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| 1 | +using System.Collections; |
| 2 | +using System.Text; |
| 3 | +using NUnit.Framework; |
| 4 | +using Unity.Netcode; |
| 5 | +using Unity.Netcode.TestHelpers.Runtime; |
| 6 | +using UnityEngine; |
| 7 | +using UnityEngine.SceneManagement; |
| 8 | +using UnityEngine.TestTools; |
| 9 | + |
| 10 | +namespace TestProject.RuntimeTests |
| 11 | +{ |
| 12 | + [TestFixture(HostOrServer.DAHost)] |
| 13 | + [TestFixture(HostOrServer.Host)] |
| 14 | + internal class NetworkObjectDestroyWithSceneTests : NetcodeIntegrationTest |
| 15 | + { |
| 16 | + private const string k_SceneToLoad = "EmptyScene"; |
| 17 | + protected override int NumberOfClients => 2; |
| 18 | + |
| 19 | + private bool m_SceneHasLoaded; |
| 20 | + private Scene m_SceneLoaded; |
| 21 | + private Scene m_NotSessionOwnerScene; |
| 22 | + private NetworkManager m_SessionOwner; |
| 23 | + private NetworkManager m_NotSessionOwner; |
| 24 | + private NetworkObject m_SpawnedInstance; |
| 25 | + private StringBuilder m_ErrorLog = new StringBuilder(); |
| 26 | + private NetworkObject m_TestPrefab; |
| 27 | + |
| 28 | + public NetworkObjectDestroyWithSceneTests(HostOrServer hostOrServer) : base(hostOrServer) { } |
| 29 | + |
| 30 | + protected override void OnServerAndClientsCreated() |
| 31 | + { |
| 32 | + m_TestPrefab = CreateNetworkObjectPrefab("TestObject").GetComponent<NetworkObject>(); |
| 33 | + m_TestPrefab.DestroyWithScene = true; |
| 34 | + m_TestPrefab.SceneMigrationSynchronization = true; |
| 35 | + base.OnServerAndClientsCreated(); |
| 36 | + } |
| 37 | + |
| 38 | + /// <summary> |
| 39 | + /// Conditional that determines if all <see cref="NetworkManager"/> instances have |
| 40 | + /// spawned or despawned the instance. |
| 41 | + /// </summary> |
| 42 | + private bool ObjectSpawnedOnAllNetworkManagers(bool isSpawned) |
| 43 | + { |
| 44 | + m_ErrorLog.Clear(); |
| 45 | + var networkObjectId = m_SpawnedInstance.NetworkObjectId; |
| 46 | + foreach (var networkManager in m_NetworkManagers) |
| 47 | + { |
| 48 | + var containsKey = networkManager.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId); |
| 49 | + if ((isSpawned && !containsKey) || (!isSpawned && containsKey)) |
| 50 | + { |
| 51 | + m_ErrorLog.AppendLine($"[{networkManager.name}] NetworkObjectId-{networkObjectId} should be spawned ({isSpawned}) but its key status is ({containsKey})!"); |
| 52 | + continue; |
| 53 | + } |
| 54 | + } |
| 55 | + return m_ErrorLog.Length == 0; |
| 56 | + } |
| 57 | + |
| 58 | + /// <summary> |
| 59 | + /// Condition that determines if all instances of the spawned object were migrated |
| 60 | + /// to the loaded scene. |
| 61 | + /// </summary> |
| 62 | + private bool AllInstancesMovedToScene() |
| 63 | + { |
| 64 | + var networkObjectId = m_SpawnedInstance.NetworkObjectId; |
| 65 | + foreach (var networkManager in m_NetworkManagers) |
| 66 | + { |
| 67 | + if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId)) |
| 68 | + { |
| 69 | + return false; |
| 70 | + } |
| 71 | + if (networkManager.SpawnManager.SpawnedObjects[networkObjectId].gameObject.scene.name != m_SceneLoaded.name) |
| 72 | + { |
| 73 | + return false; |
| 74 | + } |
| 75 | + } |
| 76 | + return true; |
| 77 | + } |
| 78 | + |
| 79 | + [UnityTest] |
| 80 | + public IEnumerator DestroyWithScene() |
| 81 | + { |
| 82 | + // Get the session owner |
| 83 | + m_SessionOwner = GetAuthorityNetworkManager(); |
| 84 | + // Get a non-session owner client |
| 85 | + m_NotSessionOwner = GetNonAuthorityNetworkManager(); |
| 86 | + |
| 87 | + // Register for scene events on the session owner side. |
| 88 | + m_SessionOwner.SceneManager.OnSceneEvent += OnSessionOwnerSceneEvent; |
| 89 | + |
| 90 | + // Register for scene events on the non-session owner side. |
| 91 | + // (this is the scene we want to migrate the spawned object into when running a distributed authority session) |
| 92 | + m_NotSessionOwner.SceneManager.OnSceneEvent += OnNonSessionOwnerSceneEvent; |
| 93 | + |
| 94 | + // Have the session owner load the scene |
| 95 | + Assert.True(m_SessionOwner.SceneManager.LoadScene(k_SceneToLoad, LoadSceneMode.Additive) == SceneEventProgressStatus.Started, $"[{m_SessionOwner.name}] Failed to begin loading scene {k_SceneToLoad}!"); |
| 96 | + yield return WaitForConditionOrTimeOut(() => m_SceneHasLoaded && m_NotSessionOwnerScene != null |
| 97 | + && m_NotSessionOwnerScene.IsValid() && m_NotSessionOwnerScene.isLoaded); |
