com.unity.netcode.gameobjects@1.4.0
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). ## [1.4.0] - 2023-04-10 ### Added - Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437) - Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388) - Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388) - Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388) - Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388) - Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388) - Added `HalfVector3` used for scale when half float precision is enabled. (#2388) - Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388) - Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388) - Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388) - Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388) - Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383) - Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383) ### Changed - Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388) - Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388) - Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388) - Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383) ### Fixed - Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502) - Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492) - Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481) - Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441) - Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426) - Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423) - Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416) - Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416) - Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388) - Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388) - Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383) - Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
This commit is contained in:
@@ -1,12 +1,13 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.TestTools;
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using System.Linq;
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using NUnit.Framework;
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using Unity.Collections;
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using Unity.Netcode.TestHelpers.Runtime;
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using Random = UnityEngine.Random;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Random = UnityEngine.Random;
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namespace Unity.Netcode.RuntimeTests
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{
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@@ -17,6 +18,22 @@ namespace Unity.Netcode.RuntimeTests
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public NetworkVariable<Vector3> OwnerReadWrite_Position = new NetworkVariable<Vector3>(Vector3.one, NetworkVariableReadPermission.Owner, NetworkVariableWritePermission.Owner);
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}
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public class NetworkVariableMiddleclass<TMiddleclassName> : NetworkVariable<TMiddleclassName>
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{
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}
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public class NetworkVariableSubclass<TSubclassName> : NetworkVariableMiddleclass<TSubclassName>
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{
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}
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public struct TemplatedValueOnlyReferencedByNetworkVariableSubclass<T> : INetworkSerializeByMemcpy
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where T : unmanaged
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{
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public T Value;
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}
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// The ILPP code for NetworkVariables to determine how to serialize them relies on them existing as fields of a NetworkBehaviour to find them.
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// Some of the tests below create NetworkVariables on the stack, so this class is here just to make sure the relevant types are all accounted for.
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public class NetVarILPPClassForTests : NetworkBehaviour
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@@ -25,6 +42,7 @@ namespace Unity.Netcode.RuntimeTests
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public NetworkVariable<ManagedNetworkSerializableType> ManagedNetworkSerializableTypeVar;
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public NetworkVariable<string> StringVar;
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public NetworkVariable<Guid> GuidVar;
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public NetworkVariableSubclass<TemplatedValueOnlyReferencedByNetworkVariableSubclass<int>> SubclassVar;
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}
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public class TemplateNetworkBehaviourType<T> : NetworkBehaviour
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@@ -500,6 +518,10 @@ namespace Unity.Netcode.RuntimeTests
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private const int k_TestVal2 = 222;
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private const int k_TestVal3 = 333;
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protected override bool m_EnableTimeTravel => true;
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protected override bool m_SetupIsACoroutine => false;
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protected override bool m_TearDownIsACoroutine => false;
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private static List<NetworkVariableTest> s_ClientNetworkVariableTestInstances = new List<NetworkVariableTest>();
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public static void ClientNetworkVariableTestSpawned(NetworkVariableTest networkVariableTest)
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{
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@@ -530,7 +552,7 @@ namespace Unity.Netcode.RuntimeTests
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/// This is an adjustment to how the server and clients are started in order
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/// to avoid timing issues when running in a stand alone test runner build.
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/// </summary>
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private IEnumerator InitializeServerAndClients(bool useHost)
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private void InitializeServerAndClients(bool useHost)
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{
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s_ClientNetworkVariableTestInstances.Clear();
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m_PlayerPrefab.AddComponent<NetworkVariableTest>();
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@@ -552,13 +574,13 @@ namespace Unity.Netcode.RuntimeTests
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RegisterSceneManagerHandler();
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// Wait for connection on client and server side
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yield return WaitForClientsConnectedOrTimeOut();
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AssertOnTimeout($"Timed-out waiting for all clients to connect!");
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var success = WaitForClientsConnectedOrTimeOutWithTimeTravel();
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Assert.True(success, $"Timed-out waiting for all clients to connect!");
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// These are the *SERVER VERSIONS* of the *CLIENT PLAYER 1 & 2*
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var result = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
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yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(
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NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentationWithTimeTravel(
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x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId,
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m_ServerNetworkManager, result);
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@@ -566,7 +588,7 @@ namespace Unity.Netcode.RuntimeTests
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m_Player1OnServer = result.Result.GetComponent<NetworkVariableTest>();
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// This is client1's view of itself
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yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(
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NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentationWithTimeTravel(
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x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId,
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m_ClientNetworkManagers[0], result);
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@@ -586,18 +608,18 @@ namespace Unity.Netcode.RuntimeTests
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var instanceCount = useHost ? NumberOfClients * 3 : NumberOfClients * 2;
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// Wait for the client-side to notify it is finished initializing and spawning.
