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)
269 lines
13 KiB
C#
269 lines
13 KiB
C#
using System.Collections;
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using System.Linq;
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using System.Text;
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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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/// <summary>
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/// Integration test that validates spawning instances of <see cref="NetworkPrefab"/>s with overrides and
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/// <see cref="NetworkPrefabHandler"/> registered overrides.
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/// </summary>
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[TestFixture(NetworkTopologyTypes.ClientServer, HostOrServer.Server)]
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[TestFixture(NetworkTopologyTypes.ClientServer, HostOrServer.Host)]
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[TestFixture(NetworkTopologyTypes.DistributedAuthority, HostOrServer.DAHost)]
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internal class NetworkPrefabOverrideTests : NetcodeIntegrationTest
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{
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private const string k_PrefabRootName = "PrefabObj";
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protected override int NumberOfClients => 2;
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private NetworkPrefab m_ClientSidePlayerPrefab;
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private NetworkPrefab m_PrefabOverride;
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public NetworkPrefabOverrideTests(NetworkTopologyTypes networkTopologyType, HostOrServer hostOrServer) : base(networkTopologyType, hostOrServer) { }
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/// <summary>
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/// Prefab override handler that will instantiate the ServerSideInstance (m_PlayerPrefab) only on server instances
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/// and will spawn the ClientSideInstance (m_ClientSidePlayerPrefab.Prefab) only on clients and/or a host.
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/// </summary>
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public class TestPrefabOverrideHandler : MonoBehaviour, INetworkPrefabInstanceHandler
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{
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public GameObject ServerSideInstance;
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public GameObject ClientSideInstance;
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private NetworkManager m_NetworkManager;
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private void Start()
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{
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m_NetworkManager = GetComponent<NetworkManager>();
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m_NetworkManager.PrefabHandler.AddHandler(ServerSideInstance, this);
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}
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private void OnDestroy()
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{
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if (m_NetworkManager != null && m_NetworkManager.PrefabHandler != null)
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{
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m_NetworkManager.PrefabHandler.RemoveHandler(ServerSideInstance);
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}
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}
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public NetworkObject Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation)
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{
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var instance = m_NetworkManager.IsClient ? Instantiate(ClientSideInstance) : Instantiate(ServerSideInstance);
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return instance.GetComponent<NetworkObject>();
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}
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public void Destroy(NetworkObject networkObject)
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{
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Object.Destroy(networkObject);
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}
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}
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/// <summary>
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/// Mock component for testing that the client-side player is using the right
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/// network prefab.
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/// </summary>
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public class ClientSideOnlyComponent : MonoBehaviour
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{
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}
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/// <summary>
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/// When we create the player prefab, make a modified instance that will be used
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/// with the <see cref="TestPrefabOverrideHandler"/>.
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/// </summary>
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protected override void OnCreatePlayerPrefab()
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{
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var clientPlayer = Object.Instantiate(m_PlayerPrefab);
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clientPlayer.AddComponent<ClientSideOnlyComponent>();
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Object.DontDestroyOnLoad(clientPlayer);
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m_ClientSidePlayerPrefab = new NetworkPrefab()
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{
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Prefab = clientPlayer,
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};
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base.OnCreatePlayerPrefab();
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}
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/// <summary>
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/// Add the additional <see cref="NetworkPrefab"/>s and <see cref="TestPrefabOverrideHandler"/>s to
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/// all <see cref="NetworkManager"/> instances.
