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.2] - 2024-04-02 ### Added - Added updates to all internal messages to account for a distributed authority network session connection. (#2863) - Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863) - For a customized `NetworkRigidbodyBase` class: - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes. - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned. - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to: - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`. - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use. - Provides additional public methods: - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting). - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping. - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep. - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic. - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state. - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized. - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863) - Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863) - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority. - Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863) - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation. - Added distributed authority mode support to `NetworkAnimator`. (#2863) - Added session mode selection to `NetworkManager` inspector view. (#2863) - Added distributed authority permissions feature. (#2863) - Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863) - Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863) - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example). - Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863) - Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863) - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true. - Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863) - Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863) ### Fixed - Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807) - Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796) ### Changed - Changed client side awareness of other clients is now the same as a server or host. (#2863) - Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863) - Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863) - Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863) - Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863) - Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863) - Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810) - Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
306 lines
15 KiB
C#
306 lines
15 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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using Object = UnityEngine.Object;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// This is a refactor of the original test's NetworkBehaviour INetVarInfo derived NetworkBehaviours
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/// </summary>
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public class NetVarContainer : NetworkBehaviour
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{
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public enum NetVarsToCheck
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{
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One,
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Two
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}
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public NetVarsToCheck NumberOfNetVarsToCheck;
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public int ValueToSetNetVarTo = 0;
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/// <summary>
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/// Only used on the client-side for this test, this
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/// is used to see if the network variables have changed.
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/// </summary>
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public bool HaveAllValuesChanged(int valueToCheck)
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{
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var allValuesChanged = false;
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switch (NumberOfNetVarsToCheck)
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{
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case NetVarsToCheck.Two:
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{
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allValuesChanged = m_FirstValue.Value == valueToCheck && m_SeconValue.Value == valueToCheck;
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break;
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}
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case NetVarsToCheck.One:
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{
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allValuesChanged = m_FirstValue.Value == valueToCheck;
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break;
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}
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}
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return allValuesChanged;
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}
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/// <summary>
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/// Only used on the server side to check the isDirty flag for the
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/// NetworkVariables being used for each test iteration
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/// </summary>
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public bool AreNetVarsDirty()
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{
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var areDirty = false;
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switch (NumberOfNetVarsToCheck)
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{
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case NetVarsToCheck.Two:
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{
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areDirty = m_FirstValue.IsDirty() && m_SeconValue.IsDirty();
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break;
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}
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case NetVarsToCheck.One:
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{
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areDirty = m_FirstValue.IsDirty();
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break;
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}
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}
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return areDirty;
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}
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/// <summary>
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/// The original version of this test only ever had up to 2 NetworkVariables per
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/// NetworkBehaviour. As opposed to using a List of NetworkVariables, we just
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/// create the maximum number that could be used and then only use what we need
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/// for each test iteration.
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/// </summary>
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private NetworkVariable<int> m_FirstValue = new NetworkVariable<int>();
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private NetworkVariable<int> m_SeconValue = new NetworkVariable<int>();
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public void SetOwnerWrite()
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{
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m_FirstValue = new NetworkVariable<int>(default, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
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m_SeconValue = new NetworkVariable<int>(default, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
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}
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public override void OnNetworkSpawn()
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{
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// Non-Authority will register each NetworkObject when it is spawned
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if ((NetworkManager.DistributedAuthorityMode && !IsOwner) || (!NetworkManager.DistributedAuthorityMode && !IsServer))
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{
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NetworkBehaviourUpdaterTests.ClientSideNotifyObjectSpawned(gameObject);
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}
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}
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/// <summary>
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/// Server side only, sets the NetworkVariables being used to the ValueToSetNetVarTo
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/// that is pre-configured when the Network Prefab is created.
