mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
Remove Transform/GameObject sync to avoid GetComponent calls. Use NetworkIdentity instead.
This commit is contained in:
parent
06e2d7ceda
commit
98c8a34118
@ -84,15 +84,7 @@ public static MethodDefinition GenerateSyncVarGetter(FieldDefinition fd, string
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// [SyncVar] GameObject?
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if (fd.FieldType.Is<UnityEngine.GameObject>())
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{
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// return this.GetSyncVarGameObject(ref field, uint netId);
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// this.
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worker.Append(worker.Create(OpCodes.Ldarg_0));
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worker.Append(worker.Create(OpCodes.Ldarg_0));
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worker.Append(worker.Create(OpCodes.Ldfld, netFieldId));
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worker.Append(worker.Create(OpCodes.Ldarg_0));
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worker.Append(worker.Create(OpCodes.Ldflda, fd));
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worker.Append(worker.Create(OpCodes.Call, WeaverTypes.getSyncVarGameObjectReference));
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worker.Append(worker.Create(OpCodes.Ret));
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Log.Error("[SyncVar] GameObject not supported anymore. Use [SyncVar] NetworkIdentity instead for: " + fd.FullName);
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}
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// [SyncVar] NetworkIdentity?
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else if (fd.FieldType.Is<NetworkIdentity>())
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@ -143,11 +135,7 @@ public static MethodDefinition GenerateSyncVarSetter(TypeDefinition td, FieldDef
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// make generic version of SetSyncVar with field type
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if (fd.FieldType.Is<UnityEngine.GameObject>())
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{
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// reference to netId Field to set
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worker.Append(worker.Create(OpCodes.Ldarg_0));
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worker.Append(worker.Create(OpCodes.Ldfld, netFieldId));
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worker.Append(worker.Create(OpCodes.Call, WeaverTypes.syncVarGameObjectEqualReference));
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Log.Error("[SyncVar] GameObject not supported anymore. Use [SyncVar] NetworkIdentity instead for: " + fd.FullName);
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}
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else if (fd.FieldType.Is<NetworkIdentity>())
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{
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@ -193,11 +181,7 @@ public static MethodDefinition GenerateSyncVarSetter(TypeDefinition td, FieldDef
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if (fd.FieldType.Is<UnityEngine.GameObject>())
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{
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// reference to netId Field to set
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worker.Append(worker.Create(OpCodes.Ldarg_0));
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worker.Append(worker.Create(OpCodes.Ldflda, netFieldId));
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worker.Append(worker.Create(OpCodes.Call, WeaverTypes.setSyncVarGameObjectReference));
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Log.Error("[SyncVar] GameObject not supported anymore. Use [SyncVar] NetworkIdentity instead for: " + fd.FullName);
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}
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else if (fd.FieldType.Is<NetworkIdentity>())
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{
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@ -36,12 +36,9 @@ public static class WeaverTypes
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public static MethodReference syncVarEqualReference;
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public static MethodReference syncVarNetworkIdentityEqualReference;
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public static MethodReference syncVarGameObjectEqualReference;
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public static MethodReference setSyncVarReference;
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public static MethodReference setSyncVarHookGuard;
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public static MethodReference getSyncVarHookGuard;
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public static MethodReference setSyncVarGameObjectReference;
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public static MethodReference getSyncVarGameObjectReference;
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public static MethodReference setSyncVarNetworkIdentityReference;
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public static MethodReference getSyncVarNetworkIdentityReference;
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public static MethodReference registerCommandDelegateReference;
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@ -105,13 +102,10 @@ public static void SetupTargetTypes(AssemblyDefinition currentAssembly)
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syncVarEqualReference = Resolvers.ResolveMethod(NetworkBehaviourType, currentAssembly, "SyncVarEqual");
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syncVarNetworkIdentityEqualReference = Resolvers.ResolveMethod(NetworkBehaviourType, currentAssembly, "SyncVarNetworkIdentityEqual");
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syncVarGameObjectEqualReference = Resolvers.ResolveMethod(NetworkBehaviourType, currentAssembly, "SyncVarGameObjectEqual");
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setSyncVarReference = Resolvers.ResolveMethod(NetworkBehaviourType, currentAssembly, "SetSyncVar");
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setSyncVarHookGuard = Resolvers.ResolveMethod(NetworkBehaviourType, currentAssembly, "setSyncVarHookGuard");
