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:
406
Tests/Runtime/DistributedAuthority/OwnershipPermissionsTests.cs
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406
Tests/Runtime/DistributedAuthority/OwnershipPermissionsTests.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.Text;
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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 OwnershipPermissionsTests : IntegrationTestWithApproximation
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{
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private GameObject m_PermissionsObject;
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private StringBuilder m_ErrorLog = new StringBuilder();
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protected override int NumberOfClients => 4;
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public OwnershipPermissionsTests() : 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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OwnershipPermissionsTestHelper.CurrentOwnedInstance = 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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m_PermissionsObject = CreateNetworkObjectPrefab("PermObject");
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m_PermissionsObject.AddComponent<OwnershipPermissionsTestHelper>();
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base.OnServerAndClientsCreated();
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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 bool ValidatePermissionsOnAllClients()
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{
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var currentPermissions = (ushort)m_ObjectToValidate.Ownership;
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var otherPermissions = (ushort)0;
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var networkObjectId = m_ObjectToValidate.NetworkObjectId;
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var objectName = m_ObjectToValidate.name;
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m_ErrorLog.Clear();
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if (!UseCMBService())
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{
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otherPermissions = (ushort)m_ServerNetworkManager.SpawnManager.SpawnedObjects[networkObjectId].Ownership;
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if (currentPermissions != otherPermissions)
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{
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m_ErrorLog.Append($"Client-{m_ServerNetworkManager.LocalClientId} permissions for {objectName} is {otherPermissions} when it should be {currentPermissions}!");
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return false;
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}
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}
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foreach (var client in m_ClientNetworkManagers)
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{
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otherPermissions = (ushort)client.SpawnManager.SpawnedObjects[networkObjectId].Ownership;
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if (currentPermissions != otherPermissions)
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{
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m_ErrorLog.Append($"Client-{client.LocalClientId} permissions for {objectName} is {otherPermissions} when it should be {currentPermissions}!");
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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 ValidateAllInstancesAreOwnedByClient(ulong clientId)
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{
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var networkObjectId = m_ObjectToValidate.NetworkObjectId;
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var otherNetworkObject = (NetworkObject)null;
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m_ErrorLog.Clear();
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if (!UseCMBService())
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{
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otherNetworkObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[networkObjectId];
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if (otherNetworkObject.OwnerClientId != clientId)
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{
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m_ErrorLog.Append($"[Client-{m_ServerNetworkManager.LocalClientId}][{otherNetworkObject.name}] Expected owner to be {clientId} but it was {otherNetworkObject.OwnerClientId}!");
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return false;
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}
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}
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foreach (var client in m_ClientNetworkManagers)
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{
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otherNetworkObject = client.SpawnManager.SpawnedObjects[networkObjectId];
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if (otherNetworkObject.OwnerClientId != clientId)
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{
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m_ErrorLog.Append($"[Client-{client.LocalClientId}][{otherNetworkObject.name}] Expected owner to be {clientId} but it was {otherNetworkObject.OwnerClientId}!");
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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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[UnityTest]
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public IEnumerator ValidateOwnershipPermissionsTest()
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{
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var firstInstance = SpawnObject(m_PermissionsObject, m_ClientNetworkManagers[0]).GetComponent<NetworkObject>();
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OwnershipPermissionsTestHelper.CurrentOwnedInstance = firstInstance;
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var firstInstanceHelper = firstInstance.GetComponent<OwnershipPermissionsTestHelper>();
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var networkObjectId = firstInstance.NetworkObjectId;
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m_ObjectToValidate = OwnershipPermissionsTestHelper.CurrentOwnedInstance;
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yield return WaitForConditionOrTimeOut(ValidateObjectSpawnedOnAllClients);
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AssertOnTimeout($"[Failed To Spawn] {firstInstance.name}: \n {m_ErrorLog}");
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// Validate the base non-assigned persmissions value for all instances are the same.
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yield return WaitForConditionOrTimeOut(ValidatePermissionsOnAllClients);
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AssertOnTimeout($"[Permissions Mismatch] {firstInstance.name}: \n {m_ErrorLog}");
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//////////////////////////////////////
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// Setting & Removing Ownership Flags:
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//////////////////////////////////////
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// Now, cycle through all permissions and validate that when the owner changes them the change
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// is synchronized on all non-owner clients.
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foreach (var permissionObject in Enum.GetValues(typeof(NetworkObject.OwnershipStatus)))
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{
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var permission = (NetworkObject.OwnershipStatus)permissionObject;
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// Add the status
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firstInstance.SetOwnershipStatus(permission);
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// Validate the persmissions value for all instances are the same.
