| 
 | 1 | +using System.Collections;  | 
 | 2 | +using Unity.Netcode.Components;  | 
 | 3 | +using Unity.Netcode.TestHelpers.Runtime;  | 
 | 4 | +using UnityEngine;  | 
 | 5 | +using UnityEngine.TestTools;  | 
 | 6 | + | 
 | 7 | + | 
 | 8 | +namespace Unity.Netcode.RuntimeTests  | 
 | 9 | +{  | 
 | 10 | +    internal class NetworkTransformErrorTests : NetcodeIntegrationTest  | 
 | 11 | +    {  | 
 | 12 | +        protected override int NumberOfClients => 1;  | 
 | 13 | + | 
 | 14 | +        private GameObject m_AuthorityPrefab;  | 
 | 15 | +        private GameObject m_NonAuthorityPrefab;  | 
 | 16 | + | 
 | 17 | +        private HostAndClientPrefabHandler m_HostAndClientPrefabHandler;  | 
 | 18 | + | 
 | 19 | +        public class EmptyNetworkBehaviour : NetworkBehaviour { }  | 
 | 20 | + | 
 | 21 | +        /// <summary>  | 
 | 22 | +        /// PrefabHandler that tracks and separates the client GameObject from the host GameObject.  | 
 | 23 | +        /// Allows independent management of client and host game world while still instantiating NetworkObjects as expected.  | 
 | 24 | +        /// </summary>  | 
 | 25 | +        private class HostAndClientPrefabHandler : INetworkPrefabInstanceHandler  | 
 | 26 | +        {  | 
 | 27 | +            /// <summary>  | 
 | 28 | +            /// The registered prefab is the prefab the networking stack is instantiated with.  | 
 | 29 | +            /// Registering the prefab simulates the prefab that exists on the authority.  | 
 | 30 | +            /// </summary>  | 
 | 31 | +            private readonly GameObject m_RegisteredPrefab;  | 
 | 32 | + | 
 | 33 | +            /// <summary>  | 
 | 34 | +            /// Mocks the registered prefab changing on the non-authority after registration.  | 
 | 35 | +            /// Allows testing situations mismatched GameObject state between the authority and non-authority.  | 
 | 36 | +            /// </summary>  | 
 | 37 | +            private readonly GameObject m_InstantiatedPrefab;  | 
 | 38 | + | 
 | 39 | +            public HostAndClientPrefabHandler(GameObject authorityPrefab, GameObject nonAuthorityPrefab)  | 
 | 40 | +            {  | 
 | 41 | +                m_RegisteredPrefab = authorityPrefab;  | 
 | 42 | +                m_InstantiatedPrefab = nonAuthorityPrefab;  | 
 | 43 | +            }  | 
 | 44 | + | 
 | 45 | +            /// <summary>  | 
 | 46 | +            /// Returns the prefab that will mock the instantiated prefab not matching the registered prefab  | 
 | 47 | +            /// </summary>  | 
 | 48 | +            public NetworkObject Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation)  | 
 | 49 | +            {  | 
 | 50 | +                return Object.Instantiate(m_InstantiatedPrefab).GetComponent<NetworkObject>();  | 
 | 51 | +            }  | 
 | 52 | + | 
 | 53 | +            public void Destroy(NetworkObject networkObject)  | 
 | 54 | +            {  | 
 | 55 | +                Object.Destroy(networkObject.gameObject);  | 
 | 56 | +            }  | 
 | 57 | + | 
 | 58 | +            public void Register(NetworkManager networkManager)  | 
 | 59 | +            {  | 
 | 60 | +                // Register the version that will be spawned by the authority (i.e. Host)  | 
 | 61 | +                networkManager.PrefabHandler.AddHandler(m_RegisteredPrefab, this);  | 
 | 62 | +            }  | 
 | 63 | +        }  | 
 | 64 | + | 
 | 65 | +        /// <summary>  | 
 | 66 | +        /// Creates a GameObject and sets the transform parent to the given transform  | 
 | 67 | +        /// Adds a component of the given type to the GameObject  | 
 | 68 | +        /// </summary>  | 
 | 69 | +        private static void AddChildToNetworkObject<T>(Transform transform) where T : Component  | 
 | 70 | +        {  | 
 | 71 | +            var gameObj = new GameObject();  | 
 | 72 | +            gameObj.transform.parent = transform;  | 
 | 73 | +            gameObj.AddComponent<T>();  | 
 | 74 | +        }  | 
 | 75 | + | 
 | 76 | +        protected override void OnServerAndClientsCreated()  | 
 | 77 | +        {  | 
 | 78 | +            // Create a prefab that has many child NetworkBehaviours  | 
