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NetworkAnimatorTests.cs
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505 lines (431 loc) · 25.5 KB
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using System.Collections;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode;
using Unity.Netcode.TestHelpers.Runtime;
namespace TestProject.RuntimeTests
{
/// <summary>
/// Tests Various Features of The NetworkAnimator
/// !! NOTE !!
/// This test depends upon the following assets:
/// Assets\Tests\Animation\Resources\AnimatorObject.prefab
/// Assets\Tests\Manual\NetworkAnimatorTests\CubeAnimatorController.controller (referenced in AnimatorObject)
/// Possibly we could build this at runtime, but for now it uses the same animator controller as the manual
/// test does.
/// </summary>
public class NetworkAnimatorTests : NetcodeIntegrationTest
{
private const string k_AnimatorObjectName = "AnimatorObject";
private const string k_OwnerAnimatorObjectName = "OwnerAnimatorObject";
protected override int NumberOfClients => 1;
private GameObject m_AnimationTestPrefab => m_AnimatorObjectPrefab ? m_AnimatorObjectPrefab as GameObject : null;
private GameObject m_AnimationOwnerTestPrefab => m_OwnerAnimatorObjectPrefab ? m_OwnerAnimatorObjectPrefab as GameObject : null;
private AnimatorTestHelper.ParameterValues m_ParameterValues;
private Object m_AnimatorObjectPrefab;
private Object m_OwnerAnimatorObjectPrefab;
protected override void OnOneTimeSetup()
{
m_AnimatorObjectPrefab = Resources.Load(k_AnimatorObjectName);
Assert.NotNull(m_AnimatorObjectPrefab, $"Failed to load resource {k_AnimatorObjectName}");
m_OwnerAnimatorObjectPrefab = Resources.Load(k_OwnerAnimatorObjectName);
Assert.NotNull(m_OwnerAnimatorObjectPrefab, $"Failed to load resource {k_OwnerAnimatorObjectName}");
base.OnOneTimeSetup();
}
protected override IEnumerator OnSetup()
{
AnimatorTestHelper.Initialize();
TriggerTest.Reset();
yield return base.OnSetup();
}
protected override IEnumerator OnTearDown()
{
m_EnableVerboseDebug = false;
yield return base.OnTearDown();
}
protected override void OnServerAndClientsCreated()
{
// Server authority prefab
var networkObjectServer = (m_AnimatorObjectPrefab as GameObject).GetComponent<NetworkObject>();
networkObjectServer.NetworkManagerOwner = m_ServerNetworkManager;
networkObjectServer.name = "ServerAuthority";
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObjectServer);
var networkAnimatorServerAuthPrefab = new NetworkPrefab() { Prefab = networkObjectServer.gameObject };
m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(networkAnimatorServerAuthPrefab);
// Owner authority prefab
var networkObjectOwner = (m_OwnerAnimatorObjectPrefab as GameObject).GetComponent<NetworkObject>();
networkObjectOwner.NetworkManagerOwner = m_ServerNetworkManager;
networkObjectOwner.name = "OwnerAuthority";
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObjectOwner);
var networkAnimatorOwnerAuthPrefab = new NetworkPrefab() { Prefab = networkObjectOwner.gameObject };
m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(networkAnimatorOwnerAuthPrefab);
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
clientNetworkManager.NetworkConfig.NetworkPrefabs.Add(networkAnimatorServerAuthPrefab);
clientNetworkManager.NetworkConfig.NetworkPrefabs.Add(networkAnimatorOwnerAuthPrefab);
}
base.OnServerAndClientsCreated();
}
private bool ParameterValuesMatch(OwnerShipMode ownerShipMode, AuthoritativeMode authoritativeMode, bool debugInfo = false)
{
var serverParameters = AnimatorTestHelper.ServerSideInstance.GetParameterValues();
if (!serverParameters.ValuesMatch(m_ParameterValues, debugInfo))
{
return false;
}
