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:
@@ -13,16 +13,21 @@ namespace Unity.Netcode.RuntimeTests
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/// - Server destroy spawned => Object gets destroyed and despawned/destroyed on all clients. Server does not run <see cref="NetworkPrefaInstanceHandler.HandleNetworkPrefabDestroy"/>. Client runs it.
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/// - Client destroy spawned => throw exception.
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/// </summary>
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[TestFixture(SessionModeTypes.DistributedAuthority)]
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[TestFixture(SessionModeTypes.ClientServer)]
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public class NetworkObjectDestroyTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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protected override int NumberOfClients => 2;
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public NetworkObjectDestroyTests(SessionModeTypes sessionModeType) : base(sessionModeType) { }
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/// <summary>
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/// Tests that a server can destroy a NetworkObject and that it gets despawned correctly.
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/// </summary>
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/// <returns></returns>
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[UnityTest]
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public IEnumerator TestNetworkObjectServerDestroy()
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public IEnumerator TestNetworkObjectAuthorityDestroy()
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{
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// This is the *SERVER VERSION* of the *CLIENT PLAYER*
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var serverClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
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@@ -35,15 +40,25 @@ namespace Unity.Netcode.RuntimeTests
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Assert.IsNotNull(serverClientPlayerResult.Result.gameObject);
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Assert.IsNotNull(clientClientPlayerResult.Result.gameObject);
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// destroy the server player
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Object.Destroy(serverClientPlayerResult.Result.gameObject);
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var targetNetworkManager = m_ClientNetworkManagers[0];
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if (m_DistributedAuthority)
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{
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targetNetworkManager = m_ClientNetworkManagers[1];
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// destroy the authoritative player (distributed authority)
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Object.Destroy(clientClientPlayerResult.Result.gameObject);
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}
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else
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{
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// destroy the authoritative player (client-server)
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Object.Destroy(serverClientPlayerResult.Result.gameObject);
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}
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled<DestroyObjectMessage>(m_ClientNetworkManagers[0]);
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled<DestroyObjectMessage>(targetNetworkManager);
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Assert.IsTrue(serverClientPlayerResult.Result == null); // Assert.IsNull doesn't work here
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Assert.IsTrue(clientClientPlayerResult.Result == null);
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// create an unspawned networkobject and destroy it
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// validate that any unspawned networkobject can be destroyed
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var go = new GameObject();
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go.AddComponent<NetworkObject>();
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Object.Destroy(go);
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@@ -74,16 +89,42 @@ namespace Unity.Netcode.RuntimeTests
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//destroying a NetworkObject while shutting down is allowed
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if (isShuttingDown)
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{
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m_ClientNetworkManagers[0].Shutdown();
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if (m_DistributedAuthority)
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{
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// Shutdown the 2nd client
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m_ClientNetworkManagers[1].Shutdown();
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}
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else
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{
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// Shutdown the
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m_ClientNetworkManagers[0].Shutdown();
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}
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}
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else
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{
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LogAssert.ignoreFailingMessages = true;
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NetworkLog.NetworkManagerOverride = m_ClientNetworkManagers[0];
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}
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m_ClientPlayerName = clientPlayer.gameObject.name;
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m_ClientNetworkObjectId = clientPlayer.NetworkObjectId;
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Object.DestroyImmediate(clientPlayer.gameObject);
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if (m_DistributedAuthority)
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{
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m_ClientPlayerName = m_PlayerNetworkObjects[m_ClientNetworkManagers[1].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].gameObject.name;
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m_ClientNetworkObjectId = m_PlayerNetworkObjects[m_ClientNetworkManagers[1].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].NetworkObjectId;
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if (!isShuttingDown)
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{
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NetworkLog.NetworkManagerOverride = m_ClientNetworkManagers[1];
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}
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// the 2nd client attempts to destroy the 1st client's player object (if shutting down then "ok" if not then not "ok")
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Object.DestroyImmediate(m_PlayerNetworkObjects[m_ClientNetworkManagers[1].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].gameObject);
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}
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else
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{
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// the 1st client attempts to destroy its own player object (if shutting down then "ok" if not then not "ok")
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Object.DestroyImmediate(m_ClientNetworkManagers[0].LocalClient.PlayerObject.gameObject);
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}
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// destroying a NetworkObject while a session is active is not allowed
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if (!isShuttingDown)
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@@ -95,16 +136,25 @@ namespace Unity.Netcode.RuntimeTests
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private bool HaveLogsBeenReceived()
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{
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if (!NetcodeLogAssert.HasLogBeenReceived(LogType.Error, $"[Netcode] [Invalid Destroy][{m_ClientPlayerName}][NetworkObjectId:{m_ClientNetworkObjectId}] Destroy a spawned {nameof(NetworkObject)} on a non-host client is not valid. Call Destroy or Despawn on the server/host instead."))
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if (m_DistributedAuthority)
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{
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return false;
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if (!NetcodeLogAssert.HasLogBeenReceived(LogType.Error, $"[Netcode] [Invalid Destroy][{m_ClientPlayerName}][NetworkObjectId:{m_ClientNetworkObjectId}] Destroy a spawned {nameof(NetworkObject)} on a non-owner client is not valid during a distributed authority session. Call Destroy or Despawn on the client-owner instead."))
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{
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return false;
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}
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}
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if (!NetcodeLogAssert.HasLogBeenReceived(LogType.Error, $"[Netcode-Server Sender={m_ClientNetworkManagers[0].LocalClientId}] [Invalid Destroy][{m_ClientPlayerName}][NetworkObjectId:{m_ClientNetworkObjectId}] Destroy a spawned {nameof(NetworkObject)} on a non-host client is not valid. Call Destroy or Despawn on the server/host instead."))
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else
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{
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return false;
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}
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if (!NetcodeLogAssert.HasLogBeenReceived(LogType.Error, $"[Netcode] [Invalid Destroy][{m_ClientPlayerName}][NetworkObjectId:{m_ClientNetworkObjectId}] Destroy a spawned {nameof(NetworkObject)} on a non-host client is not valid. Call Destroy or Despawn on the server/host instead."))
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{
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return false;
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}
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if (!NetcodeLogAssert.HasLogBeenReceived(LogType.Error, $"[Netcode-Server Sender={m_ClientNetworkManagers[0].LocalClientId}] [Invalid Destroy][{m_ClientPlayerName}][NetworkObjectId:{m_ClientNetworkObjectId}] Destroy a spawned {nameof(NetworkObject)} on a non-host client is not valid. Call Destroy or Despawn on the server/host instead."))
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{
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return false;
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}
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}
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return true;
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}
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@@ -8,6 +8,7 @@ using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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[TestFixture(HostOrServer.DAHost)]
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.Server)]
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public class NetworkObjectDontDestroyWithOwnerTests : NetcodeIntegrationTest
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@@ -36,6 +37,22 @@ namespace Unity.Netcode.RuntimeTests
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yield return WaitForConditionOrTimeOut(() => client.SpawnManager.GetClientOwnedObjects(clientId).Count() == k_NumberObjectsToSpawn + 1);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client to have 33 NetworkObjects spawned! Only {client.SpawnManager.GetClientOwnedObjects(clientId).Count()} were assigned!");
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// Since clients spawn their objects locally in distributed authority mode, we have to rebuild the list of the client
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// owned objects on the (DAHost) server-side because when the client disconnects it will destroy its local instances.
