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1 | 1 | using System.Collections;
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| 2 | +using System.Collections.Generic; |
| 3 | +using System.Linq; |
| 4 | +using System.Text; |
2 | 5 | using NUnit.Framework;
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3 | 6 | using Unity.Netcode.TestHelpers.Runtime;
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4 | 7 | using UnityEngine;
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@@ -184,4 +187,150 @@ public IEnumerator PlayerSpawnPosition()
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184 | 187 | }
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185 | 188 | }
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186 | 189 | }
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| 190 | + |
| 191 | + /// <summary> |
| 192 | + /// This test validates that when a player is spawned it has all observers |
| 193 | + /// properly set and the spawned and player object lists are properly populated. |
| 194 | + /// It also validates that when a player is despawned and the client is still connected |
| 195 | + /// that the client maintains its observers for other players. |
| 196 | + /// </summary> |
| 197 | + [TestFixture(HostOrServer.DAHost)] |
| 198 | + [TestFixture(HostOrServer.Host)] |
| 199 | + [TestFixture(HostOrServer.Server)] |
| 200 | + internal class PlayerSpawnAndDespawnTests : NetcodeIntegrationTest |
| 201 | + { |
| 202 | + protected override int NumberOfClients => 4; |
| 203 | + |
| 204 | + private StringBuilder m_ErrorLog = new StringBuilder(); |
| 205 | + |
| 206 | + public PlayerSpawnAndDespawnTests(HostOrServer hostOrServer) : base(hostOrServer) { } |
| 207 | + |
| 208 | + private bool ValidateObservers(ulong playerClientId, NetworkObject player, ref List<NetworkManager> networkManagers) |
| 209 | + { |
| 210 | + foreach (var networkManager in networkManagers) |
| 211 | + { |
| 212 | + if (player != null && player.IsSpawned) |
| 213 | + { |
| 214 | + if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(player.NetworkObjectId)) |
| 215 | + { |
| 216 | + m_ErrorLog.AppendLine($"Client-{networkManager.LocalClientId} does not contain a spawned object entry {nameof(NetworkObject)}-{player.NetworkObjectId} for Client-{playerClientId}!"); |
| 217 | + return false; |
| 218 | + } |
| 219 | + |
| 220 | + var playerClone = networkManager.SpawnManager.SpawnedObjects[player.NetworkObjectId]; |
| 221 | + foreach (var clientId in networkManager.ConnectedClientsIds) |
| 222 | + { |
| 223 | + if (!playerClone.IsNetworkVisibleTo(clientId)) |
| 224 | + { |
| 225 | + m_ErrorLog.AppendLine($"Client-{networkManager.LocalClientId} failed visibility check for Client-{clientId} on {nameof(NetworkObject)}-{player.NetworkObjectId} for Client-{playerClientId}!"); |
| 226 | + return false; |
| 227 | + } |
| 228 | + } |
| 229 | + |
| 230 | + var foundPlayerClone = (NetworkObject)null; |
| 231 | + foreach (var playerObject in networkManager.SpawnManager.PlayerObjects) |
| 232 | + { |
| 233 | + if (playerObject.OwnerClientId == playerClientId && playerObject.NetworkObjectId == player.NetworkObjectId) |
| 234 | + { |
| 235 | + foundPlayerClone = playerObject; |
| 236 | + break; |
| 237 | + } |
| 238 | + } |
| 239 | + if (!foundPlayerClone) |
| 240 | + { |
| 241 | + m_ErrorLog.AppendLine($"Client-{networkManager.LocalClientId} does not contain a player entry for {nameof(NetworkObject)}-{player.NetworkObjectId} for Client-{playerClientId}!"); |
| 242 | + return false; |
| 243 | + } |
| 244 | + |
| 245 | + } |
| 246 | + else |
| 247 | + { |
| 248 | + // If the player client in question is despawned, then no NetworkManager instance |
