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:
@@ -8,6 +8,8 @@ using Random = UnityEngine.Random;
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namespace Unity.Netcode.RuntimeTests
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{
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[TestFixture(VariableLengthSafety.DisableNetVarSafety, HostOrServer.DAHost)]
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[TestFixture(VariableLengthSafety.DisableNetVarSafety, HostOrServer.Host)]
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[TestFixture(VariableLengthSafety.EnabledNetVarSafety, HostOrServer.Host)]
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[TestFixture(VariableLengthSafety.DisableNetVarSafety, HostOrServer.Server)]
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@@ -29,17 +31,20 @@ namespace Unity.Netcode.RuntimeTests
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{
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DisableNetVarSafety,
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EnabledNetVarSafety,
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}
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};
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public NetworkObjectSynchronizationTests(VariableLengthSafety variableLengthSafety, HostOrServer hostOrServer)
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public NetworkObjectSynchronizationTests(VariableLengthSafety variableLengthSafety, HostOrServer hostOrServer) : base(hostOrServer)
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{
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m_VariableLengthSafety = variableLengthSafety;
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m_UseHost = hostOrServer == HostOrServer.Host;
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}
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protected override void OnCreatePlayerPrefab()
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{
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m_PlayerPrefab.AddComponent<NetworkBehaviourWithOwnerNetworkVariables>();
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var component = m_PlayerPrefab.AddComponent<NetworkBehaviourWithOwnerNetworkVariables>();
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if (m_DistributedAuthority)
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{
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component.SetWritePermissions(NetworkVariableWritePermission.Owner);
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}
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base.OnCreatePlayerPrefab();
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}
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@@ -123,40 +128,64 @@ namespace Unity.Netcode.RuntimeTests
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if (m_UseHost)
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{
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var delayCounter = 0;
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while (m_ClientNetworkManagers.Length == 0)
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{
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delayCounter++;
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Assert.True(delayCounter < 30, "TimeOut waiting for client to spawn!");
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yield return s_DefaultWaitForTick;
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}
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delayCounter = 0;
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while (!m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId].ContainsKey(m_ClientNetworkManagers[0].LocalClientId))
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{
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delayCounter++;
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if (delayCounter >= 30)
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{
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VerboseDebug("Trap!");
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}
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Assert.True(delayCounter < 30, "TimeOut waiting for client to spawn!");
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yield return s_DefaultWaitForTick;
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}
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var serverSideClientPlayerComponent = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
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var serverSideHostPlayerComponent = m_ServerNetworkManager.LocalClient.PlayerObject.GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
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var clientSidePlayerComponent = m_ClientNetworkManagers[0].LocalClient.PlayerObject.GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
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var clientSideHostPlayerComponent = m_PlayerNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][m_ServerNetworkManager.LocalClientId].GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
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var modeText = m_DistributedAuthority ? "owner" : "server";
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// Validate that the client side player values match the server side value of the client's player
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Assert.IsTrue(serverSideClientPlayerComponent.NetworkVariableData1.Value == clientSidePlayerComponent.NetworkVariableData1.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Client Player] Client side value ({serverSideClientPlayerComponent.NetworkVariableData1.Value})" +
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$" does not equal the server side value ({serverSideClientPlayerComponent.NetworkVariableData1.Value})!");
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Client Player-{clientSidePlayerComponent.OwnerClientId}] Client side value ({clientSidePlayerComponent.NetworkVariableData1.Value})" +
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$" does not equal the {modeText} side value ({serverSideClientPlayerComponent.NetworkVariableData1.Value})!");
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Assert.IsTrue(serverSideClientPlayerComponent.NetworkVariableData2.Value == clientSidePlayerComponent.NetworkVariableData2.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Client Player] Client side value ({serverSideClientPlayerComponent.NetworkVariableData2.Value})" +
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$" does not equal the server side value ({serverSideClientPlayerComponent.NetworkVariableData2.Value})!");
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Client Player-{clientSidePlayerComponent.OwnerClientId}] Client side value ({clientSidePlayerComponent.NetworkVariableData2.Value})" +
