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fix: error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate #1509
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1e5e79d
fix: error when serializing ConnectionApprovalMessage with scene mana…
ShadauxCat 3327616
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ShadauxCat aeb747d
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ShadauxCat b8feaef
Fixed the "Fixed: Fixed: Fixed", fixing the "fixed" count so it's fix…
ShadauxCat 798f108
Merge branch 'develop' into fix/hidden_objects_serialization_errors
mattwalsh-unity 726c6b5
Merge branch 'develop' into fix/hidden_objects_serialization_errors
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13 changes: 13 additions & 0 deletions
13
com.unity.netcode.gameobjects/Tests/Runtime/Components/NetworkVisibilityComponent.cs
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,13 @@ | ||
| namespace Unity.Netcode.RuntimeTests | ||
| { | ||
| public class NetworkVisibilityComponent : NetworkBehaviour | ||
| { | ||
| public void Hide() | ||
| { | ||
| GetComponent<NetworkObject>().CheckObjectVisibility += HandleCheckObjectVisibility; | ||
| } | ||
|
|
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| protected virtual bool HandleCheckObjectVisibility(ulong clientId) => false; | ||
|
|
||
| } | ||
| } |
11 changes: 11 additions & 0 deletions
11
com.unity.netcode.gameobjects/Tests/Runtime/Components/NetworkVisibilityComponent.cs.meta
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72 changes: 72 additions & 0 deletions
72
com.unity.netcode.gameobjects/Tests/Runtime/NetworkVisibilityTests.cs
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,72 @@ | ||
| using System.Collections; | ||
| using NUnit.Framework; | ||
| using UnityEngine; | ||
| using UnityEngine.TestTools; | ||
|
|
||
| namespace Unity.Netcode.RuntimeTests | ||
| { | ||
| public class NetworkVisibilityTests | ||
| { | ||
| private NetworkObject m_NetSpawnedObject; | ||
| private GameObject m_TestNetworkPrefab; | ||
|
|
||
| [TearDown] | ||
| public void TearDown() | ||
| { | ||
| MultiInstanceHelpers.Destroy(); | ||
| if (m_TestNetworkPrefab) | ||
| { | ||
| Object.Destroy(m_TestNetworkPrefab); | ||
| m_TestNetworkPrefab = null; | ||
| } | ||
| } | ||
|
|
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| [UnityTest] | ||
| public IEnumerator HiddenObjectsTest() | ||
| { | ||
|
|
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| const int numClients = 1; | ||
| Assert.True(MultiInstanceHelpers.Create(numClients, out NetworkManager server, out NetworkManager[] clients)); | ||
| m_TestNetworkPrefab = new GameObject("Object"); | ||
| var networkObject = m_TestNetworkPrefab.AddComponent<NetworkObject>(); | ||
| m_TestNetworkPrefab.AddComponent<NetworkVisibilityComponent>(); | ||
|
|
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| // Make it a prefab | ||
| MultiInstanceHelpers.MakeNetworkObjectTestPrefab(networkObject); | ||
|
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| var validNetworkPrefab = new NetworkPrefab(); | ||
| validNetworkPrefab.Prefab = m_TestNetworkPrefab; | ||
| server.NetworkConfig.NetworkPrefabs.Add(validNetworkPrefab); | ||
| server.NetworkConfig.EnableSceneManagement = false; | ||
| foreach (var client in clients) | ||
| { | ||
| client.NetworkConfig.NetworkPrefabs.Add(validNetworkPrefab); | ||
| client.NetworkConfig.EnableSceneManagement = false; | ||
| } | ||
|
|
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| // Start the instances | ||
| if (!MultiInstanceHelpers.Start(true, server, clients, () => | ||
| { | ||
| var serverObject = Object.Instantiate(m_TestNetworkPrefab, Vector3.zero, Quaternion.identity); | ||
| NetworkObject serverNetworkObject = serverObject.GetComponent<NetworkObject>(); | ||
| serverNetworkObject.NetworkManagerOwner = server; | ||
| serverNetworkObject.Spawn(); | ||
| serverObject.GetComponent<NetworkVisibilityComponent>().Hide(); | ||
| })) | ||
| { | ||
| Debug.LogError("Failed to start instances"); | ||
| Assert.Fail("Failed to start instances"); | ||
| } | ||
|
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| // [Client-Side] Wait for a connection to the server | ||
| yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnected(clients, null, 512)); | ||
|
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| // [Host-Side] Check to make sure all clients are connected | ||
| yield return MultiInstanceHelpers.Run( | ||
| MultiInstanceHelpers.WaitForClientsConnectedToServer(server, clients.Length + 1, null, 512)); | ||
|
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| Assert.AreEqual(2, Object.FindObjectsOfType<NetworkVisibilityComponent>().Length); | ||
| } | ||
| } | ||
| } | ||
|
|
3 changes: 3 additions & 0 deletions
3
com.unity.netcode.gameobjects/Tests/Runtime/NetworkVisibilityTests.cs.meta
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