您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
195 行
7.4 KiB
195 行
7.4 KiB
using System.Collections;
|
|
using System.Linq;
|
|
using UnityEngine;
|
|
using UnityEngine.TestTools;
|
|
using NUnit.Framework;
|
|
using Unity.Netcode.TestHelpers.Runtime;
|
|
|
|
namespace Unity.Netcode.RuntimeTests
|
|
{
|
|
public class IntegrationTestUpdated : NetcodeIntegrationTest
|
|
{
|
|
private GameObject m_MyNetworkPrefab;
|
|
protected override int NumberOfClients => 1;
|
|
|
|
protected override void OnServerAndClientsCreated()
|
|
{
|
|
m_MyNetworkPrefab = CreateNetworkObjectPrefab("Object");
|
|
m_MyNetworkPrefab.AddComponent<NetworkVisibilityComponent>();
|
|
}
|
|
|
|
protected override IEnumerator OnServerAndClientsConnected()
|
|
{
|
|
SpawnObject(m_MyNetworkPrefab, m_ServerNetworkManager);
|
|
yield return base.OnServerAndClientsConnected();
|
|
}
|
|
|
|
[UnityTest]
|
|
public IEnumerator MyFirstIntegationTest()
|
|
{
|
|
// Check the condition for this test and automatically handle varying processing
|
|
// environments and conditions
|
|
#if UNITY_2023_1_OR_NEWER
|
|
yield return WaitForConditionOrTimeOut(() =>
|
|
Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where(
|
|
(c) => c.IsSpawned).Count() == 2);
|
|
#else
|
|
yield return WaitForConditionOrTimeOut(() =>
|
|
Object.FindObjectsOfType<NetworkVisibilityComponent>().Where(
|
|
(c) => c.IsSpawned).Count() == 2);
|
|
#endif
|
|
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for instances " +
|
|
"to be detected!");
|
|
}
|
|
}
|
|
|
|
[TestFixture(HostOrServer.Host)]
|
|
[TestFixture(HostOrServer.Server)]
|
|
public class IntegrationTestExtended : NetcodeIntegrationTest
|
|
{
|
|
private GameObject m_MyNetworkPrefab;
|
|
protected override int NumberOfClients => 1;
|
|
|
|
protected override void OnServerAndClientsCreated()
|
|
{
|
|
m_MyNetworkPrefab = CreateNetworkObjectPrefab("Object");
|
|
m_MyNetworkPrefab.AddComponent<NetworkVisibilityComponent>();
|
|
}
|
|
|
|
public IntegrationTestExtended(HostOrServer hostOrServer) : base(hostOrServer) { }
|
|
|
|
protected override IEnumerator OnServerAndClientsConnected()
|
|
{
|
|
SpawnObject(m_MyNetworkPrefab, m_ServerNetworkManager);
|
|
yield return base.OnServerAndClientsConnected();
|
|
}
|
|
|
|
[UnityTest]
|
|
public IEnumerator MyFirstIntegationTest()
|
|
{
|
|
// Check the condition for this test and automatically handle varying processing
|
|
// environments and conditions
|
|
#if UNITY_2023_1_OR_NEWER
|
|
yield return WaitForConditionOrTimeOut(() =>
|
|
Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where(
|
|
(c) => c.IsSpawned).Count() == 2);
|
|
#else
|
|
yield return WaitForConditionOrTimeOut(() =>
|
|
Object.FindObjectsOfType<NetworkVisibilityComponent>().Where(
|
|
(c) => c.IsSpawned).Count() == 2);
|
|
#endif
|
|
|
|
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for instances " +
|
|
"to be detected!");
|
|
}
|
|
}
|
|
|
|
public class ExampleTestComponent : NetworkBehaviour
|
|
{
|
|
}
|
|
|
|
public class IntegrationTestPlayers : NetcodeIntegrationTest
|
|
{
|
|
protected override int NumberOfClients => 5;
|
|
|
|
protected override void OnCreatePlayerPrefab()
|
|
{
|
|
m_PlayerPrefab.AddComponent<ExampleTestComponent>();
|
|
}
|
|
|
|
protected override IEnumerator OnServerAndClientsConnected()
|
|
{
|
|
return base.OnServerAndClientsConnected();
|
|
}
|
|
|
