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)
719 lines
25 KiB
C#
719 lines
25 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Net;
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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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using Unity.Netcode.Transports.UTP;
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#if UTP_TRANSPORT_2_0_ABOVE
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using Unity.Networking.Transport;
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#endif
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using UnityEngine;
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using UnityEngine.SceneManagement;
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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 DistributedAuthorityCodecTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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// Use the CMB Service for all tests
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protected override bool UseCMBService() => true;
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// Set the network topology to distributed authority for all tests
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protected override NetworkTopologyTypes OnGetNetworkTopologyType() => NetworkTopologyTypes.DistributedAuthority;
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private CodecTestHooks m_ClientCodecHook;
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private NetworkManager Client => m_ClientNetworkManagers[0];
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private string m_TransportHost = Environment.GetEnvironmentVariable("NGO_HOST") ?? "127.0.0.1";
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private const int k_TransportPort = 7777;
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private const int k_ClientId = 0;
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private GameObject m_SpawnObject;
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internal class TestNetworkComponent : NetworkBehaviour
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{
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public NetworkList<int> MyNetworkList = new NetworkList<int>(new List<int> { 1, 2, 3 });
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[Rpc(SendTo.NotAuthority)]
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public void TestNotAuthorityRpc(byte[] _)
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{
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}
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[Rpc(SendTo.Authority)]
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public void TestAuthorityRpc(byte[] _)
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{
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}
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}
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protected override void OnOneTimeSetup()
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{
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// Prevents the tests from running if no CMB Service is detected
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#if !UTP_TRANSPORT_2_0_ABOVE
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Assert.Ignore("ignoring DA codec tests because UTP transport must be 2.0");
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#else
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if (!CanConnectToServer(m_TransportHost, k_TransportPort))
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{
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Assert.Ignore("ignoring DA codec tests because UTP transport cannot connect to the runtime");
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}
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#endif
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base.OnOneTimeSetup();
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}
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/// <summary>
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/// Add any additional components to default player prefab
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/// </summary>
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protected override void OnCreatePlayerPrefab()
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{
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m_PlayerPrefab.AddComponent<TestNetworkComponent>();
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base.OnCreatePlayerPrefab();
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}
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/// <summary>
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/// Modify NetworkManager instances for settings specific to tests
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/// </summary>
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protected override void OnServerAndClientsCreated()
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{
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var utpTransport = Client.gameObject.AddComponent<UnityTransport>();
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Client.NetworkConfig.NetworkTransport = utpTransport;
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Client.NetworkConfig.EnableSceneManagement = false;
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Client.NetworkConfig.AutoSpawnPlayerPrefabClientSide = true;
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utpTransport.ConnectionData.Address = Dns.GetHostAddresses(m_TransportHost).First().ToString();
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utpTransport.ConnectionData.Port = k_TransportPort;
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Client.LogLevel = LogLevel.Developer;
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// Validate we are in distributed authority mode with client side spawning and using CMB Service
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Assert.True(Client.DistributedAuthorityMode, "Distributed authority is not set!");
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Assert.True(Client.AutoSpawnPlayerPrefabClientSide, "Client side spawning is not set!");
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Assert.True(Client.CMBServiceConnection, "CMBServiceConnection is not set!");
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// Create a prefab for creating and destroying tests (auto-registers with NetworkManagers)
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m_SpawnObject = CreateNetworkObjectPrefab("TestObject");
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m_SpawnObject.AddComponent<TestNetworkComponent>();
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// Ignore the client connection timeout after starting the client
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m_BypassConnectionTimeout = true;
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}
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protected override IEnumerator OnStartedServerAndClients()
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{
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// Register hooks after starting clients and server (in this case just the one client)
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// We do this at this point in time because the MessageManager exists (happens within the same call stack when starting NetworkManagers)
