|
| 1 | +using System.Collections; |
| 2 | +using System.Collections.Generic; |
| 3 | +using System.Text; |
| 4 | +using NUnit.Framework; |
| 5 | +using Unity.Netcode.TestHelpers.Runtime; |
| 6 | +using UnityEngine; |
| 7 | +using UnityEngine.TestTools; |
| 8 | + |
| 9 | +namespace Unity.Netcode.RuntimeTests |
| 10 | +{ |
| 11 | + [TestFixture(NetworkBehaviourSpawnTimes.OnNetworkSpawn, SceneManagement.Enabled)] |
| 12 | + [TestFixture(NetworkBehaviourSpawnTimes.OnNetworkPostSpawn, SceneManagement.Enabled)] |
| 13 | + [TestFixture(NetworkBehaviourSpawnTimes.OnSynchronized, SceneManagement.Enabled)] |
| 14 | + [TestFixture(NetworkBehaviourSpawnTimes.OnNetworkSpawn, SceneManagement.Disabled)] |
| 15 | + [TestFixture(NetworkBehaviourSpawnTimes.OnNetworkPostSpawn, SceneManagement.Disabled)] |
| 16 | + [TestFixture(NetworkBehaviourSpawnTimes.OnSynchronized, SceneManagement.Disabled)] |
| 17 | + internal class SpawnDuringSynchronizationTests : NetcodeIntegrationTest |
| 18 | + { |
| 19 | + protected override int NumberOfClients => 2; |
| 20 | + |
| 21 | + private List<NetworkManager> m_AllNetworkManagers = new List<NetworkManager>(); |
| 22 | + private StringBuilder m_ErrorLog = new StringBuilder(); |
| 23 | + |
| 24 | + private NetworkBehaviourSpawnTimes m_SpawnTime; |
| 25 | + private bool m_EnableSceneManagement; |
| 26 | + internal enum NetworkBehaviourSpawnTimes |
| 27 | + { |
| 28 | + OnNetworkSpawn, |
| 29 | + OnNetworkPostSpawn, |
| 30 | + OnSynchronized |
| 31 | + } |
| 32 | + |
| 33 | + internal enum SceneManagement |
| 34 | + { |
| 35 | + Enabled, |
| 36 | + Disabled, |
| 37 | + } |
| 38 | + |
| 39 | + internal class SpawnTestComponent : NetworkBehaviour |
| 40 | + { |
| 41 | + public GameObject PrefabToSpawn; |
| 42 | + public NetworkObject SpawnedObject { get; private set; } |
| 43 | + public NetworkBehaviourSpawnTimes SpawnTime; |
| 44 | + |
| 45 | + private void SpawnObject(NetworkBehaviourSpawnTimes spawnTime) |
| 46 | + { |
| 47 | + if (IsOwner && SpawnTime == spawnTime) |
| 48 | + { |
| 49 | + SpawnedObject = NetworkObject.InstantiateAndSpawn(PrefabToSpawn, NetworkManager, OwnerClientId); |
| 50 | + } |
| 51 | + } |
| 52 | + |
| 53 | + public override void OnNetworkSpawn() |
| 54 | + { |
| 55 | + SpawnObject(NetworkBehaviourSpawnTimes.OnNetworkSpawn); |
| 56 | + base.OnNetworkSpawn(); |
| 57 | + } |
| 58 | + |
| 59 | + protected override void OnNetworkPostSpawn() |
| 60 | + { |
| 61 | + SpawnObject(NetworkBehaviourSpawnTimes.OnNetworkPostSpawn); |
| 62 | + base.OnNetworkPostSpawn(); |
| 63 | + } |
| 64 | + |
| 65 | + protected override void OnNetworkSessionSynchronized() |
| 66 | + { |
| 67 | + SpawnObject(NetworkBehaviourSpawnTimes.OnSynchronized); |
| 68 | + base.OnNetworkSessionSynchronized(); |
| 69 | + } |
| 70 | + } |
| 71 | + |
| 72 | + |
| 73 | + public SpawnDuringSynchronizationTests(NetworkBehaviourSpawnTimes spawnTime, SceneManagement sceneManagement) : base(NetworkTopologyTypes.DistributedAuthority, HostOrServer.DAHost) |
| 74 | + { |
| 75 | + m_SpawnTime = spawnTime; |
| 76 | + m_EnableSceneManagement = sceneManagement == SceneManagement.Enabled; |