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yield return WaitForConditionOrTimeOut(() => s_ClientNetworkVariableTestInstances.Count == instanceCount);
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success = WaitForConditionOrTimeOutWithTimeTravel(() => s_ClientNetworkVariableTestInstances.Count == instanceCount);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for all client NetworkVariableTest instances to register they have spawned!");
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Assert.True(success, "Timed out waiting for all client NetworkVariableTest instances to register they have spawned!");
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yield return s_DefaultWaitForTick;
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TimeTravelToNextTick();
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}
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/// <summary>
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/// Runs generalized tests on all predefined NetworkVariable types
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/// </summary>
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[UnityTest]
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public IEnumerator AllNetworkVariableTypes([Values(true, false)] bool useHost)
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[Test]
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public void AllNetworkVariableTypes([Values(true, false)] bool useHost)
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{
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// Create, instantiate, and host
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// This would normally go in Setup, but since every other test but this one
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@@ -616,8 +638,8 @@ namespace Unity.Netcode.RuntimeTests
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// Start Testing
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networkVariableTestComponent.EnableTesting = true;
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yield return WaitForConditionOrTimeOut(() => true == networkVariableTestComponent.IsTestComplete());
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Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for the test to complete!");
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var success = WaitForConditionOrTimeOutWithTimeTravel(() => true == networkVariableTestComponent.IsTestComplete());
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Assert.True(success, "Timed out waiting for the test to complete!");
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// Stop Testing
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networkVariableTestComponent.EnableTesting = false;
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@@ -634,10 +656,10 @@ namespace Unity.Netcode.RuntimeTests
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NetworkManagerHelper.ShutdownNetworkManager();
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}
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[UnityTest]
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public IEnumerator ClientWritePermissionTest([Values(true, false)] bool useHost)
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[Test]
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public void ClientWritePermissionTest([Values(true, false)] bool useHost)
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{
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yield return InitializeServerAndClients(useHost);
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InitializeServerAndClients(useHost);
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// client must not be allowed to write to a server auth variable
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Assert.Throws<InvalidOperationException>(() => m_Player1OnClient1.TheScalar.Value = k_TestVal1);
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@@ -646,63 +668,63 @@ namespace Unity.Netcode.RuntimeTests
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/// <summary>
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/// Runs tests that network variables sync on client whatever the local value of <see cref="Time.timeScale"/>.
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/// </summary>
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[UnityTest]
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public IEnumerator NetworkVariableSync_WithDifferentTimeScale([Values(true, false)] bool useHost, [Values(0.0f, 1.0f, 2.0f)] float timeScale)
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[Test]
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public void NetworkVariableSync_WithDifferentTimeScale([Values(true, false)] bool useHost, [Values(0.0f, 1.0f, 2.0f)] float timeScale)
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{
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Time.timeScale = timeScale;
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yield return InitializeServerAndClients(useHost);
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InitializeServerAndClients(useHost);
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m_Player1OnServer.TheScalar.Value = k_TestVal1;
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// Now wait for the client side version to be updated to k_TestVal1
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yield return WaitForConditionOrTimeOut(() => m_Player1OnClient1.TheScalar.Value == k_TestVal1);
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Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for client-side NetworkVariable to update!");
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var success = WaitForConditionOrTimeOutWithTimeTravel(() => m_Player1OnClient1.TheScalar.Value == k_TestVal1);
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Assert.True(success, "Timed out waiting for client-side NetworkVariable to update!");
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}
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[UnityTest]
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public IEnumerator FixedString32Test([Values(true, false)] bool useHost)
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[Test]
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public void FixedString32Test([Values(true, false)] bool useHost)
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{
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yield return InitializeServerAndClients(useHost);
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InitializeServerAndClients(useHost);
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m_Player1OnServer.FixedString32.Value = k_FixedStringTestValue;
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// Now wait for the client side version to be updated to k_FixedStringTestValue
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yield return WaitForConditionOrTimeOut(() => m_Player1OnClient1.FixedString32.Value == k_FixedStringTestValue);
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Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for client-side NetworkVariable to update!");
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var success = WaitForConditionOrTimeOutWithTimeTravel(() => m_Player1OnClient1.FixedString32.Value == k_FixedStringTestValue);
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Assert.True(success, "Timed out waiting for client-side NetworkVariable to update!");
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}
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[UnityTest]
