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using System;
using System.Collections;
using System.Linq;
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using UnityEngine.LowLevel;
using UnityEngine.PlayerLoop;
namespace Unity.Netcode.RuntimeTests
{
public class NetworkUpdateLoopTests
{
[Test]
public void RegisterCustomLoopInTheMiddle()
{
// caching the current PlayerLoop (to prevent side-effects on other tests)
var cachedPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
{
// since current PlayerLoop already took NetworkUpdateLoop systems inside,
// we are going to swap it with the default PlayerLoop temporarily for testing
PlayerLoop.SetPlayerLoop(PlayerLoop.GetDefaultPlayerLoop());
NetworkUpdateLoop.RegisterLoopSystems();
var curPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
int initSubsystemCount = curPlayerLoop.subSystemList[0].subSystemList.Length;
var newInitSubsystems = new PlayerLoopSystem[initSubsystemCount + 1];
Array.Copy(curPlayerLoop.subSystemList[0].subSystemList, newInitSubsystems, initSubsystemCount);
newInitSubsystems[initSubsystemCount] = new PlayerLoopSystem { type = typeof(NetworkUpdateLoopTests) };
curPlayerLoop.subSystemList[0].subSystemList = newInitSubsystems;
PlayerLoop.SetPlayerLoop(curPlayerLoop);
NetworkUpdateLoop.UnregisterLoopSystems();
// our custom `PlayerLoopSystem` with the type of `NetworkUpdateLoopTests` should still exist
Assert.AreEqual(typeof(NetworkUpdateLoopTests), PlayerLoop.GetCurrentPlayerLoop().subSystemList[0].subSystemList.Last().type);
}
// replace the current PlayerLoop with the cached PlayerLoop after the test
PlayerLoop.SetPlayerLoop(cachedPlayerLoop);
}
[UnityTest]
public IEnumerator RegisterAndUnregisterSystems()
{
// caching the current PlayerLoop (it will have NetworkUpdateLoop systems registered)
var cachedPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
{
// since current PlayerLoop already took NetworkUpdateLoop systems inside,
// we are going to swap it with the default PlayerLoop temporarily for testing
PlayerLoop.SetPlayerLoop(PlayerLoop.GetDefaultPlayerLoop());
var oldPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
NetworkUpdateLoop.RegisterLoopSystems();
int nextFrameNumber = Time.frameCount + 1;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
NetworkUpdateLoop.UnregisterLoopSystems();
var newPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
// recursively compare old and new PlayerLoop systems and their subsystems
AssertAreEqualPlayerLoopSystems(newPlayerLoop, oldPlayerLoop);
}
// replace the current PlayerLoop with the cached PlayerLoop after the test
PlayerLoop.SetPlayerLoop(cachedPlayerLoop);
}
private void AssertAreEqualPlayerLoopSystems(PlayerLoopSystem leftPlayerLoop, PlayerLoopSystem rightPlayerLoop)
{
Assert.AreEqual(leftPlayerLoop.type, rightPlayerLoop.type);
Assert.AreEqual(leftPlayerLoop.subSystemList?.Length ?? 0, rightPlayerLoop.subSystemList?.Length ?? 0);
for (int i = 0; i < (leftPlayerLoop.subSystemList?.Length ?? 0); i++)
{
AssertAreEqualPlayerLoopSystems(leftPlayerLoop.subSystemList[i], rightPlayerLoop.subSystemList[i]);
}
}
[Test]
public void UpdateStageSystems()
{
var currentPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
for (int i = 0; i < currentPlayerLoop.subSystemList.Length; i++)
{
var playerLoopSystem = currentPlayerLoop.subSystemList[i];
var subsystems = playerLoopSystem.subSystemList.ToList();
if (playerLoopSystem.type == typeof(Initialization))
{
Assert.True(
subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkInitialization)),
nameof(NetworkUpdateLoop.NetworkInitialization));
}
else if (playerLoopSystem.type == typeof(EarlyUpdate))
{
Assert.True(
subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkEarlyUpdate)),
nameof(NetworkUpdateLoop.NetworkEarlyUpdate));
}
else if (playerLoopSystem.type == typeof(FixedUpdate))
{
Assert.True(
subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkFixedUpdate)),
