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com.unity.netcode.gameobjects/Tests/Runtime/Prefabs/AddNetworkPrefabTests.cs
Unity Technologies 8fe07bbad2 com.unity.netcode.gameobjects@2.2.0
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).

## [2.2.0] - 2024-12-12

### Added

- Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175)
- Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130)
- Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113)

### Fixed

- Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177)
- Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162)
- Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160)
- Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160)
- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
- Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147)
- Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133)
- Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133)
- Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122)
- Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`.  (#3113)
- Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111)
- Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110)
- Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108)

### Changed

- In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175)
- Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode.
- The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
2024-12-12 00:00:00 +00:00

142 lines
5.6 KiB
C#

using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Object = UnityEngine.Object;
namespace Unity.Netcode.RuntimeTests
{
internal class AddNetworkPrefabTest : NetcodeIntegrationTest
{
internal class EmptyComponent : NetworkBehaviour
{
}
protected override int NumberOfClients => 1;
private GameObject m_Prefab;
protected override IEnumerator OnSetup()
{
// Host is irrelevant, messages don't get sent to the host "client"
m_UseHost = false;
yield return null;
}
protected override void OnServerAndClientsCreated()
{
m_Prefab = new GameObject("Object");
var networkObject = m_Prefab.AddComponent<NetworkObject>();
m_Prefab.AddComponent<EmptyComponent>();
// Make it a prefab
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
m_ServerNetworkManager.NetworkConfig.SpawnTimeout = 0;
m_ServerNetworkManager.NetworkConfig.ForceSamePrefabs = false;
foreach (var client in m_ClientNetworkManagers)
{
client.NetworkConfig.SpawnTimeout = 0;
client.NetworkConfig.ForceSamePrefabs = false;
}
}
private EmptyComponent GetObjectForClient(ulong clientId)
{
#if UNITY_2023_1_OR_NEWER
var emptyComponents = Object.FindObjectsByType<EmptyComponent>(FindObjectsSortMode.InstanceID);
#else
var emptyComponents = Object.FindObjectsOfType<EmptyComponent>();
#endif
foreach (var component in emptyComponents)
{
if (component.IsSpawned && component.NetworkManager.LocalClientId == clientId)
{
return component;
}
}
return null;
}
private void RegisterPrefab()
{
m_ServerNetworkManager.AddNetworkPrefab(m_Prefab);
foreach (var client in m_ClientNetworkManagers)
{
client.AddNetworkPrefab(m_Prefab);
}
}
private void DeregisterPrefab()
{
m_ServerNetworkManager.RemoveNetworkPrefab(m_Prefab);
foreach (var client in m_ClientNetworkManagers)
{
client.RemoveNetworkPrefab(m_Prefab);
}
}
private static CoroutineRunner s_CoroutineRunner;
[UnityTest]
public IEnumerator WhenSpawningBeforeAddingPrefab_SpawnFails()
{
var serverObject = Object.Instantiate(m_Prefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
}
[UnityTest]
public IEnumerator WhenSpawningAfterAddingServerPrefabButBeforeAddingClientPrefab_SpawnFails()
{
m_ServerNetworkManager.AddNetworkPrefab(m_Prefab);
var serverObject = Object.Instantiate(m_Prefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
}
[UnityTest]
public IEnumerator WhenSpawningAfterAddingPrefabOnServerAndClient_SpawnSucceeds()
{
RegisterPrefab();
var serverObject = Object.Instantiate(m_Prefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled<CreateObjectMessage>(m_ClientNetworkManagers[0]);
Assert.IsNotNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
}
[UnityTest]
public IEnumerator WhenSpawningAfterRemovingPrefabOnClient_SpawnFails()
{
RegisterPrefab();
var serverObject = Object.Instantiate(m_Prefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
Assert.IsNotNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
serverObject.GetComponent<NetworkObject>().Despawn();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<DestroyObjectMessage>(m_ClientNetworkManagers[0]);
Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
DeregisterPrefab();
serverObject = Object.Instantiate(m_Prefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
}
}
}