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public IEnumerator NetworkListAdd([Values(true, false)] bool useHost)
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[Test]
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public void NetworkListAdd([Values(true, false)] bool useHost)
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{
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yield return InitializeServerAndClients(useHost);
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InitializeServerAndClients(useHost);
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m_NetworkListPredicateHandler = new NetworkListTestPredicate(m_Player1OnServer, m_Player1OnClient1, NetworkListTestPredicate.NetworkListTestStates.Add, 10);
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yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
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Assert.True(WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler));
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}
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[UnityTest]
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public IEnumerator WhenListContainsManyLargeValues_OverflowExceptionIsNotThrown([Values(true, false)] bool useHost)
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[Test]
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public void WhenListContainsManyLargeValues_OverflowExceptionIsNotThrown([Values(true, false)] bool useHost)
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{
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yield return InitializeServerAndClients(useHost);
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InitializeServerAndClients(useHost);
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m_NetworkListPredicateHandler = new NetworkListTestPredicate(m_Player1OnServer, m_Player1OnClient1, NetworkListTestPredicate.NetworkListTestStates.ContainsLarge, 20);
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yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
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Assert.True(WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler));
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}
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[UnityTest]
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public IEnumerator NetworkListContains([Values(true, false)] bool useHost)
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[Test]
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public void NetworkListContains([Values(true, false)] bool useHost)
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{
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// Re-use the NetworkListAdd to initialize the server and client as well as make sure the list is populated
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yield return NetworkListAdd(useHost);
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NetworkListAdd(useHost);
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// Now test the NetworkList.Contains method
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m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.Contains);
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yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
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Assert.True(WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler));
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}
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[UnityTest]
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public IEnumerator NetworkListRemove([Values(true, false)] bool useHost)
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[Test]
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public void NetworkListRemove([Values(true, false)] bool useHost)
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{
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// Re-use the NetworkListAdd to initialize the server and client as well as make sure the list is populated
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yield return NetworkListAdd(useHost);
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NetworkListAdd(useHost);
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// Remove two entries by index
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m_Player1OnServer.TheList.Remove(3);
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@@ -710,41 +732,41 @@ namespace Unity.Netcode.RuntimeTests
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// Really just verifies the data at this point
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m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.VerifyData);
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yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
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Assert.True(WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler));
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}
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[UnityTest]
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public IEnumerator NetworkListInsert([Values(true, false)] bool useHost)
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[Test]
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public void NetworkListInsert([Values(true, false)] bool useHost)
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{
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// Re-use the NetworkListAdd to initialize the server and client as well as make sure the list is populated
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yield return NetworkListAdd(useHost);
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NetworkListAdd(useHost);
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// Now randomly insert a random value entry
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m_Player1OnServer.TheList.Insert(Random.Range(0, 9), Random.Range(1, 99));
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// Verify the element count and values on the client matches the server
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m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.VerifyData);
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yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
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Assert.True(WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler));
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}
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[UnityTest]
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public IEnumerator NetworkListIndexOf([Values(true, false)] bool useHost)
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[Test]
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public void NetworkListIndexOf([Values(true, false)] bool useHost)
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{
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// Re-use the NetworkListAdd to initialize the server and client as well as make sure the list is populated
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yield return NetworkListAdd(useHost);
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NetworkListAdd(useHost);
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m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.IndexOf);
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yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
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Assert.True(WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler));
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}