foreach (var animatorTestHelper in AnimatorTestHelper.ClientSideInstances)
{
var clientParameters = animatorTestHelper.Value.GetParameterValues();
if (!clientParameters.ValuesMatch(m_ParameterValues, debugInfo))
{
return false;
}
}
return true;
}
public enum OwnerShipMode
{
ServerOwner,
ClientOwner
}
public enum AuthoritativeMode
{
ServerAuth,
OwnerAuth
}
private GameObject SpawnPrefab(bool isClientOwner, AuthoritativeMode authoritativeMode)
{
var networkManager = isClientOwner ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
if (authoritativeMode == AuthoritativeMode.ServerAuth)
{
Assert.NotNull(m_AnimatorObjectPrefab);
return SpawnObject(m_AnimatorObjectPrefab as GameObject, networkManager);
}
else
{
Assert.NotNull(m_OwnerAnimatorObjectPrefab);
return SpawnObject(m_OwnerAnimatorObjectPrefab as GameObject, networkManager);
}
}
private string GetNetworkAnimatorName(AuthoritativeMode authoritativeMode)
{
if (authoritativeMode == AuthoritativeMode.ServerAuth)
{
return m_AnimationTestPrefab.name;
}
return m_AnimationOwnerTestPrefab.name;
}
/// <summary>
/// Verifies that parameters are synchronized with currently connected clients
/// when no transition or layer change has occurred.
/// </summary>
/// <param name="authoritativeMode">Server or Owner authoritative</param>
[UnityTest]
public IEnumerator ParameterUpdateTests([Values] OwnerShipMode ownerShipMode, [Values] AuthoritativeMode authoritativeMode)
{
VerboseDebug($" ++++++++++++++++++ Parameter Test [{ownerShipMode}] Starting ++++++++++++++++++ ");
// Spawn our test animator object
var objectInstance = SpawnPrefab(ownerShipMode == OwnerShipMode.ClientOwner, authoritativeMode);
// Wait for it to spawn server-side
yield return WaitForConditionOrTimeOut(() => AnimatorTestHelper.ServerSideInstance != null);
AssertOnTimeout($"Timed out waiting for the server-side instance of {GetNetworkAnimatorName(authoritativeMode)} to be spawned!");
// Wait for it to spawn client-side
yield return WaitForConditionOrTimeOut(() => AnimatorTestHelper.ClientSideInstances.ContainsKey(m_ClientNetworkManagers[0].LocalClientId));
AssertOnTimeout($"Timed out waiting for the client-side instance of {GetNetworkAnimatorName(authoritativeMode)} to be spawned!");
// Create new parameter values
m_ParameterValues = new AnimatorTestHelper.ParameterValues() { FloatValue = 1.0f, IntValue = 5, BoolValue = true };
if (authoritativeMode == AuthoritativeMode.OwnerAuth)
{
var objectToUpdate = ownerShipMode == OwnerShipMode.ClientOwner ? AnimatorTestHelper.ClientSideInstances[m_ClientNetworkManagers[0].LocalClientId] : AnimatorTestHelper.ServerSideInstance;
// Set the new parameter values via the owner
objectToUpdate.UpdateParameters(m_ParameterValues);
}
else
{
// Set the new parameter values via the server
AnimatorTestHelper.ServerSideInstance.UpdateParameters(m_ParameterValues);
}
// Wait for the client side to update to the new parameter values
yield return WaitForConditionOrTimeOut(() => ParameterValuesMatch(ownerShipMode, authoritativeMode, m_EnableVerboseDebug));
AssertOnTimeout($"Timed out waiting for the client-side parameters to match {m_ParameterValues}!");
VerboseDebug($" ------------------ Parameter Test [{ownerShipMode}] Stopping ------------------ ");
}
private bool AllTriggersDetected(OwnerShipMode ownerShipMode)
{
var serverParameters = AnimatorTestHelper.ServerSideInstance.GetParameterValues();
if (ownerShipMode == OwnerShipMode.ClientOwner)
{
if (!TriggerTest.ClientsThatTriggered.Contains(m_ServerNetworkManager.LocalClientId))
{
return false;
}
}
foreach (var animatorTestHelper in AnimatorTestHelper.ClientSideInstances)
{
