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    Class NetcodeIntegrationTest

    The default Netcode for GameObjects integration test helper class

    Inheritance
    object
    NetcodeIntegrationTest
    ExtendedNetworkShowAndHideTests
    NetworkVariableCollectionsChangingTests
    NetworkVariableCollectionsTests
    RpcProxyMessageTesting
    IntegrationTestWithApproximation
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: Unity.Netcode.TestHelpers.Runtime
    Assembly: Unity.Netcode.TestHelpers.Runtime.dll
    Syntax
    public abstract class NetcodeIntegrationTest

    Constructors

    NetcodeIntegrationTest()

    Default constructor

    Declaration
    public NetcodeIntegrationTest()

    NetcodeIntegrationTest(NetworkTopologyTypes)

    Declaration
    public NetcodeIntegrationTest(NetworkTopologyTypes networkTopologyType)
    Parameters
    Type Name Description
    NetworkTopologyTypes networkTopologyType

    NetcodeIntegrationTest(NetworkTopologyTypes, HostOrServer)

    Declaration
    public NetcodeIntegrationTest(NetworkTopologyTypes networkTopologyType, NetcodeIntegrationTest.HostOrServer hostOrServer)
    Parameters
    Type Name Description
    NetworkTopologyTypes networkTopologyType
    NetcodeIntegrationTest.HostOrServer hostOrServer

    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
    NetcodeIntegrationTest.HostOrServer hostOrServer

    Fields

    NetcodeLogAssert

    Declaration
    public NetcodeLogAssert NetcodeLogAssert
    Field Value
    Type Description
    NetcodeLogAssert

    k_DefaultTickRate

    Declaration
    protected const uint k_DefaultTickRate = 30
    Field Value
    Type Description
    uint

    k_DefaultTimeoutPeriod

    Used to determine if a NetcodeIntegrationTest is currently running to determine how clients will load scenes

    Declaration
    protected const float k_DefaultTimeoutPeriod = 8
    Field Value
    Type Description
    float

    k_TickFrequency

    Declaration
    protected const float k_TickFrequency = 0.033333335
    Field Value
    Type Description
    float

    m_ClientNetworkManagers

    Declaration
    protected NetworkManager[] m_ClientNetworkManagers
    Field Value
    Type Description
    NetworkManager[]

    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_DistributedAuthority

    Declaration
    protected bool m_DistributedAuthority
    Field Value
    Type Description
    bool

    m_NetworkTopologyType

    Declaration
    protected NetworkTopologyTypes m_NetworkTopologyType
    Field Value
    Type Description
    NetworkTopologyTypes

    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, NetworkObject>>

    m_PlayerPrefab

    Declaration
    protected GameObject m_PlayerPrefab
    Field Value
    Type Description
    GameObject

    m_ServerNetworkManager

    Declaration
    protected NetworkManager m_ServerNetworkManager
    Field Value
    Type Description
    NetworkManager

    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
    WaitForSecondsRealtime

    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_PlayerNetworkObjects

    Declaration
    protected static Dictionary<ulong, Dictionary<ulong, NetworkObject>> s_GlobalNetworkObjects
    Field Value
    Type Description
    Dictionary<ulong, Dictionary<ulong, NetworkObject>>

    s_GlobalTimeoutHelper

    Declaration
    protected static TimeoutHelper s_GlobalTimeoutHelper
    Field Value
    Type Description
    TimeoutHelper

    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 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 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
    TimeoutHelper 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 NetworkObjects that you want to allow to persist between integration tests. DestroySceneNetworkObjects() ShutdownAndCleanUp()

    Declaration
    protected virtual bool CanDestroyNetworkObject(NetworkObject networkObject)
    Parameters
    Type Name Description
    NetworkObject 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_TickFrequency and m_FramesPerTick that is used in TimeTravelAdvanceTick().

    Declaration
    protected void ConfigureFramesPerTick()

    CoroutineShutdownAndCleanUp()

    Declaration
    protected IEnumerator CoroutineShutdownAndCleanUp()
    Returns
    Type Description
    IEnumerator

    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
    GameObject

    NetworkObject of the GameObject assigned to the new NetworkPrefab entry

    CreateServerAndClients()

    Will create NumberOfClients number of clients. To create a specific number of clients CreateServerAndClients(int)

    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
    Type Name Description
    ulong localClientId
    ulong networkObjectId

    DeregisterNetworkObject(NetworkObject)

    Declaration
    public static void DeregisterNetworkObject(NetworkObject networkObject)
    Parameters
    Type Name Description
    NetworkObject 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_PlayerPrefab

    Declaration
    protected virtual void OnCreatePlayerPrefab()

    OnGetNetworkTopologyType()

    Declaration
    protected virtual NetworkTopologyTypes OnGetNetworkTopologyType()
    Returns
    Type Description
    NetworkTopologyTypes

    OnInlineSetup()

    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 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
    NetworkManager 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
    NetworkManager 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
    NetworkManager 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 AllTests mode this is called before ShutdownAndCleanUp.

    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 OneTimeSetup() that determines how this integration test handles NetworkManager instantiation and destruction. NetcodeIntegrationTest.NetworkManagerInstatiationMode Override this method to change the default mode: AllTests

    Declaration
    protected virtual NetcodeIntegrationTest.NetworkManagerInstatiationMode OnSetIntegrationTestMode()
    Returns
    Type Description
    NetcodeIntegrationTest.NetworkManagerInstatiationMode

    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 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 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 PerTest mode this is called before ShutdownAndCleanUp.

