com.unity.netcode.gameobjects@1.0.0-pre.7
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). ## [1.0.0-pre.7] - 2022-04-01 ### Added - Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828) - Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823) - Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762) - `UnityTransport` settings can now be set programmatically. (#1845) - `FastBufferWriter` and Reader IsInitialized property. (#1859) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849) ### Removed - Removed `SnapshotSystem` (#1852) - Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812) - Removed `com.unity.collections` dependency from the package (#1849) ### Fixed - Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850) - Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847) - Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841) - Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838) - Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836) - Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828) - Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821) - Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811) - Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809) - Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808) - Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801) - Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780) - Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779) - Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777) - Fixed parenting warning printing for false positives (#1855)
This commit is contained in:
@@ -1,78 +1,55 @@
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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 NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Unity.Netcode.TestHelpers.Runtime;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode.RuntimeTests
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{
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public class NetworkObjectDontDestroyWithOwnerTests
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.Server)]
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public class NetworkObjectDontDestroyWithOwnerTests : NetcodeIntegrationTest
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{
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private const int k_NumberObjectsToSpawn = 32;
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protected override int NumberOfClients => 1;
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protected GameObject m_PrefabToSpawn;
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public NetworkObjectDontDestroyWithOwnerTests(HostOrServer hostOrServer) : base(hostOrServer) { }
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protected override void OnServerAndClientsCreated()
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{
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m_PrefabToSpawn = CreateNetworkObjectPrefab("ClientOwnedObject");
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m_PrefabToSpawn.GetComponent<NetworkObject>().DontDestroyWithOwner = true;
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}
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[UnityTest]
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public IEnumerator DontDestroyWithOwnerTest()
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{
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// create server and client instances
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NetcodeIntegrationTestHelpers.Create(1, out NetworkManager server, out NetworkManager[] clients);
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var client = m_ClientNetworkManagers[0];
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var clientId = client.LocalClientId;
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var networkObjects = SpawnObjects(m_PrefabToSpawn, m_ClientNetworkManagers[0], k_NumberObjectsToSpawn);
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// create prefab
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var gameObject = new GameObject("ClientOwnedObject");
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var networkObject = gameObject.AddComponent<NetworkObject>();
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networkObject.DontDestroyWithOwner = true;
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
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server.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab()
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{
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Prefab = gameObject
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});
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for (int i = 0; i < clients.Length; i++)
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{
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clients[i].NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab()
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{
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Prefab = gameObject
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});
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}
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// start server and connect clients
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NetcodeIntegrationTestHelpers.Start(false, server, clients);
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// wait for connection on client side
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yield return NetcodeIntegrationTestHelpers.WaitForClientsConnected(clients);
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// wait for connection on server side
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yield return NetcodeIntegrationTestHelpers.WaitForClientConnectedToServer(server);
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// network objects
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var networkObjects = new List<NetworkObject>();
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// create instances
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for (int i = 0; i < 32; i++)
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{
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var no = Object.Instantiate(gameObject).GetComponent<NetworkObject>();
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no.NetworkManagerOwner = server;
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networkObjects.Add(no);
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no.SpawnWithOwnership(clients[0].LocalClientId);
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}
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// wait for object spawn on client
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yield return NetcodeIntegrationTest.WaitForConditionOrTimeOut(() => clients[0].SpawnManager.SpawnedObjects.Count == 32);
