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SceneEventTests.cs
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751 lines (592 loc) · 33 KB
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using Unity.Multiplayer.Tools.MetricTypes;
using Unity.Netcode;
using Unity.Netcode.TestHelpers.Runtime;
using Unity.Netcode.TestHelpers.Runtime.Metrics;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
using SceneEventType = Unity.Netcode.SceneEventType;
namespace TestProject.ToolsIntegration.RuntimeTests
{
internal class SceneEventTests : SingleClientMetricTestBase
{
// scenes referenced in this test must also be in the build settings of the project.
private const string k_SimpleSceneName = "SimpleScene";
private NetworkSceneManager m_ClientNetworkSceneManager;
private NetworkSceneManager m_ServerNetworkSceneManager;
private Scene m_LoadedScene;
protected override IEnumerator OnSetup()
{
SceneManager.sceneLoaded += SceneManager_sceneLoaded;
m_CreateServerFirst = false;
return base.OnSetup();
}
private List<Scene> m_AllScenesLoaded = new List<Scene>();
private void SceneManager_sceneLoaded(Scene arg0, LoadSceneMode arg1)
{
m_AllScenesLoaded.Add(arg0);
}
protected override void OnServerAndClientsCreated()
{
// invoke the base first so the Server and client are set
base.OnServerAndClientsCreated();
Server.NetworkConfig.EnableSceneManagement = true;
Client.NetworkConfig.EnableSceneManagement = true;
}
protected override IEnumerator OnServerAndClientsConnected()
{
m_ClientNetworkSceneManager = Client.SceneManager;
m_ServerNetworkSceneManager = Server.SceneManager;
m_ServerNetworkSceneManager.OnSceneEvent += RegisterLoadedSceneCallback;
yield return base.OnServerAndClientsConnected();
}
protected override IEnumerator OnTearDown()
{
if (!m_AllScenesLoaded.Contains(m_LoadedScene))
{
m_AllScenesLoaded.Add(m_LoadedScene);
}
foreach (var sceneLoaded in m_AllScenesLoaded)
{
if (sceneLoaded.IsValid())
{
yield return UnloadTestScene(sceneLoaded);
}
}
yield return base.OnTearDown();
}
[UnityTest]
public IEnumerator TestS2CLoadSent()
{
var serverSceneLoaded = false;
var clientSceneLoaded = false;
// Register a callback so we know when the scene has loaded server side, as this is when
// the message is sent to the client. AsyncOperation is the ScceneManager.LoadSceneAsync operation.
m_ClientNetworkSceneManager.OnSceneEvent += sceneEvent =>
{
if (sceneEvent.SceneEventType.Equals(SceneEventType.Load) && sceneEvent.ClientId == Client.LocalClientId)
{
serverSceneLoaded = true;
}
};
m_ServerNetworkSceneManager.OnSceneEvent += sceneEvent =>
{
if (sceneEvent.SceneEventType.Equals(SceneEventType.LoadComplete) && sceneEvent.ClientId == Client.LocalClientId)
{
clientSceneLoaded = true;
}
};
var waitForSentMetric = new WaitForEventMetricValues<SceneEventMetric>(ServerMetrics.Dispatcher, NetworkMetricTypes.SceneEventSent);
// Load a scene to trigger the messages
StartServerLoadScene();
// Wait for the server to load the scene locally first.
yield return WaitForCondition(() => serverSceneLoaded);
Assert.IsTrue(serverSceneLoaded);
yield return WaitForCondition(() => clientSceneLoaded);
Assert.IsTrue(clientSceneLoaded);
// Now start the wait for the metric to be emitted when the message is sent.
yield return waitForSentMetric.WaitForMetricsReceived();
var sentMetrics = waitForSentMetric.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(1, sentMetrics.Count);
var sentMetric = sentMetrics.First();
Assert.AreEqual(SceneEventType.Load.ToString(), sentMetric.SceneEventType);
Assert.AreEqual(Client.LocalClientId, sentMetric.Connection.Id);
Assert.AreEqual(k_SimpleSceneName, sentMetric.SceneName);
}
[UnityTest]
public IEnumerator TestS2CLoadReceived()
{
var serverSceneLoaded = false;
var clientSceneLoaded = false;
// Register a callback so we know when the scene has loaded server side, as this is when
// the message is sent to the client. AsyncOperation is the ScceneManager.LoadSceneAsync operation.
