com.unity.netcode.gameobjects@2.0.0

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] - 2024-09-12

### Added

- Added tooltips for all of the `NetworkObject` component's properties. (#3052)
- Added message size validation to named and unnamed message sending functions for better error messages. (#3049)
- Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031)
- Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013)
- Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013)
- Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013)
- Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013)
- Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013)

### Fixed

- Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057)
- Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052)
- Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051)
- Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045)
- Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042)
- Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030)
- Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026)
- Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013)
- Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013)

### Changed

- Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052)
- Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052)
- Changed  when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052)
- Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
This commit is contained in:
Unity Technologies
2024-09-12 00:00:00 +00:00
parent eab996f3ac
commit 48c6a6121c
46 changed files with 1987 additions and 492 deletions

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@@ -1,65 +1,135 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
internal class ConnectionApprovalTests
[TestFixture(PlayerCreation.Prefab)]
[TestFixture(PlayerCreation.PrefabHash)]
[TestFixture(PlayerCreation.NoPlayer)]
[TestFixture(PlayerCreation.FailValidation)]
internal class ConnectionApprovalTests : NetcodeIntegrationTest
{
private Guid m_ValidationToken;
private bool m_IsValidated;
[SetUp]
public void Setup()
private const string k_InvalidToken = "Invalid validation token!";
public enum PlayerCreation
{
// Create, instantiate, and host
Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _, NetworkManagerHelper.NetworkManagerOperatingMode.None));
Prefab,
PrefabHash,
NoPlayer,
FailValidation
}
private PlayerCreation m_PlayerCreation;
private bool m_ClientDisconnectReasonValidated;
private Dictionary<ulong, bool> m_Validated = new Dictionary<ulong, bool>();
public ConnectionApprovalTests(PlayerCreation playerCreation)
{
m_PlayerCreation = playerCreation;
}
protected override int NumberOfClients => 1;
private Guid m_ValidationToken;
protected override bool ShouldCheckForSpawnedPlayers()
{
return m_PlayerCreation != PlayerCreation.NoPlayer;
}
protected override void OnServerAndClientsCreated()
{
m_ClientDisconnectReasonValidated = false;
m_BypassConnectionTimeout = m_PlayerCreation == PlayerCreation.FailValidation;
m_Validated.Clear();
m_ValidationToken = Guid.NewGuid();
var validationToken = Encoding.UTF8.GetBytes(m_ValidationToken.ToString());
m_ServerNetworkManager.ConnectionApprovalCallback = NetworkManagerObject_ConnectionApprovalCallback;
m_ServerNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
if (m_PlayerCreation == PlayerCreation.PrefabHash)
{
m_ServerNetworkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = m_PlayerPrefab });
}
m_ServerNetworkManager.NetworkConfig.ConnectionApproval = true;
m_ServerNetworkManager.NetworkConfig.ConnectionData = validationToken;
foreach (var client in m_ClientNetworkManagers)
{
client.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
if (m_PlayerCreation == PlayerCreation.PrefabHash)
{
client.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = m_PlayerPrefab });
}
client.NetworkConfig.ConnectionApproval = true;
client.NetworkConfig.ConnectionData = m_PlayerCreation == PlayerCreation.FailValidation ? Encoding.UTF8.GetBytes(Guid.NewGuid().ToString()) : validationToken;
if (m_PlayerCreation == PlayerCreation.FailValidation)
{
client.OnClientDisconnectCallback += Client_OnClientDisconnectCallback;
}
}
base.OnServerAndClientsCreated();
}
private void Client_OnClientDisconnectCallback(ulong clientId)
{
m_ClientNetworkManagers[0].OnClientDisconnectCallback -= Client_OnClientDisconnectCallback;
m_ClientDisconnectReasonValidated = m_ClientNetworkManagers[0].LocalClientId == clientId && m_ClientNetworkManagers[0].DisconnectReason == k_InvalidToken;
}
private bool ClientAndHostValidated()
{
if (!m_Validated.ContainsKey(m_ServerNetworkManager.LocalClientId) || !m_Validated[m_ServerNetworkManager.LocalClientId])
{
return false;
}
if (m_PlayerCreation == PlayerCreation.FailValidation)
{
return m_ClientDisconnectReasonValidated;
}
else
{
foreach (var client in m_ClientNetworkManagers)
{
if (!m_Validated.ContainsKey(client.LocalClientId) || !m_Validated[client.LocalClientId])
{
return false;
}
}
}
return true;
}
[UnityTest]
public IEnumerator ConnectionApproval()
{
NetworkManagerHelper.NetworkManagerObject.ConnectionApprovalCallback = NetworkManagerObject_ConnectionApprovalCallback;
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.ConnectionApproval = true;
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.PlayerPrefab = null;
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.ConnectionData = Encoding.UTF8.GetBytes(m_ValidationToken.ToString());
m_IsValidated = false;
NetworkManagerHelper.NetworkManagerObject.StartHost();
var timeOut = Time.realtimeSinceStartup + 3.0f;
var timedOut = false;
while (!m_IsValidated)
{
yield return new WaitForSeconds(0.01f);
if (timeOut < Time.realtimeSinceStartup)
{
timedOut = true;
}
}
//Make sure we didn't time out
Assert.False(timedOut);
Assert.True(m_IsValidated);
yield return WaitForConditionOrTimeOut(ClientAndHostValidated);
AssertOnTimeout("Timed out waiting for all clients to be approved!");
}
private void NetworkManagerObject_ConnectionApprovalCallback(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response)
{
var stringGuid = Encoding.UTF8.GetString(request.Payload);
if (m_ValidationToken.ToString() == stringGuid)
{
m_IsValidated = true;
m_Validated.Add(request.ClientNetworkId, true);
response.Approved = true;
}
else
{
response.Approved = false;
response.Reason = "Invalid validation token!";
}
response.Approved = m_IsValidated;
response.CreatePlayerObject = false;
response.CreatePlayerObject = ShouldCheckForSpawnedPlayers();
response.Position = null;
response.Rotation = null;
response.PlayerPrefabHash = null;
response.PlayerPrefabHash = m_PlayerCreation == PlayerCreation.PrefabHash ? m_PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash : null;
}
@@ -78,13 +148,6 @@ namespace Unity.Netcode.RuntimeTests
Assert.True(currentHash != newHash, $"Hashed {nameof(NetworkConfig)} values {currentHash} and {newHash} should not be the same!");
}
[TearDown]
public void TearDown()
{
// Stop, shutdown, and destroy
NetworkManagerHelper.ShutdownNetworkManager();
}
}
}

