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

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

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

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

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

### Fixed

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

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

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class OwnershipPermissionsTests : IntegrationTestWithApproximation
{
private GameObject m_PermissionsObject;
private StringBuilder m_ErrorLog = new StringBuilder();
protected override int NumberOfClients => 4;
public OwnershipPermissionsTests() : base(HostOrServer.DAHost)
{
}
protected override IEnumerator OnSetup()
{
m_ObjectToValidate = null;
OwnershipPermissionsTestHelper.CurrentOwnedInstance = null;
return base.OnSetup();
}
protected override void OnServerAndClientsCreated()
{
m_PermissionsObject = CreateNetworkObjectPrefab("PermObject");
m_PermissionsObject.AddComponent<OwnershipPermissionsTestHelper>();
base.OnServerAndClientsCreated();
}
private NetworkObject m_ObjectToValidate;
private bool ValidateObjectSpawnedOnAllClients()
{
m_ErrorLog.Clear();
var networkObjectId = m_ObjectToValidate.NetworkObjectId;
var name = m_ObjectToValidate.name;
if (!UseCMBService() && !m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId))
{
m_ErrorLog.Append($"Client-{m_ServerNetworkManager.LocalClientId} has not spawned {name}!");
return false;
}
foreach (var client in m_ClientNetworkManagers)
{
if (!client.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId))
{
m_ErrorLog.Append($"Client-{client.LocalClientId} has not spawned {name}!");
return false;
}
}
return true;
}
private bool ValidatePermissionsOnAllClients()
{
var currentPermissions = (ushort)m_ObjectToValidate.Ownership;
var otherPermissions = (ushort)0;
var networkObjectId = m_ObjectToValidate.NetworkObjectId;
var objectName = m_ObjectToValidate.name;
m_ErrorLog.Clear();
if (!UseCMBService())
{
otherPermissions = (ushort)m_ServerNetworkManager.SpawnManager.SpawnedObjects[networkObjectId].Ownership;
if (currentPermissions != otherPermissions)
{
m_ErrorLog.Append($"Client-{m_ServerNetworkManager.LocalClientId} permissions for {objectName} is {otherPermissions} when it should be {currentPermissions}!");
return false;
}
}
foreach (var client in m_ClientNetworkManagers)
{
otherPermissions = (ushort)client.SpawnManager.SpawnedObjects[networkObjectId].Ownership;
if (currentPermissions != otherPermissions)
{
m_ErrorLog.Append($"Client-{client.LocalClientId} permissions for {objectName} is {otherPermissions} when it should be {currentPermissions}!");
return false;
}
}
return true;
}
private bool ValidateAllInstancesAreOwnedByClient(ulong clientId)
{
var networkObjectId = m_ObjectToValidate.NetworkObjectId;
var otherNetworkObject = (NetworkObject)null;
m_ErrorLog.Clear();
if (!UseCMBService())
{
otherNetworkObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[networkObjectId];
if (otherNetworkObject.OwnerClientId != clientId)
{
m_ErrorLog.Append($"[Client-{m_ServerNetworkManager.LocalClientId}][{otherNetworkObject.name}] Expected owner to be {clientId} but it was {otherNetworkObject.OwnerClientId}!");
return false;
}
}
foreach (var client in m_ClientNetworkManagers)
{
otherNetworkObject = client.SpawnManager.SpawnedObjects[networkObjectId];
if (otherNetworkObject.OwnerClientId != clientId)
{
m_ErrorLog.Append($"[Client-{client.LocalClientId}][{otherNetworkObject.name}] Expected owner to be {clientId} but it was {otherNetworkObject.OwnerClientId}!");
return false;
}
}
return true;
}
[UnityTest]
public IEnumerator ValidateOwnershipPermissionsTest()
{
var firstInstance = SpawnObject(m_PermissionsObject, m_ClientNetworkManagers[0]).GetComponent<NetworkObject>();
OwnershipPermissionsTestHelper.CurrentOwnedInstance = firstInstance;
var firstInstanceHelper = firstInstance.GetComponent<OwnershipPermissionsTestHelper>();
var networkObjectId = firstInstance.NetworkObjectId;
m_ObjectToValidate = OwnershipPermissionsTestHelper.CurrentOwnedInstance;
yield return WaitForConditionOrTimeOut(ValidateObjectSpawnedOnAllClients);
AssertOnTimeout($"[Failed To Spawn] {firstInstance.name}: \n {m_ErrorLog}");
// Validate the base non-assigned persmissions value for all instances are the same.
