com.unity.netcode.gameobjects@2.0.0-exp.2
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.0.0-exp.2] - 2024-04-02 ### Added - Added updates to all internal messages to account for a distributed authority network session connection. (#2863) - Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863) - For a customized `NetworkRigidbodyBase` class: - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes. - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned. - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to: - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`. - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use. - Provides additional public methods: - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting). - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping. - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep. - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic. - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state. - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized. - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863) - Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863) - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority. - Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863) - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation. - Added distributed authority mode support to `NetworkAnimator`. (#2863) - Added session mode selection to `NetworkManager` inspector view. (#2863) - Added distributed authority permissions feature. (#2863) - Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863) - Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863) - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example). - Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863) - Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863) - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true. - Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863) - Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863) ### Fixed - Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807) - Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796) ### Changed - Changed client side awareness of other clients is now the same as a server or host. (#2863) - Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863) - Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863) - Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863) - Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863) - Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863) - Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810) - Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
This commit is contained in:
@@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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@@ -16,7 +17,6 @@ namespace Unity.Netcode.RuntimeTests
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public static int ValueAfterOwnershipChange = 0;
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public static Dictionary<ulong, ShowHideObject> ObjectsPerClientId = new Dictionary<ulong, ShowHideObject>();
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public static List<ulong> ClientIdsRpcCalledOn;
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public static NetworkObject GetNetworkObjectById(ulong networkObjectId)
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{
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foreach (var entry in ClientTargetedNetworkObjects)
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@@ -113,7 +113,10 @@ namespace Unity.Netcode.RuntimeTests
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[ClientRpc]
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public void SomeRandomClientRPC()
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{
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Debug.Log($"RPC called {NetworkManager.LocalClientId}");
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if (!Silent)
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{
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Debug.Log($"RPC called {NetworkManager.LocalClientId}");
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}
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ClientIdsRpcCalledOn?.Add(NetworkManager.LocalClientId);
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}
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@@ -123,12 +126,15 @@ namespace Unity.Netcode.RuntimeTests
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}
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}
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[TestFixture(SessionModeTypes.ClientServer)]
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[TestFixture(SessionModeTypes.DistributedAuthority)]
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public class NetworkShowHideTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 4;
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private ulong m_ClientId0;
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private GameObject m_PrefabToSpawn;
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private GameObject m_PrefabSpawnWithoutObservers;
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private NetworkObject m_NetSpawnedObject1;
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private NetworkObject m_NetSpawnedObject2;
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@@ -137,10 +143,15 @@ namespace Unity.Netcode.RuntimeTests
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private NetworkObject m_Object2OnClient0;
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private NetworkObject m_Object3OnClient0;
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public NetworkShowHideTests(SessionModeTypes sessionModeType) : base(sessionModeType) { }
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protected override void OnServerAndClientsCreated()
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{
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m_PrefabToSpawn = CreateNetworkObjectPrefab("ShowHideObject");
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m_PrefabToSpawn.AddComponent<ShowHideObject>();
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m_PrefabSpawnWithoutObservers = CreateNetworkObjectPrefab("ObserversObject");
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m_PrefabSpawnWithoutObservers.GetComponent<NetworkObject>().SpawnWithObservers = false;
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}
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// Check that the first client see them, or not, as expected
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@@ -377,6 +388,105 @@ namespace Unity.Netcode.RuntimeTests
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LogAssert.NoUnexpectedReceived();
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}
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private List<ulong> m_ClientsWithVisibility = new List<ulong>();
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private NetworkObject m_ObserverTestObject;
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private bool CheckListedClientsVisibility()
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{
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if (m_ClientsWithVisibility.Contains(m_ServerNetworkManager.LocalClientId))
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{
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if (!m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(m_ObserverTestObject.NetworkObjectId))
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{
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return false;
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}
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}
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foreach (var client in m_ClientNetworkManagers)
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{
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if (m_ClientsWithVisibility.Contains(client.LocalClientId))
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{
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if (!client.SpawnManager.SpawnedObjects.ContainsKey(m_ObserverTestObject.NetworkObjectId))
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{
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return false;
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}
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}
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}
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return true;
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}
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[UnityTest]
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public IEnumerator SpawnWithoutObserversTest()
