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:
266
Tests/Runtime/DistributedAuthority/DeferredDespawningTests.cs
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266
Tests/Runtime/DistributedAuthority/DeferredDespawningTests.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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public class DeferredDespawningTests : IntegrationTestWithApproximation
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{
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private const int k_DaisyChainedCount = 5;
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protected override int NumberOfClients => 2;
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private List<GameObject> m_DaisyChainedDespawnObjects = new List<GameObject>();
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private List<ulong> m_HasReachedEnd = new List<ulong>();
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public DeferredDespawningTests() : base(HostOrServer.DAHost)
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{
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}
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protected override void OnServerAndClientsCreated()
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{
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var daisyChainPrevious = (DeferredDespawnDaisyChained)null;
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for (int i = 0; i < k_DaisyChainedCount; i++)
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{
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var daisyChainNode = CreateNetworkObjectPrefab($"Daisy-{i}");
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var daisyChainBehaviour = daisyChainNode.AddComponent<DeferredDespawnDaisyChained>();
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daisyChainBehaviour.IsRoot = i == 0;
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if (daisyChainPrevious != null)
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{
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daisyChainPrevious.PrefabToSpawnWhenDespawned = daisyChainBehaviour.gameObject;
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}
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m_DaisyChainedDespawnObjects.Add(daisyChainNode);
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daisyChainPrevious = daisyChainBehaviour;
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}
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base.OnServerAndClientsCreated();
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}
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[UnityTest]
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public IEnumerator DeferredDespawning()
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{
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DeferredDespawnDaisyChained.EnableVerbose = m_EnableVerboseDebug;
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var rootInstance = SpawnObject(m_DaisyChainedDespawnObjects[0], m_ServerNetworkManager);
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DeferredDespawnDaisyChained.ReachedLastChainInstance = ReachedLastChainObject;
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var timeoutHelper = new TimeoutHelper(300);
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yield return WaitForConditionOrTimeOut(HaveAllClientsReachedEndOfChain, timeoutHelper);
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AssertOnTimeout($"Timed out waiting for all children to reach the end of their chained deferred despawns!", timeoutHelper);
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}
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private bool HaveAllClientsReachedEndOfChain()
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{
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if (!m_HasReachedEnd.Contains(m_ServerNetworkManager.LocalClientId))
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{
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return false;
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}
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foreach (var client in m_ClientNetworkManagers)
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{
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if (!m_HasReachedEnd.Contains(client.LocalClientId))
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{
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return false;
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}
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}
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return true;
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}
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private void ReachedLastChainObject(ulong clientId)
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{
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m_HasReachedEnd.Add(clientId);
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}
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}
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/// <summary>
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/// This helper behaviour handles the majority of the validation for deferred despawning.
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/// Each instance triggers a series of deferred despawns where the owner validates the
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/// NetworkVariables are updated and spawns another prefab prior to despawning locally
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/// and the non-owners validate receiving the NetworkVariable change notification which
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/// contains a reference to a DeferredDespawnDaisyChained component on the newly spawned
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/// prefab driven by the authority. This repeats for the number specified in the integration
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/// test.
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/// </summary>
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public class DeferredDespawnDaisyChained : NetworkBehaviour
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{
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public static bool EnableVerbose;
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public static Action<ulong> ReachedLastChainInstance;
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private const int k_StartingDeferTick = 4;
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public static Dictionary<ulong, Dictionary<ulong, DeferredDespawnDaisyChained>> ClientRelativeInstances = new Dictionary<ulong, Dictionary<ulong, DeferredDespawnDaisyChained>>();
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public bool IsRoot;
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public GameObject PrefabToSpawnWhenDespawned;
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public bool WasContactedByPeviousChainMember { get; private set; }
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public int DeferDespawnTick { get; private set; }
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private void PingInstance()
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{
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WasContactedByPeviousChainMember = true;
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}
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/// <summary>
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/// This hits two birds with one NetworkVariable:
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/// - Validates that NetworkVariables modified while the authority is in the middle of deferring a despawn are serialized and received by non-authority instances.
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/// - 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
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/// realted tasks (or the like).
