The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.1.1] - 2024-10-18 ### Added - Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097) - Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094) - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094) - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094) - Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088) - Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088) ### Fixed - Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103) - Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099) - Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096) - Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092) - Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081) - Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081) - Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081) - Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081) - Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078) - Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077) - Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075) ### Changed - Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097) - Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
463 lines
22 KiB
C#
463 lines
22 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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internal class NetworkObjectOwnershipComponent : NetworkBehaviour
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{
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public static Dictionary<ulong, NetworkObjectOwnershipComponent> SpawnedInstances = new Dictionary<ulong, NetworkObjectOwnershipComponent>();
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public bool OnLostOwnershipFired = false;
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public bool OnGainedOwnershipFired = false;
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public override void OnLostOwnership()
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{
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OnLostOwnershipFired = true;
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}
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public override void OnGainedOwnership()
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{
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OnGainedOwnershipFired = true;
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}
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public override void OnNetworkSpawn()
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{
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if (!SpawnedInstances.ContainsKey(NetworkManager.LocalClientId))
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{
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SpawnedInstances.Add(NetworkManager.LocalClientId, this);
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}
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base.OnNetworkSpawn();
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}
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public void ResetFlags()
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{
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OnLostOwnershipFired = false;
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OnGainedOwnershipFired = false;
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}
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}
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[TestFixture(HostOrServer.DAHost)]
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.Server)]
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internal class NetworkObjectOwnershipTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 9;
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private GameObject m_OwnershipPrefab;
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private GameObject m_OwnershipObject;
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private NetworkObject m_OwnershipNetworkObject;
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public NetworkObjectOwnershipTests(HostOrServer hostOrServer) : base(hostOrServer) { }
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public enum OwnershipChecks
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{
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Change,
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Remove
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}
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protected override IEnumerator OnSetup()
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{
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NetworkObjectOwnershipComponent.SpawnedInstances.Clear();
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return base.OnSetup();
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}
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protected override void OnServerAndClientsCreated()
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{
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m_OwnershipPrefab = CreateNetworkObjectPrefab("OnwershipPrefab");
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m_OwnershipPrefab.AddComponent<NetworkObjectOwnershipComponent>();
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if (m_DistributedAuthority)
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{
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m_OwnershipPrefab.GetComponent<NetworkObject>().SetOwnershipStatus(NetworkObject.OwnershipStatus.Transferable);
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}
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base.OnServerAndClientsCreated();
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}
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[Test]
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public void TestPlayerIsOwned()
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{
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var clientOwnedObjects = m_ClientNetworkManagers[0].SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId);
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var clientPlayerObject = clientOwnedObjects.Where((c) => c.IsLocalPlayer).FirstOrDefault();
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Assert.NotNull(clientPlayerObject, $"Client Id {m_ClientNetworkManagers[0].LocalClientId} does not have its local player marked as an owned object!");
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clientPlayerObject = m_ClientNetworkManagers[0].LocalClient.OwnedObjects.Where((c) => c.IsLocalPlayer).FirstOrDefault();
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Assert.NotNull(clientPlayerObject, $"Client Id {m_ClientNetworkManagers[0].LocalClientId} does not have its local player marked as an owned object using local client!");
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}
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private bool AllObjectsSpawnedOnClients()
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{
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if (!NetworkObjectOwnershipComponent.SpawnedInstances.ContainsKey(m_ServerNetworkManager.LocalClientId))
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{
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return false;
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}
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foreach (var client in m_ClientNetworkManagers)
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{
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if (!NetworkObjectOwnershipComponent.SpawnedInstances.ContainsKey(client.LocalClientId))
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{
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return false;
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}
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}
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return true;
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}
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[UnityTest]
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public IEnumerator TestOwnershipCallbacks([Values] OwnershipChecks ownershipChecks)
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{
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m_OwnershipObject = SpawnObject(m_OwnershipPrefab, m_ServerNetworkManager);
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m_OwnershipNetworkObject = m_OwnershipObject.GetComponent<NetworkObject>();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled<CreateObjectMessage>(m_ClientNetworkManagers[0]);
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yield return WaitForConditionOrTimeOut(AllObjectsSpawnedOnClients);
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AssertOnTimeout($"Timed out waiting for all clients to spawn the ownership object!");