|
[Test]
|
|
public void TestClientRelativePlayers()
|
|
{
|
|
// Check that all instances have the ExampleTestComponent
|
|
foreach (var clientRelativePlayers in m_PlayerNetworkObjects)
|
|
{
|
|
foreach (var playerInstance in clientRelativePlayers.Value)
|
|
{
|
|
var player = playerInstance.Value;
|
|
Assert.NotNull(player.GetComponent<ExampleTestComponent>());
|
|
}
|
|
}
|
|
|
|
// Confirm Player ID 1 on Client ID 4 is not the local player
|
|
Assert.IsFalse(m_PlayerNetworkObjects[4][1].IsLocalPlayer);
|
|
// Confirm Player ID 4 on Client ID 4 is the local player
|
|
Assert.IsTrue(m_PlayerNetworkObjects[4][4].IsLocalPlayer);
|
|
// Confirm Player ID 0 on Client ID 0 (host) NetworkManager is the server
|
|
Assert.IsTrue(m_PlayerNetworkObjects[0][0].NetworkManager.IsServer);
|
|
// Confirm Player ID 0 on Client ID 4 (client) NetworkManager is not the server
|
|
Assert.IsFalse(m_PlayerNetworkObjects[4][0].NetworkManager.IsServer);
|
|
}
|
|
}
|
|
|
|
public class SpawnTest : NetworkBehaviour
|
|
{
|
|
public static int TotalSpawned;
|
|
public override void OnNetworkSpawn() { TotalSpawned++; }
|
|
public override void OnNetworkDespawn() { TotalSpawned--; }
|
|
}
|
|
public class IntegrationTestSpawning : NetcodeIntegrationTest
|
|
{
|
|
protected override int NumberOfClients => 2;
|
|
private GameObject m_NetworkPrefabToSpawn;
|
|
private int m_NumberToSpawn = 5;
|
|
|
|
protected override NetworkManagerInstatiationMode OnSetIntegrationTestMode()
|
|
{
|
|
return NetworkManagerInstatiationMode.AllTests;
|
|
}
|
|
|
|
protected override void OnServerAndClientsCreated()
|
|
{
|
|
m_NetworkPrefabToSpawn = CreateNetworkObjectPrefab("TrackingTest");
|
|
m_NetworkPrefabToSpawn.gameObject.AddComponent<SpawnTest>();
|
|
}
|
|
|
|
protected override IEnumerator OnServerAndClientsConnected()
|
|
{
|
|
SpawnObjects(m_NetworkPrefabToSpawn, m_ServerNetworkManager, m_NumberToSpawn);
|
|
return base.OnServerAndClientsConnected();
|
|
}
|
|
|
|
[UnityTest]
|
|
[Order(1)]
|
|
public IEnumerator TestRelativeNetworkObjects()
|
|
{
|
|
var expected = m_NumberToSpawn * TotalClients;
|
|
// Wait for all clients to have spawned all instances
|
|
yield return WaitForConditionOrTimeOut(() => SpawnTest.TotalSpawned == expected);
|
|
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all to " +
|
|
$"spawn! Total Spawned: {SpawnTest.TotalSpawned}");
|
|
|
|
var client1Relative = s_GlobalNetworkObjects[1].Values.Where((c) =>
|
|
c.gameObject.GetComponent<SpawnTest>() != null);
|
|
foreach (var networkObject in client1Relative)
|
|
{
|
|
var testComp = networkObject.GetComponent<SpawnTest>();
|
|
// Confirm each one is owned by the server
|
|
Assert.IsTrue(testComp.IsOwnedByServer, $"{testComp.name} is not owned" +
|
|
$" by the server!");
|
|
}
|
|
}
|
|
|
|
[UnityTest]
|
|
[Order(2)]
|
|
public IEnumerator TestDespawnNetworkObjects()
|
|
{
|
|
var serverRelative = s_GlobalNetworkObjects[0].Values.Where((c) =>
|
|
c.gameObject.GetComponent<SpawnTest>() != null).ToList();
|
|
foreach (var networkObject in serverRelative)
|
|
{
|
|
networkObject.Despawn();
|
|
}
|
|
// Wait for all clients to have spawned all instances
|
|
yield return WaitForConditionOrTimeOut(() => SpawnTest.TotalSpawned == 0);
|
|
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all to " +
|
|
$"despawn! Total Spawned: {SpawnTest.TotalSpawned}");
|
|
}
|
|
}
|
|
}
|