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

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

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

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

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

### Fixed

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

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

View File

@@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
@@ -16,7 +17,6 @@ namespace Unity.Netcode.RuntimeTests
public static int ValueAfterOwnershipChange = 0;
public static Dictionary<ulong, ShowHideObject> ObjectsPerClientId = new Dictionary<ulong, ShowHideObject>();
public static List<ulong> ClientIdsRpcCalledOn;
public static NetworkObject GetNetworkObjectById(ulong networkObjectId)
{
foreach (var entry in ClientTargetedNetworkObjects)
@@ -113,7 +113,10 @@ namespace Unity.Netcode.RuntimeTests
[ClientRpc]
public void SomeRandomClientRPC()
{
Debug.Log($"RPC called {NetworkManager.LocalClientId}");
if (!Silent)
{
Debug.Log($"RPC called {NetworkManager.LocalClientId}");
}
ClientIdsRpcCalledOn?.Add(NetworkManager.LocalClientId);
}
@@ -123,12 +126,15 @@ namespace Unity.Netcode.RuntimeTests
}
}
[TestFixture(SessionModeTypes.ClientServer)]
[TestFixture(SessionModeTypes.DistributedAuthority)]
public class NetworkShowHideTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 4;
private ulong m_ClientId0;
private GameObject m_PrefabToSpawn;
private GameObject m_PrefabSpawnWithoutObservers;
private NetworkObject m_NetSpawnedObject1;
private NetworkObject m_NetSpawnedObject2;
@@ -137,10 +143,15 @@ namespace Unity.Netcode.RuntimeTests
private NetworkObject m_Object2OnClient0;
private NetworkObject m_Object3OnClient0;
public NetworkShowHideTests(SessionModeTypes sessionModeType) : base(sessionModeType) { }
protected override void OnServerAndClientsCreated()
{
m_PrefabToSpawn = CreateNetworkObjectPrefab("ShowHideObject");
m_PrefabToSpawn.AddComponent<ShowHideObject>();
m_PrefabSpawnWithoutObservers = CreateNetworkObjectPrefab("ObserversObject");
m_PrefabSpawnWithoutObservers.GetComponent<NetworkObject>().SpawnWithObservers = false;
}
// Check that the first client see them, or not, as expected
@@ -377,6 +388,105 @@ namespace Unity.Netcode.RuntimeTests
LogAssert.NoUnexpectedReceived();
}
private List<ulong> m_ClientsWithVisibility = new List<ulong>();
private NetworkObject m_ObserverTestObject;
private bool CheckListedClientsVisibility()
{
if (m_ClientsWithVisibility.Contains(m_ServerNetworkManager.LocalClientId))
{
if (!m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(m_ObserverTestObject.NetworkObjectId))
{
return false;
}
}
foreach (var client in m_ClientNetworkManagers)
{
if (m_ClientsWithVisibility.Contains(client.LocalClientId))
{
if (!client.SpawnManager.SpawnedObjects.ContainsKey(m_ObserverTestObject.NetworkObjectId))
{
return false;
}
}
}
return true;
}
[UnityTest]
public IEnumerator SpawnWithoutObserversTest()
{
var spawnedObject = SpawnObject(m_PrefabSpawnWithoutObservers, m_ServerNetworkManager);
m_ObserverTestObject = spawnedObject.GetComponent<NetworkObject>();
yield return WaitForTicks(m_ServerNetworkManager, 3);
// When in client-server, the server can spawn a NetworkObject without any observers (even when running as a host the host-client should not have visibility)
// When in distributed authority mode, the owner client has to be an observer of the object
if (!m_DistributedAuthority)
{
// No observers should be assigned at this point
Assert.True(m_ObserverTestObject.Observers.Count == m_ClientsWithVisibility.Count, $"Expected the observer count to be {m_ClientsWithVisibility.Count} but it was {m_ObserverTestObject.Observers.Count}!");
m_ObserverTestObject.NetworkShow(m_ServerNetworkManager.LocalClientId);
}
m_ClientsWithVisibility.Add(m_ServerNetworkManager.LocalClientId);
Assert.True(m_ObserverTestObject.Observers.Count == m_ClientsWithVisibility.Count, $"Expected the observer count to be {m_ClientsWithVisibility.Count} but it was {m_ObserverTestObject.Observers.Count}!");