yield return WaitForConditionOrTimeOut(ValidatePermissionsOnAllClients);
AssertOnTimeout($"[Permissions Mismatch] {firstInstance.name}: \n {m_ErrorLog}");
//////////////////////////////////////
// Setting & Removing Ownership Flags:
//////////////////////////////////////
// Now, cycle through all permissions and validate that when the owner changes them the change
// is synchronized on all non-owner clients.
foreach (var permissionObject in Enum.GetValues(typeof(NetworkObject.OwnershipStatus)))
{
var permission = (NetworkObject.OwnershipStatus)permissionObject;
// Add the status
firstInstance.SetOwnershipStatus(permission);
// Validate the persmissions value for all instances are the same.
yield return WaitForConditionOrTimeOut(ValidatePermissionsOnAllClients);
AssertOnTimeout($"[Add][Permissions Mismatch] {firstInstance.name}: \n {m_ErrorLog}");
// Remove the status unless it is None (ignore None).
if (permission == NetworkObject.OwnershipStatus.None)
{
continue;
}
firstInstance.RemoveOwnershipStatus(permission);
// Validate the persmissions value for all instances are the same.
yield return WaitForConditionOrTimeOut(ValidatePermissionsOnAllClients);
AssertOnTimeout($"[Remove][Permissions Mismatch] {firstInstance.name}: \n {m_ErrorLog}");
}
//Add multiple flags at the same time
var multipleFlags = NetworkObject.OwnershipStatus.Transferable | NetworkObject.OwnershipStatus.Distributable | NetworkObject.OwnershipStatus.RequestRequired;
firstInstance.SetOwnershipStatus(multipleFlags, true);
Assert.IsTrue(firstInstance.HasOwnershipStatus(multipleFlags), $"[Set][Multi-flag Failure] Expected: {(ushort)multipleFlags} but was {(ushort)firstInstance.Ownership}!");
// Validate the persmissions value for all instances are the same.
yield return WaitForConditionOrTimeOut(ValidatePermissionsOnAllClients);
AssertOnTimeout($"[Set Multiple][Permissions Mismatch] {firstInstance.name}: \n {m_ErrorLog}");
// Remove multiple flags at the same time
multipleFlags = NetworkObject.OwnershipStatus.Transferable | NetworkObject.OwnershipStatus.RequestRequired;
firstInstance.RemoveOwnershipStatus(multipleFlags);
// Validate the two flags no longer are set
Assert.IsFalse(firstInstance.HasOwnershipStatus(multipleFlags), $"[Remove][Multi-flag Failure] Expected: {(ushort)NetworkObject.OwnershipStatus.Distributable} but was {(ushort)firstInstance.Ownership}!");
// Validate that the Distributable flag is still set
Assert.IsTrue(firstInstance.HasOwnershipStatus(NetworkObject.OwnershipStatus.Distributable), $"[Remove][Multi-flag Failure] Expected: {(ushort)NetworkObject.OwnershipStatus.Distributable} but was {(ushort)firstInstance.Ownership}!");
// Validate the persmissions value for all instances are the same.
yield return WaitForConditionOrTimeOut(ValidatePermissionsOnAllClients);
AssertOnTimeout($"[Set Multiple][Permissions Mismatch] {firstInstance.name}: \n {m_ErrorLog}");
//////////////////////
// Changing Ownership:
//////////////////////
// Clear the flags, set the permissions to transferrable, and lock ownership in one pass.
firstInstance.SetOwnershipStatus(NetworkObject.OwnershipStatus.Transferable, true, NetworkObject.OwnershipLockActions.SetAndLock);
// Validate the persmissions value for all instances are the same.
yield return WaitForConditionOrTimeOut(ValidatePermissionsOnAllClients);
AssertOnTimeout($"[Reset][Permissions Mismatch] {firstInstance.name}: \n {m_ErrorLog}");
var secondInstance = m_ClientNetworkManagers[1].SpawnManager.SpawnedObjects[networkObjectId];
var secondInstanceHelper = secondInstance.GetComponent<OwnershipPermissionsTestHelper>();
secondInstance.ChangeOwnership(m_ClientNetworkManagers[1].LocalClientId);
Assert.IsTrue(secondInstanceHelper.OwnershipPermissionsFailureStatus == NetworkObject.OwnershipPermissionsFailureStatus.Locked,
$"Expected {secondInstance.name} to return {NetworkObject.OwnershipPermissionsFailureStatus.Locked} but its permission failure" +
$" status is {secondInstanceHelper.OwnershipPermissionsFailureStatus}!");
firstInstance.SetOwnershipLock(false);
// Validate the persmissions value for all instances are the same.
yield return WaitForConditionOrTimeOut(ValidatePermissionsOnAllClients);
AssertOnTimeout($"[Unlock][Permissions Mismatch] {firstInstance.name}: \n {m_ErrorLog}");
// Sanity check to assure this client's instance isn't already the owner.
