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:
Unity Technologies
2024-12-12 00:00:00 +00:00
parent 016788c21e
commit 8fe07bbad2
78 changed files with 2243 additions and 1187 deletions

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using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Object = UnityEngine.Object;
namespace Unity.Netcode.RuntimeTests
{
internal class AddNetworkPrefabTest : NetcodeIntegrationTest
{
internal class EmptyComponent : NetworkBehaviour
{
}
protected override int NumberOfClients => 1;
private GameObject m_Prefab;
protected override IEnumerator OnSetup()
{
// Host is irrelevant, messages don't get sent to the host "client"
m_UseHost = false;
yield return null;
}
protected override void OnServerAndClientsCreated()
{
m_Prefab = new GameObject("Object");
var networkObject = m_Prefab.AddComponent<NetworkObject>();
m_Prefab.AddComponent<EmptyComponent>();
// Make it a prefab
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
m_ServerNetworkManager.NetworkConfig.SpawnTimeout = 0;
m_ServerNetworkManager.NetworkConfig.ForceSamePrefabs = false;
foreach (var client in m_ClientNetworkManagers)
{
client.NetworkConfig.SpawnTimeout = 0;
client.NetworkConfig.ForceSamePrefabs = false;
}
}
private EmptyComponent GetObjectForClient(ulong clientId)
{
#if UNITY_2023_1_OR_NEWER
var emptyComponents = Object.FindObjectsByType<EmptyComponent>(FindObjectsSortMode.InstanceID);
#else
var emptyComponents = Object.FindObjectsOfType<EmptyComponent>();
#endif
foreach (var component in emptyComponents)
{
if (component.IsSpawned && component.NetworkManager.LocalClientId == clientId)
{
return component;
}
}
return null;
}
private void RegisterPrefab()
{
m_ServerNetworkManager.AddNetworkPrefab(m_Prefab);
foreach (var client in m_ClientNetworkManagers)
{
client.AddNetworkPrefab(m_Prefab);
}
}
private void DeregisterPrefab()
{
m_ServerNetworkManager.RemoveNetworkPrefab(m_Prefab);
foreach (var client in m_ClientNetworkManagers)
{
client.RemoveNetworkPrefab(m_Prefab);
}
}
private static CoroutineRunner s_CoroutineRunner;
[UnityTest]
public IEnumerator WhenSpawningBeforeAddingPrefab_SpawnFails()
{
var serverObject = Object.Instantiate(m_Prefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
}
[UnityTest]
public IEnumerator WhenSpawningAfterAddingServerPrefabButBeforeAddingClientPrefab_SpawnFails()
{
m_ServerNetworkManager.AddNetworkPrefab(m_Prefab);
var serverObject = Object.Instantiate(m_Prefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
}
[UnityTest]
public IEnumerator WhenSpawningAfterAddingPrefabOnServerAndClient_SpawnSucceeds()
{
RegisterPrefab();
var serverObject = Object.Instantiate(m_Prefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled<CreateObjectMessage>(m_ClientNetworkManagers[0]);
Assert.IsNotNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
}
[UnityTest]
public IEnumerator WhenSpawningAfterRemovingPrefabOnClient_SpawnFails()
{
RegisterPrefab();
var serverObject = Object.Instantiate(m_Prefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
Assert.IsNotNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
serverObject.GetComponent<NetworkObject>().Despawn();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<DestroyObjectMessage>(m_ClientNetworkManagers[0]);
Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
DeregisterPrefab();
serverObject = Object.Instantiate(m_Prefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// The NetworkPrefabHandler unit tests validates:
/// Registering with GameObject, NetworkObject, or GlobalObjectIdHash
/// Newly assigned rotation or position values for newly spawned NetworkObject instances are valid
/// Destroying a newly spawned NetworkObject instance works
/// Removing a INetworkPrefabInstanceHandler is removed and can be verified (very last check)
/// </summary>
internal class NetworkPrefabHandlerTests
{
private const string k_TestPrefabObjectName = "NetworkPrefabTestObject";
private uint m_ObjectId = 1;
private GameObject MakeValidNetworkPrefab()
{
Guid baseObjectID = NetworkManagerHelper.AddGameNetworkObject(k_TestPrefabObjectName + m_ObjectId.ToString());
NetworkObject validPrefab = NetworkManagerHelper.InstantiatedNetworkObjects[baseObjectID];
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(validPrefab);
m_ObjectId++;
return validPrefab.gameObject;
}
/// <summary>
/// Tests the NetwokConfig NetworkPrefabsList initialization during NetworkManager's Init method to make sure that
/// it will still initialize but remove the invalid prefabs
/// </summary>
[Test]
public void NetworkConfigInvalidNetworkPrefabTest()
{
// Add null entry
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(null);
// Add a NetworkPrefab with no prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab());
// Add a NetworkPrefab override with an invalid hash
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 0 });
// Add a NetworkPrefab override with a valid hash but an invalid target prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 654321, OverridingTargetPrefab = null });
// Add a NetworkPrefab override with a valid hash to override but an invalid target prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourceHashToOverride = 654321, OverridingTargetPrefab = null });
// Add a NetworkPrefab override with an invalid source prefab to override
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = null });
// Add a NetworkPrefab override with a valid source prefab to override but an invalid target prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = MakeValidNetworkPrefab(), OverridingTargetPrefab = null });
// Add a valid prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = MakeValidNetworkPrefab() });
// Add a NetworkPrefab override with a valid hash and valid target prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 11111111, OverridingTargetPrefab = MakeValidNetworkPrefab() });