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m_ClientCodecHook = new CodecTestHooks();
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Client.MessageManager.Hook(m_ClientCodecHook);
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yield return base.OnStartedServerAndClients();
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// wait for client to connect since m_BypassConnectionTimeout
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yield return WaitForConditionOrTimeOut(() => Client.LocalClient.PlayerObject != null);
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AssertOnTimeout($"Timed out waiting for the client's player to be spanwed!");
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}
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[UnityTest]
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public IEnumerator AuthorityRpc()
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{
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var player = Client.LocalClient.PlayerObject;
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player.OwnerClientId = Client.LocalClientId + 1;
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var networkComponent = player.GetComponent<TestNetworkComponent>();
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networkComponent.UpdateNetworkProperties();
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networkComponent.TestAuthorityRpc(new byte[] { 1, 2, 3, 4 });
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// Universal Rpcs are sent as a ProxyMessage (which contains an RpcMessage)
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yield return m_ClientCodecHook.WaitForMessageReceived<ProxyMessage>();
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}
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[UnityTest]
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public IEnumerator ChangeOwnership()
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{
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var message = new ChangeOwnershipMessage
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{
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DistributedAuthorityMode = true,
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NetworkObjectId = 100,
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OwnerClientId = 2,
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator ClientConnected()
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{
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var message = new ClientConnectedMessage()
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{
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ClientId = 2,
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator ClientDisconnected()
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{
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var message = new ClientDisconnectedMessage()
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{
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ClientId = 2,
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator CreateObject()
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{
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SpawnObject(m_SpawnObject, Client);
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yield return m_ClientCodecHook.WaitForMessageReceived<CreateObjectMessage>();
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}
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[UnityTest]
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public IEnumerator DestroyObject()
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{
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var spawnedObject = SpawnObject(m_SpawnObject, Client);
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yield return m_ClientCodecHook.WaitForMessageReceived<CreateObjectMessage>();
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spawnedObject.GetComponent<NetworkObject>().Despawn();
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yield return m_ClientCodecHook.WaitForMessageReceived<DestroyObjectMessage>();
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}
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[UnityTest]
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public IEnumerator Disconnect()
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{
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var message = new DisconnectReasonMessage
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{
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Reason = "test"
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};
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return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator NamedMessage()
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{
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var writeBuffer = new FastBufferWriter(sizeof(int), Allocator.Temp);
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writeBuffer.WriteValueSafe(5);
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var message = new NamedMessage
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{
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Hash = 3,
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SendData = writeBuffer,
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator NetworkVariableDelta()
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{
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var message = new NetworkVariableDeltaMessage
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{
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NetworkObjectId = 0,
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NetworkBehaviourIndex = 1,
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DeliveryMappedNetworkVariableIndex = new HashSet<int> { 2, 3, 4 },
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TargetClientId = 5,
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NetworkBehaviour = Client.LocalClient.PlayerObject.GetComponent<TestNetworkComponent>(),
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator NotAuthorityRpc()
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{
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Client.LocalClient.PlayerObject.GetComponent<TestNetworkComponent>().TestNotAuthorityRpc(new byte[] { 1, 2, 3, 4 });
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// Universal Rpcs are sent as a ProxyMessage (which contains an RpcMessage)
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yield return m_ClientCodecHook.WaitForMessageReceived<ProxyMessage>();
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}
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[UnityTest]
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public IEnumerator ParentSync()
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{
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var message = new ParentSyncMessage
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{
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NetworkObjectId = 0,
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WorldPositionStays = true,
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IsLatestParentSet = false,
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Position = new Vector3(1, 2, 3),
