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Merge branch 'develop-2.0.0' into fix/bufferedlinearinterpolator-jitter
2 parents 5e7af37 + 0e1ae7e commit 7dcc5e8

21 files changed

+219
-120
lines changed

.github/CODEOWNERS

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# Order is important; the last matching pattern takes the most precedence.
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* @Unity-Technologies/multiplayer-sdk
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*.asmdef @miniwolf @NoelStephensUnity @fluong6 @michalChrobot @EmandM
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package.json @miniwolf @NoelStephensUnity @fluong6 @michalChrobot @EmandM
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AssemblyInfo.cs @miniwolf @NoelStephensUnity @fluong6 @michalChrobot @EmandM
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.editorconfig @miniwolf @NoelStephensUnity @fluong6 @michalChrobot @EmandM
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.gitignore @miniwolf @NoelStephensUnity @fluong6 @michalChrobot @EmandM
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.github/ @miniwolf @NoelStephensUnity @fluong6 @michalChrobot @EmandM
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.yamato/ @miniwolf @NoelStephensUnity @fluong6 @michalChrobot @EmandM
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*.asmdef @NoelStephensUnity @EmandM @Unity-Technologies/netcode-qa
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package.json @NoelStephensUnity @EmandM @Unity-Technologies/netcode-qa
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AssemblyInfo.cs @NoelStephensUnity @EmandM @Unity-Technologies/netcode-qa
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.editorconfig @NoelStephensUnity @EmandM @Unity-Technologies/netcode-qa
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.gitignore @NoelStephensUnity @EmandM @Unity-Technologies/netcode-qa
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.github/ @NoelStephensUnity @EmandM @Unity-Technologies/netcode-qa
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.yamato/ @NoelStephensUnity @EmandM @Unity-Technologies/netcode-qa

com.unity.netcode.gameobjects/TestHelpers/Runtime/NetcodeIntegrationTest.cs

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@@ -469,14 +469,24 @@ private void AddRemoveNetworkManager(NetworkManager networkManager, bool addNetw
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/// CreateAndStartNewClient Only
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/// Invoked when the newly created client has been created
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/// </summary>
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/// <param name="networkManager">The NetworkManager instance of the client.</param>
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protected virtual void OnNewClientCreated(NetworkManager networkManager)
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{
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// Ensure any late joining client has all NetworkPrefabs required to connect.
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foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
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{
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if (!networkManager.NetworkConfig.Prefabs.Contains(networkPrefab.Prefab))
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{
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networkManager.NetworkConfig.Prefabs.Add(networkPrefab);
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}
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}
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}
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/// <summary>
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/// CreateAndStartNewClient Only
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/// Invoked when the newly created client has been created and started
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/// </summary>
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/// <param name="networkManager">The NetworkManager instance of the client.</param>
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protected virtual void OnNewClientStarted(NetworkManager networkManager)
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{
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}
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/// Invoked when the newly created client has been created, started, and connected
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/// to the server-host.
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/// </summary>
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/// <param name="networkManager">The NetworkManager instance of the client.</param>
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protected virtual void OnNewClientStartedAndConnected(NetworkManager networkManager)
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{
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}
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/// <remarks>
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/// Use this for testing connection and disconnection scenarios
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/// </remarks>
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/// <param name="networkManager">The NetworkManager instance of the client.</param>
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/// <returns>True if the test should wait for the client to connect; otherwise, false.</returns>
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protected virtual bool ShouldWaitForNewClientToConnect(NetworkManager networkManager)
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{
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return true;
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/// This will create, start, and connect a new client while in the middle of an
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/// integration test.
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/// </summary>
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/// <returns>An IEnumerator to be used in a coroutine for asynchronous execution.</returns>
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protected IEnumerator CreateAndStartNewClient()
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{
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var networkManager = NetcodeIntegrationTestHelpers.CreateNewClient(m_ClientNetworkManagers.Length, m_EnableTimeTravel);

com.unity.netcode.gameobjects/Tests/Runtime/DeferredMessagingTests.cs

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@@ -259,8 +259,7 @@ protected override void OnNewClientCreated(NetworkManager networkManager)
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{
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AddPrefabsToClient(networkManager);
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}
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base.OnNewClientCreated(networkManager);
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// Don't call base to avoid synchronizing the prefabs
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}
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private void SpawnClients(bool clearTestDeferredMessageManagerCallFlags = true)

com.unity.netcode.gameobjects/Tests/Runtime/DistributedAuthority/DistributeObjectsTests.cs

