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). ## [1.0.0-pre.6] - 2022-03-02 ### Added - NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765) - Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735) ### Changed ### Fixed - Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683) - Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683) - Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683) - Disallowed async keyword in RPCs (#1681) - Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678) - Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen) - Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694) - Fixed spawn flow to propagate `IsSceneObject` down to children NetworkObjects, decouple implicit relationship between object spawning & `IsSceneObject` flag (#1685) - Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720) - Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680) - Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682) - Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725) - Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721) - Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724) - Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728) - Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731) - Improved performance in NetworkAnimator (#1735) - Removed the "always sync" network animator (aka "autosend") parameters (#1746)
236 lines
11 KiB
C#
236 lines
11 KiB
C#
using System;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// The NetworkPrefabHandler unit tests validates:
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/// Registering with GameObject, NetworkObject, or GlobalObjectIdHash
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/// Newly assigned rotation or position values for newly spawned NetworkObject instances are valid
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/// Destroying a newly spawned NetworkObject instance works
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/// Removing a INetworkPrefabInstanceHandler is removed and can be verified (very last check)
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/// </summary>
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public class NetworkPrefabHandlerTests
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{
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private const string k_TestPrefabObjectName = "NetworkPrefabTestObject";
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private uint m_ObjectId = 1;
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private GameObject MakeValidNetworkPrefab()
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{
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Guid baseObjectID = NetworkManagerHelper.AddGameNetworkObject(k_TestPrefabObjectName + m_ObjectId.ToString());
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NetworkObject validPrefab = NetworkManagerHelper.InstantiatedNetworkObjects[baseObjectID];
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(validPrefab);
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m_ObjectId++;
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return validPrefab.gameObject;
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}
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/// <summary>
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/// Tests the NetwokConfig NetworkPrefabs initialization during NetworkManager's Init method to make sure that
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/// it will still initialize but remove the invalid prefabs
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/// </summary>
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[Test]
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public void NetworkConfigInvalidNetworkPrefabTest()
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{
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// Add null entry
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(null);
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// Add a NetworkPrefab with no prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab());
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// Add a NetworkPrefab override with an invalid hash
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 0 });
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// Add a NetworkPrefab override with a valid hash but an invalid target prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 654321, OverridingTargetPrefab = null });
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// Add a NetworkPrefab override with a valid hash to override but an invalid target prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourceHashToOverride = 654321, OverridingTargetPrefab = null });
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// Add a NetworkPrefab override with an invalid source prefab to override
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = null });
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// Add a NetworkPrefab override with a valid source prefab to override but an invalid target prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = MakeValidNetworkPrefab(), OverridingTargetPrefab = null });
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// Add a valid prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Prefab = MakeValidNetworkPrefab() });
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// Add a NetworkPrefab override with a valid hash and valid target prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 11111111, OverridingTargetPrefab = MakeValidNetworkPrefab() });
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// Add a NetworkPrefab override with a valid prefab and valid target prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = MakeValidNetworkPrefab(), OverridingTargetPrefab = MakeValidNetworkPrefab() });
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var exceptionOccurred = false;
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try
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{
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NetworkManagerHelper.NetworkManagerObject.StartHost();
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}
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catch
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{
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exceptionOccurred = true;
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}
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Assert.False(exceptionOccurred);
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// In the end we should only have 3 valid registered network prefabs
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Assert.True(NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabOverrideLinks.Count == 3);
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}
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private const string k_PrefabObjectName = "NetworkPrefabHandlerTestObject";
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[Test]
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public void NetworkPrefabHandlerClass()
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{
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Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _));
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var testPrefabObjectName = k_PrefabObjectName;
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Guid baseObjectID = NetworkManagerHelper.AddGameNetworkObject(testPrefabObjectName);
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NetworkObject baseObject = NetworkManagerHelper.InstantiatedNetworkObjects[baseObjectID];
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var networkPrefabHandler = new NetworkPrefabHandler();
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var networkPrefaInstanceHandler = new NetworkPrefaInstanceHandler(baseObject);
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var prefabPosition = new Vector3(1.0f, 5.0f, 3.0f);
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var prefabRotation = new Quaternion(1.0f, 0.5f, 0.4f, 0.1f);
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//Register via GameObject
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var gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject.gameObject, networkPrefaInstanceHandler);
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//Test result of registering via GameObject reference
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Assert.True(gameObjectRegistered);
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var spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
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//Test that something was instantiated
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Assert.NotNull(spawnedObject);
