Initial Commit
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using System;
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using System.Collections;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.TestTools;
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using NUnit.Framework;
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using UnityEngine.LowLevel;
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using UnityEngine.PlayerLoop;
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namespace MLAPI.RuntimeTests
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{
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public class NetworkUpdateLoopTests
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{
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[Test]
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public void RegisterCustomLoopInTheMiddle()
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{
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// caching the current PlayerLoop (to prevent side-effects on other tests)
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var cachedPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
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{
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// since current PlayerLoop already took NetworkUpdateLoop systems inside,
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// we are going to swap it with the default PlayerLoop temporarily for testing
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PlayerLoop.SetPlayerLoop(PlayerLoop.GetDefaultPlayerLoop());
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NetworkUpdateLoop.RegisterLoopSystems();
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var curPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
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int initSubsystemCount = curPlayerLoop.subSystemList[0].subSystemList.Length;
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var newInitSubsystems = new PlayerLoopSystem[initSubsystemCount + 1];
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Array.Copy(curPlayerLoop.subSystemList[0].subSystemList, newInitSubsystems, initSubsystemCount);
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newInitSubsystems[initSubsystemCount] = new PlayerLoopSystem { type = typeof(NetworkUpdateLoopTests) };
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curPlayerLoop.subSystemList[0].subSystemList = newInitSubsystems;
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PlayerLoop.SetPlayerLoop(curPlayerLoop);
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NetworkUpdateLoop.UnregisterLoopSystems();
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// our custom `PlayerLoopSystem` with the type of `NetworkUpdateLoopTests` should still exist
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Assert.AreEqual(typeof(NetworkUpdateLoopTests), PlayerLoop.GetCurrentPlayerLoop().subSystemList[0].subSystemList.Last().type);
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}
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// replace the current PlayerLoop with the cached PlayerLoop after the test
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PlayerLoop.SetPlayerLoop(cachedPlayerLoop);
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}
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[UnityTest]
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public IEnumerator RegisterAndUnregisterSystems()
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{
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// caching the current PlayerLoop (it will have NetworkUpdateLoop systems registered)
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var cachedPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
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{
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// since current PlayerLoop already took NetworkUpdateLoop systems inside,
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// we are going to swap it with the default PlayerLoop temporarily for testing
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PlayerLoop.SetPlayerLoop(PlayerLoop.GetDefaultPlayerLoop());
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var oldPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
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NetworkUpdateLoop.RegisterLoopSystems();
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int nextFrameNumber = Time.frameCount + 1;
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yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
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NetworkUpdateLoop.UnregisterLoopSystems();
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var newPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
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// recursively compare old and new PlayerLoop systems and their subsystems
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AssertAreEqualPlayerLoopSystems(newPlayerLoop, oldPlayerLoop);
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}
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// replace the current PlayerLoop with the cached PlayerLoop after the test
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PlayerLoop.SetPlayerLoop(cachedPlayerLoop);
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}
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private void AssertAreEqualPlayerLoopSystems(PlayerLoopSystem leftPlayerLoop, PlayerLoopSystem rightPlayerLoop)
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{
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Assert.AreEqual(leftPlayerLoop.type, rightPlayerLoop.type);
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Assert.AreEqual(leftPlayerLoop.subSystemList?.Length ?? 0, rightPlayerLoop.subSystemList?.Length ?? 0);
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for (int i = 0; i < (leftPlayerLoop.subSystemList?.Length ?? 0); i++)
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{
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AssertAreEqualPlayerLoopSystems(leftPlayerLoop.subSystemList[i], rightPlayerLoop.subSystemList[i]);
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}
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}
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[Test]
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public void UpdateStageSystems()
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{
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var currentPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
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for (int i = 0; i < currentPlayerLoop.subSystemList.Length; i++)
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{
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var playerLoopSystem = currentPlayerLoop.subSystemList[i];
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var subsystems = playerLoopSystem.subSystemList.ToList();
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if (playerLoopSystem.type == typeof(Initialization))
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{
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Assert.True(
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subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkInitialization)),
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nameof(NetworkUpdateLoop.NetworkInitialization));
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}
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else if (playerLoopSystem.type == typeof(EarlyUpdate))
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{
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Assert.True(
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subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkEarlyUpdate)),
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nameof(NetworkUpdateLoop.NetworkEarlyUpdate));
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}
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else if (playerLoopSystem.type == typeof(FixedUpdate))
