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)
358 lines
13 KiB
C#
358 lines
13 KiB
C#
using System;
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using System.Collections;
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using NUnit.Framework;
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using Unity.Collections;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Unity.Netcode.TestHelpers.Runtime;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// Unit tests to test:
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/// - Serializing NetworkObject to NetworkObjectReference
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/// - Deserializing NetworkObjectReference to NetworkObject
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/// - Implicit operators of NetworkObjectReference
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/// </summary>
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public class NetworkObjectReferenceTests : IDisposable
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{
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private class TestNetworkBehaviour : NetworkBehaviour
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{
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public NetworkVariable<NetworkObjectReference> TestVariable = new NetworkVariable<NetworkObjectReference>();
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public NetworkObject RpcReceivedNetworkObject;
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public GameObject RpcReceivedGameObject;
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[ServerRpc]
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public void SendReferenceServerRpc(NetworkObjectReference value)
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{
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RpcReceivedGameObject = value;
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RpcReceivedNetworkObject = value;
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}
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}
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[Test]
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public void TestSerializeNetworkObject()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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networkObjectContext.Object.Spawn();
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var outWriter = new FastBufferWriter(1300, Allocator.Temp);
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try
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{
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// serialize
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var outSerializer = new BufferSerializer<BufferSerializerWriter>(new BufferSerializerWriter(outWriter));
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NetworkObjectReference outReference = networkObjectContext.Object;
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outReference.NetworkSerialize(outSerializer);
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// deserialize
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NetworkObjectReference inReference = default;
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var inReader = new FastBufferReader(outWriter, Allocator.Temp);
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try
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{
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var inSerializer =
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new BufferSerializer<BufferSerializerReader>(new BufferSerializerReader(inReader));
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inReference.NetworkSerialize(inSerializer);
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}
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finally
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{
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inReader.Dispose();
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}
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// validate
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Assert.NotNull((NetworkObject)inReference);
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Assert.AreEqual(inReference.NetworkObjectId, networkObjectContext.Object.NetworkObjectId);
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Assert.AreEqual(outReference, inReference);
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Assert.AreEqual(networkObjectContext.Object, (NetworkObject)inReference);
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}
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finally
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{
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outWriter.Dispose();
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}
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}
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[Test]
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public void TestSerializeGameObject()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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networkObjectContext.Object.Spawn();
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var outWriter = new FastBufferWriter(1300, Allocator.Temp);
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try
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{
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// serialize
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var outSerializer = new BufferSerializer<BufferSerializerWriter>(new BufferSerializerWriter(outWriter));
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NetworkObjectReference outReference = networkObjectContext.Object.gameObject;
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outReference.NetworkSerialize(outSerializer);
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// deserialize
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NetworkObjectReference inReference = default;
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var inReader = new FastBufferReader(outWriter, Allocator.Temp);
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try
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{
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var inSerializer =
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new BufferSerializer<BufferSerializerReader>(new BufferSerializerReader(inReader));
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inReference.NetworkSerialize(inSerializer);
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}
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finally
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{
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inReader.Dispose();
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}
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GameObject gameObject = inReference;
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// validate
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Assert.AreEqual(outReference, inReference);
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Assert.AreEqual(networkObjectContext.Object.gameObject, gameObject);
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}
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finally
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{
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outWriter.Dispose();
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}
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}
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[Test]
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public void TestTryGet()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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networkObjectContext.Object.Spawn();
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NetworkObjectReference networkObjectReference = networkObjectContext.Object;
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Assert.True(networkObjectReference.TryGet(out NetworkObject networkObject));
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Assert.NotNull(networkObject);
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networkObjectReference.TryGet(out NetworkObject result);
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Assert.AreEqual(networkObject, result);
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}
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[UnityTest]
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public IEnumerator TestRpc()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
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networkObjectContext.Object.Spawn();
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using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
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otherObjectContext.Object.Spawn();
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testNetworkBehaviour.SendReferenceServerRpc(new NetworkObjectReference(otherObjectContext.Object));
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// wait for rpc completion
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float t = 0;
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while (testNetworkBehaviour.RpcReceivedGameObject == null)
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{
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t += Time.deltaTime;
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if (t > 5f)
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{
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new AssertionException("RPC with NetworkBehaviour reference hasn't been received");
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}
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yield return null;
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}
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// validate
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Assert.AreEqual(otherObjectContext.Object, testNetworkBehaviour.RpcReceivedNetworkObject);
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Assert.AreEqual(otherObjectContext.Object.gameObject, testNetworkBehaviour.RpcReceivedGameObject);
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}
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[UnityTest]
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public IEnumerator TestRpcImplicitNetworkObject()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
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networkObjectContext.Object.Spawn();
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using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
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otherObjectContext.Object.Spawn();
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testNetworkBehaviour.SendReferenceServerRpc(otherObjectContext.Object);
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// wait for rpc completion
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float t = 0;
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while (testNetworkBehaviour.RpcReceivedGameObject == null)
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{
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t += Time.deltaTime;
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if (t > 5f)
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{
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new AssertionException("RPC with NetworkBehaviour reference hasn't been received");
