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:
Unity Technologies
2022-04-01 00:00:00 +00:00
parent 5b4aaa8b59
commit 60e2dabef4
123 changed files with 5751 additions and 3419 deletions

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@@ -1,78 +1,55 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
using Object = UnityEngine.Object;
namespace Unity.Netcode.RuntimeTests
{
public class NetworkObjectDontDestroyWithOwnerTests
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
public class NetworkObjectDontDestroyWithOwnerTests : NetcodeIntegrationTest
{
private const int k_NumberObjectsToSpawn = 32;
protected override int NumberOfClients => 1;
protected GameObject m_PrefabToSpawn;
public NetworkObjectDontDestroyWithOwnerTests(HostOrServer hostOrServer) : base(hostOrServer) { }
protected override void OnServerAndClientsCreated()
{
m_PrefabToSpawn = CreateNetworkObjectPrefab("ClientOwnedObject");
m_PrefabToSpawn.GetComponent<NetworkObject>().DontDestroyWithOwner = true;
}
[UnityTest]
public IEnumerator DontDestroyWithOwnerTest()
{
// create server and client instances
NetcodeIntegrationTestHelpers.Create(1, out NetworkManager server, out NetworkManager[] clients);
var client = m_ClientNetworkManagers[0];
var clientId = client.LocalClientId;
var networkObjects = SpawnObjects(m_PrefabToSpawn, m_ClientNetworkManagers[0], k_NumberObjectsToSpawn);
// create prefab
var gameObject = new GameObject("ClientOwnedObject");
var networkObject = gameObject.AddComponent<NetworkObject>();
networkObject.DontDestroyWithOwner = true;
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
server.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab()
{
Prefab = gameObject
});
for (int i = 0; i < clients.Length; i++)
{
clients[i].NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab()
{
Prefab = gameObject
});
}
// start server and connect clients
NetcodeIntegrationTestHelpers.Start(false, server, clients);
// wait for connection on client side
yield return NetcodeIntegrationTestHelpers.WaitForClientsConnected(clients);
// wait for connection on server side
yield return NetcodeIntegrationTestHelpers.WaitForClientConnectedToServer(server);
// network objects
var networkObjects = new List<NetworkObject>();
// create instances
for (int i = 0; i < 32; i++)
{
var no = Object.Instantiate(gameObject).GetComponent<NetworkObject>();
no.NetworkManagerOwner = server;
networkObjects.Add(no);
no.SpawnWithOwnership(clients[0].LocalClientId);
}
// wait for object spawn on client
yield return NetcodeIntegrationTest.WaitForConditionOrTimeOut(() => clients[0].SpawnManager.SpawnedObjects.Count == 32);
// wait for object spawn on client to reach k_NumberObjectsToSpawn + 1 (k_NumberObjectsToSpawn and 1 for the player)
yield return WaitForConditionOrTimeOut(() => client.SpawnManager.GetClientOwnedObjects(clientId).Count() == k_NumberObjectsToSpawn + 1);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client to have 33 NetworkObjects spawned! Only {client.SpawnManager.GetClientOwnedObjects(clientId).Count()} were assigned!");
// disconnect the client that owns all the clients
NetcodeIntegrationTestHelpers.StopOneClient(clients[0]);
NetcodeIntegrationTestHelpers.StopOneClient(client);
var remainingClients = Mathf.Max(0, TotalClients - 1);
// wait for disconnect
yield return NetcodeIntegrationTest.WaitForConditionOrTimeOut(() => server.ConnectedClients.Count == 0);
yield return WaitForConditionOrTimeOut(() => m_ServerNetworkManager.ConnectedClients.Count == remainingClients);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for client to disconnect!");
for (int i = 0; i < networkObjects.Count; i++)
{
var networkObject = networkObjects[i].GetComponent<NetworkObject>();
// ensure ownership was transferred back
Assert.That(networkObjects[i].OwnerClientId == server.ServerClientId);
Assert.That(networkObject.OwnerClientId == m_ServerNetworkManager.LocalClientId);
}
// cleanup
NetcodeIntegrationTestHelpers.Destroy();
}
}
}

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@@ -42,7 +42,7 @@ namespace Unity.Netcode.RuntimeTests
yield return s_DefaultWaitForTick;
// The object is owned by server
Assert.False(m_ServerNetworkManager.ConnectedClients[m_ClientNetworkManagers[0].LocalClientId].OwnedObjects.Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
Assert.False(m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
// Change the ownership
serverObject.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
@@ -51,8 +51,8 @@ namespace Unity.Netcode.RuntimeTests
yield return s_DefaultWaitForTick;
// Ensure it's now added to the list
Assert.True(m_ServerNetworkManager.ConnectedClients[m_ClientNetworkManagers[0].LocalClientId].OwnedObjects.Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