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{
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Assert.True(
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subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkFixedUpdate)),
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nameof(NetworkUpdateLoop.NetworkFixedUpdate));
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}
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else if (playerLoopSystem.type == typeof(PreUpdate))
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{
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Assert.True(
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subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkPreUpdate)),
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nameof(NetworkUpdateLoop.NetworkPreUpdate));
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}
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else if (playerLoopSystem.type == typeof(Update))
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{
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Assert.True(
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subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkUpdate)),
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nameof(NetworkUpdateLoop.NetworkUpdate));
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}
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else if (playerLoopSystem.type == typeof(PreLateUpdate))
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{
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Assert.True(
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subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkPreLateUpdate)),
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nameof(NetworkUpdateLoop.NetworkPreLateUpdate));
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}
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else if (playerLoopSystem.type == typeof(PostLateUpdate))
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{
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Assert.True(
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subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkPostLateUpdate)),
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nameof(NetworkUpdateLoop.NetworkPostLateUpdate));
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}
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}
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}
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private struct NetworkUpdateCallbacks
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{
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public Action OnInitialization;
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public Action OnEarlyUpdate;
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public Action OnFixedUpdate;
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public Action OnPreUpdate;
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public Action OnUpdate;
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public Action OnPreLateUpdate;
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public Action OnPostLateUpdate;
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}
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private class MyPlainScript : IDisposable, INetworkUpdateSystem
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{
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public NetworkUpdateCallbacks UpdateCallbacks;
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public void Initialize()
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{
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this.RegisterNetworkUpdate(NetworkUpdateStage.EarlyUpdate);
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this.RegisterNetworkUpdate(NetworkUpdateStage.PreLateUpdate);
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}
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public void NetworkUpdate(NetworkUpdateStage updateStage)
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{
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switch (updateStage)
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{
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case NetworkUpdateStage.Initialization:
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UpdateCallbacks.OnInitialization();
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break;
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case NetworkUpdateStage.EarlyUpdate:
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UpdateCallbacks.OnEarlyUpdate();
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break;
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case NetworkUpdateStage.FixedUpdate:
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UpdateCallbacks.OnFixedUpdate();
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break;
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case NetworkUpdateStage.PreUpdate:
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UpdateCallbacks.OnPreUpdate();
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break;
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case NetworkUpdateStage.Update:
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UpdateCallbacks.OnUpdate();
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break;
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case NetworkUpdateStage.PreLateUpdate:
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UpdateCallbacks.OnPreLateUpdate();
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break;
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case NetworkUpdateStage.PostLateUpdate:
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UpdateCallbacks.OnPostLateUpdate();
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break;
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}
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}
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public void Dispose()
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{
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this.UnregisterAllNetworkUpdates();
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}
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}
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[UnityTest]
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public IEnumerator UpdateStagesPlain()
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{
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const int kNetInitializationIndex = 0;
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const int kNetEarlyUpdateIndex = 1;
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const int kNetFixedUpdateIndex = 2;
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const int kNetPreUpdateIndex = 3;
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const int kNetUpdateIndex = 4;
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const int kNetPreLateUpdateIndex = 5;
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const int kNetPostLateUpdateIndex = 6;
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int[] netUpdates = new int[7];
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bool isTesting = false;
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using (var plainScript = new MyPlainScript())
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{
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plainScript.UpdateCallbacks = new NetworkUpdateCallbacks
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{
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OnInitialization = () =>
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{
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if (isTesting)
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{
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netUpdates[kNetInitializationIndex]++;
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}
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},
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OnEarlyUpdate = () =>
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{