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}
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yield return null;
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}
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// validate
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Assert.AreEqual(otherObjectContext.Object, testNetworkBehaviour.RpcReceivedNetworkObject);
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Assert.AreEqual(otherObjectContext.Object.gameObject, testNetworkBehaviour.RpcReceivedGameObject);
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}
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[UnityTest]
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public IEnumerator TestRpcImplicitGameObject()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
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networkObjectContext.Object.Spawn();
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using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
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otherObjectContext.Object.Spawn();
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testNetworkBehaviour.SendReferenceServerRpc(otherObjectContext.Object.gameObject);
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// wait for rpc completion
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float t = 0;
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while (testNetworkBehaviour.RpcReceivedGameObject == null)
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{
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t += Time.deltaTime;
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if (t > 5f)
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{
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new AssertionException("RPC with NetworkBehaviour reference hasn't been received");
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}
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yield return null;
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}
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// validate
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Assert.AreEqual(otherObjectContext.Object, testNetworkBehaviour.RpcReceivedNetworkObject);
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Assert.AreEqual(otherObjectContext.Object.gameObject, testNetworkBehaviour.RpcReceivedGameObject);
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}
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[Test]
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public void TestNetworkVariable()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
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networkObjectContext.Object.Spawn();
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using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
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otherObjectContext.Object.Spawn();
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// check default value is null
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Assert.IsNull((NetworkObject)testNetworkBehaviour.TestVariable.Value);
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testNetworkBehaviour.TestVariable.Value = networkObjectContext.Object;
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Assert.AreEqual((GameObject)testNetworkBehaviour.TestVariable.Value, networkObjectContext.Object.gameObject);
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Assert.AreEqual((NetworkObject)testNetworkBehaviour.TestVariable.Value, networkObjectContext.Object);
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}
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[Test]
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public void TestDespawn()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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networkObjectContext.Object.Spawn();
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var originalId = networkObjectContext.Object.NetworkObjectId;
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NetworkObjectReference networkObjectReference = networkObjectContext.Object;
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Assert.AreEqual(networkObjectContext.Object, (NetworkObject)networkObjectReference);
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networkObjectContext.Object.Despawn();
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Assert.IsFalse(networkObjectReference.TryGet(out NetworkObject _));
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networkObjectContext.Object.Spawn();
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// After spawning again the reference will still no longer work as it still points to the old object
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Assert.AreNotEqual(originalId, networkObjectContext.Object.NetworkObjectId);
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Assert.IsFalse(networkObjectReference.TryGet(out NetworkObject _));
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// creating a new reference will make it work again
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networkObjectReference = networkObjectContext.Object;
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Assert.AreEqual(networkObjectContext.Object, (NetworkObject)networkObjectReference);
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}
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[Test]
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public void FailSerializeNonSpawnedNetworkObject()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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Assert.Throws<ArgumentException>(() =>
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{
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NetworkObjectReference outReference = networkObjectContext.Object;
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});
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}
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[Test]
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public void FailSerializeGameObjectWithoutNetworkObject()
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{
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using var gameObjectContext = UnityObjectContext.CreateGameObject();
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Assert.Throws<ArgumentException>(() =>
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{
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NetworkObjectReference outReference = gameObjectContext.Object;
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});
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}
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[Test]
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public void FailSerializeNullNetworkObject()
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{
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Assert.Throws<ArgumentNullException>(() =>
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{
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NetworkObjectReference outReference = (NetworkObject)null;
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});
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}
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[Test]
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public void FailSerializeNullGameObject()
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{
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Assert.Throws<ArgumentNullException>(() =>
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{
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NetworkObjectReference outReference = (GameObject)null;
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});
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}
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public void Dispose()
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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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public NetworkObjectReferenceTests()
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{
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//Create, instantiate, and host
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NetworkManagerHelper.StartNetworkManager(out _);
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}
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}
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/// <summary>
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/// Helper method for tests to create and destroy Unity Objects.
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/// </summary>
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/// <typeparam name="T">The type of Object this context incorporates.</typeparam>
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public class UnityObjectContext<T> : UnityObjectContext where T : Object
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{
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private T m_Object;
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internal UnityObjectContext(T unityObject, Object root)
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: base(root)
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{
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m_Object = unityObject;
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}
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public T Object => m_Object;
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}
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public class UnityObjectContext : IDisposable
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{
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private Object m_Root;
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protected UnityObjectContext(Object root)
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{
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m_Root = root;
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}
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public static UnityObjectContext<GameObject> CreateGameObject(string name = "")
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{
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var gameObject = new GameObject(name);
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return new UnityObjectContext<GameObject>(gameObject, gameObject);
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}
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public static UnityObjectContext<NetworkObject> CreateNetworkObject(string name = "")
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{
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var gameObject = new GameObject(name);
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var networkObject = gameObject.AddComponent<NetworkObject>();
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return new UnityObjectContext<NetworkObject>(networkObject, gameObject);
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}
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public void Dispose()
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{
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Object.DestroyImmediate(m_Root);
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}
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}
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}
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