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using System.Collections;
using System.Text.RegularExpressions;
using NUnit.Framework;
using Unity.Netcode;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
namespace TestProject.RuntimeTests
{
[TestFixture(NetworkTopologyTypes.ClientServer)]
[TestFixture(NetworkTopologyTypes.DistributedAuthority)]
internal class NetworkObjectSpawning : NetcodeIntegrationTest
{
private const string k_SceneToLoad = "NetworkObjectSpawnerTest";
private GameObject m_ObjectToSpawn;
private bool m_CanStartServerAndClients;
protected override int NumberOfClients => 1;
// TODO: [CmbServiceTests] Adapt to run with the service
protected override bool UseCMBService()
{
return false;
}
public NetworkObjectSpawning(NetworkTopologyTypes networkTopology) : base(networkTopology) { }
protected override IEnumerator OnSetup()
{
NetworkObjectSpawnerForTests.Reset();
m_CanStartServerAndClients = false;
return base.OnSetup();
}
protected override IEnumerator OnTearDown()
{
Object.DestroyImmediate(m_ObjectToSpawn);
m_ObjectToSpawn = null;
return base.OnTearDown();
}
protected override bool CanStartServerAndClients()
{
return m_CanStartServerAndClients;
}
protected override void OnServerAndClientsCreated()
{
m_ObjectToSpawn = NetworkObjectSpawnerForTests.ObjectToSpawn = CreateNetworkObjectPrefab("TestObject");
base.OnServerAndClientsCreated();
}
private void OnClientStarted()
{
if (m_NetworkTopologyType == NetworkTopologyTypes.DistributedAuthority)
{
LogAssert.Expect(LogType.Error, new Regex($"Cannot spawn {m_ObjectToSpawn.name} until the client is fully connected to the session!"));
var networkObject = m_ObjectToSpawn.GetComponent<NetworkObject>();
networkObject.NetworkManagerOwner = m_ClientNetworkManagers[0];
networkObject.Spawn();
m_ClientNetworkManagers[0].OnClientStarted -= OnClientStarted;
}
}
/// <summary>
/// Validates that a NetworkObject cannot be spawned before being approved when
/// using a distributed authority network topology.
/// </summary>
[UnityTest]
public IEnumerator CannotSpawnBeforeApproved()
{
m_CanStartServerAndClients = true;
m_ClientNetworkManagers[0].OnClientStarted += OnClientStarted;
yield return StartServerAndClients();
}
private Scene m_SceneLoaded;
private bool m_SceneLoadCompleted;
private NetworkSceneManager.VerifySceneBeforeLoadingDelegateHandler m_ServerVerificationAction;
public enum SynchronizeNotificationTypes
{
InSceneObjects,
Synchronized,
Both
}
/// <summary>
/// Validates that you can spawn during <see cref="NetworkBehaviour.OnInSceneObjectsSpawned"/> and <see cref="NetworkBehaviour.OnNetworkSessionSynchronized"/> (or spawn during both)
/// </summary>
[UnityTest]
public IEnumerator SpawnOnSynchronizedNotification([Values] SynchronizeNotificationTypes synchronizeNotificationTypes)
{
m_SceneLoadCompleted = false;
m_CanStartServerAndClients = true;
NetworkObjectSpawnerForTests.SpawnAfterInSceneSynchronized = synchronizeNotificationTypes == SynchronizeNotificationTypes.InSceneObjects || synchronizeNotificationTypes == SynchronizeNotificationTypes.Both;
NetworkObjectSpawnerForTests.SpawnAfterSynchronized = synchronizeNotificationTypes == SynchronizeNotificationTypes.Synchronized || synchronizeNotificationTypes == SynchronizeNotificationTypes.Both;
NetworkObjectSpawnerForTests.OnlyAuthoritySpawns = !m_DistributedAuthority;
if (synchronizeNotificationTypes == SynchronizeNotificationTypes.Both)
{
SceneManager.sceneLoaded += SceneLoaded;
var asyncTask = SceneManager.LoadSceneAsync(k_SceneToLoad, LoadSceneMode.Additive);
yield return WaitForConditionOrTimeOut(() => asyncTask.isDone);
AssertOnTimeout($"Failed to load scene {k_SceneToLoad}!");
}
yield return StartServerAndClients();
if (synchronizeNotificationTypes != SynchronizeNotificationTypes.Both)
{
m_ServerNetworkManager.SceneManager.OnSceneEvent += OnSceneEvent;
m_ServerNetworkManager.SceneManager.LoadScene(k_SceneToLoad, LoadSceneMode.Additive);
yield return WaitForConditionOrTimeOut(() => m_SceneLoaded.name == k_SceneToLoad && m_SceneLoaded.IsValid() && m_SceneLoaded.isLoaded && m_SceneLoadCompleted);
AssertOnTimeout($"Failed to load scene {k_SceneToLoad}!");
m_ServerNetworkManager.SceneManager.OnSceneEvent -= OnSceneEvent;
}
yield return s_DefaultWaitForTick;
var hostOrSessionOwner = m_DistributedAuthority ? "Session Owner" : "Host";
Assert.IsTrue(NetworkObjectSpawnerForTests.SpawnedInstances.ContainsKey(NetworkManager.ServerClientId), $"[{m_NetworkTopologyType}] {hostOrSessionOwner} did not spawn any objects during notification for in-scene objects synchronized!");