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if (isTesting)
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{
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netUpdates[kNetEarlyUpdateIndex]++;
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}
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},
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OnFixedUpdate = () =>
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{
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if (isTesting)
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{
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netUpdates[kNetFixedUpdateIndex]++;
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}
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},
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OnPreUpdate = () =>
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{
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if (isTesting)
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{
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netUpdates[kNetPreUpdateIndex]++;
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}
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},
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OnUpdate = () =>
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{
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if (isTesting)
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{
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netUpdates[kNetUpdateIndex]++;
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}
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},
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OnPreLateUpdate = () =>
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{
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if (isTesting)
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{
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netUpdates[kNetPreLateUpdateIndex]++;
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}
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},
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OnPostLateUpdate = () =>
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{
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if (isTesting)
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{
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netUpdates[kNetPostLateUpdateIndex]++;
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}
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}
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};
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plainScript.Initialize();
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int nextFrameNumber = Time.frameCount + 1;
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yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
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isTesting = true;
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const int kRunTotalFrames = 16;
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int waitFrameNumber = Time.frameCount + kRunTotalFrames;
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yield return new WaitUntil(() => Time.frameCount >= waitFrameNumber);
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Assert.AreEqual(0, netUpdates[kNetInitializationIndex]);
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Assert.AreEqual(kRunTotalFrames, netUpdates[kNetEarlyUpdateIndex]);
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Assert.AreEqual(0, netUpdates[kNetFixedUpdateIndex]);
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Assert.AreEqual(0, netUpdates[kNetPreUpdateIndex]);
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Assert.AreEqual(0, netUpdates[kNetUpdateIndex]);
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Assert.AreEqual(kRunTotalFrames, netUpdates[kNetPreLateUpdateIndex]);
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Assert.AreEqual(0, netUpdates[kNetPostLateUpdateIndex]);
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}
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}
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private struct MonoBehaviourCallbacks
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{
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public Action OnFixedUpdate;
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public Action OnUpdate;
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public Action OnLateUpdate;
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}
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private class MyGameScript : MonoBehaviour, INetworkUpdateSystem
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{
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public NetworkUpdateCallbacks UpdateCallbacks;
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public MonoBehaviourCallbacks BehaviourCallbacks;
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private void Awake()
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{
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this.RegisterNetworkUpdate(NetworkUpdateStage.FixedUpdate);
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this.RegisterNetworkUpdate(NetworkUpdateStage.PreUpdate);
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this.RegisterNetworkUpdate(NetworkUpdateStage.PreLateUpdate);
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this.RegisterNetworkUpdate(NetworkUpdateStage.PostLateUpdate);
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// intentionally try to register for 'PreUpdate' stage twice
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// it should be ignored and the instance should not be registered twice
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// otherwise test would fail because it would call 'OnPreUpdate()' twice
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// which would ultimately increment 'netUpdates[idx]' integer twice
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// and cause 'Assert.AreEqual()' to fail the test
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this.RegisterNetworkUpdate(NetworkUpdateStage.PreUpdate);
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}
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public void NetworkUpdate(NetworkUpdateStage updateStage)
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{
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switch (updateStage)
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{
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case NetworkUpdateStage.FixedUpdate:
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UpdateCallbacks.OnFixedUpdate();
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break;
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case NetworkUpdateStage.PreUpdate:
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UpdateCallbacks.OnPreUpdate();
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break;
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case NetworkUpdateStage.PreLateUpdate:
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UpdateCallbacks.OnPreLateUpdate();
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break;
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case NetworkUpdateStage.PostLateUpdate:
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UpdateCallbacks.OnPostLateUpdate();
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break;
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}
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}
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private void FixedUpdate()
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{
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BehaviourCallbacks.OnFixedUpdate();
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}
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private void Update()
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{
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BehaviourCallbacks.OnUpdate();
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}