m_ClientNetworkSceneManager.OnSceneEvent += sceneEvent =>
{
if (sceneEvent.SceneEventType.Equals(SceneEventType.Load) && sceneEvent.ClientId == Client.LocalClientId)
{
serverSceneLoaded = true;
}
};
m_ServerNetworkSceneManager.OnSceneEvent += sceneEvent =>
{
if (sceneEvent.SceneEventType.Equals(SceneEventType.LoadComplete) && sceneEvent.ClientId == Client.LocalClientId)
{
clientSceneLoaded = true;
}
};
var waitForReceivedMetric = new WaitForEventMetricValues<SceneEventMetric>(ClientMetrics.Dispatcher, NetworkMetricTypes.SceneEventReceived);
// Load a scene to trigger the messages
StartServerLoadScene();
// Wait for the server to load the scene locally first.
yield return WaitForCondition(() => serverSceneLoaded);
Assert.IsTrue(serverSceneLoaded);
yield return WaitForCondition(() => clientSceneLoaded);
Assert.IsTrue(clientSceneLoaded);
// Now start the wait for the metric to be emitted when the message is received.
yield return waitForReceivedMetric.WaitForMetricsReceived();
var receivedMetrics = waitForReceivedMetric.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(1, receivedMetrics.Count);
var receivedMetric = receivedMetrics.First();
Assert.AreEqual(SceneEventType.Load.ToString(), receivedMetric.SceneEventType);
Assert.AreEqual(Server.LocalClientId, receivedMetric.Connection.Id);
Assert.AreEqual(k_SimpleSceneName, receivedMetric.SceneName);
}
[UnityTest]
public IEnumerator TestClientLoadCompleteSent()
{
// Register a callback so we can notify the test when the client has finished loading the scene locally
// as this is when the message is sent
var waitForClientLoadComplete = new WaitForSceneEvent(
m_ClientNetworkSceneManager,
SceneEventType.LoadComplete);
var waitForSentMetric = new WaitForEventMetricValues<SceneEventMetric>(ClientMetrics.Dispatcher, NetworkMetricTypes.SceneEventSent);
// Load a scene to trigger the messages
StartServerLoadScene();
// Wait for the client to complete loading the scene locally
yield return waitForClientLoadComplete.Wait();
Assert.IsTrue(waitForClientLoadComplete.Done);
// Now start the wait for the metric to be emitted when the message is sent.
yield return waitForSentMetric.WaitForMetricsReceived();
var sentMetrics = waitForSentMetric.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(1, sentMetrics.Count);
var sentMetric = sentMetrics.First();
Assert.AreEqual(SceneEventType.LoadComplete.ToString(), sentMetric.SceneEventType);
Assert.AreEqual(Server.LocalClientId, sentMetric.Connection.Id);
Assert.AreEqual(k_SimpleSceneName, sentMetric.SceneName);
}
[UnityTest]
public IEnumerator TestC2SLoadCompleteReceived()
{
// Register a callback so we can notify the test when the client has finished loading the scene locally
// as this is when the message is sent
var waitForClientLoadComplete = new WaitForSceneEvent(
m_ClientNetworkSceneManager,
SceneEventType.LoadComplete);
var waitForReceivedMetric = new WaitForEventMetricValues<SceneEventMetric>(ServerMetrics.Dispatcher, NetworkMetricTypes.SceneEventReceived);
// Load a scene to trigger the messages
StartServerLoadScene();
// Wait for the client to complete loading the scene locally
yield return waitForClientLoadComplete.Wait();
Assert.IsTrue(waitForClientLoadComplete.Done);
// Now start the wait for the metric to be emitted when the message is received
yield return waitForReceivedMetric.WaitForMetricsReceived();
var receivedMetrics = waitForReceivedMetric.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(1, receivedMetrics.Count);
var receivedMetric = receivedMetrics.First();
Assert.AreEqual(SceneEventType.LoadComplete.ToString(), receivedMetric.SceneEventType);
Assert.AreEqual(Client.LocalClientId, receivedMetric.Connection.Id);
Assert.AreEqual(k_SimpleSceneName, receivedMetric.SceneName);
}
[UnityTest]
public IEnumerator TestS2CLoadCompleteSent()
{
// Register a callback so we can notify the test when the server has finished loading the scene locally
// as this is when the message is sent