| 77 | + } |
| 78 | + |
| 79 | + protected override void OnCreatePlayerPrefab() |
| 80 | + { |
| 81 | + var spawnTestComponent = m_PlayerPrefab.AddComponent<SpawnTestComponent>(); |
| 82 | + spawnTestComponent.SpawnTime = m_SpawnTime; |
| 83 | + spawnTestComponent.NetworkObject.SetOwnershipStatus(NetworkObject.OwnershipStatus.None); |
| 84 | + base.OnCreatePlayerPrefab(); |
| 85 | + } |
| 86 | + |
| 87 | + protected override void OnServerAndClientsCreated() |
| 88 | + { |
| 89 | + var spawnTestComponent = m_PlayerPrefab.GetComponent<SpawnTestComponent>(); |
| 90 | + spawnTestComponent.PrefabToSpawn = CreateNetworkObjectPrefab("ObjToSpawn"); |
| 91 | + spawnTestComponent.PrefabToSpawn.GetComponent<NetworkObject>().SetOwnershipStatus(NetworkObject.OwnershipStatus.Transferable); |
| 92 | + if (!UseCMBService()) |
| 93 | + { |
| 94 | + m_ServerNetworkManager.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement; |
| 95 | + } |
| 96 | + foreach (var networkManager in m_ClientNetworkManagers) |
| 97 | + { |
| 98 | + networkManager.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement; |
| 99 | + } |
| 100 | + base.OnServerAndClientsCreated(); |
| 101 | + } |
| 102 | + |
| 103 | + private bool AllClientsSpawnedObject() |
| 104 | + { |
| 105 | + m_ErrorLog.Clear(); |
| 106 | + var spawnTestComponent = (SpawnTestComponent)null; |
| 107 | + foreach (var networkManager in m_AllNetworkManagers) |
| 108 | + { |
| 109 | + spawnTestComponent = networkManager.LocalClient.PlayerObject.GetComponent<SpawnTestComponent>(); |
| 110 | + if (spawnTestComponent.SpawnedObject == null || !spawnTestComponent.SpawnedObject.IsSpawned) |
| 111 | + { |
| 112 | + m_ErrorLog.AppendLine($"{networkManager.name}'s player failed to spawn the network prefab!"); |
| 113 | + break; |
| 114 | + } |
| 115 | + foreach (var networkManagerToCheck in m_AllNetworkManagers) |
| 116 | + { |
| 117 | + if (networkManagerToCheck == networkManager) |
| 118 | + { |
| 119 | + continue; |
| 120 | + } |
| 121 | + if (!networkManagerToCheck.SpawnManager.SpawnedObjects.ContainsKey(spawnTestComponent.NetworkObjectId)) |
| 122 | + { |
| 123 | + m_ErrorLog.AppendLine($"{networkManager.name}'s player failed to spawn the network prefab!"); |
| 124 | + } |
| 125 | + } |
| 126 | + } |
| 127 | + return m_ErrorLog.Length == 0; |
| 128 | + } |
| 129 | + |
| 130 | + /// <summary> |
| 131 | + /// Validates that a client can spawn network prefabs during OnNetworkSpawn, OnNetworkPostSpawn, and OnNetworkSessionSynchronized. |
| 132 | + /// </summary> |
| 133 | + [UnityTest] |
| 134 | + public IEnumerator SpawnDuringSynchronization() |
| 135 | + { |
| 136 | + m_AllNetworkManagers.Clear(); |
| 137 | + m_AllNetworkManagers.AddRange(m_ClientNetworkManagers); |
| 138 | + if (!UseCMBService()) |
| 139 | + { |
| 140 | + m_AllNetworkManagers.Add(m_ServerNetworkManager); |
| 141 | + } |
| 142 | + |
| 143 | + yield return WaitForConditionOrTimeOut(AllClientsSpawnedObject); |
| 144 | + AssertOnTimeout(m_ErrorLog.ToString()); |
| 145 | + } |
| 146 | + } |
| 147 | +} |
0 commit comments