com.unity.netcode.gameobjects@2.2.0
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). ## [2.2.0] - 2024-12-12 ### Added - Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175) - Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130) - Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113) ### Fixed - Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177) - Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162) - Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160) - Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160) - Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118) - Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147) - Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133) - Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133) - Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122) - Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`. (#3113) - Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111) - Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110) - Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108) ### Changed - In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175) - Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode. - The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
This commit is contained in:
141
Tests/Runtime/Prefabs/AddNetworkPrefabTests.cs
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141
Tests/Runtime/Prefabs/AddNetworkPrefabTests.cs
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using System.Collections;
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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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using UnityEngine.TestTools;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode.RuntimeTests
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{
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internal class AddNetworkPrefabTest : NetcodeIntegrationTest
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{
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internal class EmptyComponent : NetworkBehaviour
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{
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}
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protected override int NumberOfClients => 1;
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private GameObject m_Prefab;
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protected override IEnumerator OnSetup()
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{
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// Host is irrelevant, messages don't get sent to the host "client"
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m_UseHost = false;
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yield return null;
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}
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protected override void OnServerAndClientsCreated()
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{
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m_Prefab = new GameObject("Object");
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var networkObject = m_Prefab.AddComponent<NetworkObject>();
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m_Prefab.AddComponent<EmptyComponent>();
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// Make it a prefab
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
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m_ServerNetworkManager.NetworkConfig.SpawnTimeout = 0;
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m_ServerNetworkManager.NetworkConfig.ForceSamePrefabs = false;
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foreach (var client in m_ClientNetworkManagers)
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{
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client.NetworkConfig.SpawnTimeout = 0;
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client.NetworkConfig.ForceSamePrefabs = false;
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}
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}
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private EmptyComponent GetObjectForClient(ulong clientId)
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{
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#if UNITY_2023_1_OR_NEWER
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var emptyComponents = Object.FindObjectsByType<EmptyComponent>(FindObjectsSortMode.InstanceID);
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#else
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var emptyComponents = Object.FindObjectsOfType<EmptyComponent>();
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#endif
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foreach (var component in emptyComponents)
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{
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if (component.IsSpawned && component.NetworkManager.LocalClientId == clientId)
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{
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return component;
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}
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}
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return null;
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}
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private void RegisterPrefab()
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{
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m_ServerNetworkManager.AddNetworkPrefab(m_Prefab);
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foreach (var client in m_ClientNetworkManagers)
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{
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client.AddNetworkPrefab(m_Prefab);
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}
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}
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private void DeregisterPrefab()
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{
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m_ServerNetworkManager.RemoveNetworkPrefab(m_Prefab);
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foreach (var client in m_ClientNetworkManagers)
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{
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client.RemoveNetworkPrefab(m_Prefab);
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}
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}
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private static CoroutineRunner s_CoroutineRunner;
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[UnityTest]
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public IEnumerator WhenSpawningBeforeAddingPrefab_SpawnFails()
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{
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var serverObject = Object.Instantiate(m_Prefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
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}
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[UnityTest]
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public IEnumerator WhenSpawningAfterAddingServerPrefabButBeforeAddingClientPrefab_SpawnFails()
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{
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m_ServerNetworkManager.AddNetworkPrefab(m_Prefab);
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var serverObject = Object.Instantiate(m_Prefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
