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| 1 | +using System.Collections; |
| 2 | +using System.Collections.Generic; |
| 3 | +using NUnit.Framework; |
| 4 | +using UnityEngine; |
| 5 | +using UnityEngine.SceneManagement; |
| 6 | +using UnityEngine.TestTools; |
| 7 | +using Unity.Netcode; |
| 8 | +using Unity.Netcode.TestHelpers.Runtime; |
| 9 | + |
| 10 | +namespace TestProject.RuntimeTests |
| 11 | +{ |
| 12 | + public class ClientSynchronizationValidationTest : NetcodeIntegrationTest |
| 13 | + { |
| 14 | + protected override int NumberOfClients => 1; |
| 15 | + private const string k_FirstSceneToLoad = "UnitTestBaseScene"; |
| 16 | + private const string k_SecondSceneToSkip = "InSceneNetworkObject"; |
| 17 | + private const string k_ThirdSceneToLoad = "EmptyScene"; |
| 18 | + private List<ClientSceneVerificationHandler> m_ClientSceneVerifiers = new List<ClientSceneVerificationHandler>(); |
| 19 | + |
| 20 | + protected override void OnOneTimeSetup() |
| 21 | + { |
| 22 | + SceneManager.sceneLoaded += SceneManager_sceneLoaded; |
| 23 | + // Pre-load some scenes (i.e. server will tell clients to synchronize to these scenes) |
| 24 | + SceneManager.LoadSceneAsync(k_FirstSceneToLoad, LoadSceneMode.Additive); |
| 25 | + SceneManager.LoadSceneAsync(k_SecondSceneToSkip, LoadSceneMode.Additive); |
| 26 | + SceneManager.LoadSceneAsync(k_ThirdSceneToLoad, LoadSceneMode.Additive); |
| 27 | + base.OnOneTimeSetup(); |
| 28 | + } |
| 29 | + private List<Scene> m_ScenesLoaded = new List<Scene>(); |
| 30 | + private void SceneManager_sceneLoaded(Scene scene, LoadSceneMode mode) |
| 31 | + { |
| 32 | + m_ScenesLoaded.Add(scene); |
| 33 | + } |
| 34 | + |
| 35 | + protected override IEnumerator OnStartedServerAndClients() |
| 36 | + { |
| 37 | + // Create ClientSceneVerificationHandlers for each client |
| 38 | + foreach (var client in m_ClientNetworkManagers) |
| 39 | + { |
| 40 | + m_ClientSceneVerifiers.Add(new ClientSceneVerificationHandler(client)); |
| 41 | + } |
| 42 | + return base.OnStartedServerAndClients(); |
| 43 | + } |
| 44 | + |
| 45 | + [UnityTest] |
| 46 | + public IEnumerator ClientVerifySceneBeforeLoading() |
| 47 | + { |
| 48 | + // If we made it here it means that all clients finished synchronizing |
| 49 | + // Now check to make sure only the two scenes were loaded and one |
| 50 | + // completely skipped. |
| 51 | + foreach (var clientSceneVerifier in m_ClientSceneVerifiers) |
| 52 | + { |
| 53 | + clientSceneVerifier.ValidateScenesLoaded(); |
| 54 | + } |
| 55 | + yield return null; |
| 56 | + } |
| 57 | + |
| 58 | + protected override IEnumerator OnTearDown() |
| 59 | + { |
| 60 | + foreach (var scene in m_ScenesLoaded) |
| 61 | + { |
| 62 | + if (scene.isLoaded) |
| 63 | + { |
| 64 | + SceneManager.UnloadSceneAsync(scene); |
| 65 | + } |
| 66 | + } |
| 67 | + m_ScenesLoaded.Clear(); |
| 68 | + return base.OnTearDown(); |
| 69 | + } |
| 70 | + |
| 71 | + /// <summary> |
| 72 | + /// Determines if all clients loaded only two of the 3 scenes |
| 73 | + /// </summary> |
| 74 | + private class ClientSceneVerificationHandler |
| 75 | + { |
| 76 | + private NetworkManager m_NetworkManager; |
| 77 | + private Dictionary<string, int> m_ValidSceneEventCount = new Dictionary<string, int>(); |
| 78 | + public ClientSceneVerificationHandler(NetworkManager networkManager) |
| 79 | + { |
| 80 | + m_NetworkManager = networkManager; |
| 81 | + m_NetworkManager.SceneManager.DisableValidationWarnings(true); |
| 82 | + m_NetworkManager.SceneManager.VerifySceneBeforeLoading = VerifySceneBeforeLoading; |
| 83 | + m_NetworkManager.SceneManager.OnLoad += ClientSceneManager_OnLoad; |
| 84 | + m_NetworkManager.SceneManager.OnLoadComplete += ClientSceneManager_OnLoadComplete; |
| 85 | + m_ValidSceneEventCount.Add(k_FirstSceneToLoad, 0); |
| 86 | + m_ValidSceneEventCount.Add(k_SecondSceneToSkip, 0); |
| 87 | + m_ValidSceneEventCount.Add(k_ThirdSceneToLoad, 0); |
| 88 | + } |
| 89 | + |
| 90 | + public void ValidateScenesLoaded() |
| 91 | + { |
| 92 | + Assert.IsFalse(m_ValidSceneEventCount[k_SecondSceneToSkip] > 0, $"Client still loaded the invalidated scene {k_SecondSceneToSkip}!"); |
| 93 | + Assert.IsTrue(m_ValidSceneEventCount[k_FirstSceneToLoad] == 2, $"Client did not load and process the validated scene {k_FirstSceneToLoad}!"); |
| 94 | + Assert.IsTrue(m_ValidSceneEventCount[k_ThirdSceneToLoad] == 2, $"Client did not load and process the validated scene {k_ThirdSceneToLoad}!"); |
| 95 | + } |
| 96 | + |
| 97 | + private void ClientSceneManager_OnLoadComplete(ulong clientId, string sceneName, LoadSceneMode loadSceneMode) |
| 98 | + { |
| 99 | + if (m_ValidSceneEventCount.ContainsKey(sceneName)) |
| 100 | + { |
| 101 | + m_ValidSceneEventCount[sceneName]++; |
| 102 | + } |
| 103 | + } |
| 104 | + |
| 105 | + private void ClientSceneManager_OnLoad(ulong clientId, string sceneName, LoadSceneMode loadSceneMode, AsyncOperation asyncOperation) |
| 106 | + { |
| 107 | + if (m_ValidSceneEventCount.ContainsKey(sceneName)) |
| 108 | + { |
| 109 | + m_ValidSceneEventCount[sceneName]++; |
| 110 | + } |
| 111 | + } |
| 112 | + |
| 113 | + private bool VerifySceneBeforeLoading(int sceneIndex, string sceneName, LoadSceneMode loadSceneMode) |
| 114 | + { |
| 115 | + if (sceneName == k_SecondSceneToSkip) |
| 116 | + { |
| 117 | + return false; |
| 118 | + } |
| 119 | + return true; |
| 120 | + } |
| 121 | + } |
| 122 | + } |
| 123 | +} |
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