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Fix DistributedAuthorityCodecTests.cs
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com.unity.netcode.gameobjects/Tests/Runtime/DistributedAuthority/DistributedAuthorityCodecTests.cs

Lines changed: 56 additions & 56 deletions
Original file line numberDiff line numberDiff line change
@@ -39,7 +39,7 @@ internal class DistributedAuthorityCodecTests : NetcodeIntegrationTest
3939
protected override NetworkTopologyTypes OnGetNetworkTopologyType() => NetworkTopologyTypes.DistributedAuthority;
4040

4141
private CodecTestHooks m_ClientCodecHook;
42-
private NetworkManager Client => m_ClientNetworkManagers[0];
42+
private NetworkManager m_Client;
4343

4444
private string m_TransportHost = Environment.GetEnvironmentVariable("NGO_HOST") ?? "127.0.0.1";
4545
private static readonly ushort k_TransportPort = GetPortToBind();
@@ -100,48 +100,48 @@ protected override void OnCreatePlayerPrefab()
100100
/// </summary>
101101
protected override void OnServerAndClientsCreated()
102102
{
103-
var utpTransport = Client.gameObject.AddComponent<UnityTransport>();
104-
Client.NetworkConfig.NetworkTransport = utpTransport;
105-
Client.NetworkConfig.EnableSceneManagement = false;
106-
Client.NetworkConfig.AutoSpawnPlayerPrefabClientSide = true;
103+
m_Client = GetAuthorityNetworkManager();
104+
105+
var utpTransport = m_Client.gameObject.AddComponent<UnityTransport>();
106+
m_Client.NetworkConfig.NetworkTransport = utpTransport;
107+
m_Client.NetworkConfig.EnableSceneManagement = false;
108+
m_Client.NetworkConfig.AutoSpawnPlayerPrefabClientSide = true;
107109
utpTransport.ConnectionData.Address = Dns.GetHostAddresses(m_TransportHost).First().ToString();
108110
utpTransport.ConnectionData.Port = k_TransportPort;
109-
Client.LogLevel = LogLevel.Developer;
111+
m_Client.LogLevel = LogLevel.Developer;
110112

111113
// Validate we are in distributed authority mode with client side spawning and using CMB Service
112-
Assert.True(Client.NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority, "Distributed authority topology is not set!");
113-
Assert.True(Client.AutoSpawnPlayerPrefabClientSide, "Client side spawning is not set!");
114-
Assert.True(Client.CMBServiceConnection, "CMBServiceConnection is not set!");
114+
Assert.True(m_Client.NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority, "Distributed authority topology is not set!");
115+
Assert.True(m_Client.AutoSpawnPlayerPrefabClientSide, "Client side spawning is not set!");
116+
Assert.True(m_Client.CMBServiceConnection, "CMBServiceConnection is not set!");
115117

116118
// Create a prefab for creating and destroying tests (auto-registers with NetworkManagers)
117119
m_SpawnObject = CreateNetworkObjectPrefab("TestObject");
118120
m_SpawnObject.AddComponent<TestNetworkComponent>();
119-
120-
// Ignore the client connection timeout after starting the client
121-
m_BypassConnectionTimeout = true;
122121
}
123122

124123
protected override IEnumerator OnStartedServerAndClients()
125124
{
126125
// Validate the NetworkManager are in distributed authority mode
127-
Assert.True(Client.DistributedAuthorityMode, "Distributed authority is not set!");
126+
Assert.True(m_Client.DistributedAuthorityMode, "Distributed authority is not set!");
128127

129-
// Register hooks after starting clients and server (in this case just the one client)
130-
// We do this at this point in time because the MessageManager exists (happens within the same call stack when starting NetworkManagers)
131-
m_ClientCodecHook = new CodecTestHooks();
132-
Client.MessageManager.Hook(m_ClientCodecHook);
133128
yield return base.OnStartedServerAndClients();
134129

135130
// wait for client to connect since m_BypassConnectionTimeout
136-
yield return WaitForConditionOrTimeOut(() => Client.LocalClient.PlayerObject != null);
131+
yield return WaitForConditionOrTimeOut(() => m_Client.LocalClient.PlayerObject != null);
137132
AssertOnTimeout($"Timed out waiting for the client's player to be spanwed!");
133+
134+
// Register hooks after starting clients and server (in this case just the one client)
135+
// We do this at this after all the setup has finished in order to ensure our hooks are only catching messages from the tests
136+
m_ClientCodecHook = new CodecTestHooks();
137+
m_Client.MessageManager.Hook(m_ClientCodecHook);
138138
}
139139