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//Test that this is indeed an instance of our original object
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Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
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//Test for position and rotation
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Assert.True(prefabPosition == spawnedObject.transform.position);
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Assert.True(prefabRotation == spawnedObject.transform.rotation);
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networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
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networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
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//Register via NetworkObject
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gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject, networkPrefaInstanceHandler);
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//Test result of registering via NetworkObject reference
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Assert.True(gameObjectRegistered);
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//Change it up
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prefabPosition = new Vector3(2.0f, 1.0f, 5.0f);
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prefabRotation = new Quaternion(4.0f, 1.5f, 5.4f, 5.1f);
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spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
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//Test that something was instantiated
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Assert.NotNull(spawnedObject);
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//Test that this is indeed an instance of our original object
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Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
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//Test for position and rotation
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Assert.True(prefabPosition == spawnedObject.transform.position);
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Assert.True(prefabRotation == spawnedObject.transform.rotation);
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networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
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networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
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//Register via GlobalObjectIdHash
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gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject.GlobalObjectIdHash, networkPrefaInstanceHandler);
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//Test result of registering via GlobalObjectIdHash reference
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Assert.True(gameObjectRegistered);
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//Change it up
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prefabPosition = new Vector3(6.0f, 4.0f, 1.0f);
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prefabRotation = new Quaternion(3f, 2f, 4f, 1f);
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spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
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//Test that something was instantiated
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Assert.NotNull(spawnedObject);
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//Test that this is indeed an instance of our original object
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Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
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//Test for position and rotation
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Assert.True(prefabPosition == spawnedObject.transform.position);
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Assert.True(prefabRotation == spawnedObject.transform.rotation);
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networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
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networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
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Assert.False(networkPrefaInstanceHandler.StillHasInstances());
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}
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[SetUp]
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public void Setup()
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{
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//Create, instantiate, and host
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NetworkManagerHelper.StartNetworkManager(out _, NetworkManagerHelper.NetworkManagerOperatingMode.None);
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}
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[TearDown]
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public void TearDown()
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{
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//Stop, shutdown, and destroy
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NetworkManagerHelper.ShutdownNetworkManager();
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var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>().ToList();
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var networkObjectsList = networkObjects.Where(c => c.name.Contains(k_PrefabObjectName));
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foreach (var networkObject in networkObjectsList)
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{
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UnityEngine.Object.DestroyImmediate(networkObject);
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}
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}
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}
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/// <summary>
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/// The Prefab instance handler to use for this test
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/// </summary>
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public class NetworkPrefaInstanceHandler : INetworkPrefabInstanceHandler
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{
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private NetworkObject m_NetworkObject;
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private List<NetworkObject> m_Instances;
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public NetworkObject Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation)
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{
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var networkObjectInstance = UnityEngine.Object.Instantiate(m_NetworkObject.gameObject).GetComponent<NetworkObject>();
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networkObjectInstance.transform.position = position;
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networkObjectInstance.transform.rotation = rotation;
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m_Instances.Add(networkObjectInstance);
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return networkObjectInstance;
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}
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public void Destroy(NetworkObject networkObject)
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{
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var instancesContainsNetworkObject = m_Instances.Contains(networkObject);
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Assert.True(instancesContainsNetworkObject);
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m_Instances.Remove(networkObject);
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UnityEngine.Object.Destroy(networkObject.gameObject);
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}
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public bool StillHasInstances()
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{
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return (m_Instances.Count > 0);
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}
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public NetworkPrefaInstanceHandler(NetworkObject networkObject)
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{
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m_NetworkObject = networkObject;
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m_Instances = new List<NetworkObject>();
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}
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}
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}
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