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[UnityTest]
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public IEnumerator NetworkListValueUpdate([Values(true, false)] bool useHost)
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[Test]
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public void NetworkListValueUpdate([Values(true, false)] bool useHost)
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{
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var testSucceeded = false;
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yield return InitializeServerAndClients(useHost);
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InitializeServerAndClients(useHost);
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// Add 1 element value and verify it is the same on the client
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m_NetworkListPredicateHandler = new NetworkListTestPredicate(m_Player1OnServer, m_Player1OnClient1, NetworkListTestPredicate.NetworkListTestStates.Add, 1);
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yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
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Assert.True(WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler));
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// Setup our original and
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var previousValue = m_Player1OnServer.TheList[0];
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@@ -763,17 +785,17 @@ namespace Unity.Netcode.RuntimeTests
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// Wait until we know the client side matches the server side before checking if the callback was a success
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m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.VerifyData);
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yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
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WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler);
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Assert.That(testSucceeded);
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m_Player1OnClient1.TheList.OnListChanged -= TestValueUpdatedCallback;
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}
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[UnityTest]
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public IEnumerator NetworkListRemoveAt([Values(true, false)] bool useHost)
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[Test]
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public void NetworkListRemoveAt([Values(true, false)] bool useHost)
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{
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// Re-use the NetworkListAdd to initialize the server and client as well as make sure the list is populated
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yield return NetworkListAdd(useHost);
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NetworkListAdd(useHost);
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// Randomly remove a few entries
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m_Player1OnServer.TheList.RemoveAt(Random.Range(0, m_Player1OnServer.TheList.Count - 1));
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@@ -782,24 +804,24 @@ namespace Unity.Netcode.RuntimeTests
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// Verify the element count and values on the client matches the server
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m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.VerifyData);
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yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
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Assert.True(WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler));
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}
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[UnityTest]
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public IEnumerator NetworkListClear([Values(true, false)] bool useHost)
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[Test]
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public void NetworkListClear([Values(true, false)] bool useHost)
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{
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// Re-use the NetworkListAdd to initialize the server and client as well as make sure the list is populated
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yield return NetworkListAdd(useHost);
|
||||
NetworkListAdd(useHost);
|
||||
m_Player1OnServer.TheList.Clear();
|
||||
// Verify the element count and values on the client matches the server
|
||||
m_NetworkListPredicateHandler.SetNetworkListTestState(NetworkListTestPredicate.NetworkListTestStates.VerifyData);
|
||||
yield return WaitForConditionOrTimeOut(m_NetworkListPredicateHandler);
|
||||
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(m_NetworkListPredicateHandler));
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TestNetworkVariableClass([Values(true, false)] bool useHost)
|
||||
[Test]
|
||||
public void TestNetworkVariableClass([Values(true, false)] bool useHost)
|
||||
{
|
||||
yield return InitializeServerAndClients(useHost);
|
||||
InitializeServerAndClients(useHost);
|
||||
|
||||
bool VerifyClass()
|
||||
{
|
||||
@@ -812,13 +834,13 @@ namespace Unity.Netcode.RuntimeTests
|
||||
m_Player1OnServer.TheClass.SetDirty(true);
|
||||
|
||||
// Wait for the client-side to notify it is finished initializing and spawning.
|
||||
yield return WaitForConditionOrTimeOut(VerifyClass);
|
||||
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyClass));
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TestNetworkVariableTemplateClass([Values(true, false)] bool useHost)
|
||||
[Test]
|
||||
public void TestNetworkVariableTemplateClass([Values(true, false)] bool useHost)
|
||||
{
|
||||
yield return InitializeServerAndClients(useHost);
|
||||
InitializeServerAndClients(useHost);
|
||||
|
||||
bool VerifyClass()
|
||||
{
|
||||
@@ -830,13 +852,13 @@ namespace Unity.Netcode.RuntimeTests
|
||||
m_Player1OnServer.TheTemplateClass.SetDirty(true);
|
||||
|
||||
// Wait for the client-side to notify it is finished initializing and spawning.
|
||||
yield return WaitForConditionOrTimeOut(VerifyClass);
|
||||
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyClass));
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TestNetworkListStruct([Values(true, false)] bool useHost)
|
||||
[Test]
|
||||
public void TestNetworkListStruct([Values(true, false)] bool useHost)
|
||||
{
|
||||
yield return InitializeServerAndClients(useHost);
|
||||
InitializeServerAndClients(useHost);
|
||||
|
||||
bool VerifyList()
|
||||
{
|
||||
@@ -850,13 +872,13 @@ namespace Unity.Netcode.RuntimeTests
|
||||
m_Player1OnServer.TheStructList.SetDirty(true);
|
||||
|
||||
// Wait for the client-side to notify it is finished initializing and spawning.
|
||||
yield return WaitForConditionOrTimeOut(VerifyList);
|
||||
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyList));
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TestNetworkVariableStruct([Values(true, false)] bool useHost)
|
||||
[Test]
|
||||
public void TestNetworkVariableStruct([Values(true, false)] bool useHost)
|
||||
{
|
||||
yield return InitializeServerAndClients(useHost);
|
||||
InitializeServerAndClients(useHost);
|
||||
|
||||
bool VerifyStructure()
|
||||
{
|
||||
@@ -868,13 +890,13 @@ namespace Unity.Netcode.RuntimeTests
|
||||
m_Player1OnServer.TheStruct.SetDirty(true);
|
||||
|
||||
// Wait for the client-side to notify it is finished initializing and spawning.
