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). ## [1.4.0] - 2023-04-10 ### Added - Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437) - Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388) - Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388) - Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388) - Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388) - Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388) - Added `HalfVector3` used for scale when half float precision is enabled. (#2388) - Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388) - Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388) - Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388) - Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388) - Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383) - Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383) ### Changed - Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388) - Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388) - Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388) - Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383) ### Fixed - Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502) - Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492) - Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481) - Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441) - Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426) - Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423) - Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416) - Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416) - Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388) - Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388) - Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383) - Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
576 lines
22 KiB
C#
576 lines
22 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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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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public class ShowHideObject : NetworkBehaviour
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{
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public static List<ShowHideObject> ClientTargetedNetworkObjects = new List<ShowHideObject>();
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public static ulong ClientIdToTarget;
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public static bool Silent;
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public static int ValueAfterOwnershipChange = 0;
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public static Dictionary<ulong, ShowHideObject> ObjectsPerClientId = new Dictionary<ulong, ShowHideObject>();
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public static List<ulong> ClientIdsRpcCalledOn;
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public static NetworkObject GetNetworkObjectById(ulong networkObjectId)
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{
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foreach (var entry in ClientTargetedNetworkObjects)
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{
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if (entry.NetworkObjectId == networkObjectId)
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{
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return entry.NetworkObject;
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}
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}
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return null;
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}
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public override void OnNetworkSpawn()
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{
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if (NetworkManager.LocalClientId == ClientIdToTarget)
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{
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ClientTargetedNetworkObjects.Add(this);
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}
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if (IsServer)
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{
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MyListSetOnSpawn.Add(45);
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}
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else
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{
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Debug.Assert(MyListSetOnSpawn.Count == 1);
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Debug.Assert(MyListSetOnSpawn[0] == 45);
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}
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if (ObjectsPerClientId.ContainsKey(NetworkManager.LocalClientId))
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{
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ObjectsPerClientId[NetworkManager.LocalClientId] = this;
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}
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else
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{
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ObjectsPerClientId.Add(NetworkManager.LocalClientId, this);
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}
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base.OnNetworkSpawn();
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}
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public override void OnNetworkDespawn()
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{
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if (ClientTargetedNetworkObjects.Contains(this))
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{
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ClientTargetedNetworkObjects.Remove(this);
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}
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base.OnNetworkDespawn();
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}
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public NetworkVariable<int> MyNetworkVariable;
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public NetworkList<int> MyListSetOnSpawn;
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public NetworkVariable<int> MyOwnerReadNetworkVariable;
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public NetworkList<int> MyList;
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public static NetworkManager NetworkManagerOfInterest;
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internal static int GainOwnershipCount = 0;
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private void Awake()
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{
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// Debug.Log($"Awake {NetworkManager.LocalClientId}");
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MyNetworkVariable = new NetworkVariable<int>();