if (ownerShipMode == OwnerShipMode.ClientOwner && animatorTestHelper.Value.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId)
{
continue;
}
if (!TriggerTest.ClientsThatTriggered.Contains(animatorTestHelper.Value.NetworkManager.LocalClientId))
{
return false;
}
}
return true;
}
private bool WaitForClientsToInitialize()
{
foreach (var networkManager in m_ClientNetworkManagers)
{
var clientId = networkManager.LocalClientId;
if (!AnimatorTestHelper.ClientSideInstances.ContainsKey(clientId))
{
return false;
}
if (!AnimatorTestHelper.ClientSideInstances[clientId].GetComponent<Animator>().isInitialized)
{
return false;
}
VerboseDebug($"{networkManager.name} initialized and spawned {AnimatorTestHelper.ClientSideInstances[clientId]}.");
}
return true;
}
/// <summary>
/// Verifies that triggers are synchronized with currently connected clients
/// </summary>
/// <param name="authoritativeMode">Server or Owner authoritative</param>
[UnityTest]
public IEnumerator TriggerUpdateTests([Values] OwnerShipMode ownerShipMode, [Values] AuthoritativeMode authoritativeMode)
{
VerboseDebug($" ++++++++++++++++++ Trigger Test [{TriggerTest.Iteration}][{ownerShipMode}] Starting ++++++++++++++++++ ");
TriggerTest.IsVerboseDebug = m_EnableVerboseDebug;
AnimatorTestHelper.IsTriggerTest = m_EnableVerboseDebug;
// Spawn our test animator object
var objectInstance = SpawnPrefab(ownerShipMode == OwnerShipMode.ClientOwner, authoritativeMode);
// Wait for it to spawn server-side
yield return WaitForConditionOrTimeOut(() => AnimatorTestHelper.ServerSideInstance != null);
AssertOnTimeout($"Timed out waiting for the server-side instance of {GetNetworkAnimatorName(authoritativeMode)} to be spawned!");
// Wait for it to spawn client-side
yield return WaitForConditionOrTimeOut(WaitForClientsToInitialize);
AssertOnTimeout($"Timed out waiting for the client-side instance of {GetNetworkAnimatorName(authoritativeMode)} to be spawned!");
var animatorTestHelper = ownerShipMode == OwnerShipMode.ClientOwner ? AnimatorTestHelper.ClientSideInstances[m_ClientNetworkManagers[0].LocalClientId] : AnimatorTestHelper.ServerSideInstance;
if (authoritativeMode == AuthoritativeMode.ServerAuth)
{
animatorTestHelper = AnimatorTestHelper.ServerSideInstance;
}
if (m_EnableVerboseDebug)
{
var retryTrigger = true;
var timeOutHelper = new TimeoutHelper(1.0f);
var count = 0;
while (retryTrigger)
{
VerboseDebug($"Current Trigger State: {animatorTestHelper.GetCurrentTriggerState()}");
VerboseDebug($"Setting Trigger");
animatorTestHelper.SetTrigger();
VerboseDebug($"New Trigger State: {animatorTestHelper.GetCurrentTriggerState()}");
// Wait for all triggers to fire
yield return WaitForConditionOrTimeOut(() => AllTriggersDetected(ownerShipMode), timeOutHelper);
retryTrigger = timeOutHelper.TimedOut;
if (retryTrigger)
{
count++;
Debug.LogWarning($"[{ownerShipMode}][{count}] Resending trigger!");
}
}
}
else
{
animatorTestHelper.SetTrigger();
// Wait for all triggers to fire
yield return WaitForConditionOrTimeOut(() => AllTriggersDetected(ownerShipMode));
AssertOnTimeout($"Timed out waiting for all triggers to match!");
}
AnimatorTestHelper.IsTriggerTest = false;
VerboseDebug($" ------------------ Trigger Test [{TriggerTest.Iteration}][{ownerShipMode}] Stopping ------------------ ");
}
protected override void OnNewClientCreated(NetworkManager networkManager)
{
var networkPrefab = new NetworkPrefab() { Prefab = m_AnimationTestPrefab };
networkManager.NetworkConfig.NetworkPrefabs.Add(networkPrefab);
networkPrefab = new NetworkPrefab() { Prefab = m_AnimationOwnerTestPrefab };
networkManager.NetworkConfig.NetworkPrefabs.Add(networkPrefab);
}
/// <summary>
/// Verifies that late joining clients are synchronized to an
/// animator's state.