var waitForServerLoadComplete = new WaitForSceneEvent(
m_ServerNetworkSceneManager,
SceneEventType.LoadEventCompleted);
var waitForSentMetric = new WaitForEventMetricValues<SceneEventMetric>(
ServerMetrics.Dispatcher,
NetworkMetricTypes.SceneEventSent,
metric => metric.SceneEventType.Equals(SceneEventType.LoadEventCompleted.ToString()));
// Load a scene to trigger the messages
StartServerLoadScene();
// Wait for the server to complete loading the scene locally
yield return waitForServerLoadComplete.Wait();
Assert.IsTrue(waitForServerLoadComplete.Done);
// Now start the wait for the metric to be emitted when the message is sent
yield return waitForSentMetric.WaitForMetricsReceived();
var sentMetrics = waitForSentMetric.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(Server.ConnectedClients.Count, sentMetrics.Count);
var filteredSentMetrics = sentMetrics
.Where(metric => metric.SceneEventType == SceneEventType.LoadEventCompleted.ToString())
.Where(metric => metric.SceneName == k_SimpleSceneName);
CollectionAssert.AreEquivalent(filteredSentMetrics.Select(x => x.Connection.Id), Server.ConnectedClients.Select(x => x.Key));
}
[UnityTest]
public IEnumerator TestS2CLoadCompleteReceived()
{
// Register a callback so we can notify the test when the server has finished loading the scene locally
// as this is when the message is sent
var waitForServerLoadComplete = new WaitForSceneEvent(
m_ServerNetworkSceneManager,
SceneEventType.LoadEventCompleted);
var waitForReceivedMetric = new WaitForEventMetricValues<SceneEventMetric>(
ClientMetrics.Dispatcher,
NetworkMetricTypes.SceneEventReceived,
metric => metric.SceneEventType.Equals(SceneEventType.LoadEventCompleted.ToString()));
// Load a scene to trigger the messages
StartServerLoadScene();
// Wait for the server to complete loading the scene locally
yield return waitForServerLoadComplete.Wait();
Assert.IsTrue(waitForServerLoadComplete.Done);
// Now start the wait for the metric to be emitted when the message is received
yield return waitForReceivedMetric.WaitForMetricsReceived();
var receivedMetrics = waitForReceivedMetric.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(1, receivedMetrics.Count);
var receivedMetric = receivedMetrics.First();
Assert.AreEqual(SceneEventType.LoadEventCompleted.ToString(), receivedMetric.SceneEventType);
Assert.AreEqual(Server.LocalClientId, receivedMetric.Connection.Id);
Assert.AreEqual(k_SimpleSceneName, receivedMetric.SceneName);
}
[UnityTest]
public IEnumerator TestS2CUnloadSent()
{
// Load a scene so that we can unload it
yield return LoadTestScene(k_SimpleSceneName, true);
var serverSceneUnloaded = false;
// Register a callback so we can notify the test when the scene has finished unloading server side
// as this is when the message is sent
m_ServerNetworkSceneManager.OnSceneEvent += sceneEvent =>
{
if (sceneEvent.SceneEventType.Equals(SceneEventType.UnloadComplete) && sceneEvent.ClientId == Server.LocalClientId)
{
serverSceneUnloaded = true;
}
};
var waitForSentMetric = new WaitForEventMetricValues<SceneEventMetric>(
ServerMetrics.Dispatcher,
NetworkMetricTypes.SceneEventSent,
metric => metric.SceneEventType.Equals(SceneEventType.Unload.ToString()));
yield return s_DefaultWaitForTick;
// Unload the scene to trigger the messages
StartServerUnloadScene();
// Wait for the scene to unload locally
yield return WaitForCondition(() => serverSceneUnloaded);
Assert.IsTrue(serverSceneUnloaded);
// Now wait for the metric to be emitted when the message is sent
yield return waitForSentMetric.WaitForMetricsReceived();
var sentMetrics = waitForSentMetric.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(1, sentMetrics.Count);
var sentMetric = sentMetrics.First();
Assert.AreEqual(SceneEventType.Unload.ToString(), sentMetric.SceneEventType);
Assert.AreEqual(Client.LocalClientId, sentMetric.Connection.Id);
Assert.AreEqual(k_SimpleSceneName, sentMetric.SceneName);
}
[UnityTest]
public IEnumerator TestS2CUnloadReceived()
{
// Load a scene so that we can unload it.
