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)
234 lines
11 KiB
C#
234 lines
11 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using NUnit.Framework;
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using Unity.Collections;
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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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public class NetworkObjectSceneSerializationTests
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{
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/// <summary>
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/// The purpose behind this test is to assure that in-scene NetworkObjects
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/// that are serialized into a single stream (approval or switch scene this happens)
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/// will continue to be processed even if one of the NetworkObjects is invalid.
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/// </summary>
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[Test]
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public void NetworkObjectSceneSerializationFailure()
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{
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var networkObjectsToTest = new List<GameObject>();
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var writer = new FastBufferWriter(1300, Allocator.Temp, 4096000);
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var invalidNetworkObjectOffsets = new List<long>();
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var invalidNetworkObjectIdCount = new List<int>();
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var invalidNetworkObjects = new List<GameObject>();
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var invalidNetworkObjectFrequency = 3;
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using (writer)
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{
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// Construct 50 NetworkObjects
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for (int i = 0; i < 50; i++)
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{
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// Inject an invalid NetworkObject every [invalidNetworkObjectFrequency] entry
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if ((i % invalidNetworkObjectFrequency) == 0)
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{
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// Create the invalid NetworkObject
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var gameObject = new GameObject($"InvalidTestObject{i}");
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Assert.IsNotNull(gameObject);
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var networkObject = gameObject.AddComponent<NetworkObject>();
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Assert.IsNotNull(networkObject);
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var networkVariableComponent = gameObject.AddComponent<NetworkBehaviourWithNetworkVariables>();
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Assert.IsNotNull(networkVariableComponent);
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// Add invalid NetworkObject's starting position before serialization to handle trapping for the Debug.LogError message
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// that we know will be thrown
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invalidNetworkObjectOffsets.Add(writer.Position);
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networkObject.GlobalObjectIdHash = (uint)(i);
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invalidNetworkObjectIdCount.Add(i);
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invalidNetworkObjects.Add(gameObject);
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writer.WriteValueSafe((int)networkObject.gameObject.scene.handle);
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// Serialize the invalid NetworkObject
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var sceneObject = networkObject.GetMessageSceneObject(0);
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var prePosition = writer.Position;
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sceneObject.Serialize(writer);
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Debug.Log(
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$"Invalid {nameof(NetworkObject)} Size {writer.Position - prePosition}");
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// Now adjust how frequent we will inject invalid NetworkObjects
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invalidNetworkObjectFrequency = Random.Range(2, 5);
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}
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else
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{
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// Create a valid NetworkObject
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var gameObject = new GameObject($"TestObject{i}");
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Assert.IsNotNull(gameObject);
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var networkObject = gameObject.AddComponent<NetworkObject>();
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var networkVariableComponent = gameObject.AddComponent<NetworkBehaviourWithNetworkVariables>();
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Assert.IsNotNull(networkVariableComponent);
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Assert.IsNotNull(networkObject);
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networkObject.GlobalObjectIdHash = (uint)(i + 4096);
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networkObjectsToTest.Add(gameObject);
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writer.WriteValueSafe((int)networkObject.gameObject.scene.handle);
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// Handle populating the scenes loaded list
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var scene = networkObject.gameObject.scene;
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if (!NetworkManagerHelper.NetworkManagerObject.SceneManager.ScenesLoaded.ContainsKey(
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scene.handle))
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{
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NetworkManagerHelper.NetworkManagerObject.SceneManager.ScenesLoaded
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.Add(scene.handle, scene);
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}
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// Since this is a unit test, we will fake the server to client handle lookup by just adding the same handle key and value
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if (!NetworkManagerHelper.NetworkManagerObject.SceneManager.ServerSceneHandleToClientSceneHandle
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.ContainsKey(networkObject.gameObject.scene.handle))
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{
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NetworkManagerHelper.NetworkManagerObject.SceneManager.ServerSceneHandleToClientSceneHandle
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.Add(networkObject.gameObject.scene.handle, networkObject.gameObject.scene.handle);
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}
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// Serialize the valid NetworkObject
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var sceneObject = networkObject.GetMessageSceneObject(0);
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sceneObject.Serialize(writer);
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if (!NetworkManagerHelper.NetworkManagerObject.SceneManager.ScenePlacedObjects.ContainsKey(
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networkObject.GlobalObjectIdHash))
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{
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NetworkManagerHelper.NetworkManagerObject.SceneManager.ScenePlacedObjects.Add(
