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:
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Tests/Runtime/DistributedAuthority/DistributeObjectsTests.cs
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Tests/Runtime/DistributedAuthority/DistributeObjectsTests.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 System.Linq;
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using System.Text;
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using NUnit.Framework;
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using Unity.Netcode.Components;
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using Unity.Netcode.TestHelpers.Runtime;
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using Unity.Netcode.Transports.UTP;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Random = UnityEngine.Random;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// Validates that distributable NetworkObjects are distributed upon
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/// a client connecting or disconnecting.
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/// </summary>
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public class DistributeObjectsTests : IntegrationTestWithApproximation
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{
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private GameObject m_DistributeObject;
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private StringBuilder m_ErrorLog = new StringBuilder();
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private const int k_LateJoinClientCount = 4;
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protected override int NumberOfClients => 0;
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public DistributeObjectsTests() : base(HostOrServer.DAHost)
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{
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}
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protected override IEnumerator OnSetup()
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{
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m_ObjectToValidate = null;
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return base.OnSetup();
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}
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protected override void OnServerAndClientsCreated()
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{
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var serverTransport = m_ServerNetworkManager.NetworkConfig.NetworkTransport as UnityTransport;
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// I hate having to add time to our tests, but in case a VM is running slow the disconnect timeout needs to be reasonably high
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serverTransport.DisconnectTimeoutMS = 1000;
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m_DistributeObject = CreateNetworkObjectPrefab("DisObject");
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m_DistributeObject.AddComponent<DistributeObjectsTestHelper>();
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m_DistributeObject.AddComponent<DistributeTestTransform>();
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// Set baseline to be distributable
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var networkObject = m_DistributeObject.GetComponent<NetworkObject>();
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networkObject.SetOwnershipStatus(NetworkObject.OwnershipStatus.Distributable);
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networkObject.DontDestroyWithOwner = true;
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base.OnServerAndClientsCreated();
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}
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protected override IEnumerator OnServerAndClientsConnected()
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{
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m_ServerNetworkManager.SpawnManager.EnableDistributeLogging = m_EnableVerboseDebug;
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m_ServerNetworkManager.ConnectionManager.EnableDistributeLogging = m_EnableVerboseDebug;
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return base.OnServerAndClientsConnected();
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}
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private NetworkObject m_ObjectToValidate;
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private bool ValidateObjectSpawnedOnAllClients()
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{
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m_ErrorLog.Clear();
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var networkObjectId = m_ObjectToValidate.NetworkObjectId;
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var name = m_ObjectToValidate.name;
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if (!UseCMBService() && !m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId))
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{
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m_ErrorLog.Append($"Client-{m_ServerNetworkManager.LocalClientId} has not spawned {name}!");
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return false;
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}
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foreach (var client in m_ClientNetworkManagers)
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{
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if (!client.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId))
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{
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m_ErrorLog.Append($"Client-{client.LocalClientId} has not spawned {name}!");
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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 const int k_ObjectCount = 20;
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private bool ValidateDistributedObjectsSpawned(bool lateJoining)
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{
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m_ErrorLog.Clear();
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var hostId = m_ServerNetworkManager.LocalClientId;
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if (!DistributeObjectsTestHelper.DistributedObjects.ContainsKey(hostId))
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{
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m_ErrorLog.AppendLine($"[Client-{hostId}] Does not have an entry in the root of the {nameof(DistributeObjectsTestHelper.DistributedObjects)} table!");
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return false;
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}
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var daHostObjectTracking = DistributeObjectsTestHelper.DistributedObjects[hostId];
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if (!daHostObjectTracking.ContainsKey(hostId))
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{
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m_ErrorLog.AppendLine($"[Client-{hostId}] Does not have a local an entry in the {nameof(DistributeObjectsTestHelper.DistributedObjects)} table!");
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return false;
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}
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var daHostObjects = daHostObjectTracking[hostId];
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var expected = 0;
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if (lateJoining)
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{
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expected = k_ObjectCount / (m_ClientNetworkManagers.Count() + 1);
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}
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else
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{
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expected = k_ObjectCount / (m_ClientNetworkManagers.Where((c) => c.IsConnectedClient).Count() + 1);
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}
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// It should theoretically be the expected or...