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@@ -0,0 +1,154 @@
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(HostOrServer.DAHost, true)]
[TestFixture(HostOrServer.DAHost, false)]
public class ExtendedNetworkShowAndHideTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 3;
private bool m_EnableSceneManagement;
private GameObject m_ObjectToSpawn;
private NetworkObject m_SpawnedObject;
private NetworkManager m_ClientToHideFrom;
private NetworkManager m_LateJoinClient;
private NetworkManager m_SpawnOwner;
public ExtendedNetworkShowAndHideTests(HostOrServer hostOrServer, bool enableSceneManagement) : base(hostOrServer)
{
m_EnableSceneManagement = enableSceneManagement;
}
protected override void OnServerAndClientsCreated()
{
if (!UseCMBService())
{
m_ServerNetworkManager.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement;
}
foreach (var client in m_ClientNetworkManagers)
{
client.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement;
}
m_ObjectToSpawn = CreateNetworkObjectPrefab("TestObject");
m_ObjectToSpawn.SetActive(false);
base.OnServerAndClientsCreated();
}
private bool AllClientsSpawnedObject()
{
if (!UseCMBService())
{
if (!s_GlobalNetworkObjects.ContainsKey(m_ServerNetworkManager.LocalClientId))
{
return false;
}
if (!s_GlobalNetworkObjects[m_ServerNetworkManager.LocalClientId].ContainsKey(m_SpawnedObject.NetworkObjectId))
{
return false;
}
}
foreach (var client in m_ClientNetworkManagers)
{
if (!s_GlobalNetworkObjects.ContainsKey(client.LocalClientId))
{
return false;
}
if (!s_GlobalNetworkObjects[client.LocalClientId].ContainsKey(m_SpawnedObject.NetworkObjectId))
{
return false;
}
}
return true;
}
private bool IsClientPromotedToSessionOwner()
{
if (!UseCMBService())
{
if (m_ServerNetworkManager.CurrentSessionOwner != m_ClientToHideFrom.LocalClientId)
{
return false;
}
}
foreach (var client in m_ClientNetworkManagers)
{
if (!client.IsConnectedClient)
{
continue;
}
if (client.CurrentSessionOwner != m_ClientToHideFrom.LocalClientId)
{
return false;
}
}
return true;
}
protected override void OnNewClientCreated(NetworkManager networkManager)
{
m_LateJoinClient = networkManager;
networkManager.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement;
networkManager.NetworkConfig.Prefabs = m_SpawnOwner.NetworkConfig.Prefabs;
base.OnNewClientCreated(networkManager);
}
/// <summary>
/// This test validates the following NetworkShow - NetworkHide issue:
/// - During a session, a spawned object is hidden from a client.
/// - The current session owner disconnects and the client the object is hidden from is prommoted to the session owner.
/// - A new client joins and the newly promoted session owner synchronizes the newly joined client with only objects visible to it.
/// - Any already connected non-session owner client should "NetworkShow" the object to the newly connected client
/// (but only if the hidden object has SpawnWithObservers enabled)
/// </summary>
[UnityTest]
public IEnumerator HiddenObjectPromotedSessionOwnerNewClientSynchronizes()
{
// Get the test relative session owner
var sessionOwner = UseCMBService() ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
m_SpawnOwner = UseCMBService() ? m_ClientNetworkManagers[1] : m_ClientNetworkManagers[0];
m_ClientToHideFrom = UseCMBService() ? m_ClientNetworkManagers[NumberOfClients - 1] : m_ClientNetworkManagers[1];
m_ObjectToSpawn.SetActive(true);
// Spawn the object with a non-session owner client
m_SpawnedObject = SpawnObject(m_ObjectToSpawn, m_SpawnOwner).GetComponent<NetworkObject>();
yield return WaitForConditionOrTimeOut(AllClientsSpawnedObject);
AssertOnTimeout($"Not all clients spawned and instance of {m_SpawnedObject.name}");
// Hide the spawned object from the to be promoted session owner
m_SpawnedObject.NetworkHide(m_ClientToHideFrom.LocalClientId);
yield return WaitForConditionOrTimeOut(() => !m_ClientToHideFrom.SpawnManager.SpawnedObjects.ContainsKey(m_SpawnedObject.NetworkObjectId));
AssertOnTimeout($"{m_SpawnedObject.name} was not hidden from Client-{m_ClientToHideFrom.LocalClientId}!");
// Promoted a new session owner (DAHost promotes while CMB Session we disconnect the current session owner)
if (!UseCMBService())
{
m_ServerNetworkManager.PromoteSessionOwner(m_ClientToHideFrom.LocalClientId);
}
else
{
sessionOwner.Shutdown();
}
// Wait for the new session owner to be promoted and for all clients to acknowledge the promotion
yield return WaitForConditionOrTimeOut(IsClientPromotedToSessionOwner);
AssertOnTimeout($"Client-{m_ClientToHideFrom.LocalClientId} was not promoted as session owner on all client instances!");
// Connect a new client instance
yield return CreateAndStartNewClient();
// Assure the newly connected client is synchronized with the NetworkObject hidden from the newly promoted session owner
yield return WaitForConditionOrTimeOut(() => m_LateJoinClient.SpawnManager.SpawnedObjects.ContainsKey(m_SpawnedObject.NetworkObjectId));
AssertOnTimeout($"Client-{m_LateJoinClient.LocalClientId} never spawned {nameof(NetworkObject)} {m_SpawnedObject.name}!");
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a6389d04d9080b24b99de7e6900a064c