    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
    [OneTimeSetUp]
    public void OneTimeSetup()

    OneTimeTearDown()

    Declaration
    [OneTimeTearDown]
    public void OneTimeTearDown()

    RegisterNetworkObject(NetworkObject)

    Declaration
    public static void RegisterNetworkObject(NetworkObject networkObject)
    Parameters
    Type Name Description
    NetworkObject networkObject

    RegisterSceneManagerHandler()

    Registers the CanClientsLoad and CanClientsUnload events of the ClientSceneHandler. The default is: IntegrationTestSceneHandler.

    Declaration
    protected void RegisterSceneManagerHandler()

    SetDistributedAuthorityProperties(NetworkManager)

    Declaration
    protected void SetDistributedAuthorityProperties(NetworkManager networkManager)
    Parameters
    Type Name Description
    NetworkManager networkManager

    SetTimeTravelSimulatedDropRate(float)

    Declaration
    protected void SetTimeTravelSimulatedDropRate(float dropRatePercent)
    Parameters
    Type Name Description
    float dropRatePercent

    SetTimeTravelSimulatedLatency(float)

    Declaration
    protected void SetTimeTravelSimulatedLatency(float latencySeconds)
    Parameters
    Type Name Description
    float latencySeconds

    SetTimeTravelSimulatedLatencyJitter(float)

    Declaration
    protected void SetTimeTravelSimulatedLatencyJitter(float jitterSeconds)
    Parameters
    Type Name Description
    float jitterSeconds

    SetUp()

    Declaration
    public IEnumerator SetUp()
    Returns
    Type Description
    IEnumerator

    ShouldCheckForSpawnedPlayers()

    Declaration
    protected virtual bool ShouldCheckForSpawnedPlayers()
    Returns
    Type Description
    bool

    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
    NetworkManager networkManager
    Returns
    Type Description
    bool
    Remarks

    Use this for testing connection and disconnection scenarios

    ShutdownAndCleanUp()

    This shuts down all NetworkManager instances registered via the NetcodeIntegrationTestHelpers class and cleans up the test runner scene of any left over NetworkObjects. DestroySceneNetworkObjects()

    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 SpawnObject(NetworkObject, NetworkManager, bool)

    Declaration
    protected GameObject SpawnObject(GameObject prefabGameObject, NetworkManager owner, bool destroyWithScene = false)
    Parameters
    Type Name Description
    GameObject prefabGameObject
    NetworkManager owner
    bool destroyWithScene
    Returns
    Type Description
    GameObject

    SpawnObjects(GameObject, NetworkManager, int, bool)

    Overloaded method SpawnObjects(NetworkObject, NetworkManager, int, bool)

    Declaration
    protected List<GameObject> SpawnObjects(GameObject prefabGameObject, NetworkManager owner, int count, bool destroyWithScene = false)
    Parameters
    Type Name Description
    GameObject prefabGameObject
    NetworkManager owner
    int count
    bool destroyWithScene
    Returns
    Type Description
    List<GameObject>

    SpawnPlayerObject(GameObject, NetworkManager, bool)

    Overloaded method SpawnObject(NetworkObject, NetworkManager, bool)

    Declaration
    protected GameObject SpawnPlayerObject(GameObject prefabGameObject, NetworkManager owner, bool destroyWithScene = false)
    Parameters
    Type Name Description
    GameObject prefabGameObject
    NetworkManager owner
    bool destroyWithScene
    Returns
    Type Description
    GameObject

    StartServerAndClients()

    This starts the server and clients as long as CanStartServerAndClients() returns true.

    Declaration
    protected IEnumerator StartServerAndClients()
    Returns
    Type Description
    IEnumerator

    StartServerAndClientsWithTimeTravel()

    This starts the server and clients as long as CanStartServerAndClients() returns true.

    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
    NetworkManager 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
    NetworkManager networkManager
    bool destroy

    TearDown()

    Declaration
    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
    Type Name Description
    double amountOfTimeInSeconds
    int numFramesToSimulate

    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 GetFrameRate() and GetTickRate().

    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()

    UseCMBService()

    Declaration
    protected virtual bool UseCMBService()
    Returns
    Type Description
    bool

    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 WaitForClientsConnectedOrTimeOut(NetworkManager[])

    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
    NetworkManager[] clientsToCheck

    An array of clients to be checked

    Returns
    Type Description
    IEnumerator

    WaitForClientsConnectedOrTimeOutWithTimeTravel()

    Overloaded method that just passes in all clients to WaitForClientsConnectedOrTimeOut(NetworkManager[]) Uses time travel to simulate this for the given number of frames, simulating delta times at the application frame rate.

    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
    NetworkManager[] 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, ConditionalPredicateBase and the overloaded version of this method

    Declaration
    public static IEnumerator WaitForConditionOrTimeOut(Func<bool> checkForCondition, TimeoutHelper timeOutHelper = null)
    Parameters
    Type Name Description
    Func<bool> checkForCondition
    TimeoutHelper 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
    IConditionalPredicate conditionalPredicate
    TimeoutHelper 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
    Type Name Description
    Func<bool> checkForCondition
    int maxTries
    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
    IConditionalPredicate 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
    NetworkManager networkManager
    int count
    Returns
    Type Description
    IEnumerator
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