com.unity.netcode.gameobjects@1.7.0
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). ## [1.7.0] - 2023-10-11 ### Added - exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724) - Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707) - Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676) - Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694) - Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694) - Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694) - Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694) ### Fixed - Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723) - Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720) - Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720) - Errors are no longer thrown when entering play mode with domain reload disabled (#2720) - NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720) - NetworkVariables of non-integer types will no longer break the inspector (#2714) - NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714) - Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695) - Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685) - Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682) - Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674) - Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670) - Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662) - Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662) - Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662) - Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662) ### Changed - Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
This commit is contained in:
@@ -181,6 +181,64 @@ namespace Unity.Netcode.EditorTests
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Assert.AreEqual(2, m_MessageSender.MessageQueue.Count);
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}
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[Test]
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public void WhenExceedingPerClientBatchSizeLessThanDefault_NewBatchesAreCreated([Values(500, 1000, 1300, 2000)] int maxMessageSize)
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{
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var message = GetMessage();
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m_MessageManager.NonFragmentedMessageMaxSize = maxMessageSize * 5;
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var clients = new ulong[] { 0, 1, 2 };
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m_MessageManager.ClientConnected(1);
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m_MessageManager.ClientConnected(2);
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m_MessageManager.SetVersion(1, XXHash.Hash32(typeof(TestMessage).FullName), 0);
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m_MessageManager.SetVersion(2, XXHash.Hash32(typeof(TestMessage).FullName), 0);
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for (var i = 0; i < clients.Length; ++i)
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{
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m_MessageManager.PeerMTUSizes[clients[i]] = maxMessageSize * (i + 1);
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}
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var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
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for (var i = 0; i < clients.Length; ++i)
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{
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for (var j = 0; j < ((m_MessageManager.PeerMTUSizes[clients[i]] - UnsafeUtility.SizeOf<NetworkBatchHeader>()) / size) + 1; ++j)
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{
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m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, clients[i]);
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}
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}
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m_MessageManager.ProcessSendQueues();
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Assert.AreEqual(2 * clients.Length, m_MessageSender.MessageQueue.Count);
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}
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[Test]
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public void WhenExceedingPerClientBatchSizeGreaterThanDefault_OnlyOneNewBatcheIsCreated([Values(500, 1000, 1300, 2000)] int maxMessageSize)
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{
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var message = GetMessage();
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m_MessageManager.NonFragmentedMessageMaxSize = 128;
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var clients = new ulong[] { 0, 1, 2 };
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m_MessageManager.ClientConnected(1);
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m_MessageManager.ClientConnected(2);
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m_MessageManager.SetVersion(1, XXHash.Hash32(typeof(TestMessage).FullName), 0);
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m_MessageManager.SetVersion(2, XXHash.Hash32(typeof(TestMessage).FullName), 0);
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for (var i = 0; i < clients.Length; ++i)
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{
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m_MessageManager.PeerMTUSizes[clients[i]] = maxMessageSize * (i + 1);
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}
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var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
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for (var i = 0; i < clients.Length; ++i)
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{
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for (var j = 0; j < ((m_MessageManager.PeerMTUSizes[clients[i]] - UnsafeUtility.SizeOf<NetworkBatchHeader>()) / size) + 1; ++j)
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{
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m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, clients[i]);
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}
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}
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m_MessageManager.ProcessSendQueues();
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Assert.AreEqual(2 * clients.Length, m_MessageSender.MessageQueue.Count);
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}
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[Test]
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public void WhenExceedingMTUSizeWithFragmentedDelivery_NewBatchesAreNotCreated([Values(500, 1000, 1300, 2000)] int maxMessageSize)
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{
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@@ -173,37 +173,50 @@ namespace Unity.Netcode.EditorTests
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
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try
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{
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var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
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var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
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var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
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var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
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var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
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object1.GlobalObjectIdHash = 1;
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object2.GlobalObjectIdHash = 2;
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object3.GlobalObjectIdHash = 3;
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object1.GlobalObjectIdHash = 1;
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object2.GlobalObjectIdHash = 2;
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object3.GlobalObjectIdHash = 3;
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var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
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var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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networkManager.AddNetworkPrefab(object2.gameObject);
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networkManager2.AddNetworkPrefab(object3.gameObject);
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networkManager.AddNetworkPrefab(object2.gameObject);
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networkManager2.AddNetworkPrefab(object3.gameObject);
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(sharedList.Contains(object1.gameObject));
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Assert.IsFalse(sharedList.Contains(object2.gameObject));
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Assert.IsFalse(sharedList.Contains(object3.gameObject));
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Assert.IsTrue(sharedList.Contains(object1.gameObject));
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Assert.IsFalse(sharedList.Contains(object2.gameObject));
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Assert.IsFalse(sharedList.Contains(object3.gameObject));
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}
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finally
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{
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networkManager.ShutdownInternal();
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networkManager2.ShutdownInternal();
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// Shutdown doesn't get called correctly because we called Initialize()
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// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
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// why.