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}
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[UnityTest]
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public IEnumerator WhenSpawningAfterAddingPrefabOnServerAndClient_SpawnSucceeds()
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{
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RegisterPrefab();
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var serverObject = Object.Instantiate(m_Prefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled<CreateObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsNotNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
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}
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[UnityTest]
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public IEnumerator WhenSpawningAfterRemovingPrefabOnClient_SpawnFails()
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{
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RegisterPrefab();
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var serverObject = Object.Instantiate(m_Prefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsNotNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
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serverObject.GetComponent<NetworkObject>().Despawn();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<DestroyObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
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DeregisterPrefab();
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serverObject = Object.Instantiate(m_Prefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
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}
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}
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}
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3
Tests/Runtime/Prefabs/AddNetworkPrefabTests.cs.meta
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3
Tests/Runtime/Prefabs/AddNetworkPrefabTests.cs.meta
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fileFormatVersion: 2
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guid: 67012fa25fe64aeda8fbf60340c1bc2f
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timeCreated: 1652205947
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245
Tests/Runtime/Prefabs/NetworkPrefabHandlerTests.cs
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245
Tests/Runtime/Prefabs/NetworkPrefabHandlerTests.cs
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using System;
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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 Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// The NetworkPrefabHandler unit tests validates:
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/// Registering with GameObject, NetworkObject, or GlobalObjectIdHash
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/// Newly assigned rotation or position values for newly spawned NetworkObject instances are valid
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/// Destroying a newly spawned NetworkObject instance works
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/// Removing a INetworkPrefabInstanceHandler is removed and can be verified (very last check)
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/// </summary>
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internal class NetworkPrefabHandlerTests
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{
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private const string k_TestPrefabObjectName = "NetworkPrefabTestObject";
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private uint m_ObjectId = 1;
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private GameObject MakeValidNetworkPrefab()
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{
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Guid baseObjectID = NetworkManagerHelper.AddGameNetworkObject(k_TestPrefabObjectName + m_ObjectId.ToString());
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NetworkObject validPrefab = NetworkManagerHelper.InstantiatedNetworkObjects[baseObjectID];
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(validPrefab);
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m_ObjectId++;
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return validPrefab.gameObject;
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}
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/// <summary>
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/// Tests the NetwokConfig NetworkPrefabsList initialization during NetworkManager's Init method to make sure that
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/// it will still initialize but remove the invalid prefabs
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/// </summary>
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[Test]
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public void NetworkConfigInvalidNetworkPrefabTest()
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{
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// Add null entry
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(null);
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// Add a NetworkPrefab with no prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab());
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// Add a NetworkPrefab override with an invalid hash
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 0 });
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// Add a NetworkPrefab override with a valid hash but an invalid target prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 654321, OverridingTargetPrefab = null });
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// Add a NetworkPrefab override with a valid hash to override but an invalid target prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourceHashToOverride = 654321, OverridingTargetPrefab = null });
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// Add a NetworkPrefab override with an invalid source prefab to override
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = null });
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// Add a NetworkPrefab override with a valid source prefab to override but an invalid target prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = MakeValidNetworkPrefab(), OverridingTargetPrefab = null });
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// Add a valid prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = MakeValidNetworkPrefab() });
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// Add a NetworkPrefab override with a valid hash and valid target prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 11111111, OverridingTargetPrefab = MakeValidNetworkPrefab() });
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// Add a NetworkPrefab override with a valid prefab and valid target prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = MakeValidNetworkPrefab(), OverridingTargetPrefab = MakeValidNetworkPrefab() });
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var exceptionOccurred = false;
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try
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{
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NetworkManagerHelper.NetworkManagerObject.StartHost();
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}
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catch
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{