Assert.True(!secondInstance.IsOwner, $"[Ownership Check] Client-{m_ClientNetworkManagers[1].LocalClientId} already is the owner!");
// Now try to acquire ownership
secondInstance.ChangeOwnership(m_ClientNetworkManagers[1].LocalClientId);
// Validate the persmissions value for all instances are the same
yield return WaitForConditionOrTimeOut(() => secondInstance.IsOwner);
AssertOnTimeout($"[Acquire Ownership Failed] Client-{m_ClientNetworkManagers[1].LocalClientId} failed to get ownership!");
m_ObjectToValidate = OwnershipPermissionsTestHelper.CurrentOwnedInstance;
// Validate all other client instances are showing the same owner
yield return WaitForConditionOrTimeOut(() => ValidateAllInstancesAreOwnedByClient(m_ClientNetworkManagers[1].LocalClientId));
AssertOnTimeout($"[Ownership Mismatch] {secondInstance.name}: \n {m_ErrorLog}");
// Clear the flags, set the permissions to RequestRequired, and lock ownership in one pass.
secondInstance.SetOwnershipStatus(NetworkObject.OwnershipStatus.RequestRequired, true);
// Validate the persmissions value for all instances are the same.
yield return WaitForConditionOrTimeOut(ValidatePermissionsOnAllClients);
AssertOnTimeout($"[Unlock][Permissions Mismatch] {secondInstance.name}: \n {m_ErrorLog}");
// Attempt to acquire ownership by just changing it
firstInstance.ChangeOwnership(firstInstance.NetworkManager.LocalClientId);
// Assure we are denied ownership due to it requiring ownership be requested
Assert.IsTrue(firstInstanceHelper.OwnershipPermissionsFailureStatus == NetworkObject.OwnershipPermissionsFailureStatus.RequestRequired,
$"Expected {secondInstance.name} to return {NetworkObject.OwnershipPermissionsFailureStatus.RequestRequired} but its permission failure" +
$" status is {secondInstanceHelper.OwnershipPermissionsFailureStatus}!");
//////////////////////////////////
// Test for single race condition:
//////////////////////////////////
// Start with a request for the client we expect to be given ownership
var requestStatus = firstInstance.RequestOwnership();
Assert.True(requestStatus == NetworkObject.OwnershipRequestStatus.RequestSent, $"Client-{firstInstance.NetworkManager.LocalClientId} was unabled to send a request for ownership because: {requestStatus}!");
// Get the 3rd client to send a request at the "relatively" same time
var thirdInstance = m_ClientNetworkManagers[2].SpawnManager.SpawnedObjects[networkObjectId];
var thirdInstanceHelper = thirdInstance.GetComponent<OwnershipPermissionsTestHelper>();
// At the same time send a request by the third client.
requestStatus = thirdInstance.RequestOwnership();
// 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)
Assert.True(requestStatus == NetworkObject.OwnershipRequestStatus.RequestSent, $"Client-{m_ServerNetworkManager.LocalClientId} was unabled to send a request for ownership because: {requestStatus}!");
// We expect the first requesting client to be given ownership
yield return WaitForConditionOrTimeOut(() => firstInstance.IsOwner);
AssertOnTimeout($"[Acquire Ownership Failed] Client-{firstInstance.NetworkManager.LocalClientId} failed to get ownership! ({firstInstanceHelper.OwnershipRequestResponseStatus})(Owner: {OwnershipPermissionsTestHelper.CurrentOwnedInstance.OwnerClientId}");
m_ObjectToValidate = OwnershipPermissionsTestHelper.CurrentOwnedInstance;
// Just do a sanity check to assure ownership has changed on all clients.
yield return WaitForConditionOrTimeOut(() => ValidateAllInstancesAreOwnedByClient(firstInstance.NetworkManager.LocalClientId));
AssertOnTimeout($"[Ownership Mismatch] {firstInstance.name}: \n {m_ErrorLog}");
// Now, the third client should get a RequestInProgress returned as their request response
yield return WaitForConditionOrTimeOut(() => thirdInstanceHelper.OwnershipRequestResponseStatus == NetworkObject.OwnershipRequestResponseStatus.RequestInProgress);
AssertOnTimeout($"[Request In Progress Failed] Client-{thirdInstanceHelper.NetworkManager.LocalClientId} did not get the right request denied reponse!");
// Validate the persmissions value for all instances are the same.
yield return WaitForConditionOrTimeOut(ValidatePermissionsOnAllClients);
AssertOnTimeout($"[Unlock][Permissions Mismatch] {firstInstance.name}: \n {m_ErrorLog}");
///////////////////////////////////////////////
// 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);
}
}
}
}