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yield return WaitForConditionOrTimeOut(ValidatePermissionsOnAllClients);
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AssertOnTimeout($"[Add][Permissions Mismatch] {firstInstance.name}: \n {m_ErrorLog}");
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// Remove the status unless it is None (ignore None).
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if (permission == NetworkObject.OwnershipStatus.None)
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{
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continue;
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}
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firstInstance.RemoveOwnershipStatus(permission);
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// Validate the persmissions value for all instances are the same.
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yield return WaitForConditionOrTimeOut(ValidatePermissionsOnAllClients);
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AssertOnTimeout($"[Remove][Permissions Mismatch] {firstInstance.name}: \n {m_ErrorLog}");
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}
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//Add multiple flags at the same time
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var multipleFlags = NetworkObject.OwnershipStatus.Transferable | NetworkObject.OwnershipStatus.Distributable | NetworkObject.OwnershipStatus.RequestRequired;
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firstInstance.SetOwnershipStatus(multipleFlags, true);
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Assert.IsTrue(firstInstance.HasOwnershipStatus(multipleFlags), $"[Set][Multi-flag Failure] Expected: {(ushort)multipleFlags} but was {(ushort)firstInstance.Ownership}!");
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// Validate the persmissions value for all instances are the same.
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yield return WaitForConditionOrTimeOut(ValidatePermissionsOnAllClients);
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AssertOnTimeout($"[Set Multiple][Permissions Mismatch] {firstInstance.name}: \n {m_ErrorLog}");
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// Remove multiple flags at the same time
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multipleFlags = NetworkObject.OwnershipStatus.Transferable | NetworkObject.OwnershipStatus.RequestRequired;
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firstInstance.RemoveOwnershipStatus(multipleFlags);
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// Validate the two flags no longer are set
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Assert.IsFalse(firstInstance.HasOwnershipStatus(multipleFlags), $"[Remove][Multi-flag Failure] Expected: {(ushort)NetworkObject.OwnershipStatus.Distributable} but was {(ushort)firstInstance.Ownership}!");
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// Validate that the Distributable flag is still set
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Assert.IsTrue(firstInstance.HasOwnershipStatus(NetworkObject.OwnershipStatus.Distributable), $"[Remove][Multi-flag Failure] Expected: {(ushort)NetworkObject.OwnershipStatus.Distributable} but was {(ushort)firstInstance.Ownership}!");
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// Validate the persmissions value for all instances are the same.
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yield return WaitForConditionOrTimeOut(ValidatePermissionsOnAllClients);
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AssertOnTimeout($"[Set Multiple][Permissions Mismatch] {firstInstance.name}: \n {m_ErrorLog}");
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//////////////////////
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// Changing Ownership:
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//////////////////////
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// Clear the flags, set the permissions to transferrable, and lock ownership in one pass.
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firstInstance.SetOwnershipStatus(NetworkObject.OwnershipStatus.Transferable, true, NetworkObject.OwnershipLockActions.SetAndLock);
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// Validate the persmissions value for all instances are the same.
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yield return WaitForConditionOrTimeOut(ValidatePermissionsOnAllClients);
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AssertOnTimeout($"[Reset][Permissions Mismatch] {firstInstance.name}: \n {m_ErrorLog}");
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var secondInstance = m_ClientNetworkManagers[1].SpawnManager.SpawnedObjects[networkObjectId];
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var secondInstanceHelper = secondInstance.GetComponent<OwnershipPermissionsTestHelper>();
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secondInstance.ChangeOwnership(m_ClientNetworkManagers[1].LocalClientId);
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Assert.IsTrue(secondInstanceHelper.OwnershipPermissionsFailureStatus == NetworkObject.OwnershipPermissionsFailureStatus.Locked,
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$"Expected {secondInstance.name} to return {NetworkObject.OwnershipPermissionsFailureStatus.Locked} but its permission failure" +
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$" status is {secondInstanceHelper.OwnershipPermissionsFailureStatus}!");
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firstInstance.SetOwnershipLock(false);
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// Validate the persmissions value for all instances are the same.
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yield return WaitForConditionOrTimeOut(ValidatePermissionsOnAllClients);
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AssertOnTimeout($"[Unlock][Permissions Mismatch] {firstInstance.name}: \n {m_ErrorLog}");
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// Sanity check to assure this client's instance isn't already the owner.
