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