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test - wip
This includes a more modular framework for generating order of operation sequences in order to create a wide range of tests that validate specific order of operation actions are processed and applied on the non-authority instances as they were on the authority instance.
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-30
lines changed

4 files changed

+373
-30
lines changed

com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformSpawnSequences.cs renamed to com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformAutoParenting.cs

Lines changed: 1 addition & 30 deletions
Original file line numberDiff line numberDiff line change
@@ -26,8 +26,7 @@ public enum TransformSpace
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private List<NetworkObject> m_PrefabsToSpawn = new List<NetworkObject>();
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private NetworkObject m_ParentToSpawn;
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private List<NetworkObject> m_ParentInstances = new List<NetworkObject>();
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private List<NetworkObject> m_ChildInstances = new List<NetworkObject>();
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private List<NetworkObject> m_ParentInstances = new List<NetworkObject>();
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private NetworkObject m_ChildInstance;
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private NetworkObject m_FinalParent;
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private ulong m_NetworkObjectIdToValidate;
@@ -39,32 +38,6 @@ public NetworkTransformAutoParenting(HostOrServer host) : base(host)
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{
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}
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public class SpawnSequenceController : NetworkBehaviour
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{
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public NetworkObject ObjectToParentUnder;
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public Vector3 Offset;
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public bool ApplyParentAndOffset;
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private NetworkTransform m_NetworkTransform;
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protected override void OnNetworkPreSpawn(ref NetworkManager networkManager)
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{
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m_NetworkTransform = GetComponent<NetworkTransform>();
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base.OnNetworkPreSpawn(ref networkManager);
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}
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protected override void OnNetworkPostSpawn()
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{
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if (ApplyParentAndOffset && m_NetworkTransform.CanCommitToTransform)
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{
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}
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base.OnNetworkPostSpawn();
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}
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}
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public class NetworkTransformStateMonitor : NetworkTransform
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{
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public static bool VerboseDebug;
@@ -147,8 +120,6 @@ private NetworkObject CreatePrefabToSpawn(TransformSpace transformSpace, bool us
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networkTransform.UseHalfFloatPrecision = useHalfPrecision;
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networkTransform.UseQuaternionSynchronization = useQuaternion;
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networkTransform.UseQuaternionCompression = compressQuaternion;
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var spawnSequenceController = prefabToSpawn.gameObject.AddComponent<SpawnSequenceController>();
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spawnSequenceController.Offset = GetRandomVector3(-20.0f, 20.0f);
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return prefabToSpawn;
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}
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com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformSpawnSequences.cs.meta renamed to com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformAutoParenting.cs.meta

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