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)
391 lines
17 KiB
C#
391 lines
17 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using NUnit.Framework;
|
|
using Unity.Netcode.TestHelpers.Runtime;
|
|
using UnityEngine;
|
|
using UnityEngine.TestTools;
|
|
|
|
namespace Unity.Netcode.RuntimeTests
|
|
{
|
|
[TestFixture(SessionModeTypes.DistributedAuthority)]
|
|
[TestFixture(SessionModeTypes.ClientServer)]
|
|
public class NetworkObjectOnSpawnTests : NetcodeIntegrationTest
|
|
{
|
|
private GameObject m_TestNetworkObjectPrefab;
|
|
private GameObject m_TestNetworkObjectInstance;
|
|
|
|
protected override int NumberOfClients => 2;
|
|
|
|
public enum ObserverTestTypes
|
|
{
|
|
WithObservers,
|
|
WithoutObservers
|
|
}
|
|
private GameObject m_ObserverPrefab;
|
|
private NetworkObject m_ObserverTestNetworkObject;
|
|
private ObserverTestTypes m_ObserverTestType;
|
|
|
|
private const string k_ObserverTestObjName = "ObsObj";
|
|
private const string k_WithObserversError = "Not all clients spawned the";
|
|
private const string k_WithoutObserversError = "A client spawned the";
|
|
|
|
public NetworkObjectOnSpawnTests(SessionModeTypes sessionModeType) : base(sessionModeType) { }
|
|
|
|
protected override void OnServerAndClientsCreated()
|
|
{
|
|
m_ObserverPrefab = CreateNetworkObjectPrefab(k_ObserverTestObjName);
|
|
base.OnServerAndClientsCreated();
|
|
}
|
|
|
|
private bool CheckClientsSideObserverTestObj()
|
|
{
|
|
foreach (var client in m_ClientNetworkManagers)
|
|
{
|
|
if (m_ObserverTestType == ObserverTestTypes.WithObservers)
|
|
{
|
|
// When validating this portion of the test and spawning with observers is true, there
|
|
// should be spawned objects on the clients.
|
|
if (!s_GlobalNetworkObjects.ContainsKey(client.LocalClientId))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// When validating this portion of the test and spawning with observers is false, there
|
|
// should be no spawned objects on the clients.
|
|
if (s_GlobalNetworkObjects.ContainsKey(client.LocalClientId))
|
|
{
|
|
return false;
|
|
}
|
|
// We don't need to check anything else for spawn without observers
|
|
continue;
|
|
}
|
|
|
|
var clientObjects = s_GlobalNetworkObjects[client.LocalClientId];
|
|
// Make sure they did spawn the object
|
|
if (m_ObserverTestType == ObserverTestTypes.WithObservers)
|
|
{
|
|
if (!clientObjects.ContainsKey(m_ObserverTestNetworkObject.NetworkObjectId))
|
|
{
|
|
return false;
|
|
}
|
|
if (!clientObjects[m_ObserverTestNetworkObject.NetworkObjectId].IsSpawned)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Assures the <see cref="ObserverSpawnTests"/> late joining client has all
|
|
/// NetworkPrefabs required to connect.
|
|
/// </summary>
|
|
protected override void OnNewClientCreated(NetworkManager networkManager)
|
|
{
|
|
foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
|
|
{
|
|
if (!networkManager.NetworkConfig.Prefabs.Contains(networkPrefab.Prefab))
|
|
{
|
|
networkManager.NetworkConfig.Prefabs.Add(networkPrefab);
|
|
}
|
|
}
|
|
networkManager.NetworkConfig.EnableSceneManagement = m_ServerNetworkManager.NetworkConfig.EnableSceneManagement;
|
|
base.OnNewClientCreated(networkManager);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This test validates <see cref="NetworkObject.SpawnWithObservers"/> property
|
|
/// </summary>
|
|
/// <param name="observerTestTypes">whether to spawn with or without observers</param>
|
|
[UnityTest]
|
|
public IEnumerator ObserverSpawnTests([Values] ObserverTestTypes observerTestTypes, [Values] SceneManagementState sceneManagement)
|
|
{
|
|
if (sceneManagement == SceneManagementState.SceneManagementDisabled)
|
|
{
|
|
// When scene management is disabled, we need this wait period for all clients to be up to date with
|
|
// all other clients before beginning the process of stopping all clients.
