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com.unity.netcode.gameobjects/Tests/Editor/NetworkPrefabProcessorTests.cs
Unity Technologies 63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.4
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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)
2024-05-31 00:00:00 +00:00

91 lines
3.8 KiB
C#

using NUnit.Framework;
using Unity.Netcode.Editor.Configuration;
using UnityEditor;
using UnityEngine;
namespace Unity.Netcode.EditorTests
{
internal class NetworkPrefabProcessorTests
{
private NetcodeForGameObjectsProjectSettings m_Settings;
private bool m_EditorDefaultPrefabSetting;
private string m_EditorDefaultPrefabLocation;
private GameObject m_Prefab;
private const string k_PrefabName = "Assets/TestPrefab.prefab";
private const string k_DefaultAssetString = "Assets/TestPrefabList.asset";
[SetUp]
public void SetUp()
{
m_Settings = NetcodeForGameObjectsProjectSettings.instance;
m_EditorDefaultPrefabSetting = m_Settings.GenerateDefaultNetworkPrefabs;
m_EditorDefaultPrefabLocation = NetworkPrefabProcessor.DefaultNetworkPrefabsPath;
NetworkPrefabProcessor.DefaultNetworkPrefabsPath = k_DefaultAssetString;
}
[TearDown]
public void TearDown()
{
m_Settings.GenerateDefaultNetworkPrefabs = m_EditorDefaultPrefabSetting;
NetworkPrefabProcessor.DefaultNetworkPrefabsPath = m_EditorDefaultPrefabLocation;
AssetDatabase.DeleteAsset(k_PrefabName);
AssetDatabase.DeleteAsset(k_DefaultAssetString);
}
[Test]
public void WhenGenerateDefaultNetworkPrefabsIsEnabled_AddingAPrefabUpdatesDefaultPrefabList()
{
var obj = new GameObject("Object");
obj.AddComponent<NetworkObject>();
m_Settings.GenerateDefaultNetworkPrefabs = true;
m_Prefab = PrefabUtility.SaveAsPrefabAsset(obj, k_PrefabName);
Object.DestroyImmediate(obj);
var prefabList = NetworkPrefabProcessor.GetOrCreateNetworkPrefabs(NetworkPrefabProcessor.DefaultNetworkPrefabsPath, out var isNew, false);
Assert.IsFalse(isNew);
Assert.IsTrue(prefabList.Contains(m_Prefab));
}
[Test]
public void WhenGenerateDefaultNetworkPrefabsIsEnabled_RemovingAPrefabUpdatesDefaultPrefabList()
{
WhenGenerateDefaultNetworkPrefabsIsEnabled_AddingAPrefabUpdatesDefaultPrefabList();
AssetDatabase.DeleteAsset(k_PrefabName);
var prefabList = NetworkPrefabProcessor.GetOrCreateNetworkPrefabs(NetworkPrefabProcessor.DefaultNetworkPrefabsPath, out var isNew, false);
Assert.IsFalse(isNew);
Assert.IsFalse(prefabList.Contains(m_Prefab));
}
[Test]
public void WhenGenerateDefaultNetworkPrefabsIsNotEnabled_AddingAPrefabDoesNotUpdateDefaultPrefabList()
{
var obj = new GameObject("Object");
obj.AddComponent<NetworkObject>();
m_Settings.GenerateDefaultNetworkPrefabs = false;
m_Prefab = PrefabUtility.SaveAsPrefabAsset(obj, k_PrefabName);
Object.DestroyImmediate(obj);
var prefabList = NetworkPrefabProcessor.GetOrCreateNetworkPrefabs(NetworkPrefabProcessor.DefaultNetworkPrefabsPath, out var isNew, false);
Assert.IsTrue(isNew);
Assert.IsFalse(prefabList.Contains(m_Prefab));
}
[Test]
public void WhenGenerateDefaultNetworkPrefabsIsNotEnabled_RemovingAPrefabDoesNotUpdateDefaultPrefabList()
{
// Add it with the list enabled, then disable the list. Removing it
// should then be nop.
WhenGenerateDefaultNetworkPrefabsIsEnabled_AddingAPrefabUpdatesDefaultPrefabList();
m_Settings.GenerateDefaultNetworkPrefabs = false;
AssetDatabase.DeleteAsset(k_PrefabName);
var prefabList = NetworkPrefabProcessor.GetOrCreateNetworkPrefabs(NetworkPrefabProcessor.DefaultNetworkPrefabsPath, out var isNew, false);
Assert.IsFalse(isNew);
Assert.IsTrue(prefabList.Contains(m_Prefab));
}
}
}