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MyNetworkVariable.OnValueChanged += Changed;
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MyListSetOnSpawn = new NetworkList<int>();
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MyList = new NetworkList<int>();
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MyOwnerReadNetworkVariable = new NetworkVariable<int>(readPerm: NetworkVariableReadPermission.Owner);
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MyOwnerReadNetworkVariable.OnValueChanged += OwnerReadChanged;
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}
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public override void OnGainedOwnership()
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{
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GainOwnershipCount++;
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base.OnGainedOwnership();
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}
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public void OwnerReadChanged(int before, int after)
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{
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if (NetworkManager == NetworkManagerOfInterest)
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{
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ValueAfterOwnershipChange = after;
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}
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}
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public void Changed(int before, int after)
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{
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if (!Silent)
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{
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Debug.Log($"Value changed from {before} to {after}");
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}
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}
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[ClientRpc]
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public void SomeRandomClientRPC()
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{
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Debug.Log($"RPC called {NetworkManager.LocalClientId}");
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ClientIdsRpcCalledOn?.Add(NetworkManager.LocalClientId);
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}
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public void TriggerRpc()
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{
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SomeRandomClientRPC();
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}
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}
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public class NetworkShowHideTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 4;
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private ulong m_ClientId0;
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private GameObject m_PrefabToSpawn;
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private NetworkObject m_NetSpawnedObject1;
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private NetworkObject m_NetSpawnedObject2;
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private NetworkObject m_NetSpawnedObject3;
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private NetworkObject m_Object1OnClient0;
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private NetworkObject m_Object2OnClient0;
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private NetworkObject m_Object3OnClient0;
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protected override void OnServerAndClientsCreated()
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{
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m_PrefabToSpawn = CreateNetworkObjectPrefab("ShowHideObject");
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m_PrefabToSpawn.AddComponent<ShowHideObject>();
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}
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// Check that the first client see them, or not, as expected
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private IEnumerator CheckVisible(bool isVisible)
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{
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int count = 0;
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do
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{
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yield return WaitForTicks(m_ServerNetworkManager, 5);
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count++;
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if (count > 20)
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{
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// timeout waiting for object to reach the expect visibility
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Assert.Fail("timeout waiting for object to reach the expect visibility");
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break;
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}
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} while (m_NetSpawnedObject1.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
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m_NetSpawnedObject2.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
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m_NetSpawnedObject3.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
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m_Object1OnClient0.IsSpawned != isVisible ||
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m_Object2OnClient0.IsSpawned != isVisible ||
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m_Object3OnClient0.IsSpawned != isVisible
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);
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Debug.Assert(m_NetSpawnedObject1.IsNetworkVisibleTo(m_ClientId0) == isVisible);
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Debug.Assert(m_NetSpawnedObject2.IsNetworkVisibleTo(m_ClientId0) == isVisible);
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Debug.Assert(m_NetSpawnedObject3.IsNetworkVisibleTo(m_ClientId0) == isVisible);
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Debug.Assert(m_Object1OnClient0.IsSpawned == isVisible);
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Debug.Assert(m_Object2OnClient0.IsSpawned == isVisible);
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Debug.Assert(m_Object3OnClient0.IsSpawned == isVisible);
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var clientNetworkManager = m_ClientNetworkManagers.Where((c) => c.LocalClientId == m_ClientId0).First();
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if (isVisible)
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{