var expectedSpawnCount = synchronizeNotificationTypes == SynchronizeNotificationTypes.Both ? 2 : 1;
var authorityCount = NetworkObjectSpawnerForTests.SpawnedInstances[NetworkManager.ServerClientId].Count;
Assert.IsTrue(authorityCount == expectedSpawnCount, $"[{m_NetworkTopologyType}] {hostOrSessionOwner} only spawned {authorityCount} but was expected to spawn {expectedSpawnCount}!");
if (m_DistributedAuthority)
{
Assert.IsTrue(NetworkObjectSpawnerForTests.SpawnedInstances.ContainsKey(m_ClientNetworkManagers[0].LocalClientId), $"[{m_NetworkTopologyType}] Client did not spawn any objects during notification for in-scene objects synchronized!");
var clientCount = NetworkObjectSpawnerForTests.SpawnedInstances[m_ClientNetworkManagers[0].LocalClientId].Count;
Assert.IsTrue(clientCount == expectedSpawnCount, $"[{m_NetworkTopologyType}] Client-{m_ClientNetworkManagers[0].LocalClientId} only spawned {clientCount} but was expected to spawn {expectedSpawnCount}!");
}
if (synchronizeNotificationTypes == SynchronizeNotificationTypes.Both)
{
SceneManager.UnloadSceneAsync(m_SceneLoaded);
}
}
public enum InstantiateAndSpawnTypes
{
NetworkSpawnManager,
NetworkObject,
}
public enum InstantiateAndSpawnContexts
{
Host,
Client,
}
[UnityTest]
public IEnumerator InstantiateAndSpawn([Values] InstantiateAndSpawnTypes instantiateAndSpawnTypes, [Values] InstantiateAndSpawnContexts instantiateAndSpawnContexts)
{
m_CanStartServerAndClients = true;
Object.DontDestroyOnLoad(m_ObjectToSpawn);
yield return StartServerAndClients();
var instanceNetworkObject = (NetworkObject)null;
// Setup the test relative to parameters driven context
var ownerId = instantiateAndSpawnContexts == InstantiateAndSpawnContexts.Host ? m_ServerNetworkManager.LocalClientId : m_ClientNetworkManagers[0].LocalClientId;
var spawnManager = m_ServerNetworkManager.SpawnManager;
if (m_DistributedAuthority && instantiateAndSpawnContexts == InstantiateAndSpawnContexts.Client)
{
spawnManager = m_ClientNetworkManagers[0].SpawnManager;
}
// Spawn the NetworkObject
if (instantiateAndSpawnTypes == InstantiateAndSpawnTypes.NetworkSpawnManager)
{
Debug.Log($"Spawning {m_ObjectToSpawn.name}");
instanceNetworkObject = spawnManager.InstantiateAndSpawn(m_ObjectToSpawn.GetComponent<NetworkObject>(), ownerId);
}
else
{
instanceNetworkObject = NetworkObject.InstantiateAndSpawn(m_ObjectToSpawn, spawnManager.NetworkManager, ownerId);
}
Assert.IsNotNull(instanceNetworkObject, $"Failed to instantiate {m_ObjectToSpawn.name}!");
Assert.IsTrue(instanceNetworkObject.IsSpawned, $"Failed to spawn {m_ObjectToSpawn.name}!");
Assert.IsTrue(instanceNetworkObject.OwnerClientId == ownerId, $"Invalid owner ({instanceNetworkObject.OwnerClientId} vs {ownerId})!");
yield return WaitForConditionOrTimeOut(() => s_GlobalNetworkObjects.ContainsKey(m_ClientNetworkManagers[0].LocalClientId) && s_GlobalNetworkObjects.ContainsKey(m_ServerNetworkManager.LocalClientId));
AssertOnTimeout($"Timed out waiting for all instances to spawn!");
yield return WaitForConditionOrTimeOut(() => s_GlobalNetworkObjects[m_ClientNetworkManagers[0].LocalClientId].ContainsKey(instanceNetworkObject.NetworkObjectId) && s_GlobalNetworkObjects[m_ServerNetworkManager.LocalClientId].ContainsKey(instanceNetworkObject.NetworkObjectId));
AssertOnTimeout($"Timed out waiting for all instances to spawn!");
if (instantiateAndSpawnContexts == InstantiateAndSpawnContexts.Host)
{
Assert.IsTrue(s_GlobalNetworkObjects[m_ClientNetworkManagers[0].LocalClientId].ContainsKey(instanceNetworkObject.NetworkObjectId), $"Client-{m_ClientNetworkManagers[0].LocalClientId} failed to spawn {instanceNetworkObject.name}!");
}
else
{
Assert.IsTrue(s_GlobalNetworkObjects[m_ServerNetworkManager.LocalClientId].ContainsKey(instanceNetworkObject.NetworkObjectId), $"Client-{m_ServerNetworkManager.LocalClientId} failed to spawn {instanceNetworkObject.name}!");
}
}
private void SceneLoaded(Scene scene, LoadSceneMode arg1)
{
if (scene.name == k_SceneToLoad)
{
m_SceneLoaded = scene;
}
}
private void OnSceneEvent(SceneEvent sceneEvent)
{
if (sceneEvent.SceneEventType == SceneEventType.LoadComplete && sceneEvent.ClientId == m_ServerNetworkManager.LocalClientId && sceneEvent.Scene.name == k_SceneToLoad)
{
m_SceneLoaded = sceneEvent.Scene;
}
else if (sceneEvent.SceneEventType == SceneEventType.LoadEventCompleted && sceneEvent.SceneName == k_SceneToLoad)
{
m_SceneLoadCompleted = true;
}
}
}
}