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)
564 lines
28 KiB
C#
564 lines
28 KiB
C#
using System.Collections.Generic;
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using NUnit.Framework;
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using Unity.Netcode.Editor;
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using Unity.Netcode.Transports.UTP;
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using UnityEditor.SceneManagement;
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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.EditorTests
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{
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internal class NetworkManagerConfigurationTests
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{
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[SetUp]
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public void OnSetup()
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{
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ILPPMessageProvider.IntegrationTestNoMessages = true;
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}
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[TearDown]
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public void OnTearDown()
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{
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ILPPMessageProvider.IntegrationTestNoMessages = false;
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}
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/// <summary>
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/// Does a simple check to make sure the nested network manager will
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/// notify the user when in the editor. This is just a unit test to
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/// validate this is functioning
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/// </summary>
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[Test]
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public void NestedNetworkManagerCheck()
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{
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var parent = new GameObject("ParentObject");
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var networkManagerObject = new GameObject(nameof(NestedNetworkManagerCheck));
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var networkManager = networkManagerObject.AddComponent<NetworkManager>();
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// Make our NetworkManager's GameObject nested
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networkManagerObject.transform.parent = parent.transform;
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// Pre-generate the error message we are expecting to see
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var messageToCheck = NetworkManager.GenerateNestedNetworkManagerMessage(networkManagerObject.transform);
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// Trap for the nested NetworkManager exception
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LogAssert.Expect(LogType.Error, messageToCheck);
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// Since this is an in-editor test, we must force this invocation
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NetworkManagerHelper.Singleton.NotifyUserOfNestedNetworkManager(networkManager, false, true);
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// Clean up
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Object.DestroyImmediate(parent);
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}
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public enum NetworkObjectPlacement
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{
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Root, // Added to the same root GameObject
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Child // Added to a child GameObject
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}
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[Test]
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public void NetworkObjectNotAllowed([Values] NetworkObjectPlacement networkObjectPlacement)
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{
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var gameObject = new GameObject(nameof(NetworkManager));
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var targetforNetworkObject = gameObject;
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if (networkObjectPlacement == NetworkObjectPlacement.Child)
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{
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var childGameObject = new GameObject($"{nameof(NetworkManager)}-Child");
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childGameObject.transform.parent = targetforNetworkObject.transform;
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targetforNetworkObject = childGameObject;
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}
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var networkManager = gameObject.AddComponent<NetworkManager>();
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// Trap for the error message generated when a NetworkObject is discovered on the same GameObject or any children under it
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LogAssert.Expect(LogType.Error, NetworkManagerHelper.Singleton.NetworkManagerAndNetworkObjectNotAllowedMessage());
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// Add the NetworkObject
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var networkObject = targetforNetworkObject.AddComponent<NetworkObject>();
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// Since this is an in-editor test, we must force this invocation
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NetworkManagerHelper.Singleton.CheckAndNotifyUserNetworkObjectRemoved(networkManager, true);
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// Validate that the NetworkObject has been removed
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if (networkObjectPlacement == NetworkObjectPlacement.Root)
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{
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Assert.IsNull(networkManager.gameObject.GetComponent<NetworkObject>(), $"There is still a {nameof(NetworkObject)} on {nameof(NetworkManager)}'s GameObject!");
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}
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else
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{
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Assert.IsNull(networkManager.gameObject.GetComponentInChildren<NetworkObject>(), $"There is still a {nameof(NetworkObject)} on {nameof(NetworkManager)}'s child GameObject!");
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}
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// Clean up
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Object.DestroyImmediate(gameObject);
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}
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[Test]
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public void NestedNetworkObjectPrefabCheck()
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{
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// Setup
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var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager = networkManagerObject.AddComponent<NetworkManager>();
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networkManager.NetworkConfig = new NetworkConfig();
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var parent = new GameObject("Parent").AddComponent<NetworkObject>();
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var child = new GameObject("Child").AddComponent<NetworkObject>();
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// Set parent
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child.transform.SetParent(parent.transform);
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// Make it a prefab, warning only applies to prefabs
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networkManager.AddNetworkPrefab(parent.gameObject);
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// Mark scene as dirty to ensure OnValidate actually runs
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EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
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// Force OnValidate
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networkManager.OnValidate();
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// Expect a warning
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LogAssert.Expect(LogType.Warning, $"[Netcode] {NetworkPrefabHandler.PrefabDebugHelper(networkManager.NetworkConfig.Prefabs.Prefabs[0])} has child {nameof(NetworkObject)}(s) but they will not be spawned across the network (unsupported {nameof(NetworkPrefab)} setup)");
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// Clean up
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Object.DestroyImmediate(networkManagerObject);
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Object.DestroyImmediate(parent);
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}
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[Test]
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public void WhenNetworkConfigContainsOldPrefabList_TheyMigrateProperlyToTheNewList()
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{
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var networkConfig = new NetworkConfig();
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var regularPrefab = new GameObject("Regular Prefab").AddComponent<NetworkObject>();
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var overriddenPrefab = new GameObject("Overridden Prefab").AddComponent<NetworkObject>();
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var overridingTargetPrefab = new GameObject("Overriding Target Prefab").AddComponent<NetworkObject>();
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var sourcePrefabToOverride = new GameObject("Overriding Source Prefab").AddComponent<NetworkObject>();
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regularPrefab.GlobalObjectIdHash = 1;
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overriddenPrefab.GlobalObjectIdHash = 2;
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overridingTargetPrefab.GlobalObjectIdHash = 3;
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sourcePrefabToOverride.GlobalObjectIdHash = 4;
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networkConfig.OldPrefabList = new List<NetworkPrefab>
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{