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networkManager.NetworkConfig?.NetworkTransport.Shutdown();
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networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
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}
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}
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[Test]
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@@ -224,36 +237,49 @@ namespace Unity.Netcode.EditorTests
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
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var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
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var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
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try
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{
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var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
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var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
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var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
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object1.GlobalObjectIdHash = 1;
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object2.GlobalObjectIdHash = 2;
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object3.GlobalObjectIdHash = 3;
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object1.GlobalObjectIdHash = 1;
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object2.GlobalObjectIdHash = 2;
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object3.GlobalObjectIdHash = 3;
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var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
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var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
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networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
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networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
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networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(sharedList.Contains(object1.gameObject));
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Assert.IsFalse(sharedList.Contains(object2.gameObject));
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Assert.IsFalse(sharedList.Contains(object3.gameObject));
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Assert.IsTrue(sharedList.Contains(object1.gameObject));
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Assert.IsFalse(sharedList.Contains(object2.gameObject));
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Assert.IsFalse(sharedList.Contains(object3.gameObject));
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}
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finally
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{
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networkManager.ShutdownInternal();
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networkManager2.ShutdownInternal();
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// Shutdown doesn't get called correctly because we called Initialize()
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// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
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// why.
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networkManager.NetworkConfig?.NetworkTransport.Shutdown();
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networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
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}
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}
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[Test]
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@@ -274,36 +300,49 @@ namespace Unity.Netcode.EditorTests
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
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var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
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var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
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try
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{
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var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
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var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
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var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
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object1.GlobalObjectIdHash = 1;
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object2.GlobalObjectIdHash = 2;
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object3.GlobalObjectIdHash = 3;
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object1.GlobalObjectIdHash = 1;
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object2.GlobalObjectIdHash = 2;
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object3.GlobalObjectIdHash = 3;
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var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
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var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists[0].Add(new NetworkPrefab { Prefab = object2.gameObject });
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists[0].Add(new NetworkPrefab { Prefab = object3.gameObject });
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists[0].Add(new NetworkPrefab { Prefab = object2.gameObject });
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists[0].Add(new NetworkPrefab { Prefab = object3.gameObject });
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(sharedList.Contains(object1.gameObject));
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Assert.IsTrue(sharedList.Contains(object2.gameObject));
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Assert.IsTrue(sharedList.Contains(object3.gameObject));
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Assert.IsTrue(sharedList.Contains(object1.gameObject));
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Assert.IsTrue(sharedList.Contains(object2.gameObject));
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Assert.IsTrue(sharedList.Contains(object3.gameObject));
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}
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finally
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{
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networkManager.ShutdownInternal();
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networkManager2.ShutdownInternal();
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// Shutdown doesn't get called correctly because we called Initialize()
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// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
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// why.
