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    Class NetworkVariableTests

    Inheritance
    object
    NetcodeIntegrationTest
    NetworkVariableTests
    Inherited Members
    NetcodeIntegrationTest.s_GlobalTimeoutHelper
    NetcodeIntegrationTest.s_DefaultWaitForTick
    NetcodeIntegrationTest.NetcodeLogAssert
    NetcodeIntegrationTest.s_GlobalNetworkObjects
    NetcodeIntegrationTest.RegisterNetworkObject(NetworkObject)
    NetcodeIntegrationTest.DeregisterNetworkObject(NetworkObject)
    NetcodeIntegrationTest.DeregisterNetworkObject(ulong, ulong)
    NetcodeIntegrationTest.TotalClients
    NetcodeIntegrationTest.k_DefaultTickRate
    NetcodeIntegrationTest.m_CreateServerFirst
    NetcodeIntegrationTest.m_PlayerPrefab
    NetcodeIntegrationTest.m_ServerNetworkManager
    NetcodeIntegrationTest.m_ClientNetworkManagers
    NetcodeIntegrationTest.m_PlayerNetworkObjects
    NetcodeIntegrationTest.m_UseHost
    NetcodeIntegrationTest.m_TargetFrameRate
    NetcodeIntegrationTest.m_EnableVerboseDebug
    NetcodeIntegrationTest.m_BypassConnectionTimeout
    NetcodeIntegrationTest.VerboseDebug(string)
    NetcodeIntegrationTest.OnSetVerboseDebug()
    NetcodeIntegrationTest.OnSetIntegrationTestMode()
    NetcodeIntegrationTest.OnOneTimeSetup()
    NetcodeIntegrationTest.OneTimeSetup()
    NetcodeIntegrationTest.OnInlineSetup()
    NetcodeIntegrationTest.SetUp()
    NetcodeIntegrationTest.OnCreatePlayerPrefab()
    NetcodeIntegrationTest.OnPlayerPrefabGameObjectCreated()
    NetcodeIntegrationTest.OnServerAndClientsCreated()
    NetcodeIntegrationTest.CreateServerAndClients()
    NetcodeIntegrationTest.OnNewClientCreated(NetworkManager)
    NetcodeIntegrationTest.OnNewClientStarted(NetworkManager)
    NetcodeIntegrationTest.OnNewClientStartedAndConnected(NetworkManager)
    NetcodeIntegrationTest.ShouldWaitForNewClientToConnect(NetworkManager)
    NetcodeIntegrationTest.CreateAndStartNewClient()
    NetcodeIntegrationTest.CreateAndStartNewClientWithTimeTravel()
    NetcodeIntegrationTest.StopOneClient(NetworkManager, bool)
    NetcodeIntegrationTest.StopOneClientWithTimeTravel(NetworkManager, bool)
    NetcodeIntegrationTest.CreateServerAndClients(int)
    NetcodeIntegrationTest.OnStartedServerAndClients()
    NetcodeIntegrationTest.OnTimeTravelStartedServerAndClients()
    NetcodeIntegrationTest.OnServerAndClientsConnected()
    NetcodeIntegrationTest.OnTimeTravelServerAndClientsConnected()
    NetcodeIntegrationTest.ClientNetworkManagerPostStartInit()
    NetcodeIntegrationTest.LogAllMessages
    NetcodeIntegrationTest.StartServerAndClients()
    NetcodeIntegrationTest.StartServerAndClientsWithTimeTravel()
    NetcodeIntegrationTest.CanClientsLoad()
    NetcodeIntegrationTest.CanClientsUnload()
    NetcodeIntegrationTest.DeRegisterSceneManagerHandler()
    NetcodeIntegrationTest.RegisterSceneManagerHandler()
    NetcodeIntegrationTest.OnCanSceneCleanUpUnload(Scene)
    NetcodeIntegrationTest.ShutdownAndCleanUp()
    NetcodeIntegrationTest.OnInlineTearDown()
    NetcodeIntegrationTest.TearDown()
    NetcodeIntegrationTest.OnOneTimeTearDown()
    NetcodeIntegrationTest.OneTimeTearDown()
    NetcodeIntegrationTest.CanDestroyNetworkObject(NetworkObject)
    NetcodeIntegrationTest.DestroySceneNetworkObjects()
    NetcodeIntegrationTest.EnableMessageLogging()
    NetcodeIntegrationTest.WaitForConditionOrTimeOut(Func<bool>, TimeoutHelper)
    NetcodeIntegrationTest.WaitForConditionOrTimeOutWithTimeTravel(Func<bool>, int)
    NetcodeIntegrationTest.WaitForConditionOrTimeOut(IConditionalPredicate, TimeoutHelper)
    NetcodeIntegrationTest.WaitForConditionOrTimeOutWithTimeTravel(IConditionalPredicate, int)
    NetcodeIntegrationTest.WaitForClientsConnectedOrTimeOut(NetworkManager[])
    NetcodeIntegrationTest.WaitForClientsConnectedOrTimeOutWithTimeTravel(NetworkManager[])
    NetcodeIntegrationTest.WaitForClientsConnectedOrTimeOut()
    NetcodeIntegrationTest.WaitForClientsConnectedOrTimeOutWithTimeTravel()
    NetcodeIntegrationTest.CreateNetworkObjectPrefab(string)
    NetcodeIntegrationTest.SpawnObject(GameObject, NetworkManager, bool)
    NetcodeIntegrationTest.SpawnObjects(GameObject, NetworkManager, int, bool)
    NetcodeIntegrationTest.AssertOnTimeout(string, TimeoutHelper)
    NetcodeIntegrationTest.WaitForTicks(NetworkManager, int)
    NetcodeIntegrationTest.TimeTravel(double, int)
    NetcodeIntegrationTest.GetTickRate()
    NetcodeIntegrationTest.GetFrameRate()
    NetcodeIntegrationTest.ConfigureFramesPerTick()
    NetcodeIntegrationTest.TimeTravelAdvanceTick()
    NetcodeIntegrationTest.TimeTravelToNextTick()
    NetcodeIntegrationTest.SimulateOneFrame()
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Unity.Netcode.RuntimeTests
    Assembly: solution.dll
    Syntax
    public class NetworkVariableTests : NetcodeIntegrationTest