yield return LoadTestScene(k_SimpleSceneName);
var serverSceneUnloaded = false;
// Register a callback so we can notify the test when the scene has started to unload server side
// as this is when the message is sent
m_ServerNetworkSceneManager.OnSceneEvent += sceneEvent =>
{
if (sceneEvent.SceneEventType.Equals(SceneEventType.Unload) && sceneEvent.ClientId == Server.LocalClientId)
{
serverSceneUnloaded = true;
}
};
var waitForReceivedMetric = new WaitForEventMetricValues<SceneEventMetric>(
ClientMetrics.Dispatcher,
NetworkMetricTypes.SceneEventReceived,
metric => metric.SceneEventType.Equals(SceneEventType.Unload.ToString()));
// Unload the scene to trigger the messages
StartServerUnloadScene();
// Wait for the scene to unload locally
yield return WaitForCondition(() => serverSceneUnloaded);
Assert.IsTrue(serverSceneUnloaded);
// Now wait for the metric to be emitted when the message is received
yield return waitForReceivedMetric.WaitForMetricsReceived();
var receivedMetrics = waitForReceivedMetric.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(1, receivedMetrics.Count);
var receivedMetric = receivedMetrics.First();
Assert.AreEqual(SceneEventType.Unload.ToString(), receivedMetric.SceneEventType);
Assert.AreEqual(Server.LocalClientId, receivedMetric.Connection.Id);
Assert.AreEqual(k_SimpleSceneName, receivedMetric.SceneName);
}
[UnityTest]
public IEnumerator TestC2SUnloadCompleteSent()
{
// Load a scene so that we can unload it
yield return LoadTestScene(k_SimpleSceneName, true);
// Register a callback so we can notify the test when the scene has finished unloading client side
// as this is when the message is sent.
var waitForClientUnloadComplete = new WaitForSceneEvent(
m_ClientNetworkSceneManager,
SceneEventType.UnloadComplete);
var waitForSentMetric = new WaitForEventMetricValues<SceneEventMetric>(
ClientMetrics.Dispatcher,
NetworkMetricTypes.SceneEventSent,
metric => metric.SceneEventType.Equals(SceneEventType.UnloadComplete.ToString()));
// Unload a scene to trigger the messages
StartServerUnloadScene();
// Wait for the scene to complete unloading locally
yield return waitForClientUnloadComplete.Wait();
Assert.IsTrue(waitForClientUnloadComplete.Done);
// Now wait for the metric to be emitted when the message is sent
yield return waitForSentMetric.WaitForMetricsReceived();
var sentMetrics = waitForSentMetric.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(1, sentMetrics.Count);
var sentMetric = sentMetrics.First();
Assert.AreEqual(SceneEventType.UnloadComplete.ToString(), sentMetric.SceneEventType);
Assert.AreEqual(Server.LocalClientId, sentMetric.Connection.Id);
Assert.AreEqual(k_SimpleSceneName, sentMetric.SceneName);
}
[UnityTest]
public IEnumerator TestC2SUnloadCompleteReceived()
{
// Load a scene so that we can unload it
yield return LoadTestScene(k_SimpleSceneName, true);
// Register a callback we can notify the test when the scene has finished unloading client side
// as this is when the message is sent
var waitForClientUnloadComplete = new WaitForSceneEvent(
m_ClientNetworkSceneManager,
SceneEventType.UnloadComplete);
var waitForReceivedMetric = new WaitForEventMetricValues<SceneEventMetric>(
ServerMetrics.Dispatcher,
NetworkMetricTypes.SceneEventReceived,
metric => metric.SceneEventType.Equals(SceneEventType.UnloadComplete.ToString()));
// Unload a scene to trigger the messages
StartServerUnloadScene();
//Wait for the scene to complete unloading locally
yield return waitForClientUnloadComplete.Wait();
Assert.IsTrue(waitForClientUnloadComplete.Done);
// Now wait for the metric to be emitted when the message is received
yield return waitForReceivedMetric.WaitForMetricsReceived();
var receivedMetrics = waitForReceivedMetric.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(1, receivedMetrics.Count);
var receivedMetric = receivedMetrics.First();
Assert.AreEqual(SceneEventType.UnloadComplete.ToString(), receivedMetric.SceneEventType);
Assert.AreEqual(Client.LocalClientId, receivedMetric.Connection.Id);
Assert.AreEqual(k_SimpleSceneName, receivedMetric.SceneName);
}
[UnityTest]