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Assert.True(ShowHideObject.ClientTargetedNetworkObjects.Count == 3, $"Client-{clientNetworkManager.LocalClientId} should have 3 instances visible but only has {ShowHideObject.ClientTargetedNetworkObjects.Count}!");
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}
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else
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{
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Assert.True(ShowHideObject.ClientTargetedNetworkObjects.Count == 0, $"Client-{clientNetworkManager.LocalClientId} should have no visible instances but still has {ShowHideObject.ClientTargetedNetworkObjects.Count}!");
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}
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}
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// Set the 3 objects visibility
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private void Show(bool individually, bool visibility)
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{
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if (individually)
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{
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if (!visibility)
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{
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m_NetSpawnedObject1.NetworkHide(m_ClientId0);
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m_NetSpawnedObject2.NetworkHide(m_ClientId0);
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m_NetSpawnedObject3.NetworkHide(m_ClientId0);
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}
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else
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{
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m_NetSpawnedObject1.NetworkShow(m_ClientId0);
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m_NetSpawnedObject2.NetworkShow(m_ClientId0);
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m_NetSpawnedObject3.NetworkShow(m_ClientId0);
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}
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}
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else
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{
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var list = new List<NetworkObject>
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{
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m_NetSpawnedObject1,
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m_NetSpawnedObject2,
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m_NetSpawnedObject3
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};
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if (!visibility)
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{
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NetworkObject.NetworkHide(list, m_ClientId0);
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}
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else
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{
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NetworkObject.NetworkShow(list, m_ClientId0);
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}
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}
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}
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private bool RefreshNetworkObjects()
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{
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m_Object1OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject1.NetworkObjectId);
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m_Object2OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject2.NetworkObjectId);
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m_Object3OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject3.NetworkObjectId);
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if (m_Object1OnClient0 == null || m_Object2OnClient0 == null || m_Object3OnClient0 == null)
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{
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return false;
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}
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Assert.True(m_Object1OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
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Assert.True(m_Object2OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
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Assert.True(m_Object3OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
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return true;
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}
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[UnityTest]
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public IEnumerator NetworkShowHideTest()
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{
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m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
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ShowHideObject.ClientTargetedNetworkObjects.Clear();
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ShowHideObject.ClientIdToTarget = m_ClientId0;
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// create 3 objects
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var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
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m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
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m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
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for (int mode = 0; mode < 2; mode++)
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{
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// get the NetworkObject on a client instance
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yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
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AssertOnTimeout($"Could not refresh all NetworkObjects!");
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// check object start visible
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yield return CheckVisible(true);
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// hide them on one client
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Show(mode == 0, false);
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yield return WaitForTicks(m_ServerNetworkManager, 5);
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m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value = 3;
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yield return WaitForTicks(m_ServerNetworkManager, 5);
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// verify they got hidden
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yield return CheckVisible(false);