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if (daHostObjects.Count != expected)
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{
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// due to not rounding one more than the expected
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expected++;
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if (daHostObjects.Count != expected)
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{
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m_ErrorLog.AppendLine($"[Client-{hostId}][General] Expected {expected} spawned objects, but only {daHostObjects.Count} exist!");
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return false;
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}
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}
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foreach (var networkObject in daHostObjects)
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{
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m_ObjectToValidate = networkObject.Value;
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if (!ValidateObjectSpawnedOnAllClients())
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{
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m_ErrorLog.AppendLine($"[{m_ObjectToValidate.name}] Was not spawned on all clients!");
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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 bool ValidateOwnershipTablesMatch()
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{
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m_ErrorLog.Clear();
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var hostId = m_ServerNetworkManager.LocalClientId;
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var expectedEntries = m_ClientNetworkManagers.Where((c) => c.IsListening && c.IsConnectedClient).Count() + 1;
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// Make sure all clients have an table created
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if (DistributeObjectsTestHelper.DistributedObjects.Count < expectedEntries)
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{
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m_ErrorLog.AppendLine($"[General] Expected {expectedEntries} entries in the root of the {nameof(DistributeObjectsTestHelper.DistributedObjects)} table but only {DistributeObjectsTestHelper.DistributedObjects.Count} exist!");
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return false;
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}
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if (!DistributeObjectsTestHelper.DistributedObjects.ContainsKey(hostId))
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{
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m_ErrorLog.AppendLine($"[Client-{hostId}] Does not have an entry in the root of the {nameof(DistributeObjectsTestHelper.DistributedObjects)} table!");
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return false;
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}
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var daHostEntries = DistributeObjectsTestHelper.DistributedObjects[hostId];
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if (!daHostEntries.ContainsKey(hostId))
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{
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m_ErrorLog.AppendLine($"[Client-{hostId}] Does not have a local an entry in the {nameof(DistributeObjectsTestHelper.DistributedObjects)} table!");
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return false;
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}
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var clients = m_ServerNetworkManager.ConnectedClientsIds.ToList();
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clients.Remove(0);
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// Cycle through each client's entry on the DAHost to run a comparison
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foreach (var hostClientEntry in daHostEntries)
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{
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foreach (var ownerEntry in hostClientEntry.Value)
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{
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foreach (var client in clients)
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{
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var clientOwnerTable = DistributeObjectsTestHelper.DistributedObjects[client];
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if (!clientOwnerTable.ContainsKey(hostClientEntry.Key))
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{
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m_ErrorLog.AppendLine($"[Client-{client}] No ownership table exists the client relative section of the {nameof(DistributeObjectsTestHelper.DistributedObjects)} table!");
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return false;
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}
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var clientEntry = clientOwnerTable[hostClientEntry.Key];
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if (!clientEntry.ContainsKey(ownerEntry.Key))
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{
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m_ErrorLog.AppendLine($"[Client-{client}] {ownerEntry.Value.name} does not exists in Client-{client}'s sub-section for Owner-{hostClientEntry.Key} relative section of the {nameof(DistributeObjectsTestHelper.DistributedObjects)} table!");
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return false;
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}
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var clientObjectEntry = clientEntry[ownerEntry.Key];
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if (clientObjectEntry.OwnerClientId != ownerEntry.Value.OwnerClientId)
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{
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m_ErrorLog.AppendLine($"[Client-{client}][Owner Mismatch] {clientObjectEntry.OwnerClientId} does equal {ownerEntry.Value.OwnerClientId}!");
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return false;
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}
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// Assure the observers match
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foreach (var observer in ownerEntry.Value.Observers)
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{
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if (!clientObjectEntry.Observers.Contains(observer))
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{
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m_ErrorLog.AppendLine($"[Client-{client}][Observer Mismatch] {nameof(NetworkObject)} {clientObjectEntry.name}'s observers does not contain {observer}, but the authority instance does!");
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return false;
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}
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}
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}
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}
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}
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return true;
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}
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private bool ValidateTransformsMatch()
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{
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m_ErrorLog.Clear();
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var hostId = m_ServerNetworkManager.LocalClientId;
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var daHostEntries = DistributeObjectsTestHelper.DistributedObjects[hostId];
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var clients = m_ServerNetworkManager.ConnectedClientsIds.ToList();
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foreach (var clientOwner in daHostEntries.Keys)
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{
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// Cycle through the owner's objects
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foreach (var entry in DistributeObjectsTestHelper.DistributedObjects[clientOwner][clientOwner].Values)
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{
