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7 changes: 5 additions & 2 deletions com.unity.multiplayer.mlapi/Runtime/Core/NetworkManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -229,8 +229,11 @@ private void OnValidate()
#if UNITY_EDITOR
UnityEditor.EditorApplication.delayCall += () =>
{
UnityEditor.EditorUtility.SetDirty(this);
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(activeScene);
if (!UnityEditor.EditorApplication.isPlaying)
{
UnityEditor.EditorUtility.SetDirty(this);
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(activeScene);
}
};
#endif
}
Expand Down
Original file line number Diff line number Diff line change
@@ -0,0 +1,69 @@
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using NUnit.Framework;
using UnityEditor.PackageManager;
using UnityEditor.SceneManagement;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;

namespace MLAPI.RuntimeTests
{
public class NetworkPrefabGlobalObjectIdHashTests
{
private Scene m_TestScene;

private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
if (scene.name == nameof(NetworkPrefabGlobalObjectIdHashTests))
{
m_TestScene = scene;
}
}

[UnitySetUp]
public IEnumerator Setup()
{
SceneManager.sceneLoaded += OnSceneLoaded;

var execAssembly = Assembly.GetExecutingAssembly();
var packagePath = PackageInfo.FindForAssembly(execAssembly).assetPath;
var scenePath = Path.Combine(packagePath, $"Tests/Runtime/GlobalObjectIdHash/{nameof(NetworkPrefabGlobalObjectIdHashTests)}.unity");

yield return EditorSceneManager.LoadSceneAsyncInPlayMode(scenePath, new LoadSceneParameters(LoadSceneMode.Additive));
}

[UnityTearDown]
public IEnumerator Teardown()
{
SceneManager.sceneLoaded -= OnSceneLoaded;

if (m_TestScene.isLoaded)
{
yield return SceneManager.UnloadSceneAsync(m_TestScene);
}
}

[Test]
public void VerifyUniquenessOfNetworkPrefabs()
{
Assert.That(m_TestScene.isLoaded, Is.True);

var networkManager = NetworkManager.Singleton;
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<uint>();
foreach (var networkPrefab in networkManager.NetworkConfig.NetworkPrefabs)
{
var idHash = networkPrefab.Hash;
Assert.That(idHash, Is.Not.EqualTo(0));
Assert.That(hashSet.Contains(idHash), Is.False);
hashSet.Add(idHash);
}
}
}
}

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