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// wait for object spawn on client to reach k_NumberObjectsToSpawn + 1 (k_NumberObjectsToSpawn and 1 for the player)
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yield return WaitForConditionOrTimeOut(() => client.SpawnManager.GetClientOwnedObjects(clientId).Count() == k_NumberObjectsToSpawn + 1);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client to have 33 NetworkObjects spawned! Only {client.SpawnManager.GetClientOwnedObjects(clientId).Count()} were assigned!");
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// disconnect the client that owns all the clients
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NetcodeIntegrationTestHelpers.StopOneClient(clients[0]);
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NetcodeIntegrationTestHelpers.StopOneClient(client);
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var remainingClients = Mathf.Max(0, TotalClients - 1);
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// wait for disconnect
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yield return NetcodeIntegrationTest.WaitForConditionOrTimeOut(() => server.ConnectedClients.Count == 0);
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yield return WaitForConditionOrTimeOut(() => m_ServerNetworkManager.ConnectedClients.Count == remainingClients);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for client to disconnect!");
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for (int i = 0; i < networkObjects.Count; i++)
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{
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var networkObject = networkObjects[i].GetComponent<NetworkObject>();
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// ensure ownership was transferred back
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Assert.That(networkObjects[i].OwnerClientId == server.ServerClientId);
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Assert.That(networkObject.OwnerClientId == m_ServerNetworkManager.LocalClientId);
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}
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// cleanup
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NetcodeIntegrationTestHelpers.Destroy();
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}
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}
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}
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@@ -42,7 +42,7 @@ namespace Unity.Netcode.RuntimeTests
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yield return s_DefaultWaitForTick;
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// The object is owned by server
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Assert.False(m_ServerNetworkManager.ConnectedClients[m_ClientNetworkManagers[0].LocalClientId].OwnedObjects.Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
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Assert.False(m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
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// Change the ownership
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serverObject.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
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@@ -51,8 +51,8 @@ namespace Unity.Netcode.RuntimeTests
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yield return s_DefaultWaitForTick;
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// Ensure it's now added to the list
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Assert.True(m_ServerNetworkManager.ConnectedClients[m_ClientNetworkManagers[0].LocalClientId].OwnedObjects.Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
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Assert.True(m_ClientNetworkManagers[0].SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
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Assert.True(m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
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}
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}
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}
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@@ -1,4 +1,6 @@
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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 NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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@@ -9,118 +11,77 @@ namespace Unity.Netcode.RuntimeTests
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public class NetworkObjectOwnershipComponent : NetworkBehaviour
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{
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public bool OnLostOwnershipFired = false;
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public ulong CachedOwnerIdOnLostOwnership = 0;
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public bool OnGainedOwnershipFired = false;
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public override void OnLostOwnership()
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{
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OnLostOwnershipFired = true;
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CachedOwnerIdOnLostOwnership = OwnerClientId;
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}
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public bool OnGainedOwnershipFired = false;
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public ulong CachedOwnerIdOnGainedOwnership = 0;
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public override void OnGainedOwnership()
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{
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OnGainedOwnershipFired = true;
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CachedOwnerIdOnGainedOwnership = OwnerClientId;
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}
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public void ResetFlags()
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{
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OnLostOwnershipFired = false;
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OnGainedOwnershipFired = false;
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}
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}
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[TestFixture(true)]
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[TestFixture(false)]
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public class NetworkObjectOwnershipTests
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.Server)]
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public class NetworkObjectOwnershipTests : NetcodeIntegrationTest
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{
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private const int k_ClientInstanceCount = 1;
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protected override int NumberOfClients => 9;
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private NetworkManager m_ServerNetworkManager;
