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com.unity.netcode.gameobjects/Tests/Runtime/NetworkShowHideTests.cs
Unity Technologies b5abc3ff7c com.unity.netcode.gameobjects@1.4.0
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).

## [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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)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events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)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)
2023-04-10 00:00:00 +00:00

576 lines
22 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class ShowHideObject : NetworkBehaviour
{
public static List<ShowHideObject> ClientTargetedNetworkObjects = new List<ShowHideObject>();
public static ulong ClientIdToTarget;
public static bool Silent;
public static int ValueAfterOwnershipChange = 0;
public static Dictionary<ulong, ShowHideObject> ObjectsPerClientId = new Dictionary<ulong, ShowHideObject>();
public static List<ulong> ClientIdsRpcCalledOn;
public static NetworkObject GetNetworkObjectById(ulong networkObjectId)
{
foreach (var entry in ClientTargetedNetworkObjects)
{
if (entry.NetworkObjectId == networkObjectId)
{
return entry.NetworkObject;
}
}
return null;
}
public override void OnNetworkSpawn()
{
if (NetworkManager.LocalClientId == ClientIdToTarget)
{
ClientTargetedNetworkObjects.Add(this);
}
if (IsServer)
{
MyListSetOnSpawn.Add(45);
}
else
{
Debug.Assert(MyListSetOnSpawn.Count == 1);
Debug.Assert(MyListSetOnSpawn[0] == 45);
}
if (ObjectsPerClientId.ContainsKey(NetworkManager.LocalClientId))
{
ObjectsPerClientId[NetworkManager.LocalClientId] = this;
}
else
{
ObjectsPerClientId.Add(NetworkManager.LocalClientId, this);
}
base.OnNetworkSpawn();
}
public override void OnNetworkDespawn()
{
if (ClientTargetedNetworkObjects.Contains(this))
{
ClientTargetedNetworkObjects.Remove(this);
}
base.OnNetworkDespawn();
}
public NetworkVariable<int> MyNetworkVariable;
public NetworkList<int> MyListSetOnSpawn;
public NetworkVariable<int> MyOwnerReadNetworkVariable;
public NetworkList<int> MyList;
public static NetworkManager NetworkManagerOfInterest;
internal static int GainOwnershipCount = 0;
private void Awake()
{
// Debug.Log($"Awake {NetworkManager.LocalClientId}");
MyNetworkVariable = new NetworkVariable<int>();
MyNetworkVariable.OnValueChanged += Changed;
MyListSetOnSpawn = new NetworkList<int>();
MyList = new NetworkList<int>();
MyOwnerReadNetworkVariable = new NetworkVariable<int>(readPerm: NetworkVariableReadPermission.Owner);
MyOwnerReadNetworkVariable.OnValueChanged += OwnerReadChanged;
}
public override void OnGainedOwnership()
{
GainOwnershipCount++;
base.OnGainedOwnership();
}
public void OwnerReadChanged(int before, int after)
{
if (NetworkManager == NetworkManagerOfInterest)
{
ValueAfterOwnershipChange = after;
}
}
public void Changed(int before, int after)
{
if (!Silent)
{
Debug.Log($"Value changed from {before} to {after}");
}
}
[ClientRpc]
public void SomeRandomClientRPC()
{
Debug.Log($"RPC called {NetworkManager.LocalClientId}");
ClientIdsRpcCalledOn?.Add(NetworkManager.LocalClientId);
}
public void TriggerRpc()
{
SomeRandomClientRPC();
}
}
public class NetworkShowHideTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 4;
private ulong m_ClientId0;
private GameObject m_PrefabToSpawn;
private NetworkObject m_NetSpawnedObject1;
private NetworkObject m_NetSpawnedObject2;
private NetworkObject m_NetSpawnedObject3;
private NetworkObject m_Object1OnClient0;
private NetworkObject m_Object2OnClient0;
private NetworkObject m_Object3OnClient0;
protected override void OnServerAndClientsCreated()
{
m_PrefabToSpawn = CreateNetworkObjectPrefab("ShowHideObject");
m_PrefabToSpawn.AddComponent<ShowHideObject>();
}
// Check that the first client see them, or not, as expected
private IEnumerator CheckVisible(bool isVisible)
{
int count = 0;
do
{
yield return WaitForTicks(m_ServerNetworkManager, 5);
count++;
if (count > 20)
{
// timeout waiting for object to reach the expect visibility
Assert.Fail("timeout waiting for object to reach the expect visibility");
break;
}
} while (m_NetSpawnedObject1.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
m_NetSpawnedObject2.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
m_NetSpawnedObject3.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
m_Object1OnClient0.IsSpawned != isVisible ||
m_Object2OnClient0.IsSpawned != isVisible ||
m_Object3OnClient0.IsSpawned != isVisible
);
Debug.Assert(m_NetSpawnedObject1.IsNetworkVisibleTo(m_ClientId0) == isVisible);
Debug.Assert(m_NetSpawnedObject2.IsNetworkVisibleTo(m_ClientId0) == isVisible);
Debug.Assert(m_NetSpawnedObject3.IsNetworkVisibleTo(m_ClientId0) == isVisible);
Debug.Assert(m_Object1OnClient0.IsSpawned == isVisible);
Debug.Assert(m_Object2OnClient0.IsSpawned == isVisible);
Debug.Assert(m_Object3OnClient0.IsSpawned == isVisible);
var clientNetworkManager = m_ClientNetworkManagers.Where((c) => c.LocalClientId == m_ClientId0).First();
if (isVisible)
{
Assert.True(ShowHideObject.ClientTargetedNetworkObjects.Count == 3, $"Client-{clientNetworkManager.LocalClientId} should have 3 instances visible but only has {ShowHideObject.ClientTargetedNetworkObjects.Count}!");
}
else
{
