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). ## [1.2.0] - 2022-11-21 ### Added - Added protected method `NetworkBehaviour.OnSynchronize` which is invoked during the initial `NetworkObject` synchronization process. This provides users the ability to include custom serialization information that will be applied to the `NetworkBehaviour` prior to the `NetworkObject` being spawned. (#2298) - Added support for different versions of the SDK to talk to each other in circumstances where changes permit it. Starting with this version and into future versions, patch versions should be compatible as long as the minor version is the same. (#2290) - Added `NetworkObject` auto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285) - Added `public string DisconnectReason` getter to `NetworkManager` and `string Reason` to `ConnectionApprovalResponse`. Allows connection approval to communicate back a reason. Also added `public void DisconnectClient(ulong clientId, string reason)` allowing setting a disconnection reason, when explicitly disconnecting a client. (#2280) ### Changed - Changed 3rd-party `XXHash` (32 & 64) implementation with an in-house reimplementation (#2310) - When `NetworkConfig.EnsureNetworkVariableLengthSafety` is disabled `NetworkVariable` fields do not write the additional `ushort` size value (_which helps to reduce the total synchronization message size_), but when enabled it still writes the additional `ushort` value. (#2298) - Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276) ### Fixed - Fixed issue where `NetworkTransform` components nested under a parent with a `NetworkObject` component (i.e. network prefab) would not have their associated `GameObject`'s transform synchronized. (#2298) - Fixed issue where `NetworkObject`s that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298) - Fixed issue where in-scene placed `NetworkObject`s nested under a `GameObject` would be added to the orphaned children list causing continual console warning log messages. (#2298) - Custom messages are now properly received by the local client when they're sent while running in host mode. (#2296) - Fixed issue where the host would receive more than one event completed notification when loading or unloading a scene only when no clients were connected. (#2292) - Fixed an issue in `UnityTransport` where an error would be logged if the 'Use Encryption' flag was enabled with a Relay configuration that used a secure protocol. (#2289) - Fixed issue where in-scene placed `NetworkObjects` were not honoring the `AutoObjectParentSync` property. (#2281) - Fixed the issue where `NetworkManager.OnClientConnectedCallback` was being invoked before in-scene placed `NetworkObject`s had been spawned when starting `NetworkManager` as a host. (#2277) - Creating a `FastBufferReader` with `Allocator.None` will not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265) ### Removed - Removed the `NetworkObject` auto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)
241 lines
11 KiB
C#
241 lines
11 KiB
C#
using System;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// The NetworkPrefabHandler unit tests validates:
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/// Registering with GameObject, NetworkObject, or GlobalObjectIdHash
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/// Newly assigned rotation or position values for newly spawned NetworkObject instances are valid
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/// Destroying a newly spawned NetworkObject instance works
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/// Removing a INetworkPrefabInstanceHandler is removed and can be verified (very last check)
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/// </summary>
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public class NetworkPrefabHandlerTests
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{
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private const string k_TestPrefabObjectName = "NetworkPrefabTestObject";
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private uint m_ObjectId = 1;
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private GameObject MakeValidNetworkPrefab()
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{
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Guid baseObjectID = NetworkManagerHelper.AddGameNetworkObject(k_TestPrefabObjectName + m_ObjectId.ToString());
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NetworkObject validPrefab = NetworkManagerHelper.InstantiatedNetworkObjects[baseObjectID];
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(validPrefab);
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m_ObjectId++;
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return validPrefab.gameObject;
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}
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/// <summary>
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/// Tests the NetwokConfig NetworkPrefabs initialization during NetworkManager's Init method to make sure that
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/// it will still initialize but remove the invalid prefabs
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/// </summary>
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[Test]
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public void NetworkConfigInvalidNetworkPrefabTest()
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{
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// Add null entry
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(null);
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// Add a NetworkPrefab with no prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab());
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// Add a NetworkPrefab override with an invalid hash
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 0 });
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// Add a NetworkPrefab override with a valid hash but an invalid target prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 654321, OverridingTargetPrefab = null });
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// Add a NetworkPrefab override with a valid hash to override but an invalid target prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourceHashToOverride = 654321, OverridingTargetPrefab = null });
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// Add a NetworkPrefab override with an invalid source prefab to override
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = null });
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// Add a NetworkPrefab override with a valid source prefab to override but an invalid target prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = MakeValidNetworkPrefab(), OverridingTargetPrefab = null });
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// Add a valid prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Prefab = MakeValidNetworkPrefab() });
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// Add a NetworkPrefab override with a valid hash and valid target prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 11111111, OverridingTargetPrefab = MakeValidNetworkPrefab() });
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// Add a NetworkPrefab override with a valid prefab and valid target prefab
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = MakeValidNetworkPrefab(), OverridingTargetPrefab = MakeValidNetworkPrefab() });
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var exceptionOccurred = false;
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try
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{
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NetworkManagerHelper.NetworkManagerObject.StartHost();
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}
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catch
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{
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exceptionOccurred = true;
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}
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Assert.False(exceptionOccurred);
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// In the end we should only have 3 valid registered network prefabs
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Assert.True(NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabOverrideLinks.Count == 3);
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}
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private const string k_PrefabObjectName = "NetworkPrefabHandlerTestObject";
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[Test]
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public void NetworkPrefabHandlerClass()
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{
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Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _));
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var testPrefabObjectName = k_PrefabObjectName;
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Guid baseObjectID = NetworkManagerHelper.AddGameNetworkObject(testPrefabObjectName);
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NetworkObject baseObject = NetworkManagerHelper.InstantiatedNetworkObjects[baseObjectID];
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var networkPrefabHandler = new NetworkPrefabHandler();
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var networkPrefaInstanceHandler = new NetworkPrefaInstanceHandler(baseObject);
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var prefabPosition = new Vector3(1.0f, 5.0f, 3.0f);
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var prefabRotation = new Quaternion(1.0f, 0.5f, 0.4f, 0.1f);
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//Register via GameObject