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private NetworkManager[] m_ClientNetworkManagers;
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private GameObject m_OwnershipPrefab;
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private GameObject m_OwnershipObject;
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private NetworkObject m_OwnershipNetworkObject;
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private GameObject m_DummyPrefab;
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private GameObject m_DummyGameObject;
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public NetworkObjectOwnershipTests(HostOrServer hostOrServer) : base(hostOrServer) { }
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private readonly bool m_IsHost;
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public NetworkObjectOwnershipTests(bool isHost)
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protected override void OnServerAndClientsCreated()
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{
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m_IsHost = isHost;
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m_OwnershipPrefab = CreateNetworkObjectPrefab("OnwershipPrefab");
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m_OwnershipPrefab.AddComponent<NetworkObjectOwnershipComponent>();
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base.OnServerAndClientsCreated();
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}
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[UnitySetUp]
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public IEnumerator Setup()
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[Test]
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public void TestPlayerIsOwned()
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{
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// we need at least 1 client for tests
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Assert.That(k_ClientInstanceCount, Is.GreaterThan(0));
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var clientOwnedObjects = m_ClientNetworkManagers[0].SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId);
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// create NetworkManager instances
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Assert.That(NetcodeIntegrationTestHelpers.Create(k_ClientInstanceCount, out m_ServerNetworkManager, out m_ClientNetworkManagers));
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Assert.That(m_ServerNetworkManager, Is.Not.Null);
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Assert.That(m_ClientNetworkManagers, Is.Not.Null);
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Assert.That(m_ClientNetworkManagers.Length, Is.EqualTo(k_ClientInstanceCount));
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var clientPlayerObject = clientOwnedObjects.Where((c) => c.IsLocalPlayer).FirstOrDefault();
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Assert.NotNull(clientPlayerObject, $"Client Id {m_ClientNetworkManagers[0].LocalClientId} does not have its local player marked as an owned object!");
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// create and register our ad-hoc DummyPrefab (we'll spawn it later during tests)
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m_DummyPrefab = new GameObject("DummyPrefabPrototype");
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m_DummyPrefab.AddComponent<NetworkObject>();
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m_DummyPrefab.AddComponent<NetworkObjectOwnershipComponent>();
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(m_DummyPrefab.GetComponent<NetworkObject>());
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m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab { Prefab = m_DummyPrefab });
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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clientNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab { Prefab = m_DummyPrefab });
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}
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// start server and client NetworkManager instances
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Assert.That(NetcodeIntegrationTestHelpers.Start(m_IsHost, m_ServerNetworkManager, m_ClientNetworkManagers));
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// wait for connection on client side
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yield return NetcodeIntegrationTestHelpers.WaitForClientsConnected(m_ClientNetworkManagers);
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// wait for connection on server side
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yield return NetcodeIntegrationTestHelpers.WaitForClientConnectedToServer(m_ServerNetworkManager);
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}
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[TearDown]
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public void Teardown()
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{
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NetcodeIntegrationTestHelpers.Destroy();
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if (m_DummyGameObject != null)
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{
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Object.DestroyImmediate(m_DummyGameObject);
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}
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if (m_DummyPrefab != null)
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{
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Object.DestroyImmediate(m_DummyPrefab);
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}
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clientPlayerObject = m_ClientNetworkManagers[0].LocalClient.OwnedObjects.Where((c) => c.IsLocalPlayer).FirstOrDefault();
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Assert.NotNull(clientPlayerObject, $"Client Id {m_ClientNetworkManagers[0].LocalClientId} does not have its local player marked as an owned object using local client!");
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}
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[UnityTest]
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public IEnumerator TestOwnershipCallbacks()
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{
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m_DummyGameObject = Object.Instantiate(m_DummyPrefab);
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var dummyNetworkObject = m_DummyGameObject.GetComponent<NetworkObject>();
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Assert.That(dummyNetworkObject, Is.Not.Null);
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dummyNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
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dummyNetworkObject.Spawn();
