com.unity.netcode.gameobjects@2.1.1

The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [2.1.1] - 2024-10-18

### Added

- Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097)
- Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094)
  - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094)
  - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094)
- Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088)
- Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088)

### Fixed

- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)
- Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)
- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
- Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081)
- Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081)
- Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081)
- Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081)
- Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)

### Changed

- Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097)
- Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
This commit is contained in:
Unity Technologies
2024-10-18 00:00:00 +00:00
parent 48c6a6121c
commit 016788c21e
34 changed files with 3048 additions and 307 deletions

View File

@@ -6,6 +6,36 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
## [2.1.1] - 2024-10-18
### Added
- Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097)
- Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094)
- `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094)
- `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094)
- Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088)
- Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088)
### Fixed
- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)
- Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)
- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
- Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081)
- Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081)
- Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owners previous value, causing the last added value to be detected as a change during additions or removals. (#3081)
- Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081)
- Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)
### Changed
- Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097)
- Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
## [2.0.0] - 2024-09-12
### Added

View File

@@ -132,7 +132,7 @@ namespace Unity.Netcode.Editor.Configuration
// Process the imported and deleted assets
var markDirty = ProcessImportedAssets(importedAssets);
markDirty &= ProcessDeletedAssets(deletedAssets);
markDirty |= ProcessDeletedAssets(deletedAssets);
if (markDirty)
{

View File

@@ -31,6 +31,7 @@ namespace Unity.Netcode.Editor
private SerializedProperty m_NetworkTransportProperty;
private SerializedProperty m_TickRateProperty;
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
private SerializedProperty m_AutoSpawnPlayerPrefabClientSide;
private SerializedProperty m_NetworkTopologyProperty;
#endif
private SerializedProperty m_ClientConnectionBufferTimeoutProperty;
@@ -104,6 +105,11 @@ namespace Unity.Netcode.Editor
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
m_NetworkTopologyProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTopology");
// Only display the auto spawn property when the distributed authority network topology is selected
if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority)
{
m_AutoSpawnPlayerPrefabClientSide = m_NetworkConfigProperty.FindPropertyRelative("AutoSpawnPlayerPrefabClientSide");
}
#endif
m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
@@ -120,8 +126,6 @@ namespace Unity.Netcode.Editor
#if MULTIPLAYER_TOOLS
m_NetworkMessageMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkMessageMetrics");
#endif
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
m_PrefabsList = m_NetworkConfigProperty
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
@@ -144,6 +148,11 @@ namespace Unity.Netcode.Editor
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
m_NetworkTopologyProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTopology");
// Only display the auto spawn property when the distributed authority network topology is selected
if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority)
{
m_AutoSpawnPlayerPrefabClientSide = m_NetworkConfigProperty.FindPropertyRelative("AutoSpawnPlayerPrefabClientSide");
}
#endif
m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
@@ -173,10 +182,11 @@ namespace Unity.Netcode.Editor
if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
{
serializedObject.Update();
EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
EditorGUILayout.PropertyField(m_LogLevelProperty);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Network Settings", EditorStyles.boldLabel);
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
EditorGUILayout.PropertyField(m_NetworkTopologyProperty);
@@ -222,8 +232,17 @@ namespace Unity.Netcode.Editor
EditorGUILayout.Space();
EditorGUILayout.LabelField("Prefab Settings", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_ForceSamePrefabsProperty);
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
// Only display the auto spawn property when the distributed authority network topology is selected
if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority)
{
EditorGUILayout.PropertyField(m_AutoSpawnPlayerPrefabClientSide, new GUIContent("Auto Spawn Player Prefab"));
}
#endif
EditorGUILayout.PropertyField(m_PlayerPrefabProperty, new GUIContent("Default Player Prefab"));
if (m_NetworkManager.NetworkConfig.HasOldPrefabList())
{
EditorGUILayout.HelpBox("Network Prefabs serialized in old format. Migrate to new format to edit the list.", MessageType.Info);

View File

@@ -1463,8 +1463,6 @@ namespace Unity.Netcode.Components
// For test logging purposes
internal NetworkTransformState SynchronizeState;
// DANGO-TODO: We will want to remove this when we migrate NetworkTransforms to a dedicated internal message
private const ushort k_NetworkTransformStateMagic = 0xf48d;
#endregion
#region ONSYNCHRONIZE
@@ -1489,19 +1487,10 @@ namespace Unity.Netcode.Components
HalfVectorRotation = new HalfVector4(),
HalfVectorScale = new HalfVector3(),
NetworkDeltaPosition = new NetworkDeltaPosition(),
};
if (serializer.IsWriter)
{
// DANGO-TODO: This magic value is sent to the server in order to identify the network transform.
// The server discards it before forwarding synchronization data to other clients.
if (NetworkManager.DistributedAuthorityMode && NetworkManager.CMBServiceConnection)
{
var writer = serializer.GetFastBufferWriter();
writer.WriteValueSafe(k_NetworkTransformStateMagic);
}
SynchronizeState.IsTeleportingNextFrame = true;
var transformToCommit = transform;
// If we are using Half Float Precision, then we want to only synchronize the authority's m_HalfPositionState.FullPosition in order for
@@ -3060,12 +3049,44 @@ namespace Unity.Netcode.Components
base.InternalOnNetworkSessionSynchronized();
}
private void ApplyPlayerTransformState()
{
SynchronizeState.InLocalSpace = InLocalSpace;
SynchronizeState.UseInterpolation = Interpolate;
SynchronizeState.QuaternionSync = UseQuaternionSynchronization;
SynchronizeState.UseHalfFloatPrecision = UseHalfFloatPrecision;
SynchronizeState.QuaternionCompression = UseQuaternionCompression;
SynchronizeState.UsePositionSlerp = SlerpPosition;
}
/// <summary>
/// For dynamically spawned NetworkObjects, when the non-authority instance's client is already connected and
/// the SynchronizeState is still pending synchronization then we want to finalize the synchornization at this time.
/// </summary>
protected internal override void InternalOnNetworkPostSpawn()
{
// This is a special case for client-server where a server is spawning an owner authoritative NetworkObject but has yet to serialize anything.
// When the server detects that:
// - We are not in a distributed authority session (DAHost check).
// - This is the first/root NetworkTransform.
// - We are in owner authoritative mode.
// - The NetworkObject is not owned by the server.
// - The SynchronizeState.IsSynchronizing is set to false.
// Then we want to:
// - Force the "IsSynchronizing" flag so the NetworkTransform has its state updated properly and runs through the initialization again.
// - Make sure the SynchronizingState is updated to the instantiated prefab's default flags/settings.
if (NetworkManager.IsServer && !NetworkManager.DistributedAuthorityMode && m_IsFirstNetworkTransform && !OnIsServerAuthoritative() && !IsOwner && !SynchronizeState.IsSynchronizing)
{
// Assure the first/root NetworkTransform has the synchronizing flag set so the server runs through the final post initialization steps
SynchronizeState.IsSynchronizing = true;
// Assure the SynchronizeState matches the initial prefab's values for each associated NetworkTransfrom (this includes root + all children)
foreach (var child in NetworkObject.NetworkTransforms)
{
child.ApplyPlayerTransformState();
}
// Now fall through to the final synchronization portion of the spawning for NetworkTransform
}
if (!CanCommitToTransform && NetworkManager.IsConnectedClient && SynchronizeState.IsSynchronizing)
{
NonAuthorityFinalizeSynchronization();

View File

@@ -6,13 +6,70 @@ using UnityEngine;
namespace Unity.Netcode.Components
{
/// <summary>
/// Information a <see cref="Rigidbody"/> returns to <see cref="RigidbodyContactEventManager"/> via <see cref="IContactEventHandlerWithInfo.GetContactEventHandlerInfo"/> <br />
/// if the <see cref="Rigidbody"/> registers itself with <see cref="IContactEventHandlerWithInfo"/> as opposed to <see cref="IContactEventHandler"/>.
/// </summary>
public struct ContactEventHandlerInfo
{
/// <summary>
/// When set to true, the <see cref="RigidbodyContactEventManager"/> will include non-Rigidbody based contact events.<br />
/// When the <see cref="RigidbodyContactEventManager"/> invokes the <see cref="IContactEventHandler.ContactEvent"/> it will return null in place <br />
/// of the collidingBody parameter if the contact event occurred with a collider that is not registered with the <see cref="RigidbodyContactEventManager"/>.
/// </summary>
public bool ProvideNonRigidBodyContactEvents;
/// <summary>
/// When set to true, the <see cref="RigidbodyContactEventManager"/> will prioritize invoking <see cref="IContactEventHandler.ContactEvent(ulong, Vector3, Rigidbody, Vector3, bool, Vector3)"/> <br /></br>
/// if it is the 2nd colliding body in the contact pair being processed. With distributed authority, setting this value to true when a <see cref="NetworkObject"/> is owned by the local client <br />
/// will assure <see cref="IContactEventHandler.ContactEvent(ulong, Vector3, Rigidbody, Vector3, bool, Vector3)"/> is only invoked on the authoritative side.
/// </summary>
public bool HasContactEventPriority;
}
/// <summary>
/// Default implementation required to register a <see cref="Rigidbody"/> with a <see cref="RigidbodyContactEventManager"/> instance.
/// </summary>
/// <remarks>
/// Recommended to implement this method on a <see cref="NetworkBehaviour"/> component
/// </remarks>
public interface IContactEventHandler
{
/// <summary>
/// Should return a <see cref="Rigidbody"/>.
/// </summary>
Rigidbody GetRigidbody();
/// <summary>
/// Invoked by the <see cref="RigidbodyContactEventManager"/> instance.
/// </summary>
/// <param name="eventId">A unique contact event identifier.</param>
/// <param name="averagedCollisionNormal">The average normal of the collision between two colliders.</param>
/// <param name="collidingBody">If not null, this will be a registered <see cref="Rigidbody"/> that was part of the collision contact event.</param>
/// <param name="contactPoint">The world space location of the contact event.</param>
/// <param name="hasCollisionStay">Will be set if this is a collision stay contact event (i.e. it is not the first contact event and continually has contact)</param>
/// <param name="averagedCollisionStayNormal">The average normal of the collision stay contact over time.</param>
void ContactEvent(ulong eventId, Vector3 averagedCollisionNormal, Rigidbody collidingBody, Vector3 contactPoint, bool hasCollisionStay = false, Vector3 averagedCollisionStayNormal = default);
}
/// <summary>
/// This is an extended version of <see cref="IContactEventHandler"/> and can be used to register a <see cref="Rigidbody"/> with a <see cref="RigidbodyContactEventManager"/> instance. <br />
/// This provides additional <see cref="ContactEventHandlerInfo"/> information to the <see cref="RigidbodyContactEventManager"/> for each set of contact events it is processing.
/// </summary>
public interface IContactEventHandlerWithInfo : IContactEventHandler
{
/// <summary>
/// Invoked by <see cref="RigidbodyContactEventManager"/> for each set of contact events it is processing (prior to processing).
/// </summary>
/// <returns><see cref="ContactEventHandlerInfo"/></returns>
ContactEventHandlerInfo GetContactEventHandlerInfo();
}
/// <summary>
/// Add this component to an in-scene placed GameObject to provide faster collision event processing between <see cref="Rigidbody"/> instances and optionally static colliders.
/// <see cref="IContactEventHandler"/> <br />
/// <see cref="IContactEventHandlerWithInfo"/> <br />
/// <see cref="ContactEventHandlerInfo"/> <br />
/// </summary>
[AddComponentMenu("Netcode/Rigidbody Contact Event Manager")]
public class RigidbodyContactEventManager : MonoBehaviour
{
@@ -34,6 +91,7 @@ namespace Unity.Netcode.Components
private readonly Dictionary<int, Rigidbody> m_RigidbodyMapping = new Dictionary<int, Rigidbody>();
private readonly Dictionary<int, IContactEventHandler> m_HandlerMapping = new Dictionary<int, IContactEventHandler>();
private readonly Dictionary<int, ContactEventHandlerInfo> m_HandlerInfo = new Dictionary<int, ContactEventHandlerInfo>();
private void OnEnable()
{
@@ -49,6 +107,15 @@ namespace Unity.Netcode.Components
Instance = this;
}
/// <summary>
/// Any <see cref="IContactEventHandler"/> implementation can register a <see cref="Rigidbody"/> to be handled by this <see cref="RigidbodyContactEventManager"/> instance.
/// </summary>
/// <remarks>
/// You should enable <see cref="Collider.providesContacts"/> for each <see cref="Collider"/> associated with the <see cref="Rigidbody"/> being registered.<br/>
/// You can enable this during run time or within the editor's inspector view.
/// </remarks>
/// <param name="contactEventHandler"><see cref="IContactEventHandler"/> or <see cref="IContactEventHandlerWithInfo"/></param>
/// <param name="register">true to register and false to remove from being registered</param>
public void RegisterHandler(IContactEventHandler contactEventHandler, bool register = true)
{
var rigidbody = contactEventHandler.GetRigidbody();
@@ -64,6 +131,22 @@ namespace Unity.Netcode.Components
{
m_HandlerMapping.Add(instanceId, contactEventHandler);
}
if (!m_HandlerInfo.ContainsKey(instanceId))
{
var handlerInfo = new ContactEventHandlerInfo()
{
HasContactEventPriority = true,
ProvideNonRigidBodyContactEvents = false,
};
var handlerWithInfo = contactEventHandler as IContactEventHandlerWithInfo;
if (handlerWithInfo != null)
{
handlerInfo = handlerWithInfo.GetContactEventHandlerInfo();
}
m_HandlerInfo.Add(instanceId, handlerInfo);
}
}
else
{
@@ -88,25 +171,98 @@ namespace Unity.Netcode.Components
private void ProcessCollisions()
{
foreach (var contactEventHandler in m_HandlerMapping)
{
var handlerWithInfo = contactEventHandler.Value as IContactEventHandlerWithInfo;
if (handlerWithInfo != null)
{
m_HandlerInfo[contactEventHandler.Key] = handlerWithInfo.GetContactEventHandlerInfo();
}
else
{
var info = m_HandlerInfo[contactEventHandler.Key];
info.HasContactEventPriority = !m_RigidbodyMapping[contactEventHandler.Key].isKinematic;
m_HandlerInfo[contactEventHandler.Key] = info;
}
}
ContactEventHandlerInfo contactEventHandlerInfo0;
ContactEventHandlerInfo contactEventHandlerInfo1;
// Process all collisions
for (int i = 0; i < m_Count; i++)
{
var thisInstanceID = m_ResultsArray[i].ThisInstanceID;
var otherInstanceID = m_ResultsArray[i].OtherInstanceID;
var rb0Valid = thisInstanceID != 0 && m_RigidbodyMapping.ContainsKey(thisInstanceID);
var rb1Valid = otherInstanceID != 0 && m_RigidbodyMapping.ContainsKey(otherInstanceID);
// Only notify registered rigid bodies.
if (!rb0Valid || !rb1Valid || !m_HandlerMapping.ContainsKey(thisInstanceID))
var contactHandler0 = (IContactEventHandler)null;
var contactHandler1 = (IContactEventHandler)null;
var preferredContactHandler = (IContactEventHandler)null;
var preferredContactHandlerNonRigidbody = false;
var preferredRigidbody = (Rigidbody)null;
var otherContactHandler = (IContactEventHandler)null;
var otherRigidbody = (Rigidbody)null;
var otherContactHandlerNonRigidbody = false;
if (m_RigidbodyMapping.ContainsKey(thisInstanceID))
{
contactHandler0 = m_HandlerMapping[thisInstanceID];
contactEventHandlerInfo0 = m_HandlerInfo[thisInstanceID];
if (contactEventHandlerInfo0.HasContactEventPriority)
{
preferredContactHandler = contactHandler0;
preferredContactHandlerNonRigidbody = contactEventHandlerInfo0.ProvideNonRigidBodyContactEvents;
preferredRigidbody = m_RigidbodyMapping[thisInstanceID];
}
else
{
otherContactHandler = contactHandler0;
otherContactHandlerNonRigidbody = contactEventHandlerInfo0.ProvideNonRigidBodyContactEvents;
otherRigidbody = m_RigidbodyMapping[thisInstanceID];
}
}
if (m_RigidbodyMapping.ContainsKey(otherInstanceID))
{
contactHandler1 = m_HandlerMapping[otherInstanceID];
contactEventHandlerInfo1 = m_HandlerInfo[otherInstanceID];
if (contactEventHandlerInfo1.HasContactEventPriority && preferredContactHandler == null)
{
preferredContactHandler = contactHandler1;
preferredContactHandlerNonRigidbody = contactEventHandlerInfo1.ProvideNonRigidBodyContactEvents;
preferredRigidbody = m_RigidbodyMapping[otherInstanceID];
}
else
{
otherContactHandler = contactHandler1;
otherContactHandlerNonRigidbody = contactEventHandlerInfo1.ProvideNonRigidBodyContactEvents;
otherRigidbody = m_RigidbodyMapping[otherInstanceID];
}
}
if (preferredContactHandler == null && otherContactHandler != null)
{
preferredContactHandler = otherContactHandler;
preferredContactHandlerNonRigidbody = otherContactHandlerNonRigidbody;
preferredRigidbody = otherRigidbody;
otherContactHandler = null;
otherContactHandlerNonRigidbody = false;
otherRigidbody = null;
}
if (preferredContactHandler == null || (preferredContactHandler != null && otherContactHandler == null && !preferredContactHandlerNonRigidbody))
{
continue;
}
if (m_ResultsArray[i].HasCollisionStay)
{
m_HandlerMapping[thisInstanceID].ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, m_RigidbodyMapping[otherInstanceID], m_ResultsArray[i].ContactPoint, m_ResultsArray[i].HasCollisionStay, m_ResultsArray[i].AverageCollisionStayNormal);
preferredContactHandler.ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, otherRigidbody, m_ResultsArray[i].ContactPoint, m_ResultsArray[i].HasCollisionStay, m_ResultsArray[i].AverageCollisionStayNormal);
}
else
{
m_HandlerMapping[thisInstanceID].ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, m_RigidbodyMapping[otherInstanceID], m_ResultsArray[i].ContactPoint);
preferredContactHandler.ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, otherRigidbody, m_ResultsArray[i].ContactPoint);
}
}
}