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if (m_DistributedAuthority)
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{
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networkObjects.Clear();
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var serversideClientOwnedObjects = m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(clientId);
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foreach (var networkObject in serversideClientOwnedObjects)
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{
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if (!networkObject.IsPlayerObject)
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{
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networkObjects.Add(networkObject.gameObject);
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}
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}
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}
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// disconnect the client that owns all the clients
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NetcodeIntegrationTestHelpers.StopOneClient(client);
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@@ -10,12 +10,13 @@ namespace Unity.Netcode.RuntimeTests
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/// <summary>
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/// Tests that check OnNetworkDespawn being invoked
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/// </summary>
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[TestFixture(HostOrServer.DAHost)]
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.Server)]
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public class NetworkObjectOnNetworkDespawnTests : NetcodeIntegrationTest
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{
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private const string k_ObjectName = "TestDespawn";
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public enum InstanceType
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public enum InstanceTypes
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{
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Server,
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Client
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@@ -23,7 +24,10 @@ namespace Unity.Netcode.RuntimeTests
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protected override int NumberOfClients => 1;
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private GameObject m_ObjectToSpawn;
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private NetworkObject m_NetworkObject;
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private HostOrServer m_HostOrServer;
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public NetworkObjectOnNetworkDespawnTests(HostOrServer hostOrServer) : base(hostOrServer)
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{
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m_HostOrServer = hostOrServer;
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@@ -31,32 +35,17 @@ namespace Unity.Netcode.RuntimeTests
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internal class OnNetworkDespawnTestComponent : NetworkBehaviour
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{
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public static bool OnServerNetworkDespawnCalled { get; internal set; }
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public static bool OnClientNetworkDespawnCalled { get; internal set; }
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public bool OnNetworkDespawnCalled { get; internal set; }
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public override void OnNetworkSpawn()
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{
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if (IsServer)
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{
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OnServerNetworkDespawnCalled = false;
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}
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else
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{
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OnClientNetworkDespawnCalled = false;
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}
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OnNetworkDespawnCalled = false;
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base.OnNetworkSpawn();
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}
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public override void OnNetworkDespawn()
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{
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if (IsServer)
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{
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OnServerNetworkDespawnCalled = true;
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}
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else
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{
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OnClientNetworkDespawnCalled = true;
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}
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OnNetworkDespawnCalled = true;
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base.OnNetworkDespawn();
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}
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}
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@@ -68,46 +57,67 @@ namespace Unity.Netcode.RuntimeTests
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base.OnServerAndClientsCreated();
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}
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private bool ObjectSpawnedOnAllNetworkManagerInstances()
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{
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if (!s_GlobalNetworkObjects.ContainsKey(m_ServerNetworkManager.LocalClientId))
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{
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return false;
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}
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if (!s_GlobalNetworkObjects[m_ServerNetworkManager.LocalClientId].ContainsKey(m_NetworkObject.NetworkObjectId))
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{
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return false;
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}
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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if (!s_GlobalNetworkObjects.ContainsKey(clientNetworkManager.LocalClientId))
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{
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return false;
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}
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if (!s_GlobalNetworkObjects[clientNetworkManager.LocalClientId].ContainsKey(m_NetworkObject.NetworkObjectId))
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{
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return false;
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}
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}
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return true;
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}
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/// <summary>
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/// This test validates that <see cref="NetworkBehaviour.OnNetworkDespawn"/> is invoked when the
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/// <see cref="NetworkManager"/> is shutdown.
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/// </summary>
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[UnityTest]
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public IEnumerator TestNetworkObjectDespawnOnShutdown()
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public IEnumerator TestNetworkObjectDespawnOnShutdown([Values(InstanceTypes.Server, InstanceTypes.Client)] InstanceTypes despawnCheck)
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{
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// Spawn the test object
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var spawnedObject = SpawnObject(m_ObjectToSpawn, m_ServerNetworkManager);
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var spawnedNetworkObject = spawnedObject.GetComponent<NetworkObject>();
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// Wait for the client to spawn the object
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yield return WaitForConditionOrTimeOut(() =>
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var networkManager = despawnCheck == InstanceTypes.Server ? m_ServerNetworkManager : m_ClientNetworkManagers[0];
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var networkManagerOwner = m_ServerNetworkManager;
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if (m_DistributedAuthority)
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{
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if (!s_GlobalNetworkObjects.ContainsKey(m_ClientNetworkManagers[0].LocalClientId))
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{
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return false;
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}
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if (!s_GlobalNetworkObjects[m_ClientNetworkManagers[0].LocalClientId].ContainsKey(spawnedNetworkObject.NetworkObjectId))
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{
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return false;
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}
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return true;
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});
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networkManagerOwner = networkManager;
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}
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AssertOnTimeout($"Timed out waiting for client to spawn {k_ObjectName}!");
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// Spawn the test object
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var spawnedObject = SpawnObject(m_ObjectToSpawn, networkManagerOwner);
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m_NetworkObject = spawnedObject.GetComponent<NetworkObject>();
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yield return WaitForConditionOrTimeOut(ObjectSpawnedOnAllNetworkManagerInstances);
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AssertOnTimeout($"Timed out waiting for all {nameof(NetworkManager)} instances to spawn {m_NetworkObject.name}!");
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// Get the spawned object relative to which NetworkManager instance we are testing.
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var relativeSpawnedObject = s_GlobalNetworkObjects[networkManager.LocalClientId][m_NetworkObject.NetworkObjectId];
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var onNetworkDespawnTestComponent = relativeSpawnedObject.GetComponent<OnNetworkDespawnTestComponent>();
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// Confirm it is not set before shutting down the NetworkManager
|
||||
Assert.IsFalse(OnNetworkDespawnTestComponent.OnClientNetworkDespawnCalled, "[Client-side] despawn state is already set (should not be set at this point)!");
|
||||
Assert.IsFalse(OnNetworkDespawnTestComponent.OnServerNetworkDespawnCalled, $"[{m_HostOrServer}-side] despawn state is already set (should not be set at this point)!");
|
||||
Assert.IsFalse(onNetworkDespawnTestComponent.OnNetworkDespawnCalled, $"{nameof(OnNetworkDespawnTestComponent.OnNetworkDespawnCalled)} was set prior to shutting down!");
|
||||
|
||||
// Shutdown the client-side first to validate the client-side instance invokes OnNetworkDespawn
|
||||
m_ClientNetworkManagers[0].Shutdown();
|
||||
yield return WaitForConditionOrTimeOut(() => OnNetworkDespawnTestComponent.OnClientNetworkDespawnCalled);
|
||||
AssertOnTimeout($"[Client-side] Timed out waiting for {k_ObjectName}'s {nameof(NetworkBehaviour.OnNetworkDespawn)} to be invoked!");
|
||||
// Shutdown the NetworkManager instance we are testing.
