Class NetcodeIntegrationTest
The default Netcode for GameObjects integration test helper class
Inherited Members
Namespace: Unity.Netcode.TestHelpers .Runtime
Assembly: solution.dll
Syntax
public abstract class NetcodeIntegrationTest
Constructors
NetcodeIntegrationTest()
Default constructor
Declaration
public NetcodeIntegrationTest()
NetcodeIntegrationTest(HostOrServer)
Optional Host or Server integration tests Constructor that allows you To break tests up as a host and a server. Example: Decorate your child derived class with TestFixture and then create a constructor at the child level. Don't forget to set your constructor public, else Unity will give you a hard to decipher error [TestFixture(HostOrServer.Host)] [TestFixture(HostOrServer.Server)] public class MyChildClass : NetcodeIntegrationTest { public MyChildClass(HostOrServer hostOrServer) : base(hostOrServer) { } }
Declaration
public NetcodeIntegrationTest(NetcodeIntegrationTest.HostOrServer hostOrServer)
Parameters
Type | Name | Description |
---|---|---|
Netcode |
hostOrServer |
Fields
NetcodeLogAssert
Declaration
public NetcodeLogAssert NetcodeLogAssert
Field Value
Type | Description |
---|---|
Netcode |
k_DefaultTickRate
Declaration
protected const uint k_DefaultTickRate = 30
Field Value
Type | Description |
---|---|
uint |
m_ClientNetworkManagers
Declaration
protected NetworkManager[] m_ClientNetworkManagers
Field Value
Type | Description |
---|---|
Network |
m_CreateServerFirst
Set this to false to create the clients first. Note: If you are using scene placed NetworkObjects or doing any form of scene testing and get prefab hash id "soft synchronization" errors, then set this to false and run your test again. This is a work-around until we can resolve some issues with NetworkManagerOwner and NetworkManager.Singleton.
Declaration
protected bool m_CreateServerFirst
Field Value
Type | Description |
---|---|
bool |
m_PlayerNetworkObjects
Contains each client relative set of player NetworkObject instances [Client Relative set of player instances][The player instance ClientId][The player instance's NetworkObject] Example: To get the player instance with a ClientId of 3 that was instantiated (relative) on the player instance with a ClientId of 2 m_PlayerNetworkObjects[2][3]
Declaration
protected Dictionary<ulong, Dictionary<ulong, NetworkObject>> m_PlayerNetworkObjects
Field Value
Type | Description |
---|---|
Dictionary<ulong, Dictionary<ulong, Network |
m_PlayerPrefab
Declaration
protected GameObject m_PlayerPrefab
Field Value
Type | Description |
---|---|
Game |
m_ServerNetworkManager
Declaration
protected NetworkManager m_ServerNetworkManager
Field Value
Type | Description |
---|---|
Network |
m_TargetFrameRate
Declaration
protected int m_TargetFrameRate
Field Value
Type | Description |
---|---|
int |
m_UseHost
Declaration
protected bool m_UseHost
Field Value
Type | Description |
---|---|
bool |
s_DefaultWaitForTick
Declaration
protected static WaitForSecondsRealtime s_DefaultWaitForTick
Field Value
Type | Description |
---|---|
Wait |
s_GlobalNetworkObjects
Registered list of all NetworkObjects spawned.
Format is as follows:
[ClientId-side where this NetworkObject instance resides][NetworkObjectId][NetworkObject]
Where finding the NetworkObject with a NetworkObjectId of 10 on ClientId of 2 would be:
s_GlobalNetworkObjects[2][10]
To find the client or server player objects please see:
m_Player
Declaration
protected static Dictionary<ulong, Dictionary<ulong, NetworkObject>> s_GlobalNetworkObjects
Field Value
Type | Description |
---|---|
Dictionary<ulong, Dictionary<ulong, Network |
s_GlobalTimeoutHelper
Declaration
protected static TimeoutHelper s_GlobalTimeoutHelper
Field Value
Type | Description |
---|---|
Timeout |
Properties
LogAllMessages
Declaration
protected virtual bool LogAllMessages { get; }
Property Value
Type | Description |
---|---|
bool |
NumberOfClients
Declaration
protected abstract int NumberOfClients { get; }
Property Value
Type | Description |
---|---|
int |
TotalClients
Declaration
protected int TotalClients { get; }
Property Value
Type | Description |
---|---|
int |
m_BypassConnectionTimeout
When set to true, this will bypass the entire wait for clients to connect process.