|
||||
yield return WaitForConditionOrTimeOut(VerifyStructure);
|
||||
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyStructure));
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TestNetworkVariableTemplateStruct([Values(true, false)] bool useHost)
|
||||
[Test]
|
||||
public void TestNetworkVariableTemplateStruct([Values(true, false)] bool useHost)
|
||||
{
|
||||
yield return InitializeServerAndClients(useHost);
|
||||
InitializeServerAndClients(useHost);
|
||||
|
||||
bool VerifyStructure()
|
||||
{
|
||||
@@ -886,13 +908,13 @@ namespace Unity.Netcode.RuntimeTests
|
||||
m_Player1OnServer.TheTemplateStruct.SetDirty(true);
|
||||
|
||||
// Wait for the client-side to notify it is finished initializing and spawning.
|
||||
yield return WaitForConditionOrTimeOut(VerifyStructure);
|
||||
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyStructure));
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TestNetworkVariableTemplateBehaviourClass([Values(true, false)] bool useHost)
|
||||
[Test]
|
||||
public void TestNetworkVariableTemplateBehaviourClass([Values(true, false)] bool useHost)
|
||||
{
|
||||
yield return InitializeServerAndClients(useHost);
|
||||
InitializeServerAndClients(useHost);
|
||||
|
||||
bool VerifyClass()
|
||||
{
|
||||
@@ -904,13 +926,13 @@ namespace Unity.Netcode.RuntimeTests
|
||||
m_Player1OnServer.GetComponent<ClassHavingNetworkBehaviour>().TheVar.SetDirty(true);
|
||||
|
||||
// Wait for the client-side to notify it is finished initializing and spawning.
|
||||
yield return WaitForConditionOrTimeOut(VerifyClass);
|
||||
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyClass));
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TestNetworkVariableTemplateBehaviourClassNotReferencedElsewhere([Values(true, false)] bool useHost)
|
||||
[Test]
|
||||
public void TestNetworkVariableTemplateBehaviourClassNotReferencedElsewhere([Values(true, false)] bool useHost)
|
||||
{
|
||||
yield return InitializeServerAndClients(useHost);
|
||||
InitializeServerAndClients(useHost);
|
||||
|
||||
bool VerifyClass()
|
||||
{
|
||||
@@ -922,13 +944,13 @@ namespace Unity.Netcode.RuntimeTests
|
||||
m_Player1OnServer.GetComponent<ClassHavingNetworkBehaviour2>().TheVar.SetDirty(true);
|
||||
|
||||
// Wait for the client-side to notify it is finished initializing and spawning.
|
||||
yield return WaitForConditionOrTimeOut(VerifyClass);
|
||||
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyClass));
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TestNetworkVariableTemplateBehaviourStruct([Values(true, false)] bool useHost)
|
||||
[Test]
|
||||
public void TestNetworkVariableTemplateBehaviourStruct([Values(true, false)] bool useHost)
|
||||
{
|
||||
yield return InitializeServerAndClients(useHost);
|
||||
InitializeServerAndClients(useHost);
|
||||
|
||||
bool VerifyClass()
|
||||
{
|
||||
@@ -940,13 +962,13 @@ namespace Unity.Netcode.RuntimeTests
|
||||
m_Player1OnServer.GetComponent<StructHavingNetworkBehaviour>().TheVar.SetDirty(true);
|
||||
|
||||
// Wait for the client-side to notify it is finished initializing and spawning.
|
||||
yield return WaitForConditionOrTimeOut(VerifyClass);
|
||||
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyClass));
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TestNetworkVariableEnum([Values(true, false)] bool useHost)
|
||||
[Test]
|
||||
public void TestNetworkVariableEnum([Values(true, false)] bool useHost)
|
||||
{
|
||||
yield return InitializeServerAndClients(useHost);
|
||||
InitializeServerAndClients(useHost);
|
||||
|
||||
bool VerifyStructure()
|
||||
{
|
||||
@@ -957,13 +979,13 @@ namespace Unity.Netcode.RuntimeTests
|
||||
m_Player1OnServer.TheEnum.SetDirty(true);
|
||||
|
||||
// Wait for the client-side to notify it is finished initializing and spawning.
|
||||
yield return WaitForConditionOrTimeOut(VerifyStructure);
|
||||
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyStructure));
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TestINetworkSerializableClassCallsNetworkSerialize([Values(true, false)] bool useHost)
|
||||
[Test]
|
||||
public void TestINetworkSerializableClassCallsNetworkSerialize([Values(true, false)] bool useHost)
|
||||
{
|
||||
yield return InitializeServerAndClients(useHost);
|
||||
InitializeServerAndClients(useHost);
|
||||
TestClass.NetworkSerializeCalledOnWrite = false;
|
||||
TestClass.NetworkSerializeCalledOnRead = false;
|
||||
m_Player1OnServer.TheClass.Value = new TestClass
|
||||
@@ -975,13 +997,13 @@ namespace Unity.Netcode.RuntimeTests
|
||||
static bool VerifyCallback() => TestClass.NetworkSerializeCalledOnWrite && TestClass.NetworkSerializeCalledOnRead;
|
||||
|
||||
// Wait for the client-side to notify it is finished initializing and spawning.
