The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.0.0-exp.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
419 lines
20 KiB
C#
419 lines
20 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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namespace Unity.Netcode.RuntimeTests
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{
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internal class NetworkObjectOwnershipComponent : NetworkBehaviour
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{
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public static Dictionary<ulong, NetworkObjectOwnershipComponent> SpawnedInstances = new Dictionary<ulong, NetworkObjectOwnershipComponent>();
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public bool OnLostOwnershipFired = false;
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public bool OnGainedOwnershipFired = false;
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public override void OnLostOwnership()
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{
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OnLostOwnershipFired = true;
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}
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public override void OnGainedOwnership()
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{
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OnGainedOwnershipFired = true;
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}
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public override void OnNetworkSpawn()
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{
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if (!SpawnedInstances.ContainsKey(NetworkManager.LocalClientId))
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{
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SpawnedInstances.Add(NetworkManager.LocalClientId, this);
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}
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base.OnNetworkSpawn();
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}
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public void ResetFlags()
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{
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OnLostOwnershipFired = false;
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OnGainedOwnershipFired = false;
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}
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}
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[TestFixture(HostOrServer.DAHost)]
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.Server)]
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internal class NetworkObjectOwnershipTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 9;
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private GameObject m_OwnershipPrefab;
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private GameObject m_OwnershipObject;
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private NetworkObject m_OwnershipNetworkObject;
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public NetworkObjectOwnershipTests(HostOrServer hostOrServer) : base(hostOrServer) { }
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public enum OwnershipChecks
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{
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Change,
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Remove
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}
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protected override IEnumerator OnSetup()
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{
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NetworkObjectOwnershipComponent.SpawnedInstances.Clear();
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return base.OnSetup();
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}
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protected override void OnServerAndClientsCreated()
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{
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m_OwnershipPrefab = CreateNetworkObjectPrefab("OnwershipPrefab");
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m_OwnershipPrefab.AddComponent<NetworkObjectOwnershipComponent>();
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if (m_DistributedAuthority)
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{
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m_OwnershipPrefab.GetComponent<NetworkObject>().SetOwnershipStatus(NetworkObject.OwnershipStatus.Transferable);
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}
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base.OnServerAndClientsCreated();
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}
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[Test]
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public void TestPlayerIsOwned()
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{
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var clientOwnedObjects = m_ClientNetworkManagers[0].SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId);
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var clientPlayerObject = clientOwnedObjects.Where((c) => c.IsLocalPlayer).FirstOrDefault();
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Assert.NotNull(clientPlayerObject, $"Client Id {m_ClientNetworkManagers[0].LocalClientId} does not have its local player marked as an owned object!");
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clientPlayerObject = m_ClientNetworkManagers[0].LocalClient.OwnedObjects.Where((c) => c.IsLocalPlayer).FirstOrDefault();
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Assert.NotNull(clientPlayerObject, $"Client Id {m_ClientNetworkManagers[0].LocalClientId} does not have its local player marked as an owned object using local client!");
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}
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private bool AllObjectsSpawnedOnClients()
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{
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if (!NetworkObjectOwnershipComponent.SpawnedInstances.ContainsKey(m_ServerNetworkManager.LocalClientId))
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{
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return false;
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}
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foreach (var client in m_ClientNetworkManagers)
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{
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if (!NetworkObjectOwnershipComponent.SpawnedInstances.ContainsKey(client.LocalClientId))
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{
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return false;
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}
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}
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return true;
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}
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[UnityTest]
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public IEnumerator TestOwnershipCallbacks([Values] OwnershipChecks ownershipChecks)
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{
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m_OwnershipObject = SpawnObject(m_OwnershipPrefab, m_ServerNetworkManager);
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m_OwnershipNetworkObject = m_OwnershipObject.GetComponent<NetworkObject>();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled<CreateObjectMessage>(m_ClientNetworkManagers[0]);
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yield return WaitForConditionOrTimeOut(AllObjectsSpawnedOnClients);
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AssertOnTimeout($"Timed out waiting for all clients to spawn the ownership object!");
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var ownershipNetworkObjectId = m_OwnershipNetworkObject.NetworkObjectId;
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Assert.That(ownershipNetworkObjectId, Is.GreaterThan(0));
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Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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Assert.That(clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
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}
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// Verifies that removing the ownership when the default (server) is already set does not cause a Key Not Found Exception
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m_ServerNetworkManager.SpawnManager.RemoveOwnership(m_OwnershipNetworkObject);
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var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
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var clientObject = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
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Assert.That(serverObject, Is.Not.Null);
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Assert.That(clientObject, Is.Not.Null);
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var serverComponent = serverObject.GetComponent<NetworkObjectOwnershipComponent>();
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var clientComponent = clientObject.GetComponent<NetworkObjectOwnershipComponent>();
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Assert.That(serverComponent, Is.Not.Null);
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Assert.That(clientComponent, Is.Not.Null);
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Assert.That(serverObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
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Assert.That(clientObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
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Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(m_ClientNetworkManagers[0].LocalClientId));
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serverObject.ChangeOwnership(clientComponent.NetworkManager.LocalClientId);
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yield return s_DefaultWaitForTick;
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Assert.That(serverComponent.OnLostOwnershipFired);
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Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
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yield return WaitForConditionOrTimeOut(() => clientComponent.OnGainedOwnershipFired);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client to gain ownership!");
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Assert.That(clientComponent.OnGainedOwnershipFired);
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Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
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serverComponent.ResetFlags();
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clientComponent.ResetFlags();
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if (ownershipChecks == OwnershipChecks.Change)
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{
