31

### Added

- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)

### Fixed

- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)

### Changed

- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
2024-05-31 00:00:00 +00:00

92 lines
3.3 KiB
C#

using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
internal class StopStartRuntimeTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
protected override void OnOneTimeSetup()
{
m_UseHost = false;
base.OnOneTimeSetup();
}
private bool m_ServerStopped;
[UnityTest]
public IEnumerator WhenShuttingDownAndRestarting_SDKRestartsSuccessfullyAndStaysRunning()
{
// shutdown the server
m_ServerNetworkManager.OnServerStopped += OnServerStopped;
m_ServerNetworkManager.Shutdown();
// wait until the OnServerStopped is invoked
m_ServerStopped = false;
yield return WaitForConditionOrTimeOut(() => m_ServerStopped);
AssertOnTimeout("Timed out waiting for the server to stop!");
// Verify the shutdown occurred
Assert.IsFalse(m_ServerNetworkManager.IsServer);
Assert.IsFalse(m_ServerNetworkManager.IsListening);
Assert.IsFalse(m_ServerNetworkManager.IsHost);
Assert.IsFalse(m_ServerNetworkManager.IsClient);
m_ServerNetworkManager.StartServer();
// Verify the server started
Assert.IsTrue(m_ServerNetworkManager.IsServer);
Assert.IsTrue(m_ServerNetworkManager.IsListening);
// Wait several frames / one full network tick
yield return s_DefaultWaitForTick;
// Verify the server is still running
Assert.IsTrue(m_ServerNetworkManager.IsServer);
Assert.IsTrue(m_ServerNetworkManager.IsListening);
}
private void OnServerStopped(bool obj)
{
m_ServerNetworkManager.OnServerStopped -= OnServerStopped;
m_ServerStopped = true;
}
[UnityTest]
public IEnumerator WhenShuttingDownTwiceAndRestarting_SDKRestartsSuccessfullyAndStaysRunning()
{
// shutdown the server
m_ServerNetworkManager.OnServerStopped += OnServerStopped;
m_ServerNetworkManager.Shutdown();
// wait until the OnServerStopped is invoked
m_ServerStopped = false;
yield return WaitForConditionOrTimeOut(() => m_ServerStopped);
AssertOnTimeout("Timed out waiting for the server to stop!");
// Verify the shutdown occurred
Assert.IsFalse(m_ServerNetworkManager.IsServer);
Assert.IsFalse(m_ServerNetworkManager.IsListening);
Assert.IsFalse(m_ServerNetworkManager.IsHost);
Assert.IsFalse(m_ServerNetworkManager.IsClient);
// Shutdown the server again.
m_ServerNetworkManager.Shutdown();
m_ServerNetworkManager.StartServer();
// Verify the server started
Assert.IsTrue(m_ServerNetworkManager.IsServer);
Assert.IsTrue(m_ServerNetworkManager.IsListening);
// Wait several frames / one full network tick
yield return s_DefaultWaitForTick;
// Verify the server is still running
Assert.IsTrue(m_ServerNetworkManager.IsServer);
Assert.IsTrue(m_ServerNetworkManager.IsListening);
}
}
}