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2 changes: 2 additions & 0 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,8 @@ Additional documentation and release notes are available at [Multiplayer Documen

### Added

- Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950)
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just a note that this PR will also be considered for backport to release/1.0.0 for 1.0.0-pre.10


### Changed

### Removed
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41 changes: 41 additions & 0 deletions com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -541,6 +541,47 @@ public void AddNetworkPrefab(GameObject prefab)
}
}

/// <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)
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I'll add tests and in another commit.

why not in this PR?

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It'll be in this PR, I just haven't done it yet.

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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.

{
if (IsListening && NetworkConfig.ForceSamePrefabs)
{
throw new Exception($"Prefabs cannot be removed after starting {nameof(NetworkManager)} when {nameof(NetworkConfig.ForceSamePrefabs)} is enabled.");
}

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);
}
}
}

private bool ShouldAddPrefab(NetworkPrefab networkPrefab, out uint sourcePrefabGlobalObjectIdHash, out uint targetPrefabGlobalObjectIdHash, int index = -1)
{
sourcePrefabGlobalObjectIdHash = 0;
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136 changes: 136 additions & 0 deletions com.unity.netcode.gameobjects/Tests/Runtime/AddNetworkPrefabTests.cs
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;

namespace Unity.Netcode.RuntimeTests
{
public class AddNetworkPrefabTest : NetcodeIntegrationTest
{
public class EmptyComponent : NetworkBehaviour
{

}
protected override int NumberOfClients => 1;

private GameObject m_Prefab;

protected override IEnumerator OnSetup()
{
// Host is irrelevant, messages don't get sent to the host "client"
m_UseHost = false;

m_Prefab = new GameObject("Object");
var networkObject = m_Prefab.AddComponent<NetworkObject>();
m_Prefab.AddComponent<EmptyComponent>();

// Make it a prefab
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
yield return null;
}

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;
}
}

private EmptyComponent GetObjectForClient(ulong clientId)
{
foreach (var component in Object.FindObjectsOfType<EmptyComponent>())
{
if (component.IsSpawned && component.NetworkManager.LocalClientId == clientId)
{
return component;
}
}

return null;
}

private void RegisterPrefab()
{
m_ServerNetworkManager.AddNetworkPrefab(m_Prefab);
foreach (var client in m_ClientNetworkManagers)
{
client.AddNetworkPrefab(m_Prefab);
}
}

private void DeregisterPrefab()
{
m_ServerNetworkManager.RemoveNetworkPrefab(m_Prefab);
foreach (var client in m_ClientNetworkManagers)
{
client.RemoveNetworkPrefab(m_Prefab);
}
}

private static CoroutineRunner s_CoroutineRunner;

[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));
}

[UnityTest]
public IEnumerator WhenSpawningAfterAddingServerPrefabButBeforeAddingClientPrefab_SpawnFails()
{
m_ServerNetworkManager.AddNetworkPrefab(m_Prefab);

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));
}

[UnityTest]
public IEnumerator WhenSpawningAfterAddingPrefabOnServerAndClient_SpawnSucceeds()
{
RegisterPrefab();

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));
}

[UnityTest]
public IEnumerator WhenSpawningAfterRemovingPrefabOnClient_SpawnFails()
{
RegisterPrefab();

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));

serverObject.GetComponent<NetworkObject>().Despawn();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<DestroyObjectMessage>(m_ClientNetworkManagers[0]);
Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));

DeregisterPrefab();

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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