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Assert.True(!secondInstance.IsOwner, $"[Ownership Check] Client-{m_ClientNetworkManagers[1].LocalClientId} already is the owner!");
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// Now try to acquire ownership
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secondInstance.ChangeOwnership(m_ClientNetworkManagers[1].LocalClientId);
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// Validate the persmissions value for all instances are the same
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yield return WaitForConditionOrTimeOut(() => secondInstance.IsOwner);
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AssertOnTimeout($"[Acquire Ownership Failed] Client-{m_ClientNetworkManagers[1].LocalClientId} failed to get ownership!");
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m_ObjectToValidate = OwnershipPermissionsTestHelper.CurrentOwnedInstance;
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// Validate all other client instances are showing the same owner
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yield return WaitForConditionOrTimeOut(() => ValidateAllInstancesAreOwnedByClient(m_ClientNetworkManagers[1].LocalClientId));
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AssertOnTimeout($"[Ownership Mismatch] {secondInstance.name}: \n {m_ErrorLog}");
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// Clear the flags, set the permissions to RequestRequired, and lock ownership in one pass.
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secondInstance.SetOwnershipStatus(NetworkObject.OwnershipStatus.RequestRequired, true);
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// Validate the persmissions value for all instances are the same.
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yield return WaitForConditionOrTimeOut(ValidatePermissionsOnAllClients);
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AssertOnTimeout($"[Unlock][Permissions Mismatch] {secondInstance.name}: \n {m_ErrorLog}");
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// Attempt to acquire ownership by just changing it
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firstInstance.ChangeOwnership(firstInstance.NetworkManager.LocalClientId);
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// Assure we are denied ownership due to it requiring ownership be requested
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Assert.IsTrue(firstInstanceHelper.OwnershipPermissionsFailureStatus == NetworkObject.OwnershipPermissionsFailureStatus.RequestRequired,
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$"Expected {secondInstance.name} to return {NetworkObject.OwnershipPermissionsFailureStatus.RequestRequired} but its permission failure" +
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$" status is {secondInstanceHelper.OwnershipPermissionsFailureStatus}!");
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//////////////////////////////////
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// Test for single race condition:
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//////////////////////////////////
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// Start with a request for the client we expect to be given ownership
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var requestStatus = firstInstance.RequestOwnership();
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Assert.True(requestStatus == NetworkObject.OwnershipRequestStatus.RequestSent, $"Client-{firstInstance.NetworkManager.LocalClientId} was unabled to send a request for ownership because: {requestStatus}!");
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// Get the 3rd client to send a request at the "relatively" same time
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var thirdInstance = m_ClientNetworkManagers[2].SpawnManager.SpawnedObjects[networkObjectId];
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var thirdInstanceHelper = thirdInstance.GetComponent<OwnershipPermissionsTestHelper>();
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// At the same time send a request by the third client.
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requestStatus = thirdInstance.RequestOwnership();
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// We expect the 3rd client's request should be able to be sent at this time as well (i.e. creates the race condition between two clients)
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Assert.True(requestStatus == NetworkObject.OwnershipRequestStatus.RequestSent, $"Client-{m_ServerNetworkManager.LocalClientId} was unabled to send a request for ownership because: {requestStatus}!");
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// We expect the first requesting client to be given ownership
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yield return WaitForConditionOrTimeOut(() => firstInstance.IsOwner);
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AssertOnTimeout($"[Acquire Ownership Failed] Client-{firstInstance.NetworkManager.LocalClientId} failed to get ownership! ({firstInstanceHelper.OwnershipRequestResponseStatus})(Owner: {OwnershipPermissionsTestHelper.CurrentOwnedInstance.OwnerClientId}");
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m_ObjectToValidate = OwnershipPermissionsTestHelper.CurrentOwnedInstance;
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// Just do a sanity check to assure ownership has changed on all clients.
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yield return WaitForConditionOrTimeOut(() => ValidateAllInstancesAreOwnedByClient(firstInstance.NetworkManager.LocalClientId));
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AssertOnTimeout($"[Ownership Mismatch] {firstInstance.name}: \n {m_ErrorLog}");
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// Now, the third client should get a RequestInProgress returned as their request response
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yield return WaitForConditionOrTimeOut(() => thirdInstanceHelper.OwnershipRequestResponseStatus == NetworkObject.OwnershipRequestResponseStatus.RequestInProgress);
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AssertOnTimeout($"[Request In Progress Failed] Client-{thirdInstanceHelper.NetworkManager.LocalClientId} did not get the right request denied reponse!");
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// Validate the persmissions value for all instances are the same.
