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). ## [1.7.0] - 2023-10-11 ### Added - exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724) - Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707) - Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676) - Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694) - Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694) - Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694) - Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694) ### Fixed - Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723) - Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720) - Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720) - Errors are no longer thrown when entering play mode with domain reload disabled (#2720) - NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720) - NetworkVariables of non-integer types will no longer break the inspector (#2714) - NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714) - Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695) - Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685) - Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682) - Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674) - Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670) - Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662) - Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662) - Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662) - Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662) ### Changed - Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
552 lines
28 KiB
C#
552 lines
28 KiB
C#
using System.Collections.Generic;
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using NUnit.Framework;
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using Unity.Netcode.Editor;
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using Unity.Netcode.Transports.UTP;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.EditorTests
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{
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public class NetworkManagerConfigurationTests
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{
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/// <summary>
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/// Does a simple check to make sure the nested network manager will
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/// notify the user when in the editor. This is just a unit test to
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/// validate this is functioning
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/// </summary>
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[Test]
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public void NestedNetworkManagerCheck()
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{
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var parent = new GameObject("ParentObject");
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var networkManagerObject = new GameObject(nameof(NestedNetworkManagerCheck));
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var networkManager = networkManagerObject.AddComponent<NetworkManager>();
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// Make our NetworkManager's GameObject nested
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networkManagerObject.transform.parent = parent.transform;
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// Pre-generate the error message we are expecting to see
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var messageToCheck = NetworkManager.GenerateNestedNetworkManagerMessage(networkManagerObject.transform);
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// Trap for the nested NetworkManager exception
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LogAssert.Expect(LogType.Error, messageToCheck);
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// Since this is an in-editor test, we must force this invocation
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NetworkManagerHelper.Singleton.NotifyUserOfNestedNetworkManager(networkManager, false, true);
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// Clean up
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Object.DestroyImmediate(parent);
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}
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public enum NetworkObjectPlacement
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{
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Root, // Added to the same root GameObject
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Child // Added to a child GameObject
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}
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[Test]
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public void NetworkObjectNotAllowed([Values] NetworkObjectPlacement networkObjectPlacement)
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{
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var gameObject = new GameObject(nameof(NetworkManager));
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var targetforNetworkObject = gameObject;
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if (networkObjectPlacement == NetworkObjectPlacement.Child)
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{
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var childGameObject = new GameObject($"{nameof(NetworkManager)}-Child");
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childGameObject.transform.parent = targetforNetworkObject.transform;
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targetforNetworkObject = childGameObject;
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}
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var networkManager = gameObject.AddComponent<NetworkManager>();
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// Trap for the error message generated when a NetworkObject is discovered on the same GameObject or any children under it
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LogAssert.Expect(LogType.Error, NetworkManagerHelper.Singleton.NetworkManagerAndNetworkObjectNotAllowedMessage());
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// Add the NetworkObject
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var networkObject = targetforNetworkObject.AddComponent<NetworkObject>();
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// Since this is an in-editor test, we must force this invocation
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NetworkManagerHelper.Singleton.CheckAndNotifyUserNetworkObjectRemoved(networkManager, true);
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// Validate that the NetworkObject has been removed
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if (networkObjectPlacement == NetworkObjectPlacement.Root)
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{
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Assert.IsNull(networkManager.gameObject.GetComponent<NetworkObject>(), $"There is still a {nameof(NetworkObject)} on {nameof(NetworkManager)}'s GameObject!");
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}
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else
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{
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Assert.IsNull(networkManager.gameObject.GetComponentInChildren<NetworkObject>(), $"There is still a {nameof(NetworkObject)} on {nameof(NetworkManager)}'s child GameObject!");
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}
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// Clean up
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Object.DestroyImmediate(gameObject);
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}
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[Test]
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public void NestedNetworkObjectPrefabCheck()
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{
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// Setup
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var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager = networkManagerObject.AddComponent<NetworkManager>();
