com.unity.netcode.gameobjects@2.0.0-exp.2

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).

## [2.0.0-exp.2] - 2024-04-02

### Added
- Added updates to all internal messages to account for a distributed authority network session connection.  (#2863)
- Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion.  (#2863)
  - For a customized `NetworkRigidbodyBase` class:
    - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes.
    - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned.
    - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to:
      - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`.
      - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use.
  - Provides additional public methods:
    - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting).
    - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping.
    - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep.
    - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic.
    - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state.
    - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized.
  - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863)
- Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863)
  - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority.
- Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863)
  - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation.
- Added distributed authority mode support to `NetworkAnimator`. (#2863)
- Added session mode selection to `NetworkManager` inspector view. (#2863)
- Added distributed authority permissions feature. (#2863)
- Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863)
- Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
- Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
- Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863)
- Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863)
- Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863)
- Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863)
- Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863)
- Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863)
- Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863)
- Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863)
- Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863)
- Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863)
  - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example).
- Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863)
- Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863)
- Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863)
  - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true.
- Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863)
- Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863)
- Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863)

### Fixed

- Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822)
- Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
- Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)

### Changed
- Changed client side awareness of other clients is now the same as a server or host. (#2863)
- Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863)
- Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863)
- Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863)
- Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions).  (#2863)
- Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863)
- Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863)
- Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810)
- Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
This commit is contained in:
Unity Technologies
2024-04-02 00:00:00 +00:00
parent f8ebf679ec
commit 143a6cbd34
140 changed files with 18009 additions and 2672 deletions