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yield return WaitForConditionOrTimeOut(ValidatePermissionsOnAllClients);
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AssertOnTimeout($"[Unlock][Permissions Mismatch] {firstInstance.name}: \n {m_ErrorLog}");
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///////////////////////////////////////////////
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// Test for multiple ownership race conditions:
|
||||
///////////////////////////////////////////////
|
||||
|
||||
// Get the 4th client's instance
|
||||
var fourthInstance = m_ClientNetworkManagers[3].SpawnManager.SpawnedObjects[networkObjectId];
|
||||
var fourthInstanceHelper = fourthInstance.GetComponent<OwnershipPermissionsTestHelper>();
|
||||
|
||||
// Send out a request from three clients at the same time
|
||||
// The first one sent (and received for this test) gets ownership
|
||||
requestStatus = secondInstance.RequestOwnership();
|
||||
Assert.True(requestStatus == NetworkObject.OwnershipRequestStatus.RequestSent, $"Client-{secondInstance.NetworkManager.LocalClientId} was unabled to send a request for ownership because: {requestStatus}!");
|
||||
requestStatus = thirdInstance.RequestOwnership();
|
||||
Assert.True(requestStatus == NetworkObject.OwnershipRequestStatus.RequestSent, $"Client-{thirdInstance.NetworkManager.LocalClientId} was unabled to send a request for ownership because: {requestStatus}!");
|
||||
requestStatus = fourthInstance.RequestOwnership();
|
||||
Assert.True(requestStatus == NetworkObject.OwnershipRequestStatus.RequestSent, $"Client-{fourthInstance.NetworkManager.LocalClientId} was unabled to send a request for ownership because: {requestStatus}!");
|
||||
|
||||
// The 2nd and 3rd client should be denied and the 4th client should be approved
|
||||
yield return WaitForConditionOrTimeOut(() =>
|
||||
(fourthInstanceHelper.OwnershipRequestResponseStatus == NetworkObject.OwnershipRequestResponseStatus.RequestInProgress) &&
|
||||
(thirdInstanceHelper.OwnershipRequestResponseStatus == NetworkObject.OwnershipRequestResponseStatus.RequestInProgress) &&
|
||||
(secondInstanceHelper.OwnershipRequestResponseStatus == NetworkObject.OwnershipRequestResponseStatus.Approved)
|
||||
);
|
||||
AssertOnTimeout($"[Targeted Owner] Client-{secondInstanceHelper.NetworkManager.LocalClientId} did not get the right request denied reponse: {secondInstanceHelper.OwnershipRequestResponseStatus}!");
|
||||
m_ObjectToValidate = OwnershipPermissionsTestHelper.CurrentOwnedInstance;
|
||||
// Just do a sanity check to assure ownership has changed on all clients.
|
||||
yield return WaitForConditionOrTimeOut(() => ValidateAllInstancesAreOwnedByClient(secondInstance.NetworkManager.LocalClientId));
|
||||
AssertOnTimeout($"[Ownership Mismatch] {secondInstance.name}: \n {m_ErrorLog}");
|
||||
|
||||
// Validate the persmissions value for all instances are the same.
|
||||
yield return WaitForConditionOrTimeOut(ValidatePermissionsOnAllClients);
|
||||
AssertOnTimeout($"[Unlock][Permissions Mismatch] {secondInstance.name}: \n {m_ErrorLog}");
|
||||
|
||||
///////////////////////////////////////////////
|
||||
// Test for targeted ownership request:
|
||||
///////////////////////////////////////////////
|
||||
|
||||
// Now get the DAHost's client's instance
|
||||
var daHostInstance = m_ServerNetworkManager.SpawnManager.SpawnedObjects[networkObjectId];
|
||||
var daHostInstanceHelper = daHostInstance.GetComponent<OwnershipPermissionsTestHelper>();
|
||||
|
||||
secondInstanceHelper.AllowOwnershipRequest = true;
|
||||
secondInstanceHelper.OnlyAllowTargetClientId = true;
|
||||
secondInstanceHelper.ClientToAllowOwnership = daHostInstance.NetworkManager.LocalClientId;
|
||||
|
||||
// Send out a request from all three clients
|
||||
requestStatus = firstInstance.RequestOwnership();
|
||||
Assert.True(requestStatus == NetworkObject.OwnershipRequestStatus.RequestSent, $"Client-{firstInstance.NetworkManager.LocalClientId} was unabled to send a request for ownership because: {requestStatus}!");
|
||||
requestStatus = thirdInstance.RequestOwnership();
|
||||
