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1 | 1 | using System.Collections;
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| 2 | +using System.Linq; |
2 | 3 | using NUnit.Framework;
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3 | 4 | using Unity.Netcode;
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4 | 5 | using Unity.Netcode.TestHelpers.Runtime;
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@@ -40,12 +41,15 @@ public NetworkManagerTests(UseSceneManagement useSceneManagement)
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40 | 41 |
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41 | 42 | private void OnClientConnectedCallback(NetworkObject networkObject, int numberOfTimesInvoked, bool isHost, bool isClient, bool isServer)
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42 | 43 | {
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43 |
| - m_NetworkObject = networkObject; |
44 |
| - m_NetworkObjectWasSpawned = networkObject.IsSpawned; |
45 |
| - m_NetworkBehaviourIsHostWasSet = isHost; |
46 |
| - m_NetworkBehaviourIsClientWasSet = isClient; |
47 |
| - m_NetworkBehaviourIsServerWasSet = isServer; |
48 |
| - m_NumberOfTimesInvoked = numberOfTimesInvoked; |
| 44 | + if (networkObject != null) |
| 45 | + { |
| 46 | + m_NetworkObject = networkObject; |
| 47 | + m_NetworkObjectWasSpawned = networkObject.IsSpawned; |
| 48 | + m_NetworkBehaviourIsHostWasSet = isHost; |
| 49 | + m_NetworkBehaviourIsClientWasSet = isClient; |
| 50 | + m_NetworkBehaviourIsServerWasSet = isServer; |
| 51 | + m_NumberOfTimesInvoked = numberOfTimesInvoked; |
| 52 | + } |
49 | 53 | }
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50 | 54 |
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51 | 55 | private bool TestComponentFound()
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@@ -96,22 +100,86 @@ public void ValidateHostSettings()
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96 | 100 | Assert.IsTrue(m_NetworkBehaviourIsServerWasSet, $"IsServer was not true when OnClientConnectedCallback was invoked!");
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97 | 101 | }
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98 | 102 |
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| 103 | + public enum ShutdownChecks |
| 104 | + { |
| 105 | + Server, |
| 106 | + Client |
| 107 | + } |
| 108 | + |
| 109 | + protected override void OnNewClientCreated(NetworkManager networkManager) |
| 110 | + { |
| 111 | + networkManager.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement; |
| 112 | + foreach (var prefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs) |
| 113 | + { |
| 114 | + networkManager.NetworkConfig.Prefabs.Add(prefab); |
| 115 | + } |
| 116 | + base.OnNewClientCreated(networkManager); |
| 117 | + } |
| 118 | + |
99 | 119 | /// <summary>
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100 | 120 | /// Validate shutting down a second time does not cause an exception.
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101 | 121 | /// </summary>
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102 | 122 | [UnityTest]
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103 |
| - public IEnumerator ValidateShutdown() |
| 123 | + public IEnumerator ValidateShutdown([Values] ShutdownChecks shutdownCheck) |
104 | 124 | {
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105 |
| - // Register for the server stopped notification so we know we have shutdown completely |
106 |
| - m_ServerNetworkManager.OnServerStopped += M_ServerNetworkManager_OnServerStopped; |
107 |
| - // Shutdown |
108 |
| - m_ServerNetworkManager.Shutdown(); |
| 125 | + |
| 126 | + |
| 127 | + if (shutdownCheck == ShutdownChecks.Server) |
| 128 | + { |
| 129 | + // Register for the server stopped notification so we know we have shutdown completely |
| 130 | + m_ServerNetworkManager.OnServerStopped += OnServerStopped; |
| 131 | + // Shutdown |
| 132 | + m_ServerNetworkManager.Shutdown(); |
| 133 | + } |
| 134 | + else |
| 135 | + { |
| 136 | + // For this test (simplify the complexity) with a late joining client, just remove the |
| 137 | + // in-scene placed NetworkObject prior to the client connecting |
| 138 | + // (We are testing the shutdown sequence) |
| 139 | + var spawnedObjects = m_ServerNetworkManager.SpawnManager.SpawnedObjectsList.ToList(); |
| 140 | + |
| 141 | + for (int i = spawnedObjects.Count - 1; i >= 0; i--) |
| 142 | + { |
| 143 | + var spawnedObject = spawnedObjects[i]; |
| 144 | + if (spawnedObject.IsSceneObject != null && spawnedObject.IsSceneObject.Value) |
| 145 | + { |
| 146 | + spawnedObject.Despawn(); |
| 147 | + } |
| 148 | + } |
| 149 | + |
| 150 | + yield return s_DefaultWaitForTick; |
| 151 | + |
| 152 | + yield return CreateAndStartNewClient(); |
| 153 | + |
| 154 | + // Register for the server stopped notification so we know we have shutdown completely |
| 155 | + m_ClientNetworkManagers[0].OnClientStopped += OnClientStopped; |
| 156 | + m_ClientNetworkManagers[0].Shutdown(); |
| 157 | + } |
| 158 | + |
| 159 | + // Let the network manager instance shutdown |
109 | 160 | yield return s_DefaultWaitForTick;
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| 161 | + |
| 162 | + // Validate the shutdown is no longer in progress |
| 163 | + if (shutdownCheck == ShutdownChecks.Server) |
| 164 | + { |
| 165 | + Assert.False(m_ServerNetworkManager.ShutdownInProgress, $"[{shutdownCheck}] Shutdown in progress was still detected!"); |
| 166 | + } |
| 167 | + else |
| 168 | + { |
| 169 | + Assert.False(m_ClientNetworkManagers[0].ShutdownInProgress, $"[{shutdownCheck}] Shutdown in progress was still detected!"); |
| 170 | + } |
| 171 | + } |
| 172 | + |
| 173 | + private void OnClientStopped(bool obj) |
| 174 | + { |
| 175 | + m_ServerNetworkManager.OnServerStopped -= OnClientStopped; |
| 176 | + // Verify that we can invoke shutdown again without an exception |
| 177 | + m_ServerNetworkManager.Shutdown(); |
110 | 178 | }
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111 | 179 |
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112 |
| - private void M_ServerNetworkManager_OnServerStopped(bool obj) |
| 180 | + private void OnServerStopped(bool obj) |
113 | 181 | {
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114 |
| - m_ServerNetworkManager.OnServerStopped -= M_ServerNetworkManager_OnServerStopped; |
| 182 | + m_ServerNetworkManager.OnServerStopped -= OnServerStopped; |
115 | 183 | // Verify that we can invoke shutdown again without an exception
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116 | 184 | m_ServerNetworkManager.Shutdown();
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117 | 185 | }
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