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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 Unity.Netcode.Transports.SinglePlayer; |
| 7 | +using Unity.Netcode.Transports.UTP; |
| 8 | +using UnityEngine; |
| 9 | +using UnityEngine.TestTools; |
| 10 | + |
| 11 | +namespace DocumentationCodeSamples |
| 12 | +{ |
| 13 | + #region SinglePlayerTransportExample |
| 14 | + /// <summary> |
| 15 | + /// Example of how to start a single player or multiplayer session. |
| 16 | + /// Place this on your NetworkManager's GameObject. |
| 17 | + /// </summary> |
| 18 | + internal class SwitchingTransportTypesExample : MonoBehaviour |
| 19 | + { |
| 20 | + public enum StartType |
| 21 | + { |
| 22 | + SinglePlayer, |
| 23 | + Client, |
| 24 | + Host, |
| 25 | + Server |
| 26 | + } |
| 27 | + |
| 28 | + private UnityTransport m_UnityTransport; |
| 29 | + private SinglePlayerTransport m_SinglePlayerTransport; |
| 30 | + private NetworkManager m_NetworkManager; |
| 31 | + |
| 32 | + private void Awake() |
| 33 | + { |
| 34 | + m_UnityTransport = GetComponent<UnityTransport>(); |
| 35 | + m_SinglePlayerTransport = GetComponent<SinglePlayerTransport>(); |
| 36 | + m_NetworkManager = GetComponent<NetworkManager>(); |
| 37 | + } |
| 38 | + |
| 39 | + public bool StartSession(StartType startType) |
| 40 | + { |
| 41 | + var startStatus = false; |
| 42 | + // Set the transport to use before starting |
| 43 | + m_NetworkManager.NetworkConfig.NetworkTransport = startType == StartType.SinglePlayer ? m_SinglePlayerTransport : m_UnityTransport; |
| 44 | + switch (startType) |
| 45 | + { |
| 46 | + case StartType.Host: |
| 47 | + case StartType.SinglePlayer: |
| 48 | + { |
| 49 | + // Starting a host or single player is the same |
| 50 | + startStatus = m_NetworkManager.StartHost(); |
| 51 | + break; |
| 52 | + } |
| 53 | + case StartType.Server: |
| 54 | + { |
| 55 | + startStatus = m_NetworkManager.StartServer(); |
| 56 | + break; |
| 57 | + } |
| 58 | + case StartType.Client: |
| 59 | + { |
| 60 | + startStatus = m_NetworkManager.StartClient(); |
| 61 | + break; |
| 62 | + } |
| 63 | + } |
| 64 | + return startStatus; |
| 65 | + } |
| 66 | + } |
| 67 | + #endregion |
| 68 | + |
| 69 | + internal class VerifyNetcodeSessionActive : NetworkBehaviour |
| 70 | + { |
| 71 | + public bool RpcReceived { get; private set; } |
| 72 | + |
| 73 | + public bool TestNetworkVariableEvent { get; private set; } |
| 74 | + public NetworkVariable<bool> TestNetworkVariable = new NetworkVariable<bool>(false, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner); |
| 75 | + |
| 76 | + [Rpc(SendTo.Everyone, InvokePermission = RpcInvokePermission.Owner)] |
| 77 | + private void VerifyRpc(RpcParams rpcParams = default) |
| 78 | + { |
| 79 | + RpcReceived = true; |
| 80 | + } |
| 81 | + |
| 82 | + public void TestConnectivity() |
| 83 | + { |
| 84 | + if (IsOwner) |
| 85 | + { |
| 86 | + VerifyRpc(); |
| 87 | + TestNetworkVariable.Value = true; |
| 88 | + } |
| 89 | + } |
| 90 | + |
| 91 | + protected override void OnNetworkPostSpawn() |
| 92 | + { |
| 93 | + TestNetworkVariable.OnValueChanged += TestNetworkVariableChanged; |
| 94 | + base.OnNetworkPostSpawn(); |
| 95 | + } |
| 96 | + |
| 97 | + private void TestNetworkVariableChanged(bool previous, bool current) |
| 98 | + { |
| 99 | + TestNetworkVariableEvent = true; |
| 100 | + } |
| 101 | + } |
| 102 | + |
| 103 | + [TestFixture(SessionType.SinglePlayer)] |
| 104 | + [TestFixture(SessionType.MultiPlayer)] |
| 105 | + internal class SwitchingTransportTypesTests : NetcodeIntegrationTest |
| 106 | + { |
| 107 | + public enum SessionType |
| 108 | + { |
| 109 | + SinglePlayer, |
| 110 | + MultiPlayer |
| 111 | + } |
| 112 | + |
| 113 | + protected override int NumberOfClients => 0; |
| 114 | + |
| 115 | + // We do not need to test this against CMB. |
| 116 | + protected override bool UseCMBService() |
| 117 | + { |
| 118 | + return false; |
| 119 | + } |
| 120 | + |
| 121 | + private SessionType m_SessionType; |