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private void LateUpdate()
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{
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BehaviourCallbacks.OnLateUpdate();
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}
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private void OnDestroy()
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{
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this.UnregisterAllNetworkUpdates();
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}
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}
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[UnityTest]
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public IEnumerator UpdateStagesMixed()
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{
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const int kNetFixedUpdateIndex = 0;
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const int kNetPreUpdateIndex = 1;
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const int kNetPreLateUpdateIndex = 2;
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const int kNetPostLateUpdateIndex = 3;
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int[] netUpdates = new int[4];
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const int kMonoFixedUpdateIndex = 0;
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const int kMonoUpdateIndex = 1;
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const int kMonoLateUpdateIndex = 2;
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int[] monoUpdates = new int[3];
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bool isTesting = false;
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{
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var gameObject = new GameObject($"{nameof(NetworkUpdateLoopTests)}.{nameof(UpdateStagesMixed)} (Dummy)");
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var gameScript = gameObject.AddComponent<MyGameScript>();
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gameScript.UpdateCallbacks = new NetworkUpdateCallbacks
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{
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OnFixedUpdate = () =>
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{
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if (isTesting)
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{
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netUpdates[kNetFixedUpdateIndex]++;
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Assert.AreEqual(monoUpdates[kMonoFixedUpdateIndex] + 1, netUpdates[kNetFixedUpdateIndex]);
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}
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},
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OnPreUpdate = () =>
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{
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if (isTesting)
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{
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netUpdates[kNetPreUpdateIndex]++;
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Assert.AreEqual(monoUpdates[kMonoUpdateIndex] + 1, netUpdates[kNetPreUpdateIndex]);
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}
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},
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OnPreLateUpdate = () =>
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{
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if (isTesting)
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{
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netUpdates[kNetPreLateUpdateIndex]++;
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Assert.AreEqual(monoUpdates[kMonoLateUpdateIndex] + 1, netUpdates[kNetPreLateUpdateIndex]);
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}
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},
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OnPostLateUpdate = () =>
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{
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if (isTesting)
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{
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netUpdates[kNetPostLateUpdateIndex]++;
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Assert.AreEqual(netUpdates[kNetPostLateUpdateIndex], netUpdates[kNetPreLateUpdateIndex]);
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}
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}
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};
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gameScript.BehaviourCallbacks = new MonoBehaviourCallbacks
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{
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OnFixedUpdate = () =>
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{
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if (isTesting)
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{
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monoUpdates[kMonoFixedUpdateIndex]++;
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Assert.AreEqual(netUpdates[kNetFixedUpdateIndex], monoUpdates[kMonoFixedUpdateIndex]);
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}
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},
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OnUpdate = () =>
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{
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if (isTesting)
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{
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monoUpdates[kMonoUpdateIndex]++;
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Assert.AreEqual(netUpdates[kNetPreUpdateIndex], monoUpdates[kMonoUpdateIndex]);
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}
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},
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OnLateUpdate = () =>
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{
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if (isTesting)
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{
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monoUpdates[kMonoLateUpdateIndex]++;
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Assert.AreEqual(netUpdates[kNetPreLateUpdateIndex], monoUpdates[kMonoLateUpdateIndex]);
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}
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}
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};
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int nextFrameNumber = Time.frameCount + 1;
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yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
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isTesting = true;
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const int kRunTotalFrames = 16;
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int waitFrameNumber = Time.frameCount + kRunTotalFrames;
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yield return new WaitUntil(() => Time.frameCount >= waitFrameNumber);
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Assert.AreEqual(kRunTotalFrames, netUpdates[kNetPreUpdateIndex]);
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Assert.AreEqual(netUpdates[kNetPreUpdateIndex], monoUpdates[kMonoUpdateIndex]);
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GameObject.DestroyImmediate(gameObject);
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}
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ffdb76de4852b3447b8cd673f0ca3ade
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,195 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using MLAPI.Messaging;
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namespace MLAPI.RuntimeTests
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{
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/// <summary>
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/// Used in conjunction with the RpcQueueTest to validate:
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/// - Sending and Receiving pipeline to validate that both sending and receiving pipelines are functioning properly.