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@@ -239,5 +239,45 @@ namespace Unity.Netcode.RuntimeTests
});
}
}
[Test]
public unsafe void ErrorMessageIsPrintedWhenAttemptingToSendNamedMessageWithTooBigBuffer()
{
// First try a valid send with the maximum allowed size (this is atm 1264)
var msgSize = m_ServerNetworkManager.MessageManager.NonFragmentedMessageMaxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>() - sizeof(ulong)/*MessageName hash*/ - sizeof(NetworkBatchHeader);
var bufferSize = m_ServerNetworkManager.MessageManager.NonFragmentedMessageMaxSize;
var messageName = Guid.NewGuid().ToString();
var messageContent = new byte[msgSize];
var writer = new FastBufferWriter(bufferSize, Allocator.Temp, bufferSize * 2);
using (writer)
{
writer.TryBeginWrite(msgSize);
writer.WriteBytes(messageContent, msgSize, 0);
m_ServerNetworkManager.CustomMessagingManager.SendNamedMessage(messageName, new List<ulong> { FirstClient.LocalClientId }, writer);
m_ServerNetworkManager.CustomMessagingManager.SendNamedMessage(messageName, FirstClient.LocalClientId, writer);
}
msgSize++;
messageContent = new byte[msgSize];
writer = new FastBufferWriter(bufferSize, Allocator.Temp, bufferSize * 2);
using (writer)
{
writer.TryBeginWrite(msgSize);
writer.WriteBytes(messageContent, msgSize, 0);
var message = Assert.Throws<OverflowException>(
() =>
{
m_ServerNetworkManager.CustomMessagingManager.SendNamedMessage(messageName, new List<ulong> { FirstClient.LocalClientId }, writer);
}).Message;
Assert.IsTrue(message.Contains($"Given message size ({msgSize} bytes) is greater than the maximum"), $"Unexpected exception: {message}");
message = Assert.Throws<OverflowException>(
() =>
{
m_ServerNetworkManager.CustomMessagingManager.SendNamedMessage(messageName, FirstClient.LocalClientId, writer);
}).Message;
Assert.IsTrue(message.Contains($"Given message size ({msgSize} bytes) is greater than the maximum"), $"Unexpected exception: {message}");
}
}
}
}

