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| 1 | +using System.Collections; |
| 2 | +using NUnit.Framework; |
| 3 | +using Unity.Netcode.TestHelpers.Runtime; |
| 4 | +using UnityEngine; |
| 5 | +using UnityEngine.TestTools; |
| 6 | + |
| 7 | +namespace Unity.Netcode.RuntimeTests |
| 8 | +{ |
| 9 | + [TestFixture(NetworkTopologyTypes.DistributedAuthority, true)] |
| 10 | + [TestFixture(NetworkTopologyTypes.ClientServer, true)] |
| 11 | + [TestFixture(NetworkTopologyTypes.DistributedAuthority, false)] |
| 12 | + [TestFixture(NetworkTopologyTypes.ClientServer, false)] |
| 13 | + internal class RpcDuringOnNetworkSpawn : NetcodeIntegrationTest |
| 14 | + { |
| 15 | + protected override int NumberOfClients => 2; |
| 16 | + |
| 17 | + private bool m_EnableSceneManagement; |
| 18 | + |
| 19 | + public RpcDuringOnNetworkSpawn(NetworkTopologyTypes topologyType, bool enableSceneManagement) : base(topologyType) |
| 20 | + { |
| 21 | + m_EnableSceneManagement = enableSceneManagement; |
| 22 | + } |
| 23 | + |
| 24 | + /// <summary> |
| 25 | + /// Enables or disables scene management when the <see cref="NetworkManager"/>s |
| 26 | + /// are created. |
| 27 | + /// </summary> |
| 28 | + protected override void OnServerAndClientsCreated() |
| 29 | + { |
| 30 | + foreach (var networkManager in m_NetworkManagers) |
| 31 | + { |
| 32 | + networkManager.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement; |
| 33 | + } |
| 34 | + base.OnServerAndClientsCreated(); |
| 35 | + } |
| 36 | + |
| 37 | + protected override void OnPlayerPrefabGameObjectCreated() |
| 38 | + { |
| 39 | + var first = m_PlayerPrefab.AddComponent<FirstNetworkBehaviour>(); |
| 40 | + var second = m_PlayerPrefab.AddComponent<SecondNetworkBehaviour>(); |
| 41 | + first.SecondNetworkBehaviour = second; |
| 42 | + base.OnPlayerPrefabGameObjectCreated(); |
| 43 | + } |
| 44 | + |
| 45 | + /// <summary> |
| 46 | + /// Validates that invoking an RPC on another NetworkBehvaiour from within |
| 47 | + /// OnNetworkSpawn when scene management is disabled does not throw an exception |
| 48 | + /// </summary> |
| 49 | + [UnityTest] |
| 50 | + public IEnumerator ValidateRPCInvocationDuringNetworkSpawn() |
| 51 | + { |
| 52 | + // Just validating the values sent, but in reality if this breaks then an exception would be thrown prior to reaching this point. |
| 53 | + foreach (var networkManager in m_NetworkManagers) |
| 54 | + { |
| 55 | + var first = networkManager.LocalClient.PlayerObject.GetComponent<FirstNetworkBehaviour>(); |
| 56 | + var second = networkManager.LocalClient.PlayerObject.GetComponent<SecondNetworkBehaviour>(); |
| 57 | + |
| 58 | + Assert.IsTrue(first.ValueSent == second.ValueReceived, $"[{networkManager.LocalClient.PlayerObject.name}] Value sent {first.ValueSent} does not equal the value received {second.ValueReceived}!"); |
| 59 | + } |
| 60 | + |
| 61 | + yield return null; |
| 62 | + } |
| 63 | + |
| 64 | + |
| 65 | + #region Test Components |
| 66 | + /// <summary> |
| 67 | + /// Should be added before the <see cref="SecondNetworkBehaviour"/>. |
| 68 | + /// This invokes the RPC on the <see cref="SecondNetworkBehaviour"/> |
| 69 | + /// during <see cref="NetworkBehaviour.OnNetworkSpawn"/>. |
| 70 | + /// </summary> |
| 71 | + public class FirstNetworkBehaviour : NetworkBehaviour |
| 72 | + { |
| 73 | + public SecondNetworkBehaviour SecondNetworkBehaviour; |
| 74 | + |
| 75 | + public int ValueSent { get; private set; } |
| 76 | + public override void OnNetworkSpawn() |
| 77 | + { |
| 78 | + // Just invoke on the local player to test for this issue |
| 79 | + if (IsLocalPlayer) |
| 80 | + { |
| 81 | + ValueSent = Random.Range(0, 100); |
| 82 | + SecondNetworkBehaviour.SomeRpc(ValueSent); |
| 83 | + } |
| 84 | + base.OnNetworkSpawn(); |
| 85 | + } |
| 86 | + } |
| 87 | + |
| 88 | + public class SecondNetworkBehaviour : NetworkBehaviour |
| 89 | + { |
| 90 | + public int ValueReceived { get; private set; } |
| 91 | + |
| 92 | + [Rpc(SendTo.Owner)] |
| 93 | + public void SomeRpc(int valueReceived) |
| 94 | + { |
| 95 | + ValueReceived = valueReceived; |
| 96 | + } |
| 97 | + } |
| 98 | + #endregion |
| 99 | + } |
| 100 | +} |
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