|
||||
networkManager.Shutdown();
|
||||
|
||||
// Shutdown the servr-host-side second to validate servr-host-side instance invokes OnNetworkDespawn
|
||||
m_ServerNetworkManager.Shutdown();
|
||||
yield return WaitForConditionOrTimeOut(() => OnNetworkDespawnTestComponent.OnClientNetworkDespawnCalled);
|
||||
AssertOnTimeout($"[{m_HostOrServer}-side]Timed out waiting for {k_ObjectName}'s {nameof(NetworkBehaviour.OnNetworkDespawn)} to be invoked!");
|
||||
// Confirm that OnNetworkDespawn is invoked after shutdown
|
||||
yield return WaitForConditionOrTimeOut(() => onNetworkDespawnTestComponent.OnNetworkDespawnCalled);
|
||||
AssertOnTimeout($"Timed out waiting for {nameof(NetworkObject)} instance to despawn on the {despawnCheck} side!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,6 +7,8 @@ using UnityEngine.TestTools;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
[TestFixture(SessionModeTypes.DistributedAuthority)]
|
||||
[TestFixture(SessionModeTypes.ClientServer)]
|
||||
public class NetworkObjectOnSpawnTests : NetcodeIntegrationTest
|
||||
{
|
||||
private GameObject m_TestNetworkObjectPrefab;
|
||||
@@ -27,23 +29,39 @@ namespace Unity.Netcode.RuntimeTests
|
||||
private const string k_WithObserversError = "Not all clients spawned the";
|
||||
private const string k_WithoutObserversError = "A client spawned the";
|
||||
|
||||
public NetworkObjectOnSpawnTests(SessionModeTypes sessionModeType) : base(sessionModeType) { }
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
m_ObserverPrefab = CreateNetworkObjectPrefab(k_ObserverTestObjName);
|
||||
base.OnServerAndClientsCreated();
|
||||
}
|
||||
|
||||
|
||||
private bool CheckClientsSideObserverTestObj()
|
||||
{
|
||||
foreach (var client in m_ClientNetworkManagers)
|
||||
{
|
||||
if (!s_GlobalNetworkObjects.ContainsKey(client.LocalClientId))
|
||||
if (m_ObserverTestType == ObserverTestTypes.WithObservers)
|
||||
{
|
||||
// When no observers there shouldn't be any client spawned NetworkObjects
|
||||
// (players are held in a different list)
|
||||
return !(m_ObserverTestType == ObserverTestTypes.WithObservers);
|
||||
// When validating this portion of the test and spawning with observers is true, there
|
||||
// should be spawned objects on the clients.
|
||||
if (!s_GlobalNetworkObjects.ContainsKey(client.LocalClientId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// When validating this portion of the test and spawning with observers is false, there
|
||||
// should be no spawned objects on the clients.
|
||||
if (s_GlobalNetworkObjects.ContainsKey(client.LocalClientId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// We don't need to check anything else for spawn without observers
|
||||
continue;
|
||||
}
|
||||
|
||||
var clientObjects = s_GlobalNetworkObjects[client.LocalClientId];
|
||||
// Make sure they did spawn the object
|
||||
if (m_ObserverTestType == ObserverTestTypes.WithObservers)
|
||||
@@ -83,10 +101,16 @@ namespace Unity.Netcode.RuntimeTests
|
||||
/// </summary>
|
||||
/// <param name="observerTestTypes">whether to spawn with or without observers</param>
|
||||
[UnityTest]
|
||||
public IEnumerator ObserverSpawnTests([Values] ObserverTestTypes observerTestTypes, [Values] bool sceneManagement)
|
||||
public IEnumerator ObserverSpawnTests([Values] ObserverTestTypes observerTestTypes, [Values] SceneManagementState sceneManagement)
|
||||
{
|
||||
if (!sceneManagement)
|
||||
if (sceneManagement == SceneManagementState.SceneManagementDisabled)
|
||||
{
|
||||
// When scene management is disabled, we need this wait period for all clients to be up to date with
|
||||
// all other clients before beginning the process of stopping all clients.
|
||||
if (m_DistributedAuthority)
|
||||
{
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
}
|
||||
// Disable prefabs to prevent them from being destroyed
|
||||
foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
|
||||
{
|
||||
@@ -156,8 +180,10 @@ namespace Unity.Netcode.RuntimeTests
|
||||
m_ObserverTestType = ObserverTestTypes.WithoutObservers;
|
||||
// Just give a little time to make sure nothing spawned
|
||||
yield return s_DefaultWaitForTick;
|
||||
yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
|
||||
AssertOnTimeout($"{(withoutObservers ? k_WithoutObserversError : k_WithObserversError)} {k_ObserverTestObjName} object!");
|
||||
|
||||
// This just requires a targeted check to assure the newly joined client did not spawn the NetworkObject with SpawnWithObservers set to false
|
||||
var lateJoinClientId = m_ClientNetworkManagers[m_ClientNetworkManagers.Length - 1].LocalClientId;
|
||||
Assert.False(s_GlobalNetworkObjects.ContainsKey(lateJoinClientId), $"[Client-{lateJoinClientId}] Spawned {instance.name} when it shouldn't have!");
|
||||
|
||||
// Now validate that we can make the NetworkObject visible to the newly joined client
|
||||
m_ObserverTestNetworkObject.NetworkShow(m_ClientNetworkManagers[NumberOfClients].LocalClientId);
|
||||
|
||||
@@ -0,0 +1,205 @@
|
||||
using System.Collections;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using NUnit.Framework;
|
||||
using Unity.Netcode.TestHelpers.Runtime;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
[TestFixture(SessionModeTypes.DistributedAuthority)]
|
||||
[TestFixture(SessionModeTypes.ClientServer)]
|
||||
public class NetworkObjectOwnershipPropertiesTests : NetcodeIntegrationTest
|
||||
{
|
||||
private class DummyNetworkBehaviour : NetworkBehaviour
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
protected override int NumberOfClients => 2;
|
||||
private GameObject m_PrefabToSpawn;
|
||||
private NetworkObject m_OwnerSpawnedInstance;
|
||||
private NetworkObject m_TargetOwnerInstance;
|
||||
private NetworkManager m_InitialOwner;
|
||||
private NetworkManager m_NextTargetOwner;
|
||||
|
||||
private ulong m_InitialOwnerId;
|
||||
private ulong m_TargetOwnerId;
|
||||
private bool m_SpawnedInstanceIsOwner;
|
||||
private bool m_InitialOwnerOwnedBySever;
|
||||
private bool m_TargetOwnerOwnedBySever;
|
||||
|
||||
public NetworkObjectOwnershipPropertiesTests(SessionModeTypes sessionModeType) : base(sessionModeType) { }
|
||||
|
||||
protected override IEnumerator OnTearDown()
|
||||
{
|
||||
m_OwnerSpawnedInstance = null;
|
||||
m_InitialOwner = null;
|
||||
m_NextTargetOwner = null;
|
||||
m_PrefabToSpawn = null;
|
||||
return base.OnTearDown();
|
||||
}
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
m_PrefabToSpawn = CreateNetworkObjectPrefab("ClientOwnedObject");
|
||||
m_PrefabToSpawn.gameObject.AddComponent<DummyNetworkBehaviour>();
|
||||
m_PrefabToSpawn.GetComponent<NetworkObject>().SetOwnershipStatus(NetworkObject.OwnershipStatus.Distributable);
|
||||
}
|
||||
|
||||
public enum InstanceTypes
|
||||
{
|
||||
Server,
|
||||
Client
|
||||
}
|
||||
|
||||
private StringBuilder m_OwnershipPropagatedFailures = new StringBuilder();
|
||||