public IEnumerator TestS2CUnloadCompleteSent()
{
// Load a scene so that we can unload it
yield return LoadTestScene(k_SimpleSceneName);
// Register a callback so we can notify the test when the scene has finished unloading server side
// as this is when the message is sent
var waitForServerUnloadComplete = new WaitForSceneEvent(
m_ServerNetworkSceneManager,
SceneEventType.UnloadEventCompleted);
var waitForSentMetric = new WaitForEventMetricValues<SceneEventMetric>(
ServerMetrics.Dispatcher,
NetworkMetricTypes.SceneEventSent,
metric => metric.SceneEventType.Equals(SceneEventType.UnloadEventCompleted.ToString()));
// Unload a scene to trigger the messages
StartServerUnloadScene();
// Wait for the scene to complete unloading locally
yield return waitForServerUnloadComplete.Wait();
Assert.IsTrue(waitForServerUnloadComplete.Done);
// Now wait for the metric to be emitted when the message is sent
yield return waitForSentMetric.WaitForMetricsReceived();
var sentMetrics = waitForSentMetric.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(Server.ConnectedClients.Count, sentMetrics.Count);
// This message is sent from the server to all connected clients including itself if it is a host,
// so iterate over the connected client list on the server to ensure that we have a 1-1 match of connected
// clients to sent metrics.
var filteredSentMetrics = sentMetrics
.Where(metric => metric.SceneEventType == SceneEventType.UnloadEventCompleted.ToString())
.Where(metric => metric.SceneName == k_SimpleSceneName);
CollectionAssert.AreEquivalent(filteredSentMetrics.Select(x => x.Connection.Id), Server.ConnectedClients.Select(x => x.Key));
}
[UnityTest]
public IEnumerator TestS2CUnloadCompleteReceived()
{
// Load a scene so that we can unload it
yield return LoadTestScene(k_SimpleSceneName);
// Register a callback so we can notify the test when the scene has finished unloading server side
// as this is when the message is sent
var waitForServerUnloadComplete = new WaitForSceneEvent(
m_ServerNetworkSceneManager,
SceneEventType.UnloadEventCompleted);
var waitForReceivedMetric = new WaitForEventMetricValues<SceneEventMetric>(
ClientMetrics.Dispatcher,
NetworkMetricTypes.SceneEventReceived,
metric => metric.SceneEventType.Equals(SceneEventType.UnloadEventCompleted.ToString()));
// Unload the scene to trigger the messages
StartServerUnloadScene();
// Wait for the scene to unload locally
yield return waitForServerUnloadComplete.Wait();
Assert.IsTrue(waitForServerUnloadComplete.Done);
// Now wait for the metric to be emitted when the message is received
yield return waitForReceivedMetric.WaitForMetricsReceived();
var receivedMetrics = waitForReceivedMetric.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(1, receivedMetrics.Count);
var receivedMetric = receivedMetrics.First();
Assert.AreEqual(SceneEventType.UnloadEventCompleted.ToString(), receivedMetric.SceneEventType);
Assert.AreEqual(Server.LocalClientId, receivedMetric.Connection.Id);
Assert.AreEqual(k_SimpleSceneName, receivedMetric.SceneName);
}
[UnityTest]
public IEnumerator TestS2CSyncSent()
{
// Register a callback so we can notify the test when the client and server have completed their sync
var waitForServerSyncComplete = new WaitForSceneEvent(
m_ServerNetworkSceneManager,
SceneEventType.SynchronizeComplete);
var waitForSentMetric = new WaitForEventMetricValues<SceneEventMetric>(
ServerMetrics.Dispatcher,
NetworkMetricTypes.SceneEventSent,
metric => metric.SceneEventType.Equals(SceneEventType.Synchronize.ToString()));
// To trigger a sync, we need to connect a new client to an already started server, so create a client
var newClient = CreateAndStartClient();
// Wait for the metric to be emitted when the server sends the sync message back to the client
yield return waitForSentMetric.WaitForMetricsReceived();
var sentMetrics = waitForSentMetric.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(1, sentMetrics.Count);
// Although the metric should have been emitted, wait for the sync to complete
// as the client/server IDs have not been fully initialized until this is done.