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$" does not equal the {modeText} side value ({serverSideClientPlayerComponent.NetworkVariableData2.Value})!");
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Assert.IsTrue(serverSideClientPlayerComponent.NetworkVariableData3.Value == clientSidePlayerComponent.NetworkVariableData3.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Client Player] Client side value ({serverSideClientPlayerComponent.NetworkVariableData3.Value})" +
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$" does not equal the server side value ({serverSideClientPlayerComponent.NetworkVariableData3.Value})!");
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Client Player-{clientSidePlayerComponent.OwnerClientId}] Client side value ({clientSidePlayerComponent.NetworkVariableData3.Value})" +
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$" does not equal the {modeText} side value ({serverSideClientPlayerComponent.NetworkVariableData3.Value})!");
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Assert.IsTrue(serverSideClientPlayerComponent.NetworkVariableData4.Value == clientSidePlayerComponent.NetworkVariableData4.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Client Player] Client side value ({serverSideClientPlayerComponent.NetworkVariableData4.Value})" +
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$" does not equal the server side value ({serverSideClientPlayerComponent.NetworkVariableData4.Value})!");
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Client Player-{clientSidePlayerComponent.OwnerClientId}] Client side value ({clientSidePlayerComponent.NetworkVariableData4.Value})" +
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$" does not equal the {modeText} side value ({serverSideClientPlayerComponent.NetworkVariableData4.Value})!");
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// 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
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// (i.e. NetworkVariables owned by the server should not get synchronized on client)
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Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData1.Value != clientSideHostPlayerComponent.NetworkVariableData1.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Host Player] Client side value ({serverSideHostPlayerComponent.NetworkVariableData1.Value})" +
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$" should not be equal to the server side value ({clientSideHostPlayerComponent.NetworkVariableData1.Value})!");
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Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData2.Value == clientSideHostPlayerComponent.NetworkVariableData2.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Host Player] Client side value ({serverSideHostPlayerComponent.NetworkVariableData2.Value})" +
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$" does not equal the server side value ({clientSideHostPlayerComponent.NetworkVariableData2.Value})!");
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Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData3.Value != clientSideHostPlayerComponent.NetworkVariableData3.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Host Player] Client side value ({serverSideHostPlayerComponent.NetworkVariableData3.Value})" +
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$" should not be equal to the server side value ({clientSideHostPlayerComponent.NetworkVariableData3.Value})!");
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Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData4.Value == clientSideHostPlayerComponent.NetworkVariableData4.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Host Player] Client side value ({serverSideHostPlayerComponent.NetworkVariableData4.Value})" +
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$" does not equal the server side value ({clientSideHostPlayerComponent.NetworkVariableData4.Value})!");
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// 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
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// to only allow the service to write. For now, we will skip this validation for distributed authority
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if (!m_DistributedAuthority)
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{
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// 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
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// (i.e. NetworkVariables owned by the server should not get synchronized on client)
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Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData1.Value != clientSideHostPlayerComponent.NetworkVariableData1.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Host Player] Client side value ({clientSideHostPlayerComponent.NetworkVariableData1.Value})" +
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$" should not be equal to the server side value ({serverSideHostPlayerComponent.NetworkVariableData1.Value})!");
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Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData2.Value == clientSideHostPlayerComponent.NetworkVariableData2.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Host Player] Client side value ({clientSideHostPlayerComponent.NetworkVariableData2.Value})" +
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$" does not equal the server side value ({serverSideHostPlayerComponent.NetworkVariableData2.Value})!");
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Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData3.Value != clientSideHostPlayerComponent.NetworkVariableData3.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Host Player] Client side value ({clientSideHostPlayerComponent.NetworkVariableData3.Value})" +
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$" should not be equal to the server side value ({serverSideHostPlayerComponent.NetworkVariableData3.Value})!");
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Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData4.Value == serverSideHostPlayerComponent.NetworkVariableData4.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Host Player] Client side value ({clientSideHostPlayerComponent.NetworkVariableData4.Value})" +
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$" does not equal the server side value ({serverSideHostPlayerComponent.NetworkVariableData4.Value})!");
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}
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}
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else
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{
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@@ -190,44 +219,53 @@ namespace Unity.Netcode.RuntimeTests
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Player-{clientOneId}] Client-{clientOneId} value ({clientSide1PlayerComponent.NetworkVariableData4.Value})" +
