The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.0.0-exp.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
752 lines
32 KiB
C#
752 lines
32 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 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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internal 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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if (!Silent)
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{
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Debug.Log($"RPC called {NetworkManager.LocalClientId}");
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}
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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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[TestFixture(NetworkTopologyTypes.ClientServer)]
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[TestFixture(NetworkTopologyTypes.DistributedAuthority)]
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internal 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 GameObject m_PrefabSpawnWithoutObservers;
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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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public NetworkShowHideTests(NetworkTopologyTypes networkTopologyType) : base(networkTopologyType) { }
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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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m_PrefabSpawnWithoutObservers = CreateNetworkObjectPrefab("ObserversObject");
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m_PrefabSpawnWithoutObservers.GetComponent<NetworkObject>().SpawnWithObservers = false;
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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($"Could not refresh all NetworkObjects!");
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// verify they become visible
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yield return CheckVisible(true);
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}
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}
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[UnityTest]
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public IEnumerator ConcurrentShowAndHideOnDifferentObjects()
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{
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m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
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ShowHideObject.ClientTargetedNetworkObjects.Clear();
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ShowHideObject.ClientIdToTarget = m_ClientId0;
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// create 3 objects
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var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
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m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
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m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
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// get the NetworkObject on a client instance
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yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
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AssertOnTimeout($"Could not refresh all NetworkObjects!");
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m_NetSpawnedObject1.NetworkHide(m_ClientId0);
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yield return WaitForTicks(m_ServerNetworkManager, 5);
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m_NetSpawnedObject1.NetworkShow(m_ClientId0);
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m_NetSpawnedObject2.NetworkHide(m_ClientId0);
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yield return WaitForTicks(m_ServerNetworkManager, 5);
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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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private List<ulong> m_ClientsWithVisibility = new List<ulong>();
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private NetworkObject m_ObserverTestObject;
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private bool CheckListedClientsVisibility()
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{
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if (m_ClientsWithVisibility.Contains(m_ServerNetworkManager.LocalClientId))
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{
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if (!m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(m_ObserverTestObject.NetworkObjectId))
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{
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return false;
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}
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}
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foreach (var client in m_ClientNetworkManagers)
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{
