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| 1 | +using System; |
| 2 | +using System.Collections; |
| 3 | +using MLAPI.Exceptions; |
| 4 | +using NUnit.Framework; |
| 5 | +using UnityEngine; |
| 6 | +using UnityEngine.TestTools; |
| 7 | +using Object = System.Object; |
| 8 | + |
| 9 | +namespace MLAPI.RuntimeTests |
| 10 | +{ |
| 11 | + public class NetworkSpawnManagerTests |
| 12 | + { |
| 13 | + private NetworkManager m_ServerNetworkManager; |
| 14 | + private NetworkManager[] m_ClientNetworkManagers; |
| 15 | + private GameObject m_PlayerPrefab; |
| 16 | + private int m_OriginalTargetFrameRate; |
| 17 | + |
| 18 | + private ulong serverSideClientId => m_ServerNetworkManager.ServerClientId; |
| 19 | + private ulong clientSideClientId => m_ClientNetworkManagers[0].LocalClientId; |
| 20 | + private ulong otherClientSideClientId => m_ClientNetworkManagers[1].LocalClientId; |
| 21 | + |
| 22 | + [UnitySetUp] |
| 23 | + public IEnumerator Setup() |
| 24 | + { |
| 25 | + // Just always track the current target frame rate (will be re-applied upon TearDown) |
| 26 | + m_OriginalTargetFrameRate = Application.targetFrameRate; |
| 27 | + |
| 28 | + // Since we use frame count as a metric, we need to assure it runs at a "common update rate" |
| 29 | + // between platforms (i.e. Ubuntu seems to run at much higher FPS when set to -1) |
| 30 | + if (Application.targetFrameRate < 0 || Application.targetFrameRate > 120) |
| 31 | + { |
| 32 | + Application.targetFrameRate = 120; |
| 33 | + } |
| 34 | + |
| 35 | + // Create multiple NetworkManager instances |
| 36 | + if (!MultiInstanceHelpers.Create(2, out NetworkManager server, out NetworkManager[] clients)) |
| 37 | + { |
| 38 | + Debug.LogError("Failed to create instances"); |
| 39 | + Assert.Fail("Failed to create instances"); |
| 40 | + } |
| 41 | + |
| 42 | + m_ServerNetworkManager = server; |
| 43 | + m_ClientNetworkManagers = clients; |
| 44 | + |
| 45 | + // Create playerPrefab |
| 46 | + m_PlayerPrefab = new GameObject("Player"); |
| 47 | + NetworkObject networkObject = m_PlayerPrefab.AddComponent<NetworkObject>(); |
| 48 | + |
| 49 | + // Make it a prefab |
| 50 | + MultiInstanceHelpers.MakeNetworkedObjectTestPrefab(networkObject); |
| 51 | + |
| 52 | + // Set the player prefab |
| 53 | + server.NetworkConfig.PlayerPrefab = m_PlayerPrefab; |
| 54 | + |
| 55 | + for (int i = 0; i < clients.Length; i++) |
| 56 | + { |
| 57 | + clients[i].NetworkConfig.PlayerPrefab = m_PlayerPrefab; |
| 58 | + } |
| 59 | + |
| 60 | + // Start the instances |
| 61 | + if (!MultiInstanceHelpers.Start(true, server, clients)) |
| 62 | + { |
| 63 | + Debug.LogError("Failed to start instances"); |
| 64 | + Assert.Fail("Failed to start instances"); |
| 65 | + } |
| 66 | + |
| 67 | + // Wait for connection on client side |
| 68 | + for (int i = 0; i < clients.Length; i++) |
| 69 | + { |
| 70 | + yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientConnected(clients[i])); |
| 71 | + } |
| 72 | + |
| 73 | + // Wait for connection on server side |
| 74 | + yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnectedToServer(server, clientCount: 3)); |
| 75 | + } |
| 76 | + |
| 77 | + [Test] |
| 78 | + public void TestServerCanAccessItsOwnPlayer() |
| 79 | + { |
| 80 | + // server can access its own player |
| 81 | + var serverSideServerPlayerObject = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(serverSideClientId); |
| 82 | + Assert.NotNull(serverSideServerPlayerObject); |
| 83 | + Assert.AreEqual(serverSideClientId, serverSideServerPlayerObject.OwnerClientId); |
| 84 | + } |
| 85 | + |
| 86 | + [Test] |
| 87 | + public void TestServerCanAccessOtherPlayers() |
| 88 | + { |
| 89 | + // server can access other players |
| 90 | + var serverSideClientPlayerObject = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(clientSideClientId); |
| 91 | + Assert.NotNull(serverSideClientPlayerObject); |
| 92 | + Assert.AreEqual(clientSideClientId, serverSideClientPlayerObject.OwnerClientId); |
| 93 | + |
| 94 | + var serverSideOtherClientPlayerObject = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(otherClientSideClientId); |
| 95 | + Assert.NotNull(serverSideOtherClientPlayerObject); |
| 96 | + Assert.AreEqual(otherClientSideClientId, serverSideOtherClientPlayerObject.OwnerClientId); |
| 97 | + } |
| 98 | + |
| 99 | + [Test] |
| 100 | + public void TestClientCantAccessServerPlayer() |
| 101 | + { |
| 102 | + // client can't access server player |
| 103 | + Assert.Throws<NotServerException>(() => |
| 104 | + { |
| 105 | + m_ClientNetworkManagers[0].SpawnManager.GetPlayerNetworkObject(serverSideClientId); |
| 106 | + }); |
| 107 | + } |
| 108 | + |
| 109 | + [Test] |
| 110 | + public void TestClientCanAccessOwnPlayer() |
| 111 | + { |
