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com.unity.netcode.gameobjects/Tests/Editor/NetworkManagerConfigurationTests.cs
Unity Technologies ffef45b50f com.unity.netcode.gameobjects@1.7.0
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [1.7.0] - 2023-10-11

### Added

- exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724)
- Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707)
- Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676)
- Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694)
- Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694)
- Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694)
- Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694)

### Fixed

- Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723)
- Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720)
- Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720)
- Errors are no longer thrown when entering play mode with domain reload disabled (#2720)
- NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720)
- NetworkVariables of non-integer types will no longer break the inspector (#2714)
- NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714)
- Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695)
- Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685)
- Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682)
- Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674)
- Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670)
- Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662)

### Changed

- Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
2023-10-11 00:00:00 +00:00

552 lines
28 KiB
C#

using System.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode.Editor;
using Unity.Netcode.Transports.UTP;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
namespace Unity.Netcode.EditorTests
{
public class NetworkManagerConfigurationTests
{
/// <summary>
/// Does a simple check to make sure the nested network manager will
/// notify the user when in the editor. This is just a unit test to
/// validate this is functioning
/// </summary>
[Test]
public void NestedNetworkManagerCheck()
{
var parent = new GameObject("ParentObject");
var networkManagerObject = new GameObject(nameof(NestedNetworkManagerCheck));
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
// Make our NetworkManager's GameObject nested
networkManagerObject.transform.parent = parent.transform;
// Pre-generate the error message we are expecting to see
var messageToCheck = NetworkManager.GenerateNestedNetworkManagerMessage(networkManagerObject.transform);
// Trap for the nested NetworkManager exception
LogAssert.Expect(LogType.Error, messageToCheck);
// Since this is an in-editor test, we must force this invocation
NetworkManagerHelper.Singleton.NotifyUserOfNestedNetworkManager(networkManager, false, true);
// Clean up
Object.DestroyImmediate(parent);
}
public enum NetworkObjectPlacement
{
Root, // Added to the same root GameObject
Child // Added to a child GameObject
}
[Test]
public void NetworkObjectNotAllowed([Values] NetworkObjectPlacement networkObjectPlacement)
{
var gameObject = new GameObject(nameof(NetworkManager));
var targetforNetworkObject = gameObject;
if (networkObjectPlacement == NetworkObjectPlacement.Child)
{
var childGameObject = new GameObject($"{nameof(NetworkManager)}-Child");
childGameObject.transform.parent = targetforNetworkObject.transform;
targetforNetworkObject = childGameObject;
}
var networkManager = gameObject.AddComponent<NetworkManager>();
// Trap for the error message generated when a NetworkObject is discovered on the same GameObject or any children under it
LogAssert.Expect(LogType.Error, NetworkManagerHelper.Singleton.NetworkManagerAndNetworkObjectNotAllowedMessage());
// Add the NetworkObject
var networkObject = targetforNetworkObject.AddComponent<NetworkObject>();
// Since this is an in-editor test, we must force this invocation
NetworkManagerHelper.Singleton.CheckAndNotifyUserNetworkObjectRemoved(networkManager, true);
// Validate that the NetworkObject has been removed
if (networkObjectPlacement == NetworkObjectPlacement.Root)
{
Assert.IsNull(networkManager.gameObject.GetComponent<NetworkObject>(), $"There is still a {nameof(NetworkObject)} on {nameof(NetworkManager)}'s GameObject!");
}
else
{
Assert.IsNull(networkManager.gameObject.GetComponentInChildren<NetworkObject>(), $"There is still a {nameof(NetworkObject)} on {nameof(NetworkManager)}'s child GameObject!");
}
// Clean up
Object.DestroyImmediate(gameObject);
}
[Test]
public void NestedNetworkObjectPrefabCheck()
{
// Setup
var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
networkManager.NetworkConfig = new NetworkConfig();
var parent = new GameObject("Parent").AddComponent<NetworkObject>();
var child = new GameObject("Child").AddComponent<NetworkObject>();
// Set parent
child.transform.SetParent(parent.transform);