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/// </summary>
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public void SetNetworkVariableValues()
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{
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if ((NetworkManager.DistributedAuthorityMode && IsOwner) || (!NetworkManager.DistributedAuthorityMode && IsServer))
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{
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switch (NumberOfNetVarsToCheck)
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{
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case NetVarsToCheck.Two:
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{
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m_FirstValue.Value = ValueToSetNetVarTo;
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m_SeconValue.Value = ValueToSetNetVarTo;
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Assert.True(AreNetVarsDirty(), "Not all NetworkVariables were marked dirty on server after spawned!");
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break;
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}
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case NetVarsToCheck.One:
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{
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m_FirstValue.Value = ValueToSetNetVarTo;
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Assert.True(AreNetVarsDirty(), "Not all NetworkVariables were marked dirty on server after spawned!");
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break;
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}
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}
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}
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}
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}
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/// <summary>
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/// Used to define how many NetworkVariables to use per NetVarContainer instance.
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/// There are always two
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/// </summary>
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public struct NetVarCombinationTypes
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{
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public NetVarContainer.NetVarsToCheck FirstType;
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public NetVarContainer.NetVarsToCheck SecondType;
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}
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/// <summary>
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/// Server and Distributed Authority modes require at least 1 client while the host does not.
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/// </summary>
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/// [Session Mode][Number of Clients][First NetVar Type][Second NetVar Type]
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[TestFixture(HostOrServer.DAHost, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
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[TestFixture(HostOrServer.DAHost, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.DAHost, 1, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.DAHost, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
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[TestFixture(HostOrServer.DAHost, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.DAHost, 2, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Server, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
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[TestFixture(HostOrServer.Server, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Server, 1, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Server, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
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[TestFixture(HostOrServer.Server, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Server, 2, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Host, 0, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
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[TestFixture(HostOrServer.Host, 0, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Host, 0, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Host, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
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[TestFixture(HostOrServer.Host, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Host, 1, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Host, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
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[TestFixture(HostOrServer.Host, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
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[TestFixture(HostOrServer.Host, 2, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
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public class NetworkBehaviourUpdaterTests : NetcodeIntegrationTest
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{
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// Go ahead and create maximum number of clients (not all tests will use them)
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protected override int NumberOfClients => m_NumberOfClients;
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public const int NetVarValueToSet = 1;
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private static List<GameObject> s_ClientSpawnedNetworkObjects = new List<GameObject>();
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private GameObject m_PrefabToSpawn;
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private NetVarCombinationTypes m_NetVarCombinationTypes;
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private int m_NumberOfClients = 0;
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public NetworkBehaviourUpdaterTests(HostOrServer hostOrServer, int numberOfClients, NetVarContainer.NetVarsToCheck first, NetVarContainer.NetVarsToCheck second) : base(hostOrServer)
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{
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m_NetVarCombinationTypes = new NetVarCombinationTypes()
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{
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FirstType = first,
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SecondType = second
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};
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m_NumberOfClients = numberOfClients;
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}
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protected override IEnumerator OnSetup()
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{
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s_ClientSpawnedNetworkObjects.Clear();
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return base.OnSetup();
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}
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/// <summary>
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/// Clients will call this when NetworkObjects are spawned on their end
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/// </summary>
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/// <param name="objectSpaned">the GameObject of the NetworkObject spawned</param>
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public static void ClientSideNotifyObjectSpawned(GameObject objectSpaned)
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{
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if (!s_ClientSpawnedNetworkObjects.Contains(objectSpaned))
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{
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s_ClientSpawnedNetworkObjects.Add(objectSpaned);
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}
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}
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protected override void OnServerAndClientsCreated()
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{
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m_PrefabToSpawn = CreateNetworkObjectPrefab("NetVarCont");
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// Create the two instances of the NetVarContainer components and add them to the
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// GameObject of this prefab
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var netVarContainer = m_PrefabToSpawn.AddComponent<NetVarContainer>();
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netVarContainer.NumberOfNetVarsToCheck = m_NetVarCombinationTypes.FirstType;
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if (m_SessionModeType == SessionModeTypes.DistributedAuthority)
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{
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netVarContainer.SetOwnerWrite();
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}
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netVarContainer.ValueToSetNetVarTo = NetVarValueToSet;
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netVarContainer = m_PrefabToSpawn.AddComponent<NetVarContainer>();
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if (m_SessionModeType == SessionModeTypes.DistributedAuthority)
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{
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netVarContainer.SetOwnerWrite();
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}
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netVarContainer.NumberOfNetVarsToCheck = m_NetVarCombinationTypes.SecondType;
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netVarContainer.ValueToSetNetVarTo = NetVarValueToSet;
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base.OnServerAndClientsCreated();
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}
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/// <summary>
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/// The updated BehaviourUpdaterAllTests was re-designed to replicate the same functionality being tested in the
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/// original version of this test with additional time out handling and a re-organization in the order of operations.