View File

@@ -105,8 +105,12 @@ namespace Unity.Netcode
continue;
}
peerClientIds[idx] = peerId;
++idx;
// This assures if the server has not timed out prior to the client synchronizing that it doesn't exceed the allocated peer count.
if (peerClientIds.Length > idx)
{
peerClientIds[idx] = peerId;
++idx;
}
}
try
@@ -496,24 +500,32 @@ namespace Unity.Netcode
// Process the incoming message queue so that we get everything from the server disconnecting us or, if we are the server, so we got everything from that client.
MessageManager.ProcessIncomingMessageQueue();
InvokeOnClientDisconnectCallback(clientId);
if (LocalClient.IsHost)
{
InvokeOnPeerDisconnectedCallback(clientId);
}
if (LocalClient.IsServer)
{
// We need to process the disconnection before notifying
OnClientDisconnectFromServer(clientId);
// Now notify the client has disconnected
InvokeOnClientDisconnectCallback(clientId);
if (LocalClient.IsHost)
{
InvokeOnPeerDisconnectedCallback(clientId);
}
}
else // As long as we are not in the middle of a shutdown
if (!NetworkManager.ShutdownInProgress)
else
{
// We must pass true here and not process any sends messages as we are no longer connected.
// Otherwise, attempting to process messages here can cause an exception within UnityTransport
// as the client ID is no longer valid.
NetworkManager.Shutdown(true);
// Notify local client of disconnection
InvokeOnClientDisconnectCallback(clientId);
// As long as we are not in the middle of a shutdown
if (!NetworkManager.ShutdownInProgress)
{
// We must pass true here and not process any sends messages as we are no longer connected.
// Otherwise, attempting to process messages here can cause an exception within UnityTransport
// as the client ID is no longer valid.
NetworkManager.Shutdown(true);
}
}
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_TransportDisconnect.End();
@@ -552,9 +564,6 @@ namespace Unity.Netcode
var message = new ConnectionRequestMessage
{
CMBServiceConnection = NetworkManager.CMBServiceConnection,
TickRate = NetworkManager.NetworkConfig.TickRate,
EnableSceneManagement = NetworkManager.NetworkConfig.EnableSceneManagement,
// Since only a remote client will send a connection request, we should always force the rebuilding of the NetworkConfig hash value
ConfigHash = NetworkManager.NetworkConfig.GetConfig(false),
ShouldSendConnectionData = NetworkManager.NetworkConfig.ConnectionApproval,
@@ -562,6 +571,12 @@ namespace Unity.Netcode
MessageVersions = new NativeArray<MessageVersionData>(MessageManager.MessageHandlers.Length, Allocator.Temp)
};
if (NetworkManager.CMBServiceConnection)
{
message.ClientConfig.TickRate = NetworkManager.NetworkConfig.TickRate;
message.ClientConfig.EnableSceneManagement = NetworkManager.NetworkConfig.EnableSceneManagement;
}
for (int index = 0; index < MessageManager.MessageHandlers.Length; index++)
{
if (MessageManager.MessageTypes[index] != null)
@@ -739,8 +754,8 @@ namespace Unity.Netcode
// Server-side spawning (only if there is a prefab hash or player prefab provided)
if (!NetworkManager.DistributedAuthorityMode && response.CreatePlayerObject && (response.PlayerPrefabHash.HasValue || NetworkManager.NetworkConfig.PlayerPrefab != null))
{
var playerObject = response.PlayerPrefabHash.HasValue ? NetworkManager.SpawnManager.GetNetworkObjectToSpawn(response.PlayerPrefabHash.Value, ownerClientId, response.Position.GetValueOrDefault(), response.Rotation.GetValueOrDefault())
: NetworkManager.SpawnManager.GetNetworkObjectToSpawn(NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash, ownerClientId, response.Position.GetValueOrDefault(), response.Rotation.GetValueOrDefault());
var playerObject = response.PlayerPrefabHash.HasValue ? NetworkManager.SpawnManager.GetNetworkObjectToSpawn(response.PlayerPrefabHash.Value, ownerClientId, response.Position ?? null, response.Rotation ?? null)
: NetworkManager.SpawnManager.GetNetworkObjectToSpawn(NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash, ownerClientId, response.Position ?? null, response.Rotation ?? null);
// Spawn the player NetworkObject locally
NetworkManager.SpawnManager.SpawnNetworkObjectLocally(
@@ -884,7 +899,7 @@ namespace Unity.Netcode
/// <summary>
/// Client-Side Spawning in distributed authority mode uses this to spawn the player.
/// </summary>
internal void CreateAndSpawnPlayer(ulong ownerId, Vector3 position = default, Quaternion rotation = default)
internal void CreateAndSpawnPlayer(ulong ownerId)
{
if (NetworkManager.DistributedAuthorityMode && NetworkManager.AutoSpawnPlayerPrefabClientSide)
{
@@ -892,7 +907,7 @@ namespace Unity.Netcode
if (playerPrefab != null)
{
var globalObjectIdHash = playerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
var networkObject = NetworkManager.SpawnManager.GetNetworkObjectToSpawn(globalObjectIdHash, ownerId, position, rotation);
var networkObject = NetworkManager.SpawnManager.GetNetworkObjectToSpawn(globalObjectIdHash, ownerId, playerPrefab.transform.position, playerPrefab.transform.rotation);
networkObject.IsSceneObject = false;
networkObject.SpawnAsPlayerObject(ownerId, networkObject.DestroyWithScene);
}

View File

@@ -826,6 +826,13 @@ namespace Unity.Netcode
internal void InternalOnGainedOwnership()
{
UpdateNetworkProperties();
// New owners need to assure any NetworkVariables they have write permissions
// to are updated so the previous and original values are aligned with the
// current value (primarily for collections).
if (OwnerClientId == NetworkManager.LocalClientId)
{
UpdateNetworkVariableOnOwnershipChanged();
}
OnGainedOwnership();
}
@@ -1016,9 +1023,14 @@ namespace Unity.Netcode
internal readonly List<int> NetworkVariableIndexesToReset = new List<int>();
internal readonly HashSet<int> NetworkVariableIndexesToResetSet = new HashSet<int>();
internal void NetworkVariableUpdate(ulong targetClientId)
/// <summary>
/// Determines if a NetworkVariable should have any changes to state sent out
/// </summary>
/// <param name="targetClientId">target to send the updates to</param>
/// <param name="forceSend">specific to change in ownership</param>
internal void NetworkVariableUpdate(ulong targetClientId, bool forceSend = false)
{
if (!CouldHaveDirtyNetworkVariables())
if (!forceSend && !CouldHaveDirtyNetworkVariables())
{
return;
}
@@ -1069,7 +1081,11 @@ namespace Unity.Netcode
NetworkBehaviourIndex = behaviourIndex,
NetworkBehaviour = this,
TargetClientId = targetClientId,
DeliveryMappedNetworkVariableIndex = m_DeliveryMappedNetworkVariableIndices[j]
DeliveryMappedNetworkVariableIndex = m_DeliveryMappedNetworkVariableIndices[j],
// By sending the network delivery we can forward messages immediately as opposed to processing them
// at the end. While this will send updates to clients that cannot read, the handler will ignore anything
// sent to a client that does not have read permissions.
NetworkDelivery = m_DeliveryTypesForNetworkVariableGroups[j]
};
// TODO: Serialization is where the IsDirty flag gets changed.
// Messages don't get sent from the server to itself, so if we're host and sending to ourselves,
@@ -1114,6 +1130,26 @@ namespace Unity.Netcode
return false;
}
/// <summary>
/// Invoked on a new client to assure the previous and original values
/// are synchronized with the current known value.
/// </summary>
/// <remarks>
/// Primarily for collections to assure the previous value(s) is/are the
/// same as the current value(s) in order to not re-send already known entries.
/// </remarks>
internal void UpdateNetworkVariableOnOwnershipChanged()
{
for (int j = 0; j < NetworkVariableFields.Count; j++)
{
// Only invoke OnInitialize on NetworkVariables the owner can write to
if (NetworkVariableFields[j].CanClientWrite(OwnerClientId))
{
NetworkVariableFields[j].OnInitialize();
}
}
}
internal void MarkVariablesDirty(bool dirty)
{
for (int j = 0; j < NetworkVariableFields.Count; j++)
@@ -1122,6 +1158,17 @@ namespace Unity.Netcode
}
}
internal void MarkOwnerReadVariablesDirty()
{
for (int j = 0; j < NetworkVariableFields.Count; j++)
{
if (NetworkVariableFields[j].ReadPerm == NetworkVariableReadPermission.Owner)
{
NetworkVariableFields[j].SetDirty(true);
}
}
}
/// <summary>
/// Synchronizes by setting only the NetworkVariable field values that the client has permission to read.
/// Note: This is only invoked when first synchronizing a NetworkBehaviour (i.e. late join or spawned NetworkObject)
@@ -1172,17 +1219,24 @@ namespace Unity.Netcode
// The way we do packing, any value > 63 in a ushort will use the full 2 bytes to represent.
writer.WriteValueSafe((ushort)0);
var startPos = writer.Position;
NetworkVariableFields[j].WriteField(writer);
// Write the NetworkVariable field value
// WriteFieldSynchronization will write the current value only if there are no pending changes.
// Otherwise, it will write the previous value if there are pending changes since the pending
// changes will be sent shortly after the client's synchronization.
NetworkVariableFields[j].WriteFieldSynchronization(writer);
var size = writer.Position - startPos;
writer.Seek(writePos);
// Write the NetworkVariable value
// Write the NetworkVariable field value size
writer.WriteValueSafe((ushort)size);
writer.Seek(startPos + size);
}
else // Client-Server Only: Should only ever be invoked when using a client-server NetworkTopology
{
// Write the NetworkVariable value
NetworkVariableFields[j].WriteField(writer);
// Write the NetworkVariable field value
// WriteFieldSynchronization will write the current value only if there are no pending changes.
// Otherwise, it will write the previous value if there are pending changes since the pending
// changes will be sent shortly after the client's synchronization.
NetworkVariableFields[j].WriteFieldSynchronization(writer);
}
}
else if (ensureLengthSafety)

View File

@@ -19,10 +19,15 @@ namespace Unity.Netcode
internal void AddForUpdate(NetworkObject networkObject)
{
// Since this is a HashSet, we don't need to worry about duplicate entries
m_PendingDirtyNetworkObjects.Add(networkObject);
}
internal void NetworkBehaviourUpdate()
/// <summary>
/// Sends NetworkVariable deltas
/// </summary>
/// <param name="forceSend">internal only, when changing ownership we want to send this before the change in ownership message</param>
internal void NetworkBehaviourUpdate(bool forceSend = false)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
m_NetworkBehaviourUpdate.Begin();
@@ -53,7 +58,7 @@ namespace Unity.Netcode
// Sync just the variables for just the objects this client sees
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
{
dirtyObj.ChildNetworkBehaviours[k].NetworkVariableUpdate(client.ClientId);
dirtyObj.ChildNetworkBehaviours[k].NetworkVariableUpdate(client.ClientId, forceSend);
}
}
}
@@ -72,7 +77,7 @@ namespace Unity.Netcode
}
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
{
sobj.ChildNetworkBehaviours[k].NetworkVariableUpdate(NetworkManager.ServerClientId);
sobj.ChildNetworkBehaviours[k].NetworkVariableUpdate(NetworkManager.ServerClientId, forceSend);
}
}
}
@@ -85,19 +90,24 @@ namespace Unity.Netcode
var behaviour = dirtyObj.ChildNetworkBehaviours[k];
for (int i = 0; i < behaviour.NetworkVariableFields.Count; i++)
{
// Set to true for NetworkVariable to ignore duplication of the
// "internal original value" for collections support.
behaviour.NetworkVariableFields[i].NetworkUpdaterCheck = true;
if (behaviour.NetworkVariableFields[i].IsDirty() &&
!behaviour.NetworkVariableIndexesToResetSet.Contains(i))
{
behaviour.NetworkVariableIndexesToResetSet.Add(i);
behaviour.NetworkVariableIndexesToReset.Add(i);
}
// Reset back to false when done
behaviour.NetworkVariableFields[i].NetworkUpdaterCheck = false;
}
}
}
// Now, reset all the no-longer-dirty variables
foreach (var dirtyobj in m_DirtyNetworkObjects)
{
dirtyobj.PostNetworkVariableWrite();
dirtyobj.PostNetworkVariableWrite(forceSend);
// Once done processing, we set the previous owner id to the current owner id
dirtyobj.PreviousOwnerId = dirtyobj.OwnerClientId;
}

View File

@@ -5,6 +5,7 @@ using System.Linq;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
using PackageInfo = UnityEditor.PackageManager.PackageInfo;
#endif
using UnityEngine.SceneManagement;
using Debug = UnityEngine.Debug;
@@ -17,6 +18,17 @@ namespace Unity.Netcode
[AddComponentMenu("Netcode/Network Manager", -100)]
public class NetworkManager : MonoBehaviour, INetworkUpdateSystem
{
/// <summary>
/// Subscribe to this static event to get notifications when a <see cref="NetworkManager"/> instance has been instantiated.
/// </summary>
public static event Action<NetworkManager> OnInstantiated;
/// <summary>
/// Subscribe to this static event to get notifications when a <see cref="NetworkManager"/> instance is being destroyed.
/// </summary>
public static event Action<NetworkManager> OnDestroying;
#if UNITY_EDITOR
// Inspector view expand/collapse settings for this derived child class
[HideInInspector]
@@ -874,6 +886,7 @@ namespace Unity.Netcode
internal Override<ushort> PortOverride;
#if UNITY_EDITOR
internal static INetworkManagerHelper NetworkManagerHelper;
@@ -900,6 +913,11 @@ namespace Unity.Netcode
}
private PackageInfo GetPackageInfo(string packageName)
{
return AssetDatabase.FindAssets("package").Select(AssetDatabase.GUIDToAssetPath).Where(x => AssetDatabase.LoadAssetAtPath<TextAsset>(x) != null).Select(PackageInfo.FindForAssetPath).Where(x => x != null).First(x => x.name == packageName);
}
internal void OnValidate()
{
if (NetworkConfig == null)
@@ -1030,6 +1048,8 @@ namespace Unity.Netcode
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += ModeChanged;
#endif
// Notify we have instantiated a new instance of NetworkManager.
OnInstantiated?.Invoke(this);
}
private void OnEnable()
@@ -1141,9 +1161,6 @@ namespace Unity.Netcode
UpdateTopology();
//DANGOEXP TODO: Remove this before finalizing the experimental release
NetworkConfig.AutoSpawnPlayerPrefabClientSide = DistributedAuthorityMode;
// Make sure the ServerShutdownState is reset when initializing
if (server)
{
@@ -1632,6 +1649,9 @@ namespace Unity.Netcode
UnityEngine.SceneManagement.SceneManager.sceneUnloaded -= OnSceneUnloaded;
// Notify we are destroying NetworkManager
OnDestroying?.Invoke(this);
if (Singleton == this)
{
Singleton = null;

