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

116 lines
5.7 KiB
C#

using System.Collections;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
internal class NetworkObjectNetworkClientOwnedObjectsTests : NetcodeIntegrationTest
{
private class DummyNetworkBehaviour : NetworkBehaviour
{
}
protected override int NumberOfClients => 1;
private GameObject m_NetworkObject;
protected override void OnServerAndClientsCreated()
{
m_NetworkObject = CreateNetworkObjectPrefab("ClientOwnedObject");
m_NetworkObject.gameObject.AddComponent<DummyNetworkBehaviour>();
}
[UnityTest]
public IEnumerator ChangeOwnershipOwnedObjectsAddTest()
{
NetworkObject serverObject = m_NetworkObject.GetComponent<NetworkObject>();
serverObject.NetworkManagerOwner = m_ServerNetworkManager;
serverObject.Spawn();
// Provide enough time for the client to receive and process the spawned message.
yield return WaitForMessageReceived<CreateObjectMessage>(m_ClientNetworkManagers.ToList());
// The object is owned by server
Assert.False(m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
// Change the ownership
serverObject.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
// Provide enough time for the client to receive and process the change in ownership message.
yield return WaitForMessageReceived<ChangeOwnershipMessage>(m_ClientNetworkManagers.ToList());
// Ensure it's now added to the list
Assert.True(m_ClientNetworkManagers[0].SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
Assert.True(m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
}
[UnityTest]
public IEnumerator WhenOwnershipIsChanged_OwnershipValuesUpdateCorrectly()
{
NetworkObject serverObject = m_NetworkObject.GetComponent<NetworkObject>();
serverObject.NetworkManagerOwner = m_ServerNetworkManager;
serverObject.Spawn();
// Provide enough time for the client to receive and process the spawned message.
yield return WaitForMessageReceived<CreateObjectMessage>(m_ClientNetworkManagers.ToList());
// The object is owned by server
Assert.False(m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
// Change the ownership
serverObject.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
// Provide enough time for the client to receive and process the change in ownership message.
yield return WaitForMessageReceived<ChangeOwnershipMessage>(m_ClientNetworkManagers.ToList());
Assert.IsFalse(serverObject.IsOwner);
Assert.IsFalse(serverObject.IsOwnedByServer);
Assert.AreEqual(m_ClientNetworkManagers[0].LocalClientId, serverObject.OwnerClientId);
var serverBehaviour = serverObject.GetComponent<DummyNetworkBehaviour>();
Assert.IsFalse(serverBehaviour.IsOwner);
Assert.IsFalse(serverBehaviour.IsOwnedByServer);
Assert.AreEqual(m_ClientNetworkManagers[0].LocalClientId, serverBehaviour.OwnerClientId);
#if UNITY_2023_1_OR_NEWER
var clientObject = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID).Where((obj) => obj.NetworkManagerOwner == m_ClientNetworkManagers[0]).FirstOrDefault();
#else
var clientObject = Object.FindObjectsOfType<NetworkObject>().Where((obj) => obj.NetworkManagerOwner == m_ClientNetworkManagers[0]).FirstOrDefault();
#endif
Assert.IsNotNull(clientObject);
Assert.IsTrue(clientObject.IsOwner);
Assert.IsFalse(clientObject.IsOwnedByServer);
Assert.AreEqual(m_ClientNetworkManagers[0].LocalClientId, clientObject.OwnerClientId);
var clientBehaviour = clientObject.GetComponent<DummyNetworkBehaviour>();
Assert.IsTrue(clientBehaviour.IsOwner);
Assert.IsFalse(clientBehaviour.IsOwnedByServer);
Assert.AreEqual(m_ClientNetworkManagers[0].LocalClientId, clientBehaviour.OwnerClientId);
serverObject.RemoveOwnership();
// Provide enough time for the client to receive and process the change in ownership message.
yield return WaitForMessageReceived<ChangeOwnershipMessage>(m_ClientNetworkManagers.ToList());
Assert.IsTrue(serverObject.IsOwner);
Assert.IsTrue(serverObject.IsOwnedByServer);
Assert.AreEqual(NetworkManager.ServerClientId, serverObject.OwnerClientId);
Assert.IsTrue(serverBehaviour.IsOwner);
Assert.IsTrue(serverBehaviour.IsOwnedByServer);
Assert.AreEqual(NetworkManager.ServerClientId, serverBehaviour.OwnerClientId);
Assert.IsFalse(clientObject.IsOwner);
Assert.IsTrue(clientObject.IsOwnedByServer);
Assert.AreEqual(NetworkManager.ServerClientId, clientObject.OwnerClientId);
Assert.IsFalse(clientBehaviour.IsOwner);
Assert.IsTrue(clientBehaviour.IsOwnedByServer);
Assert.AreEqual(NetworkManager.ServerClientId, clientBehaviour.OwnerClientId);
}
}
}