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/// Things like making sure all clients have spawned the NetworkObjects in question prior to testing for the
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/// NetworkVariable value changes helped to eliminate the timing issues that were happening when this test was run
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/// in a stand alone test runner build (i.e. all consoles run the stand alone version as opposed to the in-editor
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/// version like the desktop tests use).
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/// This update also updated how the server and clients were being constructed to help reduce the execution time.
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/// </summary>
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/// <param name="hostOrServer"> whether to run the server as a host or not</param>
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/// <param name="numToSpawn"> number of NetworkObjects to be spawned</param>
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[UnityTest]
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public IEnumerator BehaviourUpdaterAllTests([Values(1, 2)] int numToSpawn)
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{
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// Tracks the server-side spawned prefab instances
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var spawnedPrefabs = new List<GameObject>();
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// Used to determine if the client-side checks of this test should be
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// executed or not as well is used to make sure all clients have spawned
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// the appropriate number of NetworkObjects with the NetVarContainer behaviour
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var numberOfObjectsToSpawn = numToSpawn * NumberOfClients;
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var authority = m_SessionModeType == SessionModeTypes.DistributedAuthority ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
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// spawn the objects
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for (int i = 0; i < numToSpawn; i++)
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{
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var spawnedObject = Object.Instantiate(m_PrefabToSpawn);
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spawnedPrefabs.Add(spawnedObject);
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var networkSpawnedObject = spawnedObject.GetComponent<NetworkObject>();
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networkSpawnedObject.NetworkManagerOwner = authority;
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networkSpawnedObject.Spawn();
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}
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// Waits for all clients to spawn the NetworkObjects
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yield return WaitForConditionOrTimeOut(() => numberOfObjectsToSpawn == s_ClientSpawnedNetworkObjects.Count);
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Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for clients to report spawning objects! " +
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$"Total reported client-side spawned objects {s_ClientSpawnedNetworkObjects.Count}");
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// Once all clients have spawned the NetworkObjects, set the network variables for
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// those NetworkObjects on the server-side.
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foreach (var spawnedPrefab in spawnedPrefabs)
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{
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var netVarContiners = spawnedPrefab.GetComponents<NetVarContainer>();
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foreach (var netVarContiner in netVarContiners)
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{
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netVarContiner.SetNetworkVariableValues();
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}
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}
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// Update the NetworkBehaviours to make sure all network variables are no longer marked as dirty
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authority.BehaviourUpdater.NetworkBehaviourUpdate();
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// Verify that all network variables are no longer dirty on server side only if we have clients (including host)
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foreach (var spawnedPrefab in spawnedPrefabs)
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{
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var netVarContainers = spawnedPrefab.GetComponents<NetVarContainer>();
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foreach (var netVarContainer in netVarContainers)
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{
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Assert.False(netVarContainer.AreNetVarsDirty(), "Some NetworkVariables were still marked dirty after NetworkBehaviourUpdate!");
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}
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}
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// Get a list of all NetVarContainer components on the client-side spawned NetworkObjects
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var clientSideNetVarContainers = new List<NetVarContainer>();
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foreach (var clientSpawnedObjects in s_ClientSpawnedNetworkObjects)
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{
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var netVarContainers = clientSpawnedObjects.GetComponents<NetVarContainer>();
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foreach (var netvarContiner in netVarContainers)
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{
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clientSideNetVarContainers.Add(netvarContiner);
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}
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}
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yield return WaitForConditionOrTimeOut(() =>
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clientSideNetVarContainers.Where(d =>
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d.HaveAllValuesChanged(NetVarValueToSet)).Count() == clientSideNetVarContainers.Count);
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Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client side NetVarContainers to report all NetworkVariables have been updated!");
|
|
}
|
|
}
|
|
}
|