private bool OwnershipPropagated()
|
||||
{
|
||||
var conditionMet = true;
|
||||
m_OwnershipPropagatedFailures.Clear();
|
||||
// In distributed authority mode, we will check client owner to DAHost owner with InstanceTypes.Server and client owner to client
|
||||
// when InstanceTypes.Client
|
||||
if (m_DistributedAuthority)
|
||||
{
|
||||
if (!m_ClientNetworkManagers[1].SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
|
||||
{
|
||||
conditionMet = false;
|
||||
m_OwnershipPropagatedFailures.AppendLine($"Client-{m_ClientNetworkManagers[1].LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
|
||||
}
|
||||
if (!m_ClientNetworkManagers[0].SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
|
||||
{
|
||||
conditionMet = false;
|
||||
m_OwnershipPropagatedFailures.AppendLine($"Client-{m_ClientNetworkManagers[0].LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
|
||||
}
|
||||
if (!m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
|
||||
{
|
||||
conditionMet = false;
|
||||
m_OwnershipPropagatedFailures.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_NextTargetOwner != m_ServerNetworkManager)
|
||||
{
|
||||
if (!m_NextTargetOwner.SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
|
||||
{
|
||||
conditionMet = false;
|
||||
m_OwnershipPropagatedFailures.AppendLine($"Client-{m_NextTargetOwner.LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
|
||||
}
|
||||
}
|
||||
if (!m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
|
||||
{
|
||||
conditionMet = false;
|
||||
m_OwnershipPropagatedFailures.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
|
||||
}
|
||||
}
|
||||
return conditionMet;
|
||||
}
|
||||
|
||||
private void ValidateOwnerShipProperties(bool targetIsOwner = false)
|
||||
{
|
||||
Assert.AreEqual(m_OwnerSpawnedInstance.IsOwner, m_SpawnedInstanceIsOwner);
|
||||
Assert.AreEqual(m_OwnerSpawnedInstance.IsOwnedByServer, m_InitialOwnerOwnedBySever);
|
||||
Assert.AreEqual(targetIsOwner ? m_TargetOwnerId : m_InitialOwnerId, m_OwnerSpawnedInstance.OwnerClientId);
|
||||
|
||||
var initialOwnerBehaviour = m_OwnerSpawnedInstance.GetComponent<DummyNetworkBehaviour>();
|
||||
Assert.AreEqual(initialOwnerBehaviour.IsOwner, m_SpawnedInstanceIsOwner);
|
||||
Assert.AreEqual(initialOwnerBehaviour.IsOwnedByServer, m_InitialOwnerOwnedBySever);
|
||||
Assert.AreEqual(targetIsOwner ? m_TargetOwnerId : m_InitialOwnerId, initialOwnerBehaviour.OwnerClientId);
|
||||
|
||||
Assert.AreEqual(m_TargetOwnerInstance.IsOwner, targetIsOwner);
|
||||
Assert.AreEqual(m_TargetOwnerInstance.IsOwnedByServer, m_TargetOwnerOwnedBySever);
|
||||
|
||||
Assert.AreEqual(targetIsOwner ? m_TargetOwnerId : m_InitialOwnerId, m_TargetOwnerInstance.OwnerClientId);
|
||||
var targetOwnerBehaviour = m_TargetOwnerInstance.GetComponent<DummyNetworkBehaviour>();
|
||||
Assert.AreEqual(targetOwnerBehaviour.IsOwner, targetIsOwner);
|
||||
Assert.AreEqual(targetOwnerBehaviour.IsOwnedByServer, m_TargetOwnerOwnedBySever);
|
||||
Assert.AreEqual(targetIsOwner ? m_TargetOwnerId : m_InitialOwnerId, m_TargetOwnerInstance.OwnerClientId);
|
||||
}
|
||||
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ValidatePropertiesWithOwnershipChanges([Values(InstanceTypes.Server, InstanceTypes.Client)] InstanceTypes instanceType)
|
||||
{
|
||||
m_NextTargetOwner = instanceType == InstanceTypes.Server ? m_ServerNetworkManager : m_ClientNetworkManagers[0];
|
||||
m_InitialOwner = instanceType == InstanceTypes.Client ? m_ServerNetworkManager : m_ClientNetworkManagers[0];
|
||||
|
||||
// In distributed authority mode, we will check client owner to DAHost owner with InstanceTypes.Server and client owner to client
|
||||
// when InstanceTypes.Client
|
||||
if (m_DistributedAuthority)
|
||||
{
|
||||
m_InitialOwner = m_ClientNetworkManagers[0];
|
||||
if (instanceType == InstanceTypes.Client)
|
||||
{
|
||||
m_NextTargetOwner = m_ClientNetworkManagers[1];
|
||||
}
|
||||
m_PrefabToSpawn.GetComponent<NetworkObject>().SetOwnershipStatus(NetworkObject.OwnershipStatus.Transferable);
|
||||
}
|
||||
|
||||
m_InitialOwnerId = m_InitialOwner.LocalClientId;
|
||||
m_TargetOwnerId = m_NextTargetOwner.LocalClientId;
|
||||
m_InitialOwnerOwnedBySever = m_InitialOwner.IsServer;
|
||||
m_TargetOwnerOwnedBySever = m_InitialOwner.IsServer;
|
||||
var objectInstance = SpawnObject(m_PrefabToSpawn, m_InitialOwner);
|
||||
|
||||
m_OwnerSpawnedInstance = objectInstance.GetComponent<NetworkObject>();
|
||||
m_SpawnedInstanceIsOwner = m_OwnerSpawnedInstance.NetworkManager == m_InitialOwner;
|
||||
// Sanity check to verify that the next owner to target is not the owner of the spawned object
|
||||
var hasEntry = m_InitialOwner.SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId);
|
||||
Assert.False(hasEntry);
|
||||
|
||||
// Since CreateObjectMessage gets proxied by DAHost, just wait until the next target owner has the spawned instance in the s_GlobalNetworkObjects table.
|
||||
yield return WaitForConditionOrTimeOut(() => s_GlobalNetworkObjects.ContainsKey(m_NextTargetOwner.LocalClientId) && s_GlobalNetworkObjects[m_NextTargetOwner.LocalClientId].ContainsKey(m_OwnerSpawnedInstance.NetworkObjectId));
|
||||
AssertOnTimeout($"Timed out waiting for Client-{m_NextTargetOwner.LocalClientId} to have an instance entry of {m_OwnerSpawnedInstance.name}-{m_OwnerSpawnedInstance.NetworkObjectId}!");
|
||||
|
||||
// Get the target client's instance of the spawned object
|
||||
m_TargetOwnerInstance = s_GlobalNetworkObjects[m_NextTargetOwner.LocalClientId][m_OwnerSpawnedInstance.NetworkObjectId];
|
||||
|
||||
// Validate that NetworkObject and NetworkBehaviour ownership properties are correct
|
||||
ValidateOwnerShipProperties();
|
||||
|
||||
// The authority always changes the ownership
|
||||
// Client-Server: It will always be the host instance
|
||||
// Distributed Authority: It can be either the DAHost or the client
|
||||
if (m_DistributedAuthority)
|
||||
{
|
||||
// Use the target client's instance to change ownership
|
||||
m_TargetOwnerInstance.ChangeOwnership(m_NextTargetOwner.LocalClientId);
|
||||
if (instanceType == InstanceTypes.Client)
|
||||
{
|
||||
var networkManagersList = new System.Collections.Generic.List<NetworkManager>() { m_ServerNetworkManager, m_ClientNetworkManagers[0] };
|
||||
// Provide enough time for the client to receive and process the spawned message.
|
||||
yield return WaitForMessageReceived<ChangeOwnershipMessage>(networkManagersList);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Provide enough time for the client to receive and process the change in ownership message.
|
||||
yield return WaitForMessageReceived<ChangeOwnershipMessage>(m_ClientNetworkManagers.ToList());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_OwnerSpawnedInstance.ChangeOwnership(m_NextTargetOwner.LocalClientId);
|
||||
// Provide enough time for the client to receive and process the change in ownership message.