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Rotation = new Quaternion(4, 5, 6, 7),
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Scale = new Vector3(8, 9, 10),
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator SessionOwner()
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{
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var message = new SessionOwnerMessage()
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{
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SessionOwner = 2,
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator ServerLog()
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{
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var message = new ServerLogMessage()
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{
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LogType = NetworkLog.LogType.Info,
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Message = "test",
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator UnnamedMessage()
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{
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var writeBuffer = new FastBufferWriter(sizeof(int), Allocator.Temp);
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writeBuffer.WriteValueSafe(5);
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var message = new UnnamedMessage
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{
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SendData = writeBuffer,
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator SceneEventMessageLoad()
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{
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Client.SceneManager.SkipSceneHandling = true;
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var eventData = new SceneEventData(Client)
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{
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SceneEventType = SceneEventType.Load,
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LoadSceneMode = LoadSceneMode.Single,
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SceneEventProgressId = Guid.NewGuid(),
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SceneHash = XXHash.Hash32("SomeRandomSceneName"),
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SceneHandle = 23456,
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};
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var message = new SceneEventMessage()
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{
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EventData = eventData
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator SceneEventMessageLoadWithObjects()
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{
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Client.SceneManager.SkipSceneHandling = true;
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var prefabNetworkObject = m_SpawnObject.GetComponent<NetworkObject>();
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Client.SceneManager.ScenePlacedObjects.Add(0, new Dictionary<int, NetworkObject>()
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{
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{ 1, prefabNetworkObject }
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});
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var eventData = new SceneEventData(Client)
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{
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SceneEventType = SceneEventType.Load,
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LoadSceneMode = LoadSceneMode.Single,
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SceneEventProgressId = Guid.NewGuid(),
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SceneHash = XXHash.Hash32("SomeRandomSceneName"),
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SceneHandle = 23456,
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};
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var message = new SceneEventMessage()
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{
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EventData = eventData
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator SceneEventMessageUnload()
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{
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Client.SceneManager.SkipSceneHandling = true;
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var eventData = new SceneEventData(Client)
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{
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SceneEventType = SceneEventType.Unload,
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LoadSceneMode = LoadSceneMode.Single,
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SceneEventProgressId = Guid.NewGuid(),
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SceneHash = XXHash.Hash32("SomeRandomSceneName"),
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SceneHandle = 23456,
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};
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var message = new SceneEventMessage()
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{
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EventData = eventData
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator SceneEventMessageLoadComplete()
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{
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Client.SceneManager.SkipSceneHandling = true;
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var eventData = new SceneEventData(Client)
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{
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SceneEventType = SceneEventType.LoadComplete,
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LoadSceneMode = LoadSceneMode.Single,
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SceneEventProgressId = Guid.NewGuid(),
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SceneHash = XXHash.Hash32("SomeRandomSceneName"),
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SceneHandle = 23456,
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};
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var message = new SceneEventMessage()
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{
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EventData = eventData
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator SceneEventMessageUnloadComplete()
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{
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Client.SceneManager.SkipSceneHandling = true;
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var eventData = new SceneEventData(Client)
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{
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SceneEventType = SceneEventType.UnloadComplete,
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LoadSceneMode = LoadSceneMode.Single,
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SceneEventProgressId = Guid.NewGuid(),
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SceneHash = XXHash.Hash32("SomeRandomSceneName"),
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SceneHandle = 23456,
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};
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var message = new SceneEventMessage()
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{
