diff --git a/com.unity.netcode.gameobjects/CHANGELOG.md b/com.unity.netcode.gameobjects/CHANGELOG.md index e835c490e1..ae37912200 100644 --- a/com.unity.netcode.gameobjects/CHANGELOG.md +++ b/com.unity.netcode.gameobjects/CHANGELOG.md @@ -17,6 +17,7 @@ Additional documentation and release notes are available at [Multiplayer Documen - `NetworkHide()` of an object that was just `NetworkShow()`n produces a warning, as remote clients will _not_ get a spawn/despawn pair. - The default listen address of `UnityTransport` is now 0.0.0.0. (#2307) - Renamed the NetworkTransform.SetState parameter `shouldGhostsInterpolate` to `teleportDisabled` for better clarity of what that parameter does. (#2228) +- Network prefabs are now stored in a ScriptableObject that can be shared between NetworkManagers, and have been exposed for public access. By default, a Default Prefabs List is created that contains all NetworkObject prefabs in the project, and new NetworkManagers will default to using that unless that option is turned off in the Netcode for GameObjects settings. Existing NetworkManagers will maintain their existing lists, which can be migrated to the new format via a button in their inspector. (#2322) ### Fixed - Fixed issue where `NetcodeSettingsProvider` would throw an exception in Unity 2020.3.x versions. (#2345) diff --git a/com.unity.netcode.gameobjects/Components/NetworkAnimator.cs b/com.unity.netcode.gameobjects/Components/NetworkAnimator.cs index 258b64ea0b..bd52f46ad6 100644 --- a/com.unity.netcode.gameobjects/Components/NetworkAnimator.cs +++ b/com.unity.netcode.gameobjects/Components/NetworkAnimator.cs @@ -232,7 +232,7 @@ private void BuildDestinationToTransitionInfoTable() private void BuildTransitionStateInfoList() { #if UNITY_EDITOR - if (UnityEditor.EditorApplication.isUpdating) + if (UnityEditor.EditorApplication.isUpdating || UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode) { return; } diff --git a/com.unity.netcode.gameobjects/Editor/Configuration.meta b/com.unity.netcode.gameobjects/Editor/Configuration.meta index 1f445ad093..d38b9ccf17 100644 --- a/com.unity.netcode.gameobjects/Editor/Configuration.meta +++ b/com.unity.netcode.gameobjects/Editor/Configuration.meta @@ -1,8 +1,3 @@ fileFormatVersion: 2 -guid: 52153943c346dd04e8712ab540ab9c22 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: +guid: b2f70916f7024c66aa5dfe1e43c151a2 +timeCreated: 1654274400 \ No newline at end of file diff --git a/com.unity.netcode.gameobjects/Editor/Configuration/NetcodeForGameObjectsSettings.cs b/com.unity.netcode.gameobjects/Editor/Configuration/NetcodeForGameObjectsSettings.cs index f62b287465..39ce211939 100644 --- a/com.unity.netcode.gameobjects/Editor/Configuration/NetcodeForGameObjectsSettings.cs +++ b/com.unity.netcode.gameobjects/Editor/Configuration/NetcodeForGameObjectsSettings.cs @@ -1,9 +1,10 @@ using UnityEditor; +using UnityEngine; namespace Unity.Netcode.Editor.Configuration { - internal class NetcodeForGameObjectsSettings + internal class NetcodeForGameObjectsEditorSettings { internal const string AutoAddNetworkObjectIfNoneExists = "AutoAdd-NetworkObject-When-None-Exist"; internal const string InstallMultiplayerToolsTipDismissedPlayerPrefKey = "Netcode_Tip_InstallMPTools_Dismissed"; @@ -14,6 +15,7 @@ internal static int GetNetcodeInstallMultiplayerToolTips() { return EditorPrefs.GetInt(InstallMultiplayerToolsTipDismissedPlayerPrefKey); } + return 0; } @@ -28,6 +30,7 @@ internal static bool GetAutoAddNetworkObjectSetting() { return EditorPrefs.GetBool(AutoAddNetworkObjectIfNoneExists); } + return false; } @@ -36,4 +39,15 @@ internal static void SetAutoAddNetworkObjectSetting(bool autoAddSetting) EditorPrefs.SetBool(AutoAddNetworkObjectIfNoneExists, autoAddSetting); } } + + [FilePath("ProjectSettings/NetcodeForGameObjects.settings", FilePathAttribute.Location.ProjectFolder)] + internal class NetcodeForGameObjectsProjectSettings : ScriptableSingleton + { + [SerializeField] public bool GenerateDefaultNetworkPrefabs = true; + + internal void SaveSettings() + { + Save(true); + } + } } diff --git a/com.unity.netcode.gameobjects/Editor/Configuration/NetcodeSettingsProvider.cs b/com.unity.netcode.gameobjects/Editor/Configuration/NetcodeSettingsProvider.cs index 5e92222874..08bbda7871 100644 --- a/com.unity.netcode.gameobjects/Editor/Configuration/NetcodeSettingsProvider.cs +++ b/com.unity.netcode.gameobjects/Editor/Configuration/NetcodeSettingsProvider.cs @@ -5,6 +5,11 @@ namespace Unity.Netcode.Editor.Configuration { internal static class NetcodeSettingsProvider { + private const float k_MaxLabelWidth = 450f; + private static float s_MaxLabelWidth; + private static bool s_ShowEditorSettingFields = true; + private static bool s_ShowProjectSettingFields = true; + [SettingsProvider] public static SettingsProvider CreateNetcodeSettingsProvider() { @@ -20,6 +25,7 @@ public static SettingsProvider CreateNetcodeSettingsProvider() return provider; } + internal static NetcodeSettingsLabel NetworkObjectsSectionLabel; internal static NetcodeSettingsToggle AutoAddNetworkObjectToggle; internal static NetcodeSettingsLabel MultiplayerToolsLabel; @@ -41,7 +47,7 @@ private static void CheckForInitialize() if (AutoAddNetworkObjectToggle == null) { - AutoAddNetworkObjectToggle = new NetcodeSettingsToggle("Auto-Add NetworkObjects", "When enabled, NetworkObjects are automatically added to GameObjects when NetworkBehaviours are added first.", 20); + AutoAddNetworkObjectToggle = new NetcodeSettingsToggle("Auto-Add NetworkObject Component", "When enabled, NetworkObject components are automatically added to GameObjects when NetworkBehaviour components are added first.", 20); } if (MultiplayerToolsLabel == null) @@ -60,17 +66,64 @@ private static void OnGuiHandler(string obj) // Make sure all NetcodeGUISettings derived classes are instantiated first CheckForInitialize(); - var autoAddNetworkObjectSetting = NetcodeForGameObjectsSettings.GetAutoAddNetworkObjectSetting(); - var multiplayerToolsTipStatus = NetcodeForGameObjectsSettings.GetNetcodeInstallMultiplayerToolTips() == 0; + var autoAddNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting(); + var multiplayerToolsTipStatus = NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() == 0; + var settings = NetcodeForGameObjectsProjectSettings.instance; + var generateDefaultPrefabs = settings.GenerateDefaultNetworkPrefabs; + EditorGUI.BeginChangeCheck(); - NetworkObjectsSectionLabel.DrawLabel(); - autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting); - MultiplayerToolsLabel.DrawLabel(); - multiplayerToolsTipStatus = MultiplayerToolTipStatusToggle.DrawToggle(multiplayerToolsTipStatus); + + GUILayout.BeginVertical("Box"); + s_ShowEditorSettingFields = EditorGUILayout.BeginFoldoutHeaderGroup(s_ShowEditorSettingFields, "Editor Settings"); + + if (s_ShowEditorSettingFields) + { + GUILayout.BeginVertical("Box"); + NetworkObjectsSectionLabel.DrawLabel(); + autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting); + GUILayout.EndVertical(); + + GUILayout.BeginVertical("Box"); + MultiplayerToolsLabel.DrawLabel(); + multiplayerToolsTipStatus = MultiplayerToolTipStatusToggle.DrawToggle(multiplayerToolsTipStatus); + GUILayout.EndVertical(); + } + EditorGUILayout.EndFoldoutHeaderGroup(); + GUILayout.EndVertical(); + + GUILayout.BeginVertical("Box"); + s_ShowProjectSettingFields = EditorGUILayout.BeginFoldoutHeaderGroup(s_ShowProjectSettingFields, "Project Settings"); + if (s_ShowProjectSettingFields) + { + GUILayout.BeginVertical("Box"); + const string generateNetworkPrefabsString = "Generate Default Network Prefabs List"; + + if (s_MaxLabelWidth == 0) + { + s_MaxLabelWidth = EditorStyles.label.CalcSize(new GUIContent(generateNetworkPrefabsString)).x; + s_MaxLabelWidth = Mathf.Min(k_MaxLabelWidth, s_MaxLabelWidth); + } + + EditorGUIUtility.labelWidth = s_MaxLabelWidth; + + GUILayout.Label("Network Prefabs", EditorStyles.boldLabel); + generateDefaultPrefabs = EditorGUILayout.Toggle( + new GUIContent( + generateNetworkPrefabsString, + "When enabled, a default NetworkPrefabsList object will be added to your project and kept up " + + "to date with all NetworkObject prefabs."), + generateDefaultPrefabs, + GUILayout.Width(s_MaxLabelWidth + 20)); + GUILayout.EndVertical(); + } + EditorGUILayout.EndFoldoutHeaderGroup(); + GUILayout.EndVertical(); if (EditorGUI.EndChangeCheck()) { - NetcodeForGameObjectsSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting); - NetcodeForGameObjectsSettings.SetNetcodeInstallMultiplayerToolTips(multiplayerToolsTipStatus ? 0 : 1); + NetcodeForGameObjectsEditorSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting); + NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(multiplayerToolsTipStatus ? 0 : 1); + settings.GenerateDefaultNetworkPrefabs = generateDefaultPrefabs; + settings.SaveSettings(); } } } @@ -122,4 +175,5 @@ protected void AdjustLabelSize(string labelText, float offset = 0.0f) m_LayoutWidth = GUILayout.Width(m_LabelSize + offset); } } + } diff --git a/com.unity.netcode.gameobjects/Editor/Configuration/NetworkPrefabProcessor.cs b/com.unity.netcode.gameobjects/Editor/Configuration/NetworkPrefabProcessor.cs new file mode 100644 index 0000000000..b875bb7764 --- /dev/null +++ b/com.unity.netcode.gameobjects/Editor/Configuration/NetworkPrefabProcessor.cs @@ -0,0 +1,159 @@ +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; + +namespace Unity.Netcode.Editor.Configuration +{ + /// + /// Updates the default instance when prefabs are updated (created, moved, deleted) in the project. + /// + public class NetworkPrefabProcessor : AssetPostprocessor + { + private static string s_DefaultNetworkPrefabsPath = "Assets/DefaultNetworkPrefabs.asset"; + public static string DefaultNetworkPrefabsPath + { + get + { + return s_DefaultNetworkPrefabsPath; + } + internal set + { + s_DefaultNetworkPrefabsPath = value; + // Force a recache of the prefab list + s_PrefabsList = null; + } + } + private static NetworkPrefabsList s_PrefabsList; + + private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) + { + var settings = NetcodeForGameObjectsProjectSettings.instance; + if (!settings.GenerateDefaultNetworkPrefabs) + { + return; + } + + bool ProcessImportedAssets(string[] importedAssets1) + { + var dirty = false; + foreach (var assetPath in importedAssets1) + { + // We only care about GameObjects, skip everything else. Can't use the more targeted + // OnPostProcessPrefabs since that's not called for moves or deletes + if (AssetDatabase.GetMainAssetTypeAtPath(assetPath) != typeof(GameObject)) + { + continue; + } + + var go = AssetDatabase.LoadAssetAtPath(assetPath); + if (go.TryGetComponent(out _)) + { + s_PrefabsList.List.Add(new NetworkPrefab { Prefab = go }); + dirty = true; + } + } + + return dirty; + } + + bool ProcessDeletedAssets(string[] strings) + { + var dirty = false; + var deleted = new List(strings); + for (int i = s_PrefabsList.List.Count - 1; i >= 0 && deleted.Count > 0; --i) + { + GameObject prefab; + try + { + prefab = s_PrefabsList.List[i].Prefab; + } + catch (MissingReferenceException) + { + s_PrefabsList.List.RemoveAt(i); + continue; + } + if (prefab == null) + { + s_PrefabsList.List.RemoveAt(i); + } + else + { + string noPath = AssetDatabase.GetAssetPath(prefab); + for (int j = strings.Length - 1; j >= 0; --j) + { + if (noPath == strings[j]) + { + s_PrefabsList.List.RemoveAt(i); + deleted.RemoveAt(j); + dirty = true; + } + } + } + } + + return dirty; + } + + if (s_PrefabsList == null) + { + s_PrefabsList = GetOrCreateNetworkPrefabs(DefaultNetworkPrefabsPath, out var newList, true); + // A new list already processed all existing assets, no need to double-process imports & deletes + if (newList) + { + return; + } + } + + var markDirty = ProcessImportedAssets(importedAssets); + markDirty &= ProcessDeletedAssets(deletedAssets); + + if (markDirty) + { + EditorUtility.SetDirty(s_PrefabsList); + } + } + + internal static NetworkPrefabsList GetOrCreateNetworkPrefabs(string path, out bool isNew, bool addAll) + { + var defaultPrefabs = AssetDatabase.LoadAssetAtPath(path); + if (defaultPrefabs == null) + { + isNew = true; + defaultPrefabs = ScriptableObject.CreateInstance(); + defaultPrefabs.IsDefault = true; + AssetDatabase.CreateAsset(defaultPrefabs, path); + + if (addAll) + { + // This could be very expensive in large projects... maybe make it manually triggered via a menu? + defaultPrefabs.List = FindAll(); + } + EditorUtility.SetDirty(defaultPrefabs); + AssetDatabase.SaveAssetIfDirty(defaultPrefabs); + return defaultPrefabs; + } + + isNew = false; + return defaultPrefabs; + } + + private static List FindAll() + { + var list = new List(); + + string[] guids = AssetDatabase.FindAssets("t:GameObject"); + foreach (var guid in guids) + { + string assetPath = AssetDatabase.GUIDToAssetPath(guid); + var go = AssetDatabase.LoadAssetAtPath(assetPath); + + if (go.TryGetComponent(out NetworkObject _)) + { + list.Add(new NetworkPrefab { Prefab = go }); + } + } + + return list; + } + } +} diff --git a/com.unity.netcode.gameobjects/Editor/Configuration/NetworkPrefabProcessor.cs.meta b/com.unity.netcode.gameobjects/Editor/Configuration/NetworkPrefabProcessor.cs.meta new file mode 100644 index 0000000000..ff00bdb083 --- /dev/null +++ b/com.unity.netcode.gameobjects/Editor/Configuration/NetworkPrefabProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d8b62a05d80cc444f9c74731c01b8e39 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: \ No newline at end of file diff --git a/com.unity.netcode.gameobjects/Editor/Configuration/NetworkPrefabsEditor.cs b/com.unity.netcode.gameobjects/Editor/Configuration/NetworkPrefabsEditor.cs new file mode 100644 index 0000000000..100d1e0b60 --- /dev/null +++ b/com.unity.netcode.gameobjects/Editor/Configuration/NetworkPrefabsEditor.cs @@ -0,0 +1,95 @@ +using UnityEditor; +using UnityEditorInternal; +using UnityEngine; + +namespace Unity.Netcode.Editor +{ + [CustomEditor(typeof(NetworkPrefabsList), true)] + [CanEditMultipleObjects] + public class NetworkPrefabsEditor : UnityEditor.Editor + { + private ReorderableList m_NetworkPrefabsList; + private SerializedProperty m_IsDefaultBool; + + private void OnEnable() + { + m_IsDefaultBool = serializedObject.FindProperty(nameof(NetworkPrefabsList.IsDefault)); + m_NetworkPrefabsList = new ReorderableList(serializedObject, serializedObject.FindProperty("List"), true, true, true, true); + m_NetworkPrefabsList.elementHeightCallback = index => + { + var networkOverrideInt = 0; + if (m_NetworkPrefabsList.count > 0) + { + var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index); + var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override)); + networkOverrideInt = networkOverrideProp.enumValueIndex; + } + + return 8 + (networkOverrideInt == 0 ? EditorGUIUtility.singleLineHeight : (EditorGUIUtility.singleLineHeight * 2) + 5); + }; + m_NetworkPrefabsList.drawElementCallback = (rect, index, isActive, isFocused) => + { + rect.y += 5; + + var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index); + var networkPrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Prefab)); + var networkSourceHashProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.SourceHashToOverride)); + var networkSourcePrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.SourcePrefabToOverride)); + var networkTargetPrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.OverridingTargetPrefab)); + var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override)); + var networkOverrideInt = networkOverrideProp.enumValueIndex; + var networkOverrideEnum = (NetworkPrefabOverride)networkOverrideInt; + EditorGUI.LabelField(new Rect(rect.x + rect.width - 70, rect.y, 60, EditorGUIUtility.singleLineHeight), "Override"); + if (networkOverrideEnum == NetworkPrefabOverride.None) + { + if (EditorGUI.Toggle(new Rect(rect.x + rect.width - 15, rect.y, 10, EditorGUIUtility.singleLineHeight), false)) + { + networkOverrideProp.enumValueIndex = (int)NetworkPrefabOverride.Prefab; + } + } + else + { + if (!EditorGUI.Toggle(new Rect(rect.x + rect.width - 15, rect.y, 10, EditorGUIUtility.singleLineHeight), true)) + { + networkOverrideProp.enumValueIndex = 0; + networkOverrideEnum = NetworkPrefabOverride.None; + } + } + + if (networkOverrideEnum == NetworkPrefabOverride.None) + { + EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width - 80, EditorGUIUtility.singleLineHeight), networkPrefabProp, GUIContent.none); + } + else + { + networkOverrideProp.enumValueIndex = GUI.Toolbar(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), networkOverrideInt - 1, new[] { "Prefab", "Hash" }) + 1; + + if (networkOverrideEnum == NetworkPrefabOverride.Prefab) + { + EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 190, EditorGUIUtility.singleLineHeight), networkSourcePrefabProp, GUIContent.none); + } + else + { + EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 190, EditorGUIUtility.singleLineHeight), networkSourceHashProp, GUIContent.none); + } + + rect.y += EditorGUIUtility.singleLineHeight + 5; + + EditorGUI.LabelField(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), "Overriding Prefab"); + EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 110, EditorGUIUtility.singleLineHeight), networkTargetPrefabProp, GUIContent.none); + } + }; + m_NetworkPrefabsList.drawHeaderCallback = rect => EditorGUI.LabelField(rect, "NetworkPrefabs"); + } + + public override void OnInspectorGUI() + { + using (new EditorGUI.DisabledScope(true)) + { + EditorGUILayout.PropertyField(m_IsDefaultBool); + } + + m_NetworkPrefabsList.DoLayoutList(); + } + } +} diff --git a/com.unity.netcode.gameobjects/Editor/Configuration/NetworkPrefabsEditor.cs.meta b/com.unity.netcode.gameobjects/Editor/Configuration/NetworkPrefabsEditor.cs.meta new file mode 100644 index 0000000000..fce346764d --- /dev/null +++ b/com.unity.netcode.gameobjects/Editor/Configuration/NetworkPrefabsEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8d6d0919fa8ff41c9b1d1241256f7364 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: \ No newline at end of file diff --git a/com.unity.netcode.gameobjects/Editor/NetworkBehaviourEditor.cs b/com.unity.netcode.gameobjects/Editor/NetworkBehaviourEditor.cs index c5b898b2b8..9c40d25d12 100644 --- a/com.unity.netcode.gameobjects/Editor/NetworkBehaviourEditor.cs +++ b/com.unity.netcode.gameobjects/Editor/NetworkBehaviourEditor.cs @@ -362,7 +362,7 @@ public static void CheckForNetworkObject(GameObject gameObject, bool networkObje // and the user has already turned "Auto-Add NetworkObject" on when first notified about the requirement // then just send a reminder to the user why the NetworkObject they just deleted seemingly "re-appeared" // again. - if (networkObjectRemoved && NetcodeForGameObjectsSettings.GetAutoAddNetworkObjectSetting()) + if (networkObjectRemoved && NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting()) { Debug.LogWarning($"{gameObject.name} still has {nameof(NetworkBehaviour)}s and Auto-Add NetworkObjects is enabled. A NetworkObject is being added back to {gameObject.name}."); Debug.Log($"To reset Auto-Add NetworkObjects: Select the Netcode->General->Reset Auto-Add NetworkObject menu item."); @@ -371,7 +371,7 @@ public static void CheckForNetworkObject(GameObject gameObject, bool networkObje // Notify and provide the option to add it one time, always add a NetworkObject, or do nothing and let the user manually add it if (EditorUtility.DisplayDialog($"{nameof(NetworkBehaviour)}s require a {nameof(NetworkObject)}", $"{gameObject.name} does not have a {nameof(NetworkObject)} component. Would you like to add one now?", "Yes", "No (manually add it)", - DialogOptOutDecisionType.ForThisMachine, NetcodeForGameObjectsSettings.AutoAddNetworkObjectIfNoneExists)) + DialogOptOutDecisionType.ForThisMachine, NetcodeForGameObjectsEditorSettings.AutoAddNetworkObjectIfNoneExists)) { gameObject.AddComponent(); var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene(); diff --git a/com.unity.netcode.gameobjects/Editor/NetworkManagerEditor.cs b/com.unity.netcode.gameobjects/Editor/NetworkManagerEditor.cs index d79cd9c2fe..bcf836523c 100644 --- a/com.unity.netcode.gameobjects/Editor/NetworkManagerEditor.cs +++ b/com.unity.netcode.gameobjects/Editor/NetworkManagerEditor.cs @@ -1,8 +1,8 @@ using System; using System.Collections.Generic; +using System.IO; using UnityEditor; using UnityEngine; -using UnityEditorInternal; using Unity.Netcode.Editor.Configuration; namespace Unity.Netcode.Editor @@ -40,8 +40,7 @@ public class NetworkManagerEditor : UnityEditor.Editor private SerializedProperty m_NetworkIdRecycleDelayProperty; private SerializedProperty m_RpcHashSizeProperty; private SerializedProperty m_LoadSceneTimeOutProperty; - - private ReorderableList m_NetworkPrefabsList; + private SerializedProperty m_PrefabsList; private NetworkManager m_NetworkManager; private bool m_Initialized; @@ -106,7 +105,9 @@ private void Initialize() m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay"); m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize"); m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut"); - + m_PrefabsList = m_NetworkConfigProperty + .FindPropertyRelative(nameof(NetworkConfig.Prefabs)) + .FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists)); ReloadTransports(); } @@ -132,76 +133,9 @@ private void CheckNullProperties() m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay"); m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize"); m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut"); - } - - private void OnEnable() - { - m_NetworkPrefabsList = new ReorderableList(serializedObject, serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig)).FindPropertyRelative(nameof(NetworkConfig.NetworkPrefabs)), true, true, true, true); - m_NetworkPrefabsList.elementHeightCallback = index => - { - var networkOverrideInt = 0; - if (m_NetworkPrefabsList.count > 0) - { - var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index); - var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override)); - networkOverrideInt = networkOverrideProp.enumValueIndex; - } - - return 8 + (networkOverrideInt == 0 ? EditorGUIUtility.singleLineHeight : (EditorGUIUtility.singleLineHeight * 2) + 5); - }; - m_NetworkPrefabsList.drawElementCallback = (rect, index, isActive, isFocused) => - { - rect.y += 5; - - var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index); - var networkPrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Prefab)); - var networkSourceHashProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.SourceHashToOverride)); - var networkSourcePrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.SourcePrefabToOverride)); - var networkTargetPrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.OverridingTargetPrefab)); - var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override)); - var networkOverrideInt = networkOverrideProp.enumValueIndex; - var networkOverrideEnum = (NetworkPrefabOverride)networkOverrideInt; - EditorGUI.LabelField(new Rect(rect.x + rect.width - 70, rect.y, 60, EditorGUIUtility.singleLineHeight), "Override"); - if (networkOverrideEnum == NetworkPrefabOverride.None) - { - if (EditorGUI.Toggle(new Rect(rect.x + rect.width - 15, rect.y, 10, EditorGUIUtility.singleLineHeight), false)) - { - networkOverrideProp.enumValueIndex = (int)NetworkPrefabOverride.Prefab; - } - } - else - { - if (!EditorGUI.Toggle(new Rect(rect.x + rect.width - 15, rect.y, 10, EditorGUIUtility.singleLineHeight), true)) - { - networkOverrideProp.enumValueIndex = 0; - networkOverrideEnum = NetworkPrefabOverride.None; - } - } - - if (networkOverrideEnum == NetworkPrefabOverride.None) - { - EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width - 80, EditorGUIUtility.singleLineHeight), networkPrefabProp, GUIContent.none); - } - else - { - networkOverrideProp.enumValueIndex = GUI.Toolbar(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), networkOverrideInt - 1, new[] { "Prefab", "Hash" }) + 1; - - if (networkOverrideEnum == NetworkPrefabOverride.Prefab) - { - EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 190, EditorGUIUtility.singleLineHeight), networkSourcePrefabProp, GUIContent.none); - } - else - { - EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 190, EditorGUIUtility.singleLineHeight), networkSourceHashProp, GUIContent.none); - } - - rect.y += EditorGUIUtility.singleLineHeight + 5; - - EditorGUI.LabelField(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), "Overriding Prefab"); - EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 110, EditorGUIUtility.singleLineHeight), networkTargetPrefabProp, GUIContent.none); - } - }; - m_NetworkPrefabsList.drawHeaderCallback = rect => EditorGUI.LabelField(rect, "NetworkPrefabs"); + m_PrefabsList = m_NetworkConfigProperty + .FindPropertyRelative(nameof(NetworkConfig.Prefabs)) + .FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists)); } /// @@ -224,7 +158,62 @@ public override void OnInspectorGUI() EditorGUILayout.PropertyField(m_PlayerPrefabProperty); EditorGUILayout.Space(); - m_NetworkPrefabsList.DoLayoutList(); + if (m_NetworkManager.NetworkConfig.HasOldPrefabList()) + { + EditorGUILayout.HelpBox("Network Prefabs serialized in old format. Migrate to new format to edit the list.", MessageType.Info); + if (GUILayout.Button(new GUIContent("Migrate Prefab List", "Converts the old format Network Prefab list to a new Scriptable Object"))) + { + // Default directory + var directory = "Assets/"; + var assetPath = AssetDatabase.GetAssetPath(m_NetworkManager); + if (assetPath == "") + { + assetPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(m_NetworkManager); + } + + if (assetPath != "") + { + directory = Path.GetDirectoryName(assetPath); + } + else + { +#if UNITY_2021_1_OR_NEWER + var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject); +#else + var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject); +#endif + if (prefabStage != null) + { + var prefabPath = prefabStage.assetPath; + if (!string.IsNullOrEmpty(prefabPath)) + { + directory = Path.GetDirectoryName(prefabPath); + } + } + if (m_NetworkManager.gameObject.scene != null) + { + var scenePath = m_NetworkManager.gameObject.scene.path; + if (!string.IsNullOrEmpty(scenePath)) + { + directory = Path.GetDirectoryName(scenePath); + } + } + } + var networkPrefabs = m_NetworkManager.NetworkConfig.MigrateOldNetworkPrefabsToNetworkPrefabsList(); + string path = Path.Combine(directory, $"NetworkPrefabs-{m_NetworkManager.GetInstanceID()}.asset"); + Debug.Log("Saving migrated Network Prefabs List to " + path); + AssetDatabase.CreateAsset(networkPrefabs, path); + EditorUtility.SetDirty(m_NetworkManager); + } + } + else + { + if (m_NetworkManager.NetworkConfig.Prefabs.NetworkPrefabsLists.Count == 0) + { + EditorGUILayout.HelpBox("You have no prefab list selected. You will have to add your prefabs manually at runtime for netcode to work.", MessageType.Warning); + } + EditorGUILayout.PropertyField(m_PrefabsList); + } EditorGUILayout.Space(); EditorGUILayout.LabelField("General", EditorStyles.boldLabel); @@ -359,7 +348,7 @@ private static void DrawInstallMultiplayerToolsTip() const string targetUrl = "https://docs-multiplayer.unity3d.com/netcode/current/tools/install-tools"; const string infoIconName = "console.infoicon"; - if (NetcodeForGameObjectsSettings.GetNetcodeInstallMultiplayerToolTips() != 0) + if (NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() != 0) { return; } @@ -405,7 +394,7 @@ private static void DrawInstallMultiplayerToolsTip() GUILayout.FlexibleSpace(); if (GUILayout.Button(dismissButtonText, dismissButtonStyle, GUILayout.ExpandWidth(false))) { - NetcodeForGameObjectsSettings.SetNetcodeInstallMultiplayerToolTips(1); + NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(1); } EditorGUIUtility.AddCursorRect(GUILayoutUtility.GetLastRect(), MouseCursor.Link); GUILayout.FlexibleSpace(); diff --git a/com.unity.netcode.gameobjects/Editor/NetworkManagerHelper.cs b/com.unity.netcode.gameobjects/Editor/NetworkManagerHelper.cs index c7d13b0e9c..6fd610355e 100644 --- a/com.unity.netcode.gameobjects/Editor/NetworkManagerHelper.cs +++ b/com.unity.netcode.gameobjects/Editor/NetworkManagerHelper.cs @@ -1,5 +1,6 @@ using System.Collections.Generic; using System.Linq; +using Unity.Netcode.Editor.Configuration; using UnityEngine; using UnityEngine.SceneManagement; using UnityEditor; @@ -32,6 +33,24 @@ private static void InitializeOnload() EditorApplication.playModeStateChanged += EditorApplication_playModeStateChanged; EditorApplication.hierarchyChanged += EditorApplication_hierarchyChanged; + + // Initialize default values for new NetworkManagers + // + // When the default prefab list is enabled, this will default + // new NetworkManagers to using it. + // + // This will get run when new NetworkManagers are added, and + // when the