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var ownershipNetworkObjectId = m_OwnershipNetworkObject.NetworkObjectId;
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Assert.That(ownershipNetworkObjectId, Is.GreaterThan(0));
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Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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Assert.That(clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
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}
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// Verifies that removing the ownership when the default (server) is already set does not cause a Key Not Found Exception
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m_ServerNetworkManager.SpawnManager.RemoveOwnership(m_OwnershipNetworkObject);
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var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
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var clientObject = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
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Assert.That(serverObject, Is.Not.Null);
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Assert.That(clientObject, Is.Not.Null);
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var serverComponent = serverObject.GetComponent<NetworkObjectOwnershipComponent>();
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var clientComponent = clientObject.GetComponent<NetworkObjectOwnershipComponent>();
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Assert.That(serverComponent, Is.Not.Null);
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Assert.That(clientComponent, Is.Not.Null);
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Assert.That(serverObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
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Assert.That(clientObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
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Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(m_ClientNetworkManagers[0].LocalClientId));
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serverObject.ChangeOwnership(clientComponent.NetworkManager.LocalClientId);
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yield return s_DefaultWaitForTick;
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Assert.That(serverComponent.OnLostOwnershipFired);
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Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
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yield return WaitForConditionOrTimeOut(() => clientComponent.OnGainedOwnershipFired);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client to gain ownership!");
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Assert.That(clientComponent.OnGainedOwnershipFired);
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Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
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serverComponent.ResetFlags();
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clientComponent.ResetFlags();
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if (ownershipChecks == OwnershipChecks.Change)
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{
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// Validates that when ownership is changed back to the server it will get an OnGainedOwnership notification
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serverObject.ChangeOwnership(NetworkManager.ServerClientId);
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}
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else
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{
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// Validates that when ownership is removed the server gets an OnGainedOwnership notification
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// In distributed authority mode, the current owner just rolls the ownership back over to the DAHost client (i.e. host mocking CMB Service)
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if (m_DistributedAuthority)
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{
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clientObject.ChangeOwnership(NetworkManager.ServerClientId);
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}
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else
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{
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serverObject.RemoveOwnership();
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}
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}
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yield return WaitForConditionOrTimeOut(() => serverComponent.OnGainedOwnershipFired && serverComponent.OwnerClientId == m_ServerNetworkManager.LocalClientId);
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AssertOnTimeout($"Timed out waiting for ownership to be transfered back to the host instance!");
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yield return WaitForConditionOrTimeOut(() => clientComponent.OnLostOwnershipFired && clientComponent.OwnerClientId == m_ServerNetworkManager.LocalClientId);
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AssertOnTimeout($"Timed out waiting for client-side lose ownership event to trigger or owner identifier to be equal to the host!");
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}
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/// <summary>
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/// Verifies that switching ownership between several clients works properly
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/// </summary>
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[UnityTest]
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public IEnumerator TestOwnershipCallbacksSeveralClients([Values] OwnershipChecks ownershipChecks)
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{
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// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
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var messageHookEntriesForSpawn = new List<MessageHookEntry>();
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var messageHookEntriesForOwnership = new List<MessageHookEntry>();
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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var messageHook = new MessageHookEntry(clientNetworkManager);
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messageHook.AssignMessageType<CreateObjectMessage>();
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messageHookEntriesForSpawn.Add(messageHook);
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messageHook = new MessageHookEntry(clientNetworkManager);
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messageHook.AssignMessageType<ChangeOwnershipMessage>();
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messageHookEntriesForOwnership.Add(messageHook);
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}
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// Used to determine if all clients received the CreateObjectMessage
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var spawnMessageHooks = new MessageHooksConditional(messageHookEntriesForSpawn);
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// Used to determine if all clients received the ChangeOwnershipMessage
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var ownershipMessageHooks = new MessageHooksConditional(messageHookEntriesForOwnership);
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// Spawn our test object from server with server ownership
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m_OwnershipObject = SpawnObject(m_OwnershipPrefab, m_ServerNetworkManager);
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m_OwnershipNetworkObject = m_OwnershipObject.GetComponent<NetworkObject>();
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// Wait for all clients to receive the CreateObjectMessage
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yield return WaitForConditionOrTimeOut(spawnMessageHooks);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(CreateObjectMessage)} message.");
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// Validate the NetworkObjectId and that the server and all clients have this NetworkObject
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var ownershipNetworkObjectId = m_OwnershipNetworkObject.NetworkObjectId;
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Assert.That(ownershipNetworkObjectId, Is.GreaterThan(0));
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Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
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bool WaitForClientsToSpawnNetworkObject()
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{