// Make it a prefab, warning only applies to prefabs
networkManager.AddNetworkPrefab(parent.gameObject);
// Mark scene as dirty to ensure OnValidate actually runs
EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
// Force OnValidate
networkManager.OnValidate();
// Expect a warning
LogAssert.Expect(LogType.Warning, $"[Netcode] {NetworkPrefabHandler.PrefabDebugHelper(networkManager.NetworkConfig.Prefabs.Prefabs[0])} has child {nameof(NetworkObject)}(s) but they will not be spawned across the network (unsupported {nameof(NetworkPrefab)} setup)");
// Clean up
Object.DestroyImmediate(networkManagerObject);
Object.DestroyImmediate(parent);
}
[Test]
public void WhenNetworkConfigContainsOldPrefabList_TheyMigrateProperlyToTheNewList()
{
var networkConfig = new NetworkConfig();
var regularPrefab = new GameObject("Regular Prefab").AddComponent<NetworkObject>();
var overriddenPrefab = new GameObject("Overridden Prefab").AddComponent<NetworkObject>();
var overridingTargetPrefab = new GameObject("Overriding Target Prefab").AddComponent<NetworkObject>();
var sourcePrefabToOverride = new GameObject("Overriding Source Prefab").AddComponent<NetworkObject>();
regularPrefab.GlobalObjectIdHash = 1;
overriddenPrefab.GlobalObjectIdHash = 2;
overridingTargetPrefab.GlobalObjectIdHash = 3;
sourcePrefabToOverride.GlobalObjectIdHash = 4;
networkConfig.OldPrefabList = new List<NetworkPrefab>
{
new NetworkPrefab { Prefab = regularPrefab.gameObject },
new NetworkPrefab { Prefab = overriddenPrefab.gameObject, Override = NetworkPrefabOverride.Prefab, OverridingTargetPrefab = overridingTargetPrefab.gameObject, SourcePrefabToOverride = sourcePrefabToOverride.gameObject, SourceHashToOverride = 123456 }
};
networkConfig.InitializePrefabs();
Assert.IsNull(networkConfig.OldPrefabList);
Assert.IsNotNull(networkConfig.Prefabs);
Assert.IsNotNull(networkConfig.Prefabs.Prefabs);
Assert.AreEqual(2, networkConfig.Prefabs.Prefabs.Count);
Assert.AreSame(regularPrefab.gameObject, networkConfig.Prefabs.Prefabs[0].Prefab);
Assert.AreEqual(NetworkPrefabOverride.None, networkConfig.Prefabs.Prefabs[0].Override);
Assert.IsNull(networkConfig.Prefabs.Prefabs[0].SourcePrefabToOverride);
Assert.IsNull(networkConfig.Prefabs.Prefabs[0].OverridingTargetPrefab);
Assert.AreSame(overriddenPrefab.gameObject, networkConfig.Prefabs.Prefabs[1].Prefab);
Assert.AreEqual(NetworkPrefabOverride.Prefab, networkConfig.Prefabs.Prefabs[1].Override);
Assert.AreEqual(123456, networkConfig.Prefabs.Prefabs[1].SourceHashToOverride);
Assert.AreSame(sourcePrefabToOverride.gameObject, networkConfig.Prefabs.Prefabs[1].SourcePrefabToOverride);
Assert.AreSame(overridingTargetPrefab.gameObject, networkConfig.Prefabs.Prefabs[1].OverridingTargetPrefab);
}
[Test]
public void WhenModifyingPrefabListUsingNetworkManagerAPI_ModificationIsLocal()
{
// Setup
var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
networkManager.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
networkManager2.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
try
{
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
object1.GlobalObjectIdHash = 1;
object2.GlobalObjectIdHash = 2;
object3.GlobalObjectIdHash = 3;
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager.Initialize(true);
networkManager2.Initialize(false);
networkManager.AddNetworkPrefab(object2.gameObject);
networkManager2.AddNetworkPrefab(object3.gameObject);
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(sharedList.Contains(object1.gameObject));
Assert.IsFalse(sharedList.Contains(object2.gameObject));
Assert.IsFalse(sharedList.Contains(object3.gameObject));
}
finally
{
networkManager.ShutdownInternal();
networkManager2.ShutdownInternal();
// Shutdown doesn't get called correctly because we called Initialize()
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
// why.
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
}
}
[Test]
public void WhenModifyingPrefabListUsingPrefabsAPI_ModificationIsLocal()
{
// Setup
var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
networkManager.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
networkManager2.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
try
{
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
object1.GlobalObjectIdHash = 1;
object2.GlobalObjectIdHash = 2;
object3.GlobalObjectIdHash = 3;
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager.Initialize(true);
networkManager2.Initialize(false);
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(sharedList.Contains(object1.gameObject));
Assert.IsFalse(sharedList.Contains(object2.gameObject));
Assert.IsFalse(sharedList.Contains(object3.gameObject));
}
finally
{
networkManager.ShutdownInternal();
networkManager2.ShutdownInternal();
// Shutdown doesn't get called correctly because we called Initialize()
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
// why.
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
}
}
[Test]
