using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
using Object = UnityEngine.Object;
namespace Unity.Netcode.RuntimeTests
{
///
/// This is a refactor of the original test's NetworkBehaviour INetVarInfo derived NetworkBehaviours
///
public class NetVarContainer : NetworkBehaviour
{
///
/// Creates a prefab with two instances of this NetworkBehaviour
///
///
public static GameObject CreatePrefabGameObject(NetVarCombinationTypes netVarsToCheck)
{
var gameObject = new GameObject
{
// Always a good idea to name the Prefab for easy identification purposes
name = "NetVarContainerObject"
};
var networkObject = gameObject.AddComponent();
// Create the two instances of the NetVarContainer components and add them to the
// GameObject of this prefab
var netVarContainer = gameObject.AddComponent();
netVarContainer.NumberOfNetVarsToCheck = netVarsToCheck.FirstType;
netVarContainer.ValueToSetNetVarTo = NetworkBehaviourUpdaterTests.NetVarValueToSet;
netVarContainer = gameObject.AddComponent();
netVarContainer.NumberOfNetVarsToCheck = netVarsToCheck.SecondType;
netVarContainer.ValueToSetNetVarTo = NetworkBehaviourUpdaterTests.NetVarValueToSet;
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
return gameObject;
}
public enum NetVarsToCheck
{
One,
Two
}
public NetVarsToCheck NumberOfNetVarsToCheck;
public int ValueToSetNetVarTo = 0;
///
/// Only used on the client-side for this test, this
/// is used to see if the network variables have changed.
///
public bool HaveAllValuesChanged(int valueToCheck)
{
var allValuesChanged = false;
switch (NumberOfNetVarsToCheck)
{
case NetVarsToCheck.Two:
{
allValuesChanged = m_FirstValue.Value == valueToCheck && m_SeconValue.Value == valueToCheck;
break;
}
case NetVarsToCheck.One:
{
allValuesChanged = m_FirstValue.Value == valueToCheck;
break;
}
}
return allValuesChanged;
}
///
/// Only used on the server side to check the isDirty flag for the
/// NetworkVariables being used for each test iteration
///
public bool AreNetVarsDirty()
{
var areDirty = false;
switch (NumberOfNetVarsToCheck)
{
case NetVarsToCheck.Two:
{
areDirty = m_FirstValue.IsDirty() && m_SeconValue.IsDirty();
break;
}
case NetVarsToCheck.One:
{
areDirty = m_FirstValue.IsDirty();
break;
}
}
return areDirty;
}
///
/// The original version of this test only ever had up to 2 NetworkVariables per
/// NetworkBehaviour. As opposed to using a List of NetworkVariables, we just
/// create the maximum number that could be used and then only use what we need
/// for each test iteration.
///
private NetworkVariable m_FirstValue = new NetworkVariable();
private NetworkVariable m_SeconValue = new NetworkVariable();
public override void OnNetworkSpawn()
{
// Clients will register each NetworkObject when it is spawned
if (!IsServer)
{
NetworkBehaviourUpdaterTests.ClientSideNotifyObjectSpawned(gameObject);
}
}
///
/// Server side only, sets the NetworkVariables being used to the ValueToSetNetVarTo
/// that is pre-configured when the Network Prefab is created.
///
public void SetNetworkVariableValues()
{
if (IsServer)
{
switch (NumberOfNetVarsToCheck)
{
case NetVarsToCheck.Two:
{
m_FirstValue.Value = ValueToSetNetVarTo;
m_SeconValue.Value = ValueToSetNetVarTo;
Assert.True(AreNetVarsDirty(), "Not all NetworkVariables were marked dirty on server after spawned!");
break;
}
case NetVarsToCheck.One:
{
m_FirstValue.Value = ValueToSetNetVarTo;
Assert.True(AreNetVarsDirty(), "Not all NetworkVariables were marked dirty on server after spawned!");
break;
}
}
}
}
}
///
/// Used to define how many NetworkVariables to use per NetVarContainer instance.