View File

@@ -113,11 +113,6 @@ namespace Unity.Netcode
}
// Handle updating the currently active scene
var networkObjects = FindObjectsByType<NetworkObject>(FindObjectsInactive.Include, FindObjectsSortMode.None);
foreach (var networkObject in networkObjects)
{
networkObject.OnValidate();
}
NetworkObjectRefreshTool.ProcessActiveScene();
// Refresh all build settings scenes
@@ -130,14 +125,14 @@ namespace Unity.Netcode
continue;
}
// Add the scene to be processed
NetworkObjectRefreshTool.ProcessScene(editorScene.path, false);
NetworkObjectRefreshTool.ProcessScene(editorScene.path, true);
}
// Process all added scenes
NetworkObjectRefreshTool.ProcessScenes();
}
private void OnValidate()
internal void OnValidate()
{
// do NOT regenerate GlobalObjectIdHash for NetworkPrefabs while Editor is in PlayMode
if (EditorApplication.isPlaying && !string.IsNullOrEmpty(gameObject.scene.name))
@@ -229,6 +224,7 @@ namespace Unity.Netcode
if (sourceAsset != null && sourceAsset.GlobalObjectIdHash != 0 && InScenePlacedSourceGlobalObjectIdHash != sourceAsset.GlobalObjectIdHash)
{
InScenePlacedSourceGlobalObjectIdHash = sourceAsset.GlobalObjectIdHash;
EditorUtility.SetDirty(this);
}
IsSceneObject = true;
}
@@ -340,7 +336,7 @@ namespace Unity.Netcode
if (!HasAuthority)
{
NetworkLog.LogError($"Only the authoirty can invoke {nameof(DeferDespawn)} and local Client-{NetworkManager.LocalClientId} is not the authority of {name}!");
NetworkLog.LogError($"Only the authority can invoke {nameof(DeferDespawn)} and local Client-{NetworkManager.LocalClientId} is not the authority of {name}!");
return;
}
@@ -1613,7 +1609,12 @@ namespace Unity.Netcode
}
else if (NetworkManager.DistributedAuthorityMode && !NetworkManager.DAHost)
{
NetworkManager.SpawnManager.SendSpawnCallForObject(NetworkManager.ServerClientId, this);
// If spawning with observers or if not spawning with observers but the observer count is greater than 1 (i.e. owner/authority creating),
// then we want to send a spawn notification.
if (SpawnWithObservers || !SpawnWithObservers && Observers.Count > 1)
{
NetworkManager.SpawnManager.SendSpawnCallForObject(NetworkManager.ServerClientId, this);
}
}
else
{
@@ -2444,6 +2445,14 @@ namespace Unity.Netcode
}
}
internal void MarkOwnerReadVariablesDirty()
{
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
ChildNetworkBehaviours[i].MarkOwnerReadVariablesDirty();
}
}
// NGO currently guarantees that the client will receive spawn data for all objects in one network tick.
// Children may arrive before their parents; when they do they are stored in OrphanedChildren and then
// resolved when their parents arrived. Because we don't send a partial list of spawns (yet), something
@@ -2770,11 +2779,11 @@ namespace Unity.Netcode
}
}
internal void PostNetworkVariableWrite()
internal void PostNetworkVariableWrite(bool forced = false)
{
for (int k = 0; k < ChildNetworkBehaviours.Count; k++)
{
ChildNetworkBehaviours[k].PostNetworkVariableWrite();
ChildNetworkBehaviours[k].PostNetworkVariableWrite(forced);
}
}
@@ -3053,10 +3062,15 @@ namespace Unity.Netcode
}
}
// Add all known players to the observers list if they don't already exist
foreach (var player in networkManager.SpawnManager.PlayerObjects)
// Only add all other players as observers if we are spawning with observers,
// otherwise user controls via NetworkShow.
if (networkObject.SpawnWithObservers)
{
networkObject.Observers.Add(player.OwnerClientId);
// Add all known players to the observers list if they don't already exist
foreach (var player in networkManager.SpawnManager.PlayerObjects)
{
networkObject.Observers.Add(player.OwnerClientId);
}
}
}
}

View File

@@ -2,6 +2,8 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
@@ -21,6 +23,28 @@ namespace Unity.Netcode
internal static Action AllScenesProcessed;
internal static NetworkObject PrefabNetworkObject;
internal static void LogInfo(string msg, bool append = false)
{
if (!append)
{
s_Log.AppendLine(msg);
}
else
{
s_Log.Append(msg);
}
}
internal static void FlushLog()
{
Debug.Log(s_Log.ToString());
s_Log.Clear();
}
private static StringBuilder s_Log = new StringBuilder();
internal static void ProcessScene(string scenePath, bool processScenes = true)
{
if (!s_ScenesToUpdate.Contains(scenePath))
@@ -29,7 +53,10 @@ namespace Unity.Netcode
{
EditorSceneManager.sceneOpened += EditorSceneManager_sceneOpened;
EditorSceneManager.sceneSaved += EditorSceneManager_sceneSaved;
s_Log.Clear();
LogInfo("NetworkObject Refresh Scenes to Process:");
}
LogInfo($"[{scenePath}]", true);
s_ScenesToUpdate.Add(scenePath);
}
s_ProcessScenes = processScenes;
@@ -37,6 +64,7 @@ namespace Unity.Netcode
internal static void ProcessActiveScene()
{
FlushLog();
var activeScene = SceneManager.GetActiveScene();
if (s_ScenesToUpdate.Contains(activeScene.path) && s_ProcessScenes)
{
@@ -54,10 +82,12 @@ namespace Unity.Netcode
}
else
{
s_ProcessScenes = false;
s_CloseScenes = false;
EditorSceneManager.sceneSaved -= EditorSceneManager_sceneSaved;
EditorSceneManager.sceneOpened -= EditorSceneManager_sceneOpened;
AllScenesProcessed?.Invoke();
FlushLog();
}
}
@@ -68,9 +98,8 @@ namespace Unity.Netcode
// Provide a log of all scenes that were modified to the user
if (refreshed)
{
Debug.Log($"Refreshed and saved updates to scene: {scene.name}");
LogInfo($"Refreshed and saved updates to scene: {scene.name}");
}
s_ProcessScenes = false;
s_ScenesToUpdate.Remove(scene.path);
if (scene != SceneManager.GetActiveScene())
@@ -88,24 +117,41 @@ namespace Unity.Netcode
private static void SceneOpened(Scene scene)
{
LogInfo($"Processing scene {scene.name}:");
if (s_ScenesToUpdate.Contains(scene.path))
{
if (s_ProcessScenes)
{
if (!EditorSceneManager.MarkSceneDirty(scene))
var prefabInstances = PrefabUtility.FindAllInstancesOfPrefab(PrefabNetworkObject.gameObject);
if (prefabInstances.Length > 0)
{
Debug.Log($"Scene {scene.name} did not get marked as dirty!");
FinishedProcessingScene(scene);
}
else
{
EditorSceneManager.SaveScene(scene);
var instancesSceneLoadedSpecific = prefabInstances.Where((c) => c.scene == scene).ToList();
if (instancesSceneLoadedSpecific.Count > 0)
{
foreach (var prefabInstance in instancesSceneLoadedSpecific)
{
prefabInstance.GetComponent<NetworkObject>().OnValidate();
}
if (!EditorSceneManager.MarkSceneDirty(scene))
{
LogInfo($"Scene {scene.name} did not get marked as dirty!");
FinishedProcessingScene(scene);
}
else
{
LogInfo($"Changes detected and applied!");
EditorSceneManager.SaveScene(scene);
}
return;
}
}
}
else
{
FinishedProcessingScene(scene);
}
LogInfo($"No changes required.");
FinishedProcessingScene(scene);
}
}

View File

@@ -9,7 +9,6 @@ namespace Unity.Netcode
public ulong NetworkObjectId;
public ulong OwnerClientId;
// DANGOEXP TODO: Remove these notes or change their format
// SERVICE NOTES:
// When forwarding the message to clients on the CMB Service side,
// you can set the ClientIdCount to 0 and skip writing the ClientIds.
@@ -258,15 +257,18 @@ namespace Unity.Netcode
continue;
}
// If ownership is changing and this is not an ownership request approval then ignore the OnwerClientId
// If it is just updating flags then ignore sending to the owner
// If it is a request or approving request, then ignore the RequestClientId
if ((OwnershipIsChanging && !RequestApproved && OwnerClientId == clientId) || (OwnershipFlagsUpdate && clientId == OwnerClientId)
|| ((RequestOwnership || RequestApproved) && clientId == RequestClientId))
// If ownership is changing and this is not an ownership request approval then ignore the SenderId
if (OwnershipIsChanging && !RequestApproved && context.SenderId == clientId)
{
continue;
}
// If it is just updating flags then ignore sending to the owner
// If it is a request or approving request, then ignore the RequestClientId
if ((OwnershipFlagsUpdate && clientId == OwnerClientId) || ((RequestOwnership || RequestApproved) && clientId == RequestClientId))
{
continue;
}
networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, clientId);
}
}
@@ -327,10 +329,12 @@ namespace Unity.Netcode
var networkManager = (NetworkManager)context.SystemOwner;
var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
// DANGO-TODO: This probably shouldn't be allowed to happen.
// Sanity check that we are not sending duplicated change ownership messages
if (networkObject.OwnerClientId == OwnerClientId)
{
UnityEngine.Debug.LogWarning($"Unnecessary ownership changed message for {NetworkObjectId}");
UnityEngine.Debug.LogError($"Unnecessary ownership changed message for {NetworkObjectId}.");
// Ignore the message
return;
}
var originalOwner = networkObject.OwnerClientId;
@@ -347,12 +351,6 @@ namespace Unity.Netcode
networkObject.InvokeBehaviourOnLostOwnership();
}
// We are new owner or (client-server) or running in distributed authority mode
if (OwnerClientId == networkManager.LocalClientId || networkManager.DistributedAuthorityMode)
{
networkObject.InvokeBehaviourOnGainedOwnership();
}
// If in distributed authority mode
if (networkManager.DistributedAuthorityMode)
{
@@ -374,6 +372,22 @@ namespace Unity.Netcode
}
}
// We are new owner or (client-server) or running in distributed authority mode
if (OwnerClientId == networkManager.LocalClientId || networkManager.DistributedAuthorityMode)
{
networkObject.InvokeBehaviourOnGainedOwnership();
}
if (originalOwner == networkManager.LocalClientId && !networkManager.DistributedAuthorityMode)
{
// Mark any owner read variables as dirty
networkObject.MarkOwnerReadVariablesDirty();
// Immediately queue any pending deltas and order the message before the
// change in ownership message.
networkManager.BehaviourUpdater.NetworkBehaviourUpdate(true);
}
// Always invoke ownership change notifications
networkObject.InvokeOwnershipChanged(originalOwner, OwnerClientId);

View File

@@ -3,14 +3,39 @@ using Unity.Collections;
namespace Unity.Netcode
{
internal struct ServiceConfig : INetworkSerializable
{
public uint Version;
public bool IsRestoredSession;
public ulong CurrentSessionOwner;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
if (serializer.IsWriter)
{
BytePacker.WriteValueBitPacked(serializer.GetFastBufferWriter(), Version);
serializer.SerializeValue(ref IsRestoredSession);
BytePacker.WriteValueBitPacked(serializer.GetFastBufferWriter(), CurrentSessionOwner);
}
else
{
ByteUnpacker.ReadValueBitPacked(serializer.GetFastBufferReader(), out Version);
serializer.SerializeValue(ref IsRestoredSession);
ByteUnpacker.ReadValueBitPacked(serializer.GetFastBufferReader(), out CurrentSessionOwner);
}
}
}
internal struct ConnectionApprovedMessage : INetworkMessage
{
private const int k_AddCMBServiceConfig = 2;
private const int k_VersionAddClientIds = 1;
public int Version => k_VersionAddClientIds;
public int Version => k_AddCMBServiceConfig;
public ulong OwnerClientId;
public int NetworkTick;
// The cloud state service should set this if we are restoring a session
public ServiceConfig ServiceConfig;
public bool IsRestoredSession;
public ulong CurrentSessionOwner;
// Not serialized
@@ -25,6 +50,32 @@ namespace Unity.Netcode
public NativeArray<ulong> ConnectedClientIds;
private int m_ReceiveMessageVersion;
private ulong GetSessionOwner()
{
if (m_ReceiveMessageVersion >= k_AddCMBServiceConfig)
{
return ServiceConfig.CurrentSessionOwner;
}
else
{
return CurrentSessionOwner;
}
}
private bool GetIsSessionRestor()
{
if (m_ReceiveMessageVersion >= k_AddCMBServiceConfig)
{
return ServiceConfig.IsRestoredSession;
}
else
{
return IsRestoredSession;
}
}
public void Serialize(FastBufferWriter writer, int targetVersion)
{
// ============================================================
@@ -45,8 +96,17 @@ namespace Unity.Netcode
BytePacker.WriteValueBitPacked(writer, NetworkTick);
if (IsDistributedAuthority)
{
writer.WriteValueSafe(IsRestoredSession);
BytePacker.WriteValueBitPacked(writer, CurrentSessionOwner);
if (targetVersion >= k_AddCMBServiceConfig)
{
ServiceConfig.IsRestoredSession = false;
ServiceConfig.CurrentSessionOwner = CurrentSessionOwner;
writer.WriteNetworkSerializable(ServiceConfig);
}
else
{
writer.WriteValueSafe(IsRestoredSession);
BytePacker.WriteValueBitPacked(writer, CurrentSessionOwner);
}
}
if (targetVersion >= k_VersionAddClientIds)
@@ -122,13 +182,20 @@ namespace Unity.Netcode
// ============================================================
// END FORBIDDEN SEGMENT
// ============================================================
m_ReceiveMessageVersion = receivedMessageVersion;
ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
ByteUnpacker.ReadValueBitPacked(reader, out NetworkTick);
if (networkManager.DistributedAuthorityMode)
{
reader.ReadValueSafe(out IsRestoredSession);
ByteUnpacker.ReadValueBitPacked(reader, out CurrentSessionOwner);
if (receivedMessageVersion >= k_AddCMBServiceConfig)
{
reader.ReadNetworkSerializable(out ServiceConfig);
}
else
{
reader.ReadValueSafe(out IsRestoredSession);
ByteUnpacker.ReadValueBitPacked(reader, out CurrentSessionOwner);
}
}
if (receivedMessageVersion >= k_VersionAddClientIds)
@@ -157,7 +224,7 @@ namespace Unity.Netcode
if (networkManager.DistributedAuthorityMode)
{
networkManager.SetSessionOwner(CurrentSessionOwner);
networkManager.SetSessionOwner(GetSessionOwner());
if (networkManager.LocalClient.IsSessionOwner && networkManager.NetworkConfig.EnableSceneManagement)
{
networkManager.SceneManager.InitializeScenesLoaded();
@@ -233,9 +300,9 @@ namespace Unity.Netcode
// Mark the client being connected
networkManager.IsConnectedClient = true;
networkManager.SceneManager.IsRestoringSession = IsRestoredSession;
networkManager.SceneManager.IsRestoringSession = GetIsSessionRestor();
if (!IsRestoredSession)
if (!networkManager.SceneManager.IsRestoringSession)
{
// Synchronize the service with the initial session owner's loaded scenes and spawned objects
networkManager.SceneManager.SynchronizeNetworkObjects(NetworkManager.ServerClientId);

View File

@@ -2,16 +2,54 @@ using Unity.Collections;
namespace Unity.Netcode
{
internal struct ConnectionRequestMessage : INetworkMessage
/// <summary>
/// Only used when connecting to the distributed authority service
/// </summary>
internal struct ClientConfig : INetworkSerializable
{
public int Version => 0;
public ulong ConfigHash;
public bool CMBServiceConnection;
/// <summary>
/// We start at version 1, where anything less than version 1 on the service side
/// is not bypass feature compatible.
/// </summary>
private const int k_BypassFeatureCompatible = 1;
public int Version => k_BypassFeatureCompatible;
public uint TickRate;
public bool EnableSceneManagement;
// Only gets deserialized but should never be used unless testing
public int RemoteClientVersion;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
if (serializer.IsWriter)
{
var writer = serializer.GetFastBufferWriter();
BytePacker.WriteValueBitPacked(writer, Version);
BytePacker.WriteValueBitPacked(writer, TickRate);
writer.WriteValueSafe(EnableSceneManagement);
}
else
{
var reader = serializer.GetFastBufferReader();
ByteUnpacker.ReadValueBitPacked(reader, out RemoteClientVersion);
ByteUnpacker.ReadValueBitPacked(reader, out TickRate);
reader.ReadValueSafe(out EnableSceneManagement);
}
}
}
internal struct ConnectionRequestMessage : INetworkMessage
{
// This version update is unidirectional (client to service) and version
// handling occurs on the service side. This serialized data is never sent
// to a host or server.
private const int k_SendClientConfigToService = 1;
public int Version => k_SendClientConfigToService;
public ulong ConfigHash;
public bool CMBServiceConnection;
public ClientConfig ClientConfig;
public byte[] ConnectionData;
public bool ShouldSendConnectionData;
@@ -36,8 +74,7 @@ namespace Unity.Netcode
if (CMBServiceConnection)
{
writer.WriteValueSafe(TickRate);
writer.WriteValueSafe(EnableSceneManagement);
writer.WriteNetworkSerializable(ClientConfig);
}
if (ShouldSendConnectionData)

