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NetworkObjectSceneMigrationTests.cs
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558 lines (489 loc) · 26.9 KB
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using System;
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;
using Object = UnityEngine.Object;
namespace TestProject.RuntimeTests
{
/// <summary>
/// NetworkObject Scene Migration Integration Tests
/// <see cref="MigrateIntoNewSceneTest"/>
/// <see cref="ActiveSceneSynchronizationTest"/>
/// </summary>
public class NetworkObjectSceneMigrationTests : NetcodeIntegrationTest
{
private List<string> m_TestScenes = new List<string>() { "EmptyScene1", "EmptyScene2", "EmptyScene3" };
protected override int NumberOfClients => 2;
private GameObject m_TestPrefab;
private GameObject m_TestPrefabAutoSynchActiveScene;
private GameObject m_TestPrefabDestroyWithScene;
private Scene m_OriginalActiveScene;
private bool m_ClientsLoadedScene;
private bool m_ClientsUnloadedScene;
private Scene m_SceneLoaded;
private List<NetworkObject> m_ServerSpawnedPrefabInstances = new List<NetworkObject>();
private List<NetworkObject> m_ServerSpawnedDestroyWithSceneInstances = new List<NetworkObject>();
private List<Scene> m_ScenesLoaded = new List<Scene>();
private string m_CurrentSceneLoading;
private string m_CurrentSceneUnloading;
protected override IEnumerator OnSetup()
{
m_OriginalActiveScene = SceneManager.GetActiveScene();
return base.OnSetup();
}
protected override void OnServerAndClientsCreated()
{
// Synchronize Scene Changes (default) Test Network Prefab
m_TestPrefab = CreateNetworkObjectPrefab("TestObject");
// Auto Synchronize Active Scene Changes Test Network Prefab
m_TestPrefabAutoSynchActiveScene = CreateNetworkObjectPrefab("ASASObject");
m_TestPrefabAutoSynchActiveScene.GetComponent<NetworkObject>().ActiveSceneSynchronization = true;
// Destroy With Scene Test Network Prefab
m_TestPrefabDestroyWithScene = CreateNetworkObjectPrefab("DWSObject");
m_TestPrefabDestroyWithScene.AddComponent<DestroyWithSceneInstancesTestHelper>();
DestroyWithSceneInstancesTestHelper.ShouldNeverSpawn = m_TestPrefabDestroyWithScene;
base.OnServerAndClientsCreated();
}
private bool DidClientsSpawnInstance(NetworkObject serverObject, bool checkDestroyWithScene = false)
{
foreach (var networkManager in m_ClientNetworkManagers)
{
if (!s_GlobalNetworkObjects.ContainsKey(networkManager.LocalClientId))
{
return false;
}
var clientNetworkObjects = s_GlobalNetworkObjects[networkManager.LocalClientId];
if (!clientNetworkObjects.ContainsKey(serverObject.NetworkObjectId))
{
return false;
}
if (checkDestroyWithScene)
{
if (serverObject.DestroyWithScene != clientNetworkObjects[serverObject.NetworkObjectId])
{
return false;
}
}
}
return true;
}
private bool VerifyAllClientsSpawnedInstances()
{
foreach (var serverObject in m_ServerSpawnedPrefabInstances)
{
if (!DidClientsSpawnInstance(serverObject))
{
return false;
}
}
foreach (var serverObject in m_ServerSpawnedDestroyWithSceneInstances)
{
if (!DidClientsSpawnInstance(serverObject, true))
{
return false;
}
}
return true;
}
private bool AreClientInstancesInTheRightScene(NetworkObject serverObject)
{
foreach (var networkManager in m_ClientNetworkManagers)
{
var clientNetworkObjects = s_GlobalNetworkObjects[networkManager.LocalClientId];
if (clientNetworkObjects == null)
{
continue;
}
// If a networkObject is null then it was destroyed
if (clientNetworkObjects[serverObject.NetworkObjectId].gameObject.scene.name != serverObject.gameObject.scene.name)
{
return false;
}
}
return true;
}
private bool VerifySpawnedObjectsMigrated()
{
foreach (var serverObject in m_ServerSpawnedPrefabInstances)
{
if (!AreClientInstancesInTheRightScene(serverObject))
{
return false;
}
}
foreach (var serverObject in m_ServerSpawnedDestroyWithSceneInstances)
{
if (!AreClientInstancesInTheRightScene(serverObject))
{
return false;
}
}
return true;
}
private const int k_MaxObjectsToSpawn = 9;
/// <summary>
/// Integration test to verify that migrating NetworkObjects
/// into different scenes (in the same frame) is synchronized
/// with connected clients and synchronizes with late joining
/// clients.