/// There are always two
///
public struct NetVarCombinationTypes
{
public NetVarContainer.NetVarsToCheck FirstType;
public NetVarContainer.NetVarsToCheck SecondType;
}
public class NetworkBehaviourUpdaterTests : NetcodeIntegrationTest
{
// Go ahead and create maximum number of clients (not all tests will use them)
protected override int NumberOfClients => 2;
public const int NetVarValueToSet = 1;
private static List s_ClientSpawnedNetworkObjects = new List();
private List m_ActiveClientsForCurrentTest;
///
/// Clients will call this when NetworkObjects are spawned on their end
///
/// the GameObject of the NetworkObject spawned
public static void ClientSideNotifyObjectSpawned(GameObject objectSpaned)
{
if (!s_ClientSpawnedNetworkObjects.Contains(objectSpaned))
{
s_ClientSpawnedNetworkObjects.Add(objectSpaned);
}
}
protected override bool CanStartServerAndClients()
{
return false;
}
///
/// Creates the server and client(s) required for this particular test iteration
///
private IEnumerator StartClientsAndServer(bool useHost, int numberOfClients, GameObject prefabObject)
{
// Sanity check to make sure we are not trying to create more clients than we have available to use
Assert.True(numberOfClients <= m_ClientNetworkManagers.Length);
m_ActiveClientsForCurrentTest = new List();
// Create a list of the clients to be used in this test from the available clients
for (int i = 0; i < numberOfClients; i++)
{
m_ActiveClientsForCurrentTest.Add(m_ClientNetworkManagers[i]);
}
// Add the prefab to be used for this particular test iteration
m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Prefab = prefabObject });
m_ServerNetworkManager.NetworkConfig.TickRate = 30;
foreach (var clientManager in m_ActiveClientsForCurrentTest)
{
m_ServerNetworkManager.NetworkConfig.TickRate = 30;
clientManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Prefab = prefabObject });
}
// Now spin everything up normally
var clientsAsArry = m_ActiveClientsForCurrentTest.ToArray();
Assert.True(NetcodeIntegrationTestHelpers.Start(useHost, m_ServerNetworkManager, clientsAsArry), "Failed to start server and client instances");
// Only if we have clients (not host)
if (numberOfClients > 0)
{
RegisterSceneManagerHandler();
}
// Wait for connection on client and server side
yield return WaitForClientsConnectedOrTimeOut(clientsAsArry);
}
///
/// This list replaces the original NetworkVariable types to be checked.
/// Both NetworkVariables are of type int and the original version of this test was testing
/// the NetworkBehaviour Update when there were 1 or more (i.e two) on the same NetworkBehaviour.
/// After reviewing, we really only needed to test a much smaller combination of types and so
/// this pre-generated array represents the reduced set of combinations to test.
/// Note:
/// The original test was also testing for no NetworkVariables of type int, which there ended up
/// being no reason to do that and only added to the length of the execution time for this test.
///
public static NetVarCombinationTypes[] NetVarCombinationTypeValues = new[]{
new NetVarCombinationTypes() { FirstType = NetVarContainer.NetVarsToCheck.One, SecondType = NetVarContainer.NetVarsToCheck.One },
new NetVarCombinationTypes() { FirstType = NetVarContainer.NetVarsToCheck.One, SecondType = NetVarContainer.NetVarsToCheck.Two },
new NetVarCombinationTypes() { FirstType = NetVarContainer.NetVarsToCheck.Two, SecondType = NetVarContainer.NetVarsToCheck.Two }};
///
/// The updated BehaviourUpdaterAllTests was re-designed to replicate the same functionality being tested in the
/// original version of this test with additional time out handling and a re-organization in the order of operations.
/// Things like making sure all clients have spawned the NetworkObjects in question prior to testing for the
/// NetworkVariable value changes helped to eliminate the timing issues that were happening when this test was run
/// in a stand alone test runner build (i.e. all consoles run the stand alone version as opposed to the in-editor
/// version like the desktop tests use).
/// This update also updated how the server and clients were being constructed to help reduce the execution time.