| 112 | + // client can access own player |
| 113 | + var clientSideClientPlayerObject = m_ClientNetworkManagers[0].SpawnManager.GetPlayerNetworkObject(clientSideClientId); |
| 114 | + Assert.NotNull(clientSideClientPlayerObject); |
| 115 | + Assert.AreEqual(clientSideClientId, clientSideClientPlayerObject.OwnerClientId); |
| 116 | + } |
| 117 | + |
| 118 | + [Test] |
| 119 | + public void TestClientCantAccessOtherPlayer() |
| 120 | + { |
| 121 | + // client can't access other player |
| 122 | + Assert.Throws<NotServerException>(() => |
| 123 | + { |
| 124 | + m_ClientNetworkManagers[0].SpawnManager.GetPlayerNetworkObject(otherClientSideClientId); |
| 125 | + }); |
| 126 | + } |
| 127 | + |
| 128 | + [Test] |
| 129 | + public void TestServerGetsNullValueIfInvalidId() |
| 130 | + { |
| 131 | + // server gets null value if invalid id |
| 132 | + var nullPlayer = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(9999); |
| 133 | + Assert.Null(nullPlayer); |
| 134 | + } |
| 135 | + |
| 136 | + [Test] |
| 137 | + public void TestServerCanUseGetLocalPlayerObject() |
| 138 | + { |
| 139 | + // test server can use GetLocalPlayerObject |
| 140 | + var serverSideServerPlayerObject = m_ServerNetworkManager.SpawnManager.GetLocalPlayerObject(); |
| 141 | + Assert.NotNull(serverSideServerPlayerObject); |
| 142 | + Assert.AreEqual(serverSideClientId, serverSideServerPlayerObject.OwnerClientId); |
| 143 | + } |
| 144 | + |
| 145 | + [Test] |
| 146 | + public void TestClientCanUseGetLocalPlayerObject() |
| 147 | + { |
| 148 | + // test client can use GetLocalPlayerObject |
| 149 | + var clientSideClientPlayerObject = m_ClientNetworkManagers[0].SpawnManager.GetLocalPlayerObject(); |
| 150 | + Assert.NotNull(clientSideClientPlayerObject); |
| 151 | + Assert.AreEqual(clientSideClientId, clientSideClientPlayerObject.OwnerClientId); |
| 152 | + } |
| 153 | + |
| 154 | + [UnityTest] |
| 155 | + public IEnumerator TestConnectAndDisconnect() |
| 156 | + { |
| 157 | + // test when client connects, player object is now available |
| 158 | + |
| 159 | + // connect new client |
| 160 | + if (!MultiInstanceHelpers.CreateNewClients(1, out NetworkManager[] clients)) |
| 161 | + { |
| 162 | + Debug.LogError("Failed to create instances"); |
| 163 | + Assert.Fail("Failed to create instances"); |
| 164 | + } |
| 165 | + var newClientNetworkManager = clients[0]; |
| 166 | + newClientNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab; |
| 167 | + newClientNetworkManager.StartClient(); |
| 168 | + yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientConnected(newClientNetworkManager)); |
| 169 | + yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForCondition(() => m_ServerNetworkManager.ConnectedClients.ContainsKey(newClientNetworkManager.LocalClientId))); |
| 170 | + var newClientLocalClientId = newClientNetworkManager.LocalClientId; |
| 171 | + |
| 172 | + // test new client can get that itself locally |
| 173 | + var newPlayerObject = newClientNetworkManager.SpawnManager.GetLocalPlayerObject(); |
| 174 | + Assert.NotNull(newPlayerObject); |
| 175 | + Assert.AreEqual(newClientLocalClientId, newPlayerObject.OwnerClientId); |
| 176 | + // test server can get that new client locally |
| 177 | + var serverSideNewClientPlayer = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(newClientLocalClientId); |
| 178 | + Assert.NotNull(serverSideNewClientPlayer); |
| 179 | + Assert.AreEqual(newClientLocalClientId, serverSideNewClientPlayer.OwnerClientId); |
| 180 | + |
| 181 | + // test when client disconnects, player object no longer available. |
| 182 | + var nbConnectedClients = m_ServerNetworkManager.ConnectedClients.Count; |
| 183 | + MultiInstanceHelpers.StopOneClient(newClientNetworkManager); |
| 184 | + yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForCondition(() => m_ServerNetworkManager.ConnectedClients.Count == nbConnectedClients - 1)); |
| 185 | + serverSideNewClientPlayer = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(newClientLocalClientId); |
| 186 | + Assert.Null(serverSideNewClientPlayer); |
| 187 | + } |
| 188 | + |
| 189 | + [UnityTearDown] |
| 190 | + public IEnumerator Teardown() |
| 191 | + { |
| 192 | + // Shutdown and clean up both of our NetworkManager instances |
| 193 | + MultiInstanceHelpers.Destroy(); |
| 194 | + UnityEngine.Object.Destroy(m_PlayerPrefab); |
| 195 | + |
| 196 | + // Set the application's target frame rate back to its original value |
| 197 | + Application.targetFrameRate = m_OriginalTargetFrameRate; |
| 198 | + yield return new WaitForSeconds(0); // wait for next frame so everything is destroyed, so following tests can execute from clean environment |
| 199 | + } |
| 200 | + } |
| 201 | +} |
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