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using System;
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.PerformanceTesting;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
using static ExecuteStepInContext;
using Object = UnityEngine.Object;
namespace Unity.Netcode.MultiprocessRuntimeTests
{
public class NetworkVariablePerformanceTests : BaseMultiprocessTests
{
protected override int WorkerCount { get; } = 1;
private const int k_MaxObjectsToSpawn = 10000;
private List<OneNetVar> m_ServerSpawnedObjects = new List<OneNetVar>();
private static GameObjectPool<OneNetVar> s_ServerObjectPool;
private CustomPrefabSpawnerForPerformanceTests<OneNetVar> m_ClientPrefabHandler;
private OneNetVar m_PrefabToSpawn;
protected override bool IsPerformanceTest => true;
private class OneNetVar : NetworkBehaviour
{
public static int InstanceCount;
public NetworkVariable<int> OneInt = new NetworkVariable<int>();
public void Initialize()
{
InstanceCount++;
if (IsServer)
{
OneInt.Value = 1;
}
}
public static void Stop()
{
InstanceCount--;
}
}
[OneTimeSetUp]
public override void SetupTestSuite()
{
base.SetupTestSuite();
if (!IgnoreMultiprocessTests)
{
SceneManager.sceneLoaded += OnSceneLoadedInitSetupSuite;
}
}
private void OnSceneLoadedInitSetupSuite(Scene scene, LoadSceneMode loadSceneMode)
{
SceneManager.sceneLoaded -= OnSceneLoadedInitSetupSuite;
InitializePrefab();
s_ServerObjectPool = new GameObjectPool<OneNetVar>();
s_ServerObjectPool.Initialize(k_MaxObjectsToSpawn, m_PrefabToSpawn);
}
private void InitializePrefab()
{
if (m_PrefabToSpawn == null)
{
var prefabCopy = Object.Instantiate(PrefabReference.Instance.ReferencedPrefab);
m_PrefabToSpawn = prefabCopy.AddComponent<OneNetVar>();
}
}
[UnityTest, Performance, MultiprocessContextBasedTest]
public IEnumerator TestSpawningManyObjects([Values(1, 2, 1000, 2000, 10000)] int nbObjects)
{
InitializeContextSteps();
if (!IsRegistering && TestCoordinator.Instance.NetworkManager.IsServer && BuildMultiprocessTestPlayer.ReadBuildInfo().IsDebug)
{
// build test player in debug mode to enable this
var timeToWait = 20;
Debug.Log($"Debug mode tests enabled, waiting {timeToWait} seconds to give some time to attach debugger");
yield return new WaitForSeconds(timeToWait);
}
yield return new ExecuteStepInContext(StepExecutionContext.Server, _ =>
{
Assert.LessOrEqual(nbObjects, k_MaxObjectsToSpawn); // sanity check
});
yield return new ExecuteStepInContext(StepExecutionContext.Clients, stepToExecute: nbObjectsBytes =>
{
// setup clients
InitializePrefab();
var targetCount = BitConverter.ToInt32(nbObjectsBytes, 0);
m_ClientPrefabHandler = new CustomPrefabSpawnerForPerformanceTests<OneNetVar>(m_PrefabToSpawn, k_MaxObjectsToSpawn, SetupSpawnedObject, StopSpawnedObject);
var hasAddedHandler = NetworkManager.Singleton.PrefabHandler.AddHandler(m_PrefabToSpawn.NetworkObject, m_ClientPrefabHandler);
Assert.That(hasAddedHandler);
// add client side reporter for later spawn steps
void UpdateFunc(float deltaTime)
{
var count = OneNetVar.InstanceCount;
if (count > 0)
{
TestCoordinator.Instance.WriteTestResultsServerRpc(count);
if (count >= targetCount)
{
// we got what we want, don't update results any longer
NetworkManager.Singleton.gameObject.GetComponent<CallbackComponent>().OnUpdate -= UpdateFunc;
}
}
}
NetworkManager.Singleton.gameObject.GetComponent<CallbackComponent>().OnUpdate += UpdateFunc;
}, paramToPass: BitConverter.GetBytes(nbObjects));
yield return new ExecuteStepInContext(StepExecutionContext.Server, _ =>
{
// start test
using (Measure.Scope($"Time Taken For Spawning {nbObjects} objects server side and getting report"))
{
// spawn prefabs for test
var totalAllocSampleGroup = new SampleGroup("GC Alloc", SampleUnit.Kilobyte);
var beforeAllocatedMemory = Profiler.GetTotalAllocatedMemoryLong();
Measure.Custom(totalAllocSampleGroup, beforeAllocatedMemory / 1024f);
for (int i = 0; i < nbObjects; i++)
{
var spawnedObject = s_ServerObjectPool.Get();
SetupSpawnedObject(spawnedObject);
spawnedObject.NetworkObject.Spawn(destroyWithScene: true);