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// show them to that client
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Show(mode == 0, true);
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yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
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AssertOnTimeout($"Could not refresh all NetworkObjects!");
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// verify they become visible
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yield return CheckVisible(true);
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}
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}
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[UnityTest]
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public IEnumerator NetworkShowHideQuickTest()
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{
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m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
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ShowHideObject.ClientTargetedNetworkObjects.Clear();
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ShowHideObject.ClientIdToTarget = m_ClientId0;
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var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
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m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
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m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
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for (int mode = 0; mode < 2; mode++)
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{
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// get the NetworkObject on a client instance
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yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
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AssertOnTimeout($"Could not refresh all NetworkObjects!");
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// check object start visible
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yield return CheckVisible(true);
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// hide and show them on one client, during the same frame
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Show(mode == 0, false);
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Show(mode == 0, true);
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yield return WaitForTicks(m_ServerNetworkManager, 5);
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yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
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AssertOnTimeout($"Could not refresh all NetworkObjects!");
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yield return WaitForTicks(m_ServerNetworkManager, 5);
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// verify they become visible
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yield return CheckVisible(true);
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}
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}
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[UnityTest]
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public IEnumerator NetworkHideDespawnTest()
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{
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m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
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ShowHideObject.ClientTargetedNetworkObjects.Clear();
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ShowHideObject.ClientIdToTarget = m_ClientId0;
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ShowHideObject.Silent = true;
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var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
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m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
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m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
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m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value++;
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m_NetSpawnedObject1.NetworkHide(m_ClientId0);
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m_NetSpawnedObject1.Despawn();
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yield return WaitForTicks(m_ServerNetworkManager, 5);
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LogAssert.NoUnexpectedReceived();
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}
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[UnityTest]
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public IEnumerator NetworkHideChangeOwnership()
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{
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ShowHideObject.ClientTargetedNetworkObjects.Clear();
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ShowHideObject.ClientIdToTarget = m_ClientNetworkManagers[1].LocalClientId;
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ShowHideObject.Silent = true;
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var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
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m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value++;
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// Hide an object to a client
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m_NetSpawnedObject1.NetworkHide(m_ClientNetworkManagers[1].LocalClientId);
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yield return WaitForConditionOrTimeOut(() => ShowHideObject.ClientTargetedNetworkObjects.Count == 0);
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// Change ownership while the object is hidden to some
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m_NetSpawnedObject1.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
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// The two-second wait is actually needed as there's a potential warning of unhandled message after 1 second
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yield return new WaitForSeconds(1.25f);
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LogAssert.NoUnexpectedReceived();
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// Show the object again to check nothing unexpected happens
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m_NetSpawnedObject1.NetworkShow(m_ClientNetworkManagers[1].LocalClientId);
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yield return WaitForConditionOrTimeOut(() => ShowHideObject.ClientTargetedNetworkObjects.Count == 1);
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Assert.True(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId == m_ClientNetworkManagers[0].LocalClientId);
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}
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[UnityTest]
