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com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectDontDestroyWithOwnerTests.cs
Unity Technologies 63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.4
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).

## [2.0.0-exp.4] - 2024-05-31

### Added

- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)

### Fixed

- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)

### Changed

- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
2024-05-31 00:00:00 +00:00

73 lines
3.2 KiB
C#

using System.Collections;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(HostOrServer.DAHost)]
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
internal class NetworkObjectDontDestroyWithOwnerTests : NetcodeIntegrationTest
{
private const int k_NumberObjectsToSpawn = 32;
protected override int NumberOfClients => 1;
protected GameObject m_PrefabToSpawn;
public NetworkObjectDontDestroyWithOwnerTests(HostOrServer hostOrServer) : base(hostOrServer) { }
protected override void OnServerAndClientsCreated()
{
m_PrefabToSpawn = CreateNetworkObjectPrefab("ClientOwnedObject");
m_PrefabToSpawn.GetComponent<NetworkObject>().DontDestroyWithOwner = true;
}
[UnityTest]
public IEnumerator DontDestroyWithOwnerTest()
{
var client = m_ClientNetworkManagers[0];
var clientId = client.LocalClientId;
var networkObjects = SpawnObjects(m_PrefabToSpawn, m_ClientNetworkManagers[0], k_NumberObjectsToSpawn);
// wait for object spawn on client to reach k_NumberObjectsToSpawn + 1 (k_NumberObjectsToSpawn and 1 for the player)
yield return WaitForConditionOrTimeOut(() => client.SpawnManager.GetClientOwnedObjects(clientId).Count() == k_NumberObjectsToSpawn + 1);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client to have 33 NetworkObjects spawned! Only {client.SpawnManager.GetClientOwnedObjects(clientId).Count()} were assigned!");
// Since clients spawn their objects locally in distributed authority mode, we have to rebuild the list of the client
// owned objects on the (DAHost) server-side because when the client disconnects it will destroy its local instances.
if (m_DistributedAuthority)
{
networkObjects.Clear();
var serversideClientOwnedObjects = m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(clientId);
foreach (var networkObject in serversideClientOwnedObjects)
{
if (!networkObject.IsPlayerObject)
{
networkObjects.Add(networkObject.gameObject);
}
}
}
// disconnect the client that owns all the clients
NetcodeIntegrationTestHelpers.StopOneClient(client);
var remainingClients = Mathf.Max(0, TotalClients - 1);
// wait for disconnect
yield return WaitForConditionOrTimeOut(() => m_ServerNetworkManager.ConnectedClients.Count == remainingClients);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for client to disconnect!");
for (int i = 0; i < networkObjects.Count; i++)
{
var networkObject = networkObjects[i].GetComponent<NetworkObject>();
// ensure ownership was transferred back
Assert.That(networkObject.OwnerClientId == m_ServerNetworkManager.LocalClientId);
}
}
}
}