nameof(NetworkUpdateLoop.NetworkFixedUpdate));
}
else if (playerLoopSystem.type == typeof(PreUpdate))
{
Assert.True(
subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkPreUpdate)),
nameof(NetworkUpdateLoop.NetworkPreUpdate));
}
else if (playerLoopSystem.type == typeof(Update))
{
Assert.True(
subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkUpdate)),
nameof(NetworkUpdateLoop.NetworkUpdate));
}
else if (playerLoopSystem.type == typeof(PreLateUpdate))
{
Assert.True(
subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkPreLateUpdate)),
nameof(NetworkUpdateLoop.NetworkPreLateUpdate));
}
else if (playerLoopSystem.type == typeof(PostLateUpdate))
{
Assert.True(
subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkPostLateUpdate)),
nameof(NetworkUpdateLoop.NetworkPostLateUpdate));
}
}
}
private struct NetworkUpdateCallbacks
{
public Action OnInitialization;
public Action OnEarlyUpdate;
public Action OnFixedUpdate;
public Action OnPreUpdate;
public Action OnUpdate;
public Action OnPreLateUpdate;
public Action OnPostLateUpdate;
}
private class MyPlainScript : IDisposable, INetworkUpdateSystem
{
public NetworkUpdateCallbacks UpdateCallbacks;
public void Initialize()
{
this.RegisterNetworkUpdate(NetworkUpdateStage.EarlyUpdate);
this.RegisterNetworkUpdate(NetworkUpdateStage.PreLateUpdate);
}
public void NetworkUpdate(NetworkUpdateStage updateStage)
{
switch (updateStage)
{
case NetworkUpdateStage.Initialization:
UpdateCallbacks.OnInitialization();
break;
case NetworkUpdateStage.EarlyUpdate:
UpdateCallbacks.OnEarlyUpdate();
break;
case NetworkUpdateStage.FixedUpdate:
UpdateCallbacks.OnFixedUpdate();
break;
case NetworkUpdateStage.PreUpdate:
UpdateCallbacks.OnPreUpdate();
break;
case NetworkUpdateStage.Update:
UpdateCallbacks.OnUpdate();
break;
case NetworkUpdateStage.PreLateUpdate:
UpdateCallbacks.OnPreLateUpdate();
break;
case NetworkUpdateStage.PostLateUpdate:
UpdateCallbacks.OnPostLateUpdate();
break;
}
}
public void Dispose()
{
this.UnregisterAllNetworkUpdates();
}
}
[UnityTest]
public IEnumerator UpdateStagesPlain()
{
const int kNetInitializationIndex = 0;
const int kNetEarlyUpdateIndex = 1;
const int kNetFixedUpdateIndex = 2;
const int kNetPreUpdateIndex = 3;
const int kNetUpdateIndex = 4;
const int kNetPreLateUpdateIndex = 5;
const int kNetPostLateUpdateIndex = 6;
int[] netUpdates = new int[7];
bool isTesting = false;
using var plainScript = new MyPlainScript();
plainScript.UpdateCallbacks = new NetworkUpdateCallbacks
{
OnInitialization = () =>
{
if (isTesting)
{
netUpdates[kNetInitializationIndex]++;
}
},
OnEarlyUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetEarlyUpdateIndex]++;
}
},
OnFixedUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetFixedUpdateIndex]++;
}
},
OnPreUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetPreUpdateIndex]++;
}
},
OnUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetUpdateIndex]++;
}
},
OnPreLateUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetPreLateUpdateIndex]++;
}
},
OnPostLateUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetPostLateUpdateIndex]++;
}
}
};
plainScript.Initialize();
int nextFrameNumber = Time.frameCount + 1;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
isTesting = true;
const int kRunTotalFrames = 16;
int waitFrameNumber = Time.frameCount + kRunTotalFrames;
yield return new WaitUntil(() => Time.frameCount >= waitFrameNumber);
Assert.AreEqual(0, netUpdates[kNetInitializationIndex]);
Assert.AreEqual(kRunTotalFrames, netUpdates[kNetEarlyUpdateIndex]);
Assert.AreEqual(0, netUpdates[kNetFixedUpdateIndex]);
Assert.AreEqual(0, netUpdates[kNetPreUpdateIndex]);
Assert.AreEqual(0, netUpdates[kNetUpdateIndex]);
Assert.AreEqual(kRunTotalFrames, netUpdates[kNetPreLateUpdateIndex]);
Assert.AreEqual(0, netUpdates[kNetPostLateUpdateIndex]);
}
private struct MonoBehaviourCallbacks
{
public Action OnFixedUpdate;
