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InScenePlacedNetworkObjectTests.cs
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242 lines (199 loc) · 14.1 KB
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using System.Collections;
using System.Linq;
using UnityEngine;
using NUnit.Framework;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
using Unity.Netcode;
using Unity.Netcode.TestHelpers.Runtime;
namespace TestProject.RuntimeTests
{
public class InScenePlacedNetworkObjectTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
private const string k_SceneToLoad = "InSceneNetworkObject";
private Scene m_ServerSideSceneLoaded;
private bool m_CanStartServerAndClients;
protected override IEnumerator OnSetup()
{
NetworkObjectTestComponent.ServerNetworkObjectInstance = null;
NetworkObjectTestComponent.SpawnedInstances.Clear();
m_CanStartServerAndClients = false;
return base.OnSetup();
}
protected override bool CanStartServerAndClients()
{
return m_CanStartServerAndClients;
}
/// <summary>
/// This verifies that in-scene placed NetworkObjects will be properly
/// synchronized if:
/// 1.) Despawned prior to a client late-joining
/// 2.) Re-spawned after having been despawned without registering the in-scene
/// NetworkObject as a NetworkPrefab
/// </summary>
[UnityTest]
public IEnumerator InSceneNetworkObjectSynchAndSpawn()
{
// Because despawning a client will cause it to shutdown and clean everything in the
// scene hierarchy, we have to prevent one of the clients from spawning initially before
// we test synchronizing late joining clients with despawned in-scene placed NetworkObjects.
// So, we prevent the automatic starting of the server and clients, remove the client we
// will be targeting to join late from the m_ClientNetworkManagers array, start the server
// and the remaining client, despawn the in-scene NetworkObject, and then start and synchronize
// the clientToTest.
var clientToTest = m_ClientNetworkManagers[1];
var clients = m_ClientNetworkManagers.ToList();
clients.Remove(clientToTest);
m_ClientNetworkManagers = clients.ToArray();
m_CanStartServerAndClients = true;
yield return StartServerAndClients();
clients.Add(clientToTest);
m_ClientNetworkManagers = clients.ToArray();
NetworkObjectTestComponent.ServerNetworkObjectInstance = null;
m_ServerNetworkManager.SceneManager.OnSceneEvent += Server_OnSceneEvent;
var status = m_ServerNetworkManager.SceneManager.LoadScene(k_SceneToLoad, LoadSceneMode.Additive);
Assert.IsTrue(status == SceneEventProgressStatus.Started, $"When attempting to load scene {k_SceneToLoad} was returned the following progress status: {status}");
// This verifies the scene loaded and the in-scene placed NetworkObjects spawned.
yield return WaitForConditionOrTimeOut(() => NetworkObjectTestComponent.SpawnedInstances.Count == TotalClients - 1);
AssertOnTimeout($"Timed out waiting for total spawned in-scene placed NetworkObjects to reach a count of {TotalClients - 1} and is currently {NetworkObjectTestComponent.SpawnedInstances.Count}");
// Get the server-side instance of the in-scene NetworkObject
Assert.True(s_GlobalNetworkObjects.ContainsKey(m_ServerNetworkManager.LocalClientId), $"Could not find server instance of the test in-scene NetworkObject!");
var serverObject = NetworkObjectTestComponent.ServerNetworkObjectInstance;
Assert.IsNotNull(serverObject, $"Could not find server-side in-scene placed NetworkObject!");
Assert.IsTrue(serverObject.IsSpawned, $"{serverObject.name} is not spawned!");
// Despawn the in-scene placed NetworkObject
Debug.Log("Despawning In-Scene placed NetworkObject");
serverObject.Despawn(false);
yield return WaitForConditionOrTimeOut(() => NetworkObjectTestComponent.SpawnedInstances.Count == 0);
AssertOnTimeout($"Timed out waiting for all in-scene instances to be despawned! Current spawned count: {NetworkObjectTestComponent.SpawnedInstances.Count()}");
// Now late join a client
NetworkObjectTestComponent.OnInSceneObjectDespawned += OnInSceneObjectDespawned;
NetcodeIntegrationTestHelpers.StartOneClient(clientToTest);
yield return WaitForConditionOrTimeOut(() => (clientToTest.IsConnectedClient && clientToTest.IsListening));