    Constructors

    NetworkVariableTests(bool)

    Declaration
    public NetworkVariableTests(bool ensureLengthSafety)
    Parameters
    Type Name Description
    bool ensureLengthSafety

    Properties

    NumberOfClients

    Declaration
    protected override int NumberOfClients { get; }
    Property Value
    Type Description
    int
    Overrides
    NetcodeIntegrationTest.NumberOfClients

    m_EnableTimeTravel

    Enables "Time Travel" within the test, which swaps the time provider for the SDK from Unity's Time class to MockTimeProvider, and also swaps the transport implementation from UnityTransport to MockTransport.

    This enables five important things that help with both performance and determinism of tests that involve a lot of time and waiting:

    1. It allows time to move in a completely deterministic way (testing that something happens after n seconds, the test will always move exactly n seconds with no chance of any variability in the timing),
    2. It allows skipping periods of time without actually waiting that amount of time, while still simulating SDK frames as if that time were passing,
    3. It dissociates the SDK's update loop from Unity's update loop, allowing us to simulate SDK frame updates without waiting for Unity to process things like physics, animation, and rendering that aren't relevant to the test,
    4. It dissociates the SDK's messaging system from the networking hardware, meaning there's no delay between a message being sent and it being received, allowing us to deterministically rely on the message being received within specific time frames for the test, and
    5. It allows tests to be written without the use of coroutines, which not only improves the test's runtime, but also results in easier-to-read callstacks and removes the possibility for an assertion to result in the test hanging.

    When time travel is enabled, the following methods become available:

    TimeTravel(double, int): Simulates a specific number of frames passing over a specific time period TimeTravelToNextTick(): Skips forward to the next tick, siumlating at the current application frame rate WaitForConditionOrTimeOutWithTimeTravel(Func<bool>, int): Simulates frames at the application frame rate until the given condition is true WaitForMessageReceivedWithTimeTravel<T>(List<NetworkManager>, ReceiptType): Simulates frames at the application frame rate until the required message is received WaitForMessagesReceivedWithTimeTravel(List<Type>, List<NetworkManager>, ReceiptType): Simulates frames at the application frame rate until the required messages are received StartServerAndClientsWithTimeTravel(): Starts a server and client and allows them to connect via simulated frames CreateAndStartNewClientWithTimeTravel(): Creates a client and waits for it to connect via simulated frames WaitForClientsConnectedOrTimeOutWithTimeTravel(NetworkManager[]) Simulates frames at the application frame rate until the given clients are connected StopOneClientWithTimeTravel(NetworkManager, bool): Stops a client and simulates frames until it's fully disconnected.

    When time travel is enabled, NetcodeIntegrationTest will automatically use these in its methods when doing things like automatically connecting clients during SetUp.

