using System;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
///
/// The NetworkPrefabHandler unit tests validates:
/// Registering with GameObject, NetworkObject, or GlobalObjectIdHash
/// Newly assigned rotation or position values for newly spawned NetworkObject instances are valid
/// Destroying a newly spawned NetworkObject instance works
/// Removing a INetworkPrefabInstanceHandler is removed and can be verified (very last check)
///
public class NetworkPrefabHandlerTests
{
private const string k_TestPrefabObjectName = "NetworkPrefabTestObject";
private uint m_ObjectId = 1;
private GameObject MakeValidNetworkPrefab()
{
Guid baseObjectID = NetworkManagerHelper.AddGameNetworkObject(k_TestPrefabObjectName + m_ObjectId.ToString());
NetworkObject validPrefab = NetworkManagerHelper.InstantiatedNetworkObjects[baseObjectID];
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(validPrefab);
m_ObjectId++;
return validPrefab.gameObject;
}
///
/// Tests the NetwokConfig NetworkPrefabs initialization during NetworkManager's Init method to make sure that
/// it will still initialize but remove the invalid prefabs
///
[Test]
public void NetworkConfigInvalidNetworkPrefabTest()
{
// Add null entry
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(null);
// Add a NetworkPrefab with no prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab());
// Add a NetworkPrefab override with an invalid hash
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 0 });
// Add a NetworkPrefab override with a valid hash but an invalid target prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 654321, OverridingTargetPrefab = null });
// Add a NetworkPrefab override with a valid hash to override but an invalid target prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourceHashToOverride = 654321, OverridingTargetPrefab = null });
// Add a NetworkPrefab override with an invalid source prefab to override
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = null });
// Add a NetworkPrefab override with a valid source prefab to override but an invalid target prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = MakeValidNetworkPrefab(), OverridingTargetPrefab = null });
// Add a valid prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Prefab = MakeValidNetworkPrefab() });
// Add a NetworkPrefab override with a valid hash and valid target prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 11111111, OverridingTargetPrefab = MakeValidNetworkPrefab() });
// Add a NetworkPrefab override with a valid prefab and valid target prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = MakeValidNetworkPrefab(), OverridingTargetPrefab = MakeValidNetworkPrefab() });
var exceptionOccurred = false;
try
{
NetworkManagerHelper.NetworkManagerObject.StartHost();
}
catch
{
exceptionOccurred = true;
}
Assert.False(exceptionOccurred);
// In the end we should only have 3 valid registered network prefabs
Assert.True(NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabOverrideLinks.Count == 3);
}
private const string k_PrefabObjectName = "NetworkPrefabHandlerTestObject";
[Test]
public void NetworkPrefabHandlerClass()
{
Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _));
var testPrefabObjectName = k_PrefabObjectName;
Guid baseObjectID = NetworkManagerHelper.AddGameNetworkObject(testPrefabObjectName);
NetworkObject baseObject = NetworkManagerHelper.InstantiatedNetworkObjects[baseObjectID];
var networkPrefabHandler = new NetworkPrefabHandler();
var networkPrefaInstanceHandler = new NetworkPrefaInstanceHandler(baseObject);
var prefabPosition = new Vector3(1.0f, 5.0f, 3.0f);
var prefabRotation = new Quaternion(1.0f, 0.5f, 0.4f, 0.1f);
//Register via GameObject
var gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject.gameObject, networkPrefaInstanceHandler);
//Test result of registering via GameObject reference
Assert.True(gameObjectRegistered);
var spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
//Test that something was instantiated
Assert.NotNull(spawnedObject);
//Test that this is indeed an instance of our original object
Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
//Test for position and rotation
Assert.True(prefabPosition == spawnedObject.transform.position);
Assert.True(prefabRotation == spawnedObject.transform.rotation);
networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
//Register via NetworkObject
gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject, networkPrefaInstanceHandler);
//Test result of registering via NetworkObject reference
Assert.True(gameObjectRegistered);
//Change it up
prefabPosition = new Vector3(2.0f, 1.0f, 5.0f);
prefabRotation = new Quaternion(4.0f, 1.5f, 5.4f, 5.1f);
spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
//Test that something was instantiated
Assert.NotNull(spawnedObject);
//Test that this is indeed an instance of our original object
Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
//Test for position and rotation
Assert.True(prefabPosition == spawnedObject.transform.position);
Assert.True(prefabRotation == spawnedObject.transform.rotation);
networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
//Register via GlobalObjectIdHash
gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject.GlobalObjectIdHash, networkPrefaInstanceHandler);
//Test result of registering via GlobalObjectIdHash reference
Assert.True(gameObjectRegistered);
//Change it up
prefabPosition = new Vector3(6.0f, 4.0f, 1.0f);
prefabRotation = new Quaternion(3f, 2f, 4f, 1f);
spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
//Test that something was instantiated
Assert.NotNull(spawnedObject);
//Test that this is indeed an instance of our original object
Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
//Test for position and rotation
Assert.True(prefabPosition == spawnedObject.transform.position);
Assert.True(prefabRotation == spawnedObject.transform.rotation);
networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
Assert.False(networkPrefaInstanceHandler.StillHasInstances());
}
[SetUp]
public void Setup()
{
//Create, instantiate, and host
NetworkManagerHelper.StartNetworkManager(out _, NetworkManagerHelper.NetworkManagerOperatingMode.None);
}
[TearDown]
public void TearDown()
{
//Stop, shutdown, and destroy
NetworkManagerHelper.ShutdownNetworkManager();
#if UNITY_2023_1_OR_NEWER
var networkObjects = UnityEngine.Object.FindObjectsByType(FindObjectsSortMode.InstanceID).ToList();
#else
var networkObjects = UnityEngine.Object.FindObjectsOfType().ToList();
#endif
var networkObjectsList = networkObjects.Where(c => c.name.Contains(k_PrefabObjectName));
foreach (var networkObject in networkObjectsList)
{
UnityEngine.Object.DestroyImmediate(networkObject);
}
}
}
///
/// The Prefab instance handler to use for this test
///
public class NetworkPrefaInstanceHandler : INetworkPrefabInstanceHandler
{
private NetworkObject m_NetworkObject;
private List m_Instances;
public NetworkObject Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation)
{
var networkObjectInstance = UnityEngine.Object.Instantiate(m_NetworkObject.gameObject).GetComponent();
networkObjectInstance.transform.position = position;
networkObjectInstance.transform.rotation = rotation;
m_Instances.Add(networkObjectInstance);
return networkObjectInstance;
}
public void Destroy(NetworkObject networkObject)
{
var instancesContainsNetworkObject = m_Instances.Contains(networkObject);
Assert.True(instancesContainsNetworkObject);
m_Instances.Remove(networkObject);
UnityEngine.Object.Destroy(networkObject.gameObject);
}
public bool StillHasInstances()
{
return (m_Instances.Count > 0);
}
public NetworkPrefaInstanceHandler(NetworkObject networkObject)
{
m_NetworkObject = networkObject;
m_Instances = new List();
}
}
}