public Action OnUpdate;
public Action OnLateUpdate;
}
private class MyGameScript : MonoBehaviour, INetworkUpdateSystem
{
public NetworkUpdateCallbacks UpdateCallbacks;
public MonoBehaviourCallbacks BehaviourCallbacks;
private void Awake()
{
this.RegisterNetworkUpdate(NetworkUpdateStage.FixedUpdate);
this.RegisterNetworkUpdate(NetworkUpdateStage.PreUpdate);
this.RegisterNetworkUpdate(NetworkUpdateStage.PreLateUpdate);
this.RegisterNetworkUpdate(NetworkUpdateStage.PostLateUpdate);
// intentionally try to register for 'PreUpdate' stage twice
// it should be ignored and the instance should not be registered twice
// otherwise test would fail because it would call 'OnPreUpdate()' twice
// which would ultimately increment 'netUpdates[idx]' integer twice
// and cause 'Assert.AreEqual()' to fail the test
this.RegisterNetworkUpdate(NetworkUpdateStage.PreUpdate);
}
public void NetworkUpdate(NetworkUpdateStage updateStage)
{
switch (updateStage)
{
case NetworkUpdateStage.FixedUpdate:
UpdateCallbacks.OnFixedUpdate();
break;
case NetworkUpdateStage.PreUpdate:
UpdateCallbacks.OnPreUpdate();
break;
case NetworkUpdateStage.PreLateUpdate:
UpdateCallbacks.OnPreLateUpdate();
break;
case NetworkUpdateStage.PostLateUpdate:
UpdateCallbacks.OnPostLateUpdate();
break;
}
}
private void FixedUpdate()
{
BehaviourCallbacks.OnFixedUpdate();
}
private void Update()
{
BehaviourCallbacks.OnUpdate();
}
private void LateUpdate()
{
BehaviourCallbacks.OnLateUpdate();
}
private void OnDestroy()
{
this.UnregisterAllNetworkUpdates();
}
}
[UnityTest]
public IEnumerator UpdateStagesMixed()
{
const int kNetFixedUpdateIndex = 0;
const int kNetPreUpdateIndex = 1;
const int kNetPreLateUpdateIndex = 2;
const int kNetPostLateUpdateIndex = 3;
int[] netUpdates = new int[4];
const int kMonoFixedUpdateIndex = 0;
const int kMonoUpdateIndex = 1;
const int kMonoLateUpdateIndex = 2;
int[] monoUpdates = new int[3];
bool isTesting = false;
{
var gameObject = new GameObject($"{nameof(NetworkUpdateLoopTests)}.{nameof(UpdateStagesMixed)} (Dummy)");
var gameScript = gameObject.AddComponent<MyGameScript>();
gameScript.UpdateCallbacks = new NetworkUpdateCallbacks
{
OnFixedUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetFixedUpdateIndex]++;
Assert.AreEqual(monoUpdates[kMonoFixedUpdateIndex] + 1, netUpdates[kNetFixedUpdateIndex]);
}
},
OnPreUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetPreUpdateIndex]++;
Assert.AreEqual(monoUpdates[kMonoUpdateIndex] + 1, netUpdates[kNetPreUpdateIndex]);
}
},
OnPreLateUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetPreLateUpdateIndex]++;
Assert.AreEqual(monoUpdates[kMonoLateUpdateIndex] + 1, netUpdates[kNetPreLateUpdateIndex]);
}
},
OnPostLateUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetPostLateUpdateIndex]++;
Assert.AreEqual(netUpdates[kNetPostLateUpdateIndex], netUpdates[kNetPreLateUpdateIndex]);
}
}
};
gameScript.BehaviourCallbacks = new MonoBehaviourCallbacks
{
OnFixedUpdate = () =>
{
if (isTesting)
{
monoUpdates[kMonoFixedUpdateIndex]++;
Assert.AreEqual(netUpdates[kNetFixedUpdateIndex], monoUpdates[kMonoFixedUpdateIndex]);
}
},
OnUpdate = () =>
{
if (isTesting)
{
monoUpdates[kMonoUpdateIndex]++;
Assert.AreEqual(netUpdates[kNetPreUpdateIndex], monoUpdates[kMonoUpdateIndex]);
}
},
OnLateUpdate = () =>
{
if (isTesting)
{
monoUpdates[kMonoLateUpdateIndex]++;
Assert.AreEqual(netUpdates[kNetPreLateUpdateIndex], monoUpdates[kMonoLateUpdateIndex]);
}
}
};
int nextFrameNumber = Time.frameCount + 1;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
isTesting = true;
const int kRunTotalFrames = 16;
int waitFrameNumber = Time.frameCount + kRunTotalFrames;
yield return new WaitUntil(() => Time.frameCount >= waitFrameNumber);
Assert.AreEqual(kRunTotalFrames, netUpdates[kNetPreUpdateIndex]);
Assert.AreEqual(netUpdates[kNetPreUpdateIndex], monoUpdates[kMonoUpdateIndex]);
UnityEngine.Object.DestroyImmediate(gameObject);
}
}
}
}