Class NetcodeIntegrationTestHelpers
Provides helpers for running multi instance tests.
Inherited Members
Namespace: Unity.Netcode.TestHelpers.Runtime
Syntax
public static class NetcodeIntegrationTestHelpers
  Fields
DefaultMinFrames
Declaration
public const int DefaultMinFrames = 1
  Field Value
| Type | Description | 
|---|---|
| Int32 | 
DefaultTimeout
Declaration
public const float DefaultTimeout = 4F
  Field Value
| Type | Description | 
|---|---|
| Single | 
Properties
IsNetcodeIntegrationTestRunning
Declaration
public static bool IsNetcodeIntegrationTestRunning { get; }
  Property Value
| Type | Description | 
|---|---|
| Boolean | 
NetworkManagerInstances
Declaration
public static List<NetworkManager> NetworkManagerInstances { get; }
  Property Value
| Type | Description | 
|---|---|
| List<NetworkManager> | 
Methods
CleanUpHandlers()
Call this to clean up the IntegrationTestSceneHandler and destroy the s_CoroutineRunner. Note: If deriving from NetcodeIntegrationTest or using Destroy() then you typically won't need to do this.
Declaration
public static void CleanUpHandlers()
  Create(Int32, out NetworkManager, out NetworkManager[], Int32, Boolean)
Creates NetworkingManagers and configures them for use in a multi instance setting.
Declaration
public static bool Create(int clientCount, out NetworkManager server, out NetworkManager[] clients, int targetFrameRate = 60, bool serverFirst = true)
  Parameters
| Type | Name | Description | 
|---|---|---|
| Int32 | clientCount | The amount of clients  | 
      
| NetworkManager | server | The server NetworkManager  | 
      
| NetworkManager[] | clients | The clients NetworkManagers  | 
      
| Int32 | targetFrameRate | The targetFrameRate of the Unity engine to use while the multi instance helper is running. Will be reset on shutdown.  | 
      
| Boolean | serverFirst | This determines if the server or clients will be instantiated first (defaults to server first)  | 
      
Returns
| Type | Description | 
|---|---|
| Boolean | 
CreateNetworkObjectPrefab(String, NetworkManager, NetworkManager[])
Declaration
public static GameObject CreateNetworkObjectPrefab(string baseName, NetworkManager server, params NetworkManager[] clients)
  Parameters
| Type | Name | Description | 
|---|---|---|
| String | baseName | |
| NetworkManager | server | |
| NetworkManager[] | clients | 
Returns
| Type | Description | 
|---|---|
| GameObject | 
CreateNewClients(Int32, out NetworkManager[])
Used to add a client to the already existing list of clients
Declaration
public static bool CreateNewClients(int clientCount, out NetworkManager[] clients)
  Parameters
| Type | Name | Description | 
|---|---|---|
| Int32 | clientCount | The amount of clients  | 
      
| NetworkManager[] | clients | 
Returns
| Type | Description | 
|---|---|
| Boolean | 
CreateServer()
Declaration
public static NetworkManager CreateServer()
  Returns
| Type | Description | 
|---|---|
| NetworkManager | 
Destroy()
Should always be invoked when finished with a single unit test (i.e. during TearDown)
Declaration
public static void Destroy()
  GetNetworkObjectByRepresentation(Func<NetworkObject, Boolean>, NetworkManager, NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>, Boolean, Single)
Gets a NetworkObject instance as it's represented by a certain peer.
Declaration
public static IEnumerator GetNetworkObjectByRepresentation(Func<NetworkObject, bool> predicate, NetworkManager representation, NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject> result, bool failIfNull = true, float timeout = 4F)
  Parameters
| Type | Name | Description | 
|---|---|---|
| Func<NetworkObject, Boolean> | predicate | The predicate used to filter for your target NetworkObject  | 
      
| NetworkManager | representation | The representation to get the object from  | 
      
| NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject> | result | The result  | 
      
| Boolean | failIfNull | Whether or not to fail if no object is found and result is null  | 
      