|
||||
yield return WaitForConditionOrTimeOut(VerifyCallback);
|
||||
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyCallback));
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TestINetworkSerializableStructCallsNetworkSerialize([Values(true, false)] bool useHost)
|
||||
[Test]
|
||||
public void TestINetworkSerializableStructCallsNetworkSerialize([Values(true, false)] bool useHost)
|
||||
{
|
||||
yield return InitializeServerAndClients(useHost);
|
||||
InitializeServerAndClients(useHost);
|
||||
TestStruct.NetworkSerializeCalledOnWrite = false;
|
||||
TestStruct.NetworkSerializeCalledOnRead = false;
|
||||
m_Player1OnServer.TheStruct.Value = new TestStruct() { SomeInt = k_TestUInt, SomeBool = false };
|
||||
@@ -989,24 +1011,23 @@ namespace Unity.Netcode.RuntimeTests
|
||||
static bool VerifyCallback() => TestStruct.NetworkSerializeCalledOnWrite && TestStruct.NetworkSerializeCalledOnRead;
|
||||
|
||||
// Wait for the client-side to notify it is finished initializing and spawning.
|
||||
yield return WaitForConditionOrTimeOut(VerifyCallback);
|
||||
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyCallback));
|
||||
}
|
||||
|
||||
#region COULD_BE_REMOVED
|
||||
[UnityTest]
|
||||
[Test]
|
||||
[Ignore("This is used several times already in the NetworkListPredicate")]
|
||||
// TODO: If we end up using the new suggested pattern, then delete this
|
||||
public IEnumerator NetworkListArrayOperator([Values(true, false)] bool useHost)
|
||||
public void NetworkListArrayOperator([Values(true, false)] bool useHost)
|
||||
{
|
||||
yield return NetworkListAdd(useHost);
|
||||
NetworkListAdd(useHost);
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
[Test]
|
||||
[Ignore("This is used several times already in the NetworkListPredicate")]
|
||||
// TODO: If we end up using the new suggested pattern, then delete this
|
||||
public IEnumerator NetworkListIEnumerator([Values(true, false)] bool useHost)
|
||||
public void NetworkListIEnumerator([Values(true, false)] bool useHost)
|
||||
{
|
||||
yield return InitializeServerAndClients(useHost);
|
||||
InitializeServerAndClients(useHost);
|
||||
var correctVals = new int[3];
|
||||
correctVals[0] = k_TestVal1;
|
||||
correctVals[1] = k_TestVal2;
|
||||
@@ -1096,6 +1117,21 @@ namespace Unity.Netcode.RuntimeTests
|
||||
});
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestTypesReferencedInSubclassSerializeSuccessfully()
|
||||
{
|
||||
var variable = new NetworkVariableSubclass<TemplatedValueOnlyReferencedByNetworkVariableSubclass<int>>();
|
||||
using var writer = new FastBufferWriter(1024, Allocator.Temp);
|
||||
var value = new TemplatedValueOnlyReferencedByNetworkVariableSubclass<int> { Value = 12345 };
|
||||
variable.Value = value;
|
||||
variable.WriteField(writer);
|
||||
variable.Value = new TemplatedValueOnlyReferencedByNetworkVariableSubclass<int> { Value = 54321 };
|
||||
|
||||
using var reader = new FastBufferReader(writer, Allocator.None);
|
||||
variable.ReadField(reader);
|
||||
Assert.AreEqual(value.Value, variable.Value.Value);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestUnsupportedUnmanagedTypesWithUserSerializationDoNotThrowExceptions()
|
||||
{
|
||||
@@ -1133,12 +1169,14 @@ namespace Unity.Netcode.RuntimeTests
|
||||
[Test]
|
||||
public void TestManagedINetworkSerializableNetworkVariablesDeserializeInPlace()
|
||||
{
|
||||
var variable = new NetworkVariable<ManagedNetworkSerializableType>();
|
||||
variable.Value = new ManagedNetworkSerializableType
|
||||
var variable = new NetworkVariable<ManagedNetworkSerializableType>
|
||||
{
|
||||