|
|
if (m_DistributedAuthority)
|
|
{
|
|
yield return new WaitForSeconds(0.5f);
|
|
}
|
|
// Disable prefabs to prevent them from being destroyed
|
|
foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
|
|
{
|
|
networkPrefab.Prefab.SetActive(false);
|
|
}
|
|
|
|
// Shutdown and clean up the current client NetworkManager instances
|
|
foreach (var networkManager in m_ClientNetworkManagers)
|
|
{
|
|
m_PlayerNetworkObjects[networkManager.LocalClientId].Clear();
|
|
m_PlayerNetworkObjects.Remove(networkManager.LocalClientId);
|
|
yield return StopOneClient(networkManager, true);
|
|
}
|
|
|
|
// Shutdown and clean up the server NetworkManager instance
|
|
m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId].Clear();
|
|
yield return StopOneClient(m_ServerNetworkManager);
|
|
|
|
// Set the prefabs to active again
|
|
foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
|
|
{
|
|
networkPrefab.Prefab.SetActive(true);
|
|
}
|
|
|
|
// Disable scene management and start the host
|
|
m_ServerNetworkManager.NetworkConfig.EnableSceneManagement = false;
|
|
m_ServerNetworkManager.StartHost();
|
|
yield return s_DefaultWaitForTick;
|
|
|
|
// Create 2 new clients and connect them
|
|
for (int i = 0; i < NumberOfClients; i++)
|
|
{
|
|
yield return CreateAndStartNewClient();
|
|
}
|
|
}
|
|
|
|
m_ObserverTestType = observerTestTypes;
|
|
var prefabNetworkObject = m_ObserverPrefab.GetComponent<NetworkObject>();
|
|
prefabNetworkObject.SpawnWithObservers = observerTestTypes == ObserverTestTypes.WithObservers;
|
|
var instance = SpawnObject(m_ObserverPrefab, m_ServerNetworkManager);
|
|
m_ObserverTestNetworkObject = instance.GetComponent<NetworkObject>();
|
|
var withoutObservers = m_ObserverTestType == ObserverTestTypes.WithoutObservers;
|
|
if (withoutObservers)
|
|
{
|
|
// Just give a little time to make sure nothing spawned
|
|
yield return s_DefaultWaitForTick;
|
|
}
|
|
yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
|
|
AssertOnTimeout($"{(withoutObservers ? k_WithoutObserversError : k_WithObserversError)} {k_ObserverTestObjName} object!");
|
|
// If we spawned without observers
|
|
if (withoutObservers)
|
|
{
|
|
// Make each client an observer
|
|
foreach (var client in m_ClientNetworkManagers)
|
|
{
|
|
m_ObserverTestNetworkObject.NetworkShow(client.LocalClientId);
|
|
}
|
|
|
|
// Validate the clients spawned the NetworkObject
|
|
m_ObserverTestType = ObserverTestTypes.WithObservers;
|
|
yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
|
|
AssertOnTimeout($"{k_WithObserversError} {k_ObserverTestObjName} object!");
|
|
|
|
// Validate that a late joining client does not see the NetworkObject when it spawns
|
|
yield return CreateAndStartNewClient();
|
|
|
|
m_ObserverTestType = ObserverTestTypes.WithoutObservers;
|
|
// Just give a little time to make sure nothing spawned
|
|
yield return s_DefaultWaitForTick;
|
|
|
|
// This just requires a targeted check to assure the newly joined client did not spawn the NetworkObject with SpawnWithObservers set to false
|
|
var lateJoinClientId = m_ClientNetworkManagers[m_ClientNetworkManagers.Length - 1].LocalClientId;
|
|
Assert.False(s_GlobalNetworkObjects.ContainsKey(lateJoinClientId), $"[Client-{lateJoinClientId}] Spawned {instance.name} when it shouldn't have!");
|
|
|
|
// Now validate that we can make the NetworkObject visible to the newly joined client
|
|
m_ObserverTestNetworkObject.NetworkShow(m_ClientNetworkManagers[NumberOfClients].LocalClientId);
|
|
|
|
// Validate the NetworkObject is visible to all connected clients (including the recently joined client)
|
|
m_ObserverTestType = ObserverTestTypes.WithObservers;
|
|
yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
|
|
AssertOnTimeout($"{k_WithObserversError} {k_ObserverTestObjName} object!");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tests that instantiating a <see cref="NetworkObject"/> and destroying without spawning it
|
|
/// does not run <see cref="NetworkBehaviour.OnNetworkSpawn"/> or <see cref="NetworkBehaviour.OnNetworkSpawn"/>.