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new NetworkPrefab { Prefab = regularPrefab.gameObject },
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new NetworkPrefab { Prefab = overriddenPrefab.gameObject, Override = NetworkPrefabOverride.Prefab, OverridingTargetPrefab = overridingTargetPrefab.gameObject, SourcePrefabToOverride = sourcePrefabToOverride.gameObject, SourceHashToOverride = 123456 }
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};
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networkConfig.InitializePrefabs();
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Assert.IsNull(networkConfig.OldPrefabList);
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Assert.IsNotNull(networkConfig.Prefabs);
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Assert.IsNotNull(networkConfig.Prefabs.Prefabs);
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Assert.AreEqual(2, networkConfig.Prefabs.Prefabs.Count);
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Assert.AreSame(regularPrefab.gameObject, networkConfig.Prefabs.Prefabs[0].Prefab);
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Assert.AreEqual(NetworkPrefabOverride.None, networkConfig.Prefabs.Prefabs[0].Override);
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Assert.IsNull(networkConfig.Prefabs.Prefabs[0].SourcePrefabToOverride);
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Assert.IsNull(networkConfig.Prefabs.Prefabs[0].OverridingTargetPrefab);
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Assert.AreSame(overriddenPrefab.gameObject, networkConfig.Prefabs.Prefabs[1].Prefab);
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Assert.AreEqual(NetworkPrefabOverride.Prefab, networkConfig.Prefabs.Prefabs[1].Override);
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Assert.AreEqual(123456, networkConfig.Prefabs.Prefabs[1].SourceHashToOverride);
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Assert.AreSame(sourcePrefabToOverride.gameObject, networkConfig.Prefabs.Prefabs[1].SourcePrefabToOverride);
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Assert.AreSame(overridingTargetPrefab.gameObject, networkConfig.Prefabs.Prefabs[1].OverridingTargetPrefab);
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}
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[Test]
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public void WhenModifyingPrefabListUsingNetworkManagerAPI_ModificationIsLocal()
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{
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// Setup
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var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager = networkManagerObject.AddComponent<NetworkManager>();
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networkManager.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
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networkManager2.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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try
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{
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var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
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var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
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var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
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object1.GlobalObjectIdHash = 1;
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object2.GlobalObjectIdHash = 2;
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object3.GlobalObjectIdHash = 3;
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var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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networkManager.AddNetworkPrefab(object2.gameObject);
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networkManager2.AddNetworkPrefab(object3.gameObject);
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(sharedList.Contains(object1.gameObject));
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Assert.IsFalse(sharedList.Contains(object2.gameObject));
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Assert.IsFalse(sharedList.Contains(object3.gameObject));
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}
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finally
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{
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networkManager.ShutdownInternal();
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networkManager2.ShutdownInternal();
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// Shutdown doesn't get called correctly because we called Initialize()
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// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
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// why.
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networkManager.NetworkConfig?.NetworkTransport.Shutdown();
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networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
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}
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}
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[Test]
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public void WhenModifyingPrefabListUsingPrefabsAPI_ModificationIsLocal()
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{
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// Setup
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var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager = networkManagerObject.AddComponent<NetworkManager>();
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networkManager.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
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networkManager2.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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try
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{
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var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
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var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
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var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
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object1.GlobalObjectIdHash = 1;
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object2.GlobalObjectIdHash = 2;
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object3.GlobalObjectIdHash = 3;
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var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
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networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(sharedList.Contains(object1.gameObject));
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Assert.IsFalse(sharedList.Contains(object2.gameObject));
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Assert.IsFalse(sharedList.Contains(object3.gameObject));
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}
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finally
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{
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networkManager.ShutdownInternal();
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networkManager2.ShutdownInternal();
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// Shutdown doesn't get called correctly because we called Initialize()
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// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
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// why.
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networkManager.NetworkConfig?.NetworkTransport.Shutdown();
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networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
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}
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}
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[Test]
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public void WhenModifyingPrefabListUsingPrefabsListAPI_ModificationIsShared()
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{
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// Setup
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var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager = networkManagerObject.AddComponent<NetworkManager>();
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networkManager.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
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networkManager2.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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try
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{
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var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
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var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
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var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
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object1.GlobalObjectIdHash = 1;
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object2.GlobalObjectIdHash = 2;
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object3.GlobalObjectIdHash = 3;
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var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists[0].Add(new NetworkPrefab { Prefab = object2.gameObject });
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists[0].Add(new NetworkPrefab { Prefab = object3.gameObject });
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(sharedList.Contains(object1.gameObject));
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Assert.IsTrue(sharedList.Contains(object2.gameObject));
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Assert.IsTrue(sharedList.Contains(object3.gameObject));
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}
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finally
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{
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networkManager.ShutdownInternal();
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networkManager2.ShutdownInternal();
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// Shutdown doesn't get called correctly because we called Initialize()
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// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
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// why.
