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com.unity.netcode.gameobjects/Tests/Runtime/ListChangedTest.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

88 lines
3.0 KiB
C#

using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
internal class NetworkListChangedTestComponent : NetworkBehaviour
{
}
internal class ListChangedObject : NetworkBehaviour
{
public int ExpectedPreviousValue = 0;
public int ExpectedValue = 0;
public bool AddDone = false;
public NetworkList<int> MyNetworkList = new NetworkList<int>();
public override void OnNetworkSpawn()
{
MyNetworkList.OnListChanged += Changed;
base.OnNetworkSpawn();
}
public void Changed(NetworkListEvent<int> listEvent)
{
if (listEvent.Type == NetworkListEvent<int>.EventType.Value)
{
if (listEvent.PreviousValue != ExpectedPreviousValue)
{
Debug.Log($"Expected previous value mismatch {listEvent.PreviousValue} versus {ExpectedPreviousValue}");
Debug.Assert(listEvent.PreviousValue == ExpectedPreviousValue);
}
if (listEvent.Value != ExpectedValue)
{
Debug.Log($"Expected value mismatch {listEvent.Value} versus {ExpectedValue}");
Debug.Assert(listEvent.Value == ExpectedValue);
}
AddDone = true;
}
}
}
[TestFixture(NetworkTopologyTypes.DistributedAuthority)]
[TestFixture(NetworkTopologyTypes.ClientServer)]
internal class NetworkListChangedTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
private ulong m_ClientId0;
private GameObject m_PrefabToSpawn;
private NetworkObject m_NetSpawnedObject1;
public NetworkListChangedTests(NetworkTopologyTypes networkTopologyType) : base(networkTopologyType) { }
protected override void OnServerAndClientsCreated()
{
m_PrefabToSpawn = CreateNetworkObjectPrefab("ListChangedObject");
m_PrefabToSpawn.AddComponent<ListChangedObject>();
}
[UnityTest]
public IEnumerator NetworkListChangedTest()
{
m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
// create 3 objects
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
m_NetSpawnedObject1.GetComponent<ListChangedObject>().MyNetworkList.Add(42);
m_NetSpawnedObject1.GetComponent<ListChangedObject>().ExpectedPreviousValue = 42;
m_NetSpawnedObject1.GetComponent<ListChangedObject>().ExpectedValue = 44;
m_NetSpawnedObject1.GetComponent<ListChangedObject>().MyNetworkList[0] = 44;
Debug.Assert(m_NetSpawnedObject1.GetComponent<ListChangedObject>().AddDone);
return null;
}
}
}