|
|
/// </summary>
|
|
[UnityTest]
|
|
public IEnumerator InstantiateDestroySpawnNotCalled()
|
|
{
|
|
m_TestNetworkObjectPrefab = new GameObject("InstantiateDestroySpawnNotCalled_Object");
|
|
var networkObject = m_TestNetworkObjectPrefab.AddComponent<NetworkObject>();
|
|
var fail = m_TestNetworkObjectPrefab.AddComponent<FailWhenSpawned>();
|
|
|
|
// instantiate
|
|
m_TestNetworkObjectInstance = Object.Instantiate(m_TestNetworkObjectPrefab);
|
|
yield return null;
|
|
Object.Destroy(m_TestNetworkObjectInstance);
|
|
|
|
}
|
|
|
|
private class FailWhenSpawned : NetworkBehaviour
|
|
{
|
|
public override void OnNetworkSpawn()
|
|
{
|
|
Assert.Fail("Spawn should not be called on not spawned object");
|
|
}
|
|
|
|
public override void OnNetworkDespawn()
|
|
{
|
|
Assert.Fail("Depawn should not be called on not spawned object");
|
|
}
|
|
}
|
|
|
|
protected override void OnCreatePlayerPrefab()
|
|
{
|
|
m_PlayerPrefab.AddComponent<TrackOnSpawnFunctions>();
|
|
}
|
|
|
|
protected override IEnumerator OnTearDown()
|
|
{
|
|
if (m_ObserverPrefab != null)
|
|
{
|
|
Object.Destroy(m_ObserverPrefab);
|
|
}
|
|
|
|
if (m_TestNetworkObjectPrefab != null)
|
|
{
|
|
Object.Destroy(m_TestNetworkObjectPrefab);
|
|
}
|
|
|
|
if (m_TestNetworkObjectInstance != null)
|
|
{
|
|
Object.Destroy(m_TestNetworkObjectInstance);
|
|
}
|
|
yield return base.OnTearDown();
|
|
}
|
|
|
|
private List<TrackOnSpawnFunctions> m_ClientTrackOnSpawnInstances = new List<TrackOnSpawnFunctions>();
|
|
|
|
/// <summary>
|
|
/// Test that callbacks are run for playerobject spawn, despawn, regular spawn, destroy on server.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
[UnityTest]
|
|
public IEnumerator TestOnNetworkSpawnCallbacks()
|
|
{
|
|
// [Host-Side] Get the Host owned instance
|
|
var serverInstance = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ServerNetworkManager.LocalClientId].GetComponent<TrackOnSpawnFunctions>();
|
|
|
|
foreach (var client in m_ClientNetworkManagers)
|
|
{
|
|
var clientRpcTests = m_PlayerNetworkObjects[client.LocalClientId][m_ServerNetworkManager.LocalClientId].gameObject.GetComponent<TrackOnSpawnFunctions>();
|
|
Assert.IsNotNull(clientRpcTests);
|
|
m_ClientTrackOnSpawnInstances.Add(clientRpcTests);
|
|
}
|
|
|
|
// -------------- step 1 check player spawn despawn
|
|
|
|
// check spawned on server
|
|
Assert.AreEqual(1, serverInstance.OnNetworkSpawnCalledCount);
|
|
|
|
// safety check server despawned
|
|
Assert.AreEqual(0, serverInstance.OnNetworkDespawnCalledCount);
|
|
|
|
// Conditional check for clients spawning or despawning
|
|
var checkSpawnCondition = false;
|
|
var expectedSpawnCount = 1;
|
|
var expectedDespawnCount = 0;
|
|
bool HasConditionBeenMet()
|
|
{
|
|
var clientsCompleted = 0;
|
|
// check spawned on client
|
|
foreach (var clientInstance in m_ClientTrackOnSpawnInstances)
|
|
{
|
|
if (checkSpawnCondition)
|
|
{
|
|
if (clientInstance.OnNetworkSpawnCalledCount == expectedSpawnCount)
|
|
{
|
|
clientsCompleted++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (clientInstance.OnNetworkDespawnCalledCount == expectedDespawnCount)
|
|
{
|
|
clientsCompleted++;
|
|
}
|
|
}
|
|
}
|
|
return clientsCompleted >= NumberOfClients;
|
|
}
|
|
|
|
// safety check that all clients have not been despawned yet
|
|