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var ownerTestTransform = entry.GetComponent<DistributeTestTransform>();
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// Compare against the other client instances of that object
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foreach (var client in clients)
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{
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if (client == clientOwner)
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{
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continue;
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}
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var clientObjectInstance = DistributeObjectsTestHelper.DistributedObjects[client][clientOwner][entry.NetworkObjectId];
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if (!ownerTestTransform.IsPositionClose(clientObjectInstance.transform.position))
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{
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m_ErrorLog.AppendLine($"[Position Mismatch] Client-{client} Instance: {GetVector3Values(clientObjectInstance.transform.position)} != Owner Instance: {GetVector3Values(ownerTestTransform.transform.position)}!");
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return false;
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}
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}
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}
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}
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return true;
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}
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protected override void OnNewClientCreated(NetworkManager networkManager)
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{
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networkManager.NetworkConfig.Prefabs = m_ServerNetworkManager.NetworkConfig.Prefabs;
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base.OnNewClientCreated(networkManager);
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}
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private bool SpawnCountsMatch()
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{
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var passed = true;
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var spawnCount = 0;
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m_ErrorLog.Clear();
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if (!UseCMBService())
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{
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spawnCount = m_ServerNetworkManager.SpawnManager.SpawnedObjects.Count;
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}
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else
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{
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spawnCount = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects.Count;
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}
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foreach (var client in m_ClientNetworkManagers)
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{
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var clientCount = client.SpawnManager.SpawnedObjects.Count;
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if (clientCount != spawnCount)
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{
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m_ErrorLog.AppendLine($"[Client-{client.LocalClientId}] Has a spawn count of {clientCount} but {spawnCount} was expected!");
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passed = false;
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}
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}
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return passed;
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}
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/// <summary>
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/// This is a straight forward validation for the distribution of NetworkObjects
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/// upon a client connecting or disconnecting. It also validates that the observers
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/// on each non-authority instance matches the authority instance's. Finally, it
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/// also includes validation that NetworkTransform updates continue to update and
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/// synchronize properly after ownership for a set number of objects has changed.
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/// </summary>
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[UnityTest]
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public IEnumerator DistributeNetworkObjects()
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{
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for (int i = 0; i < k_ObjectCount; i++)
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{
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SpawnObject(m_DistributeObject, m_ServerNetworkManager);
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}
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// Validate NetworkObjects get redistributed properly when a client joins
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for (int j = 0; j < k_LateJoinClientCount; j++)
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{
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yield return CreateAndStartNewClient();
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yield return WaitForConditionOrTimeOut(() => ValidateDistributedObjectsSpawned(true));
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AssertOnTimeout($"[Client-{j + 1}][Initial Spawn] Not all clients spawned all objects!\n {m_ErrorLog}");
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yield return WaitForConditionOrTimeOut(ValidateOwnershipTablesMatch);
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AssertOnTimeout($"[Client-{j + 1}][OnwershipTable Mismatch] {m_ErrorLog}");
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// When ownership changes, the new owner will randomly pick a new target to move towards and will move towards the target.
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// Validate all other instances of the NetworkObjects that have had newly assigned owners have matching positions to the
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// newly assigned owenr's instance.
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yield return WaitForConditionOrTimeOut(ValidateTransformsMatch);
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AssertOnTimeout($"[Client-{j + 1}][Transform Mismatch] {m_ErrorLog}");
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DisplayOwnership();
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yield return WaitForConditionOrTimeOut(SpawnCountsMatch);
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AssertOnTimeout($"[Spawn Count Mismatch] {m_ErrorLog}");
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}
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// Validate NetworkObjects get redistributed properly when a client disconnects
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for (int j = k_LateJoinClientCount - 1; j >= 0; j--)
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{
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var client = m_ClientNetworkManagers[j];
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// Remove the client from the other clients' ownership tracking table
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DistributeObjectsTestHelper.RemoveClient(client.LocalClientId);
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// Disconnect the client
|
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yield return StopOneClient(client, true);
|
||||
|
||||
//yield return new WaitForSeconds(0.1f);
|
||||
|
||||
// Validate all tables match
|
||||
yield return WaitForConditionOrTimeOut(ValidateOwnershipTablesMatch);
|
||||
|
||||
AssertOnTimeout($"[Client-{j + 1}][OnwershipTable Mismatch] {m_ErrorLog}");
|
||||
|
||||
// When ownership changes, the new owner will randomly pick a new target to move towards and will move towards the target.