m_ServerSpawnedObjects.Add(spawnedObject);
}
var afterAllocatedMemory = Profiler.GetTotalAllocatedMemoryLong();
Measure.Custom(totalAllocSampleGroup, afterAllocatedMemory / 1024f);
var diffAllocSampleGroup = new SampleGroup("GC Alloc diff for Spawn Server side", SampleUnit.Byte);
Measure.Custom(diffAllocSampleGroup, afterAllocatedMemory - beforeAllocatedMemory);
}
}, additionalIsFinishedWaiter: () =>
{
// wait for spawn results coming from clients
int finishedCount = 0;
if (TestCoordinator.AllClientIdsWithResults.Count != WorkerCount)
{
return false;
}
foreach (var clientIdWithResult in TestCoordinator.AllClientIdsWithResults)
{
var latestResult = TestCoordinator.PeekLatestResult(clientIdWithResult);
if (latestResult == nbObjects)
{
finishedCount++;
}
}
return finishedCount == WorkerCount;
});
var serverLastResult = 0f;
yield return new ExecuteStepInContext(StepExecutionContext.Server, bytes =>
{
// add measurements
// todo add more client-side metrics like memory usage, time taken to execute, etc
var allocated = new SampleGroup("NbSpawnedPerFrame client side", SampleUnit.Undefined);
foreach (var clientId in TestCoordinator.AllClientIdsWithResults)
{
var lastResult = TestCoordinator.PeekLatestResult(clientId);
Assert.That(lastResult, Is.EqualTo(nbObjects));
}
Assert.That(TestCoordinator.AllClientIdsWithResults.Count, Is.EqualTo(WorkerCount));
foreach (var (clientId, result) in TestCoordinator.ConsumeCurrentResult())
{
Measure.Custom(allocated, result);
serverLastResult = result;
}
});
yield return new ExecuteStepInContext(StepExecutionContext.Clients, nbObjectsBytes =>
{
var nbObjectsParam = BitConverter.ToInt32(nbObjectsBytes, 0);
#if UNITY_2023_1_OR_NEWER
Assert.That(Object.FindObjectsByType<OneNetVar>(FindObjectsSortMode.None).Length, Is.EqualTo(nbObjectsParam + 1), "Wrong number of spawned objects client side"); // +1 for the prefab to spawn
#else
Assert.That(Object.FindObjectsOfType(typeof(OneNetVar)).Length, Is.EqualTo(nbObjectsParam + 1), "Wrong number of spawned objects client side"); // +1 for the prefab to spawn
#endif
}, paramToPass: BitConverter.GetBytes(nbObjects));
yield return new ExecuteStepInContext(StepExecutionContext.Server, bytes =>
{
Debug.Log($"finished with test for {nbObjects} expected objects and got {serverLastResult} objects");
});
}
[UnityTearDown, MultiprocessContextBasedTest]
public IEnumerator UnityTeardown()
{
if (!IgnoreMultiprocessTests)
{
InitializeContextSteps();
yield return new ExecuteStepInContext(StepExecutionContext.Server, bytes =>
{
foreach (var spawnedObject in m_ServerSpawnedObjects)
{
spawnedObject.NetworkObject.Despawn(false);
s_ServerObjectPool.Release(spawnedObject);
StopSpawnedObject(spawnedObject);
}
m_ServerSpawnedObjects.Clear();
});
yield return new ExecuteStepInContext(StepExecutionContext.Clients, bytes =>
{
NetworkManager.Singleton.gameObject.GetComponent<CallbackComponent>().OnUpdate = null; // todo move access to callbackcomponent to singleton
void UpdateWaitForAllOneNetVarToDespawnFunc(float deltaTime)
{
if (OneNetVar.InstanceCount == 0)
{
NetworkManager.Singleton.gameObject.GetComponent<CallbackComponent>().OnUpdate -= UpdateWaitForAllOneNetVarToDespawnFunc;
TestCoordinator.Instance.ClientFinishedServerRpc();
}
}
NetworkManager.Singleton.gameObject.GetComponent<CallbackComponent>().OnUpdate += UpdateWaitForAllOneNetVarToDespawnFunc;
}, waitMultipleUpdates: true, ignoreTimeoutException: true); // ignoring timeout since you don't want to hide any issues in the main tests
yield return new ExecuteStepInContext(StepExecutionContext.Clients, _ =>
{
m_ClientPrefabHandler.Dispose();
NetworkManager.Singleton.PrefabHandler.RemoveHandler(m_PrefabToSpawn.NetworkObject);
});
}
yield return null;
}
[OneTimeTearDown]
public override void TeardownSuite()
{
base.TeardownSuite();
if (!IsPerformanceTest && !IgnoreMultiprocessTests)
{
s_ServerObjectPool.Dispose();
}
}
private static void SetupSpawnedObject(OneNetVar spawnedObject)
{
spawnedObject.Initialize();
}
private static void StopSpawnedObject(OneNetVar destroyedObject)
{
OneNetVar.Stop();
}
}
}