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exceptionOccurred = true;
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}
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Assert.False(exceptionOccurred);
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// In the end we should only have 3 valid registered network prefabs
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Assert.True(NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks.Count == 3);
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}
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private const string k_PrefabObjectName = "NetworkPrefabHandlerTestObject";
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[Test]
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public void NetworkPrefabHandlerClass([Values] bool distributedAuthority)
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{
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var networkConfig = new NetworkConfig()
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{
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NetworkTopology = distributedAuthority ? NetworkTopologyTypes.DistributedAuthority : NetworkTopologyTypes.ClientServer,
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};
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Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _, networkConfig: networkConfig));
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var testPrefabObjectName = k_PrefabObjectName;
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Guid baseObjectID = NetworkManagerHelper.AddGameNetworkObject(testPrefabObjectName);
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NetworkObject baseObject = NetworkManagerHelper.InstantiatedNetworkObjects[baseObjectID];
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var networkPrefabHandler = new NetworkPrefabHandler();
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var networkPrefaInstanceHandler = new NetworkPrefaInstanceHandler(baseObject);
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var prefabPosition = new Vector3(1.0f, 5.0f, 3.0f);
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var prefabRotation = new Quaternion(1.0f, 0.5f, 0.4f, 0.1f);
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//Register via GameObject
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var gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject.gameObject, networkPrefaInstanceHandler);
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//Test result of registering via GameObject reference
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Assert.True(gameObjectRegistered);
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var spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
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//Test that something was instantiated
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Assert.NotNull(spawnedObject);
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//Test that this is indeed an instance of our original object
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Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
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//Test for position and rotation
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Assert.True(prefabPosition == spawnedObject.transform.position);
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Assert.True(prefabRotation == spawnedObject.transform.rotation);
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networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
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networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
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//Register via NetworkObject
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gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject, networkPrefaInstanceHandler);
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//Test result of registering via NetworkObject reference
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Assert.True(gameObjectRegistered);
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//Change it up
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prefabPosition = new Vector3(2.0f, 1.0f, 5.0f);
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prefabRotation = new Quaternion(4.0f, 1.5f, 5.4f, 5.1f);
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spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
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//Test that something was instantiated
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Assert.NotNull(spawnedObject);
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//Test that this is indeed an instance of our original object
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Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
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//Test for position and rotation
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Assert.True(prefabPosition == spawnedObject.transform.position);
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Assert.True(prefabRotation == spawnedObject.transform.rotation);
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networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
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networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
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//Register via GlobalObjectIdHash
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gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject.GlobalObjectIdHash, networkPrefaInstanceHandler);
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//Test result of registering via GlobalObjectIdHash reference
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Assert.True(gameObjectRegistered);
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//Change it up
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prefabPosition = new Vector3(6.0f, 4.0f, 1.0f);
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prefabRotation = new Quaternion(3f, 2f, 4f, 1f);
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spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
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//Test that something was instantiated
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Assert.NotNull(spawnedObject);
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//Test that this is indeed an instance of our original object
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Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
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//Test for position and rotation
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Assert.True(prefabPosition == spawnedObject.transform.position);
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Assert.True(prefabRotation == spawnedObject.transform.rotation);
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networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
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networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
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Assert.False(networkPrefaInstanceHandler.StillHasInstances());
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}
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[SetUp]
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public void Setup()
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{
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//Create, instantiate, and host