/// </summary>
/// <param name="authoritativeMode">Server or Owner authoritative</param>
[UnityTest]
public IEnumerator LateJoinSynchronizationTest([Values] OwnerShipMode ownerShipMode, [Values] AuthoritativeMode authoritativeMode)
{
VerboseDebug($" ++++++++++++++++++ Late-Join Test [{TriggerTest.Iteration}][{ownerShipMode}] Starting ++++++++++++++++++ ");
TriggerTest.IsVerboseDebug = m_EnableVerboseDebug;
AnimatorTestHelper.IsTriggerTest = m_EnableVerboseDebug;
bool isClientOwner = ownerShipMode == OwnerShipMode.ClientOwner;
// Spawn our test animator object
var objectInstance = SpawnPrefab(ownerShipMode == OwnerShipMode.ClientOwner, authoritativeMode);
// Wait for it to spawn server-side
yield return WaitForConditionOrTimeOut(() => AnimatorTestHelper.ServerSideInstance != null);
AssertOnTimeout($"Timed out waiting for the server-side instance of {GetNetworkAnimatorName(authoritativeMode)} to be spawned!");
// Wait for it to spawn client-side
yield return WaitForConditionOrTimeOut(WaitForClientsToInitialize);
AssertOnTimeout($"Timed out waiting for the client-side instance of {GetNetworkAnimatorName(authoritativeMode)} to be spawned!");
// Set the trigger based on the type of test
if (authoritativeMode == AuthoritativeMode.OwnerAuth)
{
var objectToUpdate = ownerShipMode == OwnerShipMode.ClientOwner ? AnimatorTestHelper.ClientSideInstances[m_ClientNetworkManagers[0].LocalClientId] : AnimatorTestHelper.ServerSideInstance;
// Set the animation trigger via the owner
objectToUpdate.SetTrigger();
}
else
{
// Set the animation trigger via the server
AnimatorTestHelper.ServerSideInstance.SetTrigger();
}
// Wait for all triggers to fire
yield return WaitForConditionOrTimeOut(() => AllTriggersDetected(ownerShipMode));
AssertOnTimeout($"Timed out waiting for all triggers to match!");
// Create new parameter values
m_ParameterValues = new AnimatorTestHelper.ParameterValues() { FloatValue = 1.0f, IntValue = 5, BoolValue = true };
if (authoritativeMode == AuthoritativeMode.OwnerAuth)
{
var objectToUpdate = ownerShipMode == OwnerShipMode.ClientOwner ? AnimatorTestHelper.ClientSideInstances[m_ClientNetworkManagers[0].LocalClientId] : AnimatorTestHelper.ServerSideInstance;
// Set the new parameter values
objectToUpdate.UpdateParameters(m_ParameterValues);
}
else
{
// Set the new parameter values
AnimatorTestHelper.ServerSideInstance.UpdateParameters(m_ParameterValues);
}
// Wait for the client side to update to the new parameter values
yield return WaitForConditionOrTimeOut(() => ParameterValuesMatch(ownerShipMode, authoritativeMode, m_EnableVerboseDebug));
AssertOnTimeout($"Timed out waiting for the client-side parameters to match {m_ParameterValues.ValuesToString()}!");
yield return CreateAndStartNewClient();
Assert.IsTrue(m_ClientNetworkManagers.Length == 2, $"Newly created and connected client was not added to {nameof(m_ClientNetworkManagers)}!");
// Wait for it to spawn client-side
yield return WaitForConditionOrTimeOut(WaitForClientsToInitialize);
AssertOnTimeout($"Timed out waiting for the late joining client-side instance of {GetNetworkAnimatorName(authoritativeMode)} to be spawned!");