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/// - Usage of the ServerRpcParams.Send.UpdateStage and ClientRpcParams.Send.UpdateStage functionality.
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/// - Rpcs receive will be invoked at the appropriate NetworkUpdateStage.
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/// </summary>
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public class RpcPipelineTestComponent : NetworkBehaviour
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{
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/// <summary>
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/// Allows the external RPCQueueTest to begin testing or stop it
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/// </summary>
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public bool PingSelfEnabled;
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/// <summary>
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/// How many times will we iterate through the various NetworkUpdateStage values?
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/// (defaults to 2)
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/// </summary>
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public int MaxIterations = 2;
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// Start is called before the first frame update
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private void Start()
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{
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m_ServerParams.Send.UpdateStage = NetworkUpdateStage.Initialization;
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m_ClientParams.Send.UpdateStage = NetworkUpdateStage.Update;
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m_ServerParams.Receive.UpdateStage = NetworkUpdateStage.Initialization;
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m_ClientParams.Receive.UpdateStage = NetworkUpdateStage.Initialization;
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m_MaxStagesSent = (Enum.GetValues(typeof(NetworkUpdateStage)).Length) * MaxIterations;
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||||
//Start out with this being true (for first sequence)
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m_ClientReceivedRpc = true;
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}
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||||
/// <summary>
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||||
/// Determine if we have iterated over more than our maximum stages we want to test
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/// </summary>
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||||
/// <returns>true or false (did we exceed the max iterations or not?)</returns>
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||||
public bool ExceededMaxIterations()
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{
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if (m_StagesSent.Count > m_MaxStagesSent && m_MaxStagesSent > 0)
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||||
{
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return true;
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||||
}
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||||
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||||
return false;
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||||
}
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||||
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||||
/// <summary>
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||||
/// Returns back whether the test has completed the total number of iterations
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||||
/// </summary>
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/// <returns></returns>
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||||
public bool IsTestComplete()
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||||
{
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if (m_Counter >= MaxIterations)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool m_ClientReceivedRpc;
|
||||
private int m_Counter = 0;
|
||||
private int m_MaxStagesSent = 0;
|
||||
private ServerRpcParams m_ServerParams;
|
||||
private ClientRpcParams m_ClientParams;
|
||||
private NetworkUpdateStage m_LastUpdateStage;
|
||||
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
if (NetworkManager.Singleton.IsListening && PingSelfEnabled && m_ClientReceivedRpc)
|
||||
{
|
||||
//Reset this for the next sequence of rpcs
|
||||
m_ClientReceivedRpc = false;
|
||||
|
||||
//As long as testing isn't completed, keep testing
|
||||