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NetworkManagerHelper.StartNetworkManager(out _, NetworkManagerHelper.NetworkManagerOperatingMode.None);
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}
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[TearDown]
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public void TearDown()
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{
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//Stop, shutdown, and destroy
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NetworkManagerHelper.ShutdownNetworkManager();
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#if UNITY_2023_1_OR_NEWER
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var networkObjects = UnityEngine.Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID).ToList();
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#else
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var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>().ToList();
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#endif
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var networkObjectsList = networkObjects.Where(c => c.name.Contains(k_PrefabObjectName));
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foreach (var networkObject in networkObjectsList)
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{
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UnityEngine.Object.DestroyImmediate(networkObject);
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}
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}
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}
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/// <summary>
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/// The Prefab instance handler to use for this test
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/// </summary>
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internal class NetworkPrefaInstanceHandler : INetworkPrefabInstanceHandler
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{
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private NetworkObject m_NetworkObject;
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private List<NetworkObject> m_Instances;
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public NetworkObject Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation)
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{
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var networkObjectInstance = UnityEngine.Object.Instantiate(m_NetworkObject.gameObject).GetComponent<NetworkObject>();
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networkObjectInstance.transform.position = position;
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networkObjectInstance.transform.rotation = rotation;
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m_Instances.Add(networkObjectInstance);
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return networkObjectInstance;
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}
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public void Destroy(NetworkObject networkObject)
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{
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var instancesContainsNetworkObject = m_Instances.Contains(networkObject);
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Assert.True(instancesContainsNetworkObject);
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m_Instances.Remove(networkObject);
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UnityEngine.Object.Destroy(networkObject.gameObject);
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}
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public bool StillHasInstances()
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{
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return (m_Instances.Count > 0);
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}
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public NetworkPrefaInstanceHandler(NetworkObject networkObject)
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{
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m_NetworkObject = networkObject;
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||||
m_Instances = new List<NetworkObject>();
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||||
}
|
||||
}
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||||
}
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11
Tests/Runtime/Prefabs/NetworkPrefabHandlerTests.cs.meta
Normal file
11
Tests/Runtime/Prefabs/NetworkPrefabHandlerTests.cs.meta
Normal file
@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
|
||||
guid: 590750036c5d65c43bbc696071aa3541
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
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||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
268
Tests/Runtime/Prefabs/NetworkPrefabOverrideTests.cs
Normal file
268
Tests/Runtime/Prefabs/NetworkPrefabOverrideTests.cs
Normal file
@@ -0,0 +1,268 @@
|
||||
using System.Collections;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using NUnit.Framework;
|
||||
using Unity.Netcode.TestHelpers.Runtime;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
/// <summary>
|
||||
/// Integration test that validates spawning instances of <see cref="NetworkPrefab"/>s with overrides and
|
||||
/// <see cref="NetworkPrefabHandler"/> registered overrides.
|
||||
/// </summary>
|
||||
[TestFixture(NetworkTopologyTypes.ClientServer, HostOrServer.Server)]
|
||||
[TestFixture(NetworkTopologyTypes.ClientServer, HostOrServer.Host)]
|
||||
[TestFixture(NetworkTopologyTypes.DistributedAuthority, HostOrServer.DAHost)]
|
||||
internal class NetworkPrefabOverrideTests : NetcodeIntegrationTest
|
||||
{
|
||||
private const string k_PrefabRootName = "PrefabObj";
|
||||
protected override int NumberOfClients => 2;
|
||||
|
||||
private NetworkPrefab m_ClientSidePlayerPrefab;
|
||||
private NetworkPrefab m_PrefabOverride;
|
||||
|
||||
public NetworkPrefabOverrideTests(NetworkTopologyTypes networkTopologyType, HostOrServer hostOrServer) : base(networkTopologyType, hostOrServer) { }
|
||||
|
||||
/// <summary>
|
||||
/// Prefab override handler that will instantiate the ServerSideInstance (m_PlayerPrefab) only on server instances
|
||||
/// and will spawn the ClientSideInstance (m_ClientSidePlayerPrefab.Prefab) only on clients and/or a host.
|
||||
/// </summary>
|
||||
public class TestPrefabOverrideHandler : MonoBehaviour, INetworkPrefabInstanceHandler
|
||||
{
|
||||
public GameObject ServerSideInstance;
|
||||
public GameObject ClientSideInstance;
|
||||
private NetworkManager m_NetworkManager;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
m_NetworkManager = GetComponent<NetworkManager>();
|
||||
m_NetworkManager.PrefabHandler.AddHandler(ServerSideInstance, this);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (m_NetworkManager != null && m_NetworkManager.PrefabHandler != null)
|
||||
{
|
||||
m_NetworkManager.PrefabHandler.RemoveHandler(ServerSideInstance);
|
||||
}
|
||||
}
|
||||
|
||||
public NetworkObject Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation)
|
||||
{
|
||||
var instance = m_NetworkManager.IsClient ? Instantiate(ClientSideInstance) : Instantiate(ServerSideInstance);
|
||||
return instance.GetComponent<NetworkObject>();
|
||||
}
|
||||
|
||||
public void Destroy(NetworkObject networkObject)
|
||||
{
|
||||
Object.Destroy(networkObject);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Mock component for testing that the client-side player is using the right
|
||||
/// network prefab.