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{
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var spawnedObject = SpawnObject(m_PrefabSpawnWithoutObservers, m_ServerNetworkManager);
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m_ObserverTestObject = spawnedObject.GetComponent<NetworkObject>();
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yield return WaitForTicks(m_ServerNetworkManager, 3);
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// When in client-server, the server can spawn a NetworkObject without any observers (even when running as a host the host-client should not have visibility)
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// When in distributed authority mode, the owner client has to be an observer of the object
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if (!m_DistributedAuthority)
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{
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// No observers should be assigned at this point
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Assert.True(m_ObserverTestObject.Observers.Count == m_ClientsWithVisibility.Count, $"Expected the observer count to be {m_ClientsWithVisibility.Count} but it was {m_ObserverTestObject.Observers.Count}!");
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m_ObserverTestObject.NetworkShow(m_ServerNetworkManager.LocalClientId);
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}
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m_ClientsWithVisibility.Add(m_ServerNetworkManager.LocalClientId);
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Assert.True(m_ObserverTestObject.Observers.Count == m_ClientsWithVisibility.Count, $"Expected the observer count to be {m_ClientsWithVisibility.Count} but it was {m_ObserverTestObject.Observers.Count}!");
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yield return WaitForConditionOrTimeOut(CheckListedClientsVisibility);
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AssertOnTimeout($"[Authority-Only] Timed out waiting for only the authority to be an observer!");
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foreach (var client in m_ClientNetworkManagers)
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{
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m_ObserverTestObject.NetworkShow(client.LocalClientId);
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m_ClientsWithVisibility.Add(client.LocalClientId);
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Assert.True(m_ObserverTestObject.Observers.Contains(client.LocalClientId), $"[NetworkShow] Client-{client.LocalClientId} is still not an observer!");
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Assert.True(m_ObserverTestObject.Observers.Count == m_ClientsWithVisibility.Count, $"Expected the observer count to be {m_ClientsWithVisibility.Count} but it was {m_ObserverTestObject.Observers.Count}!");
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yield return WaitForConditionOrTimeOut(CheckListedClientsVisibility);
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AssertOnTimeout($"[Client-{client.LocalClientId}] Timed out waiting for the client to be an observer and spawn the {nameof(NetworkObject)}!");
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Assert.False(client.SpawnManager.SpawnedObjects[m_ObserverTestObject.NetworkObjectId].SpawnWithObservers, $"Client-{client.LocalClientId} instance of {m_ObserverTestObject.name} has a {nameof(NetworkObject.SpawnWithObservers)} value of true!");
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}
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}
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private bool ClientsSpawnedObject1()
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{
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foreach (var client in m_ClientNetworkManagers)
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{
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if (!client.SpawnManager.SpawnedObjects.ContainsKey(m_NetSpawnedObject1.NetworkObjectId))
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{
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return false;
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}
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}
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return true;
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}
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private StringBuilder m_ErrorLog = new StringBuilder();
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private ulong m_ClientWithoutVisibility;
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private bool Object1IsNotVisibileToClient()
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{
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m_ErrorLog.Clear();
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foreach (var client in m_ClientNetworkManagers)
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{
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if (client.LocalClientId == m_ClientWithoutVisibility)
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{
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if (client.SpawnManager.SpawnedObjects.ContainsKey(m_NetSpawnedObject1.NetworkObjectId))
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{
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m_ErrorLog.AppendLine($"{m_NetSpawnedObject1.name} is still visible to Client-{m_ClientWithoutVisibility}!");
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}
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}
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else
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if (client.SpawnManager.SpawnedObjects[m_NetSpawnedObject1.NetworkObjectId].IsNetworkVisibleTo(m_ClientWithoutVisibility))
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{
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m_ErrorLog.AppendLine($"Local instance of {m_NetSpawnedObject1.name} on Client-{client.LocalClientId} thinks Client-{m_ClientWithoutVisibility} still has visibility!");
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}
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}
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return m_ErrorLog.Length == 0;
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}
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[UnityTest]
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public IEnumerator NetworkHideChangeOwnership()
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{
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@@ -387,12 +497,29 @@ namespace Unity.Netcode.RuntimeTests
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var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
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yield return WaitForConditionOrTimeOut(ClientsSpawnedObject1);
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AssertOnTimeout($"Not all clients spawned object!");
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m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value++;
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// Hide an object to a client
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m_NetSpawnedObject1.NetworkHide(m_ClientNetworkManagers[1].LocalClientId);
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m_ClientWithoutVisibility = m_ClientNetworkManagers[1].LocalClientId;
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yield return WaitForConditionOrTimeOut(Object1IsNotVisibileToClient);
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AssertOnTimeout($"NetworkObject is still visible to Client-{m_ClientWithoutVisibility} or other clients think it is still visible to Client-{m_ClientWithoutVisibility}:\n {m_ErrorLog}");
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yield return WaitForConditionOrTimeOut(() => ShowHideObject.ClientTargetedNetworkObjects.Count == 0);
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foreach (var client in m_ClientNetworkManagers)
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{
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if (m_ClientNetworkManagers[1].LocalClientId == client.LocalClientId)
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{
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continue;
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}
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var clientInstance = client.SpawnManager.SpawnedObjects[m_NetSpawnedObject1.NetworkObjectId];
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Assert.IsFalse(clientInstance.IsNetworkVisibleTo(m_ClientNetworkManagers[1].LocalClientId), $"Object instance on Client-{client.LocalClientId} is still visible to Client-{m_ClientNetworkManagers[1].LocalClientId}!");