/// </summary>
[UnityTest]
public IEnumerator MigrateIntoNewSceneTest()
{
// Spawn 9 NetworkObject instances
for (int i = 0; i < k_MaxObjectsToSpawn; i++)
{
var serverInstance = Object.Instantiate(m_TestPrefab);
var serverNetworkObject = serverInstance.GetComponent<NetworkObject>();
serverNetworkObject.Spawn();
m_ServerSpawnedPrefabInstances.Add(serverNetworkObject);
}
yield return WaitForConditionOrTimeOut(VerifyAllClientsSpawnedInstances);
AssertOnTimeout($"Timed out waiting for all clients to spawn {nameof(NetworkObject)}s!");
// Now load three scenes to migrate the newly spawned NetworkObjects into
m_ServerNetworkManager.SceneManager.OnSceneEvent += SceneManager_OnSceneEvent;
for (int i = 0; i < 3; i++)
{
m_ClientsLoadedScene = false;
m_CurrentSceneLoading = m_TestScenes[i];
var status = m_ServerNetworkManager.SceneManager.LoadScene(m_TestScenes[i], LoadSceneMode.Additive);
Assert.True(status == SceneEventProgressStatus.Started, $"Failed to start loading scene {m_CurrentSceneLoading}! Return status: {status}");
yield return WaitForConditionOrTimeOut(() => m_ClientsLoadedScene);
AssertOnTimeout($"Timed out waiting for all clients to load scene {m_CurrentSceneLoading}!");
}
var objectCount = 0;
// Migrate each networkObject into one of the three scenes.
// There will be 3 networkObjects per newly loaded scenes when done.
foreach (var scene in m_ScenesLoaded)
{
// Now migrate the NetworkObject
SceneManager.MoveGameObjectToScene(m_ServerSpawnedPrefabInstances[objectCount].gameObject, scene);
SceneManager.MoveGameObjectToScene(m_ServerSpawnedPrefabInstances[objectCount + 1].gameObject, scene);
SceneManager.MoveGameObjectToScene(m_ServerSpawnedPrefabInstances[objectCount + 2].gameObject, scene);
objectCount += 3;
}
yield return WaitForConditionOrTimeOut(VerifySpawnedObjectsMigrated);
AssertOnTimeout($"Timed out waiting for all clients to migrate all NetworkObjects into the appropriate scenes!");
// Register for the server-side client synchronization so we can send an object scene migration event at the same time
// the new client begins to synchronize
m_ServerNetworkManager.SceneManager.OnSynchronize += MigrateObjects_OnSynchronize;
// Verify that a late joining client synchronizes properly even while new scene migrations occur
// during its synchronization
yield return CreateAndStartNewClient();
yield return WaitForConditionOrTimeOut(VerifySpawnedObjectsMigrated);
AssertOnTimeout($"[Late Joined Client] Timed out waiting for all clients to migrate all NetworkObjects into the appropriate scenes!");
// Verify that a late joining client synchronizes properly even if we migrate
// during its synchronization and despawn some of the NetworkObjects migrated.
m_ServerNetworkManager.SceneManager.OnSynchronize += MigrateAndDespawnObjects_OnSynchronize;
yield return CreateAndStartNewClient();
yield return WaitForConditionOrTimeOut(VerifySpawnedObjectsMigrated);
AssertOnTimeout($"[Late Joined Client] Timed out waiting for all clients to migrate all NetworkObjects into the appropriate scenes!");
}
/// <summary>
/// Part of NetworkObject scene migration tests to verify that a NetworkObject
/// migrated to a scene and then despawned will be handled properly for clients
/// in the middle of synchronization.