user presses the "reset" button on a NetworkManager + // in the inspector. + NetworkManager.OnNetworkManagerReset = manager => + { + var settings = NetcodeForGameObjectsProjectSettings.instance; + if (settings.GenerateDefaultNetworkPrefabs) + { + manager.NetworkConfig = new NetworkConfig(); + manager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List { NetworkPrefabProcessor.GetOrCreateNetworkPrefabs(NetworkPrefabProcessor.DefaultNetworkPrefabsPath, out _, true) }; + } + }; } private static void EditorApplication_playModeStateChanged(PlayModeStateChange playModeStateChange) diff --git a/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs index 7c018883d6..23ff46023b 100644 --- a/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs +++ b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs @@ -3,6 +3,7 @@ using UnityEngine; using System.Linq; using Unity.Collections; +using UnityEngine.Serialization; namespace Unity.Netcode { @@ -30,20 +31,8 @@ public class NetworkConfig [Tooltip("When set, NetworkManager will automatically create and spawn the assigned player prefab. This can be overridden by adding it to the NetworkPrefabs list and selecting override.")] public GameObject PlayerPrefab; - /// - /// A list of prefabs that can be dynamically spawned. - /// [SerializeField] - [Tooltip("The prefabs that can be spawned across the network")] - internal List NetworkPrefabs = new List(); - - /// - /// This dictionary provides a quick way to check and see if a NetworkPrefab has a NetworkPrefab override. - /// Generated at runtime and OnValidate - /// - internal Dictionary NetworkPrefabOverrideLinks = new Dictionary(); - - internal Dictionary OverrideToNetworkPrefab = new Dictionary(); + public NetworkPrefabs Prefabs = new NetworkPrefabs(); /// @@ -239,7 +228,7 @@ public ulong GetConfig(bool cache = true) if (ForceSamePrefabs) { - var sortedDictionary = NetworkPrefabOverrideLinks.OrderBy(x => x.Key); + var sortedDictionary = Prefabs.NetworkPrefabOverrideLinks.OrderBy(x => x.Key); foreach (var sortedEntry in sortedDictionary) { @@ -273,6 +262,79 @@ public bool CompareConfig(ulong hash) { return hash == GetConfig(); } + + internal void InitializePrefabs() + { + if (HasOldPrefabList()) + { + MigrateOldNetworkPrefabsToNetworkPrefabsList(); + } + + Prefabs.Initialize(); + } + + #region Legacy Network Prefab List + + [NonSerialized] + private bool m_DidWarnOldPrefabList = false; + + private void WarnOldPrefabList() + { + if (!m_DidWarnOldPrefabList) + { + Debug.LogWarning("Using Legacy Network Prefab List. Consider Migrating."); + m_DidWarnOldPrefabList = true; + } + } + + /// + /// Returns true if the old List<NetworkPrefab> serialized data is present. + /// + /// + /// Internal use only to help migrate projects. + internal bool HasOldPrefabList() + { + return OldPrefabList?.Count > 0; + } + + /// + /// Migrate the old format List<NetworkPrefab> prefab registration to the new NetworkPrefabsList ScriptableObject. + /// + /// + /// OnAfterDeserialize cannot instantiate new objects (e.g. NetworkPrefabsList SO) since it executes in a thread, so we have to do it later. + /// Since NetworkConfig isn't a Unity.Object it doesn't get an Awake callback, so we have to do this in NetworkManager and expose this API. + /// + internal NetworkPrefabsList MigrateOldNetworkPrefabsToNetworkPrefabsList() + { + if (OldPrefabList == null || OldPrefabList.Count == 0) + { + return null; + } + + if (Prefabs == null) + { + throw new Exception("Prefabs field is null."); + } + + Prefabs.NetworkPrefabsLists.Add(ScriptableObject.CreateInstance()); + + if (OldPrefabList?.Count > 0) + { + // Migrate legacy types/fields + foreach (var networkPrefab in OldPrefabList) + { + Prefabs.NetworkPrefabsLists[Prefabs.NetworkPrefabsLists.Count - 1].Add(networkPrefab); + } + } + + OldPrefabList = null; + return Prefabs.NetworkPrefabsLists[Prefabs.NetworkPrefabsLists.Count - 1]; + } + + [FormerlySerializedAs("NetworkPrefabs")] + [SerializeField] + internal List OldPrefabList; + + #endregion } } - diff --git a/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkPrefab.cs b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkPrefab.cs index cc22258ef0..dbb1d9144d 100644 --- a/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkPrefab.cs +++ b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkPrefab.cs @@ -3,10 +3,23 @@ namespace Unity.Netcode { - internal enum NetworkPrefabOverride + /// + /// The method of NetworkPrefab override used to identify the source prefab + /// + public enum NetworkPrefabOverride { + /// + /// No oeverride is present + /// None, + /// + /// Override the prefab when the given SourcePrefabToOverride is requested + /// Prefab, + /// + /// Override the prefab when the given SourceHashToOverride is requested + /// Used in situations where the server assets do not exist in client builds + /// Hash } @@ -14,10 +27,10 @@ internal enum NetworkPrefabOverride /// Class that represents a NetworkPrefab /// [Serializable] - internal class NetworkPrefab + public class NetworkPrefab { /// - /// The override setttings for this NetworkPrefab + /// The override settings for this NetworkPrefab /// public NetworkPrefabOverride Override; @@ -41,5 +54,168 @@ internal class NetworkPrefab /// The prefab to replace (override) the source prefab with /// public GameObject OverridingTargetPrefab; + + public bool Equals(NetworkPrefab other) + { + return Override == other.Override && + Prefab == other.Prefab && + SourcePrefabToOverride == other.SourcePrefabToOverride && + SourceHashToOverride == other.SourceHashToOverride && + OverridingTargetPrefab == other.OverridingTargetPrefab; + } + + public uint SourcePrefabGlobalObjectIdHash + { + get + { + switch (Override) + { + case NetworkPrefabOverride.None: + if (Prefab != null && Prefab.TryGetComponent(out NetworkObject no)) + { + return no.GlobalObjectIdHash; + } + + throw new InvalidOperationException("Prefab field isn't set or isn't a Network Object"); + case NetworkPrefabOverride.Prefab: + if (SourcePrefabToOverride != null && SourcePrefabToOverride.TryGetComponent(out no)) + { + return no.GlobalObjectIdHash; + } + + throw new InvalidOperationException("Source Prefab field isn't set or isn't a Network Object"); + case NetworkPrefabOverride.Hash: + return SourceHashToOverride; + default: + throw new ArgumentOutOfRangeException(); + } + } + } + + public uint TargetPrefabGlobalObjectIdHash + { + get + { + switch (Override) + { + case NetworkPrefabOverride.None: + return 0; + case NetworkPrefabOverride.Prefab: + case NetworkPrefabOverride.Hash: + if (OverridingTargetPrefab != null && OverridingTargetPrefab.TryGetComponent(out NetworkObject no)) + { + return no.GlobalObjectIdHash; + } + + throw new InvalidOperationException("Target Prefab field isn't set or isn't a Network Object"); + default: + throw new ArgumentOutOfRangeException(); + } + } + } + + public bool Validate(int index = -1) + { + NetworkObject networkObject; + if (Override == NetworkPrefabOverride.None) + { + if (Prefab == null) + { + NetworkLog.LogWarning($"{nameof(NetworkPrefab)} cannot be null ({nameof(NetworkPrefab)} at index: {index})"); + return false; + } + + networkObject = Prefab.GetComponent(); + if (networkObject == null) + { + if (NetworkLog.CurrentLogLevel <= LogLevel.Error) + { + NetworkLog.LogWarning($"{NetworkManager.PrefabDebugHelper(this)} is missing " + + $"a {nameof(NetworkObject)} component (entry will be ignored)."); + } + return false; + } + + return true; + } + + // Validate source prefab override values first + switch (Override) + { + case NetworkPrefabOverride.Hash: + { + if (SourceHashToOverride == 0) + { + if (NetworkLog.CurrentLogLevel <= LogLevel.Error) + { + NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(SourceHashToOverride)} is zero " + + "(entry will be ignored)."); + } + return false; + } + + break; + } + case NetworkPrefabOverride.Prefab: + { + if (SourcePrefabToOverride == null) + { + // This is a leftover side-effect from NetworkManager's OnValidate. It's a usability + // adjustment to automatically set the "Prefab" field as the source prefab when a user + // swaps from the default Inspector to the override one. + if (Prefab != null) + { + SourcePrefabToOverride = Prefab; + } + else if (NetworkLog.CurrentLogLevel <= LogLevel.Error) + { + NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(SourcePrefabToOverride)} is null (entry will be ignored)."); + return false; + } + } + + if (!SourcePrefabToOverride.TryGetComponent(out networkObject)) + { + if (NetworkLog.CurrentLogLevel <= LogLevel.Error) + { + NetworkLog.LogWarning($"{nameof(NetworkPrefab)} ({SourcePrefabToOverride.name}) " + + $"is missing a {nameof(NetworkObject)} component (entry will be ignored)."); + } + return false; + } + + break; + } + } + + // Validate target prefab override values next + if (OverridingTargetPrefab == null) + { + if (NetworkLog.CurrentLogLevel <= LogLevel.Error) + { + NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(OverridingTargetPrefab)} is null!"); + } + switch (Override) + { + case NetworkPrefabOverride.Hash: + { + Debug.LogWarning($"{nameof(NetworkPrefab)} override entry {SourceHashToOverride} will be removed and ignored."); + break; + } + case NetworkPrefabOverride.Prefab: + { + Debug.LogWarning($"{nameof(NetworkPrefab)} override entry ({SourcePrefabToOverride.name}) will be removed and ignored."); + break; + } + } + return false; + } + return true; + } + + public override string ToString() + { + return $"{{SourceHash: {SourceHashToOverride}, TargetHash: {TargetPrefabGlobalObjectIdHash}}}"; + } } } diff --git a/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkPrefabs.cs b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkPrefabs.cs new file mode 100644 index 0000000000..6c2d526ba5 --- /dev/null +++ b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkPrefabs.cs @@ -0,0 +1,297 @@ +using System; +using System.Collections.Generic; +using System.Text; +using UnityEngine; + +namespace Unity.Netcode +{ + /// + /// A class that represents the runtime aspect of network prefabs. + /// This class contains processed prefabs from the NetworkPrefabsList, as + /// well as additional modifications (additions and removals) made at runtime. + /// + [Serializable] + public class NetworkPrefabs + { + /// + /// Edit-time scripted object containing a list of NetworkPrefabs. + /// + /// + /// This field can be null if no prefabs are pre-configured. + /// Runtime usages of should not depend on this edit-time field for execution. + /// + [SerializeField] + public List NetworkPrefabsLists = new List(); + + /// + /// This dictionary provides a quick way to check and see if a NetworkPrefab has a NetworkPrefab override. + /// Generated at runtime and OnValidate + /// + [NonSerialized] + public Dictionary NetworkPrefabOverrideLinks = new Dictionary(); + + [NonSerialized] + public Dictionary OverrideToNetworkPrefab = new Dictionary(); + + public IReadOnlyList Prefabs => m_Prefabs; + + [NonSerialized] + private List m_Prefabs = new List(); + + private void AddTriggeredByNetworkPrefabList(NetworkPrefab networkPrefab) + { + if (AddPrefabRegistration(networkPrefab)) + { + m_Prefabs.Add(networkPrefab); + } + } + + private void RemoveTriggeredByNetworkPrefabList(NetworkPrefab networkPrefab) + { + m_Prefabs.Remove(networkPrefab); + } + + ~NetworkPrefabs() + { + foreach (var list in NetworkPrefabsLists) + { + list.OnAdd -= AddTriggeredByNetworkPrefabList; + list.OnRemove -= RemoveTriggeredByNetworkPrefabList; + } + } + + /// + /// Processes the if one is present for use during runtime execution, + /// else processes . + /// + public void Initialize(bool warnInvalid = true) + { + if (NetworkPrefabsLists.Count != 0 && m_Prefabs.Count > 0) + { + NetworkLog.LogWarning("Runtime Network Prefabs was not empty at initialization time. Network " + + "Prefab registrations made before initialization will be replaced by NetworkPrefabsList."); + m_Prefabs.Clear(); + } + + foreach (var list in NetworkPrefabsLists) + { + list.OnAdd += AddTriggeredByNetworkPrefabList; + list.OnRemove += RemoveTriggeredByNetworkPrefabList; + } + + NetworkPrefabOverrideLinks.Clear(); + OverrideToNetworkPrefab.Clear(); + + var prefabs = NetworkPrefabsLists.Count != 0 ? new List() : m_Prefabs; + + if (NetworkPrefabsLists.Count != 0) + { + foreach (var list in NetworkPrefabsLists) + { + foreach (var networkPrefab in list.PrefabList) + { + prefabs.Add(networkPrefab); + } + } + } + + m_Prefabs = new List(); + + List removeList = null; + if (warnInvalid) + { + removeList = new List(); + } + + foreach (var networkPrefab in prefabs) + { + if (AddPrefabRegistration(networkPrefab)) + { + m_Prefabs.Add(networkPrefab); + } + else + { + removeList?.Add(networkPrefab); + } + } + + // Clear out anything that is invalid or not used + if (removeList?.Count > 0) + { + if (NetworkLog.CurrentLogLevel <= LogLevel.Error) + { + var sb = new StringBuilder("Removing invalid prefabs from Network Prefab registration: "); + sb.Append(string.Join(", ", removeList)); + NetworkLog.LogWarning(sb.ToString()); + } + } + } + + /// + /// Add a new NetworkPrefab instance to the list + /// + /// + /// The framework does not synchronize this list between clients. Any runtime changes must be handled manually. + /// + /// Any modifications made here are not persisted. Permanent configuration changes should be done + /// through the scriptable object property. + /// + public bool Add(NetworkPrefab networkPrefab) + { + if (AddPrefabRegistration(networkPrefab)) + { + m_Prefabs.Add(networkPrefab); + return true; + } + + return false; + } + + /// + /// Remove a NetworkPrefab instance from the list + /// + /// + /// The framework does not synchronize this list between clients. Any runtime changes must be handled manually. + /// + /// Any modifications made here are not persisted. Permanent configuration changes should be done + /// through the scriptable object property. + /// + public void Remove(NetworkPrefab prefab) + { + if (prefab == null) + { + throw new ArgumentNullException(nameof(prefab)); + } + + m_Prefabs.Remove(prefab); + OverrideToNetworkPrefab.Remove(prefab.TargetPrefabGlobalObjectIdHash); + NetworkPrefabOverrideLinks.Remove(prefab.SourcePrefabGlobalObjectIdHash); + } + + /// + /// Remove a NetworkPrefab instance with matching from the list + /// + /// + /// The framework does not synchronize this list between clients. Any runtime changes must be