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167 lines
6.6 KiB
C#
167 lines
6.6 KiB
C#
using System;
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using System.Collections;
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using Unity.BossRoom.Gameplay.GameState;
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using Unity.BossRoom.Gameplay.UI;
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using NUnit.Framework;
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using Unity.Multiplayer.Samples.Utilities;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.TestTools;
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using VContainer;
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namespace Unity.BossRoom.Tests.Runtime
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{
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public class HostAndDisconnectTest
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{
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const string k_BootstrapSceneName = "Startup";
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const string k_MainMenuSceneName = "MainMenu";
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const string k_CharSelectSceneName = "CharSelect";
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const string k_BossRoomSceneName = "BossRoom";
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static int[] s_PlayerIndices = new int[] { 0, 1, 2, 3, 4, 5, 6, 7 };
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NetworkManager m_NetworkManager;
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IEnumerator WaitUntilMainMenuSceneIsLoaded()
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{
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// load Bootstrap scene
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SceneManager.LoadSceneAsync(k_BootstrapSceneName);
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// validate the loading of project's Bootstrap scene
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yield return new TestUtilities.WaitForSceneLoad(k_BootstrapSceneName);
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// Bootstrap scene is loaded, containing NetworkManager instance; cache it
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m_NetworkManager = NetworkManager.Singleton;
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Assert.That(m_NetworkManager != null);
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// MainMenu is loaded as soon as Startup scene is launched, validate it is loaded
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yield return new TestUtilities.WaitForSceneLoad(k_MainMenuSceneName);
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yield return null;
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}
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IEnumerator WaitUntilCharacterIsSelectedAndReady(int playerIndex)
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{
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yield return new TestUtilities.WaitForSceneLoad(k_CharSelectSceneName);
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yield return null;
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// select a Character
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var seatObjectName = $"PlayerSeat ({playerIndex})";
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var playerSeat = GameObject.Find(seatObjectName);
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Assert.That(playerSeat != null, $"{seatObjectName} not found!");
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var uiCharSelectPlayerSeat = playerSeat.GetComponent<UICharSelectPlayerSeat>();
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Assert.That(uiCharSelectPlayerSeat != null,
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$"{nameof(UICharSelectPlayerSeat)} component not found on {playerSeat}!");
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uiCharSelectPlayerSeat.OnClicked();
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// selecting a class will enable the "Ready" button, next frame it is selectable
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yield return null;
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// hit ready
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ClientCharSelectState.Instance.OnPlayerClickedReady();
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}
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/// <summary>
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/// For now, just tests that the host has entered the BossRoom scene. Can become more complex in the future
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/// (eg. testing networked abilities)
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/// </summary>
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/// <returns></returns>
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IEnumerator WaitUntilBossRoomSceneIsLoaded()
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{
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yield return TestUtilities.AssertIsNetworkSceneLoaded(k_BossRoomSceneName, m_NetworkManager.SceneManager);
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}
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IEnumerator WaitUntilDisconnectedAndMainMenuSceneIsLoaded()
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{
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// once loaded into BossRoom scene, disconnect
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var uiSettingsCanvas = GameObject.FindObjectOfType<UISettingsCanvas>();
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Assert.That(uiSettingsCanvas != null, $"{nameof(UISettingsCanvas)} component not found!");
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uiSettingsCanvas.OnClickQuitButton();
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yield return new WaitForFixedUpdate();
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var uiQuitPanel = GameObject.FindObjectOfType<UIQuitPanel>(true);
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Assert.That(uiQuitPanel != null, $"{nameof(UIQuitPanel)} component not found!");
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uiQuitPanel.Quit();
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// Netcode TODO: OnNetworkDespawn() errors pop up here
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// Line below should not be necessary, logged here: https://jira.unity3d.com/browse/MTT-3376
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yield return new WaitForSeconds(1f);
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// wait until shutdown is complete
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yield return new WaitUntil(() => !m_NetworkManager.ShutdownInProgress);
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Assert.That(!NetworkManager.Singleton.IsListening, "NetworkManager not fully shut down!");
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// MainMenu is loaded as soon as a shutdown is encountered; validate it is loaded
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yield return new TestUtilities.WaitForSceneLoad(k_MainMenuSceneName);
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}
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/// <summary>
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/// Smoke test to validating hosting inside Boss Room. The test will load the project's bootstrap scene,
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/// Startup, and commence the game IP flow as a host, pick and confirm a parametrized character, and jump into
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/// the BossRoom scene, where the test will disconnect the host.
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/// </summary>
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[UnityTest]
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public IEnumerator IP_HostAndDisconnect_Valid([ValueSource(nameof(s_PlayerIndices))] int playerIndex)
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{
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yield return WaitUntilMainMenuSceneIsLoaded();
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var clientMainMenuState = GameObject.FindObjectOfType<ClientMainMenuState>();
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Assert.That(clientMainMenuState != null, $"{nameof(clientMainMenuState)} component not found!");
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var container = clientMainMenuState.Container;
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var ipUIMediator = container.Resolve<IPUIMediator>();
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Assert.That(ipUIMediator != null, $"{nameof(IPUIMediator)} component not found!");
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var ipHostingUI = ipUIMediator.IPHostingUI;
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Assert.That(ipHostingUI != null, $"{nameof(IPHostingUI)} component not found!");
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// select "DIRECT IP" button
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clientMainMenuState.OnDirectIPClicked();
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yield return null;
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// select the "HOST" button
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ipHostingUI.OnCreateClick();
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// confirming hosting will initialize the hosting process; next frame the results will be ready
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yield return null;
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// verify hosting is successful
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Assert.That(m_NetworkManager.IsListening && m_NetworkManager.IsHost);
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// CharSelect is loaded as soon as hosting is successful, validate it is loaded
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yield return WaitUntilCharacterIsSelectedAndReady(playerIndex);
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// selecting ready as host with no other party members will load BossRoom scene; validate it is loaded
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yield return WaitUntilBossRoomSceneIsLoaded();
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// Netcode TODO: the line below prevents a NullReferenceException on NetworkSceneManager.OnSceneLoaded
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// Line below should not be necessary, logged here: https://jira.unity3d.com/browse/MTT-3376
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yield return new WaitForSeconds(2f);
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yield return WaitUntilDisconnectedAndMainMenuSceneIsLoaded();
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}
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[UnityTearDown]
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public IEnumerator DestroySceneGameObjects()
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{
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foreach (var sceneGameObject in GameObject.FindObjectsOfType<GameObject>())
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{
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GameObject.DestroyImmediate(sceneGameObject);
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}
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yield break;
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}
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}
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}
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