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var dummyNetworkObjectId = dummyNetworkObject.NetworkObjectId;
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Assert.That(dummyNetworkObjectId, Is.GreaterThan(0));
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m_OwnershipObject = SpawnObject(m_OwnershipPrefab, m_ServerNetworkManager);
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m_OwnershipNetworkObject = m_OwnershipObject.GetComponent<NetworkObject>();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfType<CreateObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(dummyNetworkObjectId));
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var ownershipNetworkObjectId = m_OwnershipNetworkObject.NetworkObjectId;
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Assert.That(ownershipNetworkObjectId, Is.GreaterThan(0));
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Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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Assert.That(clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(dummyNetworkObjectId));
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Assert.That(clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
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}
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// Verifies that removing the ownership when the default (server) is already set does not cause
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// a Key Not Found Exception
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m_ServerNetworkManager.SpawnManager.RemoveOwnership(dummyNetworkObject);
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// Verifies that removing the ownership when the default (server) is already set does not cause a Key Not Found Exception
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m_ServerNetworkManager.SpawnManager.RemoveOwnership(m_OwnershipNetworkObject);
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var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[dummyNetworkObjectId];
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var clientObject = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[dummyNetworkObjectId];
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var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
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var clientObject = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
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Assert.That(serverObject, Is.Not.Null);
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Assert.That(clientObject, Is.Not.Null);
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@@ -129,25 +90,164 @@ namespace Unity.Netcode.RuntimeTests
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Assert.That(serverComponent, Is.Not.Null);
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Assert.That(clientComponent, Is.Not.Null);
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Assert.That(serverObject.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.ServerClientId));
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Assert.That(clientObject.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].ServerClientId));
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Assert.That(serverObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
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Assert.That(clientObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
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Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(m_ClientNetworkManagers[0].LocalClientId));
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serverObject.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 2);
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfType<ChangeOwnershipMessage>(m_ClientNetworkManagers[0]);
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Assert.That(serverComponent.OnLostOwnershipFired);
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Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
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Assert.That(clientComponent.OnGainedOwnershipFired);
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Assert.That(clientComponent.CachedOwnerIdOnGainedOwnership, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
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serverObject.ChangeOwnership(m_ServerNetworkManager.ServerClientId);
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Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfType<ChangeOwnershipMessage>(m_ClientNetworkManagers[0]);
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serverComponent.ResetFlags();
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clientComponent.ResetFlags();
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Assert.That(serverObject.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
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serverObject.ChangeOwnership(NetworkManager.ServerClientId);
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 2);
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Assert.That(serverComponent.OnGainedOwnershipFired);
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Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
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Assert.That(clientComponent.OnLostOwnershipFired);
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Assert.That(clientComponent.CachedOwnerIdOnLostOwnership, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
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Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
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}
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/// <summary>
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/// Verifies that switching ownership between several clients works properly
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/// </summary>
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[UnityTest]
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public IEnumerator TestOwnershipCallbacksSeveralClients()
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{
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// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
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var messageHookEntriesForSpawn = new List<MessageHookEntry>();
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var messageHookEntriesForOwnership = new List<MessageHookEntry>();
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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var messageHook = new MessageHookEntry(clientNetworkManager);
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messageHook.AssignMessageType<CreateObjectMessage>();
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messageHookEntriesForSpawn.Add(messageHook);
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messageHook = new MessageHookEntry(clientNetworkManager);