///
/// whether to run the server as a host or not
/// the NetworkVariable combination types
/// number of clients to use for the test
/// number of NetworkObjects to be spawned
[UnityTest]
public IEnumerator BehaviourUpdaterAllTests([Values] bool useHost,
[ValueSource(nameof(NetVarCombinationTypeValues))] NetVarCombinationTypes varCombinationTypes,
[Values(0, 1, 2)] int nbClients, [Values(1, 2)] int numToSpawn)
{
s_ClientSpawnedNetworkObjects.Clear();
// The edge case scenario where we can exit early is when we are running
// just the server (i.e. non-host) and there are zero clients. Under this
// edge case scenario of the various combinations we do not need to run
// this test as the IsDirty flag is never cleared when no clients exist at all.
if (nbClients == 0 && !useHost)
{
yield break;
}
// Create our prefab based on the NetVarCombinationTypes
var prefabToSpawn = NetVarContainer.CreatePrefabGameObject(varCombinationTypes);
yield return StartClientsAndServer(useHost, nbClients, prefabToSpawn);
// Tracks the server-side spawned prefab instances
var spawnedPrefabs = new List();
var tickInterval = 1.0f / m_ServerNetworkManager.NetworkConfig.TickRate;
// Used to determine if the client-side checks of this test should be
// executed or not as well is used to make sure all clients have spawned
// the appropriate number of NetworkObjects with the NetVarContainer behaviour
var numberOfObjectsToSpawnOnClients = numToSpawn * nbClients;
// spawn the objects
for (int i = 0; i < numToSpawn; i++)
{
var spawnedObject = Object.Instantiate(prefabToSpawn);
spawnedPrefabs.Add(spawnedObject);
var networkSpawnedObject = spawnedObject.GetComponent();
networkSpawnedObject.NetworkManagerOwner = m_ServerNetworkManager;
networkSpawnedObject.Spawn();
}
// When there are no clients (excluding when server is in host mode), we can skip all of this
// wait until all objects are spawned on the clients
if (numberOfObjectsToSpawnOnClients > 0)
{
// Waits for all clients to spawn the NetworkObjects
yield return WaitForConditionOrTimeOut(() => numberOfObjectsToSpawnOnClients == s_ClientSpawnedNetworkObjects.Count);
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for clients to report spawning objects! " +
$"Total reported client-side spawned objects {s_ClientSpawnedNetworkObjects.Count}");
}
// Once all clients have spawned the NetworkObjects, set the network variables for
// those NetworkObjects on the server-side.
foreach (var spawnedPrefab in spawnedPrefabs)
{
var netVarContiners = spawnedPrefab.GetComponents();
foreach (var netVarContiner in netVarContiners)
{
netVarContiner.SetNetworkVariableValues();
}
}
// Update the NetworkBehaviours to make sure all network variables are no longer marked as dirty
m_ServerNetworkManager.BehaviourUpdater.NetworkBehaviourUpdate(m_ServerNetworkManager);
// Verify that all network variables are no longer dirty on server side only if we have clients (including host)
foreach (var serverSpawnedObject in spawnedPrefabs)
{
var netVarContainers = serverSpawnedObject.GetComponents();
foreach (var netVarContainer in netVarContainers)
{
Assert.False(netVarContainer.AreNetVarsDirty(), "Some NetworkVariables were still marked dirty after NetworkBehaviourUpdate!");
}
}
// When there are no clients (excluding when server is in host mode), we can skip all of this
if (numberOfObjectsToSpawnOnClients > 0)
{
// Get a list of all NetVarContainer components on the client-side spawned NetworkObjects
var clientSideNetVarContainers = new List();
foreach (var clientSpawnedObjects in s_ClientSpawnedNetworkObjects)
{
var netVarContainers = clientSpawnedObjects.GetComponents();
foreach (var netvarContiner in netVarContainers)
{
clientSideNetVarContainers.Add(netvarContiner);
}
}
yield return WaitForConditionOrTimeOut(() =>
clientSideNetVarContainers.Where(d =>
d.HaveAllValuesChanged(NetVarValueToSet)).Count() == clientSideNetVarContainers.Count);
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client side NetVarContainers to report all NetworkVariables have been updated!");
}
Object.DestroyImmediate(prefabToSpawn);
}
}
}