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getSyncVarHookGuard = Resolvers.ResolveMethod(NetworkBehaviourType, currentAssembly, "getSyncVarHookGuard");
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setSyncVarGameObjectReference = Resolvers.ResolveMethod(NetworkBehaviourType, currentAssembly, "SetSyncVarGameObject");
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getSyncVarGameObjectReference = Resolvers.ResolveMethod(NetworkBehaviourType, currentAssembly, "GetSyncVarGameObject");
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setSyncVarNetworkIdentityReference = Resolvers.ResolveMethod(NetworkBehaviourType, currentAssembly, "SetSyncVarNetworkIdentity");
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getSyncVarNetworkIdentityReference = Resolvers.ResolveMethod(NetworkBehaviourType, currentAssembly, "GetSyncVarNetworkIdentity");
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registerCommandDelegateReference = Resolvers.ResolveMethod(RemoteCallHelperType, currentAssembly, "RegisterCommandDelegate");
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@ -294,72 +294,6 @@ protected void SendTargetRPCInternal(NetworkConnection conn, Type invokeClass, s
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#region Helpers
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// helper function for [SyncVar] GameObjects.
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// IMPORTANT: keep as 'protected', not 'internal', otherwise Weaver
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// can't resolve it
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protected bool SyncVarGameObjectEqual(GameObject newGameObject, uint netIdField)
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{
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uint newNetId = 0;
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if (newGameObject != null)
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{
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NetworkIdentity identity = newGameObject.GetComponent<NetworkIdentity>();
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if (identity != null)
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{
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newNetId = identity.netId;
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if (newNetId == 0)
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{
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logger.LogWarning("SetSyncVarGameObject GameObject " + newGameObject + " has a zero netId. Maybe it is not spawned yet?");
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}
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}
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}
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return newNetId == netIdField;
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}
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// helper function for [SyncVar] GameObjects.
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protected void SetSyncVarGameObject(GameObject newGameObject, ref GameObject gameObjectField, ulong dirtyBit, ref uint netIdField)
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{
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if (getSyncVarHookGuard(dirtyBit))
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return;
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uint newNetId = 0;
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if (newGameObject != null)
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{
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NetworkIdentity identity = newGameObject.GetComponent<NetworkIdentity>();
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if (identity != null)
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{
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newNetId = identity.netId;
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if (newNetId == 0)
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{
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logger.LogWarning("SetSyncVarGameObject GameObject " + newGameObject + " has a zero netId. Maybe it is not spawned yet?");
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}
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}
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}
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if (logger.LogEnabled()) logger.Log("SetSyncVar GameObject " + GetType().Name + " bit [" + dirtyBit + "] netfieldId:" + netIdField + "->" + newNetId);
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SetDirtyBit(dirtyBit);
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// assign new one on the server, and in case we ever need it on client too
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gameObjectField = newGameObject;
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netIdField = newNetId;
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}
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// helper function for [SyncVar] GameObjects.
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// -> ref GameObject as second argument makes OnDeserialize processing easier
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protected GameObject GetSyncVarGameObject(uint netId, ref GameObject gameObjectField)
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{
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// server always uses the field
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if (isServer)
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{
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return gameObjectField;
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}
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// client always looks up based on netId because objects might get in and out of range
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// over and over again, which shouldn't null them forever
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if (NetworkIdentity.spawned.TryGetValue(netId, out NetworkIdentity identity) && identity != null)
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return gameObjectField = identity.gameObject;
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return null;
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}
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// helper function for [SyncVar] NetworkIdentities.