| Single | timeout | 
Returns
| Type | Description | 
|---|---|
| IEnumerator | 
GetNetworkObjectByRepresentation(UInt64, NetworkManager, NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>, Boolean, Single)
Gets a NetworkObject instance as it's represented by a certain peer.
Declaration
public static IEnumerator GetNetworkObjectByRepresentation(ulong networkObjectId, NetworkManager representation, NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject> result, bool failIfNull = true, float timeout = 4F)
  Parameters
| Type | Name | Description | 
|---|---|---|
| UInt64 | networkObjectId | The networkObjectId to get  | 
      
| NetworkManager | representation | The representation to get the object from  | 
      
| NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject> | result | The result  | 
      
| Boolean | failIfNull | Whether or not to fail if no object is found and result is null  | 
      
| Single | timeout | 
Returns
| Type | Description | 
|---|---|
| IEnumerator | 
GetNextGlobalIdHashValue()
Declaration
public static uint GetNextGlobalIdHashValue()
  Returns
| Type | Description | 
|---|---|
| UInt32 | 
MakeNetworkObjectTestPrefab(NetworkObject, UInt32)
Normally we would only allow player prefabs to be set to a prefab. Not runtime created objects. In order to prevent having a Resource folder full of a TON of prefabs that we have to maintain, MultiInstanceHelper has a helper function that lets you mark a runtime created object to be treated as a prefab by the Netcode. That's how we can get away with creating the player prefab at runtime without it being treated as a SceneObject or causing other conflicts with the Netcode.
Declaration
public static void MakeNetworkObjectTestPrefab(NetworkObject networkObject, uint globalObjectIdHash = 0U)
  Parameters
| Type | Name | Description | 
|---|---|---|
| NetworkObject | networkObject | The networkObject to be treated as Prefab  | 
      
| UInt32 | globalObjectIdHash | The GlobalObjectId to force  | 
      
MarkAsSceneObjectRoot(GameObject, NetworkManager, NetworkManager[])
Declaration
public static void MarkAsSceneObjectRoot(GameObject networkObjectRoot, NetworkManager server, NetworkManager[] clients)
  Parameters
| Type | Name | Description | 
|---|---|---|
| GameObject | networkObjectRoot | |
| NetworkManager | server | |
| NetworkManager[] | clients | 
RegisterHandlers(NetworkManager, Boolean)
Call this to register scene validation and the IntegrationTestSceneHandler Note: If deriving from NetcodeIntegrationTest or using Destroy() then you typically won't need to call this.
Declaration
public static void RegisterHandlers(NetworkManager networkManager, bool serverSideSceneManager = false)
  Parameters
| Type | Name | Description | 
|---|---|---|
| NetworkManager | networkManager | |
| Boolean | serverSideSceneManager | 
RegisterNetcodeIntegrationTest(Boolean)
Declaration
public static void RegisterNetcodeIntegrationTest(bool registered)
  Parameters
| Type | Name | Description | 
|---|---|---|
| Boolean | registered | 
Start(Boolean, NetworkManager, NetworkManager[], NetcodeIntegrationTestHelpers.BeforeClientStartCallback)
Starts NetworkManager instances created by the Create method.
Declaration
public static bool Start(bool host, NetworkManager server, NetworkManager[] clients, NetcodeIntegrationTestHelpers.BeforeClientStartCallback callback = null)
  Parameters
| Type | Name | Description | 
|---|---|---|
| Boolean | host | Whether or not to create a Host instead of Server  | 
      
| NetworkManager | server | The Server NetworkManager  | 
      
| NetworkManager[] | clients | The Clients NetworkManager  | 
      
| NetcodeIntegrationTestHelpers.BeforeClientStartCallback | callback | called immediately after server is started and before client(s) are started  | 
      