View File

@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Unity.Collections;
namespace Unity.Netcode
@@ -10,9 +11,22 @@ namespace Unity.Netcode
/// serialization. This is due to the generally amorphous nature of network variable
/// deltas, since they're all driven by custom virtual method overloads.
/// </summary>
/// <remarks>
/// Version 1:
/// This version -does not- use the "KeepDirty" approach. Instead, the server will forward any state updates
/// to the connected clients that are not the sender or the server itself. Each NetworkVariable state update
/// included, on a per client basis, is first validated that the client can read the NetworkVariable before
/// being added to the m_ForwardUpdates table.
/// Version 0:
/// The original version uses the "KeepDirty" approach in a client-server network topology where the server
/// proxies state updates by "keeping the NetworkVariable(s) dirty" so it will send state updates
/// at the end of the frame (but could delay until the next tick).
/// </remarks>
internal struct NetworkVariableDeltaMessage : INetworkMessage
{
public int Version => 0;
private const int k_ServerDeltaForwardingAndNetworkDelivery = 1;
public int Version => k_ServerDeltaForwardingAndNetworkDelivery;
public ulong NetworkObjectId;
public ushort NetworkBehaviourIndex;
@@ -21,10 +35,62 @@ namespace Unity.Netcode
public ulong TargetClientId;
public NetworkBehaviour NetworkBehaviour;
public NetworkDelivery NetworkDelivery;
private FastBufferReader m_ReceivedNetworkVariableData;
private bool m_ForwardingMessage;
private int m_ReceivedMessageVersion;
private const string k_Name = "NetworkVariableDeltaMessage";
private Dictionary<ulong, List<int>> m_ForwardUpdates;
private List<int> m_UpdatedNetworkVariables;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void WriteNetworkVariable(ref FastBufferWriter writer, ref NetworkVariableBase networkVariable, bool distributedAuthorityMode, bool ensureNetworkVariableLengthSafety, int nonfragmentedSize, int fragmentedSize)
{
if (ensureNetworkVariableLengthSafety)
{
var tempWriter = new FastBufferWriter(nonfragmentedSize, Allocator.Temp, fragmentedSize);
networkVariable.WriteDelta(tempWriter);
BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
if (!writer.TryBeginWrite(tempWriter.Length))
{
throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
}
tempWriter.CopyTo(writer);
}
else
{
// TODO: Determine if we need to remove this with the 6.1 service updates
if (distributedAuthorityMode)
{
var size_marker = writer.Position;
writer.WriteValueSafe<ushort>(0);
var start_marker = writer.Position;
networkVariable.WriteDelta(writer);
var end_marker = writer.Position;
writer.Seek(size_marker);
var size = end_marker - start_marker;
if (size == 0)
{
UnityEngine.Debug.LogError($"Invalid write size of zero!");
}
writer.WriteValueSafe((ushort)size);
writer.Seek(end_marker);
}
else
{
networkVariable.WriteDelta(writer);
}
}
}
public void Serialize(FastBufferWriter writer, int targetVersion)
{
if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
@@ -34,10 +100,67 @@ namespace Unity.Netcode
var obj = NetworkBehaviour.NetworkObject;
var networkManager = obj.NetworkManagerOwner;
var typeName = NetworkBehaviour.__getTypeName();
var nonFragmentedMessageMaxSize = networkManager.MessageManager.NonFragmentedMessageMaxSize;
var fragmentedMessageMaxSize = networkManager.MessageManager.FragmentedMessageMaxSize;
var ensureNetworkVariableLengthSafety = networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety;
var distributedAuthorityMode = networkManager.DistributedAuthorityMode;
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
BytePacker.WriteValueBitPacked(writer, NetworkBehaviourIndex);
if (networkManager.DistributedAuthorityMode)
// If using k_IncludeNetworkDelivery version, then we want to write the network delivery used and if we
// are forwarding state updates then serialize any NetworkVariable states specific to this client.
if (targetVersion >= k_ServerDeltaForwardingAndNetworkDelivery)
{
writer.WriteValueSafe(NetworkDelivery);
// If we are forwarding the message, then proceed to forward state updates specific to the targeted client
if (m_ForwardingMessage)
{
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
if (distributedAuthorityMode)
{
writer.WriteValueSafe((ushort)NetworkBehaviour.NetworkVariableFields.Count);
}
for (int i = 0; i < NetworkBehaviour.NetworkVariableFields.Count; i++)
{
var startingSize = writer.Length;
var networkVariable = NetworkBehaviour.NetworkVariableFields[i];
var shouldWrite = m_ForwardUpdates[TargetClientId].Contains(i);
// This var does not belong to the currently iterating delivery group.
if (distributedAuthorityMode)
{
if (!shouldWrite)
{
writer.WriteValueSafe<ushort>(0);
}
}
else if (ensureNetworkVariableLengthSafety)
{
if (!shouldWrite)
{
BytePacker.WriteValueBitPacked(writer, (ushort)0);
}
}
else
{
writer.WriteValueSafe(shouldWrite);
}
if (shouldWrite)
{
WriteNetworkVariable(ref writer, ref networkVariable, distributedAuthorityMode, ensureNetworkVariableLengthSafety, nonFragmentedMessageMaxSize, fragmentedMessageMaxSize);
networkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(TargetClientId, obj, networkVariable.Name, typeName, writer.Length - startingSize);
}
}
return;
}
}
// DANGO TODO: Remove this when we remove the service specific NetworkVariable stuff
if (distributedAuthorityMode)
{
writer.WriteValueSafe((ushort)NetworkBehaviour.NetworkVariableFields.Count);
}
@@ -46,12 +169,12 @@ namespace Unity.Netcode
{
if (!DeliveryMappedNetworkVariableIndex.Contains(i))
{
// This var does not belong to the currently iterating delivery group.
if (networkManager.DistributedAuthorityMode)
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
if (distributedAuthorityMode)
{
writer.WriteValueSafe<ushort>(0);
}
else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
else if (ensureNetworkVariableLengthSafety)
{
BytePacker.WriteValueBitPacked(writer, (ushort)0);
}
@@ -88,14 +211,15 @@ namespace Unity.Netcode
shouldWrite = false;
}
if (networkManager.DistributedAuthorityMode)
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
if (distributedAuthorityMode)
{
if (!shouldWrite)
{
writer.WriteValueSafe<ushort>(0);
}
}
else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
else if (ensureNetworkVariableLengthSafety)
{
if (!shouldWrite)
{
@@ -109,53 +233,22 @@ namespace Unity.Netcode
if (shouldWrite)
{
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
var tempWriter = new FastBufferWriter(networkManager.MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp, networkManager.MessageManager.FragmentedMessageMaxSize);
NetworkBehaviour.NetworkVariableFields[i].WriteDelta(tempWriter);
BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
if (!writer.TryBeginWrite(tempWriter.Length))
{
throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
}
tempWriter.CopyTo(writer);
}
else
{
if (networkManager.DistributedAuthorityMode)
{
var size_marker = writer.Position;
writer.WriteValueSafe<ushort>(0);
var start_marker = writer.Position;
networkVariable.WriteDelta(writer);
var end_marker = writer.Position;
writer.Seek(size_marker);
var size = end_marker - start_marker;
writer.WriteValueSafe((ushort)size);
writer.Seek(end_marker);
}
else
{
networkVariable.WriteDelta(writer);
}
}
networkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
TargetClientId,
obj,
networkVariable.Name,
NetworkBehaviour.__getTypeName(),
writer.Length - startingSize);
WriteNetworkVariable(ref writer, ref networkVariable, distributedAuthorityMode, ensureNetworkVariableLengthSafety, nonFragmentedMessageMaxSize, fragmentedMessageMaxSize);
networkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(TargetClientId, obj, networkVariable.Name, typeName, writer.Length - startingSize);
}
}
}
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{
m_ReceivedMessageVersion = receivedMessageVersion;
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
ByteUnpacker.ReadValueBitPacked(reader, out NetworkBehaviourIndex);
// If we are using the k_IncludeNetworkDelivery message version, then read the NetworkDelivery used
if (receivedMessageVersion >= k_ServerDeltaForwardingAndNetworkDelivery)
{
reader.ReadValueSafe(out NetworkDelivery);
}
m_ReceivedNetworkVariableData = reader;
return true;
@@ -167,7 +260,12 @@ namespace Unity.Netcode
if (networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out NetworkObject networkObject))
{
var distributedAuthorityMode = networkManager.DistributedAuthorityMode;
var ensureNetworkVariableLengthSafety = networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety;
var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(NetworkBehaviourIndex);
var isServerAndDeltaForwarding = m_ReceivedMessageVersion >= k_ServerDeltaForwardingAndNetworkDelivery && networkManager.IsServer;
var markNetworkVariableDirty = m_ReceivedMessageVersion >= k_ServerDeltaForwardingAndNetworkDelivery ? false : networkManager.IsServer;
m_UpdatedNetworkVariables = new List<int>();
if (networkBehaviour == null)
{
@@ -178,7 +276,8 @@ namespace Unity.Netcode
}
else
{
if (networkManager.DistributedAuthorityMode)
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
if (distributedAuthorityMode)
{
m_ReceivedNetworkVariableData.ReadValueSafe(out ushort variableCount);
if (variableCount != networkBehaviour.NetworkVariableFields.Count)
@@ -187,10 +286,30 @@ namespace Unity.Netcode
}
}
// (For client-server) As opposed to worrying about adding additional processing on the server to send NetworkVariable
// updates at the end of the frame, we now track all NetworkVariable state updates, per client, that need to be forwarded
// to the client. This creates a list of all remaining connected clients that could have updates applied.
if (isServerAndDeltaForwarding)
{
m_ForwardUpdates = new Dictionary<ulong, List<int>>();
foreach (var clientId in networkManager.ConnectedClientsIds)
{
if (clientId == context.SenderId || clientId == networkManager.LocalClientId || !networkObject.Observers.Contains(clientId))
{
continue;
}
m_ForwardUpdates.Add(clientId, new List<int>());
}
}
// Update NetworkVariable Fields
for (int i = 0; i < networkBehaviour.NetworkVariableFields.Count; i++)
{
int varSize = 0;
if (networkManager.DistributedAuthorityMode)
var networkVariable = networkBehaviour.NetworkVariableFields[i];
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
if (distributedAuthorityMode)
{
m_ReceivedNetworkVariableData.ReadValueSafe(out ushort variableSize);
varSize = variableSize;
@@ -200,10 +319,9 @@ namespace Unity.Netcode
continue;
}
}
else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
else if (ensureNetworkVariableLengthSafety)
{
ByteUnpacker.ReadValueBitPacked(m_ReceivedNetworkVariableData, out varSize);
if (varSize == 0)
{
continue;
@@ -218,8 +336,6 @@ namespace Unity.Netcode
}
}
var networkVariable = networkBehaviour.NetworkVariableFields[i];
if (networkManager.IsServer && !networkVariable.CanClientWrite(context.SenderId))
{
// we are choosing not to fire an exception here, because otherwise a malicious client could use this to crash the server
@@ -247,13 +363,58 @@ namespace Unity.Netcode
NetworkLog.LogError($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. No more variables can be read. This is critical. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
NetworkLog.LogError($"[{networkVariable.GetType().Name}]");
}
return;
}
int readStartPos = m_ReceivedNetworkVariableData.Position;
// Read Delta so we also notify any subscribers to a change in the NetworkVariable
networkVariable.ReadDelta(m_ReceivedNetworkVariableData, networkManager.IsServer);
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
if (distributedAuthorityMode || ensureNetworkVariableLengthSafety)
{
var remainingBufferSize = m_ReceivedNetworkVariableData.Length - m_ReceivedNetworkVariableData.Position;
if (varSize > (remainingBufferSize))
{
UnityEngine.Debug.LogError($"[{networkBehaviour.name}][Delta State Read Error] Expecting to read {varSize} but only {remainingBufferSize} remains!");
return;
}
}
// Added a try catch here to assure any failure will only fail on this one message and not disrupt the stack
try
{
// Read the delta
networkVariable.ReadDelta(m_ReceivedNetworkVariableData, markNetworkVariableDirty);
// Add the NetworkVariable field index so we can invoke the PostDeltaRead
m_UpdatedNetworkVariables.Add(i);
}
catch (Exception ex)
{
UnityEngine.Debug.LogException(ex);
return;
}
// (For client-server) As opposed to worrying about adding additional processing on the server to send NetworkVariable
// updates at the end of the frame, we now track all NetworkVariable state updates, per client, that need to be forwarded
// to the client. This happens once the server is finished processing all state updates for this message.
if (isServerAndDeltaForwarding)
{
foreach (var forwardEntry in m_ForwardUpdates)
{
// Only track things that the client can read
if (networkVariable.CanClientRead(forwardEntry.Key))
{
// If the object is about to be shown to the client then don't send an update as it will
// send a full update when shown.
if (networkManager.SpawnManager.ObjectsToShowToClient.ContainsKey(forwardEntry.Key) &&
networkManager.SpawnManager.ObjectsToShowToClient[forwardEntry.Key]
.Contains(networkObject))
{
continue;
}
forwardEntry.Value.Add(i);
}
}
}
networkManager.NetworkMetrics.TrackNetworkVariableDeltaReceived(
context.SenderId,
@@ -262,7 +423,8 @@ namespace Unity.Netcode
networkBehaviour.__getTypeName(),
context.MessageSize);
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety || networkManager.DistributedAuthorityMode)
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
if (distributedAuthorityMode || ensureNetworkVariableLengthSafety)
{
if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize))
{
@@ -284,6 +446,40 @@ namespace Unity.Netcode
}
}
}
// If we are using the version of this message that includes network delivery, then
// forward this update to all connected clients (other than the sender and the server).
if (isServerAndDeltaForwarding)
{
var message = new NetworkVariableDeltaMessage()
{
NetworkBehaviour = networkBehaviour,
NetworkBehaviourIndex = NetworkBehaviourIndex,
NetworkObjectId = NetworkObjectId,
m_ForwardingMessage = true,
m_ForwardUpdates = m_ForwardUpdates,
};
foreach (var forwardEntry in m_ForwardUpdates)
{
// Only forward updates to any client that has visibility to the state updates included in this message
if (forwardEntry.Value.Count > 0)
{
message.TargetClientId = forwardEntry.Key;
networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery, forwardEntry.Key);
}
}
}
// This should be always invoked (client & server) to assure the previous values are set
// !! IMPORTANT ORDER OF OPERATIONS !! (Has to happen after forwarding deltas)
// When a server forwards delta updates to connected clients, it needs to preserve the previous value
// until it is done serializing all valid NetworkVariable field deltas (relative to each client). This
// is invoked after it is done forwarding the deltas.
foreach (var fieldIndex in m_UpdatedNetworkVariables)
{
networkBehaviour.NetworkVariableFields[fieldIndex].PostDeltaRead();
}
}
}
else

View File

@@ -177,6 +177,13 @@ namespace Unity.Netcode
/// <inheritdoc />
public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
{
/// This is only invoked by <see cref="NetworkVariableDeltaMessage"/> and the only time
/// keepDirtyDelta is set is when it is the server processing. To be able to handle previous
/// versions, we use IsServer to keep the dirty states received and the keepDirtyDelta to
/// actually mark this as dirty and add it to the list of <see cref="NetworkObject"/>s to
/// be updated. With the forwarding of deltas being handled by <see cref="NetworkVariableDeltaMessage"/>,
/// once all clients have been forwarded the dirty events, we clear them by invoking <see cref="PostDeltaRead"/>.
var isServer = m_NetworkManager.IsServer;
reader.ReadValueSafe(out ushort deltaCount);
for (int i = 0; i < deltaCount; i++)
{
@@ -199,7 +206,7 @@ namespace Unity.Netcode
});
}
if (keepDirtyDelta)
if (isServer)
{
m_DirtyEvents.Add(new NetworkListEvent<T>()
{
@@ -207,7 +214,11 @@ namespace Unity.Netcode
Index = m_List.Length - 1,
Value = m_List[m_List.Length - 1]
});
MarkNetworkObjectDirty();
// Preserve the legacy way of handling this
if (keepDirtyDelta)
{
MarkNetworkObjectDirty();
}
}
}
break;
@@ -237,7 +248,7 @@ namespace Unity.Netcode
});
}
if (keepDirtyDelta)
if (isServer)
{
m_DirtyEvents.Add(new NetworkListEvent<T>()
{
@@ -245,7 +256,11 @@ namespace Unity.Netcode
Index = index,
Value = m_List[index]
});
MarkNetworkObjectDirty();
// Preserve the legacy way of handling this
if (keepDirtyDelta)
{
MarkNetworkObjectDirty();
}
}
}
break;
@@ -271,7 +286,7 @@ namespace Unity.Netcode
});
}
if (keepDirtyDelta)
if (isServer)
{
m_DirtyEvents.Add(new NetworkListEvent<T>()
{
@@ -279,7 +294,11 @@ namespace Unity.Netcode
Index = index,
Value = value
});
MarkNetworkObjectDirty();
// Preserve the legacy way of handling this
if (keepDirtyDelta)
{
MarkNetworkObjectDirty();
}
}
}
break;
@@ -299,7 +318,7 @@ namespace Unity.Netcode
});
}
if (keepDirtyDelta)
if (isServer)
{
m_DirtyEvents.Add(new NetworkListEvent<T>()
{
@@ -307,7 +326,11 @@ namespace Unity.Netcode
Index = index,
Value = value
});
MarkNetworkObjectDirty();
// Preserve the legacy way of handling this
if (keepDirtyDelta)
{
MarkNetworkObjectDirty();
}
}
}
break;
@@ -335,7 +358,7 @@ namespace Unity.Netcode
});
}
if (keepDirtyDelta)
if (isServer)
{
m_DirtyEvents.Add(new NetworkListEvent<T>()
{
@@ -344,7 +367,11 @@ namespace Unity.Netcode
Value = value,
PreviousValue = previousValue
});
MarkNetworkObjectDirty();
// Preserve the legacy way of handling this
if (keepDirtyDelta)
{
MarkNetworkObjectDirty();
}
}
}
break;
@@ -361,13 +388,18 @@ namespace Unity.Netcode
});
}
if (keepDirtyDelta)
if (isServer)
{
m_DirtyEvents.Add(new NetworkListEvent<T>()
{
Type = eventType
});
MarkNetworkObjectDirty();
// Preserve the legacy way of handling this
if (keepDirtyDelta)
{
MarkNetworkObjectDirty();
}
}
}
break;
@@ -381,6 +413,18 @@ namespace Unity.Netcode
}
}
/// <inheritdoc />
/// <remarks>
/// For NetworkList, we just need to reset dirty if a server has read deltas
/// </remarks>
internal override void PostDeltaRead()
{
if (m_NetworkManager.IsServer)
{
ResetDirty();
}
}
/// <inheritdoc />
public IEnumerator<T> GetEnumerator()
{

