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)
391 lines
17 KiB
C#
391 lines
17 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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[TestFixture(NetworkTopologyTypes.DistributedAuthority)]
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[TestFixture(NetworkTopologyTypes.ClientServer)]
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internal class NetworkObjectOnSpawnTests : NetcodeIntegrationTest
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{
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private GameObject m_TestNetworkObjectPrefab;
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private GameObject m_TestNetworkObjectInstance;
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protected override int NumberOfClients => 2;
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public enum ObserverTestTypes
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{
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WithObservers,
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WithoutObservers
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}
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private GameObject m_ObserverPrefab;
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private NetworkObject m_ObserverTestNetworkObject;
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private ObserverTestTypes m_ObserverTestType;
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private const string k_ObserverTestObjName = "ObsObj";
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private const string k_WithObserversError = "Not all clients spawned the";
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private const string k_WithoutObserversError = "A client spawned the";
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public NetworkObjectOnSpawnTests(NetworkTopologyTypes networkTopologyType) : base(networkTopologyType) { }
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protected override void OnServerAndClientsCreated()
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{
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m_ObserverPrefab = CreateNetworkObjectPrefab(k_ObserverTestObjName);
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base.OnServerAndClientsCreated();
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}
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private bool CheckClientsSideObserverTestObj()
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{
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foreach (var client in m_ClientNetworkManagers)
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{
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if (m_ObserverTestType == ObserverTestTypes.WithObservers)
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{
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// When validating this portion of the test and spawning with observers is true, there
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// should be spawned objects on the clients.
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if (!s_GlobalNetworkObjects.ContainsKey(client.LocalClientId))
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{
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return false;
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}
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}
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else
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{
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// When validating this portion of the test and spawning with observers is false, there
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// should be no spawned objects on the clients.
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if (s_GlobalNetworkObjects.ContainsKey(client.LocalClientId))
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{
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return false;
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}
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// We don't need to check anything else for spawn without observers
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continue;
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}
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var clientObjects = s_GlobalNetworkObjects[client.LocalClientId];
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// Make sure they did spawn the object
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if (m_ObserverTestType == ObserverTestTypes.WithObservers)
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{
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if (!clientObjects.ContainsKey(m_ObserverTestNetworkObject.NetworkObjectId))
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{
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return false;
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}
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if (!clientObjects[m_ObserverTestNetworkObject.NetworkObjectId].IsSpawned)
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{
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return false;
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}
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}
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}
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return true;
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}
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/// <summary>
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/// Assures the <see cref="ObserverSpawnTests"/> late joining client has all
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/// NetworkPrefabs required to connect.
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/// </summary>
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protected override void OnNewClientCreated(NetworkManager networkManager)
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{
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foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
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{
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if (!networkManager.NetworkConfig.Prefabs.Contains(networkPrefab.Prefab))
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{
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networkManager.NetworkConfig.Prefabs.Add(networkPrefab);
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}
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}
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networkManager.NetworkConfig.EnableSceneManagement = m_ServerNetworkManager.NetworkConfig.EnableSceneManagement;
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base.OnNewClientCreated(networkManager);
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}
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/// <summary>
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/// This test validates <see cref="NetworkObject.SpawnWithObservers"/> property
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/// </summary>
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/// <param name="observerTestTypes">whether to spawn with or without observers</param>
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[UnityTest]
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public IEnumerator ObserverSpawnTests([Values] ObserverTestTypes observerTestTypes, [Values] SceneManagementState sceneManagement)
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{
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if (sceneManagement == SceneManagementState.SceneManagementDisabled)
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{
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// When scene management is disabled, we need this wait period for all clients to be up to date with
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// all other clients before beginning the process of stopping all clients.