// Make sure the AnimatorTestHelper client side instances (plus host) is the same as the TotalClients
Assert.True((AnimatorTestHelper.ClientSideInstances.Count + 1) == TotalClients);
// Now check that the late joining client and all other clients are synchronized to the trigger
yield return WaitForConditionOrTimeOut(() => AllTriggersDetected(ownerShipMode));
var message = string.Empty;
if (s_GlobalTimeoutHelper.TimedOut)
{
message = "\n Clients that triggered:";
foreach (var id in TriggerTest.ClientsThatTriggered)
{
message += $" ({id})";
}
}
AssertOnTimeout($"Timed out waiting for the late joining client's triggers to match!{message}", s_GlobalTimeoutHelper);
// Now check that the late joining client and all other clients are synchronized to the updated parameter values
yield return WaitForConditionOrTimeOut(() => ParameterValuesMatch(ownerShipMode, authoritativeMode, m_EnableVerboseDebug));
AssertOnTimeout($"Timed out waiting for the client-side parameters to match {m_ParameterValues.ValuesToString()}!");
var newlyJoinedClient = m_ClientNetworkManagers[1];
yield return StopOneClient(newlyJoinedClient);
VerboseDebug($" ------------------ Late-Join Test [{TriggerTest.Iteration}][{ownerShipMode}] Stopping ------------------ ");
}
private bool m_ClientDisconnected;
/// <summary>
/// This validates that NetworkAnimator properly removes its subscription to the
/// OnClientConnectedCallback when it is despawned and destroyed during the
/// shutdown sequence on both the server and the client.
/// </summary>
[UnityTest]
public IEnumerator ShutdownWhileSpawnedAndStartBackUpTest()
{
VerboseDebug($" ++++++++++++++++++ Disconnect-Reconnect Server Test Starting ++++++++++++++++++ ");
// Spawn our test animator object
var objectInstance = SpawnPrefab(false, AuthoritativeMode.ServerAuth);
var networkObjectInstance = objectInstance.GetComponent<NetworkObject>();
var serverAnimatorTestHelper = objectInstance.GetComponent<AnimatorTestHelper>();
m_ServerNetworkManager.OnClientDisconnectCallback += ServerNetworkManager_OnClientDisconnectCallback;
// Wait for it to spawn server-side
yield return WaitForConditionOrTimeOut(() => AnimatorTestHelper.ServerSideInstance != null);
AssertOnTimeout($"Timed out waiting for the server-side instance of {GetNetworkAnimatorName(AuthoritativeMode.ServerAuth)} to be spawned!");
// Wait for it to spawn client-side
yield return WaitForConditionOrTimeOut(WaitForClientsToInitialize);
AssertOnTimeout($"Timed out waiting for the client-side instance of {GetNetworkAnimatorName(AuthoritativeMode.ServerAuth)} to be spawned!");
var clientAnimatorTestHelper = s_GlobalNetworkObjects[m_ClientNetworkManagers[0].LocalClientId].Values.Where((c) => c.GetComponent<AnimatorTestHelper>() != null).First().GetComponent<AnimatorTestHelper>();
Assert.IsNotNull(clientAnimatorTestHelper, $"Could not find the client side {nameof(AnimatorTestHelper)}!");
VerboseDebug($" ++++++++++++++++++ Disconnect-Reconnect Shutting Down Client and Server ++++++++++++++++++ ");
clientAnimatorTestHelper.OnCheckIsServerIsClient += Client_OnCheckIsServerIsClient;
// Now shutdown the client-side to verify this fix.