140140
[UnityTest]
141141
public IEnumerator AuthorityRpc()
142142
{
143-
var player = Client.LocalClient.PlayerObject;
144-
player.OwnerClientId = Client.LocalClientId + 1;
143+
var player = m_Client.LocalClient.PlayerObject;
144+
player.OwnerClientId = m_Client.LocalClientId + 1;
145145

146146
var networkComponent = player.GetComponent<TestNetworkComponent>();
147147
networkComponent.UpdateNetworkProperties();
@@ -189,14 +189,14 @@ public IEnumerator ClientDisconnected()
189189
[UnityTest]
190190
public IEnumerator CreateObject()
191191
{
192-
SpawnObject(m_SpawnObject, Client);
192+
SpawnObject(m_SpawnObject, m_Client);
193193
yield return m_ClientCodecHook.WaitForMessageReceived<CreateObjectMessage>();
194194
}
195195

196196
[UnityTest]
197197
public IEnumerator DestroyObject()
198198
{
199-
var spawnedObject = SpawnObject(m_SpawnObject, Client);
199+
var spawnedObject = SpawnObject(m_SpawnObject, m_Client);
200200
yield return m_ClientCodecHook.WaitForMessageReceived<CreateObjectMessage>();
201201
spawnedObject.GetComponent<NetworkObject>().Despawn();
202202
yield return m_ClientCodecHook.WaitForMessageReceived<DestroyObjectMessage>();
@@ -231,10 +231,10 @@ public IEnumerator NamedMessage()
231231
[UnityTest]
232232
public IEnumerator NetworkVariableDelta()
233233
{
234-
var component = Client.LocalClient.PlayerObject.GetComponent<TestNetworkComponent>();
234+
var component = m_Client.LocalClient.PlayerObject.GetComponent<TestNetworkComponent>();
235235
var message = new NetworkVariableDeltaMessage
236236
{
237-
NetworkObjectId = Client.LocalClient.PlayerObject.NetworkObjectId,
237+
NetworkObjectId = m_Client.LocalClient.PlayerObject.NetworkObjectId,
238238
NetworkBehaviourIndex = component.NetworkBehaviourId,
239239
DeliveryMappedNetworkVariableIndex = new HashSet<int> { 0, 1 },
240240
TargetClientId = 5,
@@ -247,7 +247,7 @@ public IEnumerator NetworkVariableDelta()
247247
[UnityTest]
248248
public IEnumerator NetworkVariableDelta_WithValueUpdate()
249249
{
250-
var instance = SpawnObject(m_SpawnObject, Client);
250+
var instance = SpawnObject(m_SpawnObject, m_Client);
251251
yield return m_ClientCodecHook.WaitForMessageReceived<CreateObjectMessage>();
252252
var component = instance.GetComponent<TestNetworkComponent>();
253253

@@ -260,7 +260,7 @@ public IEnumerator NetworkVariableDelta_WithValueUpdate()
260260
[UnityTest]
261261
public IEnumerator NetworkListDelta_WithValueUpdate()
262262
{
263-
var instance = SpawnObject(m_SpawnObject, Client);
263+
var instance = SpawnObject(m_SpawnObject, m_Client);
264264
yield return m_ClientCodecHook.WaitForMessageReceived<CreateObjectMessage>();
265265
var component = instance.GetComponent<TestNetworkComponent>();
266266

@@ -337,8 +337,8 @@ public IEnumerator UnnamedMessage()
337337
[UnityTest]
338338
public IEnumerator SceneEventMessageLoad()
339339
{
340-
Client.SceneManager.SkipSceneHandling = true;
341-
var eventData = new SceneEventData(Client)
340+
m_Client.SceneManager.SkipSceneHandling = true;
341+
var eventData = new SceneEventData(m_Client)
342342
{
343343
SceneEventType = SceneEventType.Load,
344344
LoadSceneMode = LoadSceneMode.Single,
@@ -357,14 +357,14 @@ public IEnumerator SceneEventMessageLoad()
357357
[UnityTest]
358358
public IEnumerator SceneEventMessageLoadWithObjects()
359359
{
360-
Client.SceneManager.SkipSceneHandling = true;
360+
m_Client.SceneManager.SkipSceneHandling = true;
361361
var prefabNetworkObject = m_SpawnObject.GetComponent<NetworkObject>();
362362