|
||||
/// </summary>
|
||||
public class ClientSideOnlyComponent : MonoBehaviour
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When we create the player prefab, make a modified instance that will be used
|
||||
/// with the <see cref="TestPrefabOverrideHandler"/>.
|
||||
/// </summary>
|
||||
protected override void OnCreatePlayerPrefab()
|
||||
{
|
||||
var clientPlayer = Object.Instantiate(m_PlayerPrefab);
|
||||
clientPlayer.AddComponent<ClientSideOnlyComponent>();
|
||||
Object.DontDestroyOnLoad(clientPlayer);
|
||||
m_ClientSidePlayerPrefab = new NetworkPrefab()
|
||||
{
|
||||
Prefab = clientPlayer,
|
||||
};
|
||||
|
||||
base.OnCreatePlayerPrefab();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add the additional <see cref="NetworkPrefab"/>s and <see cref="TestPrefabOverrideHandler"/>s to
|
||||
/// all <see cref="NetworkManager"/> instances.
|
||||
/// </summary>
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
// Create a NetworkPrefab with an override
|
||||
var basePrefab = NetcodeIntegrationTestHelpers.CreateNetworkObject($"{k_PrefabRootName}-base", m_ServerNetworkManager, true);
|
||||
var targetPrefab = NetcodeIntegrationTestHelpers.CreateNetworkObject($"{k_PrefabRootName}-over", m_ServerNetworkManager, true);
|
||||
m_PrefabOverride = new NetworkPrefab()
|
||||
{
|
||||
Prefab = basePrefab,
|
||||
Override = NetworkPrefabOverride.Prefab,
|
||||
SourcePrefabToOverride = basePrefab,
|
||||
OverridingTargetPrefab = targetPrefab,
|
||||
};
|
||||
|
||||
// Add the prefab override handler for instance specific player prefabs to the server side
|
||||
var playerPrefabOverrideHandler = m_ServerNetworkManager.gameObject.AddComponent<TestPrefabOverrideHandler>();
|
||||
playerPrefabOverrideHandler.ServerSideInstance = m_PlayerPrefab;
|
||||
playerPrefabOverrideHandler.ClientSideInstance = m_ClientSidePlayerPrefab.Prefab;
|
||||
|
||||
// Add the NetworkPrefab with override
|
||||
m_ServerNetworkManager.NetworkConfig.Prefabs.Add(m_PrefabOverride);
|
||||
// Add the client player prefab that will be used on clients (and the host)
|
||||
m_ServerNetworkManager.NetworkConfig.Prefabs.Add(m_ClientSidePlayerPrefab);
|
||||
|
||||
foreach (var networkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
// Add the prefab override handler for instance specific player prefabs to the client side
|
||||
playerPrefabOverrideHandler = networkManager.gameObject.AddComponent<TestPrefabOverrideHandler>();
|
||||
playerPrefabOverrideHandler.ServerSideInstance = m_PlayerPrefab;
|
||||
playerPrefabOverrideHandler.ClientSideInstance = m_ClientSidePlayerPrefab.Prefab;
|
||||
|
||||
// Add the NetworkPrefab with override
|
||||
networkManager.NetworkConfig.Prefabs.Add(m_PrefabOverride);
|
||||
// Add the client player prefab that will be used on clients (and the host)
|
||||
networkManager.NetworkConfig.Prefabs.Add(m_ClientSidePlayerPrefab);
|
||||
}
|
||||
|
||||
m_PrefabOverride.Prefab.GetComponent<NetworkObject>().IsSceneObject = false;
|
||||
m_PrefabOverride.SourcePrefabToOverride.GetComponent<NetworkObject>().IsSceneObject = false;
|
||||
m_PrefabOverride.OverridingTargetPrefab.GetComponent<NetworkObject>().IsSceneObject = false;
|
||||
m_ClientSidePlayerPrefab.Prefab.GetComponent<NetworkObject>().IsSceneObject = false;
|
||||
|
||||
base.OnServerAndClientsCreated();
|
||||
}
|
||||
|
||||
protected override IEnumerator OnTearDown()
