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129 行
6.2 KiB
129 行
6.2 KiB
using System.Collections;
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using System.Linq;
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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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namespace Unity.Netcode.RuntimeTests
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{
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public class NetworkObjectNetworkClientOwnedObjectsTests : NetcodeIntegrationTest
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{
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private class DummyNetworkBehaviour : NetworkBehaviour
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{
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}
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protected override int NumberOfClients => 1;
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private NetworkPrefab m_NetworkPrefab;
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protected override void OnServerAndClientsCreated()
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{
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// create prefab
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var gameObject = new GameObject("ClientOwnedObject");
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var networkObject = gameObject.AddComponent<NetworkObject>();
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gameObject.AddComponent<DummyNetworkBehaviour>();
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
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m_NetworkPrefab = (new NetworkPrefab()
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{
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Prefab = gameObject
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});
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m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(m_NetworkPrefab);
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foreach (var client in m_ClientNetworkManagers)
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{
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client.NetworkConfig.NetworkPrefabs.Add(m_NetworkPrefab);
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}
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}
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[UnityTest]
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public IEnumerator ChangeOwnershipOwnedObjectsAddTest()
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{
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NetworkObject serverObject = Object.Instantiate(m_NetworkPrefab.Prefab).GetComponent<NetworkObject>();
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serverObject.NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.Spawn();
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// Provide enough time for the client to receive and process the spawned message.
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yield return WaitForMessageReceived<CreateObjectMessage>(m_ClientNetworkManagers.ToList());
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// The object is owned by server
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Assert.False(m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
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// Change the ownership
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serverObject.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
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// Provide enough time for the client to receive and process the change in ownership message.
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yield return WaitForMessageReceived<ChangeOwnershipMessage>(m_ClientNetworkManagers.ToList());
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// Ensure it's now added to the list
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Assert.True(m_ClientNetworkManagers[0].SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
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Assert.True(m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
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}
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[UnityTest]
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public IEnumerator WhenOwnershipIsChanged_OwnershipValuesUpdateCorrectly()
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{
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NetworkObject serverObject = Object.Instantiate(m_NetworkPrefab.Prefab).GetComponent<NetworkObject>();
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serverObject.NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.Spawn();
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// Provide enough time for the client to receive and process the spawned message.
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yield return WaitForMessageReceived<CreateObjectMessage>(m_ClientNetworkManagers.ToList());
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// The object is owned by server
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Assert.False(m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
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// Change the ownership
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serverObject.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
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// Provide enough time for the client to receive and process the change in ownership message.
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yield return WaitForMessageReceived<ChangeOwnershipMessage>(m_ClientNetworkManagers.ToList());
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Assert.IsFalse(serverObject.IsOwner);
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Assert.IsFalse(serverObject.IsOwnedByServer);
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Assert.AreEqual(m_ClientNetworkManagers[0].LocalClientId, serverObject.OwnerClientId);
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var serverBehaviour = serverObject.GetComponent<DummyNetworkBehaviour>();
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Assert.IsFalse(serverBehaviour.IsOwner);
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Assert.IsFalse(serverBehaviour.IsOwnedByServer);
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Assert.AreEqual(m_ClientNetworkManagers[0].LocalClientId, serverBehaviour.OwnerClientId);
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#if UNITY_2023_1_OR_NEWER
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var clientObject = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID).Where((obj) => obj.NetworkManagerOwner == m_ClientNetworkManagers[0]).FirstOrDefault();
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#else
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var clientObject = Object.FindObjectsOfType<NetworkObject>().Where((obj) => obj.NetworkManagerOwner == m_ClientNetworkManagers[0]).FirstOrDefault();
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#endif
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Assert.IsNotNull(clientObject);
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Assert.IsTrue(clientObject.IsOwner);
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Assert.IsFalse(clientObject.IsOwnedByServer);
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Assert.AreEqual(m_ClientNetworkManagers[0].LocalClientId, clientObject.OwnerClientId);
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var clientBehaviour = clientObject.GetComponent<DummyNetworkBehaviour>();
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Assert.IsTrue(clientBehaviour.IsOwner);
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Assert.IsFalse(clientBehaviour.IsOwnedByServer);
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Assert.AreEqual(m_ClientNetworkManagers[0].LocalClientId, clientBehaviour.OwnerClientId);
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serverObject.RemoveOwnership();
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// Provide enough time for the client to receive and process the change in ownership message.
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yield return WaitForMessageReceived<ChangeOwnershipMessage>(m_ClientNetworkManagers.ToList());
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Assert.IsTrue(serverObject.IsOwner);
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Assert.IsTrue(serverObject.IsOwnedByServer);
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Assert.AreEqual(NetworkManager.ServerClientId, serverObject.OwnerClientId);
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Assert.IsTrue(serverBehaviour.IsOwner);
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Assert.IsTrue(serverBehaviour.IsOwnedByServer);
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Assert.AreEqual(NetworkManager.ServerClientId, serverBehaviour.OwnerClientId);
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Assert.IsFalse(clientObject.IsOwner);
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Assert.IsTrue(clientObject.IsOwnedByServer);
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Assert.AreEqual(NetworkManager.ServerClientId, clientObject.OwnerClientId);
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Assert.IsFalse(clientBehaviour.IsOwner);
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Assert.IsTrue(clientBehaviour.IsOwnedByServer);
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Assert.AreEqual(NetworkManager.ServerClientId, clientBehaviour.OwnerClientId);
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}
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}
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}
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