// Add a NetworkPrefab override with a valid prefab and valid target prefab
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = MakeValidNetworkPrefab(), OverridingTargetPrefab = MakeValidNetworkPrefab() });
var exceptionOccurred = false;
try
{
NetworkManagerHelper.NetworkManagerObject.StartHost();
}
catch
{
exceptionOccurred = true;
}
Assert.False(exceptionOccurred);
// In the end we should only have 3 valid registered network prefabs
Assert.True(NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks.Count == 3);
}
private const string k_PrefabObjectName = "NetworkPrefabHandlerTestObject";
[Test]
public void NetworkPrefabHandlerClass([Values] bool distributedAuthority)
{
var networkConfig = new NetworkConfig()
{
NetworkTopology = distributedAuthority ? NetworkTopologyTypes.DistributedAuthority : NetworkTopologyTypes.ClientServer,
};
Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _, networkConfig: networkConfig));
var testPrefabObjectName = k_PrefabObjectName;
Guid baseObjectID = NetworkManagerHelper.AddGameNetworkObject(testPrefabObjectName);
NetworkObject baseObject = NetworkManagerHelper.InstantiatedNetworkObjects[baseObjectID];
var networkPrefabHandler = new NetworkPrefabHandler();
var networkPrefaInstanceHandler = new NetworkPrefaInstanceHandler(baseObject);
var prefabPosition = new Vector3(1.0f, 5.0f, 3.0f);
var prefabRotation = new Quaternion(1.0f, 0.5f, 0.4f, 0.1f);
//Register via GameObject
var gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject.gameObject, networkPrefaInstanceHandler);
//Test result of registering via GameObject reference
Assert.True(gameObjectRegistered);
var spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
//Test that something was instantiated
Assert.NotNull(spawnedObject);
//Test that this is indeed an instance of our original object
Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
//Test for position and rotation
Assert.True(prefabPosition == spawnedObject.transform.position);
Assert.True(prefabRotation == spawnedObject.transform.rotation);
networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
//Register via NetworkObject
gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject, networkPrefaInstanceHandler);
//Test result of registering via NetworkObject reference
Assert.True(gameObjectRegistered);
//Change it up
prefabPosition = new Vector3(2.0f, 1.0f, 5.0f);
prefabRotation = new Quaternion(4.0f, 1.5f, 5.4f, 5.1f);
spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
//Test that something was instantiated
Assert.NotNull(spawnedObject);
//Test that this is indeed an instance of our original object
Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
//Test for position and rotation
Assert.True(prefabPosition == spawnedObject.transform.position);
Assert.True(prefabRotation == spawnedObject.transform.rotation);
networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
//Register via GlobalObjectIdHash
gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject.GlobalObjectIdHash, networkPrefaInstanceHandler);
//Test result of registering via GlobalObjectIdHash reference
Assert.True(gameObjectRegistered);
//Change it up
prefabPosition = new Vector3(6.0f, 4.0f, 1.0f);
prefabRotation = new Quaternion(3f, 2f, 4f, 1f);
spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
//Test that something was instantiated
Assert.NotNull(spawnedObject);
//Test that this is indeed an instance of our original object
Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
//Test for position and rotation
Assert.True(prefabPosition == spawnedObject.transform.position);
Assert.True(prefabRotation == spawnedObject.transform.rotation);
networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
Assert.False(networkPrefaInstanceHandler.StillHasInstances());
}
[SetUp]
public void Setup()
{
//Create, instantiate, and host
NetworkManagerHelper.StartNetworkManager(out _, NetworkManagerHelper.NetworkManagerOperatingMode.None);
}
[TearDown]
public void TearDown()
{
//Stop, shutdown, and destroy
NetworkManagerHelper.ShutdownNetworkManager();
#if UNITY_2023_1_OR_NEWER
var networkObjects = UnityEngine.Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID).ToList();
#else
var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>().ToList();
#endif
var networkObjectsList = networkObjects.Where(c => c.name.Contains(k_PrefabObjectName));
foreach (var networkObject in networkObjectsList)
{
UnityEngine.Object.DestroyImmediate(networkObject);
}
}
}
/// <summary>
/// The Prefab instance handler to use for this test
/// </summary>
internal class NetworkPrefaInstanceHandler : INetworkPrefabInstanceHandler
{
private NetworkObject m_NetworkObject;
private List<NetworkObject> m_Instances;
public NetworkObject Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation)
{
var networkObjectInstance = UnityEngine.Object.Instantiate(m_NetworkObject.gameObject).GetComponent<NetworkObject>();
networkObjectInstance.transform.position = position;
networkObjectInstance.transform.rotation = rotation;
m_Instances.Add(networkObjectInstance);
return networkObjectInstance;
}
public void Destroy(NetworkObject networkObject)
{
var instancesContainsNetworkObject = m_Instances.Contains(networkObject);
Assert.True(instancesContainsNetworkObject);
m_Instances.Remove(networkObject);
UnityEngine.Object.Destroy(networkObject.gameObject);
}
public bool StillHasInstances()
{
return (m_Instances.Count > 0);
}
public NetworkPrefaInstanceHandler(NetworkObject networkObject)
{
m_NetworkObject = networkObject;
m_Instances = new List<NetworkObject>();
}
}
}

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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}");
}
}
}

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