 | 79 | +            m_AuthorityPrefab = CreateNetworkObjectPrefab("AuthorityPrefab");  | 
 | 80 | +            AddChildToNetworkObject<EmptyNetworkBehaviour>(m_AuthorityPrefab.transform);  | 
 | 81 | +            AddChildToNetworkObject<EmptyNetworkBehaviour>(m_AuthorityPrefab.transform);  | 
 | 82 | +            AddChildToNetworkObject<NetworkTransform>(m_AuthorityPrefab.transform);  | 
 | 83 | + | 
 | 84 | +            // Create a second prefab with only one NetworkBehaviour  | 
 | 85 | +            // This simulates the GameObjects on the other NetworkBehaviours being disabled  | 
 | 86 | +            m_NonAuthorityPrefab = CreateNetworkObjectPrefab("NonAuthorityPrefab");  | 
 | 87 | +            AddChildToNetworkObject<NetworkTransform>(m_NonAuthorityPrefab.transform);  | 
 | 88 | + | 
 | 89 | +            // Create and register a prefab handler  | 
 | 90 | +            // The prefab handler will behave as if the GameObjects have been disabled on the non-authority client  | 
 | 91 | +            m_HostAndClientPrefabHandler = new HostAndClientPrefabHandler(m_AuthorityPrefab, m_NonAuthorityPrefab);  | 
 | 92 | +            m_HostAndClientPrefabHandler.Register(m_ServerNetworkManager);  | 
 | 93 | +            foreach (var client in m_ClientNetworkManagers)  | 
 | 94 | +            {  | 
 | 95 | +                m_HostAndClientPrefabHandler.Register(client);  | 
 | 96 | +            }  | 
 | 97 | + | 
 | 98 | +            base.OnServerAndClientsCreated();  | 
 | 99 | +        }  | 
 | 100 | + | 
 | 101 | +        /// <summary>  | 
 | 102 | +        /// Validates the fix where <see cref="NetworkTransformMessage"/> would throw an exception  | 
 | 103 | +        /// if a user sets a <see cref="GameObject"/> with one or more <see cref="NetworkBehaviour"/> components  | 
 | 104 | +        /// to inactive.  | 
 | 105 | +        /// </summary>  | 
 | 106 | +        [UnityTest]  | 
 | 107 | +        public IEnumerator DisabledGameObjectErrorTest()  | 
 | 108 | +        {  | 
 | 109 | +            var instance = SpawnObject(m_AuthorityPrefab, m_ServerNetworkManager);  | 
 | 110 | +            var networkObjectInstance = instance.GetComponent<NetworkObject>();  | 
 | 111 | +            var networkTransformInstance = instance.GetComponentInChildren<NetworkTransform>();  | 
 | 112 | + | 
 | 113 | +            yield return WaitForConditionOrTimeOut(() => ObjectSpawnedOnAllClients(networkObjectInstance.NetworkObjectId));  | 
 | 114 | +            AssertOnTimeout("Timed out waiting for object to spawn!");  | 
 | 115 | + | 
 | 116 | +            var errorMessage = $"[Netcode] {nameof(NetworkBehaviour)} index {networkTransformInstance.NetworkBehaviourId} was out of bounds for {m_NonAuthorityPrefab.name}(Clone). " +  | 
 | 117 | +                $"{nameof(NetworkBehaviour)}s must be the same, and in the same order, between server and client.";  | 
 | 118 | +            LogAssert.Expect(LogType.Error, errorMessage);  | 
 | 119 | +            errorMessage = $"[{nameof(NetworkTransformMessage)}][Invalid] Targeted {nameof(NetworkTransform)}, {nameof(NetworkBehaviour.NetworkBehaviourId)} " +  | 
 | 120 | +                $"({networkTransformInstance.NetworkBehaviourId}), does not exist! Make sure you are not spawning {nameof(NetworkObject)}s with disabled {nameof(GameObject)}s that have " +  | 
 | 121 | +                $"{nameof(NetworkBehaviour)} components on them.";  | 
 | 122 | +            LogAssert.Expect(LogType.Error, errorMessage);  | 
 | 123 | + | 
 | 124 | +            yield return new WaitForSeconds(0.3f);  | 
 | 125 | +        }  | 
 | 126 | + | 
 | 127 | +        private bool ObjectSpawnedOnAllClients(ulong networkObjectId)  | 
 | 128 | +        {  | 
 | 129 | +            foreach (var client in m_ClientNetworkManagers)  | 
 | 130 | +            {  | 
 | 131 | +                if (!client.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId))  | 
 | 132 | +                {  | 
 | 133 | +                    return false;  | 
 | 134 | +                }  | 
 | 135 | +            }  | 
 | 136 | +            return true;  | 
 | 137 | +        }  | 
 | 138 | +    }  | 
 | 139 | + | 
 | 140 | +}  | 
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