handled manually. + /// + /// Any modifications made here are not persisted. Permanent configuration changes should be done + /// through the scriptable object property. + /// + public void Remove(GameObject prefab) + { + if (prefab == null) + { + throw new ArgumentNullException(nameof(prefab)); + } + + for (int i = 0; i < m_Prefabs.Count; i++) + { + if (m_Prefabs[i].Prefab == prefab) + { + Remove(m_Prefabs[i]); + return; + } + } + } + + /// + /// Check if the given GameObject is present as a prefab within the list + /// + /// The prefab to check + /// Whether or not the prefab exists + public bool Contains(GameObject prefab) + { + for (int i = 0; i < m_Prefabs.Count; i++) + { + if (m_Prefabs[i].Prefab == prefab) + { + return true; + } + } + + return false; + } + + /// + /// Check if the given NetworkPrefab is present within the list + /// + /// The prefab to check + /// Whether or not the prefab exists + public bool Contains(NetworkPrefab prefab) + { + for (int i = 0; i < m_Prefabs.Count; i++) + { + if (m_Prefabs[i].Equals(prefab)) + { + return true; + } + } + + return false; + } + + /// + /// Configures and for the given + /// + private bool AddPrefabRegistration(NetworkPrefab networkPrefab) + { + if (networkPrefab == null) + { + return false; + } + // Safeguard validation check since this method is called from outside of NetworkConfig and we can't control what's passed in. + if (!networkPrefab.Validate()) + { + return false; + } + + uint source = networkPrefab.SourcePrefabGlobalObjectIdHash; + uint target = networkPrefab.TargetPrefabGlobalObjectIdHash; + + // Make sure the prefab isn't already registered. + if (NetworkPrefabOverrideLinks.ContainsKey(source)) + { + var networkObject = networkPrefab.Prefab.GetComponent(); + + // This should never happen, but in the case it somehow does log an error and remove the duplicate entry + Debug.LogError($"{nameof(NetworkPrefab)} ({networkObject.name}) has a duplicate {nameof(NetworkObject.GlobalObjectIdHash)} source entry value of: {source}!"); + return false; + } + + // If we don't have an override configured, registration is simple! + if (networkPrefab.Override == NetworkPrefabOverride.None) + { + NetworkPrefabOverrideLinks.Add(source, networkPrefab); + return true; + } + + // Make sure we don't have several overrides targeting the same prefab. Apparently we don't support that... shame. + if (OverrideToNetworkPrefab.ContainsKey(target)) + { + var networkObject = networkPrefab.Prefab.GetComponent(); + + // This can happen if a user tries to make several GlobalObjectIdHash values point to the same target + Debug.LogError($"{nameof(NetworkPrefab)} (\"{networkObject.name}\") has a duplicate {nameof(NetworkObject.GlobalObjectIdHash)} target entry value of: {target}!"); + return false; + } + + switch (networkPrefab.Override) + { + case NetworkPrefabOverride.Prefab: + { + NetworkPrefabOverrideLinks.Add(source, networkPrefab); + OverrideToNetworkPrefab.Add(target, source); + } + break; + case NetworkPrefabOverride.Hash: + { + NetworkPrefabOverrideLinks.Add(source, networkPrefab); + OverrideToNetworkPrefab.Add(target, source); + } + break; + } + + return true; + } + } +} diff --git a/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkPrefabs.cs.meta b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkPrefabs.cs.meta new file mode 100644 index 0000000000..ccd14a54e3 --- /dev/null +++ b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkPrefabs.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 230fc75f5639e46dc91734aa67d56a3e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: \ No newline at end of file diff --git a/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkPrefabsList.cs b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkPrefabsList.cs new file mode 100644 index 0000000000..1c4719120a --- /dev/null +++ b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkPrefabsList.cs @@ -0,0 +1,95 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Serialization; + +namespace Unity.Netcode +{ + /// + /// A ScriptableObject for holding a network prefabs list, which can be + /// shared between multiple NetworkManagers. + /// + /// When NetworkManagers hold references to this list, modifications to the + /// list at runtime will be picked up by all NetworkManagers that reference it. + /// + [CreateAssetMenu(fileName = "NetworkPrefabsList", menuName = "Netcode/Network Prefabs List")] + public class NetworkPrefabsList : ScriptableObject + { + internal delegate void OnAddDelegate(NetworkPrefab prefab); + internal OnAddDelegate OnAdd; + + internal delegate void OnRemoveDelegate(NetworkPrefab prefab); + internal OnRemoveDelegate OnRemove; + + [SerializeField] + internal bool IsDefault; + + [FormerlySerializedAs("Prefabs")] + [SerializeField] + internal List List = new List(); + + /// + /// Read-only view into the prefabs list, enabling iterating and examining the list. + /// Actually modifying the list should be done using + /// and . + /// + public IReadOnlyList PrefabList => List; + + /// + /// Adds a prefab to the prefab list. Performing this here will apply the operation to all + /// s that reference this list. + /// + /// + public void Add(NetworkPrefab prefab) + { + List.Add(prefab); + OnAdd?.Invoke(prefab); + } + + /// + /// Removes a prefab from the prefab list. Performing this here will apply the operation to all + /// s that reference this list. + /// + /// + public void Remove(NetworkPrefab prefab) + { + List.Remove(prefab); + OnRemove?.Invoke(prefab); + } + + /// + /// Check if the given GameObject is present as a prefab within the list + /// + /// The prefab to check + /// Whether or not the prefab exists + public bool Contains(GameObject prefab) + { + for (int i = 0; i < List.Count; i++) + { + if (List[i].Prefab == prefab) + { + return true; + } + } + + return false; + } + + /// + /// Check if the given NetworkPrefab is present within the list + /// + /// The prefab to check + /// Whether or not the prefab exists + public bool Contains(NetworkPrefab prefab) + { + for (int i = 0; i < List.Count; i++) + { + if (List[i].Equals(prefab)) + { + return true; + } + } + + return false; + } + } +} diff --git a/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkPrefabsList.cs.meta b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkPrefabsList.cs.meta new file mode 100644 index 0000000000..7cb781b8e5 --- /dev/null +++ b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkPrefabsList.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e651dbb3fbac04af2b8f5abf007ddc23 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: \ No newline at end of file diff --git a/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs b/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs index 5343ae7512..6cf9ea0db4 100644 --- a/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs +++ b/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs @@ -198,14 +198,14 @@ public GameObject GetNetworkPrefabOverride(GameObject gameObject) { if (gameObject.TryGetComponent(out var networkObject)) { - if (NetworkConfig.NetworkPrefabOverrideLinks.ContainsKey(networkObject.GlobalObjectIdHash)) + if (NetworkConfig.Prefabs.NetworkPrefabOverrideLinks.ContainsKey(networkObject.GlobalObjectIdHash)) { - switch (NetworkConfig.NetworkPrefabOverrideLinks[networkObject.GlobalObjectIdHash].Override) + switch (NetworkConfig.Prefabs.NetworkPrefabOverrideLinks[networkObject.GlobalObjectIdHash].Override) { case NetworkPrefabOverride.Hash: case NetworkPrefabOverride.Prefab: { - return NetworkConfig.NetworkPrefabOverrideLinks[networkObject.GlobalObjectIdHash].OverridingTargetPrefab; + return NetworkConfig.Prefabs.NetworkPrefabOverrideLinks[networkObject.GlobalObjectIdHash].OverridingTargetPrefab; } } } @@ -511,6 +511,19 @@ public Action ConnectionA internal static event Action OnSingletonReady; +#if UNITY_EDITOR + internal delegate void ResetNetworkManagerDelegate(NetworkManager manager); + + internal static ResetNetworkManagerDelegate OnNetworkManagerReset; +#endif + + private void Reset() + { +#if UNITY_EDITOR + OnNetworkManagerReset?.Invoke(this); +#endif + } + #if UNITY_EDITOR internal void OnValidate() { @@ -536,72 +549,38 @@ internal void OnValidate() } // During OnValidate we will always clear out NetworkPrefabOverrideLinks and rebuild it - NetworkConfig.NetworkPrefabOverrideLinks.Clear(); + NetworkConfig.Prefabs.NetworkPrefabOverrideLinks.Clear(); + var prefabs = NetworkConfig.Prefabs.Prefabs; // Check network prefabs and assign to dictionary for quick look up - for (int i = 0; i < NetworkConfig.NetworkPrefabs.Count; i++) + for (int i = 0; i < prefabs.Count; i++) { - var networkPrefab = NetworkConfig.NetworkPrefabs[i]; + var networkPrefab = prefabs[i]; var networkPrefabGo = networkPrefab?.Prefab; - if (networkPrefabGo != null) + if (networkPrefabGo == null) { - if (!networkPrefabGo.TryGetComponent(out var networkObject)) + continue; + } + + var networkObject = networkPrefabGo.GetComponent(); + if (networkObject == null) + { + if (NetworkLog.CurrentLogLevel <= LogLevel.Normal) { - if (NetworkLog.CurrentLogLevel <= LogLevel.Normal) - { - NetworkLog.LogError($"Cannot register {PrefabDebugHelper(networkPrefab)}, it does not have a {nameof(NetworkObject)} component at its root"); - } + NetworkLog.LogError($"Cannot register {PrefabDebugHelper(networkPrefab)}, it does not have a {nameof(NetworkObject)} component at its root"); } - else - { - { - var childNetworkObjects = new List(); - networkPrefabGo.GetComponentsInChildren(true, childNetworkObjects); - if (childNetworkObjects.Count > 1) // total count = 1 root NetworkObject + n child NetworkObjects - { - if (NetworkLog.CurrentLogLevel <= LogLevel.Normal) - { - NetworkLog.LogWarning($"{PrefabDebugHelper(networkPrefab)} has child {nameof(NetworkObject)}(s) but they will not be spawned across the network (unsupported {nameof(NetworkPrefab)} setup)"); - } - } - } - - // Default to the standard NetworkPrefab.Prefab's NetworkObject first - var globalObjectIdHash = networkObject.GlobalObjectIdHash; - - // Now check to see if it has an override - switch (networkPrefab.Override) - { - case NetworkPrefabOverride.Prefab: - { - if (NetworkConfig.NetworkPrefabs[i].SourcePrefabToOverride == null && - NetworkConfig.NetworkPrefabs[i].Prefab != null) - { - if (networkPrefab.SourcePrefabToOverride == null) - { - networkPrefab.SourcePrefabToOverride = networkPrefabGo; - } - - globalObjectIdHash = networkPrefab.SourcePrefabToOverride.GetComponent().GlobalObjectIdHash; - } - break; - } - case NetworkPrefabOverride.Hash: - globalObjectIdHash = networkPrefab.SourceHashToOverride; - break; - } + continue; + } - // Add to the NetworkPrefabOverrideLinks or handle a new (blank) entries - if (!NetworkConfig.NetworkPrefabOverrideLinks.ContainsKey(globalObjectIdHash)) - { - NetworkConfig.NetworkPrefabOverrideLinks.Add(globalObjectIdHash, networkPrefab); - } - else + { + var childNetworkObjects = new List(); + networkPrefabGo.GetComponentsInChildren(true, childNetworkObjects); + if (childNetworkObjects.Count > 1) // total count = 1 root NetworkObject + n child NetworkObjects + { + if (NetworkLog.CurrentLogLevel <= LogLevel.Normal) { - // Duplicate entries can happen when adding a new entry into a list of existing entries - // Either this is user error or a new entry, either case we replace it with a new, blank, NetworkPrefab under this condition - NetworkConfig.NetworkPrefabs[i] = new NetworkPrefab(); + NetworkLog.LogWarning($"{PrefabDebugHelper(networkPrefab)} has child {nameof(NetworkObject)}(s) but they will not be spawned across the network (unsupported {nameof(NetworkPrefab)} setup)"); } } } @@ -643,22 +622,9 @@ public void AddNetworkPrefab(GameObject prefab) } var networkPrefab = new NetworkPrefab { Prefab = prefab }; - NetworkConfig.NetworkPrefabs.Add(networkPrefab); - if (IsListening) + bool added = NetworkConfig.Prefabs.Add(networkPrefab); + if (IsListening && added) { - var sourcePrefabGlobalObjectIdHash = (uint)0; - var targetPrefabGlobalObjectIdHash = (uint)0; - if (!ShouldAddPrefab(networkPrefab, out sourcePrefabGlobalObjectIdHash, out targetPrefabGlobalObjectIdHash)) - { - NetworkConfig.NetworkPrefabs.Remove(networkPrefab); - return; - } - - if (!AddPrefabRegistration(networkPrefab, sourcePrefabGlobalObjectIdHash, targetPrefabGlobalObjectIdHash)) - { - NetworkConfig.NetworkPrefabs.Remove(networkPrefab); - return; - } DeferredMessageManager.ProcessTriggers(IDeferredMessageManager.TriggerType.OnAddPrefab, networkObject.GlobalObjectIdHash); } } @@ -681,221 +647,14 @@ public void RemoveNetworkPrefab(GameObject prefab) } var globalObjectIdHash = prefab.GetComponent().GlobalObjectIdHash; - for (var i = 0; i < NetworkConfig.NetworkPrefabs.Count; ++i) - { - if (NetworkConfig.NetworkPrefabs[i].Prefab.GetComponent().GlobalObjectIdHash == globalObjectIdHash) - { - NetworkConfig.NetworkPrefabs.RemoveAt(i); - break; - } - } + NetworkConfig.Prefabs.Remove(prefab); if (PrefabHandler.ContainsHandler(globalObjectIdHash)) { PrefabHandler.RemoveHandler(globalObjectIdHash); } - if (NetworkConfig.NetworkPrefabOverrideLinks.TryGetValue(globalObjectIdHash, out var targetPrefab)) - { - NetworkConfig.NetworkPrefabOverrideLinks.Remove(globalObjectIdHash); - var targetHash = targetPrefab.Prefab.GetComponent().