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)
384 lines
14 KiB
C#
384 lines
14 KiB
C#
using System;
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using System.Collections;
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using NUnit.Framework;
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using Unity.Collections;
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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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using Object = UnityEngine.Object;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// Unit tests to test:
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/// - Serializing NetworkObject to NetworkObjectReference
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/// - Deserializing NetworkObjectReference to NetworkObject
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/// - Implicit operators of NetworkObjectReference
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/// </summary>
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internal class NetworkObjectReferenceTests : IDisposable
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{
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private class TestNetworkBehaviour : NetworkBehaviour
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{
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public NetworkVariable<NetworkObjectReference> TestVariable = new NetworkVariable<NetworkObjectReference>();
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public NetworkObject RpcReceivedNetworkObject;
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public GameObject RpcReceivedGameObject;
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[ServerRpc]
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public void SendReferenceServerRpc(NetworkObjectReference value)
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{
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RpcReceivedGameObject = value;
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RpcReceivedNetworkObject = value;
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}
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}
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[Test]
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public void TestSerializeNetworkObject()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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networkObjectContext.Object.Spawn();
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var outWriter = new FastBufferWriter(1300, Allocator.Temp);
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try
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{
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// serialize
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var outSerializer = new BufferSerializer<BufferSerializerWriter>(new BufferSerializerWriter(outWriter));
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NetworkObjectReference outReference = networkObjectContext.Object;
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outReference.NetworkSerialize(outSerializer);
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// deserialize
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NetworkObjectReference inReference = default;
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var inReader = new FastBufferReader(outWriter, Allocator.Temp);
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try
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{
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var inSerializer =
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new BufferSerializer<BufferSerializerReader>(new BufferSerializerReader(inReader));
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inReference.NetworkSerialize(inSerializer);
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}
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finally
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{
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inReader.Dispose();
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}
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// validate
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Assert.NotNull((NetworkObject)inReference);
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Assert.AreEqual(inReference.NetworkObjectId, networkObjectContext.Object.NetworkObjectId);
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Assert.AreEqual(outReference, inReference);
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Assert.AreEqual(networkObjectContext.Object, (NetworkObject)inReference);
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}
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finally
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{
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outWriter.Dispose();
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}
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}
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[Test]
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public void TestSerializeGameObject()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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networkObjectContext.Object.Spawn();
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var outWriter = new FastBufferWriter(1300, Allocator.Temp);
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try
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{
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// serialize
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var outSerializer = new BufferSerializer<BufferSerializerWriter>(new BufferSerializerWriter(outWriter));
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NetworkObjectReference outReference = networkObjectContext.Object.gameObject;
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outReference.NetworkSerialize(outSerializer);
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// deserialize
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NetworkObjectReference inReference = default;
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var inReader = new FastBufferReader(outWriter, Allocator.Temp);
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try
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{
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var inSerializer =
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new BufferSerializer<BufferSerializerReader>(new BufferSerializerReader(inReader));
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inReference.NetworkSerialize(inSerializer);
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}
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finally
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{
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inReader.Dispose();
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}
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GameObject gameObject = inReference;
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// validate
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Assert.AreEqual(outReference, inReference);
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Assert.AreEqual(networkObjectContext.Object.gameObject, gameObject);
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}
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finally
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{
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outWriter.Dispose();
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}
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}
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[Test]
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public void TestImplicitConversionToGameObject()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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networkObjectContext.Object.Spawn();
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NetworkObjectReference outReference = networkObjectContext.Object.gameObject;
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GameObject go = outReference;
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Assert.AreEqual(networkObjectContext.Object.gameObject, go);
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}
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[Test]
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public void TestImplicitToGameObjectIsNullWhenNotFound()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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networkObjectContext.Object.Spawn();
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NetworkObjectReference outReference = networkObjectContext.Object.gameObject;
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networkObjectContext.Object.Despawn();
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Object.DestroyImmediate(networkObjectContext.Object.gameObject);
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GameObject go = outReference;
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Assert.IsNull(go);
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}
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[Test]
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public void TestTryGet()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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networkObjectContext.Object.Spawn();
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NetworkObjectReference networkObjectReference = networkObjectContext.Object;
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Assert.True(networkObjectReference.TryGet(out NetworkObject networkObject));
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Assert.NotNull(networkObject);
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networkObjectReference.TryGet(out NetworkObject result);
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Assert.AreEqual(networkObject, result);
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}
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[UnityTest]
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public IEnumerator TestRpc()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
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networkObjectContext.Object.Spawn();
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using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
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otherObjectContext.Object.Spawn();
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testNetworkBehaviour.SendReferenceServerRpc(new NetworkObjectReference(otherObjectContext.Object));
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// wait for rpc completion
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float t = 0;
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while (testNetworkBehaviour.RpcReceivedGameObject == null)
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{
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t += Time.deltaTime;
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if (t > 5f)
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{
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new AssertionException("RPC with NetworkBehaviour reference hasn't been received");
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}
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yield return null;
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}
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// validate
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Assert.AreEqual(otherObjectContext.Object, testNetworkBehaviour.RpcReceivedNetworkObject);
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Assert.AreEqual(otherObjectContext.Object.gameObject, testNetworkBehaviour.RpcReceivedGameObject);
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}
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[UnityTest]
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public IEnumerator TestRpcImplicitNetworkObject()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
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networkObjectContext.Object.Spawn();
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using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
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otherObjectContext.Object.Spawn();