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// IMPORTANT: keep as 'protected', not 'internal', otherwise Weaver
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// can't resolve it
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@ -363,19 +363,6 @@ public static byte[] ReadBytes(this NetworkReader reader, int count)
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}
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public static Guid ReadGuid(this NetworkReader reader) => new Guid(reader.ReadBytes(16));
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public static Transform ReadTransform(this NetworkReader reader)
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{
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// Dont use null propagation here as it could lead to MissingReferenceException
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NetworkIdentity networkIdentity = reader.ReadNetworkIdentity();
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return networkIdentity != null ? networkIdentity.transform : null;
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}
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public static GameObject ReadGameObject(this NetworkReader reader)
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{
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// Dont use null propagation here as it could lead to MissingReferenceException
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NetworkIdentity networkIdentity = reader.ReadNetworkIdentity();
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return networkIdentity != null ? networkIdentity.gameObject : null;
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}
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public static NetworkIdentity ReadNetworkIdentity(this NetworkReader reader)
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{
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@ -516,44 +516,6 @@ public static void WriteNetworkIdentity(this NetworkWriter writer, NetworkIdenti
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writer.WritePackedUInt32(value.netId);
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}
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public static void WriteTransform(this NetworkWriter writer, Transform value)
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{
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if (value == null)
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{
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writer.WritePackedUInt32(0);
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return;
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}
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NetworkIdentity identity = value.GetComponent<NetworkIdentity>();
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if (identity != null)
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{
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writer.WritePackedUInt32(identity.netId);
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}
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else
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{
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logger.LogWarning("NetworkWriter " + value + " has no NetworkIdentity");
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writer.WritePackedUInt32(0);
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}
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}
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public static void WriteGameObject(this NetworkWriter writer, GameObject value)
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{
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if (value == null)
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{
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writer.WritePackedUInt32(0);
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return;
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}
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NetworkIdentity identity = value.GetComponent<NetworkIdentity>();
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if (identity != null)
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{
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writer.WritePackedUInt32(identity.netId);
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}
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else
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{
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logger.LogWarning("NetworkWriter " + value + " has no NetworkIdentity");
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writer.WritePackedUInt32(0);
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}
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}
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public static void WriteUri(this NetworkWriter writer, Uri uri)
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{
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writer.WriteString(uri.ToString());
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@ -7,14 +7,6 @@ namespace Mirror.Tests
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{
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class EmptyBehaviour : NetworkBehaviour { }
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class SyncVarGameObjectEqualExposedBehaviour : NetworkBehaviour
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{
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public bool SyncVarGameObjectEqualExposed(GameObject newGameObject, uint netIdField)
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{
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return SyncVarGameObjectEqual(newGameObject, netIdField);
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}
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}
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class SyncVarNetworkIdentityEqualExposedBehaviour : NetworkBehaviour
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{
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public bool SyncVarNetworkIdentityEqualExposed(NetworkIdentity newNetworkIdentity, uint netIdField)
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@ -90,36 +82,6 @@ public static void Delegate(NetworkBehaviour comp, NetworkReader reader, Network
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public static void Delegate2(NetworkBehaviour comp, NetworkReader reader, NetworkConnection senderConnection) { }
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}
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// we need to inherit from networkbehaviour to test protected functions
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public class NetworkBehaviourSetSyncVarGameObjectComponent : NetworkBehaviour
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{
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//[SyncVar]
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public GameObject test;
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// usually generated by weaver
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public uint testNetId;
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// SetSyncVarGameObject wrapper to expose it
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public void SetSyncVarGameObjectExposed(GameObject newGameObject, ulong dirtyBit)
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{
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SetSyncVarGameObject(newGameObject, ref test, dirtyBit, ref testNetId);
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}
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}
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// we need to inherit from networkbehaviour to test protected functions
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public class NetworkBehaviourGetSyncVarGameObjectComponent : NetworkBehaviour
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{
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//[SyncVar]
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public GameObject test;
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// usually generated by weaver
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public uint testNetId;
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// SetSyncVarGameObject wrapper to expose it
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public GameObject GetSyncVarGameObjectExposed()
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{
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return GetSyncVarGameObject(testNetId, ref test);
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}
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}
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// we need to inherit from networkbehaviour to test protected functions
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public class NetworkBehaviourSetSyncVarNetworkIdentityComponent : NetworkBehaviour
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{
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@ -632,140 +594,6 @@ public void GetDelegate()
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RemoteCallHelper.RemoveDelegate(registeredHash);
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}
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// NOTE: SyncVarGameObjectEqual should be static later
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[Test]
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public void SyncVarGameObjectEqualZeroNetIdNullIsTrue()
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{
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// null and identity.netid==0 returns true (=equal)
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//
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// later we should reevaluate if this is so smart or not. might be
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// better to return false here.