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; - targetPrefabGlobalObjectIdHash = 0; - var networkObject = (NetworkObject)null; - if (networkPrefab == null || (networkPrefab.Prefab == null && networkPrefab.Override == NetworkPrefabOverride.None)) - { - if (NetworkLog.CurrentLogLevel <= LogLevel.Error) - { - NetworkLog.LogWarning( - $"{nameof(NetworkPrefab)} cannot be null ({nameof(NetworkPrefab)} at index: {index})"); - } - return false; - } - else if (networkPrefab.Override == NetworkPrefabOverride.None) - { - if (!networkPrefab.Prefab.TryGetComponent(out networkObject)) - { - if (NetworkLog.CurrentLogLevel <= LogLevel.Error) - { - NetworkLog.LogWarning($"{PrefabDebugHelper(networkPrefab)} is missing " + - $"a {nameof(NetworkObject)} component (entry will be ignored)."); - } - return false; - } - - // Otherwise get the GlobalObjectIdHash value - sourcePrefabGlobalObjectIdHash = networkObject.GlobalObjectIdHash; - } - else // Validate Overrides - { - // Validate source prefab override values first - switch (networkPrefab.Override) - { - case NetworkPrefabOverride.Hash: - { - if (networkPrefab.SourceHashToOverride == 0) - { - if (NetworkLog.CurrentLogLevel <= LogLevel.Error) - { - NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(NetworkPrefab.SourceHashToOverride)} is zero " + - "(entry will be ignored)."); - } - return false; - } - sourcePrefabGlobalObjectIdHash = networkPrefab.SourceHashToOverride; - break; - } - case NetworkPrefabOverride.Prefab: - { - if (networkPrefab.SourcePrefabToOverride == null) - { - if (NetworkLog.CurrentLogLevel <= LogLevel.Error) - { - NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(NetworkPrefab.SourcePrefabToOverride)} is null (entry will be ignored)."); - } - - Debug.LogWarning($"{nameof(NetworkPrefab)} override entry {networkPrefab.SourceHashToOverride} will be removed and ignored."); - return false; - } - else - { - if (!networkPrefab.SourcePrefabToOverride.TryGetComponent(out networkObject)) - { - if (NetworkLog.CurrentLogLevel <= LogLevel.Error) - { - NetworkLog.LogWarning($"{nameof(NetworkPrefab)} ({networkPrefab.SourcePrefabToOverride.name}) " + - $"is missing a {nameof(NetworkObject)} component (entry will be ignored)."); - } - - Debug.LogWarning($"{nameof(NetworkPrefab)} override entry (\"{networkPrefab.SourcePrefabToOverride.name}\") will be removed and ignored."); - return false; - } - - sourcePrefabGlobalObjectIdHash = networkObject.GlobalObjectIdHash; - } - break; - } - } - - // Validate target prefab override values next - if (networkPrefab.OverridingTargetPrefab == null) - { - if (NetworkLog.CurrentLogLevel <= LogLevel.Error) - { - NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(NetworkPrefab.OverridingTargetPrefab)} is null!"); - } - switch (networkPrefab.Override) - { - case NetworkPrefabOverride.Hash: - { - Debug.LogWarning($"{nameof(NetworkPrefab)} override entry {networkPrefab.SourceHashToOverride} will be removed and ignored."); - break; - } - case NetworkPrefabOverride.Prefab: - { - Debug.LogWarning($"{nameof(NetworkPrefab)} override entry ({networkPrefab.SourcePrefabToOverride.name}) will be removed and ignored."); - break; - } - } - return false; - } - else - { - targetPrefabGlobalObjectIdHash = networkPrefab.OverridingTargetPrefab.GetComponent().GlobalObjectIdHash; - } - } - return true; - } - - internal bool AddPrefabRegistration(NetworkPrefab networkPrefab, uint sourcePrefabGlobalObjectIdHash, uint targetPrefabGlobalObjectIdHash) - { - // Assign the appropriate GlobalObjectIdHash to the appropriate NetworkPrefab - if (!NetworkConfig.NetworkPrefabOverrideLinks.ContainsKey(sourcePrefabGlobalObjectIdHash)) - { - if (networkPrefab.Override == NetworkPrefabOverride.None) - { - NetworkConfig.NetworkPrefabOverrideLinks.Add(sourcePrefabGlobalObjectIdHash, networkPrefab); - } - else - { - if (!NetworkConfig.OverrideToNetworkPrefab.ContainsKey(targetPrefabGlobalObjectIdHash)) - { - switch (networkPrefab.Override) - { - case NetworkPrefabOverride.Prefab: - { - NetworkConfig.NetworkPrefabOverrideLinks.Add(sourcePrefabGlobalObjectIdHash, networkPrefab); - NetworkConfig.OverrideToNetworkPrefab.Add(targetPrefabGlobalObjectIdHash, sourcePrefabGlobalObjectIdHash); - } - break; - case NetworkPrefabOverride.Hash: - { - NetworkConfig.NetworkPrefabOverrideLinks.Add(sourcePrefabGlobalObjectIdHash, networkPrefab); - NetworkConfig.OverrideToNetworkPrefab.Add(targetPrefabGlobalObjectIdHash, sourcePrefabGlobalObjectIdHash); - } - break; - } - } - else - { - var networkObject = networkPrefab.Prefab.GetComponent(); - // This can happen if a user tries to make several GlobalObjectIdHash values point to the same target - Debug.LogError($"{nameof(NetworkPrefab)} (\"{networkObject.name}\") has a duplicate {nameof(NetworkObject.GlobalObjectIdHash)} target entry value of: {targetPrefabGlobalObjectIdHash}! Removing entry from list!"); - return false; - } - } - } - else - { - var networkObject = networkPrefab.Prefab.GetComponent(); - // This should never happen, but in the case it somehow does log an error and remove the duplicate entry - Debug.LogError($"{nameof(NetworkPrefab)} ({networkObject.name}) has a duplicate {nameof(NetworkObject.GlobalObjectIdHash)} source entry value of: {sourcePrefabGlobalObjectIdHash}! Removing entry from list!"); - return false; - } - return true; - } - - private void InitializePrefabs(int startIdx = 0) - { - // This is used to remove entries not needed or invalid - var removeEmptyPrefabs = new List(); - - // Build the NetworkPrefabOverrideLinks dictionary - for (int i = startIdx; i < NetworkConfig.NetworkPrefabs.Count; i++) - { - var sourcePrefabGlobalObjectIdHash = (uint)0; - var targetPrefabGlobalObjectIdHash = (uint)0; - if (!ShouldAddPrefab(NetworkConfig.NetworkPrefabs[i], out sourcePrefabGlobalObjectIdHash, out targetPrefabGlobalObjectIdHash, i)) - { - removeEmptyPrefabs.Add(i); - continue; - } - - if (!AddPrefabRegistration(NetworkConfig.NetworkPrefabs[i], sourcePrefabGlobalObjectIdHash, targetPrefabGlobalObjectIdHash)) - { - removeEmptyPrefabs.Add(i); - continue; - } - } - - // Clear out anything that is invalid or not used (for invalid entries we already logged warnings to the user earlier) - // Iterate backwards so indices don't shift as we remove - for (int i = removeEmptyPrefabs.Count - 1; i >= 0; i--) - { - NetworkConfig.NetworkPrefabs.RemoveAt(removeEmptyPrefabs[i]); - } - - removeEmptyPrefabs.Clear(); - } - - private void Initialize(bool server) + internal void Initialize(bool server) { // Don't allow the user to start a network session if the NetworkManager is // still parented under another GameObject @@ -985,11 +744,7 @@ private void Initialize(bool server) this.RegisterNetworkUpdate(NetworkUpdateStage.PreUpdate); - // Always clear our prefab override links before building - NetworkConfig.NetworkPrefabOverrideLinks.Clear(); - NetworkConfig.OverrideToNetworkPrefab.Clear(); - - InitializePrefabs(); + NetworkConfig.InitializePrefabs(); // If we have a player prefab, then we need to verify it is in the list of NetworkPrefabOverrideLinks for client side spawning. if (NetworkConfig.PlayerPrefab != null) @@ -997,15 +752,11 @@ private void Initialize(bool server) if (NetworkConfig.PlayerPrefab.TryGetComponent(out var playerPrefabNetworkObject)) { //In the event there is no NetworkPrefab entry (i.e. no override for default player prefab) - if (!NetworkConfig.NetworkPrefabOverrideLinks.ContainsKey(playerPrefabNetworkObject + if (!NetworkConfig.Prefabs.NetworkPrefabOverrideLinks.ContainsKey(playerPrefabNetworkObject .GlobalObjectIdHash)) { //Then add a new entry for the player prefab - var playerNetworkPrefab = new NetworkPrefab(); - playerNetworkPrefab.Prefab = NetworkConfig.PlayerPrefab; - NetworkConfig.NetworkPrefabs.Insert(0, playerNetworkPrefab); - NetworkConfig.NetworkPrefabOverrideLinks.Add(playerPrefabNetworkObject.GlobalObjectIdHash, - playerNetworkPrefab); + AddNetworkPrefab(NetworkConfig.PlayerPrefab); } } else @@ -1285,6 +1036,8 @@ private void OnEnable() private void Awake() { + NetworkConfig?.InitializePrefabs(); + UnityEngine.SceneManagement.SceneManager.sceneUnloaded += OnSceneUnloaded; } diff --git a/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs b/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs index e2d96fc197..1e52e52cb3 100644 --- a/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs +++ b/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs @@ -1455,9 +1455,9 @@ internal uint HostCheckForGlobalObjectIdHashOverride() var globalObjectIdHash = NetworkManager.PrefabHandler.GetSourceGlobalObjectIdHash(GlobalObjectIdHash); return globalObjectIdHash == 0 ? GlobalObjectIdHash : globalObjectIdHash; } - else if (NetworkManager.NetworkConfig.OverrideToNetworkPrefab.ContainsKey(GlobalObjectIdHash)) + if (NetworkManager.NetworkConfig.Prefabs.OverrideToNetworkPrefab.TryGetValue(GlobalObjectIdHash, out uint hash)) { - return NetworkManager.NetworkConfig.OverrideToNetworkPrefab[GlobalObjectIdHash]; + return hash; } } diff --git a/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs b/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs index b354ffe831..cd87ee63ca 100644 --- a/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs +++ b/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs @@ -300,7 +300,7 @@ internal bool HasPrefab(NetworkObject.SceneObject sceneObject) { return true; } - if (NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks.TryGetValue(sceneObject.Hash, out var networkPrefab)) + if (NetworkManager.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks.TryGetValue(sceneObject.Hash, out var networkPrefab)) { switch (networkPrefab.Override) { @@ -352,17 +352,17 @@ internal NetworkObject CreateLocalNetworkObject(NetworkObject.SceneObject sceneO { // See if there is a valid registered NetworkPrefabOverrideLink associated with the provided prefabHash GameObject networkPrefabReference = null; - if (NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks.ContainsKey(globalObjectIdHash)) + if (NetworkManager.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks.ContainsKey(globalObjectIdHash)) { - switch (NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks[globalObjectIdHash].Override) + switch (NetworkManager.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks[globalObjectIdHash].Override) { default: case NetworkPrefabOverride.None: - networkPrefabReference = NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks[globalObjectIdHash].Prefab; + networkPrefabReference = NetworkManager.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks[globalObjectIdHash].Prefab; break; case NetworkPrefabOverride.Hash: case NetworkPrefabOverride.Prefab: - networkPrefabReference = NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks[globalObjectIdHash].OverridingTargetPrefab; + networkPrefabReference = NetworkManager.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks[globalObjectIdHash].OverridingTargetPrefab; break; } } diff --git a/com.unity.netcode.gameobjects/TestHelpers/Runtime/NetcodeIntegrationTest.cs b/com.unity.netcode.gameobjects/TestHelpers/Runtime/NetcodeIntegrationTest.cs index dc3fddd459..b3f41663b3 100644 --- a/com.unity.netcode.gameobjects/TestHelpers/Runtime/NetcodeIntegrationTest.cs +++ b/com.unity.netcode.gameobjects/TestHelpers/Runtime/NetcodeIntegrationTest.cs @@ -929,18 +929,7 @@ protected GameObject CreateNetworkObjectPrefab(string baseName) Assert.IsNotNull(m_ServerNetworkManager, prefabCreateAssertError); Assert.IsFalse(m_ServerNetworkManager.IsListening, prefabCreateAssertError); - var gameObject = new GameObject(); - gameObject.name = baseName; - var networkObject = gameObject.AddComponent(); - networkObject.NetworkManagerOwner = m_ServerNetworkManager; - NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject); - var networkPrefab = new NetworkPrefab() { Prefab = gameObject }; - m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(networkPrefab); - foreach (var clientNetworkManager in m_ClientNetworkManagers) - { - clientNetworkManager.NetworkConfig.NetworkPrefabs.Add(networkPrefab); - } - return gameObject; + return NetcodeIntegrationTestHelpers.CreateNetworkObjectPrefab(baseName, m_ServerNetworkManager, m_ClientNetworkManagers); } /// diff --git a/com.unity.netcode.gameobjects/TestHelpers/Runtime/NetcodeIntegrationTestHelpers.cs b/com.unity.netcode.gameobjects/TestHelpers/Runtime/NetcodeIntegrationTestHelpers.cs index 929615b465..2d905d3ba7 100644 --- a/com.unity.netcode.gameobjects/TestHelpers/Runtime/NetcodeIntegrationTestHelpers.cs +++ b/com.unity.netcode.gameobjects/TestHelpers/Runtime/NetcodeIntegrationTestHelpers.cs @@ -182,11 +182,8 @@ private static void AddUnityTransport(NetworkManager networkManager) unityTransport.ConnectTimeoutMS = 500; // Set the NetworkConfig - networkManager.NetworkConfig = new NetworkConfig() - { - // Set transport - NetworkTransport = unityTransport - }; + networkManager.NetworkConfig ??= new NetworkConfig(); + networkManager.NetworkConfig.NetworkTransport = unityTransport; } public static NetworkManager CreateServer() @@ -486,6 +483,34 @@ public static void MakeNetworkObjectTestPrefab(NetworkObject networkObject, uint } } + public static GameObject CreateNetworkObjectPrefab(string baseName, NetworkManager server, params NetworkManager[] clients) + { + void AddNetworkPrefab(NetworkConfig config, NetworkPrefab prefab) + { + config.Prefabs.Add(prefab); + } + + var prefabCreateAssertError = $"You can only invoke this method before starting the network manager(s)!"; + Assert.IsNotNull(server, prefabCreateAssertError); + Assert.IsFalse(server.IsListening, prefabCreateAssertError); + + var gameObject = new GameObject(); + gameObject.name = baseName; + var networkObject = gameObject.AddComponent(); + networkObject.NetworkManagerOwner = server; + MakeNetworkObjectTestPrefab(networkObject); + var networkPrefab = new NetworkPrefab() { Prefab = gameObject }; + + // We could refactor this test framework to share a NetworkPrefabList instance, but at this point it's + // probably more trouble than it's worth to verify these lists stay in sync across all tests... + AddNetworkPrefab(server.NetworkConfig, networkPrefab); + foreach (var clientNetworkManager in clients) + { + AddNetworkPrefab(clientNetworkManager.NetworkConfig, networkPrefab); + } + return gameObject; + } + // We use GameObject instead of SceneObject to be able to keep hierarchy public static void MarkAsSceneObjectRoot(GameObject networkObjectRoot, NetworkManager server, NetworkManager[] clients) { diff --git a/com.unity.netcode.gameobjects/Tests/Editor/NetworkManagerConfigurationTests.cs b/com.unity.netcode.gameobjects/Tests/Editor/NetworkManagerConfigurationTests.cs index ac3fccb281..133181421b 100644 --- a/com.unity.netcode.gameobjects/Tests/Editor/NetworkManagerConfigurationTests.cs +++ b/com.unity.netcode.gameobjects/Tests/Editor/NetworkManagerConfigurationTests.cs @@ -1,6 +1,8 @@ +using System.Collections.Generic; using NUnit.Framework; using UnityEngine; using Unity.Netcode.Editor; +using Unity.Netcode.Transports.UTP; using UnityEditor.SceneManagement; using UnityEngine.SceneManagement; using UnityEngine.TestTools; @@ -105,12 +107,171 @@ public void NestedNetworkObjectPrefabCheck() networkManager.OnValidate(); // Expect a warning - LogAssert.Expect(LogType.Warning, $"[Netcode] {NetworkManager.PrefabDebugHelper(networkManager.NetworkConfig.NetworkPrefabs[0])} has child {nameof(NetworkObject)}(s) but they will not be spawned across the network (unsupported {nameof(NetworkPrefab)} setup)"); + LogAssert.Expect(LogType.Warning, $"[Netcode] {NetworkManager.PrefabDebugHelper(networkManager.NetworkConfig.Prefabs.Prefabs[0])} has child {nameof(NetworkObject)}(s) but they will not be spawned across the network (unsupported {nameof(NetworkPrefab)} setup)"); // Clean up Object.DestroyImmediate(networkManagerObject); Object.DestroyImmediate(parent); } + + [Test] + public void WhenNetworkConfigContainsOldPrefabList_TheyMigrateProperlyToTheNewList() + { + var networkConfig = new NetworkConfig(); + + var regularPrefab = new GameObject("Regular Prefab").AddComponent(); + var overriddenPrefab = new GameObject("Overridden Prefab").AddComponent(); + var overridingTargetPrefab = new GameObject("Overriding Target Prefab").AddComponent(); + var sourcePrefabToOverride = new GameObject("Overriding Source Prefab").AddComponent(); + + networkConfig.OldPrefabList = new List(); + networkConfig.OldPrefabList.Add(new NetworkPrefab { Prefab = regularPrefab.gameObject }); + networkConfig.OldPrefabList.Add(new NetworkPrefab { Prefab = overriddenPrefab.gameObject, Override = NetworkPrefabOverride.Prefab, OverridingTargetPrefab = overridingTargetPrefab.gameObject, SourcePrefabToOverride = sourcePrefabToOverride.gameObject, SourceHashToOverride = 123456 }); + + networkConfig.InitializePrefabs(); + + Assert.IsNull(networkConfig.OldPrefabList); + Assert.IsNotNull(networkConfig.Prefabs); + Assert.IsNotNull(networkConfig.Prefabs.Prefabs); + Assert.AreEqual(2, networkConfig.Prefabs.Prefabs.Count); + + Assert.AreSame(regularPrefab.gameObject, networkConfig.Prefabs.Prefabs[0].Prefab); + Assert.AreEqual(NetworkPrefabOverride.None, networkConfig.Prefabs.Prefabs[0].Override); + Assert.IsNull(networkConfig.Prefabs.Prefabs[0].SourcePrefabToOverride); + Assert.IsNull(networkConfig.Prefabs.Prefabs[0].OverridingTargetPrefab); + + Assert.AreSame(overriddenPrefab.gameObject, networkConfig.Prefabs.Prefabs[1].Prefab); + Assert.AreEqual(NetworkPrefabOverride.Prefab, networkConfig.Prefabs.Prefabs[1].Override); + Assert.AreEqual(123456, networkConfig.Prefabs.Prefabs[1].SourceHashToOverride); + Assert.AreSame(sourcePrefabToOverride.gameObject, networkConfig.Prefabs.Prefabs[1].SourcePrefabToOverride); + Assert.AreSame(overridingTargetPrefab.gameObject, networkConfig.Prefabs.Prefabs[1].OverridingTargetPrefab); + } + + [Test] + public void WhenModifyingPrefabListUsingNetworkManagerAPI_ModificationIsLocal() + { + // Setup + var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck)); + var networkManager = networkManagerObject.AddComponent(); + networkManager.NetworkConfig = new NetworkConfig(); + networkManager.NetworkConfig.NetworkTransport = networkManager.gameObject.AddComponent(); + + var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck)); + var networkManager2 = networkManagerObject2.AddComponent(); + networkManager2.NetworkConfig = new NetworkConfig(); + networkManager2.NetworkConfig.NetworkTransport = networkManager.gameObject.AddComponent(); + + var object1 = new GameObject("Object 1").AddComponent(); + var object2 = new GameObject("Object 2").AddComponent(); + var object3 = new GameObject("Object 3").AddComponent(); + + var sharedList = ScriptableObject.CreateInstance(); + sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject }); + + networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List { sharedList }; + networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List { sharedList }; + + networkManager.Initialize(true); + networkManager2.Initialize(false); + + networkManager.AddNetworkPrefab(object2.gameObject); + networkManager2.AddNetworkPrefab(object3.gameObject); + + Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject)); + Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject)); + Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject)); + Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject)); + Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject)); + Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject)); + + Assert.IsTrue(sharedList.Contains(object1.gameObject)); + Assert.IsFalse(sharedList.Contains(object2.gameObject)); + Assert.IsFalse(sharedList.Contains(object3.gameObject)); + } + + [Test] + public void WhenModifyingPrefabListUsingPrefabsAPI_ModificationIsLocal() + { + // Setup + var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck)); + var networkManager = networkManagerObject.AddComponent(); + networkManager.NetworkConfig = new NetworkConfig(); + networkManager.NetworkConfig.NetworkTransport = networkManager.gameObject.AddComponent(); + + var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck)); + var networkManager2 = networkManagerObject2.AddComponent(); + networkManager2.NetworkConfig = new NetworkConfig(); + networkManager2.NetworkConfig.NetworkTransport = networkManager.gameObject.AddComponent(); + + var object1 = new GameObject("Object 1").AddComponent(); + var object2 = new GameObject("Object 2").AddComponent(); + var object3 = new GameObject("Object 3").AddComponent(); + + var sharedList = ScriptableObject.CreateInstance(); + sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject }); + + networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List { sharedList }; + networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List { sharedList }; + + networkManager.Initialize(true); + networkManager2.Initialize(false); + + networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject }); + networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject }); + + Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject)); + Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject)); + Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject)); + Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject)); + Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject)); + Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject)); + + Assert.IsTrue(sharedList.Contains(object1.gameObject)); + Assert.IsFalse(sharedList.Contains(object2.gameObject)); + Assert.IsFalse(sharedList.Contains(object3.gameObject)); + } + + [Test] + public void WhenModifyingPrefabListUsingPrefabsListAPI_ModificationIsShared() + { + // Setup + var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck)); + var networkManager = networkManagerObject.AddComponent(); + networkManager.NetworkConfig = new NetworkConfig(); + networkManager.NetworkConfig.NetworkTransport = networkManager.gameObject.AddComponent(); + + var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck)); + var networkManager2 = networkManagerObject2.AddComponent(); + networkManager2.NetworkConfig = new NetworkConfig(); + networkManager2.NetworkConfig.NetworkTransport = networkManager.gameObject.AddComponent(); + + var object1 = new GameObject("Object 1").AddComponent(); + var object2 = new GameObject("Object 2").AddComponent(); + var object3 = new GameObject("Object 3").AddComponent(); + + var sharedList = ScriptableObject.CreateInstance(); + sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject }); + + networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List { sharedList }; + networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List { sharedList }; + + networkManager.Initialize(true); + networkManager2.Initialize(false); + + networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists[0].Add(new NetworkPrefab { Prefab = object2.gameObject }); + networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists[0].Add(new NetworkPrefab { Prefab = object3.gameObject }); + + Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject)); + Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject)); + Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject)); + Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject)); + Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject)); + Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject)); + + Assert.IsTrue(sharedList.Contains(object1.gameObject)); + Assert.IsTrue(sharedList.Contains(object2.gameObject)); + Assert.IsTrue(sharedList.Contains(object3.gameObject)); + } } } diff --git a/com.unity.netcode.gameobjects/Tests/Editor/NetworkPrefabProcessorTests.cs b/com.unity.netcode.gameobjects/Tests/Editor/NetworkPrefabProcessorTests.cs new file mode 100644 index 0000000000..9af7fe4816 --- /dev/null +++ b/com.unity.netcode.gameobjects/Tests/Editor/NetworkPrefabProcessorTests.cs @@ -0,0 +1,90 @@ +using NUnit.Framework; +using UnityEngine; +using Unity.Netcode.Editor.Configuration; +using UnityEditor; + +namespace Unity.Netcode.EditorTests +{ + public class NetworkPrefabProcessorTests + { + private NetcodeForGameObjectsProjectSettings m_Settings; + private bool m_EditorDefaultPrefabSetting; + private string m_EditorDefaultPrefabLocation; + + private GameObject m_Prefab; + + private const string k_PrefabName = "Assets/TestPrefab.prefab"; + private const string k_DefaultAssetString = "Assets/TestPrefabList.asset"; + + [SetUp] + public void SetUp() + { + m_Settings = NetcodeForGameObjectsProjectSettings.instance; + m_EditorDefaultPrefabSetting = m_Settings.GenerateDefaultNetworkPrefabs; + m_EditorDefaultPrefabLocation = NetworkPrefabProcessor.DefaultNetworkPrefabsPath; + NetworkPrefabProcessor.DefaultNetworkPrefabsPath = k_DefaultAssetString; + } + + [TearDown] + public void TearDown() + { + m_Settings.GenerateDefaultNetworkPrefabs = m_EditorDefaultPrefabSetting; + NetworkPrefabProcessor.DefaultNetworkPrefabsPath = m_EditorDefaultPrefabLocation; + AssetDatabase.DeleteAsset(k_PrefabName); + AssetDatabase.DeleteAsset(k_DefaultAssetString); + } + + [Test] + public void WhenGenerateDefaultNetworkPrefabsIsEnabled_AddingAPrefabUpdatesDefaultPrefabList() + { + var obj = new GameObject("Object"); + obj.AddComponent(); + m_Settings.GenerateDefaultNetworkPrefabs = true; + m_Prefab = PrefabUtility.SaveAsPrefabAsset(obj, k_PrefabName); + Object.DestroyImmediate(obj); + + var prefabList = NetworkPrefabProcessor.GetOrCreateNetworkPrefabs(NetworkPrefabProcessor.DefaultNetworkPrefabsPath, out var isNew, false); + Assert.IsFalse(isNew); + Assert.IsTrue(prefabList.Contains(m_Prefab)); + } + + [Test] + public void WhenGenerateDefaultNetworkPrefabsIsEnabled_RemovingAPrefabUpdatesDefaultPrefabList() + { + WhenGenerateDefaultNetworkPrefabsIsEnabled_AddingAPrefabUpdatesDefaultPrefabList(); + + AssetDatabase.DeleteAsset(k_PrefabName); + var prefabList = NetworkPrefabProcessor.GetOrCreateNetworkPrefabs(NetworkPrefabProcessor.DefaultNetworkPrefabsPath, out var isNew, false); + Assert.IsFalse(isNew); + Assert.IsFalse(prefabList.Contains(m_Prefab)); + } + + [Test] + public void WhenGenerateDefaultNetworkPrefabsIsNotEnabled_AddingAPrefabDoesNotUpdateDefaultPrefabList() + { + var obj = new GameObject("Object"); + obj.AddComponent(); + m_Settings.GenerateDefaultNetworkPrefabs = false; + m_Prefab = PrefabUtility.SaveAsPrefabAsset(obj, k_PrefabName); + Object.DestroyImmediate(obj); + + var prefabList = NetworkPrefabProcessor.GetOrCreateNetworkPrefabs(NetworkPrefabProcessor.DefaultNetworkPrefabsPath, out var isNew, false); + Assert.IsTrue(isNew); + Assert.IsFalse(prefabList.Contains(m_Prefab)); + } + + [Test] + public void WhenGenerateDefaultNetworkPrefabsIsNotEnabled_RemovingAPrefabDoesNotUpdateDefaultPrefabList() + { + // Add it with the list enabled, then disable the list. Removing it + // should then be nop. + WhenGenerateDefaultNetworkPrefabsIsEnabled_AddingAPrefabUpdatesDefaultPrefabList(); + + m_Settings.GenerateDefaultNetworkPrefabs = false; + AssetDatabase.DeleteAsset(k_PrefabName); + var prefabList = NetworkPrefabProcessor.GetOrCreateNetworkPrefabs(NetworkPrefabProcessor.DefaultNetworkPrefabsPath, out var isNew, false); + Assert.IsFalse(isNew); + Assert.IsTrue(prefabList.Contains(m_Prefab)); + } + } +} diff --git a/com.unity.netcode.gameobjects/Tests/Editor/NetworkPrefabProcessorTests.cs.meta b/com.unity.netcode.gameobjects/Tests/Editor/NetworkPrefabProcessorTests.cs.meta new file mode 100644 index 0000000000..c95423abe1 --- /dev/null +++ b/com.unity.netcode.gameobjects/Tests/Editor/NetworkPrefabProcessorTests.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 6471efe05b0548ef9d2171e07d4a561b +timeCreated: 1669140101 \ No newline at end of file diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/Metrics/OwnershipChangeMetricsTests.cs b/com.unity.netcode.gameobjects/Tests/Runtime/Metrics/OwnershipChangeMetricsTests.cs index a13adac97c..a3fcf30b3f 100644 --- a/com.unity.netcode.gameobjects/Tests/Runtime/Metrics/OwnershipChangeMetricsTests.cs +++ b/com.unity.netcode.gameobjects/Tests/Runtime/Metrics/OwnershipChangeMetricsTests.cs @@ -25,10 +25,10 @@ protected override void OnServerAndClientsCreated() NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(m_NewNetworkPrefab); var networkPrefab = new NetworkPrefab { Prefab = gameObject }; - m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(networkPrefab); + m_ServerNetworkManager.NetworkConfig.Prefabs.Add(networkPrefab); foreach (var client in m_ClientNetworkManagers) { - client.NetworkConfig.NetworkPrefabs.Add(networkPrefab); + client.NetworkConfig.Prefabs.Add(networkPrefab); } base.OnServerAndClientsCreated(); } diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkBehaviourUpdaterTests.cs b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkBehaviourUpdaterTests.cs index 21bfd1025f..c51a195277 100644 --- a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkBehaviourUpdaterTests.cs +++ b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkBehaviourUpdaterTests.cs @@ -183,6 +183,11 @@ protected override bool CanStartServerAndClients() /// private IEnumerator StartClientsAndServer(bool useHost, int numberOfClients, GameObject prefabObject) { + void AddNetworkPrefab(NetworkConfig config, NetworkPrefab prefab) + { + config.Prefabs.Add(prefab); + } + // Sanity check to make sure we are not trying to create more clients than we have available to use Assert.True(numberOfClients <= m_ClientNetworkManagers.Length); m_ActiveClientsForCurrentTest = new List(); @@ -194,12 +199,13 @@ private IEnumerator StartClientsAndServer(bool useHost, int numberOfClients, Gam } // Add the prefab to be used for this particular test iteration - m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Prefab = prefabObject }); + var np = new NetworkPrefab { Prefab = prefabObject }; + AddNetworkPrefab(m_ServerNetworkManager.NetworkConfig, np); m_ServerNetworkManager.NetworkConfig.TickRate = 30; foreach (var clientManager in