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if (m_ClientsWithVisibility.Contains(client.LocalClientId))
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{
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if (!client.SpawnManager.SpawnedObjects.ContainsKey(m_ObserverTestObject.NetworkObjectId))
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{
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return false;
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}
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}
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}
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return true;
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}
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[UnityTest]
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public IEnumerator SpawnWithoutObserversTest()
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{
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var spawnedObject = SpawnObject(m_PrefabSpawnWithoutObservers, m_ServerNetworkManager);
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m_ObserverTestObject = spawnedObject.GetComponent<NetworkObject>();
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yield return WaitForTicks(m_ServerNetworkManager, 3);
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// When in client-server, the server can spawn a NetworkObject without any observers (even when running as a host the host-client should not have visibility)
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// When in distributed authority mode, the owner client has to be an observer of the object
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if (!m_DistributedAuthority)
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{
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// No observers should be assigned at this point
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Assert.True(m_ObserverTestObject.Observers.Count == m_ClientsWithVisibility.Count, $"Expected the observer count to be {m_ClientsWithVisibility.Count} but it was {m_ObserverTestObject.Observers.Count}!");
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m_ObserverTestObject.NetworkShow(m_ServerNetworkManager.LocalClientId);
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}
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m_ClientsWithVisibility.Add(m_ServerNetworkManager.LocalClientId);
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Assert.True(m_ObserverTestObject.Observers.Count == m_ClientsWithVisibility.Count, $"Expected the observer count to be {m_ClientsWithVisibility.Count} but it was {m_ObserverTestObject.Observers.Count}!");
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yield return WaitForConditionOrTimeOut(CheckListedClientsVisibility);
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AssertOnTimeout($"[Authority-Only] Timed out waiting for only the authority to be an observer!");
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foreach (var client in m_ClientNetworkManagers)
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{
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m_ObserverTestObject.NetworkShow(client.LocalClientId);
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m_ClientsWithVisibility.Add(client.LocalClientId);
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Assert.True(m_ObserverTestObject.Observers.Contains(client.LocalClientId), $"[NetworkShow] Client-{client.LocalClientId} is still not an observer!");
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Assert.True(m_ObserverTestObject.Observers.Count == m_ClientsWithVisibility.Count, $"Expected the observer count to be {m_ClientsWithVisibility.Count} but it was {m_ObserverTestObject.Observers.Count}!");
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yield return WaitForConditionOrTimeOut(CheckListedClientsVisibility);
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AssertOnTimeout($"[Client-{client.LocalClientId}] Timed out waiting for the client to be an observer and spawn the {nameof(NetworkObject)}!");
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Assert.False(client.SpawnManager.SpawnedObjects[m_ObserverTestObject.NetworkObjectId].SpawnWithObservers, $"Client-{client.LocalClientId} instance of {m_ObserverTestObject.name} has a {nameof(NetworkObject.SpawnWithObservers)} value of true!");
|
|
}
|
|
}
|
|
|
|
private bool ClientsSpawnedObject1()
|
|
{
|
|
foreach (var client in m_ClientNetworkManagers)
|
|
{
|
|
if (!client.SpawnManager.SpawnedObjects.ContainsKey(m_NetSpawnedObject1.NetworkObjectId))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private StringBuilder m_ErrorLog = new StringBuilder();
|
|
private ulong m_ClientWithoutVisibility;
|
|
private bool Object1IsNotVisibileToClient()
|
|
{
|
|
m_ErrorLog.Clear();
|
|
foreach (var client in m_ClientNetworkManagers)
|
|
{
|
|
if (client.LocalClientId == m_ClientWithoutVisibility)
|
|
{
|
|
if (client.SpawnManager.SpawnedObjects.ContainsKey(m_NetSpawnedObject1.NetworkObjectId))
|
|
{
|
|
m_ErrorLog.AppendLine($"{m_NetSpawnedObject1.name} is still visible to Client-{m_ClientWithoutVisibility}!");