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@@ -194,5 +194,44 @@ namespace Unity.Netcode.RuntimeTests
});
}
}
[Test]
public unsafe void ErrorMessageIsPrintedWhenAttemptingToSendUnnamedMessageWithTooBigBuffer()
{
// First try a valid send with the maximum allowed size (this is atm 1272)
var msgSize = m_ServerNetworkManager.MessageManager.NonFragmentedMessageMaxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>() - sizeof(NetworkBatchHeader);
var bufferSize = m_ServerNetworkManager.MessageManager.NonFragmentedMessageMaxSize;
var messageContent = new byte[msgSize];
var writer = new FastBufferWriter(bufferSize, Allocator.Temp, bufferSize * 2);
using (writer)
{
writer.TryBeginWrite(msgSize);
writer.WriteBytes(messageContent, msgSize, 0);
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(new List<ulong> { FirstClient.LocalClientId }, writer);
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(FirstClient.LocalClientId, writer);
}
msgSize++;
messageContent = new byte[msgSize];
writer = new FastBufferWriter(bufferSize, Allocator.Temp, bufferSize * 2);
using (writer)
{
writer.TryBeginWrite(msgSize);
writer.WriteBytes(messageContent, msgSize, 0);
var message = Assert.Throws<OverflowException>(
() =>
{
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(new List<ulong> { FirstClient.LocalClientId }, writer);
}).Message;
Assert.IsTrue(message.Contains($"Given message size ({msgSize} bytes) is greater than the maximum"), $"Unexpected exception: {message}");
message = Assert.Throws<OverflowException>(
() =>
{
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(FirstClient.LocalClientId, writer);
}).Message;
Assert.IsTrue(message.Contains($"Given message size ({msgSize} bytes) is greater than the maximum"), $"Unexpected exception: {message}");
}
}
}
}