yield return waitForServerSyncComplete.Wait();
Assert.IsTrue(waitForServerSyncComplete.Done);
var sentMetric = sentMetrics.First();
Assert.AreEqual(SceneEventType.Synchronize.ToString(), sentMetric.SceneEventType);
Assert.AreEqual(newClient.LocalClientId, sentMetric.Connection.Id);
NetcodeIntegrationTestHelpers.StopOneClient(newClient);
}
[UnityTest]
public IEnumerator TestS2CSyncReceived()
{
// To trigger a sync, we need to connect a new client to an already started server, so create a client
var newClient = CreateAndStartClient();
// Now the client is started we can grab the NetworkMetrics field from it
var newClientMetrics = newClient.NetworkMetrics as NetworkMetrics;
var waitForReceivedMetric = new WaitForEventMetricValues<SceneEventMetric>(
newClientMetrics.Dispatcher,
NetworkMetricTypes.SceneEventReceived,
metric => metric.SceneEventType.Equals(SceneEventType.Synchronize.ToString()));
// Wait for the metric to be emitted when the message is received on the client from the server
yield return waitForReceivedMetric.WaitForMetricsReceived();
var receivedMetrics = waitForReceivedMetric.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(1, receivedMetrics.Count);
var receivedMetric = receivedMetrics.First();
Assert.AreEqual(SceneEventType.Synchronize.ToString(), receivedMetric.SceneEventType);
Assert.AreEqual(Server.LocalClientId, receivedMetric.Connection.Id);
NetcodeIntegrationTestHelpers.StopOneClient(newClient);
}
[UnityTest]
public IEnumerator TestC2SSyncCompleteSent()
{
// To trigger a sync, we need to connect a new client to an already started server, so create a client
var newClient = CreateAndStartClient();
// Now the client is started we can grab the NetworkMetrics field from it
var newClientMetrics = newClient.NetworkMetrics as NetworkMetrics;
var waitForSentMetric = new WaitForEventMetricValues<SceneEventMetric>(
newClientMetrics.Dispatcher,
NetworkMetricTypes.SceneEventSent,
metric => metric.SceneEventType.Equals(SceneEventType.SynchronizeComplete.ToString()));
// Wait for the metric to be emitted when the client has completed the sync locally and sends the message
// to the server
yield return waitForSentMetric.WaitForMetricsReceived();
var sentMetrics = waitForSentMetric.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(1, sentMetrics.Count);
var sentMetric = sentMetrics.First();
Assert.AreEqual(SceneEventType.SynchronizeComplete.ToString(), sentMetric.SceneEventType);
Assert.AreEqual(Server.LocalClientId, sentMetric.Connection.Id);
NetcodeIntegrationTestHelpers.StopOneClient(newClient);
}
[UnityTest]
public IEnumerator TestC2SSyncCompleteReceived()
{
var waitForReceivedMetric = new WaitForEventMetricValues<SceneEventMetric>(
ServerMetrics.Dispatcher,
NetworkMetricTypes.SceneEventReceived,
metric => metric.SceneEventType.Equals(SceneEventType.SynchronizeComplete.ToString()));
// To trigger a sync, we need to connect a new client to an already started server, so create a client
var newClient = CreateAndStartClient();
// Wait for the metric to be emitted when the client has completed the sync locally and the message is
// received on the server
yield return waitForReceivedMetric.WaitForMetricsReceived();
var receivedMetrics = waitForReceivedMetric.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(1, receivedMetrics.Count);
var receivedMetric = receivedMetrics.First();
Assert.AreEqual(SceneEventType.SynchronizeComplete.ToString(), receivedMetric.SceneEventType);
Assert.AreEqual(newClient.LocalClientId, receivedMetric.Connection.Id);
NetcodeIntegrationTestHelpers.StopOneClient(newClient);
}
// Create a new client to connect to an already started server to trigger a server sync.