Assert.True(HasConditionBeenMet(), "Failed condition that all clients not despawned yet!");
|
|
|
|
// now verify that all clients have been spawned
|
|
checkSpawnCondition = true;
|
|
yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
|
|
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side spawns!");
|
|
|
|
// despawn on server. However, since we'll be using this object later in the test, don't delete it
|
|
serverInstance.GetComponent<NetworkObject>().Despawn(false);
|
|
|
|
// check despawned on server
|
|
Assert.AreEqual(1, serverInstance.OnNetworkDespawnCalledCount);
|
|
// we now expect the clients to each have despawned once
|
|
expectedDespawnCount = 1;
|
|
|
|
yield return s_DefaultWaitForTick;
|
|
// verify that all client-side instances are despawned
|
|
checkSpawnCondition = false;
|
|
yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
|
|
|
|
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side despawns!");
|
|
|
|
//----------- step 2 check spawn and destroy again
|
|
serverInstance.GetComponent<NetworkObject>().Spawn();
|
|
// wait a tick
|
|
yield return s_DefaultWaitForTick;
|
|
// check spawned again on server this is 2 because we are reusing the object which was already spawned once.
|
|
Assert.AreEqual(2, serverInstance.OnNetworkSpawnCalledCount);
|
|
|
|
checkSpawnCondition = true;
|
|
yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
|
|
|
|
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side spawns! (2nd pass)");
|
|
|
|
// destroy the server object
|
|
Object.Destroy(serverInstance.gameObject);
|
|
|
|
yield return s_DefaultWaitForTick;
|
|
|
|
// check whether despawned was called again on server instance
|
|
Assert.AreEqual(2, serverInstance.OnNetworkDespawnCalledCount);
|
|
|
|
checkSpawnCondition = false;
|
|
yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
|
|
|
|
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side despawns! (2nd pass)");
|
|
}
|
|
|
|
[Test]
|
|
public void DynamicallySpawnedNoSceneOriginException()
|
|
{
|
|
var gameObject = new GameObject();
|
|
var networkObject = gameObject.AddComponent<NetworkObject>();
|
|
networkObject.IsSpawned = true;
|
|
networkObject.SceneOriginHandle = 0;
|
|
networkObject.IsSceneObject = false;
|
|
// This validates invoking GetSceneOriginHandle will not throw an exception for a dynamically spawned NetworkObject
|
|
// when the scene of origin handle is zero
|
|
var sceneOriginHandle = networkObject.GetSceneOriginHandle();
|
|
|
|
// This validates that GetSceneOriginHandle will return the GameObject's scene handle that should be the currently active scene
|
|
var activeSceneHandle = UnityEngine.SceneManagement.SceneManager.GetActiveScene().handle;
|
|
Assert.IsTrue(sceneOriginHandle == activeSceneHandle, $"{nameof(NetworkObject)} should have returned the active scene handle of {activeSceneHandle} but returned {sceneOriginHandle}");
|
|
}
|
|
|
|
private class TrackOnSpawnFunctions : NetworkBehaviour
|
|
{
|
|
public int OnNetworkSpawnCalledCount { get; private set; }
|
|
public int OnNetworkDespawnCalledCount { get; private set; }
|
|
|
|
public override void OnNetworkSpawn()
|
|
{
|
|
OnNetworkSpawnCalledCount++;
|
|
}
|
|
|
|
public override void OnNetworkDespawn()
|
|
{
|
|
OnNetworkDespawnCalledCount++;
|
|
}
|
|
}
|
|
}
|
|
}
|