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feat: Add "RemoveNetworkPrefab" which is necessary for certain addressables implementations #1950
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
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@@ -576,6 +576,47 @@ public void AddNetworkPrefab(GameObject prefab) | |
| } | ||
| } | ||
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| /// <summary> | ||
| /// Remove a prefab from the prefab list. | ||
| /// As with AddNetworkPrefab, this is specific to the client it's called on - | ||
| /// calling it on the server does not automatically remove anything on any of the | ||
| /// client processes. | ||
| /// | ||
| /// Like AddNetworkPrefab, when NetworkConfig.ForceSamePrefabs is enabled, | ||
| /// this cannot be called after connecting. | ||
| /// </summary> | ||
| /// <param name="prefab"></param> | ||
| public void RemoveNetworkPrefab(GameObject prefab) | ||
|
Contributor
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why not in this PR?
Collaborator
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. It'll be in this PR, I just haven't done it yet.
Collaborator
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I'm trying getting the PR up without tests first so people can start reviewing it while I write the tests. Thought it'd be a little more parallelizable that way. |
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| { | ||
| if (IsListening && NetworkConfig.ForceSamePrefabs) | ||
| { | ||
| throw new Exception($"Prefabs cannot be removed after starting {nameof(NetworkManager)} when {nameof(NetworkConfig.ForceSamePrefabs)} is enabled."); | ||
| } | ||
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| var globalObjectIdHash = prefab.GetComponent<NetworkObject>().GlobalObjectIdHash; | ||
| for (var i = 0; i < NetworkConfig.NetworkPrefabs.Count; ++i) | ||
| { | ||
| if (NetworkConfig.NetworkPrefabs[i].Prefab.GetComponent<NetworkObject>().GlobalObjectIdHash == globalObjectIdHash) | ||
| { | ||
| NetworkConfig.NetworkPrefabs.RemoveAt(i); | ||
| break; | ||
| } | ||
| } | ||
| if (PrefabHandler.ContainsHandler(globalObjectIdHash)) | ||
| { | ||
| PrefabHandler.RemoveHandler(globalObjectIdHash); | ||
| } | ||
| if (NetworkConfig.NetworkPrefabOverrideLinks.TryGetValue(globalObjectIdHash, out var targetPrefab)) | ||
| { | ||
| NetworkConfig.NetworkPrefabOverrideLinks.Remove(globalObjectIdHash); | ||
| var targetHash = targetPrefab.Prefab.GetComponent<NetworkObject>().GlobalObjectIdHash; | ||
| if (NetworkConfig.OverrideToNetworkPrefab.ContainsKey(targetHash)) | ||
| { | ||
| NetworkConfig.OverrideToNetworkPrefab.Remove(targetHash); | ||
| } | ||
| } | ||
| } | ||
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| private bool ShouldAddPrefab(NetworkPrefab networkPrefab, out uint sourcePrefabGlobalObjectIdHash, out uint targetPrefabGlobalObjectIdHash, int index = -1) | ||
| { | ||
| sourcePrefabGlobalObjectIdHash = 0; | ||
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,136 @@ | ||
| using System.Collections; | ||
| using NUnit.Framework; | ||
| using UnityEngine; | ||
| using UnityEngine.TestTools; | ||
| using Unity.Netcode.TestHelpers.Runtime; | ||
| using Object = UnityEngine.Object; | ||
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| namespace Unity.Netcode.RuntimeTests | ||
| { | ||
| public class AddNetworkPrefabTest : NetcodeIntegrationTest | ||
| { | ||
| public class EmptyComponent : NetworkBehaviour | ||
| { | ||
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| } | ||
| protected override int NumberOfClients => 1; | ||
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| private GameObject m_Prefab; | ||
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| protected override IEnumerator OnSetup() | ||
| { | ||
| // Host is irrelevant, messages don't get sent to the host "client" | ||
| m_UseHost = false; | ||
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| m_Prefab = new GameObject("Object"); | ||
| var networkObject = m_Prefab.AddComponent<NetworkObject>(); | ||
| m_Prefab.AddComponent<EmptyComponent>(); | ||
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| // Make it a prefab | ||
| NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject); | ||
| yield return null; | ||
| } | ||
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| protected override void OnServerAndClientsCreated() | ||
| { | ||
| m_ServerNetworkManager.NetworkConfig.SpawnTimeout = 0; | ||
| m_ServerNetworkManager.NetworkConfig.ForceSamePrefabs = false; | ||