|
||||
yield return WaitForMessageReceived<ChangeOwnershipMessage>(m_ClientNetworkManagers.ToList());
|
||||
}
|
||||
|
||||
// Ensure it's the ownership tables are updated
|
||||
yield return WaitForConditionOrTimeOut(OwnershipPropagated);
|
||||
AssertOnTimeout($"Timed out waiting for ownership to propagate!\n{m_OwnershipPropagatedFailures}");
|
||||
|
||||
m_SpawnedInstanceIsOwner = m_OwnerSpawnedInstance.NetworkManager == m_NextTargetOwner;
|
||||
if (m_SpawnedInstanceIsOwner)
|
||||
{
|
||||
m_InitialOwnerOwnedBySever = m_OwnerSpawnedInstance.NetworkManager.IsServer;
|
||||
}
|
||||
m_InitialOwnerOwnedBySever = m_NextTargetOwner.IsServer;
|
||||
m_TargetOwnerOwnedBySever = m_NextTargetOwner.IsServer;
|
||||
|
||||
// Validate that NetworkObject and NetworkBehaviour ownership properties are correct
|
||||
ValidateOwnerShipProperties(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7c88cc36139c1574fba571485477d642
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -10,6 +10,8 @@ namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
public class NetworkObjectOwnershipComponent : NetworkBehaviour
|
||||
{
|
||||
public static Dictionary<ulong, NetworkObjectOwnershipComponent> SpawnedInstances = new Dictionary<ulong, NetworkObjectOwnershipComponent>();
|
||||
|
||||
public bool OnLostOwnershipFired = false;
|
||||
public bool OnGainedOwnershipFired = false;
|
||||
|
||||
@@ -23,6 +25,15 @@ namespace Unity.Netcode.RuntimeTests
|
||||
OnGainedOwnershipFired = true;
|
||||
}
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
if (!SpawnedInstances.ContainsKey(NetworkManager.LocalClientId))
|
||||
{
|
||||
SpawnedInstances.Add(NetworkManager.LocalClientId, this);
|
||||
}
|
||||
base.OnNetworkSpawn();
|
||||
}
|
||||
|
||||
public void ResetFlags()
|
||||
{
|
||||
OnLostOwnershipFired = false;
|
||||
@@ -30,6 +41,8 @@ namespace Unity.Netcode.RuntimeTests
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
[TestFixture(HostOrServer.DAHost)]
|
||||
[TestFixture(HostOrServer.Host)]
|
||||
[TestFixture(HostOrServer.Server)]
|
||||
public class NetworkObjectOwnershipTests : NetcodeIntegrationTest
|
||||
@@ -48,10 +61,20 @@ namespace Unity.Netcode.RuntimeTests
|
||||
Remove
|
||||
}
|
||||
|
||||
protected override IEnumerator OnSetup()
|
||||
{
|
||||
NetworkObjectOwnershipComponent.SpawnedInstances.Clear();
|
||||
return base.OnSetup();
|
||||
}
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
m_OwnershipPrefab = CreateNetworkObjectPrefab("OnwershipPrefab");
|
||||
m_OwnershipPrefab.AddComponent<NetworkObjectOwnershipComponent>();
|
||||
if (m_DistributedAuthority)
|
||||
{
|
||||
m_OwnershipPrefab.GetComponent<NetworkObject>().SetOwnershipStatus(NetworkObject.OwnershipStatus.Transferable);
|
||||
}
|
||||
base.OnServerAndClientsCreated();
|
||||
}
|
||||
|
||||
@@ -67,6 +90,23 @@ namespace Unity.Netcode.RuntimeTests
|
||||
Assert.NotNull(clientPlayerObject, $"Client Id {m_ClientNetworkManagers[0].LocalClientId} does not have its local player marked as an owned object using local client!");
|
||||
}
|
||||
|
||||
private bool AllObjectsSpawnedOnClients()
|
||||
{
|
||||
if (!NetworkObjectOwnershipComponent.SpawnedInstances.ContainsKey(m_ServerNetworkManager.LocalClientId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
foreach (var client in m_ClientNetworkManagers)
|
||||
{
|
||||
if (!NetworkObjectOwnershipComponent.SpawnedInstances.ContainsKey(client.LocalClientId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TestOwnershipCallbacks([Values] OwnershipChecks ownershipChecks)
|
||||
{
|
||||
@@ -75,6 +115,9 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled<CreateObjectMessage>(m_ClientNetworkManagers[0]);
|
||||
|
||||
yield return WaitForConditionOrTimeOut(AllObjectsSpawnedOnClients);
|
||||
AssertOnTimeout($"Timed out waiting for all clients to spawn the ownership object!");
|
||||
|
||||
var ownershipNetworkObjectId = m_OwnershipNetworkObject.NetworkObjectId;
|
||||
Assert.That(ownershipNetworkObjectId, Is.GreaterThan(0));
|
||||
Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
|
||||
@@ -123,18 +166,22 @@ namespace Unity.Netcode.RuntimeTests
|
||||
else
|
||||
{
|
||||
// Validates that when ownership is removed the server gets an OnGainedOwnership notification
|
||||
serverObject.RemoveOwnership();
|
||||
// In distributed authority mode, the current owner just rolls the ownership back over to the DAHost client (i.e. host mocking CMB Service)
|
||||
if (m_DistributedAuthority)
|
||||
{
|
||||
clientObject.ChangeOwnership(NetworkManager.ServerClientId);
|
||||
}
|
||||
else
|
||||
{
|
||||
serverObject.RemoveOwnership();
|
||||
}
|
||||
}
|
||||
|
||||
yield return s_DefaultWaitForTick;
|
||||
yield return WaitForConditionOrTimeOut(() => serverComponent.OnGainedOwnershipFired && serverComponent.OwnerClientId == m_ServerNetworkManager.LocalClientId);
|
||||
AssertOnTimeout($"Timed out waiting for ownership to be transfered back to the host instance!");
|
||||
|
||||
Assert.That(serverComponent.OnGainedOwnershipFired);
|
||||
Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
|
||||
|
||||
yield return WaitForConditionOrTimeOut(() => clientComponent.OnLostOwnershipFired);
|
||||
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client to lose ownership!");
|
||||
Assert.That(clientComponent.OnLostOwnershipFired);
|
||||
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
|
||||
yield return WaitForConditionOrTimeOut(() => clientComponent.OnLostOwnershipFired && clientComponent.OwnerClientId == m_ServerNetworkManager.LocalClientId);
|
||||
AssertOnTimeout($"Timed out waiting for client-side lose ownership event to trigger or owner identifier to be equal to the host!");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -193,11 +240,11 @@ namespace Unity.Netcode.RuntimeTests
|
||||
m_ServerNetworkManager.SpawnManager.RemoveOwnership(m_OwnershipNetworkObject);
|
||||
var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
|
||||
Assert.That(serverObject, Is.Not.Null);
|
||||
|
||||
var clientObject = (NetworkObject)null;
|
||||
var clientObjects = new List<NetworkObject>();
|
||||
for (int i = 0; i < NumberOfClients; i++)
|
||||
{
|
||||
var clientObject = m_ClientNetworkManagers[i].SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
|
||||
clientObject = m_ClientNetworkManagers[i].SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
|
||||
Assert.That(clientObject, Is.Not.Null);
|
||||
clientObjects.Add(clientObject);
|
||||
}
|
||||
@@ -217,9 +264,10 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
// After the 1st client has been given ownership to the object, this will be used to make sure each previous owner properly received the remove ownership message
|
||||
var previousClientComponent = (NetworkObjectOwnershipComponent)null;
|
||||
|
||||
for (int clientIndex = 0; clientIndex < NumberOfClients; clientIndex++)
|
||||
{
|
||||
var clientObject = clientObjects[clientIndex];
|
||||
clientObject = clientObjects[clientIndex];
|
||||
var clientId = m_ClientNetworkManagers[clientIndex].LocalClientId;
|
||||
|
||||
Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(clientId));
|
||||
@@ -271,7 +319,15 @@ namespace Unity.Netcode.RuntimeTests
|
||||
else
|
||||
{
|
||||
// Validates that when ownership is removed the server gets an OnGainedOwnership notification
|
||||
serverObject.RemoveOwnership();
|
||||
// In distributed authority mode, the current owner just rolls the ownership back over to the DAHost client (i.e. host mocking CMB Service)
|
||||
if (m_DistributedAuthority)
|
||||
{
|
||||
clientObject.ChangeOwnership(NetworkManager.ServerClientId);
|