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networkManager.NetworkConfig?.NetworkTransport.Shutdown();
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networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
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}
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}
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[Test]
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public void WhenCallingInitializeAfterAddingAPrefabUsingPrefabsAPI_ThePrefabStillExists()
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{
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// Setup
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var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager = networkManagerObject.AddComponent<NetworkManager>();
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networkManager.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
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networkManager2.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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try
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{
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var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
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var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
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var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
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object1.GlobalObjectIdHash = 1;
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object2.GlobalObjectIdHash = 2;
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object3.GlobalObjectIdHash = 3;
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var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
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networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(sharedList.Contains(object1.gameObject));
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Assert.IsFalse(sharedList.Contains(object2.gameObject));
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Assert.IsFalse(sharedList.Contains(object3.gameObject));
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}
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finally
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{
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networkManager.ShutdownInternal();
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networkManager2.ShutdownInternal();
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// Shutdown doesn't get called correctly because we called Initialize()
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// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
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// why.
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networkManager.NetworkConfig?.NetworkTransport.Shutdown();
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networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
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}
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}
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[Test]
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public void WhenShuttingDownAndReinitializingPrefabs_RuntimeAddedPrefabsStillExists()
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{
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// Setup
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var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager = networkManagerObject.AddComponent<NetworkManager>();
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networkManager.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
|
|
var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
|
|
networkManager2.NetworkConfig = new NetworkConfig
|
|
{
|
|
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
|
|
};
|
|
|
|
try
|
|
{
|
|
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
|
|
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
|
|
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
|
|
|
|
object1.GlobalObjectIdHash = 1;
|
|
object2.GlobalObjectIdHash = 2;
|
|
object3.GlobalObjectIdHash = 3;
|
|
|
|
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
|
|
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
|
|
|
|
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
|
|
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
|
|
|
|
networkManager.Initialize(true);
|
|
networkManager2.Initialize(false);
|
|
|
|
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
|
|
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
|
|
|
|
networkManager.ShutdownInternal();
|
|
networkManager2.ShutdownInternal();
|
|
// Shutdown doesn't get called correctly because we called Initialize()
|
|
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
|
|
// why.
|
|
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
|
|
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
|
|
|
|
networkManager.Initialize(true);
|
|
networkManager2.Initialize(false);
|
|
|
|
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
|
|
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
|
|
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
|
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
|
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
|
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
|
|
|
Assert.IsTrue(sharedList.Contains(object1.gameObject));
|
|
Assert.IsFalse(sharedList.Contains(object2.gameObject));
|
|
Assert.IsFalse(sharedList.Contains(object3.gameObject));
|
|
}
|
|
finally
|
|
{
|
|
networkManager.ShutdownInternal();
|
|
networkManager2.ShutdownInternal();
|
|
// Shutdown doesn't get called correctly because we called Initialize()
|
|
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
|
|
// why.
|
|
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
|
|
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
|
|
}
|
|
}
|
|
|
|
[Test]
|
|
public void WhenCallingInitializeMultipleTimes_NothingBreaks()
|
|
{
|
|
// Setup
|
|
var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
|
|
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
|
|
networkManager.NetworkConfig = new NetworkConfig
|
|
{
|
|
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
|
|
};
|
|
|
|
var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
|
|
var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
|
|
networkManager2.NetworkConfig = new NetworkConfig
|
|
{
|
|
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
|
|
};
|
|
|
|
try
|
|
{
|
|
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
|
|
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
|
|
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
|
|
|
|
object1.GlobalObjectIdHash = 1;
|
|
object2.GlobalObjectIdHash = 2;
|
|
object3.GlobalObjectIdHash = 3;
|
|
|
|
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
|
|
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
|
|
|
|
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
|
|
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
|
|
|
|
networkManager.Initialize(true);
|
|
networkManager2.Initialize(false);
|
|
|
|
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
|
|
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
|
|
|
|
networkManager.NetworkConfig.Prefabs.Initialize();
|
|
networkManager2.NetworkConfig.Prefabs.Initialize();
|
|
|
|
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
|
|
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
|
|
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
|
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
|
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
|
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
|
|
|
Assert.IsTrue(sharedList.Contains(object1.gameObject));
|
|
Assert.IsFalse(sharedList.Contains(object2.gameObject));
|
|
Assert.IsFalse(sharedList.Contains(object3.gameObject));
|
|
}
|
|
finally
|
|
{
|
|
networkManager.ShutdownInternal();
|
|
networkManager2.ShutdownInternal();
|
|
// Shutdown doesn't get called correctly because we called Initialize()
|
|
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
|
|
// why.
|
|
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
|
|
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
|
|
}
|
|
}
|
|
}
|
|
}
|