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if (m_DistributedAuthority)
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{
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yield return new WaitForSeconds(0.5f);
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}
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// Disable prefabs to prevent them from being destroyed
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foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
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{
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networkPrefab.Prefab.SetActive(false);
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}
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// Shutdown and clean up the current client NetworkManager instances
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foreach (var networkManager in m_ClientNetworkManagers)
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{
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m_PlayerNetworkObjects[networkManager.LocalClientId].Clear();
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m_PlayerNetworkObjects.Remove(networkManager.LocalClientId);
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yield return StopOneClient(networkManager, true);
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}
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// Shutdown and clean up the server NetworkManager instance
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m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId].Clear();
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yield return StopOneClient(m_ServerNetworkManager);
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// Set the prefabs to active again
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foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
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{
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networkPrefab.Prefab.SetActive(true);
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}
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// Disable scene management and start the host
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m_ServerNetworkManager.NetworkConfig.EnableSceneManagement = false;
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m_ServerNetworkManager.StartHost();
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yield return s_DefaultWaitForTick;
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// Create 2 new clients and connect them
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for (int i = 0; i < NumberOfClients; i++)
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{
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yield return CreateAndStartNewClient();
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}
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}
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m_ObserverTestType = observerTestTypes;
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var prefabNetworkObject = m_ObserverPrefab.GetComponent<NetworkObject>();
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prefabNetworkObject.SpawnWithObservers = observerTestTypes == ObserverTestTypes.WithObservers;
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var instance = SpawnObject(m_ObserverPrefab, m_ServerNetworkManager);
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m_ObserverTestNetworkObject = instance.GetComponent<NetworkObject>();
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var withoutObservers = m_ObserverTestType == ObserverTestTypes.WithoutObservers;
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if (withoutObservers)
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{
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// Just give a little time to make sure nothing spawned
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yield return s_DefaultWaitForTick;
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}
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yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
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AssertOnTimeout($"{(withoutObservers ? k_WithoutObserversError : k_WithObserversError)} {k_ObserverTestObjName} object!");
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// If we spawned without observers
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if (withoutObservers)
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{
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// Make each client an observer
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foreach (var client in m_ClientNetworkManagers)
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{
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m_ObserverTestNetworkObject.NetworkShow(client.LocalClientId);
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}
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// Validate the clients spawned the NetworkObject
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m_ObserverTestType = ObserverTestTypes.WithObservers;
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yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
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AssertOnTimeout($"{k_WithObserversError} {k_ObserverTestObjName} object!");
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// Validate that a late joining client does not see the NetworkObject when it spawns
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yield return CreateAndStartNewClient();
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m_ObserverTestType = ObserverTestTypes.WithoutObservers;
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// Just give a little time to make sure nothing spawned
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yield return s_DefaultWaitForTick;
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// This just requires a targeted check to assure the newly joined client did not spawn the NetworkObject with SpawnWithObservers set to false
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var lateJoinClientId = m_ClientNetworkManagers[m_ClientNetworkManagers.Length - 1].LocalClientId;
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Assert.False(s_GlobalNetworkObjects.ContainsKey(lateJoinClientId), $"[Client-{lateJoinClientId}] Spawned {instance.name} when it shouldn't have!");
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// Now validate that we can make the NetworkObject visible to the newly joined client
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m_ObserverTestNetworkObject.NetworkShow(m_ClientNetworkManagers[NumberOfClients].LocalClientId);
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// Validate the NetworkObject is visible to all connected clients (including the recently joined client)
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m_ObserverTestType = ObserverTestTypes.WithObservers;
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yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
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AssertOnTimeout($"{k_WithObserversError} {k_ObserverTestObjName} object!");
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}
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}
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/// <summary>
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/// Tests that instantiating a <see cref="NetworkObject"/> and destroying without spawning it
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/// does not run <see cref="NetworkBehaviour.OnNetworkSpawn"/> or <see cref="NetworkBehaviour.OnNetworkSpawn"/>.
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/// </summary>
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[UnityTest]
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public IEnumerator InstantiateDestroySpawnNotCalled()
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{
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m_TestNetworkObjectPrefab = new GameObject("InstantiateDestroySpawnNotCalled_Object");
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var networkObject = m_TestNetworkObjectPrefab.AddComponent<NetworkObject>();
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var fail = m_TestNetworkObjectPrefab.AddComponent<FailWhenSpawned>();
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// instantiate
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m_TestNetworkObjectInstance = Object.Instantiate(m_TestNetworkObjectPrefab);
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yield return null;
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Object.Destroy(m_TestNetworkObjectInstance);
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}
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private class FailWhenSpawned : NetworkBehaviour
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{
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public override void OnNetworkSpawn()
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{
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Assert.Fail("Spawn should not be called on not spawned object");
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}
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public override void OnNetworkDespawn()
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{
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Assert.Fail("Depawn should not be called on not spawned object");
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}
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}
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protected override void OnCreatePlayerPrefab()
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{
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m_PlayerPrefab.AddComponent<TrackOnSpawnFunctions>();
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}
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protected override IEnumerator OnTearDown()
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{
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if (m_ObserverPrefab != null)
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{
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Object.Destroy(m_ObserverPrefab);
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}
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if (m_TestNetworkObjectPrefab != null)
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{
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Object.Destroy(m_TestNetworkObjectPrefab);
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}
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if (m_TestNetworkObjectInstance != null)
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{
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Object.Destroy(m_TestNetworkObjectInstance);
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}
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yield return base.OnTearDown();
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}
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private List<TrackOnSpawnFunctions> m_ClientTrackOnSpawnInstances = new List<TrackOnSpawnFunctions>();
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/// <summary>
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/// Test that callbacks are run for playerobject spawn, despawn, regular spawn, destroy on server.