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}
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// Change ownership while the object is hidden to some
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m_NetSpawnedObject1.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
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@@ -400,30 +527,49 @@ namespace Unity.Netcode.RuntimeTests
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yield return new WaitForSeconds(1.25f);
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LogAssert.NoUnexpectedReceived();
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// Show the object again to check nothing unexpected happens
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m_NetSpawnedObject1.NetworkShow(m_ClientNetworkManagers[1].LocalClientId);
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if (m_DistributedAuthority)
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{
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Assert.True(m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects.ContainsKey(m_NetSpawnedObject1.NetworkObjectId), $"Client-{m_ClientNetworkManagers[0].LocalClientId} has no spawned object with an ID of: {m_NetSpawnedObject1.NetworkObjectId}!");
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var clientInstance = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[m_NetSpawnedObject1.NetworkObjectId];
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Assert.True(clientInstance.HasAuthority, $"Client-{m_ClientNetworkManagers[0].LocalClientId} does not have authority to hide NetworkObject ID: {m_NetSpawnedObject1.NetworkObjectId}!");
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clientInstance.NetworkShow(m_ClientNetworkManagers[1].LocalClientId);
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}
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else
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{
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m_NetSpawnedObject1.NetworkShow(m_ClientNetworkManagers[1].LocalClientId);
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}
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yield return WaitForConditionOrTimeOut(() => ShowHideObject.ClientTargetedNetworkObjects.Count == 1);
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Assert.True(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId == m_ClientNetworkManagers[0].LocalClientId);
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}
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private bool AllClientsSpawnedObject1()
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{
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foreach (var client in m_ClientNetworkManagers)
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{
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if (!ShowHideObject.ObjectsPerClientId.ContainsKey(client.LocalClientId))
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{
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return false;
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}
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}
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return true;
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}
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[UnityTest]
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public IEnumerator NetworkHideChangeOwnershipNotHidden()
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{
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ShowHideObject.ClientTargetedNetworkObjects.Clear();
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ShowHideObject.ObjectsPerClientId.Clear();
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ShowHideObject.ClientIdToTarget = m_ClientNetworkManagers[1].LocalClientId;
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ShowHideObject.Silent = true;
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var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
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// wait for host to have spawned and gained ownership
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while (ShowHideObject.GainOwnershipCount == 0)
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{
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yield return new WaitForSeconds(0.0f);
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}
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yield return WaitForConditionOrTimeOut(AllClientsSpawnedObject1);
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AssertOnTimeout($"Timed out waiting for all clients to spawn {spawnedObject1.name}!");
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// change the value
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m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyOwnerReadNetworkVariable.Value++;
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@@ -445,10 +591,10 @@ namespace Unity.Netcode.RuntimeTests
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yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
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// verify ownership changed
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Assert.True(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId == m_ClientNetworkManagers[0].LocalClientId);
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Assert.AreEqual(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId, m_ClientNetworkManagers[0].LocalClientId);
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// verify the expected client got the OnValueChanged. (Only client 1 sets this value)
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Assert.True(ShowHideObject.ValueAfterOwnershipChange == 1);
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Assert.AreEqual(1, ShowHideObject.ValueAfterOwnershipChange);
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}
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private string Display(NetworkList<int> list)
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@@ -487,20 +633,20 @@ namespace Unity.Netcode.RuntimeTests
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private IEnumerator HideThenShowAndHideThenModifyAndShow()
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{
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Debug.Log("Hiding");
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VerboseDebug("Hiding");
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// hide
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m_NetSpawnedObject1.NetworkHide(1);
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yield return WaitForTicks(m_ServerNetworkManager, 3);
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yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
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Debug.Log("Showing and Hiding");
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VerboseDebug("Showing and Hiding");
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// show and hide
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m_NetSpawnedObject1.NetworkShow(1);
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m_NetSpawnedObject1.NetworkHide(1);
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yield return WaitForTicks(m_ServerNetworkManager, 3);
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yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
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Debug.Log("Modifying and Showing");
|
||||
VerboseDebug("Modifying and Showing");
|
||||
// modify and show
|
||||
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyList.Add(5);
|
||||
m_NetSpawnedObject1.NetworkShow(1);
|
||||
@@ -575,19 +721,19 @@ namespace Unity.Netcode.RuntimeTests
|
||||
switch (i)
|
||||
{
|
||||
case 0:
|
||||
Debug.Log("Running HideThenModifyAndShow");
|
||||
VerboseDebug("Running HideThenModifyAndShow");
|
||||
yield return HideThenModifyAndShow();
|
||||
break;
|
||||
case 1:
|
||||
Debug.Log("Running HideThenShowAndModify");
|
||||
VerboseDebug("Running HideThenShowAndModify");
|
||||
yield return HideThenShowAndModify();
|
||||
break;
|
||||
case 2:
|
||||
Debug.Log("Running HideThenShowAndHideThenModifyAndShow");
|
||||
VerboseDebug("Running HideThenShowAndHideThenModifyAndShow");
|
||||
yield return HideThenShowAndHideThenModifyAndShow();
|
||||
break;
|
||||
case 3:
|
||||
Debug.Log("Running HideThenShowAndRPC");
|
||||
VerboseDebug("Running HideThenShowAndRPC");
|
||||
ShowHideObject.ClientIdsRpcCalledOn = new List<ulong>();
|
||||
yield return HideThenShowAndRPC();
|
||||
// Provide enough time for slower systems or VM systems possibly under a heavy load could fail on this test
|
||||
|
||||
Reference in New Issue
Block a user