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@@ -200,9 +200,8 @@ namespace Unity.Netcode.RuntimeTests
/// </summary>
/// <param name="testWithHost">Determines if we are running as a server or host</param>
/// <param name="authority">Determines if we are using server or owner authority</param>
public NetworkTransformBase(HostOrServer testWithHost, Authority authority, RotationCompression rotationCompression, Rotation rotation, Precision precision)
public NetworkTransformBase(HostOrServer testWithHost, Authority authority, RotationCompression rotationCompression, Rotation rotation, Precision precision) : base(testWithHost)
{
m_UseHost = testWithHost == HostOrServer.Host;
m_Authority = authority;
m_Precision = precision;
m_RotationCompression = rotationCompression;
@@ -376,6 +375,18 @@ namespace Unity.Netcode.RuntimeTests
return true;
}
protected bool AllFirstLevelChildObjectInstancesHaveChild()
{
foreach (var instance in ChildObjectComponent.ClientInstances.Values)
{
if (instance.transform.parent == null)
{
return false;
}
}
return true;
}
protected bool AllChildObjectInstancesHaveChild()
{
foreach (var instance in ChildObjectComponent.ClientInstances.Values)
@@ -398,6 +409,33 @@ namespace Unity.Netcode.RuntimeTests
return true;
}
protected bool AllFirstLevelChildObjectInstancesHaveNoParent()
{
foreach (var instance in ChildObjectComponent.ClientInstances.Values)
{
if (instance.transform.parent != null)
{
return false;
}
}
return true;
}
protected bool AllSubChildObjectInstancesHaveNoParent()
{
if (ChildObjectComponent.HasSubChild)
{
foreach (var instance in ChildObjectComponent.ClientSubChildInstances.Values)
{
if (instance.transform.parent != null)
{
return false;
}
}
}
return true;
}
/// <summary>
/// A wait condition specific method that assures the local space coordinates
/// are not impacted by NetworkTransform when parented.