Assert.True(ShowHideObject.ClientTargetedNetworkObjects.Count == 0, $"Client-{clientNetworkManager.LocalClientId} should have no visible instances but still has {ShowHideObject.ClientTargetedNetworkObjects.Count}!");
}
}
// Set the 3 objects visibility
private void Show(bool individually, bool visibility)
{
if (individually)
{
if (!visibility)
{
m_NetSpawnedObject1.NetworkHide(m_ClientId0);
m_NetSpawnedObject2.NetworkHide(m_ClientId0);
m_NetSpawnedObject3.NetworkHide(m_ClientId0);
}
else
{
m_NetSpawnedObject1.NetworkShow(m_ClientId0);
m_NetSpawnedObject2.NetworkShow(m_ClientId0);
m_NetSpawnedObject3.NetworkShow(m_ClientId0);
}
}
else
{
var list = new List<NetworkObject>
{
m_NetSpawnedObject1,
m_NetSpawnedObject2,
m_NetSpawnedObject3
};
if (!visibility)
{
NetworkObject.NetworkHide(list, m_ClientId0);
}
else
{
NetworkObject.NetworkShow(list, m_ClientId0);
}
}
}
private bool RefreshNetworkObjects()
{
m_Object1OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject1.NetworkObjectId);
m_Object2OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject2.NetworkObjectId);
m_Object3OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject3.NetworkObjectId);
if (m_Object1OnClient0 == null || m_Object2OnClient0 == null || m_Object3OnClient0 == null)
{
return false;
}
Assert.True(m_Object1OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
Assert.True(m_Object2OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
Assert.True(m_Object3OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
return true;
}
[UnityTest]
public IEnumerator NetworkShowHideTest()
{
m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ClientIdToTarget = m_ClientId0;
// create 3 objects
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
for (int mode = 0; mode < 2; mode++)
{
// get the NetworkObject on a client instance
yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
AssertOnTimeout($"Could not refresh all NetworkObjects!");
// check object start visible
yield return CheckVisible(true);
// hide them on one client
Show(mode == 0, false);
yield return WaitForTicks(m_ServerNetworkManager, 5);
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value = 3;
yield return WaitForTicks(m_ServerNetworkManager, 5);
// verify they got hidden
yield return CheckVisible(false);
// show them to that client
Show(mode == 0, true);
yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
AssertOnTimeout($"Could not refresh all NetworkObjects!");
// verify they become visible
yield return CheckVisible(true);
}
}
[UnityTest]
public IEnumerator NetworkShowHideQuickTest()
{
m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ClientIdToTarget = m_ClientId0;
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
for (int mode = 0; mode < 2; mode++)
{
// get the NetworkObject on a client instance
yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
AssertOnTimeout($"Could not refresh all NetworkObjects!");
// check object start visible
yield return CheckVisible(true);
// hide and show them on one client, during the same frame
Show(mode == 0, false);
Show(mode == 0, true);
yield return WaitForTicks(m_ServerNetworkManager, 5);
yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
AssertOnTimeout($"Could not refresh all NetworkObjects!");
yield return WaitForTicks(m_ServerNetworkManager, 5);
// verify they become visible
yield return CheckVisible(true);
}
}
[UnityTest]
public IEnumerator NetworkHideDespawnTest()
{
m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ClientIdToTarget = m_ClientId0;
ShowHideObject.Silent = true;
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value++;
m_NetSpawnedObject1.NetworkHide(m_ClientId0);
m_NetSpawnedObject1.Despawn();
yield return WaitForTicks(m_ServerNetworkManager, 5);
LogAssert.NoUnexpectedReceived();
}
[UnityTest]
public IEnumerator NetworkHideChangeOwnership()
{
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ClientIdToTarget = m_ClientNetworkManagers[1].LocalClientId;
ShowHideObject.Silent = true;
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value++;
// Hide an object to a client
m_NetSpawnedObject1.NetworkHide(m_ClientNetworkManagers[1].LocalClientId);
yield return WaitForConditionOrTimeOut(() => ShowHideObject.ClientTargetedNetworkObjects.Count == 0);
// Change ownership while the object is hidden to some
m_NetSpawnedObject1.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
// The two-second wait is actually needed as there's a potential warning of unhandled message after 1 second
yield return new WaitForSeconds(1.25f);
LogAssert.NoUnexpectedReceived();
// Show the object again to check nothing unexpected happens
m_NetSpawnedObject1.NetworkShow(m_ClientNetworkManagers[1].LocalClientId);
yield return WaitForConditionOrTimeOut(() => ShowHideObject.ClientTargetedNetworkObjects.Count == 1);
Assert.True(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId == m_ClientNetworkManagers[0].LocalClientId);
}
[UnityTest]
public IEnumerator NetworkHideChangeOwnershipNotHidden()
{
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);
}
// change the value
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyOwnerReadNetworkVariable.Value++;
// wait for three ticks
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);
}
}
}
}