|
||||
{
|
||||
if (m_PrefabOverride != null)
|
||||
{
|
||||
if (m_PrefabOverride.SourcePrefabToOverride)
|
||||
{
|
||||
Object.Destroy(m_PrefabOverride.SourcePrefabToOverride);
|
||||
}
|
||||
|
||||
if (m_PrefabOverride.OverridingTargetPrefab)
|
||||
{
|
||||
Object.Destroy(m_PrefabOverride.OverridingTargetPrefab);
|
||||
}
|
||||
}
|
||||
|
||||
if (m_ClientSidePlayerPrefab != null)
|
||||
{
|
||||
if (m_ClientSidePlayerPrefab.Prefab)
|
||||
{
|
||||
Object.Destroy(m_ClientSidePlayerPrefab.Prefab);
|
||||
}
|
||||
}
|
||||
m_ClientSidePlayerPrefab = null;
|
||||
m_PrefabOverride = null;
|
||||
|
||||
yield return base.OnTearDown();
|
||||
}
|
||||
|
||||
|
||||
private GameObject GetPlayerNetworkPrefabObject(NetworkManager networkManager)
|
||||
{
|
||||
return networkManager.IsClient ? m_ClientSidePlayerPrefab.Prefab : m_PlayerPrefab;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator PrefabOverrideTests()
|
||||
{
|
||||
var prefabNetworkObject = (NetworkObject)null;
|
||||
var spawnedGlobalObjectId = (uint)0;
|
||||
|
||||
var networkManagers = m_ClientNetworkManagers.ToList();
|
||||
if (m_UseHost)
|
||||
{
|
||||
networkManagers.Insert(0, m_ServerNetworkManager);
|
||||
}
|
||||
else
|
||||
{
|
||||
// If running as just a server, validate that all player prefab clone instances are the server side version
|
||||
prefabNetworkObject = GetPlayerNetworkPrefabObject(m_ServerNetworkManager).GetComponent<NetworkObject>();
|
||||
foreach (var playerEntry in m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId])
|
||||
{
|
||||
spawnedGlobalObjectId = playerEntry.Value.GlobalObjectIdHash;
|
||||
Assert.IsTrue(prefabNetworkObject.GlobalObjectIdHash == spawnedGlobalObjectId, $"Server-Side {playerEntry.Value.name} was spawned as prefab ({spawnedGlobalObjectId}) but we expected ({prefabNetworkObject.GlobalObjectIdHash})!");
|
||||
}
|
||||
}
|
||||
|
||||
// Validates prefab overrides via the NetworkPrefabHandler.
|
||||
// Validate the player prefab instance clones relative to all NetworkManagers.
|
||||
foreach (var networkManager in networkManagers)
|
||||
{
|
||||
// Get the expected player prefab to be spawned based on the NetworkManager
|
||||
prefabNetworkObject = GetPlayerNetworkPrefabObject(networkManager).GetComponent<NetworkObject>();
|
||||
if (networkManager.IsClient)
|
||||
{
|
||||
spawnedGlobalObjectId = networkManager.LocalClient.PlayerObject.GlobalObjectIdHash;
|
||||
Assert.IsTrue(prefabNetworkObject.GlobalObjectIdHash == spawnedGlobalObjectId, $"{networkManager.name} spawned player prefab ({spawnedGlobalObjectId}) did not match the expected one ({prefabNetworkObject.GlobalObjectIdHash})!");
|
||||
}
|
||||
|
||||
foreach (var playerEntry in m_PlayerNetworkObjects[networkManager.LocalClientId])
|
||||
{
|
||||
// We already checked our locally spawned player prefab above
|
||||
if (playerEntry.Key == networkManager.LocalClientId)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
spawnedGlobalObjectId = playerEntry.Value.GlobalObjectIdHash;
|
||||
Assert.IsTrue(prefabNetworkObject.GlobalObjectIdHash == spawnedGlobalObjectId, $"Client-{networkManager.LocalClientId} clone of {playerEntry.Value.name} was spawned as prefab ({spawnedGlobalObjectId}) but we expected ({prefabNetworkObject.GlobalObjectIdHash})!");
|
||||
}
|
||||
}
|
||||
|
||||
// Validates prefab overrides via NetworkPrefab configuration.