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// Validates that when ownership is changed back to the server it will get an OnGainedOwnership notification
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serverObject.ChangeOwnership(NetworkManager.ServerClientId);
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}
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else
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{
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// Validates that when ownership is removed the server gets an OnGainedOwnership notification
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// In distributed authority mode, the current owner just rolls the ownership back over to the DAHost client (i.e. host mocking CMB Service)
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if (m_DistributedAuthority)
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{
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clientObject.ChangeOwnership(NetworkManager.ServerClientId);
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}
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else
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{
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serverObject.RemoveOwnership();
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}
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}
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yield return WaitForConditionOrTimeOut(() => serverComponent.OnGainedOwnershipFired && serverComponent.OwnerClientId == m_ServerNetworkManager.LocalClientId);
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AssertOnTimeout($"Timed out waiting for ownership to be transfered back to the host instance!");
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yield return WaitForConditionOrTimeOut(() => clientComponent.OnLostOwnershipFired && clientComponent.OwnerClientId == m_ServerNetworkManager.LocalClientId);
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AssertOnTimeout($"Timed out waiting for client-side lose ownership event to trigger or owner identifier to be equal to the host!");
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}
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/// <summary>
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/// Verifies that switching ownership between several clients works properly
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/// </summary>
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[UnityTest]
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public IEnumerator TestOwnershipCallbacksSeveralClients([Values] OwnershipChecks ownershipChecks)
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{
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// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
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var messageHookEntriesForSpawn = new List<MessageHookEntry>();
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var messageHookEntriesForOwnership = new List<MessageHookEntry>();
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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var messageHook = new MessageHookEntry(clientNetworkManager);
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messageHook.AssignMessageType<CreateObjectMessage>();
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messageHookEntriesForSpawn.Add(messageHook);
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messageHook = new MessageHookEntry(clientNetworkManager);
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messageHook.AssignMessageType<ChangeOwnershipMessage>();
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messageHookEntriesForOwnership.Add(messageHook);
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}
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// Used to determine if all clients received the CreateObjectMessage
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var spawnMessageHooks = new MessageHooksConditional(messageHookEntriesForSpawn);
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// Used to determine if all clients received the ChangeOwnershipMessage
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var ownershipMessageHooks = new MessageHooksConditional(messageHookEntriesForOwnership);
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// Spawn our test object from server with server ownership
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m_OwnershipObject = SpawnObject(m_OwnershipPrefab, m_ServerNetworkManager);
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m_OwnershipNetworkObject = m_OwnershipObject.GetComponent<NetworkObject>();
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// Wait for all clients to receive the CreateObjectMessage
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yield return WaitForConditionOrTimeOut(spawnMessageHooks);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(CreateObjectMessage)} message.");
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// Validate the NetworkObjectId and that the server and all clients have this NetworkObject
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var ownershipNetworkObjectId = m_OwnershipNetworkObject.NetworkObjectId;
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Assert.That(ownershipNetworkObjectId, Is.GreaterThan(0));
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Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
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bool WaitForClientsToSpawnNetworkObject()
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{
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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if (!clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId))
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{
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return false;
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}
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}
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return true;
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}
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yield return WaitForConditionOrTimeOut(WaitForClientsToSpawnNetworkObject);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for all clients to change ownership!");
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// Verifies that removing the ownership when the default (server) is already set does not cause a Key Not Found Exception
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m_ServerNetworkManager.SpawnManager.RemoveOwnership(m_OwnershipNetworkObject);
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var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
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Assert.That(serverObject, Is.Not.Null);
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var clientObject = (NetworkObject)null;
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var clientObjects = new List<NetworkObject>();
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for (int i = 0; i < NumberOfClients; i++)
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{
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clientObject = m_ClientNetworkManagers[i].SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
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Assert.That(clientObject, Is.Not.Null);
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clientObjects.Add(clientObject);
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}
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// Verify the server side component
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var serverComponent = serverObject.GetComponent<NetworkObjectOwnershipComponent>();
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Assert.That(serverComponent, Is.Not.Null);
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Assert.That(serverObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
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// Verify the clients components
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for (int i = 0; i < NumberOfClients; i++)
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{
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var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
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Assert.That(clientComponent.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
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clientComponent.ResetFlags();
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}
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// After the 1st client has been given ownership to the object, this will be used to make sure each previous owner properly received the remove ownership message
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var previousClientComponent = (NetworkObjectOwnershipComponent)null;
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for (int clientIndex = 0; clientIndex < NumberOfClients; clientIndex++)
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{
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clientObject = clientObjects[clientIndex];
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var clientId = m_ClientNetworkManagers[clientIndex].LocalClientId;
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Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(clientId));
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serverObject.ChangeOwnership(clientId);
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yield return s_DefaultWaitForTick;
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Assert.That(serverComponent.OnLostOwnershipFired);
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Assert.That(serverComponent.OwnerClientId, Is.EqualTo(clientId));
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// Wait for all clients to receive the CreateObjectMessage
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yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(ChangeOwnershipMessage)} message.");
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var previousNetworkManager = m_ServerNetworkManager;
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if (previousClientComponent != null)
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{
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// Once we have a previousClientComponent, we want to verify the server is keeping track for the removal of ownership in the OwnershipToObjectsTable
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Assert.That(!m_ServerNetworkManager.SpawnManager.OwnershipToObjectsTable[m_ServerNetworkManager.LocalClientId].ContainsKey(serverObject.NetworkObjectId));
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previousNetworkManager = previousClientComponent.NetworkManager;
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Assert.That(previousClientComponent.OnLostOwnershipFired);
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Assert.That(previousClientComponent.OwnerClientId, Is.EqualTo(clientId));
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}
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// Assure the previous owner is no longer in the local table of the previous owner.