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testNetworkBehaviour.SendReferenceServerRpc(otherObjectContext.Object);
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// wait for rpc completion
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float t = 0;
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while (testNetworkBehaviour.RpcReceivedGameObject == null)
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{
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t += Time.deltaTime;
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if (t > 5f)
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{
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new AssertionException("RPC with NetworkBehaviour reference hasn't been received");
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}
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yield return null;
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}
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// validate
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Assert.AreEqual(otherObjectContext.Object, testNetworkBehaviour.RpcReceivedNetworkObject);
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Assert.AreEqual(otherObjectContext.Object.gameObject, testNetworkBehaviour.RpcReceivedGameObject);
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}
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[UnityTest]
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public IEnumerator TestRpcImplicitGameObject()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
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networkObjectContext.Object.Spawn();
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using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
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otherObjectContext.Object.Spawn();
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testNetworkBehaviour.SendReferenceServerRpc(otherObjectContext.Object.gameObject);
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// wait for rpc completion
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float t = 0;
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while (testNetworkBehaviour.RpcReceivedGameObject == null)
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{
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t += Time.deltaTime;
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if (t > 5f)
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{
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new AssertionException("RPC with NetworkBehaviour reference hasn't been received");
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}
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yield return null;
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}
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// validate
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Assert.AreEqual(otherObjectContext.Object, testNetworkBehaviour.RpcReceivedNetworkObject);
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Assert.AreEqual(otherObjectContext.Object.gameObject, testNetworkBehaviour.RpcReceivedGameObject);
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}
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[Test]
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public void TestNetworkVariable()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
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networkObjectContext.Object.Spawn();
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using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
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otherObjectContext.Object.Spawn();
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// check default value is null
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Assert.IsNull((NetworkObject)testNetworkBehaviour.TestVariable.Value);
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testNetworkBehaviour.TestVariable.Value = networkObjectContext.Object;
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Assert.AreEqual((GameObject)testNetworkBehaviour.TestVariable.Value, networkObjectContext.Object.gameObject);
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Assert.AreEqual((NetworkObject)testNetworkBehaviour.TestVariable.Value, networkObjectContext.Object);
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}
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[Test]
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public void TestDespawn()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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networkObjectContext.Object.Spawn();
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var originalId = networkObjectContext.Object.NetworkObjectId;
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NetworkObjectReference networkObjectReference = networkObjectContext.Object;
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Assert.AreEqual(networkObjectContext.Object, (NetworkObject)networkObjectReference);
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networkObjectContext.Object.Despawn();
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Assert.IsFalse(networkObjectReference.TryGet(out NetworkObject _));
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networkObjectContext.Object.Spawn();
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// After spawning again the reference will still no longer work as it still points to the old object
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Assert.AreNotEqual(originalId, networkObjectContext.Object.NetworkObjectId);
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Assert.IsFalse(networkObjectReference.TryGet(out NetworkObject _));
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// creating a new reference will make it work again
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networkObjectReference = networkObjectContext.Object;
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Assert.AreEqual(networkObjectContext.Object, (NetworkObject)networkObjectReference);
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}
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[Test]
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public void FailSerializeNonSpawnedNetworkObject()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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Assert.Throws<ArgumentException>(() =>
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{
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NetworkObjectReference outReference = networkObjectContext.Object;
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});
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}
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[Test]
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public void FailSerializeGameObjectWithoutNetworkObject()
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{
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using var gameObjectContext = UnityObjectContext.CreateGameObject();
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Assert.Throws<ArgumentException>(() =>
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{
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NetworkObjectReference outReference = gameObjectContext.Object;
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});
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}
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[Test]
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public void FailSerializeNullNetworkObject()
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{
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Assert.Throws<ArgumentNullException>(() =>
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{
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NetworkObjectReference outReference = (NetworkObject)null;
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});
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}
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[Test]
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public void FailSerializeNullGameObject()
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{
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Assert.Throws<ArgumentNullException>(() =>
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{
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NetworkObjectReference outReference = (GameObject)null;
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});
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}
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public void Dispose()
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{
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//Stop, shutdown, and destroy
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NetworkManagerHelper.ShutdownNetworkManager();
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}
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public NetworkObjectReferenceTests()
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{
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//Create, instantiate, and host
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NetworkManagerHelper.StartNetworkManager(out _);
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}
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}
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/// <summary>
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/// Helper method for tests to create and destroy Unity Objects.
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/// </summary>
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/// <typeparam name="T">The type of Object this context incorporates.</typeparam>
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internal class UnityObjectContext<T> : UnityObjectContext where T : Object
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{
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private T m_Object;
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internal UnityObjectContext(T unityObject, Object root)
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: base(root)
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{
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m_Object = unityObject;
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}
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public T Object => m_Object;
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}
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internal class UnityObjectContext : IDisposable
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{
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private Object m_Root;
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protected UnityObjectContext(Object root)
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{
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m_Root = root;
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}
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public static UnityObjectContext<GameObject> CreateGameObject(string name = "")
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{
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var gameObject = new GameObject(name);
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return new UnityObjectContext<GameObject>(gameObject, gameObject);
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}
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public static UnityObjectContext<NetworkObject> CreateNetworkObject(string name = "")
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{
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var gameObject = new GameObject(name);
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var networkObject = gameObject.AddComponent<NetworkObject>();
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return new UnityObjectContext<NetworkObject>(networkObject, gameObject);
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}
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public void Dispose()
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{
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Object.DestroyImmediate(m_Root);
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}
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}
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}
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