| 122 | + public SwitchingTransportTypesTests(SessionType sessionType) |
| 123 | + { |
| 124 | + m_SessionType = sessionType; |
| 125 | + } |
| 126 | + |
| 127 | + protected override IEnumerator OnSetup() |
| 128 | + { |
| 129 | + m_CanStart = false; |
| 130 | + return base.OnSetup(); |
| 131 | + } |
| 132 | + |
| 133 | + protected override void OnCreatePlayerPrefab() |
| 134 | + { |
| 135 | + m_PlayerPrefab.AddComponent<VerifyNetcodeSessionActive>(); |
| 136 | + base.OnCreatePlayerPrefab(); |
| 137 | + } |
| 138 | + |
| 139 | + private bool m_CanStart = false; |
| 140 | + protected override bool CanStartServerAndClients() |
| 141 | + { |
| 142 | + return m_CanStart; |
| 143 | + } |
| 144 | + |
| 145 | + private NetworkManager m_Client; |
| 146 | + protected override void OnNewClientCreated(NetworkManager networkManager) |
| 147 | + { |
| 148 | + m_Client = networkManager; |
| 149 | + networkManager.NetworkConfig.EnableSceneManagement = false; |
| 150 | + base.OnNewClientCreated(networkManager); |
| 151 | + } |
| 152 | + |
| 153 | + [UnityTest] |
| 154 | + public IEnumerator SwitchTransportTest() |
| 155 | + { |
| 156 | + var authority = GetAuthorityNetworkManager(); |
| 157 | + authority.NetworkConfig.EnableSceneManagement = false; |
| 158 | + var startType = SwitchingTransportTypesExample.StartType.Host; |
| 159 | + if (m_SessionType == SessionType.SinglePlayer) |
| 160 | + { |
| 161 | + startType = SwitchingTransportTypesExample.StartType.SinglePlayer; |
| 162 | + authority.gameObject.AddComponent<SinglePlayerTransport>(); |
| 163 | + } |
| 164 | + m_CanStart = true; |
| 165 | + var example = authority.gameObject.AddComponent<SwitchingTransportTypesExample>(); |
| 166 | + Assert.IsTrue(example.StartSession(startType), "Failed to start single player session!"); |
| 167 | + |
| 168 | + if (m_SessionType != SessionType.SinglePlayer) |
| 169 | + { |
| 170 | + yield return CreateAndStartNewClient(); |
| 171 | + AssertOnTimeout("Timed out waiting for client to start and connect!"); |
| 172 | + } |
| 173 | + |
| 174 | + var verifyNetcode = authority.LocalClient.PlayerObject.GetComponent<VerifyNetcodeSessionActive>(); |
| 175 | + verifyNetcode.TestConnectivity(); |
| 176 | + if (m_SessionType != SessionType.SinglePlayer) |
| 177 | + { |
| 178 | + m_Client.LocalClient.PlayerObject.GetComponent<VerifyNetcodeSessionActive>().TestConnectivity(); |
| 179 | + } |
| 180 | + |
| 181 | + yield return WaitForConditionOrTimeOut(VerifyNetcodeSession); |
| 182 | + AssertOnTimeout($"Single player session had netcode related errors:"); |
| 183 | + } |
| 184 | + |
| 185 | + /// <summary> |
| 186 | + /// Verifies that all spawned players received the RPC and NetworkVariable |
| 187 | + /// changed event. |
| 188 | + /// </summary> |
| 189 | + private bool VerifyNetcodeSession(StringBuilder errorLog) |
| 190 | + { |
| 191 | + foreach (var networkManager in m_NetworkManagers) |
| 192 | + { |
| 193 | + foreach (var networkObject in networkManager.SpawnManager.SpawnedObjectsList) |
| 194 | + { |
| 195 | + if (!networkObject.IsPlayerObject) |
| 196 | + { |
| 197 | + continue; |
| 198 | + } |
| 199 | + var verify = networkObject.gameObject.GetComponent<VerifyNetcodeSessionActive>(); |
| 200 | + |
| 201 | + if (!verify.RpcReceived) |
| 202 | + { |
| 203 | + errorLog.AppendLine($"[Client-{networkManager.LocalClientId}][{verify.name}] Rpc was not recieved!"); |
| 204 | + } |
| 205 | + |
| 206 | + if (!verify.TestNetworkVariableEvent) |
| 207 | + { |
| 208 | + errorLog.AppendLine($"[Client-{networkManager.LocalClientId}][{verify.name}] NetworkVariable.OnValueChanged did not get invoked!"); |
| 209 | + } |
| 210 | + |
| 211 | + if (!verify.TestNetworkVariable.Value) |
| 212 | + { |
| 213 | + errorLog.AppendLine($"[Client-{networkManager.LocalClientId}][{verify.name}] {nameof(VerifyNetcodeSessionActive.TestNetworkVariable)} did not get set!"); |
| 214 | + } |
| 215 | + } |
| 216 | + } |
| 217 | + return errorLog.Length == 0; |
| 218 | + } |
| 219 | + } |
| 220 | +} |
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