||||
}
|
||||
else
|
||||
{
|
||||
serverObject.RemoveOwnership();
|
||||
}
|
||||
}
|
||||
|
||||
yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
|
||||
|
||||
@@ -6,6 +6,9 @@ using UnityEngine.TestTools;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
|
||||
[TestFixture(SessionModeTypes.ClientServer)]
|
||||
[TestFixture(SessionModeTypes.DistributedAuthority)]
|
||||
public class NetworkObjectSpawnManyObjectsTests : NetcodeIntegrationTest
|
||||
{
|
||||
protected override int NumberOfClients => 1;
|
||||
@@ -15,6 +18,7 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
private NetworkPrefab m_PrefabToSpawn;
|
||||
|
||||
public NetworkObjectSpawnManyObjectsTests(SessionModeTypes sessionModeType) : base(sessionModeType) { }
|
||||
// Using this component assures we will know precisely how many prefabs were spawned on the client
|
||||
public class SpawnObjecTrackingComponent : NetworkBehaviour
|
||||
{
|
||||
@@ -35,6 +39,7 @@ namespace Unity.Netcode.RuntimeTests
|
||||
var gameObject = new GameObject("TestObject");
|
||||
var networkObject = gameObject.AddComponent<NetworkObject>();
|
||||
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
|
||||
networkObject.IsSceneObject = false;
|
||||
gameObject.AddComponent<SpawnObjecTrackingComponent>();
|
||||
|
||||
m_PrefabToSpawn = new NetworkPrefab() { Prefab = gameObject };
|
||||
|
||||
@@ -8,6 +8,8 @@ using Random = UnityEngine.Random;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
|
||||
[TestFixture(VariableLengthSafety.DisableNetVarSafety, HostOrServer.DAHost)]
|
||||
[TestFixture(VariableLengthSafety.DisableNetVarSafety, HostOrServer.Host)]
|
||||
[TestFixture(VariableLengthSafety.EnabledNetVarSafety, HostOrServer.Host)]
|
||||
[TestFixture(VariableLengthSafety.DisableNetVarSafety, HostOrServer.Server)]
|
||||
@@ -29,17 +31,20 @@ namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
DisableNetVarSafety,
|
||||
EnabledNetVarSafety,
|
||||
}
|
||||
};
|
||||
|
||||
public NetworkObjectSynchronizationTests(VariableLengthSafety variableLengthSafety, HostOrServer hostOrServer)
|
||||
public NetworkObjectSynchronizationTests(VariableLengthSafety variableLengthSafety, HostOrServer hostOrServer) : base(hostOrServer)
|
||||
{
|
||||
m_VariableLengthSafety = variableLengthSafety;
|
||||
m_UseHost = hostOrServer == HostOrServer.Host;
|
||||
}
|
||||
|
||||
protected override void OnCreatePlayerPrefab()
|
||||
{
|
||||
m_PlayerPrefab.AddComponent<NetworkBehaviourWithOwnerNetworkVariables>();
|
||||
var component = m_PlayerPrefab.AddComponent<NetworkBehaviourWithOwnerNetworkVariables>();
|
||||
if (m_DistributedAuthority)
|
||||
{
|
||||
component.SetWritePermissions(NetworkVariableWritePermission.Owner);
|
||||
}
|
||||
base.OnCreatePlayerPrefab();
|
||||
}
|
||||
|
||||
@@ -123,40 +128,64 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
if (m_UseHost)
|
||||
{
|
||||
var delayCounter = 0;
|
||||
while (m_ClientNetworkManagers.Length == 0)
|
||||
{
|
||||
delayCounter++;
|
||||
Assert.True(delayCounter < 30, "TimeOut waiting for client to spawn!");
|
||||
yield return s_DefaultWaitForTick;
|
||||
}
|
||||
delayCounter = 0;
|
||||
while (!m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId].ContainsKey(m_ClientNetworkManagers[0].LocalClientId))
|
||||
{
|
||||
delayCounter++;
|
||||
if (delayCounter >= 30)
|
||||
{
|
||||
VerboseDebug("Trap!");
|
||||
}
|
||||
Assert.True(delayCounter < 30, "TimeOut waiting for client to spawn!");
|
||||
yield return s_DefaultWaitForTick;
|
||||
}
|
||||
|
||||
|
||||
var serverSideClientPlayerComponent = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
|
||||
var serverSideHostPlayerComponent = m_ServerNetworkManager.LocalClient.PlayerObject.GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
|
||||
var clientSidePlayerComponent = m_ClientNetworkManagers[0].LocalClient.PlayerObject.GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
|
||||
var clientSideHostPlayerComponent = m_PlayerNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][m_ServerNetworkManager.LocalClientId].GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
|
||||
|
||||
var modeText = m_DistributedAuthority ? "owner" : "server";
|
||||
// Validate that the client side player values match the server side value of the client's player
|
||||
Assert.IsTrue(serverSideClientPlayerComponent.NetworkVariableData1.Value == clientSidePlayerComponent.NetworkVariableData1.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Client Player] Client side value ({serverSideClientPlayerComponent.NetworkVariableData1.Value})" +
|
||||
$" does not equal the server side value ({serverSideClientPlayerComponent.NetworkVariableData1.Value})!");
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Client Player-{clientSidePlayerComponent.OwnerClientId}] Client side value ({clientSidePlayerComponent.NetworkVariableData1.Value})" +
|
||||
$" does not equal the {modeText} side value ({serverSideClientPlayerComponent.NetworkVariableData1.Value})!");
|
||||
Assert.IsTrue(serverSideClientPlayerComponent.NetworkVariableData2.Value == clientSidePlayerComponent.NetworkVariableData2.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Client Player] Client side value ({serverSideClientPlayerComponent.NetworkVariableData2.Value})" +
|
||||
$" does not equal the server side value ({serverSideClientPlayerComponent.NetworkVariableData2.Value})!");
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Client Player-{clientSidePlayerComponent.OwnerClientId}] Client side value ({clientSidePlayerComponent.NetworkVariableData2.Value})" +
|
||||
$" does not equal the {modeText} side value ({serverSideClientPlayerComponent.NetworkVariableData2.Value})!");
|
||||
Assert.IsTrue(serverSideClientPlayerComponent.NetworkVariableData3.Value == clientSidePlayerComponent.NetworkVariableData3.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Client Player] Client side value ({serverSideClientPlayerComponent.NetworkVariableData3.Value})" +
|
||||
$" does not equal the server side value ({serverSideClientPlayerComponent.NetworkVariableData3.Value})!");
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Client Player-{clientSidePlayerComponent.OwnerClientId}] Client side value ({clientSidePlayerComponent.NetworkVariableData3.Value})" +
|
||||
$" does not equal the {modeText} side value ({serverSideClientPlayerComponent.NetworkVariableData3.Value})!");
|
||||
Assert.IsTrue(serverSideClientPlayerComponent.NetworkVariableData4.Value == clientSidePlayerComponent.NetworkVariableData4.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Client Player] Client side value ({serverSideClientPlayerComponent.NetworkVariableData4.Value})" +
|
||||
$" does not equal the server side value ({serverSideClientPlayerComponent.NetworkVariableData4.Value})!");
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Client Player-{clientSidePlayerComponent.OwnerClientId}] Client side value ({clientSidePlayerComponent.NetworkVariableData4.Value})" +
|
||||
$" does not equal the {modeText} side value ({serverSideClientPlayerComponent.NetworkVariableData4.Value})!");
|
||||
|
||||
|
||||
// Validate that only the 2nd and 4th NetworkVariable on the client side instance of the host's player is the same and the other two do not match
|
||||
// (i.e. NetworkVariables owned by the server should not get synchronized on client)
|
||||
Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData1.Value != clientSideHostPlayerComponent.NetworkVariableData1.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Host Player] Client side value ({serverSideHostPlayerComponent.NetworkVariableData1.Value})" +
|