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Assert.That(!previousNetworkManager.SpawnManager.OwnershipToObjectsTable[previousNetworkManager.LocalClientId].ContainsKey(serverObject.NetworkObjectId));
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var currentClientComponent = clientObjects[clientIndex].GetComponent<NetworkObjectOwnershipComponent>();
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Assert.That(currentClientComponent.OnGainedOwnershipFired);
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// Possibly the more important part of this test:
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// Check to make sure all other non-former or current ownership clients are synchronized to each ownership change
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for (int i = 0; i < NumberOfClients; i++)
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{
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var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
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Assert.That(clientComponent, Is.Not.Null);
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Assert.That(clientComponent.OwnerClientId, Is.EqualTo(clientId));
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clientComponent.ResetFlags();
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}
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// We must reset this for each iteration in order to make sure all clients receive the ChangeOwnershipMessage
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ownershipMessageHooks.Reset();
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// Set the current owner client to the previous one
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previousClientComponent = currentClientComponent;
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}
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if (ownershipChecks == OwnershipChecks.Change)
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{
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// Validates that when ownership is changed back to the server it will get an OnGainedOwnership notification
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serverObject.ChangeOwnership(NetworkManager.ServerClientId);
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}
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else
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{
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// Validates that when ownership is removed the server gets an OnGainedOwnership notification
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// In distributed authority mode, the current owner just rolls the ownership back over to the DAHost client (i.e. host mocking CMB Service)
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if (m_DistributedAuthority)
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{
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clientObject.ChangeOwnership(NetworkManager.ServerClientId);
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}
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else
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{
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serverObject.RemoveOwnership();
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}
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}
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yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(ChangeOwnershipMessage)} message (back to server).");
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Assert.That(serverComponent.OnGainedOwnershipFired);
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Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
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yield return WaitForConditionOrTimeOut(() => previousClientComponent.OnLostOwnershipFired);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {previousClientComponent.name} to lose ownership!");
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// Make sure all client-side versions of the object is once again owned by the server
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for (int i = 0; i < NumberOfClients; i++)
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{
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var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
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Assert.That(clientComponent, Is.Not.Null);
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Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
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clientComponent.ResetFlags();
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}
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serverComponent.ResetFlags();
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}
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private const int k_NumberOfSpawnedObjects = 5;
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private bool AllClientsHaveCorrectObjectCount()
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{
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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if (clientNetworkManager.LocalClient.OwnedObjects.Count < k_NumberOfSpawnedObjects)
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{
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return false;
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}
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}
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return true;
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}
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private bool ServerHasCorrectClientOwnedObjectCount()
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{
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// Only check when we are the host
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if (m_ServerNetworkManager.IsHost)
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{
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if (m_ServerNetworkManager.LocalClient.OwnedObjects.Count < k_NumberOfSpawnedObjects)
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{
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return false;
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}
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}
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foreach (var connectedClient in m_ServerNetworkManager.ConnectedClients)
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{
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if (connectedClient.Value.OwnedObjects.Count < k_NumberOfSpawnedObjects)
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{
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return false;
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}
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}
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return true;
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}
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[UnityTest]
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public IEnumerator TestOwnedObjectCounts()
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{
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if (m_ServerNetworkManager.IsHost)
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{
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for (int i = 0; i < 5; i++)
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{
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SpawnObject(m_OwnershipPrefab, m_ServerNetworkManager);
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}
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}
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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for (int i = 0; i < 5; i++)
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{
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SpawnObject(m_OwnershipPrefab, clientNetworkManager);
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}
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}
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yield return WaitForConditionOrTimeOut(AllClientsHaveCorrectObjectCount);
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AssertOnTimeout($"Not all clients spawned {k_NumberOfSpawnedObjects} {nameof(NetworkObject)}s!");
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yield return WaitForConditionOrTimeOut(ServerHasCorrectClientOwnedObjectCount);
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AssertOnTimeout($"Server does not have the correct count for all clients spawned {k_NumberOfSpawnedObjects} {nameof(NetworkObject)}s!");
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}
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}
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}
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