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/// </summary>
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private NetworkVariable<NetworkBehaviourReference> m_ValidateDirtyNetworkVarUpdate = new NetworkVariable<NetworkBehaviourReference>();
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private DeferredDespawnDaisyChained m_NextNodeSpawned = null;
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private void FailTest(string msg)
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{
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Assert.Fail($"[{nameof(DeferredDespawnDaisyChained)}][Client-{NetworkManager.LocalClientId}] {msg}");
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}
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public override void OnNetworkSpawn()
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{
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var localId = NetworkManager.LocalClientId;
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if (!ClientRelativeInstances.ContainsKey(localId))
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{
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ClientRelativeInstances.Add(localId, new Dictionary<ulong, DeferredDespawnDaisyChained>());
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}
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if (ClientRelativeInstances[localId].ContainsKey(NetworkObject.NetworkObjectId))
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{
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FailTest($"[{nameof(OnNetworkSpawn)}] Client already has a table entry for NetworkObject-{NetworkObject.NetworkObjectId} | {name}!");
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}
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ClientRelativeInstances[localId].Add(NetworkObject.NetworkObjectId, this);
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if (!HasAuthority)
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{
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m_ValidateDirtyNetworkVarUpdate.OnValueChanged += OnValidateDirtyChanged;
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}
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if (HasAuthority && IsRoot)
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{
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DeferDespawnTick = k_StartingDeferTick;
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}
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base.OnNetworkSpawn();
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}
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private void OnValidateDirtyChanged(NetworkBehaviourReference previous, NetworkBehaviourReference current)
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{
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if (!HasAuthority)
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{
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if (!current.TryGet(out m_NextNodeSpawned, NetworkManager))
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{
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FailTest($"[{nameof(OnValidateDirtyChanged)}][{nameof(NetworkBehaviourReference)}] Failed to get the {nameof(DeferredDespawnDaisyChained)} behaviour from the {nameof(NetworkBehaviourReference)}!");
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}
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if (m_NextNodeSpawned.NetworkManager != NetworkManager)
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{
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FailTest($"[{nameof(NetworkManager)}][{nameof(NetworkBehaviourReference.TryGet)}] The {nameof(NetworkManager)} of {nameof(m_NextNodeSpawned)} does not match the local relative {nameof(NetworkManager)} instance!");
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}
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}
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}
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public override void OnNetworkDespawn()
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{
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if (!HasAuthority && !NetworkManager.ShutdownInProgress)
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{
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if (PrefabToSpawnWhenDespawned != null)
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{
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m_NextNodeSpawned.PingInstance();
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}
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else
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{
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ReachedLastChainInstance?.Invoke(NetworkManager.LocalClientId);
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}
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}
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base.OnNetworkDespawn();
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}
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private void InvokeDespawn()
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{
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if (!HasAuthority)
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{
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FailTest($"[{nameof(InvokeDespawn)}] Client is not the authority but this was invoked (integration test logic issue)!");
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}
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NetworkObject.DeferDespawn(DeferDespawnTick);
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}
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public override void OnDeferringDespawn(int despawnTick)
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{
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if (!HasAuthority)
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{
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FailTest($"[{nameof(OnDeferringDespawn)}] Client is not the authority but this was invoked (integration test logic issue)!");
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}
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if (despawnTick != (DeferDespawnTick + NetworkManager.ServerTime.Tick))
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{
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FailTest($"[{nameof(OnDeferringDespawn)}] The passed in {despawnTick} parameter ({despawnTick}) does not equal the expected value of ({DeferDespawnTick + NetworkManager.ServerTime.Tick})!");
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}
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if (PrefabToSpawnWhenDespawned != null)
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{
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var deferNetworkObject = PrefabToSpawnWhenDespawned.GetComponent<NetworkObject>().InstantiateAndSpawn(NetworkManager);
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var deferComponent = deferNetworkObject.GetComponent<DeferredDespawnDaisyChained>();
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// Slowly increment the despawn tick count as we process the chain of deferred despawns
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deferComponent.DeferDespawnTick = DeferDespawnTick + 1;
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// This should get updated on all non-authority instances before they despawn
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m_ValidateDirtyNetworkVarUpdate.Value = new NetworkBehaviourReference(deferComponent);
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}
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else
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{
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ReachedLastChainInstance?.Invoke(NetworkManager.LocalClientId);
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}
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base.OnDeferringDespawn(despawnTick);
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}
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private bool m_DeferredDespawn;
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private void Update()
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{
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if (!IsSpawned || !HasAuthority || m_DeferredDespawn)
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{
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return;
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}
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// Wait until all clients have this instance
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foreach (var clientId in NetworkManager.ConnectedClientsIds)
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{
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if (!ClientRelativeInstances.ContainsKey(clientId))
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{
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// exit early if the client doesn't exist yet
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return;
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}
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if (!ClientRelativeInstances[clientId].ContainsKey(NetworkObjectId))
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{
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// exit early if the client hasn't spawned a clone of this instance yet
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return;
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}
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if (clientId == NetworkManager.LocalClientId)
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{
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continue;
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}
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// This should happen shortly afte the instances spawns (based on the deferred despawn count)
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if (!IsRoot && !ClientRelativeInstances[clientId][NetworkObjectId].WasContactedByPeviousChainMember)
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{
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// exit early if the non-authority instance has not been contacted yet
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return;
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}
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}
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// If we made it here, then defer despawn this instance
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InvokeDespawn();
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m_DeferredDespawn = true;
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}
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private void Log(string message)
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{
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if (!EnableVerbose)
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{
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return;
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}
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Debug.Log($"[{name}][Client-{NetworkManager.LocalClientId}][{NetworkObjectId}] {message}");
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}
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}
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}
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Block a user