/// </summary>
private void MigrateAndDespawnObjects_OnSynchronize(ulong clientId)
{
var objectCount = 0;
// Migrate the NetworkObjects into different scenes than they originally were migrated into
for (int i = m_ServerSpawnedPrefabInstances.Count - 1; i >= 0; i--)
{
var scene = m_ScenesLoaded[i % m_ScenesLoaded.Count];
SceneManager.MoveGameObjectToScene(m_ServerSpawnedPrefabInstances[i].gameObject, scene);
// De-spawn every-other object
if (i % 2 == 0)
{
m_ServerSpawnedPrefabInstances[objectCount + i].Despawn();
m_ServerSpawnedPrefabInstances.RemoveAt(i);
}
}
}
/// <summary>
/// Migrate objects into other scenes when a client begins synchronization
/// </summary>
/// <param name="clientId"></param>
private void MigrateObjects_OnSynchronize(ulong clientId)
{
var objectCount = k_MaxObjectsToSpawn - 1;
// Migrate the NetworkObjects into different scenes than they originally were migrated into
foreach (var scene in m_ScenesLoaded)
{
SceneManager.MoveGameObjectToScene(m_ServerSpawnedPrefabInstances[objectCount].gameObject, scene);
SceneManager.MoveGameObjectToScene(m_ServerSpawnedPrefabInstances[objectCount - 1].gameObject, scene);
SceneManager.MoveGameObjectToScene(m_ServerSpawnedPrefabInstances[objectCount - 2].gameObject, scene);
objectCount -= 3;
}
// Unsubscribe to this event for this part of the test
m_ServerNetworkManager.SceneManager.OnSynchronize -= MigrateObjects_OnSynchronize;
}
/// <summary>
/// Integration test to verify changing the currently active scene
/// will migrate NetworkObjects with ActiveSceneSynchronization set
/// to true.
/// </summary>
[UnityTest]
public IEnumerator ActiveSceneSynchronizationTest()
{
// Disable resynchronization for this test to avoid issues with trying
// to synchronize them.
NetworkSceneManager.DisableReSynchronization = true;
// Spawn 3 NetworkObject instances that auto synchronize to active scene changes
for (int i = 0; i < 3; i++)
{
var serverInstance = Object.Instantiate(m_TestPrefabAutoSynchActiveScene);
var serverNetworkObject = serverInstance.GetComponent<NetworkObject>();
// We are also testing that objects marked to synchronize with changes to
// the active scene and marked to destroy with scene =are destroyed= if
// the scene being unloaded is currently the active scene and the scene that
// the NetworkObjects reside within.
serverNetworkObject.Spawn(true);
m_ServerSpawnedPrefabInstances.Add(serverNetworkObject);
}
// Spawn 3 NetworkObject instances that do not auto synchronize to active scene changes
// and ==should not be== destroyed with the scene (these should be the only remaining
// instances)
for (int i = 0; i < 3; i++)
{
var serverInstance = Object.Instantiate(m_TestPrefab);
var serverNetworkObject = serverInstance.GetComponent<NetworkObject>();
// This set of NetworkObjects will be used to verify that NetworkObjets
// spawned with DestroyWithScene set to false will migrate into the current
// active scene if the scene they currently reside within is destroyed and
// is not the currently active scene.