public void WhenModifyingPrefabListUsingPrefabsListAPI_ModificationIsShared()
{
// Setup
var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
networkManager.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
networkManager2.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
try
{
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
object1.GlobalObjectIdHash = 1;
object2.GlobalObjectIdHash = 2;
object3.GlobalObjectIdHash = 3;
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager.Initialize(true);
networkManager2.Initialize(false);
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists[0].Add(new NetworkPrefab { Prefab = object2.gameObject });
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists[0].Add(new NetworkPrefab { Prefab = object3.gameObject });
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(sharedList.Contains(object1.gameObject));
Assert.IsTrue(sharedList.Contains(object2.gameObject));
Assert.IsTrue(sharedList.Contains(object3.gameObject));
}
finally
{
networkManager.ShutdownInternal();
networkManager2.ShutdownInternal();
// Shutdown doesn't get called correctly because we called Initialize()
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
// why.
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
}
}
[Test]
public void WhenCallingInitializeAfterAddingAPrefabUsingPrefabsAPI_ThePrefabStillExists()
{
// Setup
var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
networkManager.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
networkManager2.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
try
{
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
object1.GlobalObjectIdHash = 1;
object2.GlobalObjectIdHash = 2;
object3.GlobalObjectIdHash = 3;
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
networkManager.Initialize(true);
networkManager2.Initialize(false);
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(sharedList.Contains(object1.gameObject));
Assert.IsFalse(sharedList.Contains(object2.gameObject));
Assert.IsFalse(sharedList.Contains(object3.gameObject));
}
finally
{
networkManager.ShutdownInternal();
networkManager2.ShutdownInternal();
// Shutdown doesn't get called correctly because we called Initialize()
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
// why.
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
}
}
[Test]
public void WhenShuttingDownAndReinitializingPrefabs_RuntimeAddedPrefabsStillExists()
{
// Setup
var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
networkManager.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
networkManager2.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
try
{
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
object1.GlobalObjectIdHash = 1;
object2.GlobalObjectIdHash = 2;
object3.GlobalObjectIdHash = 3;
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager.Initialize(true);
networkManager2.Initialize(false);
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
networkManager.ShutdownInternal();
networkManager2.ShutdownInternal();
// Shutdown doesn't get called correctly because we called Initialize()
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
// why.
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
networkManager.Initialize(true);
networkManager2.Initialize(false);
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(sharedList.Contains(object1.gameObject));
Assert.IsFalse(sharedList.Contains(object2.gameObject));
Assert.IsFalse(sharedList.Contains(object3.gameObject));
}
finally
{
networkManager.ShutdownInternal();
networkManager2.ShutdownInternal();
// Shutdown doesn't get called correctly because we called Initialize()
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
// why.
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
}
}
[Test]
public void WhenCallingInitializeMultipleTimes_NothingBreaks()
{
// Setup
var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
networkManager.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
networkManager2.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
try
{
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
object1.GlobalObjectIdHash = 1;
object2.GlobalObjectIdHash = 2;
object3.GlobalObjectIdHash = 3;
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager.Initialize(true);
networkManager2.Initialize(false);
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
networkManager.NetworkConfig.Prefabs.Initialize();
networkManager2.NetworkConfig.Prefabs.Initialize();
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(sharedList.Contains(object1.gameObject));
Assert.IsFalse(sharedList.Contains(object2.gameObject));
Assert.IsFalse(sharedList.Contains(object3.gameObject));
}
finally
{
networkManager.ShutdownInternal();
networkManager2.ShutdownInternal();
// Shutdown doesn't get called correctly because we called Initialize()
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
// why.
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
}
}
}
}