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using System;
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class DeferredDespawningTests : IntegrationTestWithApproximation
{
private const int k_DaisyChainedCount = 5;
protected override int NumberOfClients => 2;
private List<GameObject> m_DaisyChainedDespawnObjects = new List<GameObject>();
private List<ulong> m_HasReachedEnd = new List<ulong>();
public DeferredDespawningTests() : base(HostOrServer.DAHost)
{
}
protected override void OnServerAndClientsCreated()
{
var daisyChainPrevious = (DeferredDespawnDaisyChained)null;
for (int i = 0; i < k_DaisyChainedCount; i++)
{
var daisyChainNode = CreateNetworkObjectPrefab($"Daisy-{i}");
var daisyChainBehaviour = daisyChainNode.AddComponent<DeferredDespawnDaisyChained>();
daisyChainBehaviour.IsRoot = i == 0;
if (daisyChainPrevious != null)
{
daisyChainPrevious.PrefabToSpawnWhenDespawned = daisyChainBehaviour.gameObject;
}
m_DaisyChainedDespawnObjects.Add(daisyChainNode);
daisyChainPrevious = daisyChainBehaviour;
}
base.OnServerAndClientsCreated();
}
[UnityTest]
public IEnumerator DeferredDespawning()
{
DeferredDespawnDaisyChained.EnableVerbose = m_EnableVerboseDebug;
var rootInstance = SpawnObject(m_DaisyChainedDespawnObjects[0], m_ServerNetworkManager);
DeferredDespawnDaisyChained.ReachedLastChainInstance = ReachedLastChainObject;
var timeoutHelper = new TimeoutHelper(300);
yield return WaitForConditionOrTimeOut(HaveAllClientsReachedEndOfChain, timeoutHelper);
AssertOnTimeout($"Timed out waiting for all children to reach the end of their chained deferred despawns!", timeoutHelper);
}
private bool HaveAllClientsReachedEndOfChain()
{
if (!m_HasReachedEnd.Contains(m_ServerNetworkManager.LocalClientId))
{
return false;
}
foreach (var client in m_ClientNetworkManagers)
{
if (!m_HasReachedEnd.Contains(client.LocalClientId))
{
return false;
}
}
return true;
}
private void ReachedLastChainObject(ulong clientId)
{
m_HasReachedEnd.Add(clientId);
}
}
/// <summary>
/// This helper behaviour handles the majority of the validation for deferred despawning.
/// Each instance triggers a series of deferred despawns where the owner validates the
/// NetworkVariables are updated and spawns another prefab prior to despawning locally
/// and the non-owners validate receiving the NetworkVariable change notification which
/// contains a reference to a DeferredDespawnDaisyChained component on the newly spawned
/// prefab driven by the authority. This repeats for the number specified in the integration
/// test.
/// </summary>
public class DeferredDespawnDaisyChained : NetworkBehaviour
{
public static bool EnableVerbose;
public static Action<ulong> ReachedLastChainInstance;
private const int k_StartingDeferTick = 4;
public static Dictionary<ulong, Dictionary<ulong, DeferredDespawnDaisyChained>> ClientRelativeInstances = new Dictionary<ulong, Dictionary<ulong, DeferredDespawnDaisyChained>>();
public bool IsRoot;
public GameObject PrefabToSpawnWhenDespawned;
public bool WasContactedByPeviousChainMember { get; private set; }
public int DeferDespawnTick { get; private set; }
private void PingInstance()
{
WasContactedByPeviousChainMember = true;
}
/// <summary>
/// This hits two birds with one NetworkVariable:
/// - Validates that NetworkVariables modified while the authority is in the middle of deferring a despawn are serialized and received by non-authority instances.
/// - Validates that the non-authority instances receive the updates within the deferred tick period of time and can use them to handle other visual synchronization
/// realted tasks (or the like).
/// </summary>
private NetworkVariable<NetworkBehaviourReference> m_ValidateDirtyNetworkVarUpdate = new NetworkVariable<NetworkBehaviourReference>();
private DeferredDespawnDaisyChained m_NextNodeSpawned = null;
private void FailTest(string msg)
{
Assert.Fail($"[{nameof(DeferredDespawnDaisyChained)}][Client-{NetworkManager.LocalClientId}] {msg}");
}
public override void OnNetworkSpawn()
{
var localId = NetworkManager.LocalClientId;
if (!ClientRelativeInstances.ContainsKey(localId))
{
ClientRelativeInstances.Add(localId, new Dictionary<ulong, DeferredDespawnDaisyChained>());
}
if (ClientRelativeInstances[localId].ContainsKey(NetworkObject.NetworkObjectId))
{
FailTest($"[{nameof(OnNetworkSpawn)}] Client already has a table entry for NetworkObject-{NetworkObject.NetworkObjectId} | {name}!");
}
ClientRelativeInstances[localId].Add(NetworkObject.NetworkObjectId, this);
if (!HasAuthority)
{
m_ValidateDirtyNetworkVarUpdate.OnValueChanged += OnValidateDirtyChanged;
}
if (HasAuthority && IsRoot)
{
DeferDespawnTick = k_StartingDeferTick;
}
base.OnNetworkSpawn();
}
private void OnValidateDirtyChanged(NetworkBehaviourReference previous, NetworkBehaviourReference current)
{
if (!HasAuthority)
{
if (!current.TryGet(out m_NextNodeSpawned, NetworkManager))
{
FailTest($"[{nameof(OnValidateDirtyChanged)}][{nameof(NetworkBehaviourReference)}] Failed to get the {nameof(DeferredDespawnDaisyChained)} behaviour from the {nameof(NetworkBehaviourReference)}!");
}
if (m_NextNodeSpawned.NetworkManager != NetworkManager)
{
FailTest($"[{nameof(NetworkManager)}][{nameof(NetworkBehaviourReference.TryGet)}] The {nameof(NetworkManager)} of {nameof(m_NextNodeSpawned)} does not match the local relative {nameof(NetworkManager)} instance!");
}
}
}
public override void OnNetworkDespawn()
{
if (!HasAuthority && !NetworkManager.ShutdownInProgress)
{
if (PrefabToSpawnWhenDespawned != null)
{
m_NextNodeSpawned.PingInstance();
}
else
{
ReachedLastChainInstance?.Invoke(NetworkManager.LocalClientId);
}
}
base.OnNetworkDespawn();
}
private void InvokeDespawn()
{
if (!HasAuthority)
{
FailTest($"[{nameof(InvokeDespawn)}] Client is not the authority but this was invoked (integration test logic issue)!");
}
NetworkObject.DeferDespawn(DeferDespawnTick);
}
public override void OnDeferringDespawn(int despawnTick)
{
if (!HasAuthority)
{
FailTest($"[{nameof(OnDeferringDespawn)}] Client is not the authority but this was invoked (integration test logic issue)!");
}
if (despawnTick != (DeferDespawnTick + NetworkManager.ServerTime.Tick))
{
FailTest($"[{nameof(OnDeferringDespawn)}] The passed in {despawnTick} parameter ({despawnTick}) does not equal the expected value of ({DeferDespawnTick + NetworkManager.ServerTime.Tick})!");
}
if (PrefabToSpawnWhenDespawned != null)
{
var deferNetworkObject = PrefabToSpawnWhenDespawned.GetComponent<NetworkObject>().InstantiateAndSpawn(NetworkManager);
var deferComponent = deferNetworkObject.GetComponent<DeferredDespawnDaisyChained>();
// Slowly increment the despawn tick count as we process the chain of deferred despawns
deferComponent.DeferDespawnTick = DeferDespawnTick + 1;
// This should get updated on all non-authority instances before they despawn
m_ValidateDirtyNetworkVarUpdate.Value = new NetworkBehaviourReference(deferComponent);
}
else
{
ReachedLastChainInstance?.Invoke(NetworkManager.LocalClientId);
}
base.OnDeferringDespawn(despawnTick);
}
private bool m_DeferredDespawn;
private void Update()
{
if (!IsSpawned || !HasAuthority || m_DeferredDespawn)
{
return;
}
// Wait until all clients have this instance
foreach (var clientId in NetworkManager.ConnectedClientsIds)
{
if (!ClientRelativeInstances.ContainsKey(clientId))
{
// exit early if the client doesn't exist yet
return;
}
if (!ClientRelativeInstances[clientId].ContainsKey(NetworkObjectId))
{
// exit early if the client hasn't spawned a clone of this instance yet
return;
}
if (clientId == NetworkManager.LocalClientId)
{
continue;
}
// This should happen shortly afte the instances spawns (based on the deferred despawn count)
if (!IsRoot && !ClientRelativeInstances[clientId][NetworkObjectId].WasContactedByPeviousChainMember)
{
// exit early if the non-authority instance has not been contacted yet
return;
}
}
// If we made it here, then defer despawn this instance
InvokeDespawn();
m_DeferredDespawn = true;
}
private void Log(string message)
{
if (!EnableVerbose)
{
return;
}
Debug.Log($"[{name}][Client-{NetworkManager.LocalClientId}][{NetworkObjectId}] {message}");
}
}
}