|
||||
// Validate all other instances of the NetworkObjects that have had newly assigned owners have matching positions to the
|
||||
// newly assigned owenr's instance.
|
||||
yield return WaitForConditionOrTimeOut(ValidateTransformsMatch);
|
||||
AssertOnTimeout($"[Client-{j + 1}][Transform Mismatch] {m_ErrorLog}");
|
||||
|
||||
// DANGO-TODO: Make this tied to verbose mode once we know the CMB Service integration works properly
|
||||
DisplayOwnership();
|
||||
|
||||
yield return WaitForConditionOrTimeOut(SpawnCountsMatch);
|
||||
AssertOnTimeout($"[Spawn Count Mismatch] {m_ErrorLog}");
|
||||
}
|
||||
}
|
||||
|
||||
private void DisplayOwnership()
|
||||
{
|
||||
m_ErrorLog.Clear();
|
||||
var daHostEntries = DistributeObjectsTestHelper.DistributedObjects[0];
|
||||
|
||||
foreach (var entry in daHostEntries)
|
||||
{
|
||||
m_ErrorLog.AppendLine($"[Client-{entry.Key}][Owned Objects: {entry.Value.Count}]");
|
||||
}
|
||||
|
||||
VerboseDebug($"{m_ErrorLog}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This keeps track of each clients perspective of which NetworkObjects are owned by which client.
|
||||
/// It is used to validate that all clients are in synch with ownership updates.
|
||||
/// </summary>
|
||||
public class DistributeObjectsTestHelper : NetworkBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// [Client Context][Client Owners][NetworkObjectId][NetworkObject]
|
||||
/// </summary>
|
||||
public static Dictionary<ulong, Dictionary<ulong, Dictionary<ulong, NetworkObject>>> DistributedObjects = new Dictionary<ulong, Dictionary<ulong, Dictionary<ulong, NetworkObject>>>();
|
||||
|
||||
public static void RemoveClient(ulong clientId)
|
||||
{
|
||||
foreach (var clients in DistributedObjects.Values)
|
||||
{
|
||||
clients.Remove(clientId);
|
||||
}
|
||||
DistributedObjects.Remove(clientId);
|
||||
}
|
||||
|
||||
internal ulong ClientId;
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
ClientId = NetworkManager.LocalClientId;
|
||||
UpdateOwnerTableAdd();
|
||||
base.OnNetworkSpawn();
|
||||
}
|
||||
|
||||
private void UpdateOwnerTableAdd()
|
||||
{
|
||||
if (!DistributedObjects.ContainsKey(ClientId))
|
||||
{
|
||||
DistributedObjects.Add(ClientId, new Dictionary<ulong, Dictionary<ulong, NetworkObject>>());
|
||||
}
|
||||
if (!DistributedObjects[ClientId].ContainsKey(OwnerClientId))
|
||||
{
|
||||
DistributedObjects[ClientId].Add(OwnerClientId, new Dictionary<ulong, NetworkObject>());
|
||||
}
|
||||
|
||||
if (DistributedObjects[ClientId][OwnerClientId].ContainsKey(NetworkObject.NetworkObjectId))
|
||||
{
|
||||
throw new Exception($"[Client-{ClientId}][{name}] {nameof(NetworkObject)} already exists in Client-{ClientId}'s " +
|
||||
$"DistributedObjects being tracking under Client-{OwnerClientId}'s list of owned {nameof(NetworkObject)}s!");
|
||||
}
|
||||
DistributedObjects[ClientId][OwnerClientId].Add(NetworkObject.NetworkObjectId, NetworkObject);
|
||||
}
|
||||
|
||||
private void UpdateOwnerTableRemove(ulong previous)
|
||||
{
|
||||
// This does not need to exist when first starting, but will (at one point in testing)
|
||||
// become valid.
|
||||
if (DistributedObjects[ClientId].ContainsKey(previous))
|
||||
{
|
||||
if (DistributedObjects[ClientId][previous].ContainsKey(NetworkObject.NetworkObjectId))
|
||||
{
|
||||
DistributedObjects[ClientId][previous].Remove(NetworkObject.NetworkObjectId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnOwnershipChanged(ulong previous, ulong current)
|
||||
{
|
||||
// At start, if NetworkSpawn has not been completed the local client ignores this
|
||||
if (!DistributedObjects.ContainsKey(ClientId))
|
||||
{
|
||||
return;
|
||||
}
|
||||
UpdateOwnerTableRemove(previous);
|
||||
UpdateOwnerTableAdd();
|
||||
base.OnOwnershipChanged(previous, current);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This is used to validate that upon distributed ownership changes NetworkTransform sycnhronization
|
||||
/// still works properly.
