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75 行
4.0 KiB
75 行
4.0 KiB
using System.Collections;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Unity.Netcode.TestHelpers.Runtime;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// Tests calling destroy on spawned / unspawned <see cref="NetworkObject"/>s. Expected behavior:
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/// - Server or client destroy on unspawned => Object gets destroyed, no exceptions
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/// - Server destroy spawned => Object gets destroyed and despawned/destroyed on all clients. Server does not run <see cref="NetworkPrefaInstanceHandler.HandleNetworkPrefabDestroy"/>. Client runs it.
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/// - Client destroy spawned => throw exception.
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/// </summary>
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public class NetworkObjectDestroyTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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/// <summary>
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/// Tests that a server can destroy a NetworkObject and that it gets despawned correctly.
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/// </summary>
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/// <returns></returns>
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[UnityTest]
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public IEnumerator TestNetworkObjectServerDestroy()
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{
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// This is the *SERVER VERSION* of the *CLIENT PLAYER*
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var serverClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
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yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId, m_ServerNetworkManager, serverClientPlayerResult);
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// This is the *CLIENT VERSION* of the *CLIENT PLAYER*
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var clientClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
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yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId, m_ClientNetworkManagers[0], clientClientPlayerResult);
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Assert.IsNotNull(serverClientPlayerResult.Result.gameObject);
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Assert.IsNotNull(clientClientPlayerResult.Result.gameObject);
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// destroy the server player
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Object.Destroy(serverClientPlayerResult.Result.gameObject);
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled<DestroyObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsTrue(serverClientPlayerResult.Result == null); // Assert.IsNull doesn't work here
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Assert.IsTrue(clientClientPlayerResult.Result == null);
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// create an unspawned networkobject and destroy it
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var go = new GameObject();
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go.AddComponent<NetworkObject>();
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Object.Destroy(go);
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yield return null;
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Assert.IsTrue(go == null);
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}
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/// <summary>
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/// Tests that a client cannot destroy a spawned networkobject.
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/// </summary>
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/// <returns></returns>
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[UnityTest]
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public IEnumerator TestNetworkObjectClientDestroy()
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{
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// This is the *SERVER VERSION* of the *CLIENT PLAYER*
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var serverClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
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yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId, m_ServerNetworkManager, serverClientPlayerResult);
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// This is the *CLIENT VERSION* of the *CLIENT PLAYER*
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var clientClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
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yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId, m_ClientNetworkManagers[0], clientClientPlayerResult);
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// destroy the client player, this is not allowed
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LogAssert.Expect(LogType.Exception, "NotServerException: Destroy a spawned NetworkObject on a non-host client is not valid. Call Destroy or Despawn on the server/host instead.");
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Object.DestroyImmediate(clientClientPlayerResult.Result.gameObject);
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}
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}
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}
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