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public IEnumerator NetworkHideChangeOwnershipNotHidden()
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{
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ShowHideObject.ClientTargetedNetworkObjects.Clear();
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ShowHideObject.ClientIdToTarget = m_ClientNetworkManagers[1].LocalClientId;
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ShowHideObject.Silent = true;
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var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
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// wait for host to have spawned and gained ownership
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while (ShowHideObject.GainOwnershipCount == 0)
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{
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yield return new WaitForSeconds(0.0f);
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}
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// change the value
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m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyOwnerReadNetworkVariable.Value++;
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// wait for three ticks
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yield return WaitForTicks(m_ServerNetworkManager, 3);
|
|
|
|
// check we'll actually be changing owners
|
|
Assert.False(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId == m_ClientNetworkManagers[0].LocalClientId);
|
|
|
|
// only check for value change on one specific client
|
|
ShowHideObject.NetworkManagerOfInterest = m_ClientNetworkManagers[0];
|
|
|
|
// change ownership
|
|
m_NetSpawnedObject1.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
|
|
|
|
// wait three ticks
|
|
yield return WaitForTicks(m_ServerNetworkManager, 3);
|
|
yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
|
|
|
|
// verify ownership changed
|
|
Assert.True(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId == m_ClientNetworkManagers[0].LocalClientId);
|
|
|
|
// verify the expected client got the OnValueChanged. (Only client 1 sets this value)
|
|
Assert.True(ShowHideObject.ValueAfterOwnershipChange == 1);
|
|
}
|
|
|
|
private string Display(NetworkList<int> list)
|
|
{
|
|
string message = "";
|
|
foreach (var i in list)
|
|
{
|
|
message += $"{i}, ";
|
|
}
|
|
|
|
return message;
|
|
}
|
|
|
|
private void Compare(NetworkList<int> list1, NetworkList<int> list2)
|
|
{
|
|
if (list1.Count != list2.Count)
|
|
{
|
|
string message = $"{Display(list1)} versus {Display(list2)}";
|
|
Debug.Log(message);
|
|
}
|
|
else
|
|
{
|
|
for (var i = 0; i < list1.Count; i++)
|
|
{
|
|
if (list1[i] != list2[i])
|
|
{
|
|
string message = $"{Display(list1)} versus {Display(list2)}";
|
|
Debug.Log(message);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
Debug.Assert(list1.Count == list2.Count);
|
|
}
|
|
|
|
private IEnumerator HideThenShowAndHideThenModifyAndShow()
|
|
{
|
|
Debug.Log("Hiding");
|
|
// hide
|
|
m_NetSpawnedObject1.NetworkHide(1);
|
|
yield return WaitForTicks(m_ServerNetworkManager, 3);
|
|
yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
|
|
|
|
Debug.Log("Showing and Hiding");
|
|
// show and hide
|
|
m_NetSpawnedObject1.NetworkShow(1);
|
|
m_NetSpawnedObject1.NetworkHide(1);
|
|
yield return WaitForTicks(m_ServerNetworkManager, 3);
|
|
yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
|
|
|
|
Debug.Log("Modifying and Showing");
|
|
// modify and show
|
|
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyList.Add(5);
|
|
m_NetSpawnedObject1.NetworkShow(1);
|
|
yield return WaitForTicks(m_ServerNetworkManager, 3);
|
|
yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
|
|
}
|
|
|
|
|
|
private IEnumerator HideThenModifyAndShow()
|
|
{
|
|
// hide
|
|
m_NetSpawnedObject1.NetworkHide(1);
|
|
yield return WaitForTicks(m_ServerNetworkManager, 3);
|
|
|
|
// modify
|
|
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyList.Add(5);
|
|
// show
|
|
m_NetSpawnedObject1.NetworkShow(1);
|
|
yield return WaitForTicks(m_ServerNetworkManager, 3);
|
|
yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
|
|
|
|
}
|
|
|
|
private IEnumerator HideThenShowAndModify()
|
|
{
|
|
// hide
|
|
m_NetSpawnedObject1.NetworkHide(1);
|
|
yield return WaitForTicks(m_ServerNetworkManager, 3);
|
|
|
|
// show
|
|
m_NetSpawnedObject1.NetworkShow(1);
|
|
// modify
|
|
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyList.Add(5);
|
|
yield return WaitForTicks(m_ServerNetworkManager, 3);
|
|
yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
|
|
}
|
|
|
|
private IEnumerator HideThenShowAndRPC()
|
|
{
|
|
// hide
|
|
m_NetSpawnedObject1.NetworkHide(1);
|
|
yield return WaitForTicks(m_ServerNetworkManager, 3);
|
|
|
|
// show
|
|
m_NetSpawnedObject1.NetworkShow(1);
|
|
m_NetSpawnedObject1.GetComponent<ShowHideObject>().TriggerRpc();
|
|
yield return WaitForTicks(m_ServerNetworkManager, 3);
|
|
}
|
|
|
|
[UnityTest]
|
|
public IEnumerator NetworkShowHideAroundListModify()
|
|
{
|
|
ShowHideObject.ClientTargetedNetworkObjects.Clear();
|
|
ShowHideObject.ClientIdToTarget = m_ClientNetworkManagers[1].LocalClientId;
|
|
ShowHideObject.Silent = true;
|
|
|
|
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
|
|
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
|
|
|
|
// wait for host to have spawned and gained ownership
|
|
while (ShowHideObject.GainOwnershipCount == 0)
|
|
{
|
|
yield return new WaitForSeconds(0.0f);
|
|
}
|
|
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
// wait for three ticks
|
|
yield return WaitForTicks(m_ServerNetworkManager, 3);
|
|
yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
|
|
|
|
switch (i)
|
|
{
|
|
case 0:
|
|
Debug.Log("Running HideThenModifyAndShow");
|
|
yield return HideThenModifyAndShow();
|
|
break;
|
|
case 1:
|
|
Debug.Log("Running HideThenShowAndModify");
|
|
yield return HideThenShowAndModify();
|
|
break;
|
|
case 2:
|
|
Debug.Log("Running HideThenShowAndHideThenModifyAndShow");
|
|
yield return HideThenShowAndHideThenModifyAndShow();
|
|
break;
|
|
case 3:
|
|
Debug.Log("Running HideThenShowAndRPC");
|
|
ShowHideObject.ClientIdsRpcCalledOn = new List<ulong>();
|
|
yield return HideThenShowAndRPC();
|
|
// Provide enough time for slower systems or VM systems possibly under a heavy load could fail on this test
|
|
yield return WaitForConditionOrTimeOut(() => ShowHideObject.ClientIdsRpcCalledOn.Count == NumberOfClients + 1);
|
|
AssertOnTimeout($"Timed out waiting for ClientIdsRpcCalledOn.Count ({ShowHideObject.ClientIdsRpcCalledOn.Count}) to equal ({NumberOfClients + 1})!");
|
|
break;
|
|
|
|
}
|
|
|
|
Compare(ShowHideObject.ObjectsPerClientId[0].MyList, ShowHideObject.ObjectsPerClientId[1].MyList);
|
|
Compare(ShowHideObject.ObjectsPerClientId[0].MyList, ShowHideObject.ObjectsPerClientId[2].MyList);
|
|
}
|
|
}
|
|
}
|
|
}
|