|
||||
var spawnedInstance = (NetworkObject)null;
|
||||
var networkManagerOwner = m_ServerNetworkManager;
|
||||
|
||||
if (m_DistributedAuthority)
|
||||
{
|
||||
networkManagerOwner = m_ClientNetworkManagers[0];
|
||||
}
|
||||
// Clients and Host will spawn the OverridingTargetPrefab while a dedicated server will spawn the SourcePrefabToOverride
|
||||
var expectedServerGlobalObjectIdHash = networkManagerOwner.IsClient ? m_PrefabOverride.OverridingTargetPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash : m_PrefabOverride.SourcePrefabToOverride.GetComponent<NetworkObject>().GlobalObjectIdHash;
|
||||
var expectedClientGlobalObjectIdHash = m_PrefabOverride.OverridingTargetPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
|
||||
|
||||
spawnedInstance = NetworkObject.InstantiateAndSpawn(m_PrefabOverride.SourcePrefabToOverride, networkManagerOwner, networkManagerOwner.LocalClientId);
|
||||
var builder = new StringBuilder();
|
||||
bool ObjectSpawnedOnAllNetworkMangers()
|
||||
{
|
||||
builder.Clear();
|
||||
if (!m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(spawnedInstance.NetworkObjectId))
|
||||
{
|
||||
builder.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} failed to spawn {spawnedInstance.name}-{spawnedInstance.NetworkObjectId}!");
|
||||
return false;
|
||||
}
|
||||
var instanceGID = m_ServerNetworkManager.SpawnManager.SpawnedObjects[spawnedInstance.NetworkObjectId].GlobalObjectIdHash;
|
||||
if (instanceGID != expectedServerGlobalObjectIdHash)
|
||||
{
|
||||
builder.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} instance {spawnedInstance.name}-{spawnedInstance.NetworkObjectId} GID is {instanceGID} but was expected to be {expectedServerGlobalObjectIdHash}!");
|
||||
return false;
|
||||
}
|
||||
|
||||
foreach (var networkManger in m_ClientNetworkManagers)
|
||||
{
|
||||
if (!networkManger.SpawnManager.SpawnedObjects.ContainsKey(spawnedInstance.NetworkObjectId))
|
||||
{
|
||||
builder.AppendLine($"Client-{networkManger.LocalClientId} failed to spawn {spawnedInstance.name}-{spawnedInstance.NetworkObjectId}!");
|
||||
return false;
|
||||
}
|
||||
instanceGID = networkManger.SpawnManager.SpawnedObjects[spawnedInstance.NetworkObjectId].GlobalObjectIdHash;
|
||||
if (instanceGID != expectedClientGlobalObjectIdHash)
|
||||
{
|
||||
builder.AppendLine($"Client-{networkManger.LocalClientId} instance {spawnedInstance.name}-{spawnedInstance.NetworkObjectId} GID is {instanceGID} but was expected to be {expectedClientGlobalObjectIdHash}!");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
yield return WaitForConditionOrTimeOut(ObjectSpawnedOnAllNetworkMangers);
|
||||
AssertOnTimeout($"The spawned prefab override validation failed!\n {builder}");
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Tests/Runtime/Prefabs/NetworkPrefabOverrideTests.cs.meta
Normal file
2
Tests/Runtime/Prefabs/NetworkPrefabOverrideTests.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c5e27e24bc5f783458d6a45585308f87
|
||||
Reference in New Issue
Block a user