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com.unity.netcode.gameobjects/Tests/Runtime/PlayerObjectTests.cs
Unity Technologies 63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.4
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)
2024-05-31 00:00:00 +00:00

56 lines
2.9 KiB
C#

using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(HostOrServer.DAHost)]
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
internal class PlayerObjectTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
protected GameObject m_NewPlayerToSpawn;
public PlayerObjectTests(HostOrServer hostOrServer) : base(hostOrServer) { }
protected override void OnServerAndClientsCreated()
{
m_NewPlayerToSpawn = CreateNetworkObjectPrefab("NewPlayerInstance");
base.OnServerAndClientsCreated();
}
[UnityTest]
public IEnumerator SpawnAndReplaceExistingPlayerObject()
{
yield return WaitForConditionOrTimeOut(() => m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId].ContainsKey(m_ClientNetworkManagers[0].LocalClientId));
AssertOnTimeout("Timed out waiting for client-side player object to spawn!");
// Get the server-side player NetworkObject
var originalPlayer = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientNetworkManagers[0].LocalClientId];
// Get the client-side player NetworkObject
var playerLocalClient = m_ClientNetworkManagers[0].LocalClient.PlayerObject;
// Create a new player prefab instance
var newPlayer = Object.Instantiate(m_NewPlayerToSpawn);
var newPlayerNetworkObject = newPlayer.GetComponent<NetworkObject>();
// In distributed authority mode, the client owner spawns its new player
newPlayerNetworkObject.NetworkManagerOwner = m_DistributedAuthority ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
// Spawn this instance as a new player object for the client who already has an assigned player object
newPlayerNetworkObject.SpawnAsPlayerObject(m_ClientNetworkManagers[0].LocalClientId);
// Make sure server-side changes are detected, the original player object should no longer be marked as a player
// and the local new player object should.
yield return WaitForConditionOrTimeOut(() => !originalPlayer.IsPlayerObject && newPlayerNetworkObject.IsPlayerObject);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for server-side player object to change!");
// Make sure the client-side changes are the same
yield return WaitForConditionOrTimeOut(() => m_ClientNetworkManagers[0].LocalClient.PlayerObject != playerLocalClient && !playerLocalClient.IsPlayerObject
&& m_ClientNetworkManagers[0].LocalClient.PlayerObject.IsPlayerObject);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for client-side player object to change!");
}
}
}