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ci: Updating WhenManyObjectsAreSpawnedAtOnce_AllAreReceived test #3406

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Original file line number Diff line number Diff line change
@@ -1,5 +1,4 @@
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
Expand Down Expand Up @@ -47,19 +46,23 @@ protected override void OnServerAndClientsCreated()
}

[UnityTest]
// When this test fails it does so without an exception and will wait the default ~6 minutes
[Timeout(360000)] // Tracked in MTT-11360
public IEnumerator WhenManyObjectsAreSpawnedAtOnce_AllAreReceived()
{
var timeStarted = Time.realtimeSinceStartup;
for (int x = 0; x < k_SpawnedObjects; x++)
{
NetworkObject serverObject = Object.Instantiate(m_PrefabToSpawn.Prefab).GetComponent<NetworkObject>();
serverObject.NetworkManagerOwner = m_ServerNetworkManager;
serverObject.Spawn();
}

var timeSpawned = Time.realtimeSinceStartup - timeStarted;
// Provide plenty of time to spawn all 1500 objects in case the CI VM is running slow
var timeoutHelper = new TimeoutHelper(30);
// ensure all objects are replicated
yield return WaitForConditionOrTimeOut(() => SpawnObjecTrackingComponent.SpawnedObjects == k_SpawnedObjects);
AssertOnTimeout($"Timed out waiting for the client to spawn {k_SpawnedObjects} objects!");
yield return WaitForConditionOrTimeOut(() => SpawnObjecTrackingComponent.SpawnedObjects == k_SpawnedObjects, timeoutHelper);

AssertOnTimeout($"Timed out waiting for the client to spawn {k_SpawnedObjects} objects! Time to spawn: {timeSpawned} | Time to timeout: {timeStarted - Time.realtimeSinceStartup}", timeoutHelper);
}
}
}