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@@ -235,12 +235,6 @@ private bool ValidateTransformsMatch()
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return true;
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}
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238-
protected override void OnNewClientCreated(NetworkManager networkManager)
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{
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networkManager.NetworkConfig.Prefabs = m_ServerNetworkManager.NetworkConfig.Prefabs;
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base.OnNewClientCreated(networkManager);
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}
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private bool SpawnCountsMatch()
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{
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var passed = true;

com.unity.netcode.gameobjects/Tests/Runtime/DistributedAuthority/ExtendedNetworkShowAndHideTests.cs

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@@ -97,7 +97,6 @@ protected override void OnNewClientCreated(NetworkManager networkManager)
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{
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m_LateJoinClient = networkManager;
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networkManager.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement;
100-
networkManager.NetworkConfig.Prefabs = m_SpawnOwner.NetworkConfig.Prefabs;
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base.OnNewClientCreated(networkManager);
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}
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com.unity.netcode.gameobjects/Tests/Runtime/DistributedAuthority/NetworkClientAndPlayerObjectTests.cs

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@@ -45,7 +45,6 @@ protected override void OnServerAndClientsCreated()
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protected override void OnNewClientCreated(NetworkManager networkManager)
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{
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networkManager.NetworkConfig.Prefabs = m_ServerNetworkManager.NetworkConfig.Prefabs;
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if (m_DistributedAuthority)
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{
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networkManager.OnFetchLocalPlayerPrefabToSpawn = FetchPlayerPrefabToSpawn;

com.unity.netcode.gameobjects/Tests/Runtime/NetworkBehaviourPrePostSpawnTests.cs

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@@ -93,12 +93,6 @@ protected override IEnumerator OnSetup()
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return base.OnSetup();
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}
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96-
protected override void OnNewClientCreated(NetworkManager networkManager)
97-
{
98-
networkManager.NetworkConfig.Prefabs = m_ServerNetworkManager.NetworkConfig.Prefabs;
99-
base.OnNewClientCreated(networkManager);
100-
}
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/// <summary>
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/// This validates that pre spawn can be used to instantiate and assign a NetworkVariable (or other prespawn tasks)
10498
/// which can be useful for assigning a NetworkVariable value on the server side when the NetworkVariable has owner write permissions.

com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectOnSpawnTests.cs

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@@ -86,13 +86,6 @@ private bool CheckClientsSideObserverTestObj()
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/// </summary>
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protected override void OnNewClientCreated(NetworkManager networkManager)
8888
{
89-
foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
90-
{
91-
if (!networkManager.NetworkConfig.Prefabs.Contains(networkPrefab.Prefab))
92-
{
93-
networkManager.NetworkConfig.Prefabs.Add(networkPrefab);
94-
}
95-
}
9689
networkManager.NetworkConfig.EnableSceneManagement = m_ServerNetworkManager.NetworkConfig.EnableSceneManagement;
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base.OnNewClientCreated(networkManager);
9891
}

com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectSynchronizationTests.cs

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@@ -81,21 +81,16 @@ protected override void OnServerAndClientsCreated()
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8282
protected override void OnNewClientCreated(NetworkManager networkManager)
8383
{
84+
// Setup late joining client prefabs first
85+
base.OnNewClientCreated(networkManager);
86+
8487
networkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
8588
networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety = m_VariableLengthSafety == VariableLengthSafety.EnabledNetVarSafety;
86-
foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
87-
{
88-
// To simulate a failure, we exclude the m_InValidNetworkPrefab from the connecting
89-
// client's side.
90-
if (networkPrefab.Prefab.name != m_InValidNetworkPrefab.name)
91-
{
92-
networkManager.NetworkConfig.Prefabs.Add(networkPrefab);
93-
}
94-
}
9589
// Disable forcing the same prefabs to avoid failed connections
9690
networkManager.NetworkConfig.ForceSamePrefabs = false;
9791
networkManager.LogLevel = m_CurrentLogLevel;
98-
base.OnNewClientCreated(networkManager);
92+
// To simulate a failure, exclude the m_InValidNetworkPrefab from the connecting client's side.
93+
networkManager.NetworkConfig.Prefabs.Remove(m_InValidNetworkPrefab);
9994
}
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[UnityTest]

com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformBase.cs

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/// </summary>
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protected override void OnNewClientCreated(NetworkManager networkManager)
340340
{
341-
networkManager.NetworkConfig.Prefabs = m_ServerNetworkManager.NetworkConfig.Prefabs;
342341
networkManager.NetworkConfig.TickRate = GetTickRate();
343342
if (m_EnableVerboseDebug)
344343
{

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