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networkManager.NetworkConfig?.NetworkTransport.Shutdown();
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networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
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}
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}
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[Test]
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@@ -324,36 +363,49 @@ namespace Unity.Netcode.EditorTests
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
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var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
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var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
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try
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{
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var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
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var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
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var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
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object1.GlobalObjectIdHash = 1;
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object2.GlobalObjectIdHash = 2;
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object3.GlobalObjectIdHash = 3;
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object1.GlobalObjectIdHash = 1;
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object2.GlobalObjectIdHash = 2;
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object3.GlobalObjectIdHash = 3;
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var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
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var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
|
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networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
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networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
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networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
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networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
|
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
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Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
||||
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
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Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
||||
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
|
||||
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
|
||||
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
||||
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
||||
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
||||
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
||||
|
||||
Assert.IsTrue(sharedList.Contains(object1.gameObject));
|
||||
Assert.IsFalse(sharedList.Contains(object2.gameObject));
|
||||
Assert.IsFalse(sharedList.Contains(object3.gameObject));
|
||||
Assert.IsTrue(sharedList.Contains(object1.gameObject));
|
||||
Assert.IsFalse(sharedList.Contains(object2.gameObject));
|
||||
Assert.IsFalse(sharedList.Contains(object3.gameObject));
|
||||
}
|
||||
finally
|
||||
{
|
||||
networkManager.ShutdownInternal();
|
||||
networkManager2.ShutdownInternal();
|
||||
// Shutdown doesn't get called correctly because we called Initialize()
|
||||
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
|
||||
// why.
|
||||
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
|
||||
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
@@ -374,42 +426,60 @@ namespace Unity.Netcode.EditorTests
|
||||
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
|
||||
};
|
||||
|
||||
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
|
||||
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
|
||||
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
|
||||
try
|
||||
{
|
||||
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
|
||||
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
|
||||
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
|
||||
|
||||
object1.GlobalObjectIdHash = 1;
|
||||
object2.GlobalObjectIdHash = 2;
|
||||
object3.GlobalObjectIdHash = 3;
|
||||
object1.GlobalObjectIdHash = 1;
|
||||
object2.GlobalObjectIdHash = 2;
|
||||
object3.GlobalObjectIdHash = 3;
|
||||
|
||||
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
|
||||
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
|
||||
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
|
||||
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
|
||||
|
||||
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
|
||||
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
|
||||
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
|
||||
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
|
||||
|
||||
networkManager.Initialize(true);
|
||||
networkManager2.Initialize(false);
|
||||
networkManager.Initialize(true);
|
||||
networkManager2.Initialize(false);
|
||||
|
||||
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
|
||||
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
|
||||
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
|
||||
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
|
||||
|
||||
networkManager.ShutdownInternal();
|
||||
networkManager2.ShutdownInternal();
|
||||
networkManager.ShutdownInternal();
|
||||
networkManager2.ShutdownInternal();
|
||||
// Shutdown doesn't get called correctly because we called Initialize()
|
||||
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
|
||||
// why.
|
||||
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
|
||||
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
|
||||
|
||||
networkManager.Initialize(true);
|
||||
networkManager2.Initialize(false);
|
||||
networkManager.Initialize(true);
|
||||
networkManager2.Initialize(false);
|
||||
|
||||
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
|
||||
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
|
||||
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
||||
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
||||
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
||||
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
||||
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
|
||||
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
|
||||
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
||||
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
||||
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
||||
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
||||
|
||||
Assert.IsTrue(sharedList.Contains(object1.gameObject));
|
||||
Assert.IsFalse(sharedList.Contains(object2.gameObject));
|
||||
Assert.IsFalse(sharedList.Contains(object3.gameObject));
|
||||
Assert.IsTrue(sharedList.Contains(object1.gameObject));
|
||||
Assert.IsFalse(sharedList.Contains(object2.gameObject));
|
||||
Assert.IsFalse(sharedList.Contains(object3.gameObject));
|
||||
}
|
||||
finally
|
||||
{
|
||||
networkManager.ShutdownInternal();
|
||||
networkManager2.ShutdownInternal();
|
||||
// Shutdown doesn't get called correctly because we called Initialize()
|
||||
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
|
||||
// why.