Declaration
protected bool m_BypassConnectionTimeout { get; set; }
Property Value
Type | Description |
---|---|
bool |
Remarks
CAUTION: Setting this to true will bypass other helper identification related code, so this should only be used for connection failure oriented testing
m_EnableTimeTravel
Enables "Time Travel" within the test, which swaps the time provider for the SDK from Unity's
Time class to Mock
This enables five important things that help with both performance and determinism of tests that involve a lot of time and waiting:
- 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),
- It allows skipping periods of time without actually waiting that amount of time, while still simulating SDK frames as if that time were passing,
- 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,
- 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
- 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:
Time
When time travel is enabled, Netcode
Additionally, the following methods replace their non-time-travel equivalents with variants that are not coroutines:
On
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
Time
Declaration
protected virtual bool m_EnableTimeTravel { get; }
Property Value
Type | Description |
---|---|
bool |
m_EnableVerboseDebug
Declaration
protected bool m_EnableVerboseDebug { get; set; }
Property Value
Type | Description |
---|---|
bool |
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 virtual bool m_SetupIsACoroutine { get; }
Property Value
Type | Description |
---|---|
bool |
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 virtual bool m_TearDownIsACoroutine { get; }
Property Value
Type | Description |
---|---|
bool |
Methods
AssertOnTimeout(string, TimeoutHelper)
Just a helper function to avoid having to write the entire assert just to check if you timed out.
Declaration
protected void AssertOnTimeout(string timeOutErrorMessage, TimeoutHelper assignedTimeoutHelper = null)
Parameters
Type | Name | Description |
---|---|---|
string | timeOutErrorMessage | |
Timeout |
assignedTimeoutHelper |
CanClientsLoad()
Override this method to control when clients can fake-load a scene.
Declaration
protected virtual bool CanClientsLoad()
Returns
Type | Description |
---|---|
bool |
CanClientsUnload()
Override this method to control when clients can fake-unload a scene.
Declaration
protected virtual bool CanClientsUnload()
Returns
Type | Description |
---|---|
bool |
CanDestroyNetworkObject(NetworkObject)
Override this to filter out the Network
Declaration
protected virtual bool CanDestroyNetworkObject(NetworkObject networkObject)
Parameters
Type | Name | Description |
---|---|---|
Network |
networkObject | the network object in question to be destroyed |
Returns
Type | Description |
---|---|
bool |
CanStartServerAndClients()
Override this method and return false in order to be able to manually control when the server and clients are started.
Declaration
protected virtual bool CanStartServerAndClients()
Returns
Type | Description |
---|---|
bool |
ClientNetworkManagerPostStartInit()
Declaration
protected void ClientNetworkManagerPostStartInit()
ConfigureFramesPerTick()
Recalculates the m_Tick
Declaration
protected void ConfigureFramesPerTick()
CreateAndStartNewClient()
This will create, start, and connect a new client while in the middle of an integration test.
Declaration
protected IEnumerator CreateAndStartNewClient()
Returns
Type | Description |
---|---|
IEnumerator |
CreateAndStartNewClientWithTimeTravel()
This will create, start, and connect a new client while in the middle of an integration test.
Declaration
protected void CreateAndStartNewClientWithTimeTravel()
CreateNetworkObjectPrefab(string)
Creates a basic NetworkObject test prefab, assigns it to a new NetworkPrefab entry, and then adds it to the server and client(s) NetworkManagers' NetworkConfig.NetworkPrefab lists.
Declaration
protected GameObject CreateNetworkObjectPrefab(string baseName)
Parameters
Type | Name | Description |
---|---|---|
string | baseName | the basic name to be used for each instance |
Returns
Type | Description |
---|---|
Game |
NetworkObject of the GameObject assigned to the new NetworkPrefab entry |
CreateServerAndClients()
Will create Number
Declaration
protected void CreateServerAndClients()
CreateServerAndClients(int)
Creates the server and clients
Declaration
protected void CreateServerAndClients(int numberOfClients)
Parameters
Type | Name | Description |
---|---|---|
int | numberOfClients |
DeRegisterSceneManagerHandler()
De-Registers from the CanClientsLoad and CanClientsUnload events of the ClientSceneHandler (default is IntegrationTestSceneHandler).
Declaration
protected void DeRegisterSceneManagerHandler()
DeregisterNetworkObject(ulong, ulong)
Declaration
public static void DeregisterNetworkObject(ulong localClientId, ulong networkObjectId)
Parameters
DeregisterNetworkObject(NetworkObject)
Declaration
public static void DeregisterNetworkObject(NetworkObject networkObject)
Parameters
Type | Name | Description |
---|---|---|
Network |
networkObject |
DestroySceneNetworkObjects()
Destroys all NetworkObjects at the end of a test cycle.