Returns
| Type | Description | 
|---|---|
| Boolean | 
StartOneClient(NetworkManager)
Starts one single client and makes sure to register the required hooks and handlers
Declaration
public static void StartOneClient(NetworkManager clientToStart)
  Parameters
| Type | Name | Description | 
|---|---|---|
| NetworkManager | clientToStart | 
StopOneClient(NetworkManager, Boolean)
Stops one single client and makes sure to cleanup any static variables in this helper
Declaration
public static void StopOneClient(NetworkManager clientToStop, bool destroy = true)
  Parameters
| Type | Name | Description | 
|---|---|---|
| NetworkManager | clientToStop | |
| Boolean | destroy | 
WaitForClientConnected(NetworkManager, NetcodeIntegrationTestHelpers.ResultWrapper<Boolean>, Single)
Waits on the client side to be connected.
Declaration
public static IEnumerator WaitForClientConnected(NetworkManager client, NetcodeIntegrationTestHelpers.ResultWrapper<bool> result = null, float timeout = 4F)
  Parameters
| Type | Name | Description | 
|---|---|---|
| NetworkManager | client | The client  | 
      
| NetcodeIntegrationTestHelpers.ResultWrapper<Boolean> | result | The result. If null, it will automatically assert  | 
      
| Single | timeout | 
Returns
| Type | Description | 
|---|---|
| IEnumerator | 
WaitForClientConnectedToServer(NetworkManager, NetcodeIntegrationTestHelpers.ResultWrapper<Boolean>, Single)
Waits on the server side for 1 client to be connected
Declaration
public static IEnumerator WaitForClientConnectedToServer(NetworkManager server, NetcodeIntegrationTestHelpers.ResultWrapper<bool> result = null, float timeout = 4F)
  Parameters
| Type | Name | Description | 
|---|---|---|
| NetworkManager | server | The server  | 
      
| NetcodeIntegrationTestHelpers.ResultWrapper<Boolean> | result | The result. If null, it will automatically assert  | 
      
| Single | timeout | 
Returns
| Type | Description | 
|---|---|
| IEnumerator | 
WaitForClientsConnected(NetworkManager[], NetcodeIntegrationTestHelpers.ResultWrapper<Boolean>, Single)
Declaration
public static IEnumerator WaitForClientsConnected(NetworkManager[] clients, NetcodeIntegrationTestHelpers.ResultWrapper<bool> result = null, float timeout = 4F)
  Parameters
| Type | Name | Description | 
|---|---|---|
| NetworkManager[] | clients | |
| NetcodeIntegrationTestHelpers.ResultWrapper<Boolean> | result | |
| Single | timeout | 
Returns
| Type | Description | 
|---|---|
| IEnumerator | 
WaitForClientsConnectedToServer(NetworkManager, Int32, NetcodeIntegrationTestHelpers.ResultWrapper<Boolean>, Single)
Waits on the server side for 1 client to be connected
Declaration
public static IEnumerator WaitForClientsConnectedToServer(NetworkManager server, int clientCount = 1, NetcodeIntegrationTestHelpers.ResultWrapper<bool> result = null, float timeout = 4F)
  Parameters
| Type | Name | Description | 
|---|---|---|
| NetworkManager | server | The server  | 
      
| Int32 | clientCount | |
| NetcodeIntegrationTestHelpers.ResultWrapper<Boolean> | result | The result. If null, it will automatically assert  | 
      
| Single | timeout | 
Returns
| Type | Description | 
|---|---|
| IEnumerator | 
WaitForCondition(Func<Boolean>, NetcodeIntegrationTestHelpers.ResultWrapper<Boolean>, Single, Int32)
Waits for a predicate condition to be met
Declaration
public static IEnumerator WaitForCondition(Func<bool> predicate, NetcodeIntegrationTestHelpers.ResultWrapper<bool> result = null, float timeout = 4F, int minFrames = 1)
  Parameters
| Type | Name | Description | 
|---|---|---|
| Func<Boolean> | predicate | The predicate to wait for  | 
      
| NetcodeIntegrationTestHelpers.ResultWrapper<Boolean> | result | The result. If null, it will fail if the predicate is not met  | 
      
| Single | timeout | |
| Int32 | minFrames | The min frames to wait for  | 
      
Returns
| Type | Description | 
|---|---|
| IEnumerator |