363-
Client.SceneManager.ScenePlacedObjects.Add(0, new Dictionary<int, NetworkObject>()
363+
m_Client.SceneManager.ScenePlacedObjects.Add(0, new Dictionary<int, NetworkObject>()
364364
{
365365
{ 1, prefabNetworkObject }
366366
});
367-
var eventData = new SceneEventData(Client)
367+
var eventData = new SceneEventData(m_Client)
368368
{
369369
SceneEventType = SceneEventType.Load,
370370
LoadSceneMode = LoadSceneMode.Single,
@@ -383,8 +383,8 @@ public IEnumerator SceneEventMessageLoadWithObjects()
383383
[UnityTest]
384384
public IEnumerator SceneEventMessageUnload()
385385
{
386-
Client.SceneManager.SkipSceneHandling = true;
387-
var eventData = new SceneEventData(Client)
386+
m_Client.SceneManager.SkipSceneHandling = true;
387+
var eventData = new SceneEventData(m_Client)
388388
{
389389
SceneEventType = SceneEventType.Unload,
390390
LoadSceneMode = LoadSceneMode.Single,
@@ -403,8 +403,8 @@ public IEnumerator SceneEventMessageUnload()
403403
[UnityTest]
404404
public IEnumerator SceneEventMessageLoadComplete()
405405
{
406-
Client.SceneManager.SkipSceneHandling = true;
407-
var eventData = new SceneEventData(Client)
406+
m_Client.SceneManager.SkipSceneHandling = true;
407+
var eventData = new SceneEventData(m_Client)
408408
{
409409
SceneEventType = SceneEventType.LoadComplete,
410410
LoadSceneMode = LoadSceneMode.Single,
@@ -423,8 +423,8 @@ public IEnumerator SceneEventMessageLoadComplete()
423423
[UnityTest]
424424
public IEnumerator SceneEventMessageUnloadComplete()
425425
{
426-
Client.SceneManager.SkipSceneHandling = true;
427-
var eventData = new SceneEventData(Client)
426+
m_Client.SceneManager.SkipSceneHandling = true;
427+
var eventData = new SceneEventData(m_Client)
428428
{
429429
SceneEventType = SceneEventType.UnloadComplete,
430430
LoadSceneMode = LoadSceneMode.Single,
@@ -443,8 +443,8 @@ public IEnumerator SceneEventMessageUnloadComplete()
443443
[UnityTest]
444444
public IEnumerator SceneEventMessageLoadCompleted()
445445
{
446-
Client.SceneManager.SkipSceneHandling = true;
447-
var eventData = new SceneEventData(Client)
446+
m_Client.SceneManager.SkipSceneHandling = true;
447+
var eventData = new SceneEventData(m_Client)
448448
{
449449
SceneEventType = SceneEventType.LoadEventCompleted,
450450
LoadSceneMode = LoadSceneMode.Single,
@@ -465,8 +465,8 @@ public IEnumerator SceneEventMessageLoadCompleted()
465465
[UnityTest]
466466
public IEnumerator SceneEventMessageUnloadLoadCompleted()
467467
{
468-
Client.SceneManager.SkipSceneHandling = true;
469-
var eventData = new SceneEventData(Client)
468+
m_Client.SceneManager.SkipSceneHandling = true;
469+
var eventData = new SceneEventData(m_Client)
470470
{
471471
SceneEventType = SceneEventType.UnloadEventCompleted,
472472
LoadSceneMode = LoadSceneMode.Single,
@@ -487,8 +487,8 @@ public IEnumerator SceneEventMessageUnloadLoadCompleted()
487487
[UnityTest]
488488
public IEnumerator SceneEventMessageSynchronize()
489489
{
490-
Client.SceneManager.SkipSceneHandling = true;
491-
var eventData = new SceneEventData(Client)
490+
m_Client.SceneManager.SkipSceneHandling = true;
491+
var eventData = new SceneEventData(m_Client)
492492
{
493493
SceneEventType = SceneEventType.Synchronize,
494494
LoadSceneMode = LoadSceneMode.Single,
@@ -512,8 +512,8 @@ public IEnumerator SceneEventMessageSynchronize()
512512
[UnityTest]
513513
public IEnumerator SceneEventMessageReSynchronize()
514514
{
515-
Client.SceneManager.SkipSceneHandling = true;
516-
var eventData = new SceneEventData(Client)
515+
m_Client.SceneManager.SkipSceneHandling = true;
516+
var eventData = new SceneEventData(m_Client)
517517
{
518518
SceneEventType = SceneEventType.ReSynchronize,
519519
LoadSceneMode = LoadSceneMode.Single,
@@ -532,8 +532,8 @@ public IEnumerator SceneEventMessageReSynchronize()
532532
[UnityTest]
533533
public IEnumerator SceneEventMessageSynchronizeComplete()
534534
{
535-
Client.SceneManager.SkipSceneHandling = true;
536-
var eventData = new SceneEventData(Client)
535+
m_Client.SceneManager.SkipSceneHandling = true;
536+
var eventData = new SceneEventData(m_Client)
537537
{
538538
SceneEventType = SceneEventType.ReSynchronize,
539539
LoadSceneMode = LoadSceneMode.Single,
@@ -552,8 +552,8 @@ public IEnumerator SceneEventMessageSynchronizeComplete()
552552
[UnityTest]
553553
public IEnumerator SceneEventMessageActiveSceneChanged()
554554
{
555-
Client.SceneManager.SkipSceneHandling = true;
556-
var eventData = new SceneEventData(Client)
555+
m_Client.SceneManager.SkipSceneHandling = true;
556+
var eventData = new SceneEventData(m_Client)
557557
{
558558
SceneEventType = SceneEventType.ActiveSceneChanged,
559559
ActiveSceneHash = XXHash.Hash32("ActiveScene")
@@ -569,15 +569,15 @@ public IEnumerator SceneEventMessageActiveSceneChanged()
569569
[UnityTest, Ignore("Serializing twice causes data to disappear in the SceneManager for this event")]
570570
public IEnumerator SceneEventMessageObjectSceneChanged()
571571
{
572-
Client.SceneManager.SkipSceneHandling = true;
572+
m_Client.SceneManager.SkipSceneHandling = true;
573573
var prefabNetworkObject = m_SpawnObject.GetComponent<NetworkObject>();
574-
Client.SceneManager.ObjectsMigratedIntoNewScene = new Dictionary<int, Dictionary<ulong, List<NetworkObject>>>
574+
m_Client.SceneManager.ObjectsMigratedIntoNewScene = new Dictionary<int, Dictionary<ulong, List<NetworkObject>>>
575575
{
576576
{ 0, new Dictionary<ulong, List<NetworkObject>>()}
577577
};
578578