AssertOnTimeout($"Timed out waiting for {clientToTest.name} to reconnect!");
yield return s_DefaultWaitForTick;
// Make sure the late-joining client's in-scene placed NetworkObject received the despawn notification during synchronization
Assert.IsNotNull(m_JoinedClientDespawnedNetworkObject, $"{clientToTest.name} did not despawn the in-scene placed NetworkObject when connecting and synchronizing!");
// Update the newly joined client information
ClientNetworkManagerPostStartInit();
// We should still have no spawned in-scene placed NetworkObjects at this point
yield return WaitForConditionOrTimeOut(() => NetworkObjectTestComponent.SpawnedInstances.Count == 0);
AssertOnTimeout($"{clientToTest.name} spawned in-scene placed NetworkObject!");
// Now test that the despawned in-scene placed NetworkObject can be re-spawned (without having been registered as a NetworkPrefab)
serverObject.Spawn();
yield return WaitForConditionOrTimeOut(() => NetworkObjectTestComponent.SpawnedInstances.Count == TotalClients);
AssertOnTimeout($"Timed out waiting for all in-scene instances to be spawned! Current spawned count: {NetworkObjectTestComponent.SpawnedInstances.Count()} | Expected spawn count: {TotalClients}");
// Test NetworkHide on the first client
var firstClientId = m_ClientNetworkManagers[0].LocalClientId;
serverObject.NetworkHide(firstClientId);
yield return WaitForConditionOrTimeOut(() => NetworkObjectTestComponent.SpawnedInstances.Count == TotalClients - 1);
AssertOnTimeout($"[NetworkHide] Timed out waiting for Client-{firstClientId} to despawn the in-scene placed NetworkObject! Current spawned count: {NetworkObjectTestComponent.SpawnedInstances.Count()} | Expected spawn count: {TotalClients - 1}");
// Validate that the first client can spawn the "netcode hidden" in-scene placed NetworkObject
serverObject.NetworkShow(firstClientId);
yield return WaitForConditionOrTimeOut(() => NetworkObjectTestComponent.SpawnedInstances.Count == TotalClients);
AssertOnTimeout($"[NetworkShow] Timed out waiting for Client-{firstClientId} to spawn the in-scene placed NetworkObject! Current spawned count: {NetworkObjectTestComponent.SpawnedInstances.Count()} | Expected spawn count: {TotalClients}");
CleanUpLoadedScene();
}
private Scene m_ClientLoadedScene;
[UnityTest]
public IEnumerator ParentedInSceneObjectLateJoiningClient()
{
// Because despawning a client will cause it to shutdown and clean everything in the
// scene hierarchy, we have to prevent one of the clients from spawning initially before
// we test synchronizing late joining clients.
// So, we prevent the automatic starting of the server and clients, remove the client we
// will be targeting to join late from the m_ClientNetworkManagers array, start the server
// and the remaining client, despawn the in-scene NetworkObject, and then start and synchronize
// the clientToTest.
var clientToTest = m_ClientNetworkManagers[1];
var clients = m_ClientNetworkManagers.ToList();
clients.Remove(clientToTest);
m_ClientNetworkManagers = clients.ToArray();
m_CanStartServerAndClients = true;
yield return StartServerAndClients();
clients.Add(clientToTest);
m_ClientNetworkManagers = clients.ToArray();
NetworkObjectTestComponent.ServerNetworkObjectInstance = null;
m_ClientNetworkManagers[0].SceneManager.OnSceneEvent += OnSceneEvent;
m_ServerNetworkManager.SceneManager.LoadScene(k_SceneToLoad, LoadSceneMode.Additive);
yield return WaitForConditionOrTimeOut(() => m_ClientLoadedScene.IsValid() && m_ClientLoadedScene.isLoaded);
AssertOnTimeout($"Timed out waiting for {k_SceneToLoad} scene to be loaded!");
m_ClientNetworkManagers[0].SceneManager.OnSceneEvent -= OnSceneEvent;
var serverInSceneObjectInstance = NetworkObjectTestComponent.ServerNetworkObjectInstance;
Assert.IsNotNull(serverInSceneObjectInstance, $"Could not get the server-side registration of {nameof(NetworkObjectTestComponent)}!");
var firstClientInSceneObjectInstance = NetworkObjectTestComponent.SpawnedInstances.Where((c) => c.NetworkManager == m_ClientNetworkManagers[0]).FirstOrDefault();
Assert.IsNotNull(firstClientInSceneObjectInstance, $"Could not get the client-side registration of {nameof(NetworkObjectTestComponent)}!");