View File

@@ -41,6 +41,7 @@ namespace Unity.Netcode
base.OnInitialize();
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
}
@@ -58,6 +59,7 @@ namespace Unity.Netcode
: base(readPerm, writePerm)
{
m_InternalValue = value;
m_InternalOriginalValue = default;
// Since we start with IsDirty = true, this doesn't need to be duplicated
// right away. It won't get read until after ResetDirty() is called, and
// the duplicate will be made there. Avoiding calling
@@ -76,6 +78,7 @@ namespace Unity.Netcode
if (m_NetworkBehaviour == null || m_NetworkBehaviour != null && !m_NetworkBehaviour.NetworkObject.IsSpawned)
{
m_InternalValue = value;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
m_PreviousValue = default;
}
}
@@ -86,6 +89,12 @@ namespace Unity.Netcode
[SerializeField]
private protected T m_InternalValue;
// The introduction of standard .NET collections caused an issue with permissions since there is no way to detect changes in the
// collection without doing a full comparison. While this approach does consume more memory per collection instance, it is the
// lowest risk approach to resolving the issue where a client with no write permissions could make changes to a collection locally
// which can cause a myriad of issues.
private protected T m_InternalOriginalValue;
private protected T m_PreviousValue;
private bool m_HasPreviousValue;
@@ -116,6 +125,7 @@ namespace Unity.Netcode
{
T previousValue = m_InternalValue;
m_InternalValue = value;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
SetDirty(true);
m_IsDisposed = false;
OnValueChanged?.Invoke(previousValue, m_InternalValue);
@@ -136,6 +146,17 @@ namespace Unity.Netcode
{
var isDirty = base.IsDirty();
// A client without permissions invoking this method should only check to assure the current value is equal to the last known current value
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
{
// If modifications are detected, then revert back to the last known current value
if (!NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_InternalOriginalValue))
{
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
}
return false;
}
// Compare the previous with the current if not dirty or forcing a check.
if ((!isDirty || forceCheck) && !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue))
{
@@ -166,6 +187,7 @@ namespace Unity.Netcode
}
m_InternalValue = default;
m_InternalOriginalValue = default;
if (m_HasPreviousValue && m_PreviousValue is IDisposable previousValueDisposable)
{
m_HasPreviousValue = false;
@@ -188,6 +210,13 @@ namespace Unity.Netcode
/// <returns>Whether or not the container is dirty</returns>
public override bool IsDirty()
{
// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
// to the original collection value prior to applying updates (primarily for collections).
if (!NetworkUpdaterCheck && m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_InternalOriginalValue))
{
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
return true;
}
// For most cases we can use the dirty flag.
// This doesn't work for cases where we're wrapping more complex types
// like INetworkSerializable, NativeList, NativeArray, etc.
@@ -199,11 +228,11 @@ namespace Unity.Netcode
return true;
}
var dirty = !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue);
// Cache the dirty value so we don't perform this again if we already know we're dirty
// Unfortunately we can't cache the NOT dirty state, because that might change
// in between to checks... but the DIRTY state won't change until ResetDirty()
// is called.
var dirty = !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue);
SetDirty(dirty);
return dirty;
}
@@ -221,6 +250,8 @@ namespace Unity.Netcode
{
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
// Once updated, assure the original current value is updated for future comparison purposes
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
}
base.ResetDirty();
}
@@ -241,16 +272,20 @@ namespace Unity.Netcode
/// <param name="keepDirtyDelta">Whether or not the container should keep the dirty delta, or mark the delta as consumed</param>
public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
{
// In order to get managed collections to properly have a previous and current value, we have to
// duplicate the collection at this point before making any modifications to the current.
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
// to the original collection value prior to applying updates (primarily for collections).
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalOriginalValue, ref m_InternalValue))
{
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
}
NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);
// todo:
// keepDirtyDelta marks a variable received as dirty and causes the server to send the value to clients
// In a prefect world, whether a variable was A) modified locally or B) received and needs retransmit
// would be stored in different fields
// LEGACY NOTE: This is only to handle NetworkVariableDeltaMessage Version 0 connections. The updated
// NetworkVariableDeltaMessage no longer uses this approach.
if (keepDirtyDelta)
{
SetDirty(true);
@@ -259,10 +294,43 @@ namespace Unity.Netcode
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
}
/// <summary>
/// This should be always invoked (client & server) to assure the previous values are set
/// !! IMPORTANT !!
/// When a server forwards delta updates to connected clients, it needs to preserve the previous dirty value(s)
/// until it is done serializing all valid NetworkVariable field deltas (relative to each client). This is invoked
/// after it is done forwarding the deltas at the end of the <see cref="NetworkVariableDeltaMessage.Handle(ref NetworkContext)"/> method.
/// </summary>
internal override void PostDeltaRead()
{
// In order to get managed collections to properly have a previous and current value, we have to
// duplicate the collection at this point before making any modifications to the current.
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
// Once updated, assure the original current value is updated for future comparison purposes
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
}
/// <inheritdoc />
public override void ReadField(FastBufferReader reader)
{
// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
// to the original collection value prior to applying updates (primarily for collections).
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalOriginalValue, ref m_InternalValue))
{
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
}
NetworkVariableSerialization<T>.Read(reader, ref m_InternalValue);
// In order to get managed collections to properly have a previous and current value, we have to
// duplicate the collection at this point before making any modifications to the current.
// We duplicate the final value after the read (for ReadField ONLY) so the previous value is at par
// with the current value (since this is only invoked when initially synchronizing).
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
// Once updated, assure the original current value is updated for future comparison purposes
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
}
/// <inheritdoc />
@@ -270,5 +338,20 @@ namespace Unity.Netcode
{
NetworkVariableSerialization<T>.Write(writer, ref m_InternalValue);
}
internal override void WriteFieldSynchronization(FastBufferWriter writer)
{
// If we have a pending update, then synchronize the client with the previously known
// value since the updated version will be sent on the next tick or next time it is
// set to be updated
if (base.IsDirty() && m_HasPreviousValue)
{
NetworkVariableSerialization<T>.Write(writer, ref m_PreviousValue);
}
else
{
base.WriteFieldSynchronization(writer);
}
}
}
}

View File

@@ -251,6 +251,12 @@ namespace Unity.Netcode
m_IsDirty = false;
}
/// <summary>
/// Only used during the NetworkBehaviourUpdater pass and only used for NetworkVariable.
/// This is to bypass duplication of the "original internal value" for collections.
/// </summary>
internal bool NetworkUpdaterCheck;
/// <summary>
/// Gets Whether or not the container is dirty
/// </summary>
@@ -341,6 +347,32 @@ namespace Unity.Netcode
/// <param name="keepDirtyDelta">Whether or not the delta should be kept as dirty or consumed</param>
public abstract void ReadDelta(FastBufferReader reader, bool keepDirtyDelta);
/// <summary>
/// This should be always invoked (client & server) to assure the previous values are set
/// !! IMPORTANT !!
/// When a server forwards delta updates to connected clients, it needs to preserve the previous dirty value(s)
/// until it is done serializing all valid NetworkVariable field deltas (relative to each client). This is invoked
/// after it is done forwarding the deltas at the end of the <see cref="NetworkVariableDeltaMessage.Handle(ref NetworkContext)"/> method.
/// </summary>
internal virtual void PostDeltaRead()
{
}
/// <summary>
/// There are scenarios, specifically with collections, where a client could be synchronizing and
/// some NetworkVariables have pending updates. To avoid duplicating entries, this is invoked only
/// when sending the full synchronization information.
/// </summary>
/// <remarks>
/// Derrived classes should send the previous value for synchronization so when the updated value
/// is sent (after synchronizing the client) it will apply the updates.
/// </remarks>
/// <param name="writer"></param>
internal virtual void WriteFieldSynchronization(FastBufferWriter writer)
{
WriteField(writer);
}
/// <summary>
/// Virtual <see cref="IDisposable"/> implementation
/// </summary>

View File

@@ -320,9 +320,11 @@ namespace Unity.Netcode
internal void AddSpawnedNetworkObjects()
{
m_NetworkObjectsSync.Clear();
// If distributed authority mode and sending to the service, then ignore observers
var distributedAuthoritySendingToService = m_NetworkManager.DistributedAuthorityMode && TargetClientId == NetworkManager.ServerClientId;
foreach (var sobj in m_NetworkManager.SpawnManager.SpawnedObjectsList)
{
if (sobj.Observers.Contains(TargetClientId))
if (sobj.Observers.Contains(TargetClientId) || distributedAuthoritySendingToService)
{
m_NetworkObjectsSync.Add(sobj);
}
@@ -666,12 +668,14 @@ namespace Unity.Netcode
// Write our count place holder (must not be packed!)
writer.WriteValueSafe((ushort)0);
var distributedAuthority = m_NetworkManager.DistributedAuthorityMode;
// If distributed authority mode and sending to the service, then ignore observers
var distributedAuthoritySendingToService = distributedAuthority && TargetClientId == NetworkManager.ServerClientId;
foreach (var keyValuePairByGlobalObjectIdHash in m_NetworkManager.SceneManager.ScenePlacedObjects)
{
foreach (var keyValuePairBySceneHandle in keyValuePairByGlobalObjectIdHash.Value)
{
if (keyValuePairBySceneHandle.Value.Observers.Contains(TargetClientId))
if (keyValuePairBySceneHandle.Value.Observers.Contains(TargetClientId) || distributedAuthoritySendingToService)
{
// Serialize the NetworkObject
var sceneObject = keyValuePairBySceneHandle.Value.GetMessageSceneObject(TargetClientId, distributedAuthority);

View File

@@ -72,11 +72,22 @@ namespace Unity.Netcode
return;
}
}
foreach (var player in m_PlayerObjects)
{
player.Observers.Add(playerObject.OwnerClientId);
playerObject.Observers.Add(player.OwnerClientId);
// If the player's SpawnWithObservers is not set then do not add the new player object's owner as an observer.
if (player.SpawnWithObservers)
{
player.Observers.Add(playerObject.OwnerClientId);
}
// If the new player object's SpawnWithObservers is not set then do not add this player as an observer to the new player object.
if (playerObject.SpawnWithObservers)
{
playerObject.Observers.Add(player.OwnerClientId);
}
}
m_PlayerObjects.Add(playerObject);
if (!m_PlayerObjectsTable.ContainsKey(playerObject.OwnerClientId))
{
@@ -423,8 +434,31 @@ namespace Unity.Netcode
ChangeOwnership(networkObject, NetworkManager.ServerClientId, true);
}
private Dictionary<ulong, float> m_LastChangeInOwnership = new Dictionary<ulong, float>();
private const int k_MaximumTickOwnershipChangeMultiplier = 6;
internal void ChangeOwnership(NetworkObject networkObject, ulong clientId, bool isAuthorized, bool isRequestApproval = false)
{
// For client-server:
// If ownership changes faster than the latency between the client-server and there are NetworkVariables being updated during ownership changes,
// then notify the user they could potentially lose state updates if developer logging is enabled.
if (!NetworkManager.DistributedAuthorityMode && m_LastChangeInOwnership.ContainsKey(networkObject.NetworkObjectId) && m_LastChangeInOwnership[networkObject.NetworkObjectId] > Time.realtimeSinceStartup)
{
var hasNetworkVariables = false;
for (int i = 0; i < networkObject.ChildNetworkBehaviours.Count; i++)
{
hasNetworkVariables = networkObject.ChildNetworkBehaviours[i].NetworkVariableFields.Count > 0;
if (hasNetworkVariables)
{
break;
}
}
if (hasNetworkVariables && NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogWarningServer($"[Rapid Ownership Change Detected][Potential Loss in State] Detected a rapid change in ownership that exceeds a frequency less than {k_MaximumTickOwnershipChangeMultiplier}x the current network tick rate! Provide at least {k_MaximumTickOwnershipChangeMultiplier}x the current network tick rate between ownership changes to avoid NetworkVariable state loss.");
}
}
if (NetworkManager.DistributedAuthorityMode)
{
// If are not authorized and this is not an approved ownership change, then check to see if we can change ownership
@@ -497,15 +531,21 @@ namespace Unity.Netcode
// Always notify locally on the server when ownership is lost
networkObject.InvokeBehaviourOnLostOwnership();
networkObject.MarkVariablesDirty(true);
NetworkManager.BehaviourUpdater.AddForUpdate(networkObject);
// Authority adds entries for all client ownership
UpdateOwnershipTable(networkObject, networkObject.OwnerClientId);
// Always notify locally on the server when a new owner is assigned
networkObject.InvokeBehaviourOnGainedOwnership();
if (networkObject.PreviousOwnerId == NetworkManager.LocalClientId)
{
// Mark any owner read variables as dirty
networkObject.MarkOwnerReadVariablesDirty();
// Immediately queue any pending deltas and order the message before the
// change in ownership message.
NetworkManager.BehaviourUpdater.NetworkBehaviourUpdate(true);
}
var size = 0;
if (NetworkManager.DistributedAuthorityMode)
{
@@ -569,6 +609,17 @@ namespace Unity.Netcode
/// This gets called specifically *after* sending the ownership message so any additional messages that need to proceed an ownership
/// change can be sent from NetworkBehaviours that override the <see cref="NetworkBehaviour.OnOwnershipChanged"></see>
networkObject.InvokeOwnershipChanged(networkObject.PreviousOwnerId, clientId);
// Keep track of the ownership change frequency to assure a user is not exceeding changes faster than 2x the current Tick Rate.
if (!NetworkManager.DistributedAuthorityMode)
{
if (!m_LastChangeInOwnership.ContainsKey(networkObject.NetworkObjectId))
{
m_LastChangeInOwnership.Add(networkObject.NetworkObjectId, 0.0f);
}
var tickFrequency = 1.0f / NetworkManager.NetworkConfig.TickRate;
m_LastChangeInOwnership[networkObject.NetworkObjectId] = Time.realtimeSinceStartup + (tickFrequency * k_MaximumTickOwnershipChangeMultiplier);
}
}
internal bool HasPrefab(NetworkObject.SceneObject sceneObject)
@@ -695,14 +746,14 @@ namespace Unity.Netcode
/// Gets the right NetworkObject prefab instance to spawn. If a handler is registered or there is an override assigned to the
/// passed in globalObjectIdHash value, then that is what will be instantiated, spawned, and returned.
/// </summary>
internal NetworkObject GetNetworkObjectToSpawn(uint globalObjectIdHash, ulong ownerId, Vector3 position = default, Quaternion rotation = default, bool isScenePlaced = false)
internal NetworkObject GetNetworkObjectToSpawn(uint globalObjectIdHash, ulong ownerId, Vector3? position, Quaternion? rotation, bool isScenePlaced = false)
{
NetworkObject networkObject = null;
// If the prefab hash has a registered INetworkPrefabInstanceHandler derived class
if (NetworkManager.PrefabHandler.ContainsHandler(globalObjectIdHash))
{
// Let the handler spawn the NetworkObject
networkObject = NetworkManager.PrefabHandler.HandleNetworkPrefabSpawn(globalObjectIdHash, ownerId, position, rotation);
networkObject = NetworkManager.PrefabHandler.HandleNetworkPrefabSpawn(globalObjectIdHash, ownerId, position ?? default, rotation ?? default);
networkObject.NetworkManagerOwner = NetworkManager;
}
else
@@ -752,8 +803,10 @@ namespace Unity.Netcode
}
else
{
// Create prefab instance
// Create prefab instance while applying any pre-assigned position and rotation values
networkObject = UnityEngine.Object.Instantiate(networkPrefabReference).GetComponent<NetworkObject>();
networkObject.transform.position = position ?? networkObject.transform.position;
networkObject.transform.rotation = rotation ?? networkObject.transform.rotation;
networkObject.NetworkManagerOwner = NetworkManager;
networkObject.PrefabGlobalObjectIdHash = globalObjectIdHash;
}