// The client-side spawned NetworkObject should get despawned
// and invoke the Client_OnCheckIsServerIsClient action.
m_ClientNetworkManagers[0].Shutdown(true);
// Wait for the server to receive the client disconnection notification
yield return WaitForConditionOrTimeOut(() => m_ClientDisconnected);
AssertOnTimeout($"Timed out waiting for the client to disconnect!");
Assert.IsTrue(m_ClientTestHelperDespawned, $"Client-Side {nameof(AnimatorTestHelper)} did not have a valid IsClient setting!");
serverAnimatorTestHelper.OnCheckIsServerIsClient += Server_OnCheckIsServerIsClient;
m_ServerNetworkManager.OnClientDisconnectCallback -= ServerNetworkManager_OnClientDisconnectCallback;
// Now shutdown the server-side to verify this fix.
// The server-side spawned NetworkObject should get despawned
// and invoke the Server_OnCheckIsServerIsClient action.
m_ServerNetworkManager.Shutdown();
yield return s_DefaultWaitForTick;
yield return WaitForConditionOrTimeOut(() => !m_ServerNetworkManager.ShutdownInProgress);
Assert.IsTrue(m_ServerTestHelperDespawned, $"Server-Side {nameof(AnimatorTestHelper)} did not have a valid IsServer setting!");
AssertOnTimeout($"Timed out waiting for the server to shutdown!");
VerboseDebug($" ++++++++++++++++++ Disconnect-Reconnect Restarting Server and Client ++++++++++++++++++ ");
// Since the dynamically generated PlayerPrefab is destroyed when the server shuts down,
// we need to create a new one and assign it to NetworkPrefab index 0
m_PlayerPrefab = new GameObject("Player");
NetworkObject networkObject = m_PlayerPrefab.AddComponent<NetworkObject>();
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
m_ServerNetworkManager.NetworkConfig.NetworkPrefabs[0].Prefab = m_PlayerPrefab;
m_ClientNetworkManagers[0].NetworkConfig.NetworkPrefabs[0].Prefab = m_PlayerPrefab;
OnCreatePlayerPrefab();
// Now, restart the server and the client
m_ServerNetworkManager.StartHost();
m_ClientNetworkManagers[0].StartClient();
// Wait for the server and client to start and connect
yield return WaitForClientsConnectedOrTimeOut();
// Spawn the same prefab again
objectInstance = SpawnPrefab(false, AuthoritativeMode.ServerAuth);
networkObjectInstance = objectInstance.GetComponent<NetworkObject>();
// Wait for it to spawn server-side
yield return WaitForConditionOrTimeOut(() => AnimatorTestHelper.ServerSideInstance != null);
AssertOnTimeout($"[Second Spawn] Timed out waiting for the server-side instance of {GetNetworkAnimatorName(AuthoritativeMode.ServerAuth)} to be spawned!");
// Wait for it to spawn client-side
yield return WaitForConditionOrTimeOut(WaitForClientsToInitialize);
AssertOnTimeout($"[Second Spawn] Timed out waiting for the client-side instance of {GetNetworkAnimatorName(AuthoritativeMode.ServerAuth)} to be spawned!");
VerboseDebug($" ++++++++++++++++++ Disconnect-Reconnect Server Test Stopping ++++++++++++++++++ ");
}
private bool m_ServerTestHelperDespawned;
/// <summary>
/// Server-Side
/// This callback will be invoked as the spawned prefab is destroyed during shutdown
/// </summary>
private void Server_OnCheckIsServerIsClient(bool isServer, bool isClient)
{
// Validates this is still set when the NetworkObject is despawned during shutdown
Assert.IsTrue(isServer);
m_ServerTestHelperDespawned = true;
}
private bool m_ClientTestHelperDespawned;
/// <summary>
/// Client-Side
/// This callback will be invoked as the spawned prefab is destroyed during shutdown
/// </summary>
private void Client_OnCheckIsServerIsClient(bool isServer, bool isClient)
{
// Validates this is still set when the NetworkObject is despawned during shutdown
Assert.IsTrue(isClient);
m_ClientTestHelperDespawned = true;
}
/// <summary>
/// Verifies the client has disconnected
/// </summary>
private void ServerNetworkManager_OnClientDisconnectCallback(ulong obj)
{
m_ClientDisconnected = true;
}
}
}