Declaration
protected void DestroySceneNetworkObjects()
EnableMessageLogging()
For debugging purposes, this will turn on verbose logging of all messages and batches sent and received
Declaration
protected void EnableMessageLogging()
GetFrameRate()
Declaration
protected virtual int GetFrameRate()
Returns
Type | Description |
---|---|
int |
GetTickRate()
Declaration
protected virtual uint GetTickRate()
Returns
Type | Description |
---|---|
uint |
OnCanSceneCleanUpUnload(Scene)
Declaration
protected bool OnCanSceneCleanUpUnload(Scene scene)
Parameters
Type | Name | Description |
---|---|---|
Scene | scene |
Returns
Type | Description |
---|---|
bool |
OnCreatePlayerPrefab()
Override this to add components or adjustments to the default player prefab
m_Player
Declaration
protected virtual void OnCreatePlayerPrefab()
OnInlineSetup()
Called before creating and starting the server and clients
Note: For All
Declaration
protected virtual void OnInlineSetup()
OnInlineTearDown()
Declaration
protected virtual void OnInlineTearDown()
OnNewClientCreated(NetworkManager)
CreateAndStartNewClient Only Invoked when the newly created client has been created
Declaration
protected virtual void OnNewClientCreated(NetworkManager networkManager)
Parameters
Type | Name | Description |
---|---|---|
Network |
networkManager |
OnNewClientStarted(NetworkManager)
CreateAndStartNewClient Only Invoked when the newly created client has been created and started
Declaration
protected virtual void OnNewClientStarted(NetworkManager networkManager)
Parameters
Type | Name | Description |
---|---|---|
Network |
networkManager |
OnNewClientStartedAndConnected(NetworkManager)
CreateAndStartNewClient Only Invoked when the newly created client has been created, started, and connected to the server-host.
Declaration
protected virtual void OnNewClientStartedAndConnected(NetworkManager networkManager)
Parameters
Type | Name | Description |
---|---|---|
Network |
networkManager |
OnOneTimeSetup()
Declaration
protected virtual void OnOneTimeSetup()
OnOneTimeTearDown()
Override this method to do handle cleaning up once the test(s)
within the child derived class have completed
Note: For All
Declaration
protected virtual void OnOneTimeTearDown()
OnPlayerPrefabGameObjectCreated()
Invoked immediately after the player prefab GameObject is created prior to adding a NetworkObject component
Declaration
protected virtual void OnPlayerPrefabGameObjectCreated()
OnServerAndClientsConnected()
Invoked after the server and clients have started and verified their connections with each other.
Declaration
protected virtual IEnumerator OnServerAndClientsConnected()
Returns
Type | Description |
---|---|
IEnumerator |
OnServerAndClientsCreated()
This is invoked before the server and client(s) are started. Override this method if you want to make any adjustments to their NetworkManager instances.
Declaration
protected virtual void OnServerAndClientsCreated()
OnSetIntegrationTestMode()
The very first thing invoked during the One
Declaration
protected virtual NetcodeIntegrationTest.NetworkManagerInstatiationMode OnSetIntegrationTestMode()
Returns
Type | Description |
---|---|
Netcode |
OnSetVerboseDebug()
Override this and return true if you need to troubleshoot a hard to track bug within an integration test.
Declaration
protected virtual bool OnSetVerboseDebug()
Returns
Type | Description |
---|---|
bool |
OnSetup()
Called before creating and starting the server and clients
Note: For All
Declaration
protected virtual IEnumerator OnSetup()
Returns
Type | Description |
---|---|
IEnumerator |
OnStartedServerAndClients()
Invoked after the server and clients have started. Note: No connection verification has been done at this point
Declaration
protected virtual IEnumerator OnStartedServerAndClients()
Returns
Type | Description |
---|---|
IEnumerator |
OnTearDown()
Note: For Per
Declaration
protected virtual IEnumerator OnTearDown()
Returns
Type | Description |
---|---|
IEnumerator |
OnTimeTravelServerAndClientsConnected()
Invoked after the server and clients have started and verified their connections with each other.