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/// </summary>
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protected override void OnServerAndClientsCreated()
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{
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// Create a NetworkPrefab with an override
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var basePrefab = NetcodeIntegrationTestHelpers.CreateNetworkObject($"{k_PrefabRootName}-base", m_ServerNetworkManager, true);
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var targetPrefab = NetcodeIntegrationTestHelpers.CreateNetworkObject($"{k_PrefabRootName}-over", m_ServerNetworkManager, true);
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m_PrefabOverride = new NetworkPrefab()
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{
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Prefab = basePrefab,
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Override = NetworkPrefabOverride.Prefab,
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SourcePrefabToOverride = basePrefab,
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OverridingTargetPrefab = targetPrefab,
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};
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// Add the prefab override handler for instance specific player prefabs to the server side
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var playerPrefabOverrideHandler = m_ServerNetworkManager.gameObject.AddComponent<TestPrefabOverrideHandler>();
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playerPrefabOverrideHandler.ServerSideInstance = m_PlayerPrefab;
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playerPrefabOverrideHandler.ClientSideInstance = m_ClientSidePlayerPrefab.Prefab;
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// Add the NetworkPrefab with override
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m_ServerNetworkManager.NetworkConfig.Prefabs.Add(m_PrefabOverride);
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// Add the client player prefab that will be used on clients (and the host)
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m_ServerNetworkManager.NetworkConfig.Prefabs.Add(m_ClientSidePlayerPrefab);
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foreach (var networkManager in m_ClientNetworkManagers)
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{
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// Add the prefab override handler for instance specific player prefabs to the client side
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playerPrefabOverrideHandler = networkManager.gameObject.AddComponent<TestPrefabOverrideHandler>();
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playerPrefabOverrideHandler.ServerSideInstance = m_PlayerPrefab;
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playerPrefabOverrideHandler.ClientSideInstance = m_ClientSidePlayerPrefab.Prefab;
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// Add the NetworkPrefab with override
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networkManager.NetworkConfig.Prefabs.Add(m_PrefabOverride);
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// Add the client player prefab that will be used on clients (and the host)
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networkManager.NetworkConfig.Prefabs.Add(m_ClientSidePlayerPrefab);
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}
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m_PrefabOverride.Prefab.GetComponent<NetworkObject>().IsSceneObject = false;
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m_PrefabOverride.SourcePrefabToOverride.GetComponent<NetworkObject>().IsSceneObject = false;
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m_PrefabOverride.OverridingTargetPrefab.GetComponent<NetworkObject>().IsSceneObject = false;
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m_ClientSidePlayerPrefab.Prefab.GetComponent<NetworkObject>().IsSceneObject = false;
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base.OnServerAndClientsCreated();
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}
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protected override IEnumerator OnTearDown()
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{
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if (m_PrefabOverride != null)
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{
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if (m_PrefabOverride.SourcePrefabToOverride)
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{
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Object.Destroy(m_PrefabOverride.SourcePrefabToOverride);
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}
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if (m_PrefabOverride.OverridingTargetPrefab)
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{
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Object.Destroy(m_PrefabOverride.OverridingTargetPrefab);
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}
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}
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if (m_ClientSidePlayerPrefab != null)
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{
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if (m_ClientSidePlayerPrefab.Prefab)
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{
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Object.Destroy(m_ClientSidePlayerPrefab.Prefab);
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}
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}
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m_ClientSidePlayerPrefab = null;
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m_PrefabOverride = null;
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yield return base.OnTearDown();
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}
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private GameObject GetPlayerNetworkPrefabObject(NetworkManager networkManager)
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{
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return networkManager.IsClient ? m_ClientSidePlayerPrefab.Prefab : m_PlayerPrefab;
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}
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[UnityTest]
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public IEnumerator PrefabOverrideTests()
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{
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var prefabNetworkObject = (NetworkObject)null;
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var spawnedGlobalObjectId = (uint)0;
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var networkManagers = m_ClientNetworkManagers.ToList();
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if (m_UseHost)
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{
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networkManagers.Insert(0, m_ServerNetworkManager);
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}
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else
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{
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// If running as just a server, validate that all player prefab clone instances are the server side version
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prefabNetworkObject = GetPlayerNetworkPrefabObject(m_ServerNetworkManager).GetComponent<NetworkObject>();
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foreach (var playerEntry in m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId])
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{
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spawnedGlobalObjectId = playerEntry.Value.GlobalObjectIdHash;
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Assert.IsTrue(prefabNetworkObject.GlobalObjectIdHash == spawnedGlobalObjectId, $"Server-Side {playerEntry.Value.name} was spawned as prefab ({spawnedGlobalObjectId}) but we expected ({prefabNetworkObject.GlobalObjectIdHash})!");
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}
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}
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// Validates prefab overrides via the NetworkPrefabHandler.
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// Validate the player prefab instance clones relative to all NetworkManagers.