    Additionally, the following methods replace their non-time-travel equivalents with variants that are not coroutines: OnTimeTravelStartedServerAndClients() - called when server and clients are started OnTimeTravelServerAndClientsConnected() - called when server and clients are connected

    Note that all of the non-time travel functions can still be used even when time travel is enabled - this is sometimes needed for, e.g., testing NetworkAnimator, where the unity update loop needs to run to process animations. However, it's VERY important to note here that, because the SDK will not be operating based on real-world time but based on the frozen time that's locked in from MockTimeProvider, actions that pass 10 seconds apart by real-world clock time will be perceived by the SDK as having happened simultaneously if you don't call TimeTravel(double) to cover the equivalent time span in the mock time provider. (Calling TimeTravel(double) instead of TimeTravel(double, int) will move time forward without simulating any frames, which, in the case where real-world time has passed, is likely more desirable). In most cases, this desynch won't affect anything, but it is worth noting that it happens just in case a tested system depends on both the unity update loop happening and time moving forward.

    Declaration
    protected override bool m_EnableTimeTravel { get; }
    Property Value
    Type Description
    bool
    Overrides
    NetcodeIntegrationTest.m_EnableTimeTravel

    m_SetupIsACoroutine

    If this is false, SetUp will call OnInlineSetUp instead of OnSetUp. This is a performance advantage when not using the coroutine functionality, as a coroutine that has no yield instructions in it will nonetheless still result in delaying the continuation of the method that called it for a full frame after it returns.

    Declaration
    protected override bool m_SetupIsACoroutine { get; }
    Property Value
    Type Description
    bool
    Overrides
    NetcodeIntegrationTest.m_SetupIsACoroutine

    m_TearDownIsACoroutine

    If this is false, TearDown will call OnInlineTearDown instead of OnTearDown. This is a performance advantage when not using the coroutine functionality, as a coroutine that has no yield instructions in it will nonetheless still result in delaying the continuation of the method that called it for a full frame after it returns.

    Declaration
    protected override bool m_TearDownIsACoroutine { get; }
    Property Value
    Type Description
    bool
    Overrides
    NetcodeIntegrationTest.m_TearDownIsACoroutine

    Methods

    AllNetworkVariableTypes(HostOrServer)

    Runs generalized tests on all predefined NetworkVariable types

    Declaration
    public void AllNetworkVariableTypes(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    CanStartServerAndClients()

    Override this method and return false in order to be able to manually control when the server and clients are started.

    Declaration
    protected override bool CanStartServerAndClients()
    Returns
    Type Description
    bool
    Overrides
    NetcodeIntegrationTest.CanStartServerAndClients()

    ClientNetworkVariableTestSpawned(NetworkVariableTest)

    Declaration
    public static void ClientNetworkVariableTestSpawned(NetworkVariableTest networkVariableTest)
    Parameters
    Type Name Description
    NetworkVariableTest networkVariableTest

    ClientWritePermissionTest(HostOrServer)

    Declaration
    public void ClientWritePermissionTest(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    FixedString32Test(HostOrServer)

    Declaration
    public void FixedString32Test(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    NetworkListAdd(HostOrServer)

    Declaration
    public void NetworkListAdd(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    NetworkListClear(HostOrServer)

    Declaration
    public void NetworkListClear(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    NetworkListContains(HostOrServer)

    Declaration
    public void NetworkListContains(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    NetworkListIndexOf(HostOrServer)

    Declaration
    public void NetworkListIndexOf(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    NetworkListInsert(HostOrServer)

    Declaration
    public void NetworkListInsert(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    NetworkListRemoveTests(HostOrServer, ListRemoveTypes)

    Declaration
    public void NetworkListRemoveTests(NetcodeIntegrationTest.HostOrServer useHost, NetworkVariableTests.ListRemoveTypes listRemoveType)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost
    NetworkVariableTests.ListRemoveTypes listRemoveType

    NetworkListValueUpdate(HostOrServer)

    Declaration
    public void NetworkListValueUpdate(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    NetworkVariableSync_WithDifferentTimeScale(HostOrServer, float)

    Runs tests that network variables sync on client whatever the local value of timeScale.

    Declaration
    public void NetworkVariableSync_WithDifferentTimeScale(NetcodeIntegrationTest.HostOrServer useHost, float timeScale)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost
    float timeScale

    OnSetup()

    Called before creating and starting the server and clients Note: For AllTests and PerTest mode integration tests. For those two modes, if you want to have access to the server or client NetworkManagers then override OnServerAndClientsCreated(). m_ServerNetworkManager and m_ClientNetworkManagers

    Declaration
    protected override IEnumerator OnSetup()
    Returns
    Type Description
    IEnumerator
    Overrides
    NetcodeIntegrationTest.OnSetup()

    OnTearDown()

    Note: For PerTest mode this is called before ShutdownAndCleanUp.

