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component: {fileID: 1211923377} - component: {fileID: 1211923378} m_Layer: 0 - m_Name: NetworkManager + m_Name: NetworkManager-Multiprocess m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 diff --git a/testproject/Assets/Scripts/UnityChanSpawner.cs b/testproject/Assets/Scripts/UnityChanSpawner.cs index 649996e647..d4aab5522c 100644 --- a/testproject/Assets/Scripts/UnityChanSpawner.cs +++ b/testproject/Assets/Scripts/UnityChanSpawner.cs @@ -5,13 +5,20 @@ public class UnityChanSpawner : MonoBehaviour { public GameObject UnityChanPrefab; + private void OnServerStarted() + { + var unityChanGameObj = Instantiate(UnityChanPrefab); + var unityChanNetObj = unityChanGameObj.GetComponent(); + unityChanNetObj.Spawn(); + } + private void Start() { - NetworkManager.Singleton.OnServerStarted += () => - { - var unityChanGameObj = Instantiate(UnityChanPrefab); - var unityChanNetObj = unityChanGameObj.GetComponent(); - unityChanNetObj.Spawn(); - }; + NetworkManager.Singleton.OnServerStarted += OnServerStarted; + } + + private void OnDestroy() + { + NetworkManager.Singleton.OnServerStarted -= OnServerStarted; } } diff --git a/testproject/Assets/Tests/Runtime/MultiprocessRuntime/BaseMultiprocessTests.cs b/testproject/Assets/Tests/Runtime/MultiprocessRuntime/BaseMultiprocessTests.cs index f6b82d71db..32323601f8 100644 --- a/testproject/Assets/Tests/Runtime/MultiprocessRuntime/BaseMultiprocessTests.cs +++ b/testproject/Assets/Tests/Runtime/MultiprocessRuntime/BaseMultiprocessTests.cs @@ -4,6 +4,7 @@ using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.TestTools; +using Object = UnityEngine.Object; namespace MLAPI.MultiprocessRuntimeTests { @@ -16,9 +17,13 @@ public MultiprocessTestsAttribute() : base(MultiprocessCategoryName) { } [MultiprocessTests] public abstract class BaseMultiprocessTests { - protected virtual bool m_IsPerformanceTest => true; + protected virtual bool IsPerformanceTest => true; - private bool ShouldIgnoreTests => m_IsPerformanceTest && Application.isEditor || MultiprocessOrchestration.IsUsingUTR(); // todo remove UTR check once we have proper automation + private const string k_GlobalEmptySceneName = "EmptyScene"; + + private bool m_SceneHasLoaded; + + protected bool ShouldIgnoreTests => IsPerformanceTest && Application.isEditor || MultiprocessOrchestration.IsUsingUTR(); // todo remove UTR check once we have proper automation /// /// Implement this to specify the amount of workers to spawn from your main test runner @@ -36,23 +41,25 @@ public virtual void SetupTestSuite() SceneManager.LoadScene(BuildMultiprocessTestPlayer.MainSceneName, LoadSceneMode.Single); SceneManager.sceneLoaded += OnSceneLoaded; + } + + private void OnSceneLoaded(Scene scene, LoadSceneMode mode) + { + SceneManager.sceneLoaded -= OnSceneLoaded; + NetworkManager.Singleton.StartHost(); for (int i = 0; i < WorkerCount; i++) { MultiprocessOrchestration.StartWorkerNode(); // will automatically start built player as clients } - } - private static void OnSceneLoaded(Scene scene, LoadSceneMode mode) - { - SceneManager.sceneLoaded -= OnSceneLoaded; - NetworkManager.Singleton.StartHost(); + m_SceneHasLoaded = true; } [UnitySetUp] public virtual IEnumerator Setup() { - yield return new WaitUntil(() => NetworkManager.Singleton != null && NetworkManager.Singleton.IsServer); + yield return new WaitUntil(() => NetworkManager.Singleton != null && NetworkManager.Singleton.IsServer && m_SceneHasLoaded); var startTime = Time.time; while (NetworkManager.Singleton.ConnectedClients.Count <= WorkerCount) @@ -84,6 +91,8 @@ public virtual void TeardownSuite() { TestCoordinator.Instance.CloseRemoteClientRpc(); NetworkManager.Singleton.StopHost(); + Object.Destroy(NetworkManager.Singleton.gameObject); // making sure we clear everything before reloading our scene + SceneManager.LoadScene(k_GlobalEmptySceneName); // using