serverNetworkObject.Spawn();
m_ServerSpawnedPrefabInstances.Add(serverNetworkObject);
}
// Spawn 3 NetworkObject instances that do not auto synchronize to active scene changes
// and ==should be== destroyed with the scene when it is unloaded
for (int i = 0; i < 3; i++)
{
var serverInstance = Object.Instantiate(m_TestPrefabDestroyWithScene);
var serverNetworkObject = serverInstance.GetComponent<NetworkObject>();
// This set of NetworkObjects will be used to verify that NetworkObjets
// spawned with DestroyWithScene == true will get destroyed when the scene
// is unloaded
serverNetworkObject.Spawn(true);
m_ServerSpawnedDestroyWithSceneInstances.Add(serverNetworkObject);
}
yield return WaitForConditionOrTimeOut(VerifyAllClientsSpawnedInstances);
AssertOnTimeout($"Timed out waiting for all clients to spawn {nameof(NetworkObject)}s!");
// Now load three scenes
m_ServerNetworkManager.SceneManager.OnSceneEvent += SceneManager_OnSceneEvent;
for (int i = 0; i < 3; i++)
{
m_ClientsLoadedScene = false;
m_CurrentSceneLoading = m_TestScenes[i];
var loadStatus = m_ServerNetworkManager.SceneManager.LoadScene(m_TestScenes[i], LoadSceneMode.Additive);
Assert.True(loadStatus == SceneEventProgressStatus.Started, $"Failed to start loading scene {m_CurrentSceneLoading}! Return status: {loadStatus}");
yield return WaitForConditionOrTimeOut(() => m_ClientsLoadedScene);
AssertOnTimeout($"Timed out waiting for all clients to load scene {m_CurrentSceneLoading}!");
}
// Migrate the instances that don't synchronize with active scene changes into the 3rd loaded scene
// (We are making sure these stay in the same scene they are migrated into)
for (int i = 3; i < m_ServerSpawnedPrefabInstances.Count; i++)
{
SceneManager.MoveGameObjectToScene(m_ServerSpawnedPrefabInstances[i].gameObject, m_ScenesLoaded[2]);
}
// Migrate the instances that don't synchronize with active scene changes and are destroyed with the
// scene unloading into the 3rd loaded scene
// (We are making sure these get destroyed when the scene is unloaded)
for (int i = 0; i < m_ServerSpawnedDestroyWithSceneInstances.Count; i++)
{
SceneManager.MoveGameObjectToScene(m_ServerSpawnedDestroyWithSceneInstances[i].gameObject, m_ScenesLoaded[2]);
}
// Make sure they migrated to the proper scene
yield return WaitForConditionOrTimeOut(VerifySpawnedObjectsMigrated);
AssertOnTimeout($"Timed out waiting for all clients to migrate all NetworkObjects into the appropriate scenes!");
// Now change the active scene
SceneManager.SetActiveScene(m_ScenesLoaded[1]);
// We have to do this
Object.DontDestroyOnLoad(m_TestPrefabAutoSynchActiveScene);
// First, make sure server-side scenes and client side scenes match
yield return WaitForConditionOrTimeOut(VerifySpawnedObjectsMigrated);
AssertOnTimeout($"Timed out waiting for all clients to migrate all NetworkObjects into the appropriate scenes!");
// Verify that the auto-active-scene synchronization NetworkObjects migrated to the newly
// assigned active scene
for (int i = 0; i < 3; i++)
{
Assert.True(m_ServerSpawnedPrefabInstances[i].gameObject.scene == m_ScenesLoaded[1],
$"{m_ServerSpawnedPrefabInstances[i].gameObject.name} did not migrate into scene {m_ScenesLoaded[1].name}!");
}
// Verify that the other NetworkObjects that don't synchronize with active scene changes did
// not migrate into the active scene.