yield return WaitForConditionOrTimeOut(CheckListedClientsVisibility);
AssertOnTimeout($"[Authority-Only] Timed out waiting for only the authority to be an observer!");
foreach (var client in m_ClientNetworkManagers)
{
m_ObserverTestObject.NetworkShow(client.LocalClientId);
m_ClientsWithVisibility.Add(client.LocalClientId);
Assert.True(m_ObserverTestObject.Observers.Contains(client.LocalClientId), $"[NetworkShow] Client-{client.LocalClientId} is still not an observer!");
Assert.True(m_ObserverTestObject.Observers.Count == m_ClientsWithVisibility.Count, $"Expected the observer count to be {m_ClientsWithVisibility.Count} but it was {m_ObserverTestObject.Observers.Count}!");
yield return WaitForConditionOrTimeOut(CheckListedClientsVisibility);
AssertOnTimeout($"[Client-{client.LocalClientId}] Timed out waiting for the client to be an observer and spawn the {nameof(NetworkObject)}!");
Assert.False(client.SpawnManager.SpawnedObjects[m_ObserverTestObject.NetworkObjectId].SpawnWithObservers, $"Client-{client.LocalClientId} instance of {m_ObserverTestObject.name} has a {nameof(NetworkObject.SpawnWithObservers)} value of true!");
}
}
private bool ClientsSpawnedObject1()
{
foreach (var client in m_ClientNetworkManagers)
{
if (!client.SpawnManager.SpawnedObjects.ContainsKey(m_NetSpawnedObject1.NetworkObjectId))
{
return false;
}
}
return true;
}
private StringBuilder m_ErrorLog = new StringBuilder();
private ulong m_ClientWithoutVisibility;
private bool Object1IsNotVisibileToClient()
{
m_ErrorLog.Clear();
foreach (var client in m_ClientNetworkManagers)
{
if (client.LocalClientId == m_ClientWithoutVisibility)
{
if (client.SpawnManager.SpawnedObjects.ContainsKey(m_NetSpawnedObject1.NetworkObjectId))
{
m_ErrorLog.AppendLine($"{m_NetSpawnedObject1.name} is still visible to Client-{m_ClientWithoutVisibility}!");
}
}
else
if (client.SpawnManager.SpawnedObjects[m_NetSpawnedObject1.NetworkObjectId].IsNetworkVisibleTo(m_ClientWithoutVisibility))
{
m_ErrorLog.AppendLine($"Local instance of {m_NetSpawnedObject1.name} on Client-{client.LocalClientId} thinks Client-{m_ClientWithoutVisibility} still has visibility!");
}
}
return m_ErrorLog.Length == 0;
}
[UnityTest]
public IEnumerator NetworkHideChangeOwnership()
{
@@ -387,12 +497,29 @@ namespace Unity.Netcode.RuntimeTests
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
yield return WaitForConditionOrTimeOut(ClientsSpawnedObject1);
AssertOnTimeout($"Not all clients spawned object!");
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value++;
// Hide an object to a client
m_NetSpawnedObject1.NetworkHide(m_ClientNetworkManagers[1].LocalClientId);
m_ClientWithoutVisibility = m_ClientNetworkManagers[1].LocalClientId;
yield return WaitForConditionOrTimeOut(Object1IsNotVisibileToClient);
AssertOnTimeout($"NetworkObject is still visible to Client-{m_ClientWithoutVisibility} or other clients think it is still visible to Client-{m_ClientWithoutVisibility}:\n {m_ErrorLog}");
yield return WaitForConditionOrTimeOut(() => ShowHideObject.ClientTargetedNetworkObjects.Count == 0);
foreach (var client in m_ClientNetworkManagers)
{
if (m_ClientNetworkManagers[1].LocalClientId == client.LocalClientId)
{
continue;
}
var clientInstance = client.SpawnManager.SpawnedObjects[m_NetSpawnedObject1.NetworkObjectId];
Assert.IsFalse(clientInstance.IsNetworkVisibleTo(m_ClientNetworkManagers[1].LocalClientId), $"Object instance on Client-{client.LocalClientId} is still visible to Client-{m_ClientNetworkManagers[1].LocalClientId}!");
}
// Change ownership while the object is hidden to some
m_NetSpawnedObject1.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
@@ -400,30 +527,49 @@ namespace Unity.Netcode.RuntimeTests
yield return new WaitForSeconds(1.25f);
LogAssert.NoUnexpectedReceived();
// Show the object again to check nothing unexpected happens
m_NetSpawnedObject1.NetworkShow(m_ClientNetworkManagers[1].LocalClientId);
if (m_DistributedAuthority)
{