if (!IsTestComplete() && m_StagesSent.Count < m_MaxStagesSent)
|
||||
{
|
||||
m_LastUpdateStage = m_ServerParams.Send.UpdateStage;
|
||||
m_StagesSent.Add(m_LastUpdateStage);
|
||||
|
||||
PingMySelfServerRpc(m_StagesSent.Count, m_ServerParams);
|
||||
|
||||
switch (m_ServerParams.Send.UpdateStage)
|
||||
{
|
||||
case NetworkUpdateStage.Initialization:
|
||||
m_ServerParams.Send.UpdateStage = NetworkUpdateStage.EarlyUpdate;
|
||||
break;
|
||||
case NetworkUpdateStage.EarlyUpdate:
|
||||
m_ServerParams.Send.UpdateStage = NetworkUpdateStage.FixedUpdate;
|
||||
break;
|
||||
case NetworkUpdateStage.FixedUpdate:
|
||||
m_ServerParams.Send.UpdateStage = NetworkUpdateStage.PreUpdate;
|
||||
break;
|
||||
case NetworkUpdateStage.PreUpdate:
|
||||
m_ServerParams.Send.UpdateStage = NetworkUpdateStage.Update;
|
||||
break;
|
||||
case NetworkUpdateStage.Update:
|
||||
m_ServerParams.Send.UpdateStage = NetworkUpdateStage.PreLateUpdate;
|
||||
break;
|
||||
case NetworkUpdateStage.PreLateUpdate:
|
||||
m_ServerParams.Send.UpdateStage = NetworkUpdateStage.PostLateUpdate;
|
||||
break;
|
||||
case NetworkUpdateStage.PostLateUpdate:
|
||||
m_ServerParams.Send.UpdateStage = NetworkUpdateStage.Initialization;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private readonly List<NetworkUpdateStage> m_ServerStagesReceived = new List<NetworkUpdateStage>();
|
||||
private readonly List<NetworkUpdateStage> m_ClientStagesReceived = new List<NetworkUpdateStage>();
|
||||
private readonly List<NetworkUpdateStage> m_StagesSent = new List<NetworkUpdateStage>();
|
||||
|
||||
/// <summary>
|
||||
/// Assures all update stages were in alginment with one another
|
||||
/// </summary>
|
||||
/// <returns>true or false</returns>
|
||||
public bool ValidateUpdateStages()
|
||||
{
|
||||
var validated = false;
|
||||
if (m_ServerStagesReceived.Count == m_ClientStagesReceived.Count && m_ClientStagesReceived.Count == m_StagesSent.Count)
|
||||
{
|
||||
for (int i = 0; i < m_StagesSent.Count; i++)
|
||||
{
|
||||
var currentStage = m_StagesSent[i];
|
||||
if (m_ServerStagesReceived[i] != currentStage)
|
||||
{
|
||||
Debug.Log($"ServerRpc Update Stage ({m_ServerStagesReceived[i]}) is not equal to the current update stage ({currentStage})");
|
||||
|
||||
return validated;
|
||||
}
|
||||
|
||||
if (m_ClientStagesReceived[i] != currentStage)
|
||||
{
|
||||
Debug.Log($"ClientRpc Update Stage ({m_ClientStagesReceived[i]}) is not equal to the current update stage ({currentStage})");
|
||||
|
||||
return validated;
|
||||
}
|
||||
}
|
||||
|
||||
validated = true;
|
||||
}
|
||||
|
||||
return validated;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Server side RPC for testing
|
||||
/// </summary>
|
||||
/// <param name="parameters">server rpc parameters</param>
|
||||
[ServerRpc]
|
||||
private void PingMySelfServerRpc(int currentCount, ServerRpcParams parameters = default)
|
||||
{
|
||||
Debug.Log($"{nameof(PingMySelfServerRpc)}: [HostClient][ServerRpc][{currentCount}] invoked during the {parameters.Receive.UpdateStage} stage.");
|
||||
|
||||
m_ClientParams.Send.UpdateStage = parameters.Receive.UpdateStage;
|
||||
m_ServerStagesReceived.Add(parameters.Receive.UpdateStage);
|
||||
|
||||
PingMySelfClientRpc(currentCount, m_ClientParams);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Client Side RPC called by PingMySelfServerRPC to validate both Client->Server and Server-Client pipeline is working
|
||||
/// </summary>
|
||||
/// <param name="parameters">client rpc parameters</param>
|
||||
[ClientRpc]
|
||||
private void PingMySelfClientRpc(int currentCount, ClientRpcParams parameters = default)
|
||||
{
|
||||
Debug.Log($"{nameof(PingMySelfClientRpc)}: [HostServer][ClientRpc][{currentCount}] invoked during the {parameters.Receive.UpdateStage} stage. (previous output line should confirm this)");
|
||||
|
||||
m_ClientStagesReceived.Add(parameters.Receive.UpdateStage);
|
||||
|
||||
//If we reached the last update state, then go ahead and increment our iteration counter
|
||||
if (parameters.Receive.UpdateStage == NetworkUpdateStage.PostLateUpdate)
|
||||
{
|
||||
m_Counter++;
|
||||
}
|
||||
|
||||
m_ClientReceivedRpc = true;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e946a6fdcfcb9dd48b76b38871c0a77b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,106 @@
|
|||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.TestTools;
|
||||
using NUnit.Framework;
|
||||
using MLAPI.SceneManagement;
|
||||
using MLAPI.Transports.UNET;
|
||||
|
||||
namespace MLAPI.RuntimeTests
|
||||
{
|
||||
/// <summary>
|
||||
/// The RpcQueue unit tests to validate:
|
||||
/// - Sending and Receiving pipeline to validate that both sending and receiving pipelines are functioning properly.