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networkManager.NetworkConfig = new NetworkConfig();
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var parent = new GameObject("Parent").AddComponent<NetworkObject>();
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var child = new GameObject("Child").AddComponent<NetworkObject>();
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// Set parent
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child.transform.SetParent(parent.transform);
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// Make it a prefab, warning only applies to prefabs
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networkManager.AddNetworkPrefab(parent.gameObject);
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// Mark scene as dirty to ensure OnValidate actually runs
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EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
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// Force OnValidate
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networkManager.OnValidate();
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// Expect a warning
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LogAssert.Expect(LogType.Warning, $"[Netcode] {NetworkPrefabHandler.PrefabDebugHelper(networkManager.NetworkConfig.Prefabs.Prefabs[0])} has child {nameof(NetworkObject)}(s) but they will not be spawned across the network (unsupported {nameof(NetworkPrefab)} setup)");
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// Clean up
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Object.DestroyImmediate(networkManagerObject);
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Object.DestroyImmediate(parent);
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}
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[Test]
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public void WhenNetworkConfigContainsOldPrefabList_TheyMigrateProperlyToTheNewList()
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{
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var networkConfig = new NetworkConfig();
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var regularPrefab = new GameObject("Regular Prefab").AddComponent<NetworkObject>();
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var overriddenPrefab = new GameObject("Overridden Prefab").AddComponent<NetworkObject>();
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var overridingTargetPrefab = new GameObject("Overriding Target Prefab").AddComponent<NetworkObject>();
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var sourcePrefabToOverride = new GameObject("Overriding Source Prefab").AddComponent<NetworkObject>();
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regularPrefab.GlobalObjectIdHash = 1;
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overriddenPrefab.GlobalObjectIdHash = 2;
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overridingTargetPrefab.GlobalObjectIdHash = 3;
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sourcePrefabToOverride.GlobalObjectIdHash = 4;
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networkConfig.OldPrefabList = new List<NetworkPrefab>
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{
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new NetworkPrefab { Prefab = regularPrefab.gameObject },
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new NetworkPrefab { Prefab = overriddenPrefab.gameObject, Override = NetworkPrefabOverride.Prefab, OverridingTargetPrefab = overridingTargetPrefab.gameObject, SourcePrefabToOverride = sourcePrefabToOverride.gameObject, SourceHashToOverride = 123456 }
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};
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networkConfig.InitializePrefabs();
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Assert.IsNull(networkConfig.OldPrefabList);
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Assert.IsNotNull(networkConfig.Prefabs);
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Assert.IsNotNull(networkConfig.Prefabs.Prefabs);
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Assert.AreEqual(2, networkConfig.Prefabs.Prefabs.Count);
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Assert.AreSame(regularPrefab.gameObject, networkConfig.Prefabs.Prefabs[0].Prefab);
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Assert.AreEqual(NetworkPrefabOverride.None, networkConfig.Prefabs.Prefabs[0].Override);
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Assert.IsNull(networkConfig.Prefabs.Prefabs[0].SourcePrefabToOverride);
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Assert.IsNull(networkConfig.Prefabs.Prefabs[0].OverridingTargetPrefab);
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Assert.AreSame(overriddenPrefab.gameObject, networkConfig.Prefabs.Prefabs[1].Prefab);
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Assert.AreEqual(NetworkPrefabOverride.Prefab, networkConfig.Prefabs.Prefabs[1].Override);
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Assert.AreEqual(123456, networkConfig.Prefabs.Prefabs[1].SourceHashToOverride);
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Assert.AreSame(sourcePrefabToOverride.gameObject, networkConfig.Prefabs.Prefabs[1].SourcePrefabToOverride);
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Assert.AreSame(overridingTargetPrefab.gameObject, networkConfig.Prefabs.Prefabs[1].OverridingTargetPrefab);
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}
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[Test]
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public void WhenModifyingPrefabListUsingNetworkManagerAPI_ModificationIsLocal()
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{
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// Setup
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var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager = networkManagerObject.AddComponent<NetworkManager>();
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networkManager.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
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networkManager2.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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try
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{
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var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
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var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
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var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
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object1.GlobalObjectIdHash = 1;
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object2.GlobalObjectIdHash = 2;
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object3.GlobalObjectIdHash = 3;
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var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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networkManager.AddNetworkPrefab(object2.gameObject);
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networkManager2.AddNetworkPrefab(object3.gameObject);
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(sharedList.Contains(object1.gameObject));
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Assert.IsFalse(sharedList.Contains(object2.gameObject));
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Assert.IsFalse(sharedList.Contains(object3.gameObject));
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}
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finally
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{
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networkManager.ShutdownInternal();
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networkManager2.ShutdownInternal();
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// Shutdown doesn't get called correctly because we called Initialize()
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// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
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// why.