579-
Client.SceneManager.ObjectsMigratedIntoNewScene[0].Add(Client.LocalClientId, new List<NetworkObject>() { prefabNetworkObject });
580-
var eventData = new SceneEventData(Client)
579+
m_Client.SceneManager.ObjectsMigratedIntoNewScene[0].Add(m_Client.LocalClientId, new List<NetworkObject>() { prefabNetworkObject });
580+
var eventData = new SceneEventData(m_Client)
581581
{
582582
SceneEventType = SceneEventType.ObjectSceneChanged,
583583
};
@@ -592,12 +592,12 @@ public IEnumerator SceneEventMessageObjectSceneChanged()
592592

593593
private IEnumerator SendMessage<T>(ref T message) where T : INetworkMessage
594594
{
595-
Client.MessageManager.SetVersion(k_ClientId, XXHash.Hash32(typeof(T).FullName), message.Version);
595+
m_Client.MessageManager.SetVersion(k_ClientId, XXHash.Hash32(typeof(T).FullName), message.Version);
596596

597597
var clientIds = new NativeArray<ulong>(1, Allocator.Temp);
598598
clientIds[0] = k_ClientId;
599-
Client.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientIds);
600-
Client.MessageManager.ProcessSendQueues();
599+
m_Client.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientIds);
600+
m_Client.MessageManager.ProcessSendQueues();
601601
return m_ClientCodecHook.WaitForMessageReceived(message);
602602
}
603603

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