InMemoryValue = 1,
|
||||
Ints = new[] { 2, 3, 4 },
|
||||
Str = "five"
|
||||
Value = new ManagedNetworkSerializableType
|
||||
{
|
||||
InMemoryValue = 1,
|
||||
Ints = new[] { 2, 3, 4 },
|
||||
Str = "five"
|
||||
}
|
||||
};
|
||||
|
||||
using var writer = new FastBufferWriter(1024, Allocator.Temp);
|
||||
@@ -1163,12 +1201,14 @@ namespace Unity.Netcode.RuntimeTests
|
||||
[Test]
|
||||
public void TestUnmnagedINetworkSerializableNetworkVariablesDeserializeInPlace()
|
||||
{
|
||||
var variable = new NetworkVariable<UnmanagedNetworkSerializableType>();
|
||||
variable.Value = new UnmanagedNetworkSerializableType
|
||||
var variable = new NetworkVariable<UnmanagedNetworkSerializableType>
|
||||
{
|
||||
InMemoryValue = 1,
|
||||
Int = 2,
|
||||
Str = "three"
|
||||
Value = new UnmanagedNetworkSerializableType
|
||||
{
|
||||
InMemoryValue = 1,
|
||||
Int = 2,
|
||||
Str = "three"
|
||||
}
|
||||
};
|
||||
using var writer = new FastBufferWriter(1024, Allocator.Temp);
|
||||
variable.WriteField(writer);
|
||||
@@ -1188,7 +1228,6 @@ namespace Unity.Netcode.RuntimeTests
|
||||
Assert.AreEqual(2, variable.Value.Int, "Int was not correctly deserialized");
|
||||
Assert.AreEqual("three", variable.Value.Str, "Str was not correctly deserialized");
|
||||
}
|
||||
#endregion
|
||||
|
||||
private float m_OriginalTimeScale = 1.0f;
|
||||
|
||||
@@ -1377,4 +1416,144 @@ namespace Unity.Netcode.RuntimeTests
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[TestFixtureSource(nameof(TestDataSource))]
|
||||
public class NetworkVariableInheritanceTests : NetcodeIntegrationTest
|
||||
{
|
||||
public NetworkVariableInheritanceTests(HostOrServer hostOrServer)
|
||||
: base(hostOrServer)
|
||||
{
|
||||
}
|
||||
|
||||
protected override int NumberOfClients => 2;
|
||||
|
||||
public static IEnumerable<TestFixtureData> TestDataSource() =>
|
||||
Enum.GetValues(typeof(HostOrServer)).OfType<HostOrServer>().Select(x => new TestFixtureData(x));
|
||||
|
||||
public class ComponentA : NetworkBehaviour
|
||||
{
|
||||
public NetworkVariable<int> PublicFieldA = new NetworkVariable<int>(1);
|
||||
protected NetworkVariable<int> m_ProtectedFieldA = new NetworkVariable<int>(2);
|
||||
private NetworkVariable<int> m_PrivateFieldA = new NetworkVariable<int>(3);
|
||||
|
||||
public void ChangeValuesA(int pub, int pro, int pri)
|
||||
{
|
||||
PublicFieldA.Value = pub;
|
||||
m_ProtectedFieldA.Value = pro;
|
||||
m_PrivateFieldA.Value = pri;
|
||||
}
|
||||
|
||||
public bool CompareValuesA(ComponentA other)
|
||||
{
|
||||
return PublicFieldA.Value == other.PublicFieldA.Value &&
|
||||
m_ProtectedFieldA.Value == other.m_ProtectedFieldA.Value &&
|
||||
m_PrivateFieldA.Value == other.m_PrivateFieldA.Value;
|
||||
}
|
||||
}
|
||||
|
||||
public class ComponentB : ComponentA
|
||||
{
|
||||
public NetworkVariable<int> PublicFieldB = new NetworkVariable<int>(11);
|
||||
protected NetworkVariable<int> m_ProtectedFieldB = new NetworkVariable<int>(22);
|
||||
private NetworkVariable<int> m_PrivateFieldB = new NetworkVariable<int>(33);
|
||||
|
||||
public void ChangeValuesB(int pub, int pro, int pri)
|
||||
{
|
||||
PublicFieldB.Value = pub;
|
||||
m_ProtectedFieldB.Value = pro;
|
||||
m_PrivateFieldB.Value = pri;
|
||||
}
|
||||
|
||||
public bool CompareValuesB(ComponentB other)
|
||||
{
|
||||
return PublicFieldB.Value == other.PublicFieldB.Value &&
|
||||
m_ProtectedFieldB.Value == other.m_ProtectedFieldB.Value &&
|
||||
m_PrivateFieldB.Value == other.m_PrivateFieldB.Value;
|
||||
}
|
||||
}
|
||||
|
||||
public class ComponentC : ComponentB
|
||||
{
|
||||