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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if (!clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId))
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{
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return false;
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}
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}
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return true;
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}
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yield return WaitForConditionOrTimeOut(WaitForClientsToSpawnNetworkObject);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for all clients to change ownership!");
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// Verifies that removing the ownership when the default (server) is already set does not cause a Key Not Found Exception
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m_ServerNetworkManager.SpawnManager.RemoveOwnership(m_OwnershipNetworkObject);
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var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
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Assert.That(serverObject, Is.Not.Null);
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var clientObject = (NetworkObject)null;
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var clientObjects = new List<NetworkObject>();
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for (int i = 0; i < NumberOfClients; i++)
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{
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clientObject = m_ClientNetworkManagers[i].SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
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Assert.That(clientObject, Is.Not.Null);
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clientObjects.Add(clientObject);
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}
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// Verify the server side component
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var serverComponent = serverObject.GetComponent<NetworkObjectOwnershipComponent>();
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Assert.That(serverComponent, Is.Not.Null);
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Assert.That(serverObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
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// Verify the clients components
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for (int i = 0; i < NumberOfClients; i++)
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{
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var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
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Assert.That(clientComponent.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
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clientComponent.ResetFlags();
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}
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// After the 1st client has been given ownership to the object, this will be used to make sure each previous owner properly received the remove ownership message
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var previousClientComponent = (NetworkObjectOwnershipComponent)null;
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var networkManagersDAMode = new List<NetworkManager>();
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for (int clientIndex = 0; clientIndex < NumberOfClients; clientIndex++)
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{
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clientObject = clientObjects[clientIndex];
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var clientId = m_ClientNetworkManagers[clientIndex].LocalClientId;
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Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(clientId));
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serverObject.ChangeOwnership(clientId);
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yield return s_DefaultWaitForTick;
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Assert.That(serverComponent.OnLostOwnershipFired);
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Assert.That(serverComponent.OwnerClientId, Is.EqualTo(clientId));
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// Wait for all clients to receive the CreateObjectMessage
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yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(ChangeOwnershipMessage)} message.");
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var previousNetworkManager = m_ServerNetworkManager;
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if (previousClientComponent != null)
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{
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// Once we have a previousClientComponent, we want to verify the server is keeping track for the removal of ownership in the OwnershipToObjectsTable
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Assert.That(!m_ServerNetworkManager.SpawnManager.OwnershipToObjectsTable[m_ServerNetworkManager.LocalClientId].ContainsKey(serverObject.NetworkObjectId));
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previousNetworkManager = previousClientComponent.NetworkManager;
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Assert.That(previousClientComponent.OnLostOwnershipFired);
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Assert.That(previousClientComponent.OwnerClientId, Is.EqualTo(clientId));
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}
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// Assure the previous owner is no longer in the local table of the previous owner.
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Assert.That(!previousNetworkManager.SpawnManager.OwnershipToObjectsTable[previousNetworkManager.LocalClientId].ContainsKey(serverObject.NetworkObjectId));
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var currentClientComponent = clientObjects[clientIndex].GetComponent<NetworkObjectOwnershipComponent>();
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Assert.That(currentClientComponent.OnGainedOwnershipFired);
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// Possibly the more important part of this test:
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// Check to make sure all other non-former or current ownership clients are synchronized to each ownership change
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for (int i = 0; i < NumberOfClients; i++)
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{
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var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
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Assert.That(clientComponent, Is.Not.Null);
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Assert.That(clientComponent.OwnerClientId, Is.EqualTo(clientId));
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clientComponent.ResetFlags();
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}
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// We must reset this for each iteration in order to make sure all clients receive the ChangeOwnershipMessage
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ownershipMessageHooks.Reset();
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// Set the current owner client to the previous one
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previousClientComponent = currentClientComponent;
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}
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if (ownershipChecks == OwnershipChecks.Change)
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{
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// Validates that when ownership is changed back to the server it will get an OnGainedOwnership notification
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serverObject.ChangeOwnership(NetworkManager.ServerClientId);
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}
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else
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{
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// Validates that when ownership is removed the server gets an OnGainedOwnership notification
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// In distributed authority mode, the current owner just rolls the ownership back over to the DAHost client (i.e. host mocking CMB Service)
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if (m_DistributedAuthority)
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{
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// In distributed authority, we have to clear out the NetworkManager instances as this changes relative to authority.