View File

@@ -24,10 +24,11 @@ namespace Unity.Netcode.TestHelpers.Runtime
/// Used to determine if a NetcodeIntegrationTest is currently running to
/// determine how clients will load scenes
/// </summary>
protected const float k_DefaultTimeoutPeriod = 8.0f;
protected const float k_TickFrequency = 1.0f / k_DefaultTickRate;
internal static bool IsRunning { get; private set; }
protected static TimeoutHelper s_GlobalTimeoutHelper = new TimeoutHelper(8.0f);
protected static WaitForSecondsRealtime s_DefaultWaitForTick = new WaitForSecondsRealtime(1.0f / k_DefaultTickRate);
protected static TimeoutHelper s_GlobalTimeoutHelper = new TimeoutHelper(k_DefaultTimeoutPeriod);
protected static WaitForSecondsRealtime s_DefaultWaitForTick = new WaitForSecondsRealtime(k_TickFrequency);
public NetcodeLogAssert NetcodeLogAssert;
public enum SceneManagementState
@@ -544,9 +545,14 @@ namespace Unity.Netcode.TestHelpers.Runtime
private bool AllPlayerObjectClonesSpawned(NetworkManager joinedClient)
{
m_InternalErrorLog.Clear();
// If we are not checking for spawned players then exit early with a success
if (!ShouldCheckForSpawnedPlayers())
{
return true;
}
// Continue to populate the PlayerObjects list until all player object (local and clone) are found
ClientNetworkManagerPostStart(joinedClient);
var playerObjectRelative = m_ServerNetworkManager.SpawnManager.PlayerObjects.Where((c) => c.OwnerClientId == joinedClient.LocalClientId).FirstOrDefault();
if (playerObjectRelative == null)
{

View File

@@ -4,6 +4,7 @@ using System.Collections.Generic;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
@@ -12,9 +13,10 @@ namespace Unity.Netcode.RuntimeTests
[TestFixture(PlayerCreation.PrefabHash)]
[TestFixture(PlayerCreation.NoPlayer)]
[TestFixture(PlayerCreation.FailValidation)]
internal class ConnectionApprovalTests : NetcodeIntegrationTest
internal class ConnectionApprovalTests : IntegrationTestWithApproximation
{
private const string k_InvalidToken = "Invalid validation token!";
public enum PlayerCreation
{
Prefab,
@@ -24,6 +26,8 @@ namespace Unity.Netcode.RuntimeTests
}
private PlayerCreation m_PlayerCreation;
private bool m_ClientDisconnectReasonValidated;
private Vector3 m_ExpectedPosition;
private Quaternion m_ExpectedRotation;
private Dictionary<ulong, bool> m_Validated = new Dictionary<ulong, bool>();
@@ -43,6 +47,12 @@ namespace Unity.Netcode.RuntimeTests
protected override void OnServerAndClientsCreated()
{
if (m_PlayerCreation == PlayerCreation.Prefab || m_PlayerCreation == PlayerCreation.PrefabHash)
{
m_ExpectedPosition = GetRandomVector3(-10.0f, 10.0f);
m_ExpectedRotation = Quaternion.Euler(GetRandomVector3(-359.98f, 359.98f));
}
m_ClientDisconnectReasonValidated = false;
m_BypassConnectionTimeout = m_PlayerCreation == PlayerCreation.FailValidation;
m_Validated.Clear();
@@ -104,11 +114,36 @@ namespace Unity.Netcode.RuntimeTests
return true;
}
private bool ValidatePlayersPositionRotation()
{
foreach (var playerEntries in m_PlayerNetworkObjects)
{
foreach (var player in playerEntries.Value)
{
if (!Approximately(player.Value.transform.position, m_ExpectedPosition))
{
return false;
}
if (!Approximately(player.Value.transform.rotation, m_ExpectedRotation))
{
return false;
}
}
}
return true;
}
[UnityTest]
public IEnumerator ConnectionApproval()
{
yield return WaitForConditionOrTimeOut(ClientAndHostValidated);
AssertOnTimeout("Timed out waiting for all clients to be approved!");
if (m_PlayerCreation == PlayerCreation.Prefab || m_PlayerCreation == PlayerCreation.PrefabHash)
{
yield return WaitForConditionOrTimeOut(ValidatePlayersPositionRotation);
AssertOnTimeout("Not all player prefabs spawned in the correct position and/or rotation!");
}
}
private void NetworkManagerObject_ConnectionApprovalCallback(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response)
@@ -127,8 +162,8 @@ namespace Unity.Netcode.RuntimeTests
}
response.CreatePlayerObject = ShouldCheckForSpawnedPlayers();
response.Position = null;
response.Rotation = null;
response.Position = m_ExpectedPosition;
response.Rotation = m_ExpectedRotation;
response.PlayerPrefabHash = m_PlayerCreation == PlayerCreation.PrefabHash ? m_PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash : null;
}

View File

@@ -82,7 +82,7 @@ namespace Unity.Netcode.RuntimeTests
public IEnumerator ValidateApprovalTimeout()
{
// Just delay for a second
yield return new WaitForSeconds(1);
yield return new WaitForSeconds(k_TestTimeoutPeriod * 0.25f);
// Verify we haven't received the time out message yet
NetcodeLogAssert.LogWasNotReceived(LogType.Log, m_ExpectedLogMessage);

View File

@@ -670,7 +670,7 @@ namespace Unity.Netcode.RuntimeTests
serverObject.GetComponent<NetworkObject>().ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
WaitForAllClientsToReceive<ChangeOwnershipMessage, NetworkVariableDeltaMessage>();
WaitForAllClientsToReceive<ChangeOwnershipMessage>();
foreach (var client in m_ClientNetworkManagers)
{
@@ -678,9 +678,9 @@ namespace Unity.Netcode.RuntimeTests
Assert.IsTrue(manager.DeferMessageCalled);
Assert.IsFalse(manager.ProcessTriggersCalled);
Assert.AreEqual(4, manager.DeferredMessageCountTotal());
Assert.AreEqual(4, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(4, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(3, manager.DeferredMessageCountTotal());
Assert.AreEqual(3, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(3, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(0, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab));
AddPrefabsToClient(client);
}
@@ -812,7 +812,7 @@ namespace Unity.Netcode.RuntimeTests
serverObject.GetComponent<NetworkObject>().ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
WaitForAllClientsToReceive<ChangeOwnershipMessage, NetworkVariableDeltaMessage>();
WaitForAllClientsToReceive<ChangeOwnershipMessage>();
// Validate messages are deferred and pending
foreach (var client in m_ClientNetworkManagers)
@@ -821,10 +821,10 @@ namespace Unity.Netcode.RuntimeTests
Assert.IsTrue(manager.DeferMessageCalled);
Assert.IsFalse(manager.ProcessTriggersCalled);
Assert.AreEqual(5, manager.DeferredMessageCountTotal());
Assert.AreEqual(4, manager.DeferredMessageCountTotal());
Assert.AreEqual(4, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(4, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(3, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
Assert.AreEqual(3, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
Assert.AreEqual(1, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab));
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, serverObject.GetComponent<NetworkObject>().GlobalObjectIdHash));
AddPrefabsToClient(client);

View File

@@ -180,6 +180,9 @@ namespace Unity.Netcode.RuntimeTests
Assert.IsTrue(m_DisconnectedEvent[m_ServerNetworkManager].ClientId == m_ClientId, $"Expected ClientID {m_ClientId} but found ClientID {m_DisconnectedEvent[m_ServerNetworkManager].ClientId} for the server {nameof(NetworkManager)} disconnect event entry!");
Assert.IsTrue(m_DisconnectedEvent.ContainsKey(m_ClientNetworkManagers[0]), $"Could not find the client {nameof(NetworkManager)} disconnect event entry!");
Assert.IsTrue(m_DisconnectedEvent[m_ClientNetworkManagers[0]].ClientId == m_ClientId, $"Expected ClientID {m_ClientId} but found ClientID {m_DisconnectedEvent[m_ServerNetworkManager].ClientId} for the client {nameof(NetworkManager)} disconnect event entry!");
Assert.IsTrue(m_ServerNetworkManager.ConnectedClientsIds.Count == 1, $"Expected connected client identifiers count to be 1 but it was {m_ServerNetworkManager.ConnectedClientsIds.Count}!");
Assert.IsTrue(m_ServerNetworkManager.ConnectedClients.Count == 1, $"Expected connected client identifiers count to be 1 but it was {m_ServerNetworkManager.ConnectedClients.Count}!");
Assert.IsTrue(m_ServerNetworkManager.ConnectedClientsList.Count == 1, $"Expected connected client identifiers count to be 1 but it was {m_ServerNetworkManager.ConnectedClientsList.Count}!");
}
if (m_OwnerPersistence == OwnerPersistence.DestroyWithOwner)

View File

@@ -59,13 +59,13 @@ namespace Unity.Netcode.RuntimeTests
public void Changed(int before, int after)
{
VerboseDebug($"Value changed from {before} to {after} on {NetworkManager.LocalClientId}");
VerboseDebug($"[Client-{NetworkManager.LocalClientId}][{name}][MyNetworkVariable] Value changed from {before} to {after}");
ValueOnClient[NetworkManager.LocalClientId] = after;
}
public void ListChanged(NetworkListEvent<int> listEvent)
{
Debug.Log($"ListEvent received: type {listEvent.Type}, index {listEvent.Index}, value {listEvent.Value}");
Debug.Assert(ExpectedSize == MyNetworkList.Count);
VerboseDebug($"[Client-{NetworkManager.LocalClientId}][{name}][MyNetworkList] ListEvent received: type {listEvent.Type}, index {listEvent.Index}, value {listEvent.Value}");
Debug.Assert(ExpectedSize == MyNetworkList.Count, $"[{name}] List change failure! Expected Count: {ExpectedSize} Actual Count:{MyNetworkList.Count}");
}
}
@@ -185,10 +185,13 @@ namespace Unity.Netcode.RuntimeTests
var otherClient = m_ServerNetworkManager.ConnectedClientsList[2];
m_NetSpawnedObject = SpawnObject(m_TestNetworkPrefab, m_ClientNetworkManagers[1]).GetComponent<NetworkObject>();
yield return RefreshGameObects(4);
yield return RefreshGameObects(NumberOfClients);
// === Check spawn occurred
yield return WaitForSpawnCount(NumberOfClients + 1);
AssertOnTimeout($"Timed out waiting for all clients to spawn {m_NetSpawnedObject.name}");
Debug.Assert(HiddenVariableObject.SpawnCount == NumberOfClients + 1);
VerboseDebug("Objects spawned");
@@ -205,7 +208,6 @@ namespace Unity.Netcode.RuntimeTests
// ==== Hide our object to a different client
HiddenVariableObject.ExpectedSize = 2;
m_NetSpawnedObject.NetworkHide(otherClient.ClientId);
currentValueSet = 3;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
@@ -222,7 +224,7 @@ namespace Unity.Netcode.RuntimeTests
VerboseDebug("Object spawned");
// ==== We need a refresh for the newly re-spawned object
yield return RefreshGameObects(4);
yield return RefreshGameObects(NumberOfClients);
currentValueSet = 4;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;

View File

@@ -13,6 +13,60 @@ namespace Unity.Netcode.RuntimeTests
private NetworkManager m_ClientManager;
private NetworkManager m_ServerManager;
private NetworkManager m_NetworkManagerInstantiated;
private bool m_Instantiated;
private bool m_Destroyed;
/// <summary>
/// Validates the <see cref="NetworkManager.OnInstantiated"/> and <see cref="NetworkManager.OnDestroying"/> event notifications
/// </summary>
[UnityTest]
public IEnumerator InstantiatedAndDestroyingNotifications()
{
NetworkManager.OnInstantiated += NetworkManager_OnInstantiated;
NetworkManager.OnDestroying += NetworkManager_OnDestroying;
var waitPeriod = new WaitForSeconds(0.01f);
var prefab = new GameObject("InstantiateDestroy");
var networkManagerPrefab = prefab.AddComponent<NetworkManager>();
Assert.IsTrue(m_Instantiated, $"{nameof(NetworkManager)} prefab did not get instantiated event notification!");
Assert.IsTrue(m_NetworkManagerInstantiated == networkManagerPrefab, $"{nameof(NetworkManager)} prefab parameter did not match!");
m_Instantiated = false;
m_NetworkManagerInstantiated = null;
for (int i = 0; i < 3; i++)
{
var instance = Object.Instantiate(prefab);
var networkManager = instance.GetComponent<NetworkManager>();
Assert.IsTrue(m_Instantiated, $"{nameof(NetworkManager)} instance-{i} did not get instantiated event notification!");
Assert.IsTrue(m_NetworkManagerInstantiated == networkManager, $"{nameof(NetworkManager)} instance-{i} parameter did not match!");
Object.DestroyImmediate(instance);
Assert.IsTrue(m_Destroyed, $"{nameof(NetworkManager)} instance-{i} did not get destroying event notification!");
m_Instantiated = false;
m_NetworkManagerInstantiated = null;
m_Destroyed = false;
}
m_NetworkManagerInstantiated = networkManagerPrefab;
Object.Destroy(prefab);
yield return null;
Assert.IsTrue(m_Destroyed, $"{nameof(NetworkManager)} prefab did not get destroying event notification!");
NetworkManager.OnInstantiated -= NetworkManager_OnInstantiated;
NetworkManager.OnDestroying -= NetworkManager_OnDestroying;
}
private void NetworkManager_OnInstantiated(NetworkManager networkManager)
{
m_Instantiated = true;
m_NetworkManagerInstantiated = networkManager;
}
private void NetworkManager_OnDestroying(NetworkManager networkManager)
{
m_Destroyed = true;
Assert.True(m_NetworkManagerInstantiated == networkManager, $"Destroying {nameof(NetworkManager)} and current instance is not a match for the one passed into the event!");
}
[UnityTest]
public IEnumerator OnServerStoppedCalledWhenServerStops()
{

View File

@@ -265,6 +265,8 @@ namespace Unity.Netcode.RuntimeTests
// After the 1st client has been given ownership to the object, this will be used to make sure each previous owner properly received the remove ownership message
var previousClientComponent = (NetworkObjectOwnershipComponent)null;
var networkManagersDAMode = new List<NetworkManager>();
for (int clientIndex = 0; clientIndex < NumberOfClients; clientIndex++)
{
clientObject = clientObjects[clientIndex];
@@ -322,6 +324,21 @@ namespace Unity.Netcode.RuntimeTests
// In distributed authority mode, the current owner just rolls the ownership back over to the DAHost client (i.e. host mocking CMB Service)
if (m_DistributedAuthority)
{
// In distributed authority, we have to clear out the NetworkManager instances as this changes relative to authority.
networkManagersDAMode.Clear();
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
if (clientNetworkManager.LocalClientId == clientObject.OwnerClientId)
{
continue;
}
networkManagersDAMode.Add(clientNetworkManager);
}
if (!UseCMBService() && clientObject.OwnerClientId != m_ServerNetworkManager.LocalClientId)
{
networkManagersDAMode.Add(m_ServerNetworkManager);
}
clientObject.ChangeOwnership(NetworkManager.ServerClientId);
}
else
@@ -330,7 +347,18 @@ namespace Unity.Netcode.RuntimeTests
}
}
yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
if (m_DistributedAuthority)
{
// We use an alternate method (other than message hooks) to verify each client received the ownership message since message hooks becomes problematic when you need
// to make dynamic changes to your targets.
yield return WaitForConditionOrTimeOut(() => OwnershipChangedOnAllTargetedClients(networkManagersDAMode, clientObject.NetworkObjectId, NetworkManager.ServerClientId));
}
else
{
yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
}
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(ChangeOwnershipMessage)} message (back to server).");
Assert.That(serverComponent.OnGainedOwnershipFired);
@@ -351,6 +379,22 @@ namespace Unity.Netcode.RuntimeTests
serverComponent.ResetFlags();
}
private bool OwnershipChangedOnAllTargetedClients(List<NetworkManager> networkManagers, ulong networkObjectId, ulong expectedOwner)
{
foreach (var networkManager in networkManagers)
{
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId))
{
return false;
}
if (networkManager.SpawnManager.SpawnedObjects[networkObjectId].OwnerClientId != expectedOwner)
{
return false;
}
}
return true;
}
private const int k_NumberOfSpawnedObjects = 5;
private bool AllClientsHaveCorrectObjectCount()