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// => we possibly return false so that resync doesn't happen when
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// GO disappears? or not?
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SyncVarGameObjectEqualExposedBehaviour comp = gameObject.AddComponent<SyncVarGameObjectEqualExposedBehaviour>();
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bool result = comp.SyncVarGameObjectEqualExposed(null, identity.netId);
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Assert.That(result, Is.True);
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}
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// NOTE: SyncVarGameObjectEqual should be static later
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[Test]
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public void SyncVarGameObjectEqualNull()
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{
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// our identity should have a netid for comparing
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identity.netId = 42;
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// null should return false
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SyncVarGameObjectEqualExposedBehaviour comp = gameObject.AddComponent<SyncVarGameObjectEqualExposedBehaviour>();
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bool result = comp.SyncVarGameObjectEqualExposed(null, identity.netId);
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Assert.That(result, Is.False);
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}
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// NOTE: SyncVarGameObjectEqual should be static later
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[Test]
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public void SyncVarGameObjectEqualZeroNetIdAndGOWithoutIdentityComponentIsTrue()
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{
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// null and identity.netid==0 returns true (=equal)
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//
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// later we should reevaluate if this is so smart or not. might be
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// better to return false here.
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// => we possibly return false so that resync doesn't happen when
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// GO disappears? or not?
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GameObject go = new GameObject();
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SyncVarGameObjectEqualExposedBehaviour comp = go.AddComponent<SyncVarGameObjectEqualExposedBehaviour>();
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bool result = comp.SyncVarGameObjectEqualExposed(go, identity.netId);
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Assert.That(result, Is.True);
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}
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// NOTE: SyncVarGameObjectEqual should be static later
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[Test]
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public void SyncVarGameObjectEqualWithoutIdentityComponent()
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{
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// our identity should have a netid for comparing
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identity.netId = 42;
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// gameobject without networkidentity component should return false
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GameObject go = new GameObject();
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SyncVarGameObjectEqualExposedBehaviour comp = go.AddComponent<SyncVarGameObjectEqualExposedBehaviour>();
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bool result = comp.SyncVarGameObjectEqualExposed(go, identity.netId);
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Assert.That(result, Is.False);
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// clean up
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GameObject.DestroyImmediate(go);
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}
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// NOTE: SyncVarGameObjectEqual should be static later
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[Test]
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public void SyncVarGameObjectEqualValidGOWithDifferentNetId()
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{
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// our identity should have a netid for comparing
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identity.netId = 42;
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// gameobject with valid networkidentity and netid that is different
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GameObject go = new GameObject();
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NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
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SyncVarGameObjectEqualExposedBehaviour comp = go.AddComponent<SyncVarGameObjectEqualExposedBehaviour>();
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ni.netId = 43;
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bool result = comp.SyncVarGameObjectEqualExposed(go, identity.netId);
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Assert.That(result, Is.False);
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// clean up
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GameObject.DestroyImmediate(go);
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}
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// NOTE: SyncVarGameObjectEqual should be static later
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[Test]
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public void SyncVarGameObjectEqualValidGOWithSameNetId()
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{
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// our identity should have a netid for comparing
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identity.netId = 42;
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// gameobject with valid networkidentity and netid that is different
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GameObject go = new GameObject();
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NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
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SyncVarGameObjectEqualExposedBehaviour comp = go.AddComponent<SyncVarGameObjectEqualExposedBehaviour>();
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ni.netId = 42;
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bool result = comp.SyncVarGameObjectEqualExposed(go, identity.netId);
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Assert.That(result, Is.True);
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// clean up
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GameObject.DestroyImmediate(go);
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}
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// NOTE: SyncVarGameObjectEqual should be static later
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[Test]