    Declaration
    protected override IEnumerator OnTearDown()
    Returns
    Type Description
    IEnumerator
    Overrides
    NetcodeIntegrationTest.OnTearDown()

    TestCustomGenericSerialization()

    Declaration
    public void TestCustomGenericSerialization()

    TestINetworkSerializableClassCallsNetworkSerialize(HostOrServer)

    Declaration
    public void TestINetworkSerializableClassCallsNetworkSerialize(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    TestINetworkSerializableStructCallsNetworkSerialize(HostOrServer)

    Declaration
    public void TestINetworkSerializableStructCallsNetworkSerialize(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    TestManagedINetworkSerializableNetworkVariablesDeserializeInPlace()

    Declaration
    public void TestManagedINetworkSerializableNetworkVariablesDeserializeInPlace()

    TestNetworkListStruct(HostOrServer)

    Declaration
    public void TestNetworkListStruct(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    TestNetworkVariableClass(HostOrServer)

    Declaration
    public void TestNetworkVariableClass(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    TestNetworkVariableEnum(HostOrServer)

    Declaration
    public void TestNetworkVariableEnum(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    TestNetworkVariableStruct(HostOrServer)

    Declaration
    public void TestNetworkVariableStruct(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    TestNetworkVariableTemplateBehaviourClass(HostOrServer)

    Declaration
    public void TestNetworkVariableTemplateBehaviourClass(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    TestNetworkVariableTemplateBehaviourClassNotReferencedElsewhere(HostOrServer)

    Declaration
    public void TestNetworkVariableTemplateBehaviourClassNotReferencedElsewhere(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    TestNetworkVariableTemplateBehaviourStruct(HostOrServer)

    Declaration
    public void TestNetworkVariableTemplateBehaviourStruct(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    TestNetworkVariableTemplateClass(HostOrServer)

    Declaration
    public void TestNetworkVariableTemplateClass(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    TestNetworkVariableTemplateStruct(HostOrServer)

    Declaration
    public void TestNetworkVariableTemplateStruct(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    TestTypesReferencedInSubclassSerializeSuccessfully()

    Declaration
    public void TestTypesReferencedInSubclassSerializeSuccessfully()

    TestUnmnagedINetworkSerializableNetworkVariablesDeserializeInPlace()

    Declaration
    public void TestUnmnagedINetworkSerializableNetworkVariablesDeserializeInPlace()

    TestUnsupportedManagedTypesThrowExceptions()

    Declaration
    public void TestUnsupportedManagedTypesThrowExceptions()

    TestUnsupportedManagedTypesWithUserSerializationDoNotThrowExceptions()

    Declaration
    public void TestUnsupportedManagedTypesWithUserSerializationDoNotThrowExceptions()

    TestUnsupportedUnmanagedTypesThrowExceptions()

    Declaration
    public void TestUnsupportedUnmanagedTypesThrowExceptions()

    TestUnsupportedUnmanagedTypesWithUserSerializationDoNotThrowExceptions()

    Declaration
    public void TestUnsupportedUnmanagedTypesWithUserSerializationDoNotThrowExceptions()

    WhenCreatingAnArrayOfNetVars_InitializingVariablesDoesNotThrowAnException()

    Declaration
    public void WhenCreatingAnArrayOfNetVars_InitializingVariablesDoesNotThrowAnException()

    WhenListContainsManyLargeValues_OverflowExceptionIsNotThrown(HostOrServer)

    Declaration
    public void WhenListContainsManyLargeValues_OverflowExceptionIsNotThrown(NetcodeIntegrationTest.HostOrServer useHost)
    Parameters
    Type Name Description
    NetcodeIntegrationTest.HostOrServer useHost

    WhenSerializingAndDeserializingValueTypeNativeArrayNetworkVariables_ValuesAreSerializedCorrectly(Type)

    Declaration
    public void WhenSerializingAndDeserializingValueTypeNativeArrayNetworkVariables_ValuesAreSerializedCorrectly(Type testType)
    Parameters
    Type Name Description
    Type testType

    WhenSerializingAndDeserializingValueTypeNetworkVariables_ValuesAreSerializedCorrectly(Type)

    Declaration
    public void WhenSerializingAndDeserializingValueTypeNetworkVariables_ValuesAreSerializedCorrectly(Type testType)
    Parameters
    Type Name Description
    Type testType
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