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networkObject.GlobalObjectIdHash, new Dictionary<int, NetworkObject>());
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}
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// Add this valid NetworkObject into the ScenePlacedObjects list
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NetworkManagerHelper.NetworkManagerObject.SceneManager
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.ScenePlacedObjects[networkObject.GlobalObjectIdHash]
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.Add(SceneManager.GetActiveScene().handle, networkObject);
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}
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}
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var totalBufferSize = writer.Position;
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var reader = new FastBufferReader(writer, Allocator.Temp);
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using (reader)
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{
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var networkObjectsDeSerialized = new List<NetworkObject>();
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var currentLogLevel = NetworkManager.Singleton.LogLevel;
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var invalidNetworkObjectCount = 0;
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while (reader.Position != totalBufferSize)
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{
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// If we reach the point where we expect it to fail, then make sure we let TestRunner know it should expect this log error message
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if (invalidNetworkObjectOffsets.Count > 0 &&
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reader.Position == invalidNetworkObjectOffsets[0])
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{
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invalidNetworkObjectOffsets.RemoveAt(0);
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// Turn off Network Logging to avoid other errors that we know will happen after the below LogAssert.Expect message occurs.
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NetworkManager.Singleton.LogLevel = LogLevel.Nothing;
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// Trap for this specific error message so we don't make Test Runner think we failed (it will fail on Debug.LogError)
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UnityEngine.TestTools.LogAssert.Expect(LogType.Error,
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$"Failed to spawn {nameof(NetworkObject)} for Hash {invalidNetworkObjectIdCount[invalidNetworkObjectCount]}.");
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invalidNetworkObjectCount++;
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}
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reader.ReadValueSafe(out int handle);
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NetworkManagerHelper.NetworkManagerObject.SceneManager.SetTheSceneBeingSynchronized(handle);
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var sceneObject = new NetworkObject.SceneObject();
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sceneObject.Deserialize(reader);
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var deserializedNetworkObject = NetworkObject.AddSceneObject(sceneObject, reader,
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NetworkManagerHelper.NetworkManagerObject);
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if (deserializedNetworkObject != null)
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{
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networkObjectsDeSerialized.Add(deserializedNetworkObject);
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}
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else
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{
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// Under this condition, we are expecting null (i.e. no NetworkObject instantiated)
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// and will set our log level back to the original value to assure the valid NetworkObjects
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// aren't causing any log Errors to occur
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NetworkManager.Singleton.LogLevel = currentLogLevel;
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}
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}
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// Now validate all NetworkObjects returned against the original NetworkObjects we created
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// after they validate, destroy the objects
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foreach (var entry in networkObjectsToTest)
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{
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var entryNetworkObject = entry.GetComponent<NetworkObject>();
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Assert.IsTrue(networkObjectsDeSerialized.Contains(entryNetworkObject));
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Object.Destroy(entry);
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}
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}
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}
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// Destroy the invalid network objects
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foreach (var entry in invalidNetworkObjects)
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{
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Object.Destroy(entry);
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}
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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 NetworkManager networkManager, NetworkManagerHelper.NetworkManagerOperatingMode.None);
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networkManager.NetworkConfig.EnableSceneManagement = true;
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networkManager.StartHost();
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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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}
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}
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/// <summary>
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/// A simple test class that will provide varying NetworkBuffer stream sizes
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/// when the NetworkVariable is serialized
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/// </summary>
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public class NetworkBehaviourWithNetworkVariables : NetworkBehaviour
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{
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private const uint k_MinDataBlocks = 1;
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private const uint k_MaxDataBlocks = 64;
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public NetworkList<ulong> NetworkVariableData;
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private void Awake()
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{
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var dataBlocksAssigned = new List<ulong>();
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var numberDataBlocks = Random.Range(k_MinDataBlocks, k_MaxDataBlocks);
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for (var i = 0; i < numberDataBlocks; i++)
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{
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dataBlocksAssigned.Add((ulong)Random.Range(0.0f, float.MaxValue));
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}
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NetworkVariableData = new NetworkList<ulong>(dataBlocksAssigned);
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}
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}
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}
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