m_ActiveClientsForCurrentTest) { m_ServerNetworkManager.NetworkConfig.TickRate = 30; - clientManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Prefab = prefabObject }); + AddNetworkPrefab(clientManager.NetworkConfig, np); } // Now spin everything up normally diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectNetworkClientOwnedObjectsTests.cs b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectNetworkClientOwnedObjectsTests.cs index bdd1623cf8..1043a88cfc 100644 --- a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectNetworkClientOwnedObjectsTests.cs +++ b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectNetworkClientOwnedObjectsTests.cs @@ -15,32 +15,18 @@ private class DummyNetworkBehaviour : NetworkBehaviour } protected override int NumberOfClients => 1; - private NetworkPrefab m_NetworkPrefab; + private GameObject m_NetworkObject; + protected override void OnServerAndClientsCreated() { - // create prefab - var gameObject = new GameObject("ClientOwnedObject"); - var networkObject = gameObject.AddComponent(); - gameObject.AddComponent(); - NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject); - - m_NetworkPrefab = (new NetworkPrefab() - { - Prefab = gameObject - }); - - m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(m_NetworkPrefab); - - foreach (var client in m_ClientNetworkManagers) - { - client.NetworkConfig.NetworkPrefabs.Add(m_NetworkPrefab); - } + m_NetworkObject = CreateNetworkObjectPrefab("ClientOwnedObject"); + m_NetworkObject.gameObject.AddComponent(); } [UnityTest] public IEnumerator ChangeOwnershipOwnedObjectsAddTest() { - NetworkObject serverObject = Object.Instantiate(m_NetworkPrefab.Prefab).GetComponent(); + NetworkObject serverObject = m_NetworkObject.GetComponent(); serverObject.NetworkManagerOwner = m_ServerNetworkManager; serverObject.Spawn(); @@ -64,7 +50,7 @@ public IEnumerator ChangeOwnershipOwnedObjectsAddTest() [UnityTest] public IEnumerator WhenOwnershipIsChanged_OwnershipValuesUpdateCorrectly() { - NetworkObject serverObject = Object.Instantiate(m_NetworkPrefab.Prefab).GetComponent(); + NetworkObject serverObject = m_NetworkObject.GetComponent(); serverObject.NetworkManagerOwner = m_ServerNetworkManager; serverObject.Spawn(); diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectOnNetworkDespawnTests.cs b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectOnNetworkDespawnTests.cs index 94f1618fc5..c3ef58e404 100644 --- a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectOnNetworkDespawnTests.cs +++ b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectOnNetworkDespawnTests.cs @@ -40,21 +40,9 @@ public IEnumerator Setup() { Assert.IsTrue(NetcodeIntegrationTestHelpers.Create(1, out m_ServerHost, out m_Clients)); - m_ObjectToSpawn = new GameObject(); - m_NetworkObject = m_ObjectToSpawn.AddComponent(); + m_ObjectToSpawn = NetcodeIntegrationTestHelpers.CreateNetworkObjectPrefab(nameof(NetworkObjectOnNetworkDespawnTests), m_ServerHost, m_Clients); m_ObjectToSpawn.AddComponent(); - - // Make it a prefab - NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(m_NetworkObject); - - var networkPrefab = new NetworkPrefab(); - networkPrefab.Prefab = m_ObjectToSpawn; - m_ServerHost.NetworkConfig.NetworkPrefabs.Add(networkPrefab); - - foreach (var client in m_Clients) - { - client.NetworkConfig.NetworkPrefabs.Add(networkPrefab); - } + m_NetworkObject = m_ObjectToSpawn.GetComponent(); yield return null; } @@ -130,4 +118,3 @@ public IEnumerator TestNetworkObjectDespawnOnShutdown([Values(InstanceType.Serve } } } - diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectSpawnManyObjectsTests.cs b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectSpawnManyObjectsTests.cs index 9eedf8fd28..956ca61b73 100644 --- a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectSpawnManyObjectsTests.cs +++ b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectSpawnManyObjectsTests.cs @@ -39,10 +39,10 @@ protected override void OnServerAndClientsCreated() m_PrefabToSpawn = new NetworkPrefab() { Prefab = gameObject }; - m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(m_PrefabToSpawn); + m_ServerNetworkManager.NetworkConfig.Prefabs.Add(m_PrefabToSpawn); foreach (var client in m_ClientNetworkManagers) { - client.NetworkConfig.NetworkPrefabs.Add(m_PrefabToSpawn); + client.NetworkConfig.Prefabs.Add(m_PrefabToSpawn); } } diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectSynchronizationTests.cs b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectSynchronizationTests.cs index 7f58283c27..695dde8457 100644 --- a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectSynchronizationTests.cs +++ b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectSynchronizationTests.cs @@ -78,13 +78,13 @@ protected override void OnNewClientCreated(NetworkManager networkManager) { networkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab; networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety = m_VariableLengthSafety == VariableLengthSafety.EnabledNetVarSafety; - foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.NetworkPrefabs) + foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs) { // To simulate a failure, we exclude the m_InValidNetworkPrefab from the connecting // client's side. if (networkPrefab.Prefab.name != m_InValidNetworkPrefab.name) { - networkManager.NetworkConfig.NetworkPrefabs.Add(networkPrefab); + networkManager.NetworkConfig.Prefabs.Add(networkPrefab); } } // Disable forcing the same prefabs to avoid failed connections diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkPrefabHandlerTests.cs b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkPrefabHandlerTests.cs index 091cddca94..ee3359c8a1 100644 --- a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkPrefabHandlerTests.cs +++ b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkPrefabHandlerTests.cs @@ -29,7 +29,7 @@ private GameObject MakeValidNetworkPrefab() } /// - /// Tests the NetwokConfig NetworkPrefabs initialization during NetworkManager's Init method to make sure that + /// Tests the NetwokConfig NetworkPrefabsList initialization during NetworkManager's Init method to make sure that /// it will still initialize but remove the invalid prefabs /// [Test] @@ -37,34 +37,34 @@ public void NetworkConfigInvalidNetworkPrefabTest() { // Add null entry - NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(null); + NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(null); // Add a NetworkPrefab with no prefab - NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab()); + NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab()); // Add a NetworkPrefab override with an invalid hash - NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 0 }); + NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 0 }); // Add a NetworkPrefab override with a valid hash but an invalid target prefab - NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 654321, OverridingTargetPrefab = null }); + NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 654321, OverridingTargetPrefab = null }); // Add a NetworkPrefab override with a valid hash to override but an invalid target prefab - NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourceHashToOverride = 654321, OverridingTargetPrefab = null }); + NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourceHashToOverride = 654321, OverridingTargetPrefab = null }); // Add a NetworkPrefab override with an invalid source prefab to override - NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = null }); + NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = null }); // Add a NetworkPrefab override with a valid source prefab to override but an invalid target prefab - NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = MakeValidNetworkPrefab(), OverridingTargetPrefab = null }); + NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = MakeValidNetworkPrefab(), OverridingTargetPrefab = null }); // Add a valid prefab - NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Prefab = MakeValidNetworkPrefab() }); + NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = MakeValidNetworkPrefab() }); // Add a NetworkPrefab override with a valid hash and valid target prefab - NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 11111111, OverridingTargetPrefab = MakeValidNetworkPrefab() }); + NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 11111111, OverridingTargetPrefab = MakeValidNetworkPrefab() }); // Add a NetworkPrefab override with a valid prefab and valid target prefab - NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = MakeValidNetworkPrefab(), OverridingTargetPrefab = MakeValidNetworkPrefab() }); + NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = MakeValidNetworkPrefab(), OverridingTargetPrefab = MakeValidNetworkPrefab() }); var exceptionOccurred = false; try @@ -79,7 +79,7 @@ public void NetworkConfigInvalidNetworkPrefabTest() Assert.False(exceptionOccurred); // In the end we should only have 3 valid registered network prefabs - Assert.True(NetworkManagerHelper.NetworkManagerObject.NetworkConfig.NetworkPrefabOverrideLinks.Count == 3); + Assert.True(NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks.Count == 3); } private const string k_PrefabObjectName = "NetworkPrefabHandlerTestObject"; diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformTests.cs b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformTests.cs index f3af7bdfd1..558bd48164 100644 --- a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformTests.cs +++ b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformTests.cs @@ -402,7 +402,7 @@ private IEnumerator WaitForNextTick() protected override void OnNewClientCreated(NetworkManager networkManager) { - networkManager.NetworkConfig.NetworkPrefabs = m_ServerNetworkManager.NetworkConfig.NetworkPrefabs; + networkManager.NetworkConfig.Prefabs = m_ServerNetworkManager.NetworkConfig.Prefabs; base.OnNewClientCreated(networkManager); } diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/RpcManyClientsTests.cs b/com.unity.netcode.gameobjects/Tests/Runtime/RpcManyClientsTests.cs index 89dfbe929b..2b6e50a109 100644 --- a/com.unity.netcode.gameobjects/Tests/Runtime/RpcManyClientsTests.cs +++ b/com.unity.netcode.gameobjects/Tests/Runtime/RpcManyClientsTests.cs @@ -62,10 +62,10 @@ public GameObject PreparePrefab(Type type) prefabToSpawn.AddComponent(type); var networkObjectPrefab = prefabToSpawn.AddComponent(); NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObjectPrefab); - 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m_Name: - m_EditorClassIdentifier: - GlobalObjectIdHash: 3045648555 - AlwaysReplicateAsRoot: 0 - DontDestroyWithOwner: 0 diff --git a/testproject/Assets/Tests/Editor/GlobalObjectIdHash/NetworkPrefabGlobalObjectIdHashTests.cs b/testproject/Assets/Tests/Editor/GlobalObjectIdHash/NetworkPrefabGlobalObjectIdHashTests.cs index 1192b793b5..3fd78cba7d 100644 --- a/testproject/Assets/Tests/Editor/GlobalObjectIdHash/NetworkPrefabGlobalObjectIdHashTests.cs +++ b/testproject/Assets/Tests/Editor/GlobalObjectIdHash/NetworkPrefabGlobalObjectIdHashTests.cs @@ -1,11 +1,8 @@ using System.Collections; -using System.Collections.Generic; using NUnit.Framework; -using UnityEngine; using UnityEditor.SceneManagement; using UnityEngine.SceneManagement; using UnityEngine.TestTools; -using Unity.Netcode; namespace TestProject.EditorTests { @@ -31,26 +28,5 @@ public IEnumerator Teardown() } yield return null; } - - [Test] - public void VerifyUniquenessOfNetworkPrefabs() - { - Assert.That(m_TestScene.isLoaded, Is.True); - var networkManagerObject = GameObject.Find("[NetworkManager]"); - var networkManager = networkManagerObject.GetComponent(); - Assert.That(networkManager, Is.Not.Null); - Assert.That(networkManager.NetworkConfig, Is.Not.Null); - Assert.That(networkManager.NetworkConfig.NetworkPrefabs, Is.Not.Null); - Assert.That(networkManager.NetworkConfig.NetworkPrefabs.Count, Is.GreaterThan(1)); - - var hashSet = new HashSet(); - foreach (var networkPrefab in networkManager.NetworkConfig.NetworkPrefabOverrideLinks) - { - var idHash = networkPrefab.Key; - Assert.That(idHash, Is.Not.EqualTo(0)); - Assert.That(hashSet.Contains(idHash), Is.False); - hashSet.Add(idHash); - } - } } } diff --git a/testproject/Assets/Tests/Editor/GlobalObjectIdHash/NetworkPrefabs-23676.asset b/testproject/Assets/Tests/Editor/GlobalObjectIdHash/NetworkPrefabs-23676.asset new file mode 100644 index 0000000000..5a691f7228 --- /dev/null +++ b/testproject/Assets/Tests/Editor/GlobalObjectIdHash/NetworkPrefabs-23676.asset @@ -0,0 +1,34 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: e651dbb3fbac04af2b8f5abf007ddc23, type: 3} + m_Name: NetworkPrefabs-23676 + m_EditorClassIdentifier: + IsDefault: 0 + List: + - Override: 0 + Prefab: {fileID: 6634540090042209438, guid: 7006127095cef495b808ea027e90bf91, + type: 3} + SourcePrefabToOverride: {fileID: 0} + SourceHashToOverride: 0 + OverridingTargetPrefab: {fileID: 0} + - Override: 0 + Prefab: {fileID: 5253977552660788477, guid: e9ff9ca5dee4e4a0e9aba758527ed56e, + type: 3} + SourcePrefabToOverride: {fileID: 0} + SourceHashToOverride: 0 + OverridingTargetPrefab: {fileID: 0} + - Override: 0 + Prefab: {fileID: 8106213239008607392, guid: 08036a5a809c74816892f96d72e1ca81, + type: 3} + SourcePrefabToOverride: {fileID: 0} + SourceHashToOverride: 0 + OverridingTargetPrefab: {fileID: 0} \ No newline at end of file diff --git a/testproject/Assets/Tests/Editor/GlobalObjectIdHash/NetworkPrefabs-23676.asset.meta b/testproject/Assets/Tests/Editor/GlobalObjectIdHash/NetworkPrefabs-23676.asset.meta new file mode 100644 index 0000000000..7dc256d2e9 --- /dev/null +++ b/testproject/Assets/Tests/Editor/GlobalObjectIdHash/NetworkPrefabs-23676.