|
||||
/// - Usage of the ServerRpcParams.Send.UpdateStage and ClientRpcParams.Send.UpdateStage functionality.
|
||||
/// - Rpcs receive will be invoked at the appropriate NetworkUpdateStage.
|
||||
/// Requires: RpcPipelineTestComponent
|
||||
/// </summary>
|
||||
public class RpcQueueTests
|
||||
{
|
||||
private NetworkManager m_NetworkManager;
|
||||
|
||||
/// <summary>
|
||||
/// Tests the egress and ingress RPC queue functionality
|
||||
/// ** This does not include any of the MLAPI to Transport code **
|
||||
/// </summary>
|
||||
/// <returns>IEnumerator</returns>
|
||||
[UnityTest]
|
||||
public IEnumerator RpcQueueUnitTest()
|
||||
{
|
||||
var networkManagerObject = new GameObject(nameof(NetworkManager));
|
||||
m_NetworkManager = networkManagerObject.AddComponent<NetworkManager>();
|
||||
var unetTransport = networkManagerObject.AddComponent<UNetTransport>();
|
||||
m_NetworkManager.NetworkConfig = new Configuration.NetworkConfig
|
||||
{
|
||||
CreatePlayerPrefab = false,
|
||||
AllowRuntimeSceneChanges = true,
|
||||
EnableSceneManagement = false
|
||||
};
|
||||
unetTransport.ConnectAddress = "127.0.0.1";
|
||||
unetTransport.ConnectPort = 7777;
|
||||
unetTransport.ServerListenPort = 7777;
|
||||
unetTransport.MessageBufferSize = 65535;
|
||||
unetTransport.MaxConnections = 100;
|
||||
unetTransport.MessageSendMode = UNetTransport.SendMode.Immediately;
|
||||
m_NetworkManager.NetworkConfig.NetworkTransport = unetTransport;
|
||||
|
||||
var currentActiveScene = SceneManager.GetActiveScene();
|
||||
var instantiatedNetworkManager = false;
|
||||
var testsAreComplete = false;
|
||||
var testsAreValidated = false;
|
||||
var exceededMaximumStageIterations = false;
|
||||
|
||||
//Add our test scene name
|
||||
NetworkSceneManager.AddRuntimeSceneName(currentActiveScene.name, 0);
|
||||
|
||||
//Create the player object that we will spawn as a host
|
||||
var playerObject = new GameObject("RpcTestObject");
|
||||
playerObject.AddComponent<NetworkObject>();
|
||||
var rpcPipelineTestComponent = playerObject.AddComponent<RpcPipelineTestComponent>();
|
||||
|
||||
instantiatedNetworkManager = true;
|
||||
Debug.Log("NetworkManager Instantiated.");
|
||||
|
||||
//Start as host mode as loopback only works in hostmode
|
||||
NetworkManager.Singleton.StartHost();
|
||||
Debug.Log("Host Started.");
|
||||
|
||||
//Enable the simple ping test
|
||||
rpcPipelineTestComponent.PingSelfEnabled = true;
|
||||
|
||||
Debug.Log("Running RPC Queue Tests...");
|
||||
|
||||
//Wait for the rpc pipeline test to complete or if we exceeded the maximum iterations bail
|
||||
while (!testsAreComplete && !exceededMaximumStageIterations)
|
||||
{
|
||||
//Wait for 20ms
|
||||
yield return new WaitForSeconds(0.02f);
|
||||
|
||||
testsAreComplete = rpcPipelineTestComponent.IsTestComplete();
|
||||
exceededMaximumStageIterations = rpcPipelineTestComponent.ExceededMaxIterations();
|
||||
}
|
||||
|
||||
if (!exceededMaximumStageIterations)
|
||||
{
|
||||
testsAreValidated = rpcPipelineTestComponent.ValidateUpdateStages();