for (int i = 3; i < m_ServerSpawnedPrefabInstances.Count; i++)
{
Assert.False(m_ServerSpawnedPrefabInstances[i].gameObject.scene == m_ScenesLoaded[1],
$"{m_ServerSpawnedPrefabInstances[i].gameObject.name} migrated into scene {m_ScenesLoaded[1].name}!");
}
for (int i = 0; i < 3; i++)
{
Assert.False(m_ServerSpawnedDestroyWithSceneInstances[i].gameObject.scene == m_ScenesLoaded[1],
$"{m_ServerSpawnedDestroyWithSceneInstances[i].gameObject.name} migrated into scene {m_ScenesLoaded[1].name}!");
}
// Verify that a late joining client synchronizes properly and destroys the appropriate NetworkObjects
yield return CreateAndStartNewClient();
yield return WaitForConditionOrTimeOut(VerifySpawnedObjectsMigrated);
AssertOnTimeout($"[Late Joined Client #1] Timed out waiting for all clients to migrate all NetworkObjects into the appropriate scenes!");
// Now, unload the scene containing the NetworkObjects that don't synchronize with active scene changes
DestroyWithSceneInstancesTestHelper.NetworkObjectDestroyed += OnNonActiveSynchDestroyWithSceneNetworkObjectDestroyed;
m_ClientsUnloadedScene = false;
m_CurrentSceneUnloading = m_ScenesLoaded[2].name;
var status = m_ServerNetworkManager.SceneManager.UnloadScene(m_ScenesLoaded[2]);
Assert.True(status == SceneEventProgressStatus.Started, $"Failed to start unloading scene {m_ScenesLoaded[2].name} with status {status}!");
yield return WaitForConditionOrTimeOut(() => m_ClientsUnloadedScene);
// Clean up any destroyed NetworkObjects
for (int i = m_ServerSpawnedPrefabInstances.Count - 1; i >= 0; i--)
{
if (m_ServerSpawnedPrefabInstances[i] == null)
{
m_ServerSpawnedPrefabInstances.RemoveAt(i);
}
}
AssertOnTimeout($"Timed out waiting for all clients to unload scene {m_CurrentSceneUnloading}!");
yield return WaitForConditionOrTimeOut(VerifySpawnedObjectsMigrated);
AssertOnTimeout($"Timed out waiting for all clients to migrate all NetworkObjects into the appropriate scenes!");
// Verify that the NetworkObjects that don't synchronize with active scene changes but marked to not
// destroy with the scene are migrated into the current active scene
for (int i = 3; i < m_ServerSpawnedPrefabInstances.Count; i++)
{
Assert.True(m_ServerSpawnedPrefabInstances[i].gameObject.scene == m_ScenesLoaded[1],
$"{m_ServerSpawnedPrefabInstances[i].gameObject.name} did not migrate into scene {m_ScenesLoaded[1].name} but are in scene {m_ServerSpawnedPrefabInstances[i].gameObject.scene.name}!");
}
// Verify all NetworkObjects that should have been destroyed with the scene unloaded were destroyed
yield return WaitForConditionOrTimeOut(() => DestroyWithSceneInstancesTestHelper.ObjectRelativeInstances.Count == 0);
DestroyWithSceneInstancesTestHelper.NetworkObjectDestroyed -= OnNonActiveSynchDestroyWithSceneNetworkObjectDestroyed;
AssertOnTimeout($"Timed out waiting for all client instances marked to destroy when the scene unloaded to be despawned and destroyed.");
// Now unload the active scene to verify all remaining NetworkObjects are migrated into the SceneManager
// assigned active scene
m_ClientsUnloadedScene = false;
m_CurrentSceneUnloading = m_ScenesLoaded[1].name;
m_ServerNetworkManager.SceneManager.UnloadScene(m_ScenesLoaded[1]);
yield return WaitForConditionOrTimeOut(() => m_ClientsUnloadedScene);
AssertOnTimeout($"Timed out waiting for all clients to unload scene {m_CurrentSceneUnloading}!");
// Clean up any destroyed NetworkObjects
for (int i = m_ServerSpawnedPrefabInstances.Count - 1; i >= 0; i--)
{
if (m_ServerSpawnedPrefabInstances[i] == null)
{
m_ServerSpawnedPrefabInstances.RemoveAt(i);
}
}
// Verify a late joining client will synchronize properly with the end result
yield return CreateAndStartNewClient();
// Verify the late joining client spawns all instances
yield return WaitForConditionOrTimeOut(VerifyAllClientsSpawnedInstances);
AssertOnTimeout($"Timed out waiting for all clients to spawn {nameof(NetworkObject)}s!");
// Verify the instances are in the correct scenes
yield return WaitForConditionOrTimeOut(VerifySpawnedObjectsMigrated);
AssertOnTimeout($"[Late Joined Client #2] Timed out waiting for all clients to migrate all NetworkObjects into the appropriate scenes!");
// All but 3 instances should be destroyed
Assert.True(m_ServerSpawnedPrefabInstances.Count == 3, $"{nameof(m_ServerSpawnedPrefabInstances)} still has a count of {m_ServerSpawnedPrefabInstances.Count} " +
$"NetworkObject instances!");
Assert.True(m_ServerSpawnedDestroyWithSceneInstances.Count == 0, $"{nameof(m_ServerSpawnedDestroyWithSceneInstances)} still has a count of " +
$"{m_ServerSpawnedDestroyWithSceneInstances.Count} NetworkObject instances!");
for (int i = 0; i < 3; i++)
{
Assert.True(m_ServerSpawnedPrefabInstances[i].gameObject.name.Contains(m_TestPrefab.gameObject.name), $"Expected {m_ServerSpawnedPrefabInstances[i].gameObject.name} to contain {m_TestPrefab.gameObject.name}!");
}
}
/// <summary>
/// Callback invoked when a test prefab, with the <see cref="DestroyWithSceneInstancesTestHelper"/>
/// component attached, is destroyed.