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public void SyncVarGameObjectEqualUnspawnedGO()
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{
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// our identity should have a netid for comparing
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identity.netId = 42;
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// gameobject with valid networkidentity and 0 netid that is unspawned
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GameObject go = new GameObject();
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go.AddComponent<NetworkIdentity>();
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SyncVarGameObjectEqualExposedBehaviour comp = go.AddComponent<SyncVarGameObjectEqualExposedBehaviour>();
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LogAssert.Expect(LogType.Warning, "SetSyncVarGameObject GameObject " + go + " has a zero netId. Maybe it is not spawned yet?");
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bool result = comp.SyncVarGameObjectEqualExposed(go, identity.netId);
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Assert.That(result, Is.False);
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// clean up
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GameObject.DestroyImmediate(go);
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}
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// NOTE: SyncVarGameObjectEqual should be static later
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[Test]
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public void SyncVarGameObjectEqualUnspawnedGOZeroNetIdIsTrue()
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{
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// unspawned go and identity.netid==0 returns true (=equal)
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GameObject go = new GameObject();
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go.AddComponent<NetworkIdentity>();
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SyncVarGameObjectEqualExposedBehaviour comp = go.AddComponent<SyncVarGameObjectEqualExposedBehaviour>();
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LogAssert.Expect(LogType.Warning, "SetSyncVarGameObject GameObject " + go + " has a zero netId. Maybe it is not spawned yet?");
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bool result = comp.SyncVarGameObjectEqualExposed(go, identity.netId);
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Assert.That(result, Is.True);
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// clean up
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GameObject.DestroyImmediate(go);
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}
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// NOTE: SyncVarNetworkIdentityEqual should be static later
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[Test]
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public void SyncVarNetworkIdentityEqualZeroNetIdNullIsTrue()
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@ -867,239 +695,6 @@ public void SyncVarNetworkIdentityEqualUnspawnedIdentityZeroNetIdIsTrue()
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GameObject.DestroyImmediate(go);
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}
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[Test]
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public void SetSyncVarGameObjectWithValidObject()
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{
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// add test component
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NetworkBehaviourSetSyncVarGameObjectComponent comp = gameObject.AddComponent<NetworkBehaviourSetSyncVarGameObjectComponent>();
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// for isDirty check
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comp.syncInterval = 0;
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// create a valid GameObject with networkidentity and netid
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GameObject go = new GameObject();
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NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
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ni.netId = 43;
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// set the GameObject SyncVar
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Assert.That(comp.IsDirty(), Is.False);
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comp.SetSyncVarGameObjectExposed(go, 1ul);
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Assert.That(comp.test, Is.EqualTo(go));
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Assert.That(comp.testNetId, Is.EqualTo(ni.netId));
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Assert.That(comp.IsDirty(), Is.True);
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// clean up
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GameObject.DestroyImmediate(go);
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}
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[Test]
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public void SetSyncVarGameObjectNull()
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{
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// add test component
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NetworkBehaviourSetSyncVarGameObjectComponent comp = gameObject.AddComponent<NetworkBehaviourSetSyncVarGameObjectComponent>();
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// for isDirty check
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comp.syncInterval = 0;
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// set some existing GO+netId first to check if it is going to be
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// overwritten
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GameObject go = new GameObject();
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comp.test = go;
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comp.testNetId = 43;
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// set the GameObject SyncVar to null
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Assert.That(comp.IsDirty(), Is.False);
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comp.SetSyncVarGameObjectExposed(null, 1ul);
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Assert.That(comp.test, Is.EqualTo(null));
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Assert.That(comp.testNetId, Is.EqualTo(0));
|
||||
Assert.That(comp.IsDirty(), Is.True);
|
||||
|
||||
// clean up
|
||||
GameObject.DestroyImmediate(go);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void SetSyncVarGameObjectWithoutNetworkIdentity()
|
||||
{
|
||||
// add test component
|
||||
NetworkBehaviourSetSyncVarGameObjectComponent comp = gameObject.AddComponent<NetworkBehaviourSetSyncVarGameObjectComponent>();
|
||||
// for isDirty check
|
||||
comp.syncInterval = 0;
|
||||
|
||||
// set some existing GO+netId first to check if it is going to be
|
||||
// overwritten
|
||||
GameObject go = new GameObject();
|
||||
comp.test = go;
|
||||
comp.testNetId = 43;
|
||||
|
||||
// create test GO with no networkidentity
|
||||
GameObject test = new GameObject();
|
||||
|
||||
// set the GameObject SyncVar to 'test' GO without netidentity.