|
|
}
|
|
}
|
|
else
|
|
if (client.SpawnManager.SpawnedObjects[m_NetSpawnedObject1.NetworkObjectId].IsNetworkVisibleTo(m_ClientWithoutVisibility))
|
|
{
|
|
m_ErrorLog.AppendLine($"Local instance of {m_NetSpawnedObject1.name} on Client-{client.LocalClientId} thinks Client-{m_ClientWithoutVisibility} still has visibility!");
|
|
}
|
|
}
|
|
return m_ErrorLog.Length == 0;
|
|
}
|
|
|
|
[UnityTest]
|
|
public IEnumerator NetworkHideChangeOwnership()
|
|
{
|
|
ShowHideObject.ClientTargetedNetworkObjects.Clear();
|
|
ShowHideObject.ClientIdToTarget = m_ClientNetworkManagers[1].LocalClientId;
|
|
ShowHideObject.Silent = true;
|
|
|
|
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
|
|
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
|
|
|
|
yield return WaitForConditionOrTimeOut(ClientsSpawnedObject1);
|
|
AssertOnTimeout($"Not all clients spawned object!");
|
|
|
|
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value++;
|
|
// Hide an object to a client
|
|
m_NetSpawnedObject1.NetworkHide(m_ClientNetworkManagers[1].LocalClientId);
|
|
m_ClientWithoutVisibility = m_ClientNetworkManagers[1].LocalClientId;
|
|
|
|
yield return WaitForConditionOrTimeOut(Object1IsNotVisibileToClient);
|
|
AssertOnTimeout($"NetworkObject is still visible to Client-{m_ClientWithoutVisibility} or other clients think it is still visible to Client-{m_ClientWithoutVisibility}:\n {m_ErrorLog}");
|
|
|
|
yield return WaitForConditionOrTimeOut(() => ShowHideObject.ClientTargetedNetworkObjects.Count == 0);
|
|
|
|
foreach (var client in m_ClientNetworkManagers)
|
|
{
|
|
if (m_ClientNetworkManagers[1].LocalClientId == client.LocalClientId)
|
|
{
|
|
continue;
|
|
}
|
|
var clientInstance = client.SpawnManager.SpawnedObjects[m_NetSpawnedObject1.NetworkObjectId];
|
|
Assert.IsFalse(clientInstance.IsNetworkVisibleTo(m_ClientNetworkManagers[1].LocalClientId), $"Object instance on Client-{client.LocalClientId} is still visible to Client-{m_ClientNetworkManagers[1].LocalClientId}!");
|
|
}
|
|
|
|
// 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
|
|
if (m_DistributedAuthority)
|
|
{
|
|
Assert.True(m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects.ContainsKey(m_NetSpawnedObject1.NetworkObjectId), $"Client-{m_ClientNetworkManagers[0].LocalClientId} has no spawned object with an ID of: {m_NetSpawnedObject1.NetworkObjectId}!");
|
|
var clientInstance = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[m_NetSpawnedObject1.NetworkObjectId];
|
|
Assert.True(clientInstance.HasAuthority, $"Client-{m_ClientNetworkManagers[0].LocalClientId} does not have authority to hide NetworkObject ID: {m_NetSpawnedObject1.NetworkObjectId}!");
|
|
clientInstance.NetworkShow(m_ClientNetworkManagers[1].LocalClientId);
|
|
}
|
|
else
|
|
{
|
|
m_NetSpawnedObject1.NetworkShow(m_ClientNetworkManagers[1].LocalClientId);
|
|
}
|
|
|
|
yield return WaitForConditionOrTimeOut(() => ShowHideObject.ClientTargetedNetworkObjects.Count == 1);
|
|
|
|
Assert.True(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId == m_ClientNetworkManagers[0].LocalClientId);
|
|
}
|
|
|
|
private bool AllClientsSpawnedObject1()
|
|
{
|
|
foreach (var client in m_ClientNetworkManagers)
|
|
{
|
|
if (!ShowHideObject.ObjectsPerClientId.ContainsKey(client.LocalClientId))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
[UnityTest]
|
|
public IEnumerator NetworkHideChangeOwnershipNotHidden()
|
|
{
|
|
ShowHideObject.ClientTargetedNetworkObjects.Clear();
|
|
ShowHideObject.ObjectsPerClientId.Clear();
|
|
ShowHideObject.ClientIdToTarget = m_ClientNetworkManagers[1].LocalClientId;
|
|
ShowHideObject.Silent = true;
|
|
|
|
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
|
|
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
|
|
|
|
yield return WaitForConditionOrTimeOut(AllClientsSpawnedObject1);
|
|
AssertOnTimeout($"Timed out waiting for all clients to spawn {spawnedObject1.name}!");
|
|
|
|
// 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.AreEqual(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId, m_ClientNetworkManagers[0].LocalClientId);
|
|
|
|
// verify the expected client got the OnValueChanged. (Only client 1 sets this value)
|
|
Assert.AreEqual(1, ShowHideObject.ValueAfterOwnershipChange);
|
|
}
|
|
|
|
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()
|
|
{
|
|
VerboseDebug("Hiding");
|
|
// hide
|
|
m_NetSpawnedObject1.NetworkHide(1);
|
|
yield return WaitForTicks(m_ServerNetworkManager, 3);
|
|
yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
|
|
|
|
VerboseDebug("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);
|
|
|
|
VerboseDebug("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:
|
|
VerboseDebug("Running HideThenModifyAndShow");
|
|
yield return HideThenModifyAndShow();
|
|
break;
|
|
case 1:
|
|
VerboseDebug("Running HideThenShowAndModify");
|
|
yield return HideThenShowAndModify();
|
|
break;
|
|
case 2:
|
|
VerboseDebug("Running HideThenShowAndHideThenModifyAndShow");
|
|
yield return HideThenShowAndHideThenModifyAndShow();
|
|
break;
|
|
case 3:
|
|
VerboseDebug("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);
|
|
}
|
|
}
|
|
}
|
|
}
|