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EventData = eventData
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator SceneEventMessageLoadCompleted()
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{
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Client.SceneManager.SkipSceneHandling = true;
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var eventData = new SceneEventData(Client)
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{
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SceneEventType = SceneEventType.LoadEventCompleted,
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LoadSceneMode = LoadSceneMode.Single,
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SceneEventProgressId = Guid.NewGuid(),
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SceneHash = XXHash.Hash32("SomeRandomSceneName"),
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SceneHandle = 23456,
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ClientsCompleted = new List<ulong>() { k_ClientId },
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ClientsTimedOut = new List<ulong>() { 123456789 },
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};
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var message = new SceneEventMessage()
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{
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EventData = eventData
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator SceneEventMessageUnloadLoadCompleted()
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{
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Client.SceneManager.SkipSceneHandling = true;
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var eventData = new SceneEventData(Client)
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{
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SceneEventType = SceneEventType.UnloadEventCompleted,
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LoadSceneMode = LoadSceneMode.Single,
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SceneEventProgressId = Guid.NewGuid(),
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SceneHash = XXHash.Hash32("SomeRandomSceneName"),
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SceneHandle = 23456,
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ClientsCompleted = new List<ulong>() { k_ClientId },
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ClientsTimedOut = new List<ulong>() { 123456789 },
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};
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var message = new SceneEventMessage()
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{
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EventData = eventData
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator SceneEventMessageSynchronize()
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{
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Client.SceneManager.SkipSceneHandling = true;
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var eventData = new SceneEventData(Client)
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{
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SceneEventType = SceneEventType.Synchronize,
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LoadSceneMode = LoadSceneMode.Single,
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ClientSynchronizationMode = LoadSceneMode.Single,
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SceneHash = XXHash.Hash32("SomeRandomSceneName"),
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SceneHandle = 23456,
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ScenesToSynchronize = new Queue<uint>()
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};
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eventData.ScenesToSynchronize.Enqueue(101);
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eventData.SceneHandlesToSynchronize = new Queue<uint>();
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eventData.SceneHandlesToSynchronize.Enqueue(202);
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var message = new SceneEventMessage()
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{
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EventData = eventData
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator SceneEventMessageReSynchronize()
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{
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Client.SceneManager.SkipSceneHandling = true;
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var eventData = new SceneEventData(Client)
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{
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SceneEventType = SceneEventType.ReSynchronize,
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LoadSceneMode = LoadSceneMode.Single,
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ClientSynchronizationMode = LoadSceneMode.Single,
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SceneHash = XXHash.Hash32("SomeRandomSceneName"),
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SceneHandle = 23456,
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};
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var message = new SceneEventMessage()
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{
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EventData = eventData
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator SceneEventMessageSynchronizeComplete()
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{
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Client.SceneManager.SkipSceneHandling = true;
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var eventData = new SceneEventData(Client)
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{
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SceneEventType = SceneEventType.ReSynchronize,
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LoadSceneMode = LoadSceneMode.Single,
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ClientSynchronizationMode = LoadSceneMode.Single,
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SceneHash = XXHash.Hash32("SomeRandomSceneName"),
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SceneHandle = 23456,
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};
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var message = new SceneEventMessage()
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{
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EventData = eventData
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};
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yield return SendMessage(ref message);
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}
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[UnityTest]
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public IEnumerator SceneEventMessageActiveSceneChanged()
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{
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Client.SceneManager.SkipSceneHandling = true;
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var eventData = new SceneEventData(Client)
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{
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SceneEventType = SceneEventType.ActiveSceneChanged,
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ActiveSceneHash = XXHash.Hash32("ActiveScene")