Assert.IsTrue(firstClientInSceneObjectInstance.NetworkManager == m_ClientNetworkManagers[0]);
// Parent the object
serverInSceneObjectInstance.transform.parent = m_ServerNetworkManager.LocalClient.PlayerObject.transform;
var clientSideServerPlayer = m_PlayerNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][NetworkManager.ServerClientId];
yield return WaitForConditionOrTimeOut(() => firstClientInSceneObjectInstance.transform.parent != null && firstClientInSceneObjectInstance.transform.parent == clientSideServerPlayer.transform);
AssertOnTimeout($"Timed out waiting for the client-side id ({m_ClientNetworkManagers[0].LocalClientId}) server player transform to be set on the client-side in-scene object!");
// Now late join a client
NetcodeIntegrationTestHelpers.StartOneClient(clientToTest);
yield return WaitForConditionOrTimeOut(() => (clientToTest.IsConnectedClient && clientToTest.IsListening));
AssertOnTimeout($"Timed out waiting for {clientToTest.name} to reconnect!");
yield return s_DefaultWaitForTick;
// Update the newly joined client information
ClientNetworkManagerPostStartInit();
var lateJoinClientInSceneObjectInstance = NetworkObjectTestComponent.SpawnedInstances.Where((c) => c.NetworkManager == m_ClientNetworkManagers[1]).FirstOrDefault();
Assert.IsNotNull(lateJoinClientInSceneObjectInstance, $"Could not get the client-side registration of {nameof(NetworkObjectTestComponent)} for the late joining client!");
// Now get the late-joining client's instance for the server player
clientSideServerPlayer = m_PlayerNetworkObjects[clientToTest.LocalClientId][NetworkManager.ServerClientId];
// Validate the late joined client's in-scene NetworkObject is parented to the server-side player
yield return WaitForConditionOrTimeOut(() => lateJoinClientInSceneObjectInstance.transform.parent != null && lateJoinClientInSceneObjectInstance.transform.parent == clientSideServerPlayer.transform);
AssertOnTimeout($"Timed out waiting for the client-side id ({m_ClientNetworkManagers[0].LocalClientId}) server player transform to be set on the client-side in-scene object!");
}
private void OnSceneEvent(SceneEvent sceneEvent)
{
if (sceneEvent.SceneEventType == SceneEventType.LoadComplete && sceneEvent.SceneName == k_SceneToLoad && sceneEvent.ClientId == m_ClientNetworkManagers[0].LocalClientId)
{
m_ClientLoadedScene = sceneEvent.Scene;
}
}
private NetworkObject m_JoinedClientDespawnedNetworkObject;
private void OnInSceneObjectDespawned(NetworkObject networkObject)
{
m_JoinedClientDespawnedNetworkObject = networkObject;
NetworkObjectTestComponent.OnInSceneObjectDespawned -= OnInSceneObjectDespawned;
}
private void Server_OnSceneEvent(SceneEvent sceneEvent)
{
if (sceneEvent.ClientId == m_ServerNetworkManager.LocalClientId && sceneEvent.SceneEventType == SceneEventType.LoadComplete
&& sceneEvent.Scene.IsValid() && sceneEvent.Scene.isLoaded)
{
m_ServerSideSceneLoaded = sceneEvent.Scene;
m_ServerNetworkManager.SceneManager.OnSceneEvent -= Server_OnSceneEvent;
}
}
private IEnumerator CleanUpLoadedScene()
{
if (m_ServerSideSceneLoaded.IsValid() && m_ServerSideSceneLoaded.isLoaded)
{
Debug.Log("Unloading scene now");
m_ServerNetworkManager.SceneManager.OnSceneEvent += Unload_OnSceneEvent;
m_ServerNetworkManager.SceneManager.UnloadScene(m_ServerSideSceneLoaded);
yield return WaitForConditionOrTimeOut(() => m_ClientNetworkManagers.Where((c) => !c.IsListening).Count() == 0);
AssertOnTimeout($"[CleanUpLoadedScene] Timed out waiting for all in-scene instances to be despawned! Current spawned count: {m_ClientNetworkManagers.Where((c) => !c.IsListening).Count()}");
}
}
private void Unload_OnSceneEvent(SceneEvent sceneEvent)
{
if (sceneEvent.ClientId == m_ServerNetworkManager.LocalClientId && sceneEvent.SceneEventType == SceneEventType.UnloadEventCompleted)
{
m_ServerNetworkManager.SceneManager.OnSceneEvent -= Unload_OnSceneEvent;
}
}
/// <summary>
/// Very important to always have a backup "unloading" catch
/// in the event your test fails it could not potentially unload
/// a scene and the proceeding tests could be impacted by this!
/// </summary>
/// <returns></returns>
protected override IEnumerator OnTearDown()
{
yield return CleanUpLoadedScene();
}
}
}