Declaration
protected virtual void OnTimeTravelServerAndClientsConnected()
OnTimeTravelStartedServerAndClients()
Invoked after the server and clients have started. Note: No connection verification has been done at this point
Declaration
protected virtual void OnTimeTravelStartedServerAndClients()
OneTimeSetup()
Declaration
public void OneTimeSetup()
OneTimeTearDown()
Declaration
public void OneTimeTearDown()
RegisterNetworkObject(NetworkObject)
Declaration
public static void RegisterNetworkObject(NetworkObject networkObject)
Parameters
Type | Name | Description |
---|---|---|
Network |
networkObject |
RegisterSceneManagerHandler()
Registers the CanClientsLoad and CanClientsUnload events of the
ClientSceneHandler.
The default is: Integration
Declaration
protected void RegisterSceneManagerHandler()
SetUp()
Declaration
[UnitySetUpAttribute]
public IEnumerator SetUp()
Returns
Type | Description |
---|---|
IEnumerator |
ShouldWaitForNewClientToConnect(NetworkManager)
CreateAndStartNewClient Only Override this method to bypass the waiting for a client to connect.
Declaration
protected virtual bool ShouldWaitForNewClientToConnect(NetworkManager networkManager)
Parameters
Type | Name | Description |
---|---|---|
Network |
networkManager |
Returns
Type | Description |
---|---|
bool |
Remarks
Use this for testing connection and disconnection scenarios
ShutdownAndCleanUp()
This shuts down all NetworkManager instances registered via the
Netcode
Declaration
protected void ShutdownAndCleanUp()
SimulateOneFrame()
Simulates one SDK frame. This can be used even without TimeTravel, though it's of somewhat less use without TimeTravel, as, without the mock transport, it will likely not provide enough time for any sent messages to be received even if called dozens of times.
Declaration
public static void SimulateOneFrame()
SpawnObject(GameObject, NetworkManager, bool)
Overloaded method Spawn
Declaration
protected GameObject SpawnObject(GameObject prefabGameObject, NetworkManager owner, bool destroyWithScene = false)
Parameters
Type | Name | Description |
---|---|---|
Game |
prefabGameObject | |
Network |
owner | |
bool | destroyWithScene |
Returns
Type | Description |
---|---|
Game |
SpawnObjects(GameObject, NetworkManager, int, bool)
Overloaded method Spawn
Declaration
protected List<GameObject> SpawnObjects(GameObject prefabGameObject, NetworkManager owner, int count, bool destroyWithScene = false)
Parameters
Type | Name | Description |
---|---|---|
Game |
prefabGameObject | |
Network |
owner | |
int | count | |
bool | destroyWithScene |
Returns
Type | Description |
---|---|
List<Game |
StartServerAndClients()
This starts the server and clients as long as Can
Declaration
protected IEnumerator StartServerAndClients()
Returns
Type | Description |
---|---|
IEnumerator |
StartServerAndClientsWithTimeTravel()
This starts the server and clients as long as Can
Declaration
protected void StartServerAndClientsWithTimeTravel()
StopOneClient(NetworkManager, bool)
This will stop a client while in the middle of an integration test
Declaration
protected IEnumerator StopOneClient(NetworkManager networkManager, bool destroy = false)
Parameters
Type | Name | Description |
---|---|---|
Network |
networkManager | |
bool | destroy |
Returns
Type | Description |
---|---|
IEnumerator |
StopOneClientWithTimeTravel(NetworkManager, bool)
This will stop a client while in the middle of an integration test
Declaration
protected void StopOneClientWithTimeTravel(NetworkManager networkManager, bool destroy = false)
Parameters
Type | Name | Description |
---|---|---|
Network |
networkManager | |
bool | destroy |
TearDown()
Declaration
[UnityTearDownAttribute]
public IEnumerator TearDown()
Returns
Type | Description |
---|---|
IEnumerator |
TimeTravel(double, int)
Simulate a number of frames passing over a specific amount of time. The delta time simulated for each frame will be evenly divided as time/numFrames This will only simulate the netcode update loop, as well as update events on NetworkBehaviour instances, and will not simulate any Unity update processes (physics, etc)
Declaration
protected static void TimeTravel(double amountOfTimeInSeconds, int numFramesToSimulate)
Parameters
TimeTravelAdvanceTick()
Helper function to time travel exactly one tick's worth of time at the current frame and tick rates.
This is NetcodeIntegrationTest instance relative and will automatically adjust based on Get
Declaration
protected void TimeTravelAdvanceTick()
TimeTravelToNextTick()
Helper function to time travel exactly one tick's worth of time at the current frame and tick rates. ** Is based on the global k_DefaultTickRate and is not local to each NetcodeIntegrationTest instance **
Declaration
public static void TimeTravelToNextTick()
VerboseDebug(string)
Used to display the various integration test stages and can be used to log verbose information for troubleshooting an integration test.