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foreach (var networkManager in networkManagers)
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{
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// Get the expected player prefab to be spawned based on the NetworkManager
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prefabNetworkObject = GetPlayerNetworkPrefabObject(networkManager).GetComponent<NetworkObject>();
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if (networkManager.IsClient)
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{
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spawnedGlobalObjectId = networkManager.LocalClient.PlayerObject.GlobalObjectIdHash;
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Assert.IsTrue(prefabNetworkObject.GlobalObjectIdHash == spawnedGlobalObjectId, $"{networkManager.name} spawned player prefab ({spawnedGlobalObjectId}) did not match the expected one ({prefabNetworkObject.GlobalObjectIdHash})!");
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}
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foreach (var playerEntry in m_PlayerNetworkObjects[networkManager.LocalClientId])
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{
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// We already checked our locally spawned player prefab above
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if (playerEntry.Key == networkManager.LocalClientId)
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{
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continue;
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}
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spawnedGlobalObjectId = playerEntry.Value.GlobalObjectIdHash;
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Assert.IsTrue(prefabNetworkObject.GlobalObjectIdHash == spawnedGlobalObjectId, $"Client-{networkManager.LocalClientId} clone of {playerEntry.Value.name} was spawned as prefab ({spawnedGlobalObjectId}) but we expected ({prefabNetworkObject.GlobalObjectIdHash})!");
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}
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}
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// Validates prefab overrides via NetworkPrefab configuration.
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var spawnedInstance = (NetworkObject)null;
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var networkManagerOwner = m_ServerNetworkManager;
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if (m_DistributedAuthority)
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{
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networkManagerOwner = m_ClientNetworkManagers[0];
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}
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// Clients and Host will spawn the OverridingTargetPrefab while a dedicated server will spawn the SourcePrefabToOverride
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var expectedServerGlobalObjectIdHash = networkManagerOwner.IsClient ? m_PrefabOverride.OverridingTargetPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash : m_PrefabOverride.SourcePrefabToOverride.GetComponent<NetworkObject>().GlobalObjectIdHash;
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var expectedClientGlobalObjectIdHash = m_PrefabOverride.OverridingTargetPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
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spawnedInstance = NetworkObject.InstantiateAndSpawn(m_PrefabOverride.SourcePrefabToOverride, networkManagerOwner, networkManagerOwner.LocalClientId);
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var builder = new StringBuilder();
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bool ObjectSpawnedOnAllNetworkMangers()
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{
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builder.Clear();
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if (!m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(spawnedInstance.NetworkObjectId))
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{
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builder.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} failed to spawn {spawnedInstance.name}-{spawnedInstance.NetworkObjectId}!");
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return false;
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}
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var instanceGID = m_ServerNetworkManager.SpawnManager.SpawnedObjects[spawnedInstance.NetworkObjectId].GlobalObjectIdHash;
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if (instanceGID != expectedServerGlobalObjectIdHash)
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{
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builder.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} instance {spawnedInstance.name}-{spawnedInstance.NetworkObjectId} GID is {instanceGID} but was expected to be {expectedServerGlobalObjectIdHash}!");
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return false;
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}
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foreach (var networkManger in m_ClientNetworkManagers)
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{
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if (!networkManger.SpawnManager.SpawnedObjects.ContainsKey(spawnedInstance.NetworkObjectId))
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{
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builder.AppendLine($"Client-{networkManger.LocalClientId} failed to spawn {spawnedInstance.name}-{spawnedInstance.NetworkObjectId}!");
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return false;
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}
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instanceGID = networkManger.SpawnManager.SpawnedObjects[spawnedInstance.NetworkObjectId].GlobalObjectIdHash;
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if (instanceGID != expectedClientGlobalObjectIdHash)
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{
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builder.AppendLine($"Client-{networkManger.LocalClientId} instance {spawnedInstance.name}-{spawnedInstance.NetworkObjectId} GID is {instanceGID} but was expected to be {expectedClientGlobalObjectIdHash}!");
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return false;
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}
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}
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return true;
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}
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yield return WaitForConditionOrTimeOut(ObjectSpawnedOnAllNetworkMangers);
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AssertOnTimeout($"The spawned prefab override validation failed!\n {builder}");
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}
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}
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}
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