Assert.True(requestStatus == NetworkObject.OwnershipRequestStatus.RequestSent, $"Client-{thirdInstance.NetworkManager.LocalClientId} was unabled to send a request for ownership because: {requestStatus}!");
|
||||
requestStatus = fourthInstance.RequestOwnership();
|
||||
Assert.True(requestStatus == NetworkObject.OwnershipRequestStatus.RequestSent, $"Client-{fourthInstance.NetworkManager.LocalClientId} was unabled to send a request for ownership because: {requestStatus}!");
|
||||
requestStatus = daHostInstance.RequestOwnership();
|
||||
Assert.True(requestStatus == NetworkObject.OwnershipRequestStatus.RequestSent, $"Client-{daHostInstance.NetworkManager.LocalClientId} was unabled to send a request for ownership because: {requestStatus}!");
|
||||
|
||||
// The server and the 2nd client should be denied and the third client should be approved
|
||||
yield return WaitForConditionOrTimeOut(() =>
|
||||
(firstInstanceHelper.OwnershipRequestResponseStatus == NetworkObject.OwnershipRequestResponseStatus.Denied) &&
|
||||
(thirdInstanceHelper.OwnershipRequestResponseStatus == NetworkObject.OwnershipRequestResponseStatus.Denied) &&
|
||||
(fourthInstanceHelper.OwnershipRequestResponseStatus == NetworkObject.OwnershipRequestResponseStatus.Denied) &&
|
||||
(daHostInstanceHelper.OwnershipRequestResponseStatus == NetworkObject.OwnershipRequestResponseStatus.Approved)
|
||||
);
|
||||
AssertOnTimeout($"[Targeted Owner] Client-{daHostInstance.NetworkManager.LocalClientId} did not get the right request reponse: {daHostInstanceHelper.OwnershipRequestResponseStatus} Expecting: {NetworkObject.OwnershipRequestResponseStatus.Approved}!");
|
||||
}
|
||||
|
||||
public class OwnershipPermissionsTestHelper : NetworkBehaviour
|
||||
{
|
||||
public static NetworkObject CurrentOwnedInstance;
|
||||
|
||||
public static Dictionary<ulong, Dictionary<ulong, List<NetworkObject>>> DistributedObjects = new Dictionary<ulong, Dictionary<ulong, List<NetworkObject>>>();
|
||||
|
||||
public bool AllowOwnershipRequest = true;
|
||||
public bool OnlyAllowTargetClientId = false;
|
||||
public ulong ClientToAllowOwnership;
|
||||
|
||||
public NetworkObject.OwnershipRequestResponseStatus OwnershipRequestResponseStatus { get; private set; }
|
||||
|
||||
public NetworkObject.OwnershipPermissionsFailureStatus OwnershipPermissionsFailureStatus { get; private set; }
|
||||
|
||||
public NetworkObject.OwnershipRequestResponseStatus ExpectOwnershipRequestResponseStatus { get; set; }
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
NetworkObject.OnOwnershipRequested = OnOwnershipRequested;
|
||||
NetworkObject.OnOwnershipRequestResponse = OnOwnershipRequestResponse;
|
||||
NetworkObject.OnOwnershipPermissionsFailure = OnOwnershipPermissionsFailure;
|
||||
|
||||
base.OnNetworkSpawn();
|
||||
}
|
||||
|
||||
private bool OnOwnershipRequested(ulong clientId)
|
||||
{
|
||||
// If we are not allowing any client to request (without locking), then deny all requests
|
||||
if (!AllowOwnershipRequest)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// If we are only allowing a specific client and the requesting client is not the target,
|
||||
// then deny the request
|
||||
if (OnlyAllowTargetClientId && clientId != ClientToAllowOwnership)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Otherwise, approve the request
|
||||
return true;
|
||||
}
|
||||
|
||||
private void OnOwnershipRequestResponse(NetworkObject.OwnershipRequestResponseStatus ownershipRequestResponseStatus)
|
||||
{
|
||||
OwnershipRequestResponseStatus = ownershipRequestResponseStatus;
|
||||
}
|
||||
|
||||
private void OnOwnershipPermissionsFailure(NetworkObject.OwnershipPermissionsFailureStatus ownershipPermissionsFailureStatus)
|
||||
{
|
||||
OwnershipPermissionsFailureStatus = ownershipPermissionsFailureStatus;
|
||||
}
|
||||
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
NetworkObject.OnOwnershipRequested = null;
|
||||
NetworkObject.OnOwnershipRequestResponse = null;
|
||||
base.OnNetworkSpawn();
|
||||
}
|
||||
|
||||
protected override void OnOwnershipChanged(ulong previous, ulong current)
|
||||
{
|
||||
if (current == NetworkManager.LocalClientId)
|
||||
{
|
||||
CurrentOwnedInstance = NetworkObject;
|
||||
}
|
||||
base.OnOwnershipChanged(previous, current);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user