com.unity.netcode.gameobjects@1.5.1
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). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
This commit is contained in:
@@ -107,7 +107,7 @@ namespace Unity.Netcode.EditorTests
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networkManager.OnValidate();
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// Expect a warning
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LogAssert.Expect(LogType.Warning, $"[Netcode] {NetworkManager.PrefabDebugHelper(networkManager.NetworkConfig.Prefabs.Prefabs[0])} has child {nameof(NetworkObject)}(s) but they will not be spawned across the network (unsupported {nameof(NetworkPrefab)} setup)");
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LogAssert.Expect(LogType.Warning, $"[Netcode] {NetworkPrefabHandler.PrefabDebugHelper(networkManager.NetworkConfig.Prefabs.Prefabs[0])} has child {nameof(NetworkObject)}(s) but they will not be spawned across the network (unsupported {nameof(NetworkPrefab)} setup)");
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// Clean up
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Object.DestroyImmediate(networkManagerObject);
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@@ -305,5 +305,164 @@ namespace Unity.Netcode.EditorTests
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Assert.IsTrue(sharedList.Contains(object2.gameObject));
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Assert.IsTrue(sharedList.Contains(object3.gameObject));
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}
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[Test]
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public void WhenCallingInitializeAfterAddingAPrefabUsingPrefabsAPI_ThePrefabStillExists()
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{
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// Setup
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var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager = networkManagerObject.AddComponent<NetworkManager>();
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networkManager.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
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networkManager2.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
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var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
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var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
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object1.GlobalObjectIdHash = 1;
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object2.GlobalObjectIdHash = 2;
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object3.GlobalObjectIdHash = 3;
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var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
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networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(sharedList.Contains(object1.gameObject));
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Assert.IsFalse(sharedList.Contains(object2.gameObject));
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Assert.IsFalse(sharedList.Contains(object3.gameObject));
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}
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[Test]
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public void WhenShuttingDownAndReinitializingPrefabs_RuntimeAddedPrefabsStillExists()
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{
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// Setup
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var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager = networkManagerObject.AddComponent<NetworkManager>();
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networkManager.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
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networkManager2.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
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var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
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var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
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object1.GlobalObjectIdHash = 1;
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object2.GlobalObjectIdHash = 2;
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object3.GlobalObjectIdHash = 3;
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var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
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networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
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networkManager.ShutdownInternal();
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networkManager2.ShutdownInternal();
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(sharedList.Contains(object1.gameObject));
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Assert.IsFalse(sharedList.Contains(object2.gameObject));
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Assert.IsFalse(sharedList.Contains(object3.gameObject));
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}
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[Test]
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public void WhenCallingInitializeMultipleTimes_NothingBreaks()
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{
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// Setup
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var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager = networkManagerObject.AddComponent<NetworkManager>();
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networkManager.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
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networkManager2.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
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var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
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var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
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object1.GlobalObjectIdHash = 1;
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object2.GlobalObjectIdHash = 2;
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object3.GlobalObjectIdHash = 3;
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var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
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networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
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networkManager.NetworkConfig.Prefabs.Initialize();
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networkManager2.NetworkConfig.Prefabs.Initialize();
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(sharedList.Contains(object1.gameObject));
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Assert.IsFalse(sharedList.Contains(object2.gameObject));
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Assert.IsFalse(sharedList.Contains(object3.gameObject));
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}
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}
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}
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