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messageHook.AssignMessageType<ChangeOwnershipMessage>();
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messageHookEntriesForOwnership.Add(messageHook);
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}
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// Used to determine if all clients received the CreateObjectMessage
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var spawnMessageHooks = new MessageHooksConditional(messageHookEntriesForSpawn);
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// Used to determine if all clients received the ChangeOwnershipMessage
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var ownershipMessageHooks = new MessageHooksConditional(messageHookEntriesForOwnership);
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// Spawn our test object from server with server ownership
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m_OwnershipObject = SpawnObject(m_OwnershipPrefab, m_ServerNetworkManager);
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m_OwnershipNetworkObject = m_OwnershipObject.GetComponent<NetworkObject>();
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// Wait for all clients to receive the CreateObjectMessage
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yield return WaitForConditionOrTimeOut(spawnMessageHooks);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(CreateObjectMessage)} message.");
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// Validate the NetworkObjectId and that the server and all clients have this NetworkObject
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var ownershipNetworkObjectId = m_OwnershipNetworkObject.NetworkObjectId;
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Assert.That(ownershipNetworkObjectId, Is.GreaterThan(0));
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Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
|
||||
Assert.That(clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
|
||||
}
|
||||
|
||||
// Verifies that removing the ownership when the default (server) is already set does not cause a Key Not Found Exception
|
||||
m_ServerNetworkManager.SpawnManager.RemoveOwnership(m_OwnershipNetworkObject);
|
||||
var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
|
||||
Assert.That(serverObject, Is.Not.Null);
|
||||
|
||||
var clientObjects = new List<NetworkObject>();
|
||||
for (int i = 0; i < NumberOfClients; i++)
|
||||
{
|
||||
var clientObject = m_ClientNetworkManagers[i].SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
|
||||
Assert.That(clientObject, Is.Not.Null);
|
||||
clientObjects.Add(clientObject);
|
||||
}
|
||||
|
||||
// Verify the server side component
|
||||
var serverComponent = serverObject.GetComponent<NetworkObjectOwnershipComponent>();
|
||||
Assert.That(serverComponent, Is.Not.Null);
|
||||
Assert.That(serverObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
|
||||
|
||||
// Verify the clients components
|
||||
for (int i = 0; i < NumberOfClients; i++)
|
||||
{
|
||||
var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
|
||||
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
|
||||
clientComponent.ResetFlags();
|
||||
}
|
||||
|
||||
// After the 1st client has been given ownership to the object, this will be used to make sure each previous owner properly received the remove ownership message
|
||||
var previousClientComponent = (NetworkObjectOwnershipComponent)null;
|
||||
for (int clientIndex = 0; clientIndex < NumberOfClients; clientIndex++)
|
||||
{
|
||||
var clientObject = clientObjects[clientIndex];
|
||||
var clientId = m_ClientNetworkManagers[clientIndex].LocalClientId;
|
||||
|
||||
Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(clientId));
|
||||
serverObject.ChangeOwnership(clientId);
|
||||
yield return s_DefaultWaitForTick;
|
||||
Assert.That(serverComponent.OnLostOwnershipFired);
|
||||
Assert.That(serverComponent.OwnerClientId, Is.EqualTo(clientId));
|
||||
// Wait for all clients to receive the CreateObjectMessage
|
||||
yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
|
||||
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(ChangeOwnershipMessage)} message.");
|
||||
|
||||
var previousNetworkManager = m_ServerNetworkManager;
|
||||
if (previousClientComponent != null)
|
||||
{
|
||||
// Once we have a previousClientComponent, we want to verify the server is keeping track for the removal of ownership in the OwnershipToObjectsTable
|
||||
Assert.That(!m_ServerNetworkManager.SpawnManager.OwnershipToObjectsTable[m_ServerNetworkManager.LocalClientId].ContainsKey(serverObject.NetworkObjectId));
|
||||
previousNetworkManager = previousClientComponent.NetworkManager;
|
||||
Assert.That(previousClientComponent.OnLostOwnershipFired);
|
||||
Assert.That(previousClientComponent.OwnerClientId, Is.EqualTo(clientId));
|
||||
}
|
||||
|
||||
// Assure the previous owner is no longer in the local table of the previous owner.
|
||||
Assert.That(!previousNetworkManager.SpawnManager.OwnershipToObjectsTable[previousNetworkManager.LocalClientId].ContainsKey(serverObject.NetworkObjectId));
|
||||
|
||||
var currentClientComponent = clientObjects[clientIndex].GetComponent<NetworkObjectOwnershipComponent>();
|
||||
Assert.That(currentClientComponent.OnGainedOwnershipFired);
|
||||
|
||||
// Possibly the more important part of this test:
|
||||
// Check to make sure all other non-former or current ownership clients are synchronized to each ownership change
|
||||
for (int i = 0; i < NumberOfClients; i++)
|
||||
{
|
||||
var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
|
||||
Assert.That(clientComponent, Is.Not.Null);
|
||||
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(clientId));
|
||||
clientComponent.ResetFlags();
|
||||
}
|
||||
// We must reset this for each iteration in order to make sure all clients receive the ChangeOwnershipMessage
|
||||
ownershipMessageHooks.Reset();
|
||||
|
||||
// Set the current owner client to the previous one
|
||||
previousClientComponent = currentClientComponent;
|
||||
}
|
||||
|
||||
// Now change ownership back to the server
|
||||
serverObject.ChangeOwnership(NetworkManager.ServerClientId);
|
||||
yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
|
||||
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(ChangeOwnershipMessage)} message (back to server).");
|
||||
|
||||
Assert.That(serverComponent.OnGainedOwnershipFired);
|
||||
Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
|
||||
Assert.That(previousClientComponent.OnLostOwnershipFired);
|
||||
|
||||
// Make sure all client-side versions of the object is once again owned by the server
|
||||
for (int i = 0; i < NumberOfClients; i++)
|
||||
{
|
||||
var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
|
||||
Assert.That(clientComponent, Is.Not.Null);
|
||||
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
|
||||
clientComponent.ResetFlags();
|
||||
}
|
||||
serverComponent.ResetFlags();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user