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networkManager.NetworkConfig?.NetworkTransport.Shutdown();
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networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
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}
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}
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[Test]
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public void WhenModifyingPrefabListUsingPrefabsAPI_ModificationIsLocal()
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{
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// Setup
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var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager = networkManagerObject.AddComponent<NetworkManager>();
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networkManager.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
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networkManager2.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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try
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{
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var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
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var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
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var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
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object1.GlobalObjectIdHash = 1;
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object2.GlobalObjectIdHash = 2;
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object3.GlobalObjectIdHash = 3;
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var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
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networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(sharedList.Contains(object1.gameObject));
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Assert.IsFalse(sharedList.Contains(object2.gameObject));
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Assert.IsFalse(sharedList.Contains(object3.gameObject));
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}
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finally
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{
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networkManager.ShutdownInternal();
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networkManager2.ShutdownInternal();
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// Shutdown doesn't get called correctly because we called Initialize()
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// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
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// why.
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networkManager.NetworkConfig?.NetworkTransport.Shutdown();
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networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
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}
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}
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[Test]
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public void WhenModifyingPrefabListUsingPrefabsListAPI_ModificationIsShared()
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{
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// Setup
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var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager = networkManagerObject.AddComponent<NetworkManager>();
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networkManager.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
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networkManager2.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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try
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{
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var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
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var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
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var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
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object1.GlobalObjectIdHash = 1;
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object2.GlobalObjectIdHash = 2;
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object3.GlobalObjectIdHash = 3;
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var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists[0].Add(new NetworkPrefab { Prefab = object2.gameObject });
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists[0].Add(new NetworkPrefab { Prefab = object3.gameObject });
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(sharedList.Contains(object1.gameObject));
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Assert.IsTrue(sharedList.Contains(object2.gameObject));
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Assert.IsTrue(sharedList.Contains(object3.gameObject));
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}
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finally
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{
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networkManager.ShutdownInternal();
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networkManager2.ShutdownInternal();
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// Shutdown doesn't get called correctly because we called Initialize()
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// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
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// why.
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networkManager.NetworkConfig?.NetworkTransport.Shutdown();
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networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
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}
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}
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[Test]
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public void WhenCallingInitializeAfterAddingAPrefabUsingPrefabsAPI_ThePrefabStillExists()
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{
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// Setup
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var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager = networkManagerObject.AddComponent<NetworkManager>();
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networkManager.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
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var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
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networkManager2.NetworkConfig = new NetworkConfig
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{
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NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
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};
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try
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{
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var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
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var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
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var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
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object1.GlobalObjectIdHash = 1;
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object2.GlobalObjectIdHash = 2;
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object3.GlobalObjectIdHash = 3;
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var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
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networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
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networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
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networkManager.Initialize(true);
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networkManager2.Initialize(false);
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
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Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
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Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
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Assert.IsTrue(sharedList.Contains(object1.gameObject));
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Assert.IsFalse(sharedList.Contains(object2.gameObject));
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Assert.IsFalse(sharedList.Contains(object3.gameObject));
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}
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finally
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{
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networkManager.ShutdownInternal();
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networkManager2.ShutdownInternal();
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// Shutdown doesn't get called correctly because we called Initialize()
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// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
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// why.