|
||||
// -> the way it currently works is that it sets netId to 0, but
|
||||
// it DOES set gameObjectField to the GameObject without the
|
||||
// NetworkIdentity, instead of setting it to null because it's
|
||||
// seemingly invalid.
|
||||
// -> there might be a deeper reason why UNET did that. perhaps for
|
||||
// cases where we assign a GameObject before the network was
|
||||
// fully started and has no netId or networkidentity yet etc.
|
||||
// => it works, so let's keep it for now
|
||||
Assert.That(comp.IsDirty(), Is.False);
|
||||
comp.SetSyncVarGameObjectExposed(test, 1ul);
|
||||
Assert.That(comp.test, Is.EqualTo(test));
|
||||
Assert.That(comp.testNetId, Is.EqualTo(0));
|
||||
Assert.That(comp.IsDirty(), Is.True);
|
||||
|
||||
// clean up
|
||||
GameObject.DestroyImmediate(test);
|
||||
GameObject.DestroyImmediate(go);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void SetSyncVarGameObjectZeroNetId()
|
||||
{
|
||||
// add test component
|
||||
NetworkBehaviourSetSyncVarGameObjectComponent comp = gameObject.AddComponent<NetworkBehaviourSetSyncVarGameObjectComponent>();
|
||||
// for isDirty check
|
||||
comp.syncInterval = 0;
|
||||
|
||||
// set some existing GO+netId first to check if it is going to be
|
||||
// overwritten
|
||||
GameObject go = new GameObject();
|
||||
comp.test = go;
|
||||
comp.testNetId = 43;
|
||||
|
||||
// create test GO with networkidentity and zero netid
|
||||
GameObject test = new GameObject();
|
||||
NetworkIdentity ni = test.AddComponent<NetworkIdentity>();
|
||||
Assert.That(ni.netId, Is.EqualTo(0));
|
||||
|
||||
// set the GameObject SyncVar to 'test' GO with zero netId.
|
||||
// -> the way it currently works is that it sets netId to 0, but
|
||||
// it DOES set gameObjectField to the GameObject without the
|
||||
// NetworkIdentity, instead of setting it to null because it's
|
||||
// seemingly invalid.
|
||||
// -> there might be a deeper reason why UNET did that. perhaps for
|
||||
// cases where we assign a GameObject before the network was
|
||||
// fully started and has no netId or networkidentity yet etc.