|
||||
}
|
||||
|
||||
//Stop pinging
|
||||
rpcPipelineTestComponent.PingSelfEnabled = false;
|
||||
Debug.Log("RPC Queue Testing completed.");
|
||||
|
||||
//Stop the host
|
||||
NetworkManager.Singleton.StopHost();
|
||||
|
||||
//Shutdown the NetworkManager
|
||||
NetworkManager.Singleton.Shutdown();
|
||||
|
||||
Debug.Log($"Exiting status => {nameof(testsAreComplete)}: {testsAreComplete} - {nameof(testsAreValidated)}: {testsAreValidated} - {nameof(instantiatedNetworkManager)}: {instantiatedNetworkManager} - {nameof(exceededMaximumStageIterations)}: {exceededMaximumStageIterations}");
|
||||
|
||||
Assert.IsTrue(testsAreComplete && testsAreValidated && instantiatedNetworkManager);
|
||||
|
||||
GameObject.DestroyImmediate(playerObject);
|
||||
GameObject.DestroyImmediate(networkManagerObject);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 9a96d73d8acaa2a4aadc4e6be8b10c7b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,51 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
using NUnit.Framework;
|
||||
|
||||
namespace MLAPI.RuntimeTests
|
||||
{
|
||||
public class TickSystemTests: IDisposable
|
||||
{
|
||||
private NetworkTickSystem m_TickSystem = null;
|
||||
private float m_TestDuration = 3.0f;
|
||||
private float m_SleepInterval = 0.001f;
|
||||
private float m_TickInterval = 0.010f;
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
m_TickSystem.Dispose();
|
||||
m_TickSystem = null;
|
||||
NetworkUpdateLoop.UnregisterLoopSystems();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator VerifyTickSystem()
|
||||
{
|
||||
m_TickSystem = new NetworkTickSystem(m_TickInterval);
|
||||
|
||||
var startTick = m_TickSystem.GetTick();
|
||||
var startTime = Time.unscaledTime;
|
||||
|
||||
var lastTick = startTick;
|
||||
do
|
||||
{
|
||||
var currentTick = m_TickSystem.GetTick();
|
||||
Assert.IsTrue(currentTick >= lastTick); // check monotonicity of ticks
|
||||
lastTick = currentTick;
|
||||
|
||||
yield return new WaitForSeconds(m_SleepInterval);
|
||||
} while (Time.unscaledTime - startTime <= m_TestDuration);
|
||||
|
||||
var endTick = m_TickSystem.GetTick();
|
||||
var endTime = Time.unscaledTime;
|
||||
|
||||
var elapsedTicks = endTick - startTick;
|
||||
var elapsedTime = endTime - startTime;
|
||||
|
||||
var elapsedTicksExpected = (int)(elapsedTime / m_TickInterval);
|
||||
Assert.Less(Math.Abs(elapsedTicksExpected - elapsedTicks), 2); // +/- 1 is OK
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ecdade6f4bf4c47d09eecf31314cd374
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,11 @@
|
|||
{
|
||||
"name": "Unity.Multiplayer.MLAPI.RuntimeTests",
|
||||
"references": [
|
||||
"Unity.Multiplayer.MLAPI.Runtime"
|
||||
],
|
||||
"optionalUnityReferences": [
|
||||
"TestAssemblies"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": []
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0d0243c226d5dab4fb5d34006a1ad53b
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Add table
Add a link
Reference in a new issue