Assert.True(m_ClientNetworkManagers[0].SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
Assert.True(m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
}
}
}

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@@ -1,4 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
@@ -9,118 +11,77 @@ namespace Unity.Netcode.RuntimeTests
public class NetworkObjectOwnershipComponent : NetworkBehaviour
{
public bool OnLostOwnershipFired = false;
public ulong CachedOwnerIdOnLostOwnership = 0;
public bool OnGainedOwnershipFired = false;
public override void OnLostOwnership()
{
OnLostOwnershipFired = true;
CachedOwnerIdOnLostOwnership = OwnerClientId;
}
public bool OnGainedOwnershipFired = false;
public ulong CachedOwnerIdOnGainedOwnership = 0;
public override void OnGainedOwnership()
{
OnGainedOwnershipFired = true;
CachedOwnerIdOnGainedOwnership = OwnerClientId;
}
public void ResetFlags()
{
OnLostOwnershipFired = false;
OnGainedOwnershipFired = false;
}
}
[TestFixture(true)]
[TestFixture(false)]
public class NetworkObjectOwnershipTests
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
public class NetworkObjectOwnershipTests : NetcodeIntegrationTest
{
private const int k_ClientInstanceCount = 1;
protected override int NumberOfClients => 9;
private NetworkManager m_ServerNetworkManager;
private NetworkManager[] m_ClientNetworkManagers;
private GameObject m_OwnershipPrefab;
private GameObject m_OwnershipObject;
private NetworkObject m_OwnershipNetworkObject;
private GameObject m_DummyPrefab;
private GameObject m_DummyGameObject;
public NetworkObjectOwnershipTests(HostOrServer hostOrServer) : base(hostOrServer) { }
private readonly bool m_IsHost;
public NetworkObjectOwnershipTests(bool isHost)
protected override void OnServerAndClientsCreated()
{
m_IsHost = isHost;
m_OwnershipPrefab = CreateNetworkObjectPrefab("OnwershipPrefab");
m_OwnershipPrefab.AddComponent<NetworkObjectOwnershipComponent>();
base.OnServerAndClientsCreated();
}
[UnitySetUp]
public IEnumerator Setup()
[Test]
public void TestPlayerIsOwned()
{
// we need at least 1 client for tests
Assert.That(k_ClientInstanceCount, Is.GreaterThan(0));
var clientOwnedObjects = m_ClientNetworkManagers[0].SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId);
// create NetworkManager instances
Assert.That(NetcodeIntegrationTestHelpers.Create(k_ClientInstanceCount, out m_ServerNetworkManager, out m_ClientNetworkManagers));
Assert.That(m_ServerNetworkManager, Is.Not.Null);
Assert.That(m_ClientNetworkManagers, Is.Not.Null);
Assert.That(m_ClientNetworkManagers.Length, Is.EqualTo(k_ClientInstanceCount));
var clientPlayerObject = clientOwnedObjects.Where((c) => c.IsLocalPlayer).FirstOrDefault();
Assert.NotNull(clientPlayerObject, $"Client Id {m_ClientNetworkManagers[0].LocalClientId} does not have its local player marked as an owned object!");
// create and register our ad-hoc DummyPrefab (we'll spawn it later during tests)
m_DummyPrefab = new GameObject("DummyPrefabPrototype");
m_DummyPrefab.AddComponent<NetworkObject>();
m_DummyPrefab.AddComponent<NetworkObjectOwnershipComponent>();
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(m_DummyPrefab.GetComponent<NetworkObject>());
m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab { Prefab = m_DummyPrefab });
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
clientNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab { Prefab = m_DummyPrefab });
}
// start server and client NetworkManager instances
Assert.That(NetcodeIntegrationTestHelpers.Start(m_IsHost, m_ServerNetworkManager, m_ClientNetworkManagers));
// wait for connection on client side
yield return NetcodeIntegrationTestHelpers.WaitForClientsConnected(m_ClientNetworkManagers);
// wait for connection on server side
yield return NetcodeIntegrationTestHelpers.WaitForClientConnectedToServer(m_ServerNetworkManager);
}
[TearDown]
public void Teardown()
{
NetcodeIntegrationTestHelpers.Destroy();
if (m_DummyGameObject != null)
{
Object.DestroyImmediate(m_DummyGameObject);
}
if (m_DummyPrefab != null)
{
Object.DestroyImmediate(m_DummyPrefab);
}
clientPlayerObject = m_ClientNetworkManagers[0].LocalClient.OwnedObjects.Where((c) => c.IsLocalPlayer).FirstOrDefault();
Assert.NotNull(clientPlayerObject, $"Client Id {m_ClientNetworkManagers[0].LocalClientId} does not have its local player marked as an owned object using local client!");
}
[UnityTest]
public IEnumerator TestOwnershipCallbacks()
{
m_DummyGameObject = Object.Instantiate(m_DummyPrefab);
var dummyNetworkObject = m_DummyGameObject.GetComponent<NetworkObject>();
Assert.That(dummyNetworkObject, Is.Not.Null);
dummyNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