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$" does not equal Client-{clientTwoId}'s clone side value ({clientSide2Player1Clone.NetworkVariableData4.Value})!");
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// 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
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// to only allow the service to write. For now, we will skip this validation for distributed authority
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if (!m_DistributedAuthority)
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{
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// Validate that client two's 2nd and 4th NetworkVariables for the local and clone instances match and the other two do not
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Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData1.Value != clientSide1Player2Clone.NetworkVariableData1.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData1.Value})" +
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$" should not be equal to Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData1.Value})!");
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// Validate that client two's 2nd and 4th NetworkVariables for the local and clone instances match and the other two do not
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Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData1.Value != clientSide1Player2Clone.NetworkVariableData1.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData1.Value})" +
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$" should not be equal to Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData1.Value})!");
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Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData2.Value == clientSide1Player2Clone.NetworkVariableData2.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData2.Value})" +
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$" does not equal Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData2.Value})!");
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Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData2.Value == clientSide1Player2Clone.NetworkVariableData2.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData2.Value})" +
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$" does not equal Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData2.Value})!");
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Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData3.Value != clientSide1Player2Clone.NetworkVariableData3.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData3.Value})" +
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$" should not be equal to Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData3.Value})!");
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Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData3.Value != clientSide1Player2Clone.NetworkVariableData3.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData3.Value})" +
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$" should not be equal to Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData3.Value})!");
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Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData4.Value == clientSide1Player2Clone.NetworkVariableData4.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData4.Value})" +
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$" does not equal Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData4.Value})!");
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Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData4.Value == clientSide1Player2Clone.NetworkVariableData4.Value,
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$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData4.Value})" +
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$" does not equal Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData4.Value})!");
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}
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}
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// Now validate all of the NetworkVariable values match to assure everything synchronized properly
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foreach (var spawnedObject in validSpawnedNetworkObjects)
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// 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
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// to only allow the service to write. For now, we will skip this validation for distributed authority
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if (!m_DistributedAuthority)
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{
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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// Now validate all of the NetworkVariable values match to assure everything synchronized properly
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foreach (var spawnedObject in validSpawnedNetworkObjects)
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{
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//Validate that the connected client has spawned all of the instances that shouldn't have failed.
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var clientSideNetworkObjects = s_GlobalNetworkObjects[clientNetworkManager.LocalClientId];
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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//Validate that the connected client has spawned all of the instances that shouldn't have failed.
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var clientSideNetworkObjects = s_GlobalNetworkObjects[clientNetworkManager.LocalClientId];
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Assert.IsTrue(NetworkBehaviourWithNetworkVariables.ClientSpawnCount[clientNetworkManager.LocalClientId] == validSpawnedNetworkObjects.Count, $"Client-{clientNetworkManager.LocalClientId} spawned " +
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$"({NetworkBehaviourWithNetworkVariables.ClientSpawnCount}) {nameof(NetworkObject)}s but the expected number of {nameof(NetworkObject)}s should have been ({validSpawnedNetworkObjects.Count})!");
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Assert.IsTrue(NetworkBehaviourWithNetworkVariables.ClientSpawnCount[clientNetworkManager.LocalClientId] == validSpawnedNetworkObjects.Count, $"Client-{clientNetworkManager.LocalClientId} spawned " +
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$"({NetworkBehaviourWithNetworkVariables.ClientSpawnCount}) {nameof(NetworkObject)}s but the expected number of {nameof(NetworkObject)}s should have been ({validSpawnedNetworkObjects.Count})!");
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var spawnedNetworkObject = spawnedObject.GetComponent<NetworkObject>();
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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