||||
$" should not be equal to the server side value ({clientSideHostPlayerComponent.NetworkVariableData1.Value})!");
|
||||
Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData2.Value == clientSideHostPlayerComponent.NetworkVariableData2.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Host Player] Client side value ({serverSideHostPlayerComponent.NetworkVariableData2.Value})" +
|
||||
$" does not equal the server side value ({clientSideHostPlayerComponent.NetworkVariableData2.Value})!");
|
||||
Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData3.Value != clientSideHostPlayerComponent.NetworkVariableData3.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Host Player] Client side value ({serverSideHostPlayerComponent.NetworkVariableData3.Value})" +
|
||||
$" should not be equal to the server side value ({clientSideHostPlayerComponent.NetworkVariableData3.Value})!");
|
||||
Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData4.Value == clientSideHostPlayerComponent.NetworkVariableData4.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Host Player] Client side value ({serverSideHostPlayerComponent.NetworkVariableData4.Value})" +
|
||||
$" does not equal the server side value ({clientSideHostPlayerComponent.NetworkVariableData4.Value})!");
|
||||
// DANGO-TODO: This scenario is only possible to do if we add a DA-Server to mock the CMB Service or we integrate the CMB Service AND we have updated NetworkVariable permissions
|
||||
// to only allow the service to write. For now, we will skip this validation for distributed authority
|
||||
if (!m_DistributedAuthority)
|
||||
{
|
||||
// Validate that only the 2nd and 4th NetworkVariable on the client side instance of the host's player is the same and the other two do not match
|
||||
// (i.e. NetworkVariables owned by the server should not get synchronized on client)
|
||||
Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData1.Value != clientSideHostPlayerComponent.NetworkVariableData1.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Host Player] Client side value ({clientSideHostPlayerComponent.NetworkVariableData1.Value})" +
|
||||
$" should not be equal to the server side value ({serverSideHostPlayerComponent.NetworkVariableData1.Value})!");
|
||||
Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData2.Value == clientSideHostPlayerComponent.NetworkVariableData2.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Host Player] Client side value ({clientSideHostPlayerComponent.NetworkVariableData2.Value})" +
|
||||
$" does not equal the server side value ({serverSideHostPlayerComponent.NetworkVariableData2.Value})!");
|
||||
Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData3.Value != clientSideHostPlayerComponent.NetworkVariableData3.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Host Player] Client side value ({clientSideHostPlayerComponent.NetworkVariableData3.Value})" +
|
||||
$" should not be equal to the server side value ({serverSideHostPlayerComponent.NetworkVariableData3.Value})!");
|
||||
Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData4.Value == serverSideHostPlayerComponent.NetworkVariableData4.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Host Player] Client side value ({clientSideHostPlayerComponent.NetworkVariableData4.Value})" +
|
||||
$" does not equal the server side value ({serverSideHostPlayerComponent.NetworkVariableData4.Value})!");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -190,44 +219,53 @@ namespace Unity.Netcode.RuntimeTests
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Player-{clientOneId}] Client-{clientOneId} value ({clientSide1PlayerComponent.NetworkVariableData4.Value})" +
|
||||
$" does not equal Client-{clientTwoId}'s clone side value ({clientSide2Player1Clone.NetworkVariableData4.Value})!");
|
||||
|
||||
// DANGO-TODO: This scenario is only possible to do if we add a DA-Server to mock the CMB Service or we integrate the CMB Service AND we have updated NetworkVariable permissions
|
||||
// to only allow the service to write. For now, we will skip this validation for distributed authority
|
||||
if (!m_DistributedAuthority)
|
||||
{
|
||||
// Validate that client two's 2nd and 4th NetworkVariables for the local and clone instances match and the other two do not
|
||||
Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData1.Value != clientSide1Player2Clone.NetworkVariableData1.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData1.Value})" +
|
||||
$" should not be equal to Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData1.Value})!");
|
||||
|
||||
// Validate that client two's 2nd and 4th NetworkVariables for the local and clone instances match and the other two do not
|
||||
Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData1.Value != clientSide1Player2Clone.NetworkVariableData1.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData1.Value})" +
|
||||
$" should not be equal to Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData1.Value})!");
|
||||
Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData2.Value == clientSide1Player2Clone.NetworkVariableData2.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData2.Value})" +
|
||||
$" does not equal Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData2.Value})!");
|
||||
|
||||
Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData2.Value == clientSide1Player2Clone.NetworkVariableData2.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData2.Value})" +
|
||||
$" does not equal Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData2.Value})!");
|
||||
Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData3.Value != clientSide1Player2Clone.NetworkVariableData3.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData3.Value})" +
|
||||
$" should not be equal to Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData3.Value})!");
|
||||
|
||||
Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData3.Value != clientSide1Player2Clone.NetworkVariableData3.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData3.Value})" +
|
||||
$" should not be equal to Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData3.Value})!");
|
||||
|
||||
Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData4.Value == clientSide1Player2Clone.NetworkVariableData4.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData4.Value})" +
|
||||
$" does not equal Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData4.Value})!");
|
||||
Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData4.Value == clientSide1Player2Clone.NetworkVariableData4.Value,
|
||||
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData4.Value})" +
|
||||
$" does not equal Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData4.Value})!");
|
||||
}
|
||||
}
|
||||
|
||||
// Now validate all of the NetworkVariable values match to assure everything synchronized properly
|
||||
foreach (var spawnedObject in validSpawnedNetworkObjects)
|
||||
// DANGO-TODO: This scenario is only possible to do if we add a DA-Server to mock the CMB Service or we integrate the CMB Service AND we have updated NetworkVariable permissions
|
||||
// to only allow the service to write. For now, we will skip this validation for distributed authority
|
||||
if (!m_DistributedAuthority)
|
||||
{
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
// Now validate all of the NetworkVariable values match to assure everything synchronized properly
|
||||
foreach (var spawnedObject in validSpawnedNetworkObjects)
|
||||
{
|
||||
//Validate that the connected client has spawned all of the instances that shouldn't have failed.