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networkManagersDAMode.Clear();
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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if (clientNetworkManager.LocalClientId == clientObject.OwnerClientId)
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{
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continue;
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}
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networkManagersDAMode.Add(clientNetworkManager);
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}
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if (!UseCMBService() && clientObject.OwnerClientId != m_ServerNetworkManager.LocalClientId)
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{
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networkManagersDAMode.Add(m_ServerNetworkManager);
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}
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clientObject.ChangeOwnership(NetworkManager.ServerClientId);
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}
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else
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{
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serverObject.RemoveOwnership();
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}
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}
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if (m_DistributedAuthority)
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{
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// We use an alternate method (other than message hooks) to verify each client received the ownership message since message hooks becomes problematic when you need
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// to make dynamic changes to your targets.
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yield return WaitForConditionOrTimeOut(() => OwnershipChangedOnAllTargetedClients(networkManagersDAMode, clientObject.NetworkObjectId, NetworkManager.ServerClientId));
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}
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else
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{
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yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
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}
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(ChangeOwnershipMessage)} message (back to server).");
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Assert.That(serverComponent.OnGainedOwnershipFired);
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Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
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yield return WaitForConditionOrTimeOut(() => previousClientComponent.OnLostOwnershipFired);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {previousClientComponent.name} to lose ownership!");
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// Make sure all client-side versions of the object is once again owned by the server
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for (int i = 0; i < NumberOfClients; i++)
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{
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var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
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Assert.That(clientComponent, Is.Not.Null);
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Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
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clientComponent.ResetFlags();
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}
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serverComponent.ResetFlags();
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}
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private bool OwnershipChangedOnAllTargetedClients(List<NetworkManager> networkManagers, ulong networkObjectId, ulong expectedOwner)
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{
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foreach (var networkManager in networkManagers)
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{
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if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId))
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{
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return false;
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}
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if (networkManager.SpawnManager.SpawnedObjects[networkObjectId].OwnerClientId != expectedOwner)
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{
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return false;
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}
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}
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return true;
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}
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private const int k_NumberOfSpawnedObjects = 5;
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private bool AllClientsHaveCorrectObjectCount()
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{
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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if (clientNetworkManager.LocalClient.OwnedObjects.Length < k_NumberOfSpawnedObjects)
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{
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return false;
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}
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}
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return true;
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}
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private bool ServerHasCorrectClientOwnedObjectCount()
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{
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// Only check when we are the host
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if (m_ServerNetworkManager.IsHost)
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{
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if (m_ServerNetworkManager.LocalClient.OwnedObjects.Length < k_NumberOfSpawnedObjects)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
foreach (var connectedClient in m_ServerNetworkManager.ConnectedClients)
|
|
{
|
|
if (connectedClient.Value.OwnedObjects.Length < k_NumberOfSpawnedObjects)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
[UnityTest]
|
|
public IEnumerator TestOwnedObjectCounts()
|
|
{
|
|
if (m_ServerNetworkManager.IsHost)
|
|
{
|
|
for (int i = 0; i < 5; i++)
|
|
{
|
|
SpawnObject(m_OwnershipPrefab, m_ServerNetworkManager);
|
|
}
|
|
}
|
|
|
|
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
|
{
|
|
for (int i = 0; i < 5; i++)
|
|
{
|
|
SpawnObject(m_OwnershipPrefab, clientNetworkManager);
|
|
}
|
|
}
|
|
|
|
yield return WaitForConditionOrTimeOut(AllClientsHaveCorrectObjectCount);
|
|
AssertOnTimeout($"Not all clients spawned {k_NumberOfSpawnedObjects} {nameof(NetworkObject)}s!");
|
|
|
|
yield return WaitForConditionOrTimeOut(ServerHasCorrectClientOwnedObjectCount);
|
|
AssertOnTimeout($"Server does not have the correct count for all clients spawned {k_NumberOfSpawnedObjects} {nameof(NetworkObject)}s!");
|
|
|
|
}
|
|
}
|
|
}
|