Assert.True(m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects.ContainsKey(m_NetSpawnedObject1.NetworkObjectId), $"Client-{m_ClientNetworkManagers[0].LocalClientId} has no spawned object with an ID of: {m_NetSpawnedObject1.NetworkObjectId}!");
var clientInstance = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[m_NetSpawnedObject1.NetworkObjectId];
Assert.True(clientInstance.HasAuthority, $"Client-{m_ClientNetworkManagers[0].LocalClientId} does not have authority to hide NetworkObject ID: {m_NetSpawnedObject1.NetworkObjectId}!");
clientInstance.NetworkShow(m_ClientNetworkManagers[1].LocalClientId);
}
else
{
m_NetSpawnedObject1.NetworkShow(m_ClientNetworkManagers[1].LocalClientId);
}
yield return WaitForConditionOrTimeOut(() => ShowHideObject.ClientTargetedNetworkObjects.Count == 1);
Assert.True(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId == m_ClientNetworkManagers[0].LocalClientId);
}
private bool AllClientsSpawnedObject1()
{
foreach (var client in m_ClientNetworkManagers)
{
if (!ShowHideObject.ObjectsPerClientId.ContainsKey(client.LocalClientId))
{
return false;
}
}
return true;
}
[UnityTest]
public IEnumerator NetworkHideChangeOwnershipNotHidden()
{
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ObjectsPerClientId.Clear();
ShowHideObject.ClientIdToTarget = m_ClientNetworkManagers[1].LocalClientId;
ShowHideObject.Silent = true;
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
// wait for host to have spawned and gained ownership
while (ShowHideObject.GainOwnershipCount == 0)
{
yield return new WaitForSeconds(0.0f);
}
yield return WaitForConditionOrTimeOut(AllClientsSpawnedObject1);
AssertOnTimeout($"Timed out waiting for all clients to spawn {spawnedObject1.name}!");
// change the value
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyOwnerReadNetworkVariable.Value++;
@@ -445,10 +591,10 @@ namespace Unity.Netcode.RuntimeTests
yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
// verify ownership changed
Assert.True(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId == m_ClientNetworkManagers[0].LocalClientId);
Assert.AreEqual(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId, m_ClientNetworkManagers[0].LocalClientId);
// verify the expected client got the OnValueChanged. (Only client 1 sets this value)
Assert.True(ShowHideObject.ValueAfterOwnershipChange == 1);
Assert.AreEqual(1, ShowHideObject.ValueAfterOwnershipChange);
}
private string Display(NetworkList<int> list)
@@ -487,20 +633,20 @@ namespace Unity.Netcode.RuntimeTests
private IEnumerator HideThenShowAndHideThenModifyAndShow()
{
Debug.Log("Hiding");
VerboseDebug("Hiding");
// hide
m_NetSpawnedObject1.NetworkHide(1);
yield return WaitForTicks(m_ServerNetworkManager, 3);
yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
Debug.Log("Showing and Hiding");
VerboseDebug("Showing and Hiding");
// show and hide
m_NetSpawnedObject1.NetworkShow(1);
m_NetSpawnedObject1.NetworkHide(1);
yield return WaitForTicks(m_ServerNetworkManager, 3);
yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
Debug.Log("Modifying and Showing");
VerboseDebug("Modifying and Showing");
// modify and show
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyList.Add(5);
m_NetSpawnedObject1.NetworkShow(1);
@@ -575,19 +721,19 @@ namespace Unity.Netcode.RuntimeTests
switch (i)
{
case 0:
Debug.Log("Running HideThenModifyAndShow");
VerboseDebug("Running HideThenModifyAndShow");
yield return HideThenModifyAndShow();
break;
case 1:
Debug.Log("Running HideThenShowAndModify");
VerboseDebug("Running HideThenShowAndModify");
yield return HideThenShowAndModify();
break;
case 2:
Debug.Log("Running HideThenShowAndHideThenModifyAndShow");
VerboseDebug("Running HideThenShowAndHideThenModifyAndShow");
yield return HideThenShowAndHideThenModifyAndShow();
break;
case 3:
Debug.Log("Running HideThenShowAndRPC");
VerboseDebug("Running HideThenShowAndRPC");
ShowHideObject.ClientIdsRpcCalledOn = new List<ulong>();
yield return HideThenShowAndRPC();
// Provide enough time for slower systems or VM systems possibly under a heavy load could fail on this test