View File

@@ -12,8 +12,6 @@ namespace Unity.Netcode.RuntimeTests
internal class NetworkObjectSpawnManyObjectsTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
// "many" in this case means enough to exceed a ushort_max message size written in the header
// 1500 is not a magic number except that it's big enough to trigger a failure
private const int k_SpawnedObjects = 1500;
private NetworkPrefab m_PrefabToSpawn;
@@ -52,19 +50,23 @@ namespace Unity.Netcode.RuntimeTests
}
[UnityTest]
// When this test fails it does so without an exception and will wait the default ~6 minutes
[Timeout(10000)]
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);
}
}
}

View File

@@ -2,6 +2,7 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.Components;
using Unity.Netcode.TestHelpers.Runtime;
@@ -539,5 +540,279 @@ namespace Unity.Netcode.RuntimeTests
}
}
}
[TestFixture(HostOrServer.DAHost, NetworkTransform.AuthorityModes.Owner)] // Validate the NetworkTransform owner authoritative mode fix using distributed authority
[TestFixture(HostOrServer.Host, NetworkTransform.AuthorityModes.Server)] // Validate we have not impacted NetworkTransform server authoritative mode
[TestFixture(HostOrServer.Host, NetworkTransform.AuthorityModes.Owner)] // Validate the NetworkTransform owner authoritative mode fix using client-server
internal class NestedNetworkTransformTests : IntegrationTestWithApproximation
{
private const int k_NestedChildren = 5;
protected override int NumberOfClients => 2;
private GameObject m_SpawnObject;
private NetworkTransform.AuthorityModes m_AuthorityMode;
private StringBuilder m_ErrorLog = new StringBuilder();
private List<NetworkManager> m_NetworkManagers = new List<NetworkManager>();
private List<GameObject> m_SpawnedObjects = new List<GameObject>();
public NestedNetworkTransformTests(HostOrServer hostOrServer, NetworkTransform.AuthorityModes authorityMode) : base(hostOrServer)
{
m_AuthorityMode = authorityMode;
}
/// <summary>
/// Creates a player prefab with several nested NetworkTransforms
/// </summary>
protected override void OnCreatePlayerPrefab()
{
var networkTransform = m_PlayerPrefab.AddComponent<NetworkTransform>();
networkTransform.AuthorityMode = m_AuthorityMode;
var parent = m_PlayerPrefab;
// Add several nested NetworkTransforms
for (int i = 0; i < k_NestedChildren; i++)
{
var nestedChild = new GameObject();
nestedChild.transform.parent = parent.transform;
var nestedNetworkTransform = nestedChild.AddComponent<NetworkTransform>();
nestedNetworkTransform.AuthorityMode = m_AuthorityMode;
nestedNetworkTransform.InLocalSpace = true;
parent = nestedChild;
}
base.OnCreatePlayerPrefab();
}
private void RandomizeObjectTransformPositions(GameObject gameObject)
{
var networkObject = gameObject.GetComponent<NetworkObject>();
Assert.True(networkObject.ChildNetworkBehaviours.Count > 0);
foreach (var networkTransform in networkObject.NetworkTransforms)
{
networkTransform.gameObject.transform.position = GetRandomVector3(-15.0f, 15.0f);
}
}
/// <summary>
/// Randomizes each player's position when validating distributed authority
/// </summary>
/// <returns></returns>
private GameObject FetchLocalPlayerPrefabToSpawn()
{
RandomizeObjectTransformPositions(m_PlayerPrefab);
return m_PlayerPrefab;
}
/// <summary>
/// Randomizes the player position when validating client-server
/// </summary>
/// <param name="connectionApprovalRequest"></param>
/// <param name="connectionApprovalResponse"></param>
private void ConnectionApprovalHandler(NetworkManager.ConnectionApprovalRequest connectionApprovalRequest, NetworkManager.ConnectionApprovalResponse connectionApprovalResponse)
{
connectionApprovalResponse.Approved = true;
connectionApprovalResponse.CreatePlayerObject = true;
RandomizeObjectTransformPositions(m_PlayerPrefab);
connectionApprovalResponse.Position = GetRandomVector3(-15.0f, 15.0f);
}
protected override void OnServerAndClientsCreated()
{
// Create a prefab to spawn with each NetworkManager as the owner
m_SpawnObject = CreateNetworkObjectPrefab("SpawnObj");
var networkTransform = m_SpawnObject.AddComponent<NetworkTransform>();
networkTransform.AuthorityMode = m_AuthorityMode;
var parent = m_SpawnObject;
// Add several nested NetworkTransforms
for (int i = 0; i < k_NestedChildren; i++)
{
var nestedChild = new GameObject();
nestedChild.transform.parent = parent.transform;
var nestedNetworkTransform = nestedChild.AddComponent<NetworkTransform>();
nestedNetworkTransform.AuthorityMode = m_AuthorityMode;
nestedNetworkTransform.InLocalSpace = true;
parent = nestedChild;
}
if (m_DistributedAuthority)
{
if (!UseCMBService())
{
m_ServerNetworkManager.OnFetchLocalPlayerPrefabToSpawn = FetchLocalPlayerPrefabToSpawn;
}
foreach (var client in m_ClientNetworkManagers)
{
client.OnFetchLocalPlayerPrefabToSpawn = FetchLocalPlayerPrefabToSpawn;
}
}
else
{
m_ServerNetworkManager.NetworkConfig.ConnectionApproval = true;
m_ServerNetworkManager.ConnectionApprovalCallback += ConnectionApprovalHandler;
foreach (var client in m_ClientNetworkManagers)
{
client.NetworkConfig.ConnectionApproval = true;
}
}
base.OnServerAndClientsCreated();
}
/// <summary>
/// Validates the transform positions of two NetworkObject instances
/// </summary>
/// <param name="current">the local instance (source of truth)</param>
/// <param name="testing">the remote instance</param>
/// <returns></returns>
private bool ValidateTransforms(NetworkObject current, NetworkObject testing)
{
if (current.ChildNetworkBehaviours.Count == 0 || testing.ChildNetworkBehaviours.Count == 0)
{
return false;
}
for (int i = 0; i < current.NetworkTransforms.Count - 1; i++)
{
var transformA = current.NetworkTransforms[i].transform;
var transformB = testing.NetworkTransforms[i].transform;
if (!Approximately(transformA.position, transformB.position))
{
m_ErrorLog.AppendLine($"TransformA Position {transformA.position} != TransformB Position {transformB.position}");
return false;
}
if (!Approximately(transformA.localPosition, transformB.localPosition))
{
m_ErrorLog.AppendLine($"TransformA Local Position {transformA.position} != TransformB Local Position {transformB.position}");
return false;
}
if (transformA.parent != null)
{
if (current.NetworkTransforms[i].InLocalSpace != testing.NetworkTransforms[i].InLocalSpace)
{
m_ErrorLog.AppendLine($"NetworkTransform-{current.OwnerClientId}-{current.NetworkTransforms[i].NetworkBehaviourId} InLocalSpace ({current.NetworkTransforms[i].InLocalSpace}) is different from the remote instance version on Client-{testing.NetworkManager.LocalClientId}!");
return false;
}
}
}
return true;
}
/// <summary>
/// Validates all player instances spawned with the correct positions including all nested NetworkTransforms
/// When running in server authority mode we are validating this fix did not impact that.
/// </summary>
private bool AllClientInstancesSynchronized()
{
m_ErrorLog.Clear();
foreach (var current in m_NetworkManagers)
{
var currentPlayer = current.LocalClient.PlayerObject;
var currentNetworkObjectId = currentPlayer.NetworkObjectId;
foreach (var testing in m_NetworkManagers)
{
if (currentPlayer == testing.LocalClient.PlayerObject)
{
continue;
}
if (!testing.SpawnManager.SpawnedObjects.ContainsKey(currentNetworkObjectId))
{
m_ErrorLog.AppendLine($"Failed to find Client-{currentPlayer.OwnerClientId}'s player instance on Client-{testing.LocalClientId}!");
return false;
}
var remoteInstance = testing.SpawnManager.SpawnedObjects[currentNetworkObjectId];
if (!ValidateTransforms(currentPlayer, remoteInstance))
{
m_ErrorLog.AppendLine($"Failed to validate Client-{currentPlayer.OwnerClientId} against its remote instance on Client-{testing.LocalClientId}!");
return false;
}
}
}
return true;
}
/// <summary>
/// Validates that dynamically spawning works the same.
/// When running in server authority mode we are validating this fix did not impact that.
/// </summary>
/// <returns></returns>
private bool AllSpawnedObjectsSynchronized()
{
m_ErrorLog.Clear();
foreach (var current in m_SpawnedObjects)
{
var currentNetworkObject = current.GetComponent<NetworkObject>();
var currentNetworkObjectId = currentNetworkObject.NetworkObjectId;
foreach (var testing in m_NetworkManagers)
{
if (currentNetworkObject.OwnerClientId == testing.LocalClientId)
{
continue;
}
if (!testing.SpawnManager.SpawnedObjects.ContainsKey(currentNetworkObjectId))
{
m_ErrorLog.AppendLine($"Failed to find Client-{currentNetworkObject.OwnerClientId}'s player instance on Client-{testing.LocalClientId}!");
return false;
}
var remoteInstance = testing.SpawnManager.SpawnedObjects[currentNetworkObjectId];
if (!ValidateTransforms(currentNetworkObject, remoteInstance))
{
m_ErrorLog.AppendLine($"Failed to validate Client-{currentNetworkObject.OwnerClientId} against its remote instance on Client-{testing.LocalClientId}!");
return false;
}
}
}
return true;
}
/// <summary>
/// Validates that spawning player and dynamically spawned prefab instances with nested NetworkTransforms
/// synchronizes properly in both client-server and distributed authority when using owner authoritative mode.
/// </summary>
[UnityTest]
public IEnumerator NestedNetworkTransformSpawnPositionTest()
{
if (!m_DistributedAuthority || (m_DistributedAuthority && !UseCMBService()))
{
m_NetworkManagers.Add(m_ServerNetworkManager);
}
m_NetworkManagers.AddRange(m_ClientNetworkManagers);
yield return WaitForConditionOrTimeOut(AllClientInstancesSynchronized);
AssertOnTimeout($"Failed to synchronize all client instances!\n{m_ErrorLog}");
foreach (var networkManager in m_NetworkManagers)
{
// Randomize the position
RandomizeObjectTransformPositions(m_SpawnObject);
// Create an instance owned by the specified networkmanager
m_SpawnedObjects.Add(SpawnObject(m_SpawnObject, networkManager));
}
// Randomize the position once more just to assure we are instantiating remote instances
// with a completely different position
RandomizeObjectTransformPositions(m_SpawnObject);
yield return WaitForConditionOrTimeOut(AllSpawnedObjectsSynchronized);
AssertOnTimeout($"Failed to synchronize all spawned NetworkObject instances!\n{m_ErrorLog}");
m_SpawnedObjects.Clear();
m_NetworkManagers.Clear();
}
protected override IEnumerator OnTearDown()
{
// In case there was a failure, go ahead and clear these lists out for any pending TextFixture passes
m_SpawnedObjects.Clear();
m_NetworkManagers.Clear();
return base.OnTearDown();
}
}
}
#endif

