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fix: NetcodeIntegrationTest preserve player prefab #2275
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NoelStephensUnity
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76 changes: 76 additions & 0 deletions
76
com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/PreserveIntegrationTestPrefabs.cs
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Original file line number | Diff line number | Diff line change |
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using System.Collections; | ||
using System.Collections.Generic; | ||
using NUnit.Framework; | ||
using UnityEngine; | ||
using UnityEngine.TestTools; | ||
using Unity.Netcode.TestHelpers.Runtime; | ||
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namespace Unity.Netcode.RuntimeTests | ||
{ | ||
[TestFixture(HostOrServer.Host)] | ||
[TestFixture(HostOrServer.Server)] | ||
public class PreserveIntegrationTestPrefabs : NetcodeIntegrationTest | ||
{ | ||
protected override int NumberOfClients => 2; | ||
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private List<GameObject> m_Prefabs = new List<GameObject>(); | ||
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public PreserveIntegrationTestPrefabs(HostOrServer hostOrServer) | ||
{ | ||
m_UseHost = hostOrServer == HostOrServer.Host; | ||
} | ||
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protected override void OnServerAndClientsCreated() | ||
{ | ||
m_Prefabs.Add(CreateNetworkObjectPrefab("TestPrefab1")); | ||
m_Prefabs.Add(CreateNetworkObjectPrefab("TestPrefab2")); | ||
} | ||
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private void CheckPrefabs(bool beforeShutdown = true) | ||
{ | ||
var beforOrAfterLabel = beforeShutdown ? "Before Shutdown" : "After Shutdown"; | ||
Assert.True(m_ServerNetworkManager.NetworkConfig.PlayerPrefab != null, $"[{beforeShutdown}][Server] Player prefab is null!"); | ||
for (int i = 0; i < NumberOfClients; i++) | ||
{ | ||
Assert.True(m_ClientNetworkManagers[i].NetworkConfig.PlayerPrefab != null, $"[{beforeShutdown}][Client NetworkManager-{i}] Player prefab is null!"); | ||
} | ||
} | ||
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private bool ServerAndClientsShutdown() | ||
{ | ||
if (m_ServerNetworkManager.ShutdownInProgress) | ||
{ | ||
return false; | ||
} | ||
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for (int i = 0; i < NumberOfClients; i++) | ||
{ | ||
if (m_ClientNetworkManagers[i].ShutdownInProgress) | ||
{ | ||
return false; | ||
} | ||
} | ||
return true; | ||
} | ||
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[UnityTest] | ||
public IEnumerator PreservePrefabsDuringShutdown() | ||
{ | ||
CheckPrefabs(); | ||
m_ServerNetworkManager.Shutdown(); | ||
m_ClientNetworkManagers[0].Shutdown(); | ||
m_ClientNetworkManagers[1].Shutdown(); | ||
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yield return WaitForConditionOrTimeOut(ServerAndClientsShutdown); | ||
AssertOnTimeout("Timed out waiting for the server and all clients to shutdown!"); | ||
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m_ServerNetworkManager.StartHost(); | ||
m_ClientNetworkManagers[0].StartClient(); | ||
m_ClientNetworkManagers[1].StartClient(); | ||
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yield return WaitForClientsConnectedOrTimeOut(); | ||
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CheckPrefabs(); | ||
} | ||
} | ||
} |
11 changes: 11 additions & 0 deletions
11
...nity.netcode.gameobjects/Tests/Runtime/TestHelpers/PreserveIntegrationTestPrefabs.cs.meta
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It'd be great if there could be a quick netvar sync or RPC call here, just to make sure those NMs are really connected together. I'm saying this cause we had silent fails in BR tests where NMs wouldn't connect and the tests would still pass (the connection failures would be outputed as warnings, ignored by our tests)