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ParentDynamicUnderInScenePlaced.cs
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179 lines (159 loc) · 7.92 KB
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using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
namespace TestProject.RuntimeTests
{
public class ParentDynamicUnderInScenePlacedHelper : NetworkBehaviour
{
public static Dictionary<ulong, NetworkObject> Instances = new Dictionary<ulong, NetworkObject>();
public override void OnNetworkSpawn()
{
if (IsServer && NetworkManager.IsServer)
{
// Migrate into the same scene as the player
SceneManager.MoveGameObjectToScene(gameObject, NetworkManager.LocalClient.PlayerObject.gameObject.scene);
// Now parent it under the same in-scene placed NetworkObject
var targetObject = NetworkManager.LocalClient.PlayerObject.transform.parent;
NetworkObject.TrySetParent(targetObject, false);
}
Instances.Add(NetworkManager.LocalClientId, NetworkObject);
}
}
[TestFixture(NetworkTopologyTypes.DistributedAuthority)]
[TestFixture(NetworkTopologyTypes.ClientServer)]
public class ParentDynamicUnderInScenePlaced : NetcodeIntegrationTest
{
private const string k_SceneToLoad = "GenericInScenePlacedObject";
protected override int NumberOfClients => 0;
private GameObject m_DynamicallySpawned;
private bool m_SceneIsLoaded;
public ParentDynamicUnderInScenePlaced(NetworkTopologyTypes networkTopologyType) : base(networkTopologyType) { }
protected override IEnumerator OnSetup()
{
ParentDynamicUnderInScenePlacedHelper.Instances.Clear();
return base.OnSetup();
}
protected override void OnServerAndClientsCreated()
{
m_DynamicallySpawned = CreateNetworkObjectPrefab("DynamicObj");
m_DynamicallySpawned.AddComponent<ParentDynamicUnderInScenePlacedHelper>();
base.OnServerAndClientsCreated();
}
protected override IEnumerator OnStartedServerAndClients()
{
m_ServerNetworkManager.SceneManager.SetClientSynchronizationMode(LoadSceneMode.Additive);
return base.OnStartedServerAndClients();
}
protected override void OnNewClientStarted(NetworkManager networkManager)
{
m_ServerNetworkManager.SceneManager.SetClientSynchronizationMode(LoadSceneMode.Additive);
base.OnNewClientStarted(networkManager);
}
private NetworkObject m_FailedValidation;
private bool TestParentedAndNotInScenePlaced()
{
// Always assign m_FailedValidation to avoid possible null reference crashes.
var serverPlayer = m_FailedValidation = m_ServerNetworkManager.LocalClient.PlayerObject;
if (serverPlayer.transform.parent == null || serverPlayer.IsSceneObject.Value == true)
{
m_FailedValidation = serverPlayer;
return false;
}
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
var lateJoinPlayer = clientNetworkManager.LocalClient.PlayerObject;
if (lateJoinPlayer.transform.parent == null || lateJoinPlayer.IsSceneObject.Value == true)
{
m_FailedValidation = lateJoinPlayer;
return false;
}
}
foreach (var dynamicallySpawned in ParentDynamicUnderInScenePlacedHelper.Instances)
{
var networkObject = dynamicallySpawned.Value;
if (networkObject.transform.parent == null || networkObject.IsSceneObject.Value == true)
{
m_FailedValidation = networkObject;
return false;
}
}
return true;
}
private ulong m_TargetScenePlacedId;
/// <summary>
/// Integration test that validates parenting dynamically spawned NetworkObjects
/// under an in-scene placed NetworkObject works properly.
/// </summary>
/// <remarks>
/// This test validates that:
/// - Players can be parented under an in-scene placed NetworkObject
/// - Dynamically spawned NetworkObjects can be parented under an in-scene placed NetworkObject
/// - Late joining clients properly synchronize the parented NetworkObjects
/// </remarks>
[UnityTest]
public IEnumerator ParentUnderInSceneplaced()
{
m_ServerNetworkManager.SceneManager.OnLoadComplete += SceneManager_OnLoadComplete;
m_ServerNetworkManager.SceneManager.LoadScene(k_SceneToLoad, LoadSceneMode.Additive);
// Wait for the scene with the in-scene placed NetworkObject to be loaded
yield return WaitForConditionOrTimeOut(() => m_SceneIsLoaded == true);
AssertOnTimeout($"Timed out waiting for the scene {k_SceneToLoad} to load!");
// Wait for the host-server's player to be parented under the in-scene placed NetworkObject
yield return WaitForConditionOrTimeOut(TestParentedAndNotInScenePlaced);
AssertOnTimeout($"[{m_FailedValidation.name}] Failed validation! InScenePlaced ({m_FailedValidation.IsSceneObject.Value}) | Was Parented ({m_FailedValidation.transform.position != null})");
m_TargetScenePlacedId = m_ServerNetworkManager.LocalClient.PlayerObject.transform.parent.GetComponent<NetworkObject>().NetworkObjectId;
// Now dynamically spawn a NetworkObject to also test dynamically spawned NetworkObjects being parented
// under in-scene placed NetworkObjects
var dynamicallySpawnedServerSide = Object.Instantiate(m_DynamicallySpawned);
dynamicallySpawnedServerSide.GetComponent<NetworkObject>().Spawn(true);
for (int i = 0; i < 5; i++)
{
yield return CreateAndStartNewClient();
if (m_DistributedAuthority)
{
yield return WaitForConditionOrTimeOut(() => ParentPlayerToInSceneNetworkObjectFound(i));
AssertOnTimeout($"[Client-{i + 1}] Failed to find in-scene placed NetworkObject or failed to parent under it!");
}
yield return WaitForConditionOrTimeOut(TestParentedAndNotInScenePlaced);
AssertOnTimeout($"[{m_FailedValidation.name}] Failed validation! InScenePlaced ({m_FailedValidation.IsSceneObject.Value}) | Was Parented ({m_FailedValidation.transform.position != null})");
}
}
/// <summary>
/// For distributed authority mode, we have to find the in-scene placed object to parent the newly spawned player under
/// </summary>
private bool ParentPlayerToInSceneNetworkObjectFound(int index)
{
if (m_ClientNetworkManagers.Length - 1 != index)
{
return false;
}
var clientId = m_ClientNetworkManagers[index].LocalClientId;
if (!s_GlobalNetworkObjects.ContainsKey(clientId))
{
return false;
}
if (!s_GlobalNetworkObjects[clientId].ContainsKey(m_TargetScenePlacedId))
{
return false;
}
if (!m_ClientNetworkManagers[index].LocalClient.PlayerObject.TrySetParent(s_GlobalNetworkObjects[clientId][m_TargetScenePlacedId], false))
{
return false;
}
return true;
}
private void SceneManager_OnLoadComplete(ulong clientId, string sceneName, LoadSceneMode loadSceneMode)
{
if (clientId == m_ServerNetworkManager.LocalClientId && sceneName == k_SceneToLoad)
{
m_SceneIsLoaded = true;
m_ServerNetworkManager.SceneManager.OnLoadComplete -= SceneManager_OnLoadComplete;
}
}
}
}