View File

@@ -1,5 +1,7 @@
#if COM_UNITY_MODULES_PHYSICS
using System.Collections;
using System.Collections.Generic;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.Components;
using Unity.Netcode.TestHelpers.Runtime;
@@ -108,5 +110,386 @@ namespace Unity.Netcode.RuntimeTests
Assert.IsTrue(clientPlayerInstance == null, $"[Client-Side] Player {nameof(NetworkObject)} is not null!");
}
}
internal class ContactEventTransformHelperWithInfo : ContactEventTransformHelper, IContactEventHandlerWithInfo
{
public ContactEventHandlerInfo GetContactEventHandlerInfo()
{
var contactEventHandlerInfo = new ContactEventHandlerInfo()
{
HasContactEventPriority = IsOwner,
ProvideNonRigidBodyContactEvents = m_EnableNonRigidbodyContacts.Value,
};
return contactEventHandlerInfo;
}
protected override void OnRegisterForContactEvents(bool isRegistering)
{
RigidbodyContactEventManager.Instance.RegisterHandler(this, isRegistering);
}
}
internal class ContactEventTransformHelper : NetworkTransform, IContactEventHandler
{
public static Vector3 SessionOwnerSpawnPoint;
public static Vector3 ClientSpawnPoint;
public static bool VerboseDebug;
public enum HelperStates
{
None,
MoveForward,
}
private HelperStates m_HelperState;
public void SetHelperState(HelperStates state)
{
m_HelperState = state;
if (!m_NetworkRigidbody.IsKinematic())
{
m_NetworkRigidbody.Rigidbody.angularVelocity = Vector3.zero;
m_NetworkRigidbody.Rigidbody.linearVelocity = Vector3.zero;
}
m_NetworkRigidbody.Rigidbody.isKinematic = m_HelperState == HelperStates.None;
if (!m_NetworkRigidbody.IsKinematic())
{
m_NetworkRigidbody.Rigidbody.angularVelocity = Vector3.zero;
m_NetworkRigidbody.Rigidbody.linearVelocity = Vector3.zero;
}
}
protected struct ContactEventInfo
{
public ulong EventId;
public Vector3 AveragedCollisionNormal;
public Rigidbody CollidingBody;
public Vector3 ContactPoint;
}
protected List<ContactEventInfo> m_ContactEvents = new List<ContactEventInfo>();
protected NetworkVariable<bool> m_EnableNonRigidbodyContacts = new NetworkVariable<bool>(false, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
protected NetworkRigidbody m_NetworkRigidbody;
public ContactEventTransformHelper Target;
public bool HasContactEvents()
{
return m_ContactEvents.Count > 0;
}
public Rigidbody GetRigidbody()
{
return m_NetworkRigidbody.Rigidbody;
}
public bool HadContactWith(ContactEventTransformHelper otherObject)
{
if (otherObject == null)
{
return false;
}
foreach (var contactEvent in m_ContactEvents)
{
if (contactEvent.CollidingBody == otherObject.m_NetworkRigidbody.Rigidbody)
{
return true;
}
}
return false;
}
protected virtual void CheckToStopMoving()
{
SetHelperState(HadContactWith(Target) ? HelperStates.None : HelperStates.MoveForward);
}
public void ContactEvent(ulong eventId, Vector3 averagedCollisionNormal, Rigidbody collidingBody, Vector3 contactPoint, bool hasCollisionStay = false, Vector3 averagedCollisionStayNormal = default)
{
if (Target == null)
{
return;
}
if (collidingBody != null)
{
Log($">>>>>>> contact event with {collidingBody.name}!");
}
else
{
Log($">>>>>>> contact event with non-rigidbody!");
}
m_ContactEvents.Add(new ContactEventInfo()
{
EventId = eventId,
AveragedCollisionNormal = averagedCollisionNormal,
CollidingBody = collidingBody,
ContactPoint = contactPoint,
});
CheckToStopMoving();
}
private void SetInitialPositionClientServer()
{
if (IsServer)
{
if (!NetworkManager.DistributedAuthorityMode && !IsLocalPlayer)
{
transform.position = ClientSpawnPoint;
m_NetworkRigidbody.Rigidbody.position = ClientSpawnPoint;
}
else
{
transform.position = SessionOwnerSpawnPoint;
m_NetworkRigidbody.Rigidbody.position = SessionOwnerSpawnPoint;
}
}
else
{
transform.position = ClientSpawnPoint;
m_NetworkRigidbody.Rigidbody.position = ClientSpawnPoint;
}
}
private void SetInitialPositionDistributedAuthority()
{
if (HasAuthority)
{
if (IsSessionOwner)
{
transform.position = SessionOwnerSpawnPoint;
m_NetworkRigidbody.Rigidbody.position = SessionOwnerSpawnPoint;
}
else
{
transform.position = ClientSpawnPoint;
m_NetworkRigidbody.Rigidbody.position = ClientSpawnPoint;
}
}
}
public override void OnNetworkSpawn()
{
m_NetworkRigidbody = GetComponent<NetworkRigidbody>();
m_NetworkRigidbody.Rigidbody.maxLinearVelocity = 15;
m_NetworkRigidbody.Rigidbody.maxAngularVelocity = 10;
if (NetworkManager.DistributedAuthorityMode)
{
SetInitialPositionDistributedAuthority();
}
else
{
SetInitialPositionClientServer();
}
if (IsLocalPlayer)
{
RegisterForContactEvents(true);
}
else
{
m_NetworkRigidbody.Rigidbody.detectCollisions = false;
}
base.OnNetworkSpawn();
}
protected virtual void OnRegisterForContactEvents(bool isRegistering)
{
RigidbodyContactEventManager.Instance.RegisterHandler(this, isRegistering);
}
public void RegisterForContactEvents(bool isRegistering)
{
OnRegisterForContactEvents(isRegistering);
}
private void FixedUpdate()
{
if (!IsSpawned || !IsOwner || m_HelperState != HelperStates.MoveForward)
{
return;
}
var distance = Vector3.Distance(Target.transform.position, transform.position);
var moveAmount = Mathf.Max(1.2f, distance);
// Head towards our target
var dir = (Target.transform.position - transform.position).normalized;
var deltaMove = dir * moveAmount * Time.fixedDeltaTime;
m_NetworkRigidbody.Rigidbody.MovePosition(m_NetworkRigidbody.Rigidbody.position + deltaMove);
Log($" Loc: {transform.position} | Dest: {Target.transform.position} | Dist: {distance} | MoveDelta: {deltaMove}");
}
protected void Log(string msg)
{
if (VerboseDebug)
{
Debug.Log($"Client-{OwnerClientId} {msg}");
}
}
}
[TestFixture(HostOrServer.Host, ContactEventTypes.Default)]
[TestFixture(HostOrServer.DAHost, ContactEventTypes.Default)]
[TestFixture(HostOrServer.Host, ContactEventTypes.WithInfo)]
[TestFixture(HostOrServer.DAHost, ContactEventTypes.WithInfo)]
internal class RigidbodyContactEventManagerTests : IntegrationTestWithApproximation
{
protected override int NumberOfClients => 1;
private GameObject m_RigidbodyContactEventManager;
public enum ContactEventTypes
{
Default,
WithInfo
}
private ContactEventTypes m_ContactEventType;
private StringBuilder m_ErrorLogger = new StringBuilder();
public RigidbodyContactEventManagerTests(HostOrServer hostOrServer, ContactEventTypes contactEventType) : base(hostOrServer)
{
m_ContactEventType = contactEventType;
}
protected override void OnCreatePlayerPrefab()
{
ContactEventTransformHelper.SessionOwnerSpawnPoint = GetRandomVector3(-4, -3);
ContactEventTransformHelper.ClientSpawnPoint = GetRandomVector3(3, 4);
if (m_ContactEventType == ContactEventTypes.Default)
{
var helper = m_PlayerPrefab.AddComponent<ContactEventTransformHelper>();
helper.AuthorityMode = NetworkTransform.AuthorityModes.Owner;
}
else
{
var helperWithInfo = m_PlayerPrefab.AddComponent<ContactEventTransformHelperWithInfo>();
helperWithInfo.AuthorityMode = NetworkTransform.AuthorityModes.Owner;
}
var rigidbody = m_PlayerPrefab.AddComponent<Rigidbody>();
rigidbody.useGravity = false;
rigidbody.isKinematic = true;
rigidbody.mass = 5.0f;
rigidbody.collisionDetectionMode = CollisionDetectionMode.Continuous;
var sphereCollider = m_PlayerPrefab.AddComponent<SphereCollider>();
sphereCollider.radius = 0.5f;
sphereCollider.providesContacts = true;
var networkRigidbody = m_PlayerPrefab.AddComponent<NetworkRigidbody>();
networkRigidbody.UseRigidBodyForMotion = true;
networkRigidbody.AutoUpdateKinematicState = false;
m_RigidbodyContactEventManager = new GameObject();
m_RigidbodyContactEventManager.AddComponent<RigidbodyContactEventManager>();
}
private bool PlayersSpawnedInRightLocation()
{
var position = m_ServerNetworkManager.LocalClient.PlayerObject.transform.position;
if (!Approximately(ContactEventTransformHelper.SessionOwnerSpawnPoint, position))
{
m_ErrorLogger.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} player position {position} does not match the assigned player position {ContactEventTransformHelper.SessionOwnerSpawnPoint}!");
return false;
}
position = m_ClientNetworkManagers[0].LocalClient.PlayerObject.transform.position;
if (!Approximately(ContactEventTransformHelper.ClientSpawnPoint, position))
{
m_ErrorLogger.AppendLine($"Client-{m_ClientNetworkManagers[0].LocalClientId} player position {position} does not match the assigned player position {ContactEventTransformHelper.ClientSpawnPoint}!");
return false;
}
var playerObject = (NetworkObject)null;
if (!m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(m_ClientNetworkManagers[0].LocalClient.PlayerObject.NetworkObjectId))
{
m_ErrorLogger.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} cannot find a local spawned instance of Client-{m_ClientNetworkManagers[0].LocalClientId}'s player object!");
return false;
}
playerObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_ClientNetworkManagers[0].LocalClient.PlayerObject.NetworkObjectId];
position = playerObject.transform.position;
if (!Approximately(ContactEventTransformHelper.ClientSpawnPoint, position))
{
m_ErrorLogger.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} player position {position} for Client-{playerObject.OwnerClientId} does not match the assigned player position {ContactEventTransformHelper.ClientSpawnPoint}!");
return false;
}
if (!m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects.ContainsKey(m_ServerNetworkManager.LocalClient.PlayerObject.NetworkObjectId))
{
m_ErrorLogger.AppendLine($"Client-{m_ClientNetworkManagers[0].LocalClientId} cannot find a local spawned instance of Client-{m_ServerNetworkManager.LocalClientId}'s player object!");
return false;
}
playerObject = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[m_ServerNetworkManager.LocalClient.PlayerObject.NetworkObjectId];
position = playerObject.transform.position;
if (!Approximately(ContactEventTransformHelper.SessionOwnerSpawnPoint, playerObject.transform.position))
{
m_ErrorLogger.AppendLine($"Client-{m_ClientNetworkManagers[0].LocalClientId} player position {position} for Client-{playerObject.OwnerClientId} does not match the assigned player position {ContactEventTransformHelper.SessionOwnerSpawnPoint}!");
return false;
}
return true;
}
[UnityTest]
public IEnumerator TestContactEvents()
{
ContactEventTransformHelper.VerboseDebug = m_EnableVerboseDebug;
m_PlayerPrefab.SetActive(false);
m_ErrorLogger.Clear();
// Validate all instances are spawned in the right location
yield return WaitForConditionOrTimeOut(PlayersSpawnedInRightLocation);
AssertOnTimeout($"Timed out waiting for all player instances to spawn in the corect location:\n {m_ErrorLogger}");
m_ErrorLogger.Clear();
var sessionOwnerPlayer = m_ContactEventType == ContactEventTypes.Default ? m_ServerNetworkManager.LocalClient.PlayerObject.GetComponent<ContactEventTransformHelper>() :
m_ServerNetworkManager.LocalClient.PlayerObject.GetComponent<ContactEventTransformHelperWithInfo>();
var clientPlayer = m_ContactEventType == ContactEventTypes.Default ? m_ClientNetworkManagers[0].LocalClient.PlayerObject.GetComponent<ContactEventTransformHelper>() :
m_ClientNetworkManagers[0].LocalClient.PlayerObject.GetComponent<ContactEventTransformHelperWithInfo>();
// Get both players to point towards each other
sessionOwnerPlayer.Target = clientPlayer;
clientPlayer.Target = sessionOwnerPlayer;
sessionOwnerPlayer.SetHelperState(ContactEventTransformHelper.HelperStates.MoveForward);
clientPlayer.SetHelperState(ContactEventTransformHelper.HelperStates.MoveForward);
yield return WaitForConditionOrTimeOut(() => sessionOwnerPlayer.HadContactWith(clientPlayer) || clientPlayer.HadContactWith(sessionOwnerPlayer));
AssertOnTimeout("Timed out waiting for a player to collide with another player!");
clientPlayer.RegisterForContactEvents(false);
sessionOwnerPlayer.RegisterForContactEvents(false);
var otherPlayer = m_ContactEventType == ContactEventTypes.Default ? m_ServerNetworkManager.SpawnManager.SpawnedObjects[clientPlayer.NetworkObjectId].GetComponent<ContactEventTransformHelper>() :
m_ServerNetworkManager.SpawnManager.SpawnedObjects[clientPlayer.NetworkObjectId].GetComponent<ContactEventTransformHelperWithInfo>();
otherPlayer.RegisterForContactEvents(false);
otherPlayer = m_ContactEventType == ContactEventTypes.Default ? m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[sessionOwnerPlayer.NetworkObjectId].GetComponent<ContactEventTransformHelper>() :
m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[sessionOwnerPlayer.NetworkObjectId].GetComponent<ContactEventTransformHelperWithInfo>();
otherPlayer.RegisterForContactEvents(false);
Object.Destroy(m_RigidbodyContactEventManager);
m_RigidbodyContactEventManager = null;
}
protected override IEnumerator OnTearDown()
{
// In case of a test failure
if (m_RigidbodyContactEventManager)
{
Object.Destroy(m_RigidbodyContactEventManager);
m_RigidbodyContactEventManager = null;
}
return base.OnTearDown();
}
}
}
#endif // COM_UNITY_MODULES_PHYSICS

View File

@@ -11,7 +11,7 @@ namespace Unity.Netcode.RuntimeTests
[TestFixture(HostOrServer.Server)]
internal class PlayerObjectTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
protected override int NumberOfClients => 2;
protected GameObject m_NewPlayerToSpawn;
@@ -52,4 +52,136 @@ namespace Unity.Netcode.RuntimeTests
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for client-side player object to change!");
}
}
/// <summary>
/// Validate that when auto-player spawning but SpawnWithObservers is disabled,
/// the player instantiated is only spawned on the authority side.
/// </summary>
[TestFixture(HostOrServer.DAHost)]
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
internal class PlayerSpawnNoObserversTest : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
public PlayerSpawnNoObserversTest(HostOrServer hostOrServer) : base(hostOrServer) { }
protected override bool ShouldCheckForSpawnedPlayers()
{
return false;
}
protected override void OnCreatePlayerPrefab()
{
var playerNetworkObject = m_PlayerPrefab.GetComponent<NetworkObject>();
playerNetworkObject.SpawnWithObservers = false;
base.OnCreatePlayerPrefab();
}
[UnityTest]
public IEnumerator SpawnWithNoObservers()
{
yield return s_DefaultWaitForTick;
if (!m_DistributedAuthority)
{
// Make sure clients did not spawn their player object on any of the clients including the owner.
foreach (var client in m_ClientNetworkManagers)
{
foreach (var playerObject in m_ServerNetworkManager.SpawnManager.PlayerObjects)
{
Assert.IsFalse(client.SpawnManager.SpawnedObjects.ContainsKey(playerObject.NetworkObjectId), $"Client-{client.LocalClientId} spawned player object for Client-{playerObject.NetworkObjectId}!");
}
}
}
else
{
// For distributed authority, we want to make sure the player object is only spawned on the authority side and all non-authority instances did not spawn it.
var playerObjectId = m_ServerNetworkManager.LocalClient.PlayerObject.NetworkObjectId;
foreach (var client in m_ClientNetworkManagers)
{
Assert.IsFalse(client.SpawnManager.SpawnedObjects.ContainsKey(playerObjectId), $"Client-{client.LocalClientId} spawned player object for Client-{m_ServerNetworkManager.LocalClientId}!");
}
foreach (var clientPlayer in m_ClientNetworkManagers)
{
playerObjectId = clientPlayer.LocalClient.PlayerObject.NetworkObjectId;
Assert.IsFalse(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(playerObjectId), $"Client-{m_ServerNetworkManager.LocalClientId} spawned player object for Client-{clientPlayer.LocalClientId}!");
foreach (var client in m_ClientNetworkManagers)
{
if (clientPlayer == client)
{
continue;
}
Assert.IsFalse(client.SpawnManager.SpawnedObjects.ContainsKey(playerObjectId), $"Client-{client.LocalClientId} spawned player object for Client-{clientPlayer.LocalClientId}!");
}
}
}
}
}
/// <summary>
/// This test validates the player position and rotation is correct
/// relative to the prefab's initial settings if no changes are applied.
/// </summary>
[TestFixture(HostOrServer.DAHost)]
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
internal class PlayerSpawnPositionTests : IntegrationTestWithApproximation
{
protected override int NumberOfClients => 2;
public PlayerSpawnPositionTests(HostOrServer hostOrServer) : base(hostOrServer) { }
private Vector3 m_PlayerPosition;
private Quaternion m_PlayerRotation;
protected override void OnCreatePlayerPrefab()
{
var playerNetworkObject = m_PlayerPrefab.GetComponent<NetworkObject>();
m_PlayerPosition = GetRandomVector3(-10.0f, 10.0f);
m_PlayerRotation = Quaternion.Euler(GetRandomVector3(-180.0f, 180.0f));
playerNetworkObject.transform.position = m_PlayerPosition;
playerNetworkObject.transform.rotation = m_PlayerRotation;
base.OnCreatePlayerPrefab();
}
private void PlayerTransformMatches(NetworkObject player)
{
var position = player.transform.position;
var rotation = player.transform.rotation;
Assert.True(Approximately(m_PlayerPosition, position), $"Client-{player.OwnerClientId} position {position} does not match the prefab position {m_PlayerPosition}!");
Assert.True(Approximately(m_PlayerRotation, rotation), $"Client-{player.OwnerClientId} rotation {rotation.eulerAngles} does not match the prefab rotation {m_PlayerRotation.eulerAngles}!");
}
[UnityTest]
public IEnumerator PlayerSpawnPosition()
{
if (m_ServerNetworkManager.IsHost)
{
PlayerTransformMatches(m_ServerNetworkManager.LocalClient.PlayerObject);
foreach (var client in m_ClientNetworkManagers)
{
yield return WaitForConditionOrTimeOut(() => client.SpawnManager.SpawnedObjects.ContainsKey(m_ServerNetworkManager.LocalClient.PlayerObject.NetworkObjectId));
AssertOnTimeout($"Client-{client.LocalClientId} does not contain a player prefab instance for client-{m_ServerNetworkManager.LocalClientId}!");
PlayerTransformMatches(client.SpawnManager.SpawnedObjects[m_ServerNetworkManager.LocalClient.PlayerObject.NetworkObjectId]);
}
}
foreach (var client in m_ClientNetworkManagers)
{
yield return WaitForConditionOrTimeOut(() => m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(client.LocalClient.PlayerObject.NetworkObjectId));
AssertOnTimeout($"Client-{m_ServerNetworkManager.LocalClientId} does not contain a player prefab instance for client-{client.LocalClientId}!");
PlayerTransformMatches(m_ServerNetworkManager.SpawnManager.SpawnedObjects[client.LocalClient.PlayerObject.NetworkObjectId]);
foreach (var subClient in m_ClientNetworkManagers)
{
yield return WaitForConditionOrTimeOut(() => subClient.SpawnManager.SpawnedObjects.ContainsKey(client.LocalClient.PlayerObject.NetworkObjectId));
AssertOnTimeout($"Client-{subClient.LocalClientId} does not contain a player prefab instance for client-{client.LocalClientId}!");
PlayerTransformMatches(subClient.SpawnManager.SpawnedObjects[client.LocalClient.PlayerObject.NetworkObjectId]);
}
}
}
}
}

View File

@@ -2,23 +2,23 @@
"name": "com.unity.netcode.gameobjects",
"displayName": "Netcode for GameObjects",
"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
"version": "2.0.0",
"version": "2.1.1",
"unity": "6000.0",
"dependencies": {
"com.unity.nuget.mono-cecil": "1.11.4",
"com.unity.transport": "2.3.0"
},
"_upm": {
"changelog": "### Added\n\n- Added tooltips for all of the `NetworkObject` component's properties. (#3052)\n- Added message size validation to named and unnamed message sending functions for better error messages. (#3049)\n- Added \"Check for NetworkObject Component\" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031)\n- Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013)\n- Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013)\n- Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013)\n- Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013)\n- Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013)\n\n### Fixed\n\n- Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057)\n- Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052)\n- Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051)\n- Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045)\n- Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042)\n- Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030)\n- Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026)\n- Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013)\n- Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013)\n\n### Changed\n\n- Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052)\n- Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052)\n- Changed when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052)\n- Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013)\n- Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013)\n- Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)"
"changelog": "### Added\n\n- Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097)\n- Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094)\n - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094)\n - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094)\n- Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088)\n- Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088)\n\n### Fixed\n\n- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)\n- Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)\n- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)\n- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)\n- Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081)\n- Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081)\n- Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owners previous value, causing the last added value to be detected as a change during additions or removals. (#3081)\n- Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081)\n- Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)\n- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077)\n- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)\n\n### Changed\n\n- Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097)\n- Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)"
},
"upmCi": {
"footprint": "f1ef7566b7a89b1ee9c34cc13400735ae63964d4"
"footprint": "8331c76150e539e36659d8b7be3ba0fb6d21027a"
},
"documentationUrl": "https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@2.0/manual/index.html",
"documentationUrl": "https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@2.1/manual/index.html",
"repository": {
"url": "https://github.com/Unity-Technologies/com.unity.netcode.gameobjects.git",
"type": "git",
"revision": "8a7ae9f91a53bdcabe5e7df783dd1884c07bcd6f"
"revision": "264b30d176dd71fcedd022a8d6f4d59a2e3922bc"
},
"samples": [
{