empty scene to clear our state } } } diff --git a/testproject/Assets/Tests/Runtime/MultiprocessRuntime/ExecuteStepInContextTests.cs b/testproject/Assets/Tests/Runtime/MultiprocessRuntime/ExecuteStepInContextTests.cs index d351cbb99d..20489c8464 100644 --- a/testproject/Assets/Tests/Runtime/MultiprocessRuntime/ExecuteStepInContextTests.cs +++ b/testproject/Assets/Tests/Runtime/MultiprocessRuntime/ExecuteStepInContextTests.cs @@ -23,7 +23,7 @@ public ExecuteStepInContextTests(int workerCountToTest) } protected override int WorkerCount => m_WorkerCountToTest; - protected override bool m_IsPerformanceTest => false; + protected override bool IsPerformanceTest => false; [UnityTest, MultiprocessContextBasedTest] public IEnumerator TestWithSameName([Values(1)] int a) diff --git a/testproject/Assets/Tests/Runtime/MultiprocessRuntime/NetworkVariablePerformanceTests.cs b/testproject/Assets/Tests/Runtime/MultiprocessRuntime/NetworkVariablePerformanceTests.cs index 74def8e28b..4d7b4423a1 100644 --- a/testproject/Assets/Tests/Runtime/MultiprocessRuntime/NetworkVariablePerformanceTests.cs +++ b/testproject/Assets/Tests/Runtime/MultiprocessRuntime/NetworkVariablePerformanceTests.cs @@ -21,7 +21,7 @@ public class NetworkVariablePerformanceTests : BaseMultiprocessTests private static GameObjectPool s_ServerObjectPool; private CustomPrefabSpawnerForPerformanceTests m_ClientPrefabHandler; private OneNetVar m_PrefabToSpawn; - protected override bool m_IsPerformanceTest => true; + protected override bool IsPerformanceTest => true; private class OneNetVar : NetworkBehaviour { @@ -52,6 +52,7 @@ public override void SetupTestSuite() private void OnSceneLoadedInitSetupSuite(Scene scene, LoadSceneMode loadSceneMode) { + SceneManager.sceneLoaded -= OnSceneLoadedInitSetupSuite; InitializePrefab(); s_ServerObjectPool = new GameObjectPool(); s_ServerObjectPool.Initialize(k_MaxObjectsToSpawn, m_PrefabToSpawn); @@ -231,8 +232,10 @@ void UpdateWaitForAllOneNetVarToDespawnFunc(float deltaTime) public override void TeardownSuite() { base.TeardownSuite(); - s_ServerObjectPool.Dispose(); - SceneManager.sceneLoaded -= OnSceneLoadedInitSetupSuite; + if (!ShouldIgnoreTests) + { + s_ServerObjectPool.Dispose(); + } } private static void SetupSpawnedObject(OneNetVar spawnedObject) diff --git a/testproject/Assets/Tests/Runtime/MultiprocessRuntime/TestCoordinatorTests.cs b/testproject/Assets/Tests/Runtime/MultiprocessRuntime/TestCoordinatorTests.cs index 79d53ed053..e20820f360 100644 --- a/testproject/Assets/Tests/Runtime/MultiprocessRuntime/TestCoordinatorTests.cs +++ b/testproject/Assets/Tests/Runtime/MultiprocessRuntime/TestCoordinatorTests.cs @@ -13,7 +13,7 @@ public class TestCoordinatorTests : BaseMultiprocessTests private int m_WorkerCount; protected override int WorkerCount => m_WorkerCount; - protected override bool m_IsPerformanceTest => false; + protected override bool IsPerformanceTest => false; public TestCoordinatorTests(int workerCount) { diff --git a/testproject/Assets/Tests/Runtime/SceneLoadingTest.cs b/testproject/Assets/Tests/Runtime/SceneLoadingTest.cs index 589898cb1a..3079c62d2f 100644 --- a/testproject/Assets/Tests/Runtime/SceneLoadingTest.cs +++ b/testproject/Assets/Tests/Runtime/SceneLoadingTest.cs @@ -169,6 +169,13 @@ public IEnumerator SceneLoading() // Done! } + [UnityTearDown] + public IEnumerator Teardown() + { + Object.Destroy(m_NetworkManager); + yield return null; + } + /// /// Checks to make sure the scene unloaded /// diff --git a/testproject/ProjectSettings/EditorBuildSettings.asset b/testproject/ProjectSettings/EditorBuildSettings.asset index 0aad2d2bec..f4245315f9 100644 --- a/testproject/ProjectSettings/EditorBuildSettings.asset +++ b/testproject/ProjectSettings/EditorBuildSettings.asset @@ -47,4 +47,7 @@ EditorBuildSettings: - 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