|
||||
/// </summary>
|
||||
public class DistributeTestTransform : NetworkTransform
|
||||
{
|
||||
private float m_DeltaVarPosition = 0.15f;
|
||||
private float m_DeltaVarQauternion = 0.015f;
|
||||
protected Vector3 GetRandomVector3(float min, float max, Vector3 baseLine, bool randomlyApplySign = false)
|
||||
{
|
||||
var retValue = new Vector3(baseLine.x * Random.Range(min, max), baseLine.y * Random.Range(min, max), baseLine.z * Random.Range(min, max));
|
||||
if (!randomlyApplySign)
|
||||
{
|
||||
return retValue;
|
||||
}
|
||||
|
||||
retValue.x *= Random.Range(1, 100) >= 50 ? -1 : 1;
|
||||
retValue.y *= Random.Range(1, 100) >= 50 ? -1 : 1;
|
||||
retValue.z *= Random.Range(1, 100) >= 50 ? -1 : 1;
|
||||
return retValue;
|
||||
}
|
||||
|
||||
protected override bool OnIsServerAuthoritative()
|
||||
{
|
||||
var isOwnerAuth = base.OnIsServerAuthoritative();
|
||||
Assert.IsFalse(isOwnerAuth, $"Base {nameof(NetworkTransform)} did not automatically return false in distributed authority mode!");
|
||||
return isOwnerAuth;
|
||||
}
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
base.OnNetworkSpawn();
|
||||
|
||||
if (CanCommitToTransform)
|
||||
{
|
||||
var randomPos = GetRandomVector3(1.0f, 10.0f, Vector3.one, true);
|
||||
SetState(randomPos, null, null, false);
|
||||
m_TargetPosition = randomPos;
|
||||
}
|
||||
}
|
||||
|
||||
private Vector3 m_TargetPosition;
|
||||
private Vector3 m_DirToTarget;
|
||||
private bool m_ReachedTarget;
|
||||
|
||||
protected override void OnOwnershipChanged(ulong previous, ulong current)
|
||||
{
|
||||
base.OnOwnershipChanged(previous, current);
|
||||
m_TargetPosition = transform.position + GetRandomVector3(4.0f, 8.0f, Vector3.one, true);
|
||||
m_DirToTarget = (m_TargetPosition - transform.position).normalized;
|
||||
m_ReachedTarget = false;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
if (CanCommitToTransform)
|
||||
{
|
||||
if (!m_ReachedTarget)
|
||||
{
|
||||
var distance = Vector3.Distance(transform.position, m_TargetPosition);
|
||||
|
||||
var speed = Mathf.Clamp(distance, 0.10f, 2.0f);
|
||||
|
||||
transform.position += m_DirToTarget * speed * Time.deltaTime;
|
||||
|
||||
m_ReachedTarget = IsPositionClose(m_TargetPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsPositionClose(Vector3 position)
|
||||
{
|
||||
return Approximately(transform.position, position);
|
||||
}
|
||||
|
||||
protected bool Approximately(Vector3 a, Vector3 b)
|
||||
{
|
||||
var deltaVariance = m_DeltaVarPosition;
|
||||
return Math.Round(Mathf.Abs(a.x - b.x), 2) <= deltaVariance &&
|
||||
Math.Round(Mathf.Abs(a.y - b.y), 2) <= deltaVariance &&
|
||||
Math.Round(Mathf.Abs(a.z - b.z), 2) <= deltaVariance;
|
||||
}
|
||||
|
||||
protected bool Approximately(Quaternion a, Quaternion b)
|
||||
{
|
||||
var deltaVariance = m_DeltaVarQauternion;
|
||||
return Mathf.Abs(a.x - b.x) <= deltaVariance &&
|
||||
Mathf.Abs(a.y - b.y) <= deltaVariance &&
|
||||
Mathf.Abs(a.z - b.z) <= deltaVariance &&
|
||||
Mathf.Abs(a.w - b.w) <= deltaVariance;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user