|
||||
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
|
||||
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
@@ -430,39 +500,52 @@ namespace Unity.Netcode.EditorTests
|
||||
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
|
||||
};
|
||||
|
||||
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
|
||||
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
|
||||
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
|
||||
try
|
||||
{
|
||||
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
|
||||
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
|
||||
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
|
||||
|
||||
object1.GlobalObjectIdHash = 1;
|
||||
object2.GlobalObjectIdHash = 2;
|
||||
object3.GlobalObjectIdHash = 3;
|
||||
object1.GlobalObjectIdHash = 1;
|
||||
object2.GlobalObjectIdHash = 2;
|
||||
object3.GlobalObjectIdHash = 3;
|
||||
|
||||
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
|
||||
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
|
||||
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
|
||||
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
|
||||
|
||||
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
|
||||
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
|
||||
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
|
||||
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
|
||||
|
||||
networkManager.Initialize(true);
|
||||
networkManager2.Initialize(false);
|
||||
networkManager.Initialize(true);
|
||||
networkManager2.Initialize(false);
|
||||
|
||||
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
|
||||
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
|
||||
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
|
||||
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
|
||||
|
||||
networkManager.NetworkConfig.Prefabs.Initialize();
|
||||
networkManager2.NetworkConfig.Prefabs.Initialize();
|
||||
networkManager.NetworkConfig.Prefabs.Initialize();
|
||||
networkManager2.NetworkConfig.Prefabs.Initialize();
|
||||
|
||||
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
|
||||
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
|
||||
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
||||
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
||||
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
||||
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
||||
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
|
||||
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
|
||||
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
||||
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
||||
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
||||
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
||||
|
||||
Assert.IsTrue(sharedList.Contains(object1.gameObject));
|
||||
Assert.IsFalse(sharedList.Contains(object2.gameObject));
|
||||
Assert.IsFalse(sharedList.Contains(object3.gameObject));
|
||||
Assert.IsTrue(sharedList.Contains(object1.gameObject));
|
||||
Assert.IsFalse(sharedList.Contains(object2.gameObject));
|
||||
Assert.IsFalse(sharedList.Contains(object3.gameObject));
|
||||
}
|
||||
finally
|
||||
{
|
||||
networkManager.ShutdownInternal();
|
||||
networkManager2.ShutdownInternal();
|
||||
// Shutdown doesn't get called correctly because we called Initialize()
|
||||
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
|
||||
// why.
|
||||
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
|
||||
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Text.RegularExpressions;
|
||||
using NUnit.Framework;
|
||||
using Unity.Netcode.Editor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
@@ -64,9 +65,95 @@ namespace Unity.Netcode.EditorTests
|
||||
Object.DestroyImmediate(gameObject);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Verifies that a NetworkObject component that is positioned after a NetworkBehaviour component will
|
||||
/// be migrated to a component index value that is before the lowest NetworkBehaviour component index value.