| foreach (var client in m_ClientNetworkManagers) | ||
| { | ||
| client.NetworkConfig.SpawnTimeout = 0; | ||
| client.NetworkConfig.ForceSamePrefabs = false; | ||
| } | ||
| } | ||
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| private EmptyComponent GetObjectForClient(ulong clientId) | ||
| { | ||
| foreach (var component in Object.FindObjectsOfType<EmptyComponent>()) | ||
| { | ||
| if (component.IsSpawned && component.NetworkManager.LocalClientId == clientId) | ||
| { | ||
| return component; | ||
| } | ||
| } | ||
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| return null; | ||
| } | ||
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| private void RegisterPrefab() | ||
| { | ||
| m_ServerNetworkManager.AddNetworkPrefab(m_Prefab); | ||
| foreach (var client in m_ClientNetworkManagers) | ||
| { | ||
| client.AddNetworkPrefab(m_Prefab); | ||
| } | ||
| } | ||
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| private void DeregisterPrefab() | ||
| { | ||
| m_ServerNetworkManager.RemoveNetworkPrefab(m_Prefab); | ||
| foreach (var client in m_ClientNetworkManagers) | ||
| { | ||
| client.RemoveNetworkPrefab(m_Prefab); | ||
| } | ||
| } | ||
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| private static CoroutineRunner s_CoroutineRunner; | ||
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| [UnityTest] | ||
| public IEnumerator WhenSpawningBeforeAddingPrefab_SpawnFails() | ||
| { | ||
| var serverObject = Object.Instantiate(m_Prefab); | ||
| serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager; | ||
| serverObject.GetComponent<NetworkObject>().Spawn(); | ||
| yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]); | ||
| Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId)); | ||
| } | ||
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| [UnityTest] | ||
| public IEnumerator WhenSpawningAfterAddingServerPrefabButBeforeAddingClientPrefab_SpawnFails() | ||
| { | ||
| m_ServerNetworkManager.AddNetworkPrefab(m_Prefab); | ||
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| var serverObject = Object.Instantiate(m_Prefab); | ||
| serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager; | ||
| serverObject.GetComponent<NetworkObject>().Spawn(); | ||
| yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]); | ||
| Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId)); | ||
| } | ||
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| [UnityTest] | ||
| public IEnumerator WhenSpawningAfterAddingPrefabOnServerAndClient_SpawnSucceeds() | ||
| { | ||
| RegisterPrefab(); | ||
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| var serverObject = Object.Instantiate(m_Prefab); | ||
| serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager; | ||
| serverObject.GetComponent<NetworkObject>().Spawn(); | ||
| yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled<CreateObjectMessage>(m_ClientNetworkManagers[0]); | ||
| Assert.IsNotNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId)); | ||
| } | ||
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| [UnityTest] | ||
| public IEnumerator WhenSpawningAfterRemovingPrefabOnClient_SpawnFails() | ||
| { | ||
| RegisterPrefab(); | ||
|
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| var serverObject = Object.Instantiate(m_Prefab); | ||
| serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager; | ||
| serverObject.GetComponent<NetworkObject>().Spawn(); | ||
| yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]); | ||
| Assert.IsNotNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId)); | ||
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| serverObject.GetComponent<NetworkObject>().Despawn(); | ||
| yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<DestroyObjectMessage>(m_ClientNetworkManagers[0]); | ||
| Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId)); | ||
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| DeregisterPrefab(); | ||
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| serverObject = Object.Instantiate(m_Prefab); | ||
| serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager; | ||
| serverObject.GetComponent<NetworkObject>().Spawn(); | ||
| yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]); | ||
| Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId)); | ||
| } | ||
| } | ||
| } |
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just a note that this PR will also be considered for backport to
release/1.0.0for1.0.0-pre.10