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};
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var message = new SceneEventMessage()
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{
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EventData = eventData
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};
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yield return SendMessage(ref message);
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}
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[UnityTest, Ignore("Serializing twice causes data to disappear in the SceneManager for this event")]
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public IEnumerator SceneEventMessageObjectSceneChanged()
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{
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Client.SceneManager.SkipSceneHandling = true;
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var prefabNetworkObject = m_SpawnObject.GetComponent<NetworkObject>();
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Client.SceneManager.ObjectsMigratedIntoNewScene = new Dictionary<int, Dictionary<ulong, List<NetworkObject>>>
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{
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{ 0, new Dictionary<ulong, List<NetworkObject>>()}
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};
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|
Client.SceneManager.ObjectsMigratedIntoNewScene[0].Add(Client.LocalClientId, new List<NetworkObject>() { prefabNetworkObject });
|
|
var eventData = new SceneEventData(Client)
|
|
{
|
|
SceneEventType = SceneEventType.ObjectSceneChanged,
|
|
};
|
|
|
|
var message = new SceneEventMessage()
|
|
{
|
|
EventData = eventData
|
|
};
|
|
yield return SendMessage(ref message);
|
|
}
|
|
|
|
|
|
private IEnumerator SendMessage<T>(ref T message) where T : INetworkMessage
|
|
{
|
|
Client.MessageManager.SetVersion(k_ClientId, XXHash.Hash32(typeof(T).FullName), 0);
|
|
|
|
var clientIds = new NativeArray<ulong>(1, Allocator.Temp);
|
|
clientIds[0] = k_ClientId;
|
|
Client.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientIds);
|
|
Client.MessageManager.ProcessSendQueues();
|
|
return m_ClientCodecHook.WaitForMessageReceived(message);
|
|
}
|
|
|
|
#if UTP_TRANSPORT_2_0_ABOVE
|
|
private static bool CanConnectToServer(string host, ushort port, double timeoutMs = 100)
|
|
{
|
|
var address = Dns.GetHostAddresses(host).First();
|
|
var endpoint = NetworkEndpoint.Parse(address.ToString(), port);
|
|
|
|
var driver = NetworkDriver.Create();
|
|
var connection = driver.Connect(endpoint);
|
|
|
|
var start = DateTime.Now;
|
|
var ev = Networking.Transport.NetworkEvent.Type.Empty;
|
|
while (ev != Networking.Transport.NetworkEvent.Type.Connect)
|
|
{
|
|
driver.ScheduleUpdate().Complete();
|
|
ev = driver.PopEventForConnection(connection, out _, out _);
|
|
|
|
if (DateTime.Now - start > TimeSpan.FromMilliseconds(timeoutMs))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
driver.Disconnect(connection);
|
|
return true;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
internal class CodecTestHooks : INetworkHooks
|
|
{
|
|
private Dictionary<string, Queue<TestMessage>> m_ExpectedMessages = new Dictionary<string, Queue<TestMessage>>();
|
|
private Dictionary<string, HashSet<string>> m_ReceivedMessages = new Dictionary<string, HashSet<string>>();
|
|
|
|
private struct TestMessage
|
|
{
|
|
public string Name;
|
|
public byte[] Data;
|
|
}
|
|
|
|
public void OnBeforeSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery) where T : INetworkMessage
|
|
{
|
|
if (message is ConnectionRequestMessage)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var writer = new FastBufferWriter(1024, Allocator.Temp);
|
|
message.Serialize(writer, 0);
|
|
|
|
var testName = TestContext.CurrentContext.Test.Name;
|
|
if (!m_ExpectedMessages.ContainsKey(testName))
|
|
{
|
|
m_ExpectedMessages[testName] = new Queue<TestMessage>();
|
|
}
|
|
|
|
m_ExpectedMessages[testName].Enqueue(new TestMessage
|
|
{
|
|
Name = typeof(T).ToString(),
|
|
Data = writer.ToArray(),
|
|
});
|
|
|
|
writer.Dispose();
|
|
}
|
|
|
|
public void OnAfterSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery, int messageSizeBytes) where T : INetworkMessage
|
|
{
|
|
}
|
|
|
|
public void OnBeforeReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
|
|
{
|
|
}
|
|
|
|
|
|
public void OnAfterReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
|
|
{
|
|
}
|
|
|
|
|
|
public void OnBeforeSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
|
|
{
|
|
}
|
|
|
|
|
|
public void OnAfterSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
|
|
{
|
|
}
|
|
|
|
|
|
public void OnBeforeReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
|
|
{
|
|
}
|
|
|
|
|
|
public void OnAfterReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
|
|
{
|
|
}
|
|
|
|
|
|
public bool OnVerifyCanSend(ulong destinationId, Type messageType, NetworkDelivery delivery)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public bool OnVerifyCanReceive(ulong senderId, Type messageType, FastBufferReader messageContent, ref NetworkContext context)
|
|
{
|
|
if (messageType == typeof(ConnectionApprovedMessage))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
var testName = TestContext.CurrentContext.Test.Name;
|
|
Assert.True(m_ExpectedMessages.ContainsKey(testName));
|
|
Assert.IsNotEmpty(m_ExpectedMessages[testName]);
|
|
|
|
var nextMessage = m_ExpectedMessages[testName].Dequeue();
|
|
Assert.AreEqual(messageType.ToString(), nextMessage.Name, $"received unexpected message type: {messageType}");
|
|
|
|
if (!m_ReceivedMessages.ContainsKey(testName))
|
|
{
|
|
m_ReceivedMessages[testName] = new HashSet<string>();
|
|
}
|
|
|
|
m_ReceivedMessages[testName].Add(messageType.ToString());
|
|
|
|
// ServerLogMessage is an exception - it gets decoded correctly, but the bytes from the runtime do not directly match those sent by the SDK.
|
|
if (messageType == typeof(ServerLogMessage))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
var expectedBytes = nextMessage.Data;
|
|
var receivedBytes = messageContent.ToArray();
|
|
Assert.AreEqual(expectedBytes, receivedBytes);
|
|
|
|
return true;
|
|
}
|
|
|
|
public void OnBeforeHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
|
|
{
|
|
}
|
|
|
|
public void OnAfterHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
|
|
{
|
|
}
|
|
|
|
public IEnumerator WaitForMessageReceived<T>(float timeout = 5) where T : INetworkMessage
|
|
{
|
|
var testName = TestContext.CurrentContext.Test.Name;
|
|
var messageType = typeof(T).FullName;
|
|
var startTime = Time.realtimeSinceStartup;
|
|
|
|
while ((!m_ReceivedMessages.ContainsKey(testName) || !m_ReceivedMessages[testName].Contains(messageType)) && Time.realtimeSinceStartup - startTime < timeout)
|
|
{
|
|
yield return null;
|
|
}
|
|
|
|
Assert.True(m_ReceivedMessages.ContainsKey(testName), "failed to receive any messages");
|
|
Assert.True(m_ReceivedMessages[testName].Contains(messageType), $"failed to receive {messageType} message, received: {string.Join(", ", m_ReceivedMessages[testName])}");
|
|
|
|
// Reset received messages
|
|
m_ReceivedMessages[testName] = new HashSet<string>();
|
|
}
|
|
|
|
public IEnumerator WaitForMessageReceived<T>(T _, float timeout = 5) where T : INetworkMessage
|
|
{
|
|
return WaitForMessageReceived<T>(timeout: timeout);
|
|
}
|
|
}
|
|
}
|