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153 行
7.0 KiB
153 行
7.0 KiB
using System;
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using System.Collections;
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using System.Collections.Generic;
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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 RpcManyClientsObject : NetworkBehaviour
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{
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public int Count = 0;
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public List<ulong> ReceivedFrom = new List<ulong>();
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[ServerRpc(RequireOwnership = false)]
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public void ResponseServerRpc(ServerRpcParams rpcParams = default)
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{
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ReceivedFrom.Add(rpcParams.Receive.SenderClientId);
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Count++;
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}
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[ClientRpc]
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public void NoParamsClientRpc()
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{
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ResponseServerRpc();
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}
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[ClientRpc]
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public void OneParamClientRpc(int value)
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{
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ResponseServerRpc();
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}
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[ClientRpc]
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public void TwoParamsClientRpc(int value1, int value2)
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{
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ResponseServerRpc();
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}
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[ClientRpc]
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public void WithParamsClientRpc(ClientRpcParams param)
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{
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ResponseServerRpc();
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}
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}
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public class RpcManyClientsTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 10;
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private GameObject m_PrefabToSpawn;
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protected override void OnServerAndClientsCreated()
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{
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m_PrefabToSpawn = PreparePrefab(typeof(RpcManyClientsObject));
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}
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public GameObject PreparePrefab(Type type)
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{
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var prefabToSpawn = new GameObject();
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prefabToSpawn.AddComponent(type);
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var networkObjectPrefab = prefabToSpawn.AddComponent<NetworkObject>();
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObjectPrefab);
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m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Prefab = prefabToSpawn });
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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clientNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Prefab = prefabToSpawn });
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}
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return prefabToSpawn;
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}
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[UnityTest]
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public IEnumerator RpcManyClientsTest()
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{
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var spawnedObject = UnityEngine.Object.Instantiate(m_PrefabToSpawn);
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var netSpawnedObject = spawnedObject.GetComponent<NetworkObject>();
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netSpawnedObject.NetworkManagerOwner = m_ServerNetworkManager;
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netSpawnedObject.Spawn();
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var messageHookList = new List<MessageHookEntry>();
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var serverMessageHookEntry = new MessageHookEntry(m_ServerNetworkManager);
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serverMessageHookEntry.AssignMessageType<ServerRpcMessage>();
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messageHookList.Add(serverMessageHookEntry);
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foreach (var client in m_ClientNetworkManagers)
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{
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var clientMessageHookEntry = new MessageHookEntry(client);
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clientMessageHookEntry.AssignMessageType<ServerRpcMessage>();
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messageHookList.Add(clientMessageHookEntry);
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}
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var rpcMessageHooks = new MessageHooksConditional(messageHookList);
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var rpcManyClientsObject = netSpawnedObject.GetComponent<RpcManyClientsObject>();
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rpcManyClientsObject.Count = 0;
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rpcManyClientsObject.NoParamsClientRpc(); // RPC with no params
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// Check that all ServerRpcMessages were sent
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yield return WaitForConditionOrTimeOut(rpcMessageHooks);
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// Now provide a small window of time to let the server receive and process all messages
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yield return WaitForConditionOrTimeOut(() => TotalClients == rpcManyClientsObject.Count);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out wait for {nameof(rpcManyClientsObject.NoParamsClientRpc)}! Only {rpcManyClientsObject.Count} of {TotalClients} was received!");
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rpcManyClientsObject.Count = 0;
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rpcManyClientsObject.OneParamClientRpc(0); // RPC with one param
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rpcMessageHooks.Reset();
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yield return WaitForConditionOrTimeOut(rpcMessageHooks);
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// Now provide a small window of time to let the server receive and process all messages
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yield return WaitForConditionOrTimeOut(() => TotalClients == rpcManyClientsObject.Count);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out wait for {nameof(rpcManyClientsObject.OneParamClientRpc)}! Only {rpcManyClientsObject.Count} of {TotalClients} was received!");
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var param = new ClientRpcParams();
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rpcManyClientsObject.Count = 0;
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rpcManyClientsObject.TwoParamsClientRpc(0, 0); // RPC with two params
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rpcMessageHooks.Reset();
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yield return WaitForConditionOrTimeOut(rpcMessageHooks);
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// Now provide a small window of time to let the server receive and process all messages
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yield return WaitForConditionOrTimeOut(() => TotalClients == rpcManyClientsObject.Count);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out wait for {nameof(rpcManyClientsObject.TwoParamsClientRpc)}! Only {rpcManyClientsObject.Count} of {TotalClients} was received!");
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rpcManyClientsObject.ReceivedFrom.Clear();
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rpcManyClientsObject.Count = 0;
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var target = new List<ulong> { m_ClientNetworkManagers[1].LocalClientId, m_ClientNetworkManagers[2].LocalClientId };
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param.Send.TargetClientIds = target;
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rpcManyClientsObject.WithParamsClientRpc(param);
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messageHookList.Clear();
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var targetedClientMessageHookEntry = new MessageHookEntry(m_ClientNetworkManagers[1]);
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targetedClientMessageHookEntry.AssignMessageType<ServerRpcMessage>();
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messageHookList.Add(targetedClientMessageHookEntry);
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targetedClientMessageHookEntry = new MessageHookEntry(m_ClientNetworkManagers[2]);
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targetedClientMessageHookEntry.AssignMessageType<ServerRpcMessage>();
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messageHookList.Add(targetedClientMessageHookEntry);
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rpcMessageHooks = new MessageHooksConditional(messageHookList);
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yield return WaitForConditionOrTimeOut(rpcMessageHooks);
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// Now provide a small window of time to let the server receive and process all messages
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yield return WaitForConditionOrTimeOut(() => 2 == rpcManyClientsObject.Count);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out wait for {nameof(rpcManyClientsObject.TwoParamsClientRpc)}! Only {rpcManyClientsObject.Count} of 2 was received!");
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// either of the 2 selected clients can reply to the server first, due to network timing
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var possibility1 = new List<ulong> { m_ClientNetworkManagers[1].LocalClientId, m_ClientNetworkManagers[2].LocalClientId };
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var possibility2 = new List<ulong> { m_ClientNetworkManagers[2].LocalClientId, m_ClientNetworkManagers[1].LocalClientId };
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Debug.Assert(Enumerable.SequenceEqual(rpcManyClientsObject.ReceivedFrom, possibility1) || Enumerable.SequenceEqual(rpcManyClientsObject.ReceivedFrom, possibility2));
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}
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}
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}
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