| 249 | + // should contain a clone of that (or the client's NetworkManager instance as well) |
| 250 | + foreach (var playerClone in networkManager.SpawnManager.PlayerObjects) |
| 251 | + { |
| 252 | + if (playerClone.OwnerClientId == playerClientId) |
| 253 | + { |
| 254 | + m_ErrorLog.AppendLine($"Client-{networkManager.LocalClientId} contains a player {nameof(NetworkObject)}-{playerClone.NetworkObjectId} for Client-{playerClientId} when it should be despawned!"); |
| 255 | + return false; |
| 256 | + } |
| 257 | + } |
| 258 | + } |
| 259 | + } |
| 260 | + return true; |
| 261 | + } |
| 262 | + |
| 263 | + private bool ValidateAllClientPlayerObservers() |
| 264 | + { |
| 265 | + var networkManagers = new List<NetworkManager>(); |
| 266 | + |
| 267 | + if (m_ServerNetworkManager.IsHost) |
| 268 | + { |
| 269 | + networkManagers.Add(m_ServerNetworkManager); |
| 270 | + } |
| 271 | + foreach (var networkManager in m_ClientNetworkManagers) |
| 272 | + { |
| 273 | + networkManagers.Add(networkManager); |
| 274 | + } |
| 275 | + |
| 276 | + m_ErrorLog.Clear(); |
| 277 | + var success = true; |
| 278 | + foreach (var networkManager in networkManagers) |
| 279 | + { |
| 280 | + var spawnedOrNot = networkManager.LocalClient.PlayerObject == null ? "despawned" : "spawned"; |
| 281 | + m_ErrorLog.AppendLine($"Validating Client-{networkManager.LocalClientId} {spawnedOrNot} player."); |
| 282 | + if (networkManager.LocalClient == null) |
| 283 | + { |
| 284 | + m_ErrorLog.AppendLine($"No {nameof(NetworkClient)} found for Client-{networkManager.LocalClientId}!"); |
| 285 | + success = false; |
| 286 | + break; |
| 287 | + } |
| 288 | + if (!ValidateObservers(networkManager.LocalClientId, networkManager.LocalClient.PlayerObject, ref networkManagers)) |
| 289 | + { |
| 290 | + m_ErrorLog.AppendLine($"Client-{networkManager.LocalClientId} validation pass failed."); |
| 291 | + success = false; |
| 292 | + break; |
| 293 | + } |
| 294 | + } |
| 295 | + networkManagers.Clear(); |
| 296 | + return success; |
| 297 | + } |
| 298 | + |
| 299 | + |
| 300 | + [UnityTest] |
| 301 | + public IEnumerator PlayerSpawnDespawn() |
| 302 | + { |
| 303 | + // Validate all observers are properly set with all players spawned |
| 304 | + yield return WaitForConditionOrTimeOut(ValidateAllClientPlayerObservers); |
| 305 | + AssertOnTimeout($"First Validation Failed:\n {m_ErrorLog}"); |
| 306 | + var selectedClient = m_ClientNetworkManagers[Random.Range(0, m_ClientNetworkManagers.Count() - 1)]; |
| 307 | + var playerSelected = selectedClient.LocalClient.PlayerObject; |
| 308 | + |
| 309 | + if (m_DistributedAuthority) |
| 310 | + { |
| 311 | + playerSelected.Despawn(false); |
| 312 | + } |
| 313 | + else |
| 314 | + { |
| 315 | + m_ServerNetworkManager.SpawnManager.SpawnedObjects[playerSelected.NetworkObjectId].Despawn(true); |
| 316 | + } |
| 317 | + |
| 318 | + // Validate all observers are properly set with one of the players despawned |
| 319 | + yield return WaitForConditionOrTimeOut(ValidateAllClientPlayerObservers); |
| 320 | + AssertOnTimeout($"Second Validation Failed:\n {m_ErrorLog}"); |
| 321 | + |
| 322 | + if (m_DistributedAuthority) |
| 323 | + { |
| 324 | + playerSelected.SpawnAsPlayerObject(selectedClient.LocalClientId, false); |
| 325 | + } |
| 326 | + else |
| 327 | + { |
| 328 | + SpawnPlayerObject(m_ServerNetworkManager.NetworkConfig.PlayerPrefab, selectedClient); |
| 329 | + } |
| 330 | + |
| 331 | + // Validate all observers are properly set when the client's player is respawned. |
| 332 | + yield return WaitForConditionOrTimeOut(ValidateAllClientPlayerObservers); |
| 333 | + AssertOnTimeout($"Third Validation Failed:\n {m_ErrorLog}"); |
| 334 | + } |
| 335 | + } |
187 | 336 | }
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