|
||||
// => it works, so let's keep it for now
|
||||
Assert.That(comp.IsDirty(), Is.False);
|
||||
LogAssert.Expect(LogType.Warning, "SetSyncVarGameObject GameObject " + test + " has a zero netId. Maybe it is not spawned yet?");
|
||||
comp.SetSyncVarGameObjectExposed(test, 1ul);
|
||||
Assert.That(comp.test, Is.EqualTo(test));
|
||||
Assert.That(comp.testNetId, Is.EqualTo(0));
|
||||
Assert.That(comp.IsDirty(), Is.True);
|
||||
|
||||
// clean up
|
||||
GameObject.DestroyImmediate(test);
|
||||
GameObject.DestroyImmediate(go);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void GetSyncVarGameObjectOnServer()
|
||||
{
|
||||
// call OnStartServer so isServer is true
|
||||
identity.OnStartServer();
|
||||
Assert.That(identity.isServer, Is.True);
|
||||
|
||||
// add test component
|
||||
NetworkBehaviourGetSyncVarGameObjectComponent comp = gameObject.AddComponent<NetworkBehaviourGetSyncVarGameObjectComponent>();
|
||||
// for isDirty check
|
||||
comp.syncInterval = 0;
|
||||
|
||||
// create a syncable GameObject
|
||||
GameObject go = new GameObject();
|
||||
NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
|
||||
ni.netId = identity.netId + 1;
|
||||
|
||||
// assign it in the component
|
||||
comp.test = go;
|
||||
comp.testNetId = ni.netId;
|
||||
|
||||
// get it on the server. should simply return the field instead of
|
||||
// doing any netId lookup like on the client
|
||||
GameObject result = comp.GetSyncVarGameObjectExposed();
|
||||
Assert.That(result, Is.EqualTo(go));
|
||||
|
||||
// clean up: set isServer false first, otherwise Destroy instead of DestroyImmediate is called
|
||||
identity.netId = 0;
|
||||
GameObject.DestroyImmediate(go);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void GetSyncVarGameObjectOnServerNull()
|
||||
{
|
||||
// call OnStartServer and assign netId so isServer is true
|
||||
identity.OnStartServer();
|
||||
Assert.That(identity.isServer, Is.True);
|
||||
|
||||
// add test component
|
||||
NetworkBehaviourGetSyncVarGameObjectComponent comp = gameObject.AddComponent<NetworkBehaviourGetSyncVarGameObjectComponent>();
|
||||
// for isDirty check
|
||||
comp.syncInterval = 0;
|
||||
|
||||
// get it on the server. null should work fine.
|
||||
GameObject result = comp.GetSyncVarGameObjectExposed();
|
||||
Assert.That(result, Is.Null);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void GetSyncVarGameObjectOnClient()
|
||||
{
|
||||
// are we on client and not on server?
|
||||
identity.isClient = true;
|
||||
Assert.That(identity.isServer, Is.False);
|
||||
|
||||
// add test component
|
||||
NetworkBehaviourGetSyncVarGameObjectComponent comp = gameObject.AddComponent<NetworkBehaviourGetSyncVarGameObjectComponent>();
|
||||
// for isDirty check
|
||||
comp.syncInterval = 0;
|
||||
|
||||
// create a syncable GameObject
|
||||
GameObject go = new GameObject();
|
||||
NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
|
||||
ni.netId = 43;
|
||||
|
||||
// register in spawned dict because clients should look it up via
|
||||
// netId
|
||||
NetworkIdentity.spawned[ni.netId] = ni;
|
||||
|
||||
// assign ONLY netId in the component. assume that GameObject was
|
||||
// assigned earlier but client walked so far out of range that it
|
||||
// was despawned on the client. so it's forced to do the netId look-
|
||||
// up.
|
||||
Assert.That(comp.test, Is.Null);
|
||||
comp.testNetId = ni.netId;
|
||||
|
||||
// get it on the client. should look up netId in spawned
|
||||
GameObject result = comp.GetSyncVarGameObjectExposed();
|
||||
Assert.That(result, Is.EqualTo(go));
|
||||
|
||||
// clean up
|
||||
NetworkServer.Shutdown();
|
||||
Transport.activeTransport = null;
|
||||
GameObject.DestroyImmediate(go);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void GetSyncVarGameObjectOnClientNull()
|
||||
{
|
||||
// are we on client and not on server?