dummyNetworkObject.Spawn();
var dummyNetworkObjectId = dummyNetworkObject.NetworkObjectId;
Assert.That(dummyNetworkObjectId, Is.GreaterThan(0));
m_OwnershipObject = SpawnObject(m_OwnershipPrefab, m_ServerNetworkManager);
m_OwnershipNetworkObject = m_OwnershipObject.GetComponent<NetworkObject>();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfType<CreateObjectMessage>(m_ClientNetworkManagers[0]);
Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(dummyNetworkObjectId));
var ownershipNetworkObjectId = m_OwnershipNetworkObject.NetworkObjectId;
Assert.That(ownershipNetworkObjectId, Is.GreaterThan(0));
Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
Assert.That(clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(dummyNetworkObjectId));
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(dummyNetworkObject);
// 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[dummyNetworkObjectId];
var clientObject = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[dummyNetworkObjectId];
var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
var clientObject = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
Assert.That(serverObject, Is.Not.Null);
Assert.That(clientObject, Is.Not.Null);
@@ -129,25 +90,164 @@ namespace Unity.Netcode.RuntimeTests
Assert.That(serverComponent, Is.Not.Null);
Assert.That(clientComponent, Is.Not.Null);
Assert.That(serverObject.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.ServerClientId));
Assert.That(clientObject.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].ServerClientId));
Assert.That(serverObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
Assert.That(clientObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(m_ClientNetworkManagers[0].LocalClientId));
serverObject.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 2);
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfType<ChangeOwnershipMessage>(m_ClientNetworkManagers[0]);
Assert.That(serverComponent.OnLostOwnershipFired);
Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
Assert.That(clientComponent.OnGainedOwnershipFired);
Assert.That(clientComponent.CachedOwnerIdOnGainedOwnership, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
serverObject.ChangeOwnership(m_ServerNetworkManager.ServerClientId);
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfType<ChangeOwnershipMessage>(m_ClientNetworkManagers[0]);
serverComponent.ResetFlags();
clientComponent.ResetFlags();
Assert.That(serverObject.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
serverObject.ChangeOwnership(NetworkManager.ServerClientId);
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 2);
Assert.That(serverComponent.OnGainedOwnershipFired);
Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
Assert.That(clientComponent.OnLostOwnershipFired);
Assert.That(clientComponent.CachedOwnerIdOnLostOwnership, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
}
/// <summary>
/// Verifies that switching ownership between several clients works properly
/// </summary>
[UnityTest]
public IEnumerator TestOwnershipCallbacksSeveralClients()
{
// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
var messageHookEntriesForSpawn = new List<MessageHookEntry>();
var messageHookEntriesForOwnership = new List<MessageHookEntry>();
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
var messageHook = new MessageHookEntry(clientNetworkManager);
messageHook.AssignMessageType<CreateObjectMessage>();
messageHookEntriesForSpawn.Add(messageHook);
messageHook = new MessageHookEntry(clientNetworkManager);
messageHook.AssignMessageType<ChangeOwnershipMessage>();
messageHookEntriesForOwnership.Add(messageHook);
}
// Used to determine if all clients received the CreateObjectMessage
var spawnMessageHooks = new MessageHooksConditional(messageHookEntriesForSpawn);
// Used to determine if all clients received the ChangeOwnershipMessage
var ownershipMessageHooks = new MessageHooksConditional(messageHookEntriesForOwnership);
// Spawn our test object from server with server ownership
m_OwnershipObject = SpawnObject(m_OwnershipPrefab, m_ServerNetworkManager);
m_OwnershipNetworkObject = m_OwnershipObject.GetComponent<NetworkObject>();
// Wait for all clients to receive the CreateObjectMessage
yield return WaitForConditionOrTimeOut(spawnMessageHooks);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(CreateObjectMessage)} message.");
// Validate the NetworkObjectId and that the server and all clients have this NetworkObject
var ownershipNetworkObjectId = m_OwnershipNetworkObject.NetworkObjectId;
Assert.That(ownershipNetworkObjectId, Is.GreaterThan(0));
Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
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();
}
}
}