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var gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject.gameObject, networkPrefaInstanceHandler);
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//Test result of registering via GameObject reference
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Assert.True(gameObjectRegistered);
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var spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
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//Test that something was instantiated
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Assert.NotNull(spawnedObject);
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//Test that this is indeed an instance of our original object
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Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
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//Test for position and rotation
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Assert.True(prefabPosition == spawnedObject.transform.position);
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Assert.True(prefabRotation == spawnedObject.transform.rotation);
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networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
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networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
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//Register via NetworkObject
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gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject, networkPrefaInstanceHandler);
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//Test result of registering via NetworkObject reference
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Assert.True(gameObjectRegistered);
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//Change it up
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prefabPosition = new Vector3(2.0f, 1.0f, 5.0f);
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prefabRotation = new Quaternion(4.0f, 1.5f, 5.4f, 5.1f);
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spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
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//Test that something was instantiated
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Assert.NotNull(spawnedObject);
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//Test that this is indeed an instance of our original object
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Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
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//Test for position and rotation
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Assert.True(prefabPosition == spawnedObject.transform.position);
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Assert.True(prefabRotation == spawnedObject.transform.rotation);
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networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
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networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
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//Register via GlobalObjectIdHash
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gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject.GlobalObjectIdHash, networkPrefaInstanceHandler);
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//Test result of registering via GlobalObjectIdHash reference
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Assert.True(gameObjectRegistered);
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//Change it up
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prefabPosition = new Vector3(6.0f, 4.0f, 1.0f);
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prefabRotation = new Quaternion(3f, 2f, 4f, 1f);
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spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
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//Test that something was instantiated
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Assert.NotNull(spawnedObject);
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//Test that this is indeed an instance of our original object
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Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
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//Test for position and rotation
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Assert.True(prefabPosition == spawnedObject.transform.position);
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Assert.True(prefabRotation == spawnedObject.transform.rotation);
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networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
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networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
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Assert.False(networkPrefaInstanceHandler.StillHasInstances());
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}
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[SetUp]
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public void Setup()
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{
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//Create, instantiate, and host
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NetworkManagerHelper.StartNetworkManager(out _, NetworkManagerHelper.NetworkManagerOperatingMode.None);
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}
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[TearDown]
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public void TearDown()
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{
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//Stop, shutdown, and destroy
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NetworkManagerHelper.ShutdownNetworkManager();
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#if UNITY_2023_1_OR_NEWER
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var networkObjects = UnityEngine.Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID).ToList();
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#else
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var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>().ToList();
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#endif
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var networkObjectsList = networkObjects.Where(c => c.name.Contains(k_PrefabObjectName));
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foreach (var networkObject in networkObjectsList)
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{
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UnityEngine.Object.DestroyImmediate(networkObject);
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}
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}
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}
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/// <summary>
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/// The Prefab instance handler to use for this test
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/// </summary>
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public class NetworkPrefaInstanceHandler : INetworkPrefabInstanceHandler
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{
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private NetworkObject m_NetworkObject;
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private List<NetworkObject> m_Instances;
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public NetworkObject Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation)
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{
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var networkObjectInstance = UnityEngine.Object.Instantiate(m_NetworkObject.gameObject).GetComponent<NetworkObject>();
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networkObjectInstance.transform.position = position;
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networkObjectInstance.transform.rotation = rotation;
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m_Instances.Add(networkObjectInstance);
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return networkObjectInstance;
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}
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public void Destroy(NetworkObject networkObject)
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{
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var instancesContainsNetworkObject = m_Instances.Contains(networkObject);
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Assert.True(instancesContainsNetworkObject);
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m_Instances.Remove(networkObject);
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UnityEngine.Object.Destroy(networkObject.gameObject);
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}
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public bool StillHasInstances()
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{
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return (m_Instances.Count > 0);
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}
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public NetworkPrefaInstanceHandler(NetworkObject networkObject)
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{
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m_NetworkObject = networkObject;
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m_Instances = new List<NetworkObject>();
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}
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}
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}
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