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networkManager.NetworkConfig?.NetworkTransport.Shutdown();
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networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
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}
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}
|
|
|
|
[Test]
|
|
public void WhenShuttingDownAndReinitializingPrefabs_RuntimeAddedPrefabsStillExists()
|
|
{
|
|
// Setup
|
|
var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
|
|
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
|
|
networkManager.NetworkConfig = new NetworkConfig
|
|
{
|
|
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
|
|
};
|
|
|
|
var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
|
|
var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
|
|
networkManager2.NetworkConfig = new NetworkConfig
|
|
{
|
|
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
|
|
};
|
|
|
|
try
|
|
{
|
|
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
|
|
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
|
|
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
|
|
|
|
object1.GlobalObjectIdHash = 1;
|
|
object2.GlobalObjectIdHash = 2;
|
|
object3.GlobalObjectIdHash = 3;
|
|
|
|
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
|
|
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
|
|
|
|
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
|
|
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
|
|
|
|
networkManager.Initialize(true);
|
|
networkManager2.Initialize(false);
|
|
|
|
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
|
|
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
|
|
|
|
networkManager.ShutdownInternal();
|
|
networkManager2.ShutdownInternal();
|
|
// Shutdown doesn't get called correctly because we called Initialize()
|
|
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
|
|
// why.
|
|
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
|
|
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
|
|
|
|
networkManager.Initialize(true);
|
|
networkManager2.Initialize(false);
|
|
|
|
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
|
|
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
|
|
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
|
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
|
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
|
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
|
|
|
Assert.IsTrue(sharedList.Contains(object1.gameObject));
|
|
Assert.IsFalse(sharedList.Contains(object2.gameObject));
|
|
Assert.IsFalse(sharedList.Contains(object3.gameObject));
|
|
}
|
|
finally
|
|
{
|
|
networkManager.ShutdownInternal();
|
|
networkManager2.ShutdownInternal();
|
|
// Shutdown doesn't get called correctly because we called Initialize()
|
|
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
|
|
// why.
|
|
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
|
|
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
|
|
}
|
|
}
|
|
|
|
[Test]
|
|
public void WhenCallingInitializeMultipleTimes_NothingBreaks()
|
|
{
|
|
// Setup
|
|
var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
|
|
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
|
|
networkManager.NetworkConfig = new NetworkConfig
|
|
{
|
|
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
|
|
};
|
|
|
|
var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
|
|
var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
|
|
networkManager2.NetworkConfig = new NetworkConfig
|
|
{
|
|
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
|
|
};
|
|
|
|
try
|
|
{
|
|
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
|
|
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
|
|
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
|
|
|
|
object1.GlobalObjectIdHash = 1;
|
|
object2.GlobalObjectIdHash = 2;
|
|
object3.GlobalObjectIdHash = 3;
|
|
|
|
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
|
|
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
|
|
|
|
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
|
|
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
|
|
|
|
networkManager.Initialize(true);
|
|
networkManager2.Initialize(false);
|
|
|
|
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
|
|
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
|
|
|
|
networkManager.NetworkConfig.Prefabs.Initialize();
|
|
networkManager2.NetworkConfig.Prefabs.Initialize();
|
|
|
|
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
|
|
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
|
|
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
|
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
|
|
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
|
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
|
|
|
|
Assert.IsTrue(sharedList.Contains(object1.gameObject));
|
|
Assert.IsFalse(sharedList.Contains(object2.gameObject));
|
|
Assert.IsFalse(sharedList.Contains(object3.gameObject));
|
|
}
|
|
finally
|
|
{
|
|
networkManager.ShutdownInternal();
|
|
networkManager2.ShutdownInternal();
|
|
// Shutdown doesn't get called correctly because we called Initialize()
|
|
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
|
|
// why.
|
|
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
|
|
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
|
|
}
|
|
}
|
|
}
|
|
}
|