/// </summary>
private void OnNonActiveSynchDestroyWithSceneNetworkObjectDestroyed(NetworkObject networkObject)
{
m_ServerSpawnedDestroyWithSceneInstances.Remove(networkObject);
}
private void SceneManager_OnSceneEvent(SceneEvent sceneEvent)
{
switch (sceneEvent.SceneEventType)
{
case SceneEventType.LoadComplete:
{
if (sceneEvent.ClientId == m_ServerNetworkManager.LocalClientId)
{
m_SceneLoaded = sceneEvent.Scene;
m_ScenesLoaded.Add(sceneEvent.Scene);
}
break;
}
case SceneEventType.LoadEventCompleted:
{
Assert.IsTrue(sceneEvent.ClientsThatTimedOut.Count == 0, $"{sceneEvent.ClientsThatTimedOut.Count} clients timed out while trying to load scene {m_CurrentSceneLoading}!");
m_ClientsLoadedScene = true;
break;
}
case SceneEventType.UnloadEventCompleted:
{
if (sceneEvent.SceneName == m_CurrentSceneUnloading)
{
m_ClientsUnloadedScene = true;
}
break;
}
}
}
protected override IEnumerator OnTearDown()
{
m_TestPrefab = null;
m_TestPrefabAutoSynchActiveScene = null;
m_TestPrefabDestroyWithScene = null;
SceneManager.SetActiveScene(m_OriginalActiveScene);
m_ServerSpawnedDestroyWithSceneInstances.Clear();
m_ServerSpawnedPrefabInstances.Clear();
m_ScenesLoaded.Clear();
yield return base.OnTearDown();
}
}
/// <summary>
/// Helper NetworkBehaviour Component
/// For test: <see cref="NetworkObjectSceneMigrationTests.ActiveSceneSynchronizationTest"/>
/// </summary>
internal class DestroyWithSceneInstancesTestHelper : NetworkBehaviour
{
public static GameObject ShouldNeverSpawn;
public static Dictionary<ulong, Dictionary<ulong, NetworkObject>> ObjectRelativeInstances = new Dictionary<ulong, Dictionary<ulong, NetworkObject>>();
public static Action<NetworkObject> NetworkObjectDestroyed;
/// <summary>
/// Called when destroyed
/// Passes the client ID and the NetworkObject instance
/// </summary>
public Action<ulong, NetworkObject> ObjectDestroyed;
public override void OnNetworkSpawn()
{
if (!ObjectRelativeInstances.ContainsKey(NetworkManager.LocalClientId))
{
ObjectRelativeInstances.Add(NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
}
ObjectRelativeInstances[NetworkManager.LocalClientId].Add(NetworkObjectId, NetworkObject);
base.OnNetworkSpawn();
}
public override void OnNetworkDespawn()
{
ObjectRelativeInstances[NetworkManager.LocalClientId].Remove(NetworkObjectId);
if (ObjectRelativeInstances[NetworkManager.LocalClientId].Count == 0)
{
ObjectRelativeInstances.Remove(NetworkManager.LocalClientId);
}
base.OnNetworkDespawn();
}
public override void OnDestroy()
{
if (NetworkManager != null)
{
if (NetworkManager.LocalClientId == NetworkManager.ServerClientId)
{
NetworkObjectDestroyed?.Invoke(NetworkObject);
}
}
base.OnDestroy();
}
}
}