|
||||
identity.isClient = true;
|
||||
Assert.That(identity.isServer, Is.False);
|
||||
|
||||
// add test component
|
||||
NetworkBehaviourGetSyncVarGameObjectComponent comp = gameObject.AddComponent<NetworkBehaviourGetSyncVarGameObjectComponent>();
|
||||
// for isDirty check
|
||||
comp.syncInterval = 0;
|
||||
|
||||
// get it on the client. null should be supported.
|
||||
GameObject result = comp.GetSyncVarGameObjectExposed();
|
||||
Assert.That(result, Is.Null);
|
||||
|
||||
// clean up
|
||||
NetworkServer.Shutdown();
|
||||
Transport.activeTransport = null;
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void SetSyncVarNetworkIdentityWithValidObject()
|
||||
{
|
||||
|
@ -18,19 +18,6 @@ void OnValueChanged(int oldValue, int newValue)
|
||||
}
|
||||
}
|
||||
|
||||
class GameObjectHookBehaviour : NetworkBehaviour
|
||||
{
|
||||
[SyncVar(hook = nameof(OnValueChanged))]
|
||||
public GameObject value = null;
|
||||
|
||||
public event Action<GameObject, GameObject> HookCalled;
|
||||
|
||||
void OnValueChanged(GameObject oldValue, GameObject newValue)
|
||||
{
|
||||
HookCalled.Invoke(oldValue, newValue);
|
||||
}
|
||||
}
|
||||
|
||||
class NetworkIdentityHookBehaviour : NetworkBehaviour
|
||||
{
|
||||
[SyncVar(hook = nameof(OnValueChanged))]
|
||||
@ -141,7 +128,7 @@ NetworkIdentity CreateNetworkIdentity(uint netId)
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
/// <param name="serverObject"></param>
|
||||
@ -242,33 +229,6 @@ public void StaticMethod_HookCalledWhenSyncingChangedValue(bool intialState)
|
||||
Assert.That(hookcallCount, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase(true)]
|
||||
[TestCase(false)]
|
||||
public void GameObjectHook_HookCalledWhenSyncingChangedValue(bool intialState)
|
||||
{
|
||||
GameObjectHookBehaviour serverObject = CreateObject<GameObjectHookBehaviour>();
|
||||
GameObjectHookBehaviour clientObject = CreateObject<GameObjectHookBehaviour>();
|
||||
|
||||
GameObject clientValue = null;
|
||||
GameObject serverValue = CreateNetworkIdentity(2032).gameObject;
|
||||
|
||||
serverObject.value = serverValue;
|
||||
clientObject.value = clientValue;
|
||||
|
||||
int callCount = 0;
|
||||
clientObject.HookCalled += (oldValue, newValue) =>
|
||||
{
|
||||
callCount++;
|
||||
Assert.That(oldValue, Is.EqualTo(clientValue));
|
||||
Assert.That(newValue, Is.EqualTo(serverValue));
|
||||
};
|
||||
|
||||
bool written = SyncToClient(serverObject, clientObject, intialState);
|
||||
Assert.IsTrue(written);
|
||||
Assert.That(callCount, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase(true)]
|
||||
[TestCase(false)]
|
||||
|
@ -22,12 +22,6 @@ public void FindsStaticHook()
|
||||
IsSuccess();
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void FindsHookWithGameObjects()
|
||||
{
|
||||
IsSuccess();
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void FindsHookWithNetworkIdentity()
|
||||
{
|
||||
|
@ -1,16 +0,0 @@
|
||||
using Mirror;
|
||||
using UnityEngine;
|
||||
|
||||
namespace WeaverSyncVarHookTests.FindsHookWithGameObjects
|
||||
{
|
||||
class FindsHookWithGameObjects : NetworkBehaviour
|
||||
{
|
||||
[SyncVar(hook = nameof(onTargetChanged))]
|
||||
GameObject target;
|
||||
|
||||
void onTargetChanged(GameObject oldValue, GameObject newValue)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user