Declaration
protected void VerboseDebug(string msg)
Parameters
Type | Name | Description |
---|---|---|
string | msg |
WaitForClientsConnectedOrTimeOut()
Overloaded method that just passes in all clients to
Wait
Declaration
protected IEnumerator WaitForClientsConnectedOrTimeOut()
Returns
Type | Description |
---|---|
IEnumerator |
WaitForClientsConnectedOrTimeOut(NetworkManager[])
Validates that all remote clients (i.e. non-server) detect they are connected to the server and that the server reflects the appropriate number of clients have connected or it will time out.
Declaration
protected IEnumerator WaitForClientsConnectedOrTimeOut(NetworkManager[] clientsToCheck)
Parameters
Type | Name | Description |
---|---|---|
Network |
clientsToCheck | An array of clients to be checked |
Returns
Type | Description |
---|---|
IEnumerator |
WaitForClientsConnectedOrTimeOutWithTimeTravel()
Overloaded method that just passes in all clients to
Wait
Declaration
protected bool WaitForClientsConnectedOrTimeOutWithTimeTravel()
Returns
Type | Description |
---|---|
bool |
WaitForClientsConnectedOrTimeOutWithTimeTravel(NetworkManager[])
Validates that all remote clients (i.e. non-server) detect they are connected to the server and that the server reflects the appropriate number of clients have connected or it will time out. Uses time travel to simulate this for the given number of frames, simulating delta times at the application frame rate.
Declaration
protected bool WaitForClientsConnectedOrTimeOutWithTimeTravel(NetworkManager[] clientsToCheck)
Parameters
Type | Name | Description |
---|---|---|
Network |
clientsToCheck | An array of clients to be checked |
Returns
Type | Description |
---|---|
bool |
WaitForConditionOrTimeOut(Func<bool>, TimeoutHelper)
Waits for the function condition to return true or it will time out.
This will operate at the current m_ServerNetworkManager.NetworkConfig.TickRate
and allow for a unique TimeoutHelper handler (if none then it uses the default)
Notes: This provides more stability when running integration tests that could be
impacted by:
-how the integration test is being executed (i.e. in editor or in a stand alone build)
-potential platform performance issues (i.e. VM is throttled or maxed)
Note: For more complex tests, Conditional
Declaration
public static IEnumerator WaitForConditionOrTimeOut(Func<bool> checkForCondition, TimeoutHelper timeOutHelper = null)
Parameters
Type | Name | Description |
---|---|---|
Func<bool> | checkForCondition | |
Timeout |
timeOutHelper |
Returns
Type | Description |
---|---|
IEnumerator |
WaitForConditionOrTimeOut(IConditionalPredicate, TimeoutHelper)
This version accepts an IConditionalPredicate implementation to provide more flexibility for checking complex conditional cases.
Declaration
public static IEnumerator WaitForConditionOrTimeOut(IConditionalPredicate conditionalPredicate, TimeoutHelper timeOutHelper = null)
Parameters
Type | Name | Description |
---|---|---|
IConditional |
conditionalPredicate | |
Timeout |
timeOutHelper |
Returns
Type | Description |
---|---|
IEnumerator |
WaitForConditionOrTimeOutWithTimeTravel(Func<bool>, int)
Waits for the function condition to return true or it will time out. Uses time travel to simulate this for the given number of frames, simulating delta times at the application frame rate.
Declaration
public bool WaitForConditionOrTimeOutWithTimeTravel(Func<bool> checkForCondition, int maxTries = 60)
Parameters
Returns
Type | Description |
---|---|
bool |
WaitForConditionOrTimeOutWithTimeTravel(IConditionalPredicate, int)
This version accepts an IConditionalPredicate implementation to provide more flexibility for checking complex conditional cases. Uses time travel to simulate this for the given number of frames, simulating delta times at the application frame rate.
Declaration
public bool WaitForConditionOrTimeOutWithTimeTravel(IConditionalPredicate conditionalPredicate, int maxTries = 60)
Parameters
Type | Name | Description |
---|---|---|
IConditional |
conditionalPredicate | |
int | maxTries |
Returns
Type | Description |
---|---|
bool |
WaitForTicks(NetworkManager, int)
Yields until specified amount of network ticks and the expected number of frames has been passed.
Declaration
protected IEnumerator WaitForTicks(NetworkManager networkManager, int count)
Parameters
Type | Name | Description |
---|---|---|
Network |
networkManager | |
int | count |
Returns
Type | Description |
---|---|
IEnumerator |