| 98 | + AssertOnTimeout($"Scene loading event for {k_SceneToLoad} failed to complete!"); |
| 99 | + |
| 100 | + // Depending on network topology, spawn the object with the appropriate owner. |
| 101 | + var owner = m_DistributedAuthority ? m_NotSessionOwner : m_SessionOwner; |
| 102 | + m_SpawnedInstance = SpawnObject(m_TestPrefab.gameObject, m_NotSessionOwner, true).GetComponent<NetworkObject>(); |
| 103 | + |
| 104 | + var instanceName = m_SpawnedInstance.name; |
| 105 | + yield return WaitForConditionOrTimeOut(() => ObjectSpawnedOnAllNetworkManagers(true)); |
| 106 | + AssertOnTimeout($"Not all clients spawned an instance of {instanceName}!"); |
| 107 | + |
| 108 | + var sceneToMigrateTo = m_DistributedAuthority ? m_NotSessionOwnerScene : m_SceneLoaded; |
| 109 | + // Migrate the newly spawned object into the recently loaded scene so we can unload the scene |
| 110 | + // and make sure the spawned object is destroyed when that happens. |
| 111 | + SceneManager.MoveGameObjectToScene(m_SpawnedInstance.gameObject, sceneToMigrateTo); |
| 112 | + |
| 113 | + yield return WaitForConditionOrTimeOut(AllInstancesMovedToScene); |
| 114 | + AssertOnTimeout($"Not all instances of {instanceName} moved to scene {k_SceneToLoad}!"); |
| 115 | + |
| 116 | + // Have the session owner unload the scene containing the spawned object |
| 117 | + VerboseDebug($"Unloading scene {k_SceneToLoad}"); |
| 118 | + Assert.True(m_SessionOwner.SceneManager.UnloadScene(m_SceneLoaded) == SceneEventProgressStatus.Started, $"[{m_SessionOwner.name}] Failed to begin unloading scene {k_SceneToLoad}!"); |
| 119 | + yield return WaitForConditionOrTimeOut(() => !m_SceneHasLoaded); |
| 120 | + AssertOnTimeout($"Scene unloading event for {k_SceneToLoad} failed to complete!"); |
| 121 | + |
| 122 | + // Assure the spawned object was destroyed when the scene was unloaded |
| 123 | + yield return WaitForConditionOrTimeOut(() => ObjectSpawnedOnAllNetworkManagers(false)); |
| 124 | + AssertOnTimeout($"Not all despawned an instance of {instanceName}!\n {m_ErrorLog}"); |
| 125 | + } |
| 126 | + |
| 127 | + /// <summary> |
| 128 | + /// Handles scene events for the session owner |
| 129 | + /// </summary> |
| 130 | + private void OnSessionOwnerSceneEvent(SceneEvent sceneEvent) |
| 131 | + { |
| 132 | + if (sceneEvent.ClientId != m_SessionOwner.LocalClientId) |
| 133 | + { |
| 134 | + return; |
| 135 | + } |
| 136 | + |
| 137 | + switch (sceneEvent.SceneEventType) |
| 138 | + { |
| 139 | + case SceneEventType.LoadComplete: |
| 140 | + { |
| 141 | + VerboseDebug($"Scene loaded: {sceneEvent.Scene.name}"); |
| 142 | + m_SceneLoaded = sceneEvent.Scene; |
| 143 | + break; |
| 144 | + } |
| 145 | + case SceneEventType.LoadEventCompleted: |
| 146 | + { |
| 147 | + m_SceneHasLoaded = true; |
| 148 | + break; |
| 149 | + } |
| 150 | + case SceneEventType.UnloadEventCompleted: |
| 151 | + { |
| 152 | + m_SessionOwner.SceneManager.OnSceneEvent -= OnSessionOwnerSceneEvent; |
| 153 | + m_SceneHasLoaded = false; |
| 154 | + break; |
| 155 | + } |
| 156 | + } |
| 157 | + } |
| 158 | + |
| 159 | + /// <summary> |
| 160 | + /// Handles scene events for the non-session owner |
| 161 | + /// </summary> |
| 162 | + private void OnNonSessionOwnerSceneEvent(SceneEvent sceneEvent) |
| 163 | + { |
| 164 | + if (sceneEvent.ClientId != m_NotSessionOwner.LocalClientId) |
| 165 | + { |
| 166 | + return; |
| 167 | + } |
| 168 | + |
| 169 | + switch (sceneEvent.SceneEventType) |
| 170 | + { |
| 171 | + case SceneEventType.LoadComplete: |
| 172 | + { |
| 173 | + VerboseDebug($"Scene loaded: {sceneEvent.Scene.name}"); |
| 174 | + m_NotSessionOwnerScene = sceneEvent.Scene; |
| 175 | + m_NotSessionOwner.SceneManager.OnSceneEvent -= OnNonSessionOwnerSceneEvent; |
| 176 | + break; |
| 177 | + } |
| 178 | + } |
| 179 | + } |
| 180 | + |
| 181 | + |
| 182 | + protected override IEnumerator OnTearDown() |
| 183 | + { |
| 184 | + // In case of an error, assure the scene is unloaded |
| 185 | + if (m_SceneLoaded.IsValid() && m_SceneLoaded.isLoaded) |
| 186 | + { |
| 187 | + SceneManager.UnloadSceneAsync(m_SceneLoaded); |
| 188 | + } |
| 189 | + |
| 190 | + if (m_NotSessionOwnerScene.IsValid() && m_NotSessionOwnerScene.isLoaded) |
| 191 | + { |
| 192 | + SceneManager.UnloadSceneAsync(m_NotSessionOwnerScene); |
| 193 | + } |
| 194 | + return base.OnTearDown(); |
| 195 | + } |
| 196 | + } |
| 197 | +} |
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