public NetworkVariable<int> PublicFieldC = new NetworkVariable<int>(111);
|
||||
protected NetworkVariable<int> m_ProtectedFieldC = new NetworkVariable<int>(222);
|
||||
private NetworkVariable<int> m_PrivateFieldC = new NetworkVariable<int>(333);
|
||||
|
||||
public void ChangeValuesC(int pub, int pro, int pri)
|
||||
{
|
||||
PublicFieldC.Value = pub;
|
||||
m_ProtectedFieldA.Value = pro;
|
||||
m_PrivateFieldC.Value = pri;
|
||||
}
|
||||
|
||||
public bool CompareValuesC(ComponentC other)
|
||||
{
|
||||
return PublicFieldC.Value == other.PublicFieldC.Value &&
|
||||
m_ProtectedFieldC.Value == other.m_ProtectedFieldC.Value &&
|
||||
m_PrivateFieldC.Value == other.m_PrivateFieldC.Value;
|
||||
}
|
||||
}
|
||||
|
||||
private GameObject m_TestObjectPrefab;
|
||||
private ulong m_TestObjectId = 0;
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
m_TestObjectPrefab = CreateNetworkObjectPrefab($"[{nameof(NetworkVariableInheritanceTests)}.{nameof(m_TestObjectPrefab)}]");
|
||||
m_TestObjectPrefab.AddComponent<ComponentA>();
|
||||
m_TestObjectPrefab.AddComponent<ComponentB>();
|
||||
m_TestObjectPrefab.AddComponent<ComponentC>();
|
||||
}
|
||||
|
||||
protected override IEnumerator OnServerAndClientsConnected()
|
||||
{
|
||||
var serverTestObject = SpawnObject(m_TestObjectPrefab, m_ServerNetworkManager).GetComponent<NetworkObject>();
|
||||
m_TestObjectId = serverTestObject.NetworkObjectId;
|
||||
|
||||
var serverTestComponentA = serverTestObject.GetComponent<ComponentA>();
|
||||
var serverTestComponentB = serverTestObject.GetComponent<ComponentB>();
|
||||
var serverTestComponentC = serverTestObject.GetComponent<ComponentC>();
|
||||
|
||||
serverTestComponentA.ChangeValuesA(1000, 2000, 3000);
|
||||
serverTestComponentB.ChangeValuesA(1000, 2000, 3000);
|
||||
serverTestComponentB.ChangeValuesB(1100, 2200, 3300);
|
||||
serverTestComponentC.ChangeValuesA(1000, 2000, 3000);
|
||||
serverTestComponentC.ChangeValuesB(1100, 2200, 3300);
|
||||
serverTestComponentC.ChangeValuesC(1110, 2220, 3330);
|
||||
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 2);
|
||||
}
|
||||
|
||||
private bool CheckTestObjectComponentValuesOnAll()
|
||||
{
|
||||
var serverTestObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjectId];
|
||||
var serverTestComponentA = serverTestObject.GetComponent<ComponentA>();
|
||||
var serverTestComponentB = serverTestObject.GetComponent<ComponentB>();
|
||||
var serverTestComponentC = serverTestObject.GetComponent<ComponentC>();
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var clientTestObject = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjectId];
|
||||
var clientTestComponentA = clientTestObject.GetComponent<ComponentA>();
|
||||
var clientTestComponentB = clientTestObject.GetComponent<ComponentB>();
|
||||
var clientTestComponentC = clientTestObject.GetComponent<ComponentC>();
|
||||
if (!serverTestComponentA.CompareValuesA(clientTestComponentA) ||
|
||||
!serverTestComponentB.CompareValuesA(clientTestComponentB) ||
|
||||
!serverTestComponentB.CompareValuesB(clientTestComponentB) ||
|
||||
!serverTestComponentC.CompareValuesA(clientTestComponentC) ||
|
||||
!serverTestComponentC.CompareValuesB(clientTestComponentC) ||
|
||||
!serverTestComponentC.CompareValuesC(clientTestComponentC))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TestInheritedFields()
|
||||
{
|
||||
yield return WaitForConditionOrTimeOut(CheckTestObjectComponentValuesOnAll);
|
||||
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, nameof(CheckTestObjectComponentValuesOnAll));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user