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4354cdd1850ed4af2aa6ef3b9014daf9 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: \ No newline at end of file diff --git a/testproject/Assets/Tests/Runtime/Animation/NetworkAnimatorTests.cs b/testproject/Assets/Tests/Runtime/Animation/NetworkAnimatorTests.cs index 2412a11e93..6f4b2035be 100644 --- a/testproject/Assets/Tests/Runtime/Animation/NetworkAnimatorTests.cs +++ b/testproject/Assets/Tests/Runtime/Animation/NetworkAnimatorTests.cs @@ -71,7 +71,7 @@ protected override void OnServerAndClientsCreated() networkObjectServer.name = "ServerAuthority"; NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObjectServer); var networkAnimatorServerAuthPrefab = new NetworkPrefab() { Prefab = networkObjectServer.gameObject }; - m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(networkAnimatorServerAuthPrefab); + m_ServerNetworkManager.NetworkConfig.Prefabs.Add(networkAnimatorServerAuthPrefab); // Owner authority prefab var networkObjectOwner = (m_OwnerAnimatorObjectPrefab as GameObject).GetComponent(); @@ -79,12 +79,12 @@ protected override void OnServerAndClientsCreated() networkObjectOwner.name = "OwnerAuthority"; NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObjectOwner); var networkAnimatorOwnerAuthPrefab = new NetworkPrefab() { Prefab = networkObjectOwner.gameObject }; - m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(networkAnimatorOwnerAuthPrefab); + m_ServerNetworkManager.NetworkConfig.Prefabs.Add(networkAnimatorOwnerAuthPrefab); foreach (var clientNetworkManager in m_ClientNetworkManagers) { - clientNetworkManager.NetworkConfig.NetworkPrefabs.Add(networkAnimatorServerAuthPrefab); - clientNetworkManager.NetworkConfig.NetworkPrefabs.Add(networkAnimatorOwnerAuthPrefab); + clientNetworkManager.NetworkConfig.Prefabs.Add(networkAnimatorServerAuthPrefab); + clientNetworkManager.NetworkConfig.Prefabs.Add(networkAnimatorOwnerAuthPrefab); } base.OnServerAndClientsCreated(); @@ -331,9 +331,9 @@ public IEnumerator TriggerUpdateTests([Values] OwnerShipMode ownerShipMode, [Val protected override void OnNewClientCreated(NetworkManager networkManager) { var networkPrefab = new NetworkPrefab() { Prefab = m_AnimationTestPrefab }; - networkManager.NetworkConfig.NetworkPrefabs.Add(networkPrefab); + networkManager.NetworkConfig.Prefabs.Add(networkPrefab); networkPrefab = new NetworkPrefab() { Prefab = m_AnimationOwnerTestPrefab }; - networkManager.NetworkConfig.NetworkPrefabs.Add(networkPrefab); + networkManager.NetworkConfig.Prefabs.Add(networkPrefab); } /// @@ -626,8 +626,8 @@ public IEnumerator ShutdownWhileSpawnedAndStartBackUpTest() m_PlayerPrefab = new GameObject("Player"); NetworkObject networkObject = m_PlayerPrefab.AddComponent(); NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject); - m_ServerNetworkManager.NetworkConfig.NetworkPrefabs[0].Prefab = m_PlayerPrefab; - m_ClientNetworkManagers[0].NetworkConfig.NetworkPrefabs[0].Prefab = m_PlayerPrefab; + m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs[0].Prefab = m_PlayerPrefab; + m_ClientNetworkManagers[0].NetworkConfig.Prefabs.Prefabs[0].Prefab = m_PlayerPrefab; OnCreatePlayerPrefab(); // Now, restart the server and the client diff --git a/testproject/Assets/Tests/Runtime/DontDestroyOnLoadTests.cs b/testproject/Assets/Tests/Runtime/DontDestroyOnLoadTests.cs index 7b7e9f42f0..6e0d58dde8 100644 --- a/testproject/Assets/Tests/Runtime/DontDestroyOnLoadTests.cs +++ b/testproject/Assets/Tests/Runtime/DontDestroyOnLoadTests.cs @@ -41,13 +41,13 @@ public IEnumerator Setup() // Set the player prefab server.NetworkConfig.PlayerPrefab = m_PlayerPrefab; // Add our test NetworkObject to be moved into the DontDestroyOnLoad scene - server.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.None, Prefab = m_DontDestroyOnLoadObject }); + server.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.None, Prefab = m_DontDestroyOnLoadObject }); // Apply the same settings for the clients for (int i = 0; i < clients.Length; i++) { clients[i].NetworkConfig.PlayerPrefab = m_PlayerPrefab; - clients[i].NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.None, Prefab = m_DontDestroyOnLoadObject }); + clients[i].NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.None, Prefab = m_DontDestroyOnLoadObject }); } m_ServerNetworkManager = server; diff --git a/testproject/Assets/Tests/Runtime/MessageOrdering.cs b/testproject/Assets/Tests/Runtime/MessageOrdering.cs index 47ebed8459..4e38958db7 100644 --- a/testproject/Assets/Tests/Runtime/MessageOrdering.cs +++ b/testproject/Assets/Tests/Runtime/MessageOrdering.cs @@ -59,10 +59,10 @@ public IEnumerator SpawnChangeOwnership() var validNetworkPrefab = new NetworkPrefab(); validNetworkPrefab.Prefab = m_Prefab; - server.NetworkConfig.NetworkPrefabs.Add(validNetworkPrefab); + server.NetworkConfig.Prefabs.Add(validNetworkPrefab); foreach (var client in clients) { - client.NetworkConfig.NetworkPrefabs.Add(validNetworkPrefab); + client.NetworkConfig.Prefabs.Add(validNetworkPrefab); } // Start the instances @@ -116,10 +116,10 @@ public IEnumerator SpawnRpcDespawn() var validNetworkPrefab = new NetworkPrefab(); validNetworkPrefab.Prefab = m_Prefab; - m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(validNetworkPrefab); + m_ServerNetworkManager.NetworkConfig.Prefabs.Add(validNetworkPrefab); foreach (var client in m_ClientNetworkManagers) { - client.NetworkConfig.NetworkPrefabs.Add(validNetworkPrefab); + client.NetworkConfig.Prefabs.Add(validNetworkPrefab); } // Start the instances @@ -216,10 +216,10 @@ public IEnumerator RpcOnNetworkSpawn() var validNetworkPrefab = new NetworkPrefab(); validNetworkPrefab.Prefab = m_Prefab; - server.NetworkConfig.NetworkPrefabs.Add(validNetworkPrefab); + server.NetworkConfig.Prefabs.Add(validNetworkPrefab); foreach (var client in clients) { - client.NetworkConfig.NetworkPrefabs.Add(validNetworkPrefab); + client.NetworkConfig.Prefabs.Add(validNetworkPrefab); } var waitForTickInterval = new WaitForSeconds(1.0f / server.NetworkConfig.TickRate); diff --git a/testproject/Assets/Tests/Runtime/MultiClientConnectionApproval.cs b/testproject/Assets/Tests/Runtime/MultiClientConnectionApproval.cs index b6904f4f2d..844e7392ff 100644 --- a/testproject/Assets/Tests/Runtime/MultiClientConnectionApproval.cs +++ b/testproject/Assets/Tests/Runtime/MultiClientConnectionApproval.cs @@ -88,10 +88,10 @@ private IEnumerator ConnectionApprovalHandler(int numClients, int failureTestCou NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObjectOverride); m_PrefabOverrideGlobalObjectIdHash = networkObjectOverride.GlobalObjectIdHash; - server.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab { Prefab = m_PlayerPrefabOverride }); + server.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = m_PlayerPrefabOverride }); foreach (var client in clients) { - client.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab { Prefab = m_PlayerPrefabOverride }); + client.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = m_PlayerPrefabOverride }); } } else diff --git a/testproject/Assets/Tests/Runtime/NetworkSceneManager/NetworkSceneManagerDDOLTests.cs b/testproject/Assets/Tests/Runtime/NetworkSceneManager/NetworkSceneManagerDDOLTests.cs index 2067c9cdf3..e5e0063759 100644 --- a/testproject/Assets/Tests/Runtime/NetworkSceneManager/NetworkSceneManagerDDOLTests.cs +++ b/testproject/Assets/Tests/Runtime/NetworkSceneManager/NetworkSceneManagerDDOLTests.cs @@ -35,10 +35,12 @@ protected IEnumerator SetUp() var unityTransport = m_NetworkManagerGameObject.AddComponent(); + var prefabs = ScriptableObject.CreateInstance(); + prefabs.Add(new NetworkPrefab { Prefab = m_DDOL_ObjectToSpawn }); m_ServerNetworkManager.NetworkConfig = new NetworkConfig() { ConnectionApproval = false, - NetworkPrefabs = new List() { new NetworkPrefab() { Prefab = m_DDOL_ObjectToSpawn } }, + Prefabs = new NetworkPrefabs { NetworkPrefabsLists = new List { prefabs } }, NetworkTransport = unityTransport }; m_ServerNetworkManager.StartHost(); diff --git a/testproject/Assets/Tests/Runtime/NetworkSceneManager/NetworkSceneManagerFixValidationTests.cs b/testproject/Assets/Tests/Runtime/NetworkSceneManager/NetworkSceneManagerFixValidationTests.cs index 1d1697e5a2..9b56b8dced 100644 --- a/testproject/Assets/Tests/Runtime/NetworkSceneManager/NetworkSceneManagerFixValidationTests.cs +++ b/testproject/Assets/Tests/Runtime/NetworkSceneManager/NetworkSceneManagerFixValidationTests.cs @@ -36,11 +36,11 @@ public void DDOLPopulateWithNullNetworkObjectsValidation([Values] bool useHost) var networkObject = gameObject.AddComponent(); NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject); - m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Prefab = gameObject }); + m_ServerNetworkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = gameObject }); foreach (var clientNetworkManager in m_ClientNetworkManagers) { - clientNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Prefab = gameObject }); + clientNetworkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = gameObject }); } // Start the host and clients diff --git a/testproject/Assets/Tests/Runtime/NetworkSceneManager/SceneEventDataTests.cs b/testproject/Assets/Tests/Runtime/NetworkSceneManager/SceneEventDataTests.cs index 267b513cee..b985a21f8c 100644 --- a/testproject/Assets/Tests/Runtime/NetworkSceneManager/SceneEventDataTests.cs +++ b/testproject/Assets/Tests/Runtime/NetworkSceneManager/SceneEventDataTests.cs @@ -29,10 +29,12 @@ public IEnumerator FastReaderAllocationTest() var networkManager = networkManagerGameObject.AddComponent(); var unityTransport = networkManagerGameObject.AddComponent(); + var prefabs = ScriptableObject.CreateInstance(); + prefabs.Add(new NetworkPrefab()); networkManager.NetworkConfig = new NetworkConfig() { ConnectionApproval = false, - NetworkPrefabs = new List(), + Prefabs = new NetworkPrefabs { NetworkPrefabsLists = new List { prefabs } }, NetworkTransport = unityTransport }; diff --git a/testproject/Assets/Tests/Runtime/NetworkVariableInitializationOnNetworkSpawnTest.cs b/testproject/Assets/Tests/Runtime/NetworkVariableInitializationOnNetworkSpawnTest.cs index 9260e2f3e0..863adbdad6 100644 --- a/testproject/Assets/Tests/Runtime/NetworkVariableInitializationOnNetworkSpawnTest.cs +++ b/testproject/Assets/Tests/Runtime/NetworkVariableInitializationOnNetworkSpawnTest.cs @@ -58,10 +58,10 @@ private IEnumerator RunTest() var validNetworkPrefab = new NetworkPrefab(); validNetworkPrefab.Prefab = m_Prefab; - server.NetworkConfig.NetworkPrefabs.Add(validNetworkPrefab); + server.NetworkConfig.Prefabs.Add(validNetworkPrefab); foreach (var client in clients) { - client.NetworkConfig.NetworkPrefabs.Add(validNetworkPrefab); + client.NetworkConfig.Prefabs.Add(validNetworkPrefab); } // Start the instances diff --git a/testproject/Assets/Tests/Runtime/NoMemoryLeakOnNetworkManagerShutdownTest.cs b/testproject/Assets/Tests/Runtime/NoMemoryLeakOnNetworkManagerShutdownTest.cs index 17a5ce0792..b9d8f8e8d1 100644 --- a/testproject/Assets/Tests/Runtime/NoMemoryLeakOnNetworkManagerShutdownTest.cs +++ b/testproject/Assets/Tests/Runtime/NoMemoryLeakOnNetworkManagerShutdownTest.cs @@ -47,10 +47,10 @@ public IEnumerator RunTest() var validNetworkPrefab = new NetworkPrefab(); validNetworkPrefab.Prefab = m_Prefab; - server.NetworkConfig.NetworkPrefabs.Add(validNetworkPrefab); + server.NetworkConfig.Prefabs.Add(validNetworkPrefab); foreach (var client in clients) { - client.NetworkConfig.NetworkPrefabs.Add(validNetworkPrefab); + client.NetworkConfig.Prefabs.Add(validNetworkPrefab); } // Start the instances diff --git a/testproject/Assets/Tests/Runtime/ObjectParenting/ParentingWorldPositionStaysTests.cs b/testproject/Assets/Tests/Runtime/ObjectParenting/ParentingWorldPositionStaysTests.cs index c66d6d9036..54603ec94f 100644 --- a/testproject/Assets/Tests/Runtime/ObjectParenting/ParentingWorldPositionStaysTests.cs +++ b/testproject/Assets/Tests/Runtime/ObjectParenting/ParentingWorldPositionStaysTests.cs @@ -215,9 +215,9 @@ protected override void OnServerAndClientsCreated() protected override void OnNewClientCreated(NetworkManager networkManager) { - foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.NetworkPrefabs) + foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs) { - networkManager.NetworkConfig.NetworkPrefabs.Add(networkPrefab); + networkManager.NetworkConfig.Prefabs.Add(networkPrefab); } } diff --git a/testproject/Assets/Tests/Runtime/Support/SpawnRpcDespawnInstanceHandler.cs b/testproject/Assets/Tests/Runtime/Support/SpawnRpcDespawnInstanceHandler.cs index c1f8496062..c62f579068 100644 --- a/testproject/Assets/Tests/Runtime/Support/SpawnRpcDespawnInstanceHandler.cs +++ b/testproject/Assets/Tests/Runtime/Support/SpawnRpcDespawnInstanceHandler.cs @@ -24,17 +24,17 @@ public NetworkObject Instantiate(ulong ownerClientId, Vector3 position, Quaterni // See if there is a valid registered NetworkPrefabOverrideLink associated with the provided prefabHash GameObject networkPrefabReference = null; - if (NetworkManager.Singleton.NetworkConfig.NetworkPrefabOverrideLinks.ContainsKey(m_PrefabHash)) + if (NetworkManager.Singleton.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks.ContainsKey(m_PrefabHash)) { - switch (NetworkManager.Singleton.NetworkConfig.NetworkPrefabOverrideLinks[m_PrefabHash].Override) + switch (NetworkManager.Singleton.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks[m_PrefabHash].Override) { default: case NetworkPrefabOverride.None: - networkPrefabReference = NetworkManager.Singleton.NetworkConfig.NetworkPrefabOverrideLinks[m_PrefabHash].Prefab; + networkPrefabReference = NetworkManager.Singleton.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks[m_PrefabHash].Prefab; break; case NetworkPrefabOverride.Hash: case NetworkPrefabOverride.Prefab: - networkPrefabReference = NetworkManager.Singleton.NetworkConfig.NetworkPrefabOverrideLinks[m_PrefabHash].OverridingTargetPrefab; + networkPrefabReference = NetworkManager.Singleton.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks[m_PrefabHash].OverridingTargetPrefab; break; } } diff --git a/testproject/Packages/packages-lock.json b/testproject/Packages/packages-lock.json index 5570ecb7d3..fb2bda823b 100644 --- a/testproject/Packages/packages-lock.json +++ b/testproject/Packages/packages-lock.json @@ -114,7 +114,7 @@ "url": "https://packages.unity.com" }, "com.unity.scriptablebuildpipeline": { - "version": "1.19.2", + "version": "1.20.1", "depth": 1, "source": "registry", "dependencies": {}, diff --git a/testproject/ProjectSettings/NetcodeForGameObjects.settings b/testproject/ProjectSettings/NetcodeForGameObjects.settings new file mode 100644 index 0000000000..9088ce2c46 --- /dev/null +++ b/testproject/ProjectSettings/NetcodeForGameObjects.settings @@ -0,0 +1,15 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &1 +MonoBehaviour: + m_ObjectHideFlags: 61 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 0} + m_Name: + m_EditorClassIdentifier: Unity.Netcode.Editor:Unity.Netcode.Editor.Configuration:NetcodeForGameObjectsProjectSettings + GenerateDefaultNetworkPrefabs: 1