|
||||
var clientSideNetworkObjects = s_GlobalNetworkObjects[clientNetworkManager.LocalClientId];
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
//Validate that the connected client has spawned all of the instances that shouldn't have failed.
|
||||
var clientSideNetworkObjects = s_GlobalNetworkObjects[clientNetworkManager.LocalClientId];
|
||||
|
||||
Assert.IsTrue(NetworkBehaviourWithNetworkVariables.ClientSpawnCount[clientNetworkManager.LocalClientId] == validSpawnedNetworkObjects.Count, $"Client-{clientNetworkManager.LocalClientId} spawned " +
|
||||
$"({NetworkBehaviourWithNetworkVariables.ClientSpawnCount}) {nameof(NetworkObject)}s but the expected number of {nameof(NetworkObject)}s should have been ({validSpawnedNetworkObjects.Count})!");
|
||||
Assert.IsTrue(NetworkBehaviourWithNetworkVariables.ClientSpawnCount[clientNetworkManager.LocalClientId] == validSpawnedNetworkObjects.Count, $"Client-{clientNetworkManager.LocalClientId} spawned " +
|
||||
$"({NetworkBehaviourWithNetworkVariables.ClientSpawnCount}) {nameof(NetworkObject)}s but the expected number of {nameof(NetworkObject)}s should have been ({validSpawnedNetworkObjects.Count})!");
|
||||
|
||||
var spawnedNetworkObject = spawnedObject.GetComponent<NetworkObject>();
|
||||
Assert.IsTrue(clientSideNetworkObjects.ContainsKey(spawnedNetworkObject.NetworkObjectId), $"Failed to find valid spawned {nameof(NetworkObject)} on the client-side with a " +
|
||||
$"{nameof(NetworkObject.NetworkObjectId)} of {spawnedNetworkObject.NetworkObjectId}");
|
||||
var spawnedNetworkObject = spawnedObject.GetComponent<NetworkObject>();
|
||||
Assert.IsTrue(clientSideNetworkObjects.ContainsKey(spawnedNetworkObject.NetworkObjectId), $"Failed to find valid spawned {nameof(NetworkObject)} on the client-side with a " +
|
||||
$"{nameof(NetworkObject.NetworkObjectId)} of {spawnedNetworkObject.NetworkObjectId}");
|
||||
|
||||
var clientSideObject = clientSideNetworkObjects[spawnedNetworkObject.NetworkObjectId];
|
||||
Assert.IsTrue(clientSideObject.NetworkManager == clientNetworkManager, $"Client-side object {clientSideObject}'s {nameof(NetworkManager)} is not valid!");
|
||||
var clientSideObject = clientSideNetworkObjects[spawnedNetworkObject.NetworkObjectId];
|
||||
Assert.IsTrue(clientSideObject.NetworkManager == clientNetworkManager, $"Client-side object {clientSideObject}'s {nameof(NetworkManager)} is not valid!");
|
||||
|
||||
ValidateNetworkBehaviourWithNetworkVariables(spawnedNetworkObject, clientSideObject);
|
||||
ValidateNetworkBehaviourWithNetworkVariables(spawnedNetworkObject, clientSideObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -259,6 +297,22 @@ namespace Unity.Netcode.RuntimeTests
|
||||
$"does not match the client side instance value ({clientSideComponent.NetworkVariableData4.Value})!");
|
||||
}
|
||||
|
||||
|
||||
private bool ClientSpawnedNetworkObjects(List<GameObject> spawnedObjectList)
|
||||
{
|
||||
var clientSideNetworkObjects = s_GlobalNetworkObjects[m_ClientNetworkManagers[0].LocalClientId];
|
||||
|
||||
foreach (var spawnedObject in spawnedObjectList)
|
||||
{
|
||||
var serverSideSpawnedNetworkObject = spawnedObject.GetComponent<NetworkObject>();
|
||||
if (!clientSideNetworkObjects.ContainsKey(serverSideSpawnedNetworkObject.NetworkObjectId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This validates that when a NetworkBehaviour fails serialization or deserialization during synchronizations that other NetworkBehaviours
|
||||
/// will still be initialized properly
|
||||
@@ -287,6 +341,9 @@ namespace Unity.Netcode.RuntimeTests
|
||||
// Validate that when a NetworkBehaviour fails to synchronize and is skipped over it does not
|
||||
// impact the rest of the NetworkBehaviours.
|
||||
var clientSideNetworkObjects = s_GlobalNetworkObjects[m_ClientNetworkManagers[0].LocalClientId];
|
||||
yield return WaitForConditionOrTimeOut(() => ClientSpawnedNetworkObjects(spawnedObjectList));
|
||||
AssertOnTimeout($"Timed out waiting for newly joined client to spawn all NetworkObjects!");
|
||||
|
||||
foreach (var spawnedObject in spawnedObjectList)
|
||||
{
|
||||
var serverSideSpawnedNetworkObject = spawnedObject.GetComponent<NetworkObject>();
|
||||
@@ -387,6 +444,24 @@ namespace Unity.Netcode.RuntimeTests
|
||||
/// </summary>
|
||||
public class NetworkBehaviourWithOwnerNetworkVariables : NetworkBehaviour
|
||||
{
|
||||
private NetworkVariableWritePermission m_NetworkVariableWritePermission = NetworkVariableWritePermission.Server;
|
||||
/// <summary>
|
||||
/// For distributed authority, there is no such thing as a server and only owners
|
||||
/// DANGO-TODO: When NetworkVariable permissions are updated, this test might need to be updated
|
||||
/// </summary>
|
||||
/// <param name="networkVariableWritePermission"></param>
|
||||
public void SetWritePermissions(NetworkVariableWritePermission networkVariableWritePermission)
|
||||
{
|
||||
m_NetworkVariableWritePermission = networkVariableWritePermission;
|
||||
// Should synchronize with everyone
|
||||
NetworkVariableData1 = new NetworkVariable<int>(default, NetworkVariableReadPermission.Everyone, networkVariableWritePermission);
|
||||
// Should synchronize with everyone
|
||||
NetworkVariableData2 = new NetworkVariable<long>(default, NetworkVariableReadPermission.Everyone, networkVariableWritePermission);
|
||||
// Should synchronize with everyone
|
||||
NetworkVariableData3 = new NetworkVariable<byte>(default, NetworkVariableReadPermission.Everyone, networkVariableWritePermission);
|
||||
// Should synchronize with everyone
|
||||
NetworkVariableData4 = new NetworkVariable<ushort>(default, NetworkVariableReadPermission.Everyone, networkVariableWritePermission);
|
||||
}
|
||||
|
||||
// Should not synchronize on non-owners
|
||||
public NetworkVariable<int> NetworkVariableData1 = new NetworkVariable<int>(default, NetworkVariableReadPermission.Owner, NetworkVariableWritePermission.Server);
|
||||
@@ -399,7 +474,9 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
if (IsServer)
|
||||
// Adjustment for distributed authority mode
|
||||
if ((m_NetworkVariableWritePermission == NetworkVariableWritePermission.Server && IsServer && !NetworkManager.DistributedAuthorityMode) ||
|
||||
(m_NetworkVariableWritePermission == NetworkVariableWritePermission.Owner && IsOwner && NetworkManager.DistributedAuthorityMode))
|
||||
{
|
||||
NetworkVariableData1.Value = Random.Range(1, 1000);
|
||||
NetworkVariableData2.Value = Random.Range(1, 1000);
|
||||
|
||||
Reference in New Issue
Block a user