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/// </summary>
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/// <returns></returns>
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[UnityTest]
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public IEnumerator TestOnNetworkSpawnCallbacks()
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{
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// [Host-Side] Get the Host owned instance
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var serverInstance = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ServerNetworkManager.LocalClientId].GetComponent<TrackOnSpawnFunctions>();
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foreach (var client in m_ClientNetworkManagers)
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{
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var clientRpcTests = m_PlayerNetworkObjects[client.LocalClientId][m_ServerNetworkManager.LocalClientId].gameObject.GetComponent<TrackOnSpawnFunctions>();
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Assert.IsNotNull(clientRpcTests);
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m_ClientTrackOnSpawnInstances.Add(clientRpcTests);
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}
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// -------------- step 1 check player spawn despawn
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// check spawned on server
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Assert.AreEqual(1, serverInstance.OnNetworkSpawnCalledCount);
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// safety check server despawned
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Assert.AreEqual(0, serverInstance.OnNetworkDespawnCalledCount);
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// Conditional check for clients spawning or despawning
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var checkSpawnCondition = false;
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var expectedSpawnCount = 1;
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var expectedDespawnCount = 0;
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bool HasConditionBeenMet()
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{
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var clientsCompleted = 0;
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// check spawned on client
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foreach (var clientInstance in m_ClientTrackOnSpawnInstances)
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{
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if (checkSpawnCondition)
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{
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if (clientInstance.OnNetworkSpawnCalledCount == expectedSpawnCount)
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{
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clientsCompleted++;
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}
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}
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else
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{
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if (clientInstance.OnNetworkDespawnCalledCount == expectedDespawnCount)
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{
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clientsCompleted++;
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}
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}
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}
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return clientsCompleted >= NumberOfClients;
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}
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// safety check that all clients have not been despawned yet
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Assert.True(HasConditionBeenMet(), "Failed condition that all clients not despawned yet!");
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// now verify that all clients have been spawned
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checkSpawnCondition = true;
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yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side spawns!");
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// despawn on server. However, since we'll be using this object later in the test, don't delete it
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serverInstance.GetComponent<NetworkObject>().Despawn(false);
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// check despawned on server
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Assert.AreEqual(1, serverInstance.OnNetworkDespawnCalledCount);
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// we now expect the clients to each have despawned once
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expectedDespawnCount = 1;
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yield return s_DefaultWaitForTick;
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// verify that all client-side instances are despawned
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checkSpawnCondition = false;
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yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side despawns!");
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//----------- step 2 check spawn and destroy again
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serverInstance.GetComponent<NetworkObject>().Spawn();
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// wait a tick
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yield return s_DefaultWaitForTick;
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// check spawned again on server this is 2 because we are reusing the object which was already spawned once.
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Assert.AreEqual(2, serverInstance.OnNetworkSpawnCalledCount);
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checkSpawnCondition = true;
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yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side spawns! (2nd pass)");
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// destroy the server object
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Object.Destroy(serverInstance.gameObject);
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yield return s_DefaultWaitForTick;
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// check whether despawned was called again on server instance
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Assert.AreEqual(2, serverInstance.OnNetworkDespawnCalledCount);
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checkSpawnCondition = false;
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yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side despawns! (2nd pass)");
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}
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[Test]
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public void DynamicallySpawnedNoSceneOriginException()
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{
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var gameObject = new GameObject();
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var networkObject = gameObject.AddComponent<NetworkObject>();
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networkObject.IsSpawned = true;
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networkObject.SceneOriginHandle = 0;
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networkObject.IsSceneObject = false;
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// This validates invoking GetSceneOriginHandle will not throw an exception for a dynamically spawned NetworkObject
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// when the scene of origin handle is zero
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var sceneOriginHandle = networkObject.GetSceneOriginHandle();
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// This validates that GetSceneOriginHandle will return the GameObject's scene handle that should be the currently active scene
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var activeSceneHandle = UnityEngine.SceneManagement.SceneManager.GetActiveScene().handle;
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Assert.IsTrue(sceneOriginHandle == activeSceneHandle, $"{nameof(NetworkObject)} should have returned the active scene handle of {activeSceneHandle} but returned {sceneOriginHandle}");
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}
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private class TrackOnSpawnFunctions : NetworkBehaviour
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{
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public int OnNetworkSpawnCalledCount { get; private set; }
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public int OnNetworkDespawnCalledCount { get; private set; }
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public override void OnNetworkSpawn()
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{
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OnNetworkSpawnCalledCount++;
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}
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public override void OnNetworkDespawn()
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{
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OnNetworkDespawnCalledCount++;
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}
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}
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}
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}
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