private NetworkManager CreateAndStartClient()
{
NetcodeIntegrationTestHelpers.CreateNewClients(1, out var newClients);
var newClient = newClients[0];
// Set up the client so it has the same NetworkConfig as the server
newClient.NetworkConfig.EnableSceneManagement = true;
newClient.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
// Start the client to trigger the sync
newClient.StartClient();
return newClient;
}
private void StartServerLoadScene()
{
var loadSceneResult = m_ServerNetworkSceneManager.LoadScene(k_SimpleSceneName, LoadSceneMode.Additive);
Assert.AreEqual(SceneEventProgressStatus.Started, loadSceneResult);
}
private void StartServerUnloadScene()
{
if (m_LoadedScene.IsValid() && m_LoadedScene.isLoaded)
{
var unloadSceneResult = m_ServerNetworkSceneManager.UnloadScene(m_LoadedScene);
Assert.AreEqual(SceneEventProgressStatus.Started, unloadSceneResult);
}
}
// Loads a scene, then waits for the client to notify the server
// that it has finished loading the scene, as this is the last thing that happens.
private IEnumerator LoadTestScene(string sceneName, bool waitForClient = false)
{
var sceneLoadComplete = false;
m_ClientNetworkSceneManager.OnSceneEvent += sceneEvent =>
{
var clientIdToWaitFor = waitForClient == true ? m_ClientNetworkManagers[0].LocalClientId : m_ServerNetworkManager.LocalClientId;
if (sceneEvent.SceneEventType == SceneEventType.LoadComplete)
{
sceneLoadComplete = true;
}
};
var loadSceneResult = m_ServerNetworkSceneManager.LoadScene(sceneName, LoadSceneMode.Additive);
Assert.AreEqual(SceneEventProgressStatus.Started, loadSceneResult);
yield return WaitForCondition(() => sceneLoadComplete);
Assert.IsTrue(sceneLoadComplete);
}
// Unloads a loaded scene. If the scene is not loaded, this is a no-op
private IEnumerator UnloadTestScene(Scene scene)
{
if (scene.isLoaded)
{
// This is called after everything is done and destroyed.
// Just use the normal scene manager to unload the scene.
var asyncResults = SceneManager.UnloadSceneAsync(scene);
yield return WaitForCondition(() => asyncResults.isDone);
}
}
private static IEnumerator WaitForCondition(Func<bool> condition)
{
yield return WaitForConditionOrTimeOut(condition);
}
// Registers a callback for the client's NetworkSceneManager which will synchronize the scene handles from
// the server to the client. This only needs to be done in multi-instance unit tests as the client and the
// server share a (Unity) SceneManager.
private void RegisterLoadedSceneCallback(SceneEvent sceneEvent)
{
if (!sceneEvent.SceneEventType.Equals(SceneEventType.Load) || sceneEvent.ClientId != m_ServerNetworkManager.LocalClientId)
{
return;
}
m_LoadedScene = SceneManager.GetSceneByName(sceneEvent.SceneName);
}
private class WaitForSceneEvent
{
public WaitForSceneEvent(NetworkSceneManager sceneManager, SceneEventType sceneEventType)
{
sceneManager.OnSceneEvent += sceneEvent =>
{
if (sceneEvent.SceneEventType == sceneEventType)
{
Done = true;
}
};
}
public bool Done { get; private set; }
public IEnumerator Wait()
{
yield return WaitForCondition(() => Done);
}
}
}
}