|
||||
/// (The lowest NetworkBehaviour component's index value will also change when this happens)
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void NetworkObjectComponentOrder()
|
||||
{
|
||||
var gameObject = new GameObject(nameof(GetBehaviourIndexOne));
|
||||
// Add the Networkbehaviour first
|
||||
var networkBehaviour = gameObject.AddComponent<EmptyNetworkBehaviour>();
|
||||
// Add an empty MonoBehaviour inbetween the NetworkBehaviour and NetworkObject
|
||||
gameObject.AddComponent<EmptyMonoBehaviour>();
|
||||
// Add the NetworkObject
|
||||
var networkObject = gameObject.AddComponent<NetworkObject>();
|
||||
var componentIndices = GetIndices(gameObject);
|
||||
|
||||
// Verify the NetworkObject procedes the NetworkBehaviour
|
||||
Assert.True(componentIndices.NetworkObjectIndex > componentIndices.NetworkBehaviourIndex, $"[Initial Setup] NetworkObject index ({componentIndices.NetworkObjectIndex}) is not greater than the NetworkBehaviour index ({componentIndices.NetworkBehaviourIndex})!");
|
||||
|
||||
// Force-Invoke the CheckForNetworkObject method in order to verify the NetworkObject is moved
|
||||
NetworkBehaviourEditor.CheckForNetworkObject(gameObject);
|
||||
var adjustedIndices = GetIndices(gameObject);
|
||||
|
||||
Assert.True(ValidateComponentIndices(componentIndices, GetIndices(gameObject)), "NetworkObject did not get migrated below the NetworkBehaviour!");
|
||||
|
||||
// Cleanup
|
||||
Object.DestroyImmediate(gameObject);
|
||||
}
|
||||
|
||||
private bool ValidateComponentIndices(ComponentIndices previous, ComponentIndices current)
|
||||
{
|
||||
if (previous.NetworkObjectIndex != current.NetworkObjectIndex && previous.NetworkBehaviourIndex != current.NetworkBehaviourIndex)
|
||||
{
|
||||
if (current.NetworkObjectIndex < previous.NetworkObjectIndex && current.NetworkObjectIndex < current.NetworkBehaviourIndex)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private ComponentIndices GetIndices(GameObject gameObject)
|
||||
{
|
||||
// Get the index/order values for the added NetworkBehaviour and NetworkObject
|
||||
var components = gameObject.GetComponents<MonoBehaviour>();
|
||||
var componentIndices = new ComponentIndices()
|
||||
{
|
||||
NetworkObjectIndex = -1,
|
||||
NetworkBehaviourIndex = -1
|
||||
};
|
||||
for (int i = 0; i < components.Length; i++)
|
||||
{
|
||||
if (componentIndices.NetworkObjectIndex != -1 && componentIndices.NetworkBehaviourIndex != -1)
|
||||
{
|
||||
break;
|
||||
}
|
||||
var component = components[i];
|
||||
var networkObjectComponent = component as NetworkObject;
|
||||
if (networkObjectComponent != null)
|
||||
{
|
||||
componentIndices.NetworkObjectIndex = i;
|
||||
continue;
|
||||
}
|
||||
var networkBehaviourComponent = component as EmptyNetworkBehaviour;
|
||||
if (networkBehaviourComponent != null)
|
||||
{
|
||||
componentIndices.NetworkBehaviourIndex = i;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
return componentIndices;
|
||||
}
|
||||
|
||||
private struct ComponentIndices
|
||||
{
|
||||
public int NetworkObjectIndex;
|
||||
public int NetworkBehaviourIndex;
|
||||
}
|
||||
|
||||
public class EmptyNetworkBehaviour : NetworkBehaviour
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public class EmptyMonoBehaviour : MonoBehaviour
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -293,6 +293,23 @@ namespace Unity.Netcode.EditorTests
|
||||
AssertIsTestMessage(data);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void BatchedSendQueue_FillWriterWithBytes_MaxBytesGreaterThanCapacity()
|
||||
{
|
||||
var dataLength = k_TestMessageSize + BatchedSendQueue.PerMessageOverhead;
|
||||
|
||||
using var q = new BatchedSendQueue(k_TestQueueCapacity);
|
||||
using var data = new NativeArray<byte>(dataLength, Allocator.Temp);
|
||||
|
||||
q.PushMessage(m_TestMessage);
|
||||
q.PushMessage(m_TestMessage);
|
||||
|
||||
var writer = new DataStreamWriter(data);
|
||||
Assert.AreEqual(dataLength, q.FillWriterWithBytes(ref writer, dataLength * 2));
|
||||
AssertIsTestMessage(data);
|
||||
Assert.False(writer.HasFailedWrites);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void BatchedSendQueue_Consume_LessThanLength()
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user