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@@ -101,6 +101,225 @@ namespace Unity.Netcode.RuntimeTests
}
#if !MULTIPLAYER_TOOLS
private void UpdateTransformLocal(Components.NetworkTransform networkTransformTestComponent)
{
networkTransformTestComponent.transform.localPosition += GetRandomVector3(0.5f, 2.0f);
var rotation = networkTransformTestComponent.transform.localRotation;
var eulerRotation = rotation.eulerAngles;
eulerRotation += GetRandomVector3(0.5f, 5.0f);
rotation.eulerAngles = eulerRotation;
networkTransformTestComponent.transform.localRotation = rotation;
}
private void UpdateTransformWorld(Components.NetworkTransform networkTransformTestComponent)
{
networkTransformTestComponent.transform.position += GetRandomVector3(0.5f, 2.0f);
var rotation = networkTransformTestComponent.transform.rotation;
var eulerRotation = rotation.eulerAngles;
eulerRotation += GetRandomVector3(0.5f, 5.0f);
rotation.eulerAngles = eulerRotation;
networkTransformTestComponent.transform.rotation = rotation;
}
/// <summary>
/// This test validates the SwitchTransformSpaceWhenParented setting under all network topologies
/// </summary>
[Test]
public void SwitchTransformSpaceWhenParentedTest([Values(0.5f, 1.0f, 5.0f)] float scale)
{
m_UseParentingThreshold = true;
// Get the NetworkManager that will have authority in order to spawn with the correct authority
var isServerAuthority = m_Authority == Authority.ServerAuthority;
var authorityNetworkManager = m_ServerNetworkManager;
if (!isServerAuthority)
{
authorityNetworkManager = m_ClientNetworkManagers[0];
}
var childAuthorityNetworkManager = m_ClientNetworkManagers[0];
if (!isServerAuthority)
{
childAuthorityNetworkManager = m_ServerNetworkManager;
}
// Spawn a parent and children
ChildObjectComponent.HasSubChild = true;
// Modify our prefabs for this specific test
m_ParentObject.GetComponent<NetworkTransformTestComponent>().TickSyncChildren = true;
m_ChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = true;
m_ChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = true;
m_SubChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = true;
m_SubChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = true;
m_ChildObject.AllowOwnerToParent = true;
m_SubChildObject.AllowOwnerToParent = true;
var authoritySideParent = SpawnObject(m_ParentObject.gameObject, authorityNetworkManager).GetComponent<NetworkObject>();
var authoritySideChild = SpawnObject(m_ChildObject.gameObject, childAuthorityNetworkManager).GetComponent<NetworkObject>();
var authoritySideSubChild = SpawnObject(m_SubChildObject.gameObject, childAuthorityNetworkManager).GetComponent<NetworkObject>();
// Assure all of the child object instances are spawned before proceeding to parenting
var success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned);
Assert.True(success, "Timed out waiting for all child instances to be spawned!");
// Get the owner instance if in client-server mode with owner authority
if (m_Authority == Authority.OwnerAuthority && !m_DistributedAuthority)
{
authoritySideParent = s_GlobalNetworkObjects[authoritySideParent.OwnerClientId][authoritySideParent.NetworkObjectId];
authoritySideChild = s_GlobalNetworkObjects[authoritySideChild.OwnerClientId][authoritySideChild.NetworkObjectId];
authoritySideSubChild = s_GlobalNetworkObjects[authoritySideSubChild.OwnerClientId][authoritySideSubChild.NetworkObjectId];
}
// Get the authority parent and child instances
m_AuthorityParentObject = NetworkTransformTestComponent.AuthorityInstance.NetworkObject;
m_AuthorityChildObject = ChildObjectComponent.AuthorityInstance.NetworkObject;
m_AuthoritySubChildObject = ChildObjectComponent.AuthoritySubInstance.NetworkObject;
// The child NetworkTransform will use world space when world position stays and
// local space when world position does not stay when parenting.
ChildObjectComponent.AuthorityInstance.UseHalfFloatPrecision = m_Precision == Precision.Half;
ChildObjectComponent.AuthorityInstance.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
ChildObjectComponent.AuthorityInstance.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
ChildObjectComponent.AuthoritySubInstance.UseHalfFloatPrecision = m_Precision == Precision.Half;
ChildObjectComponent.AuthoritySubInstance.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
ChildObjectComponent.AuthoritySubInstance.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
// Set whether we are interpolating or not
m_AuthorityParentNetworkTransform = m_AuthorityParentObject.GetComponent<NetworkTransformTestComponent>();
m_AuthorityParentNetworkTransform.Interpolate = true;
m_AuthorityChildNetworkTransform = m_AuthorityChildObject.GetComponent<ChildObjectComponent>();
m_AuthorityChildNetworkTransform.Interpolate = true;
m_AuthoritySubChildNetworkTransform = m_AuthoritySubChildObject.GetComponent<ChildObjectComponent>();
m_AuthoritySubChildNetworkTransform.Interpolate = true;
// Apply a scale to the parent object to make sure the scale on the child is properly updated on
// non-authority instances.
var halfScale = scale * 0.5f;
m_AuthorityParentObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
m_AuthorityChildObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
m_AuthoritySubChildObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
// Allow one tick for authority to update these changes
TimeTravelAdvanceTick();
success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
Assert.True(success, "All transform values did not match prior to parenting!");
success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
Assert.True(success, "All transform values did not match prior to parenting!");
// Move things around while parenting and removing the parent
// Not the absolute "perfect" test, but it validates the clients all synchronize
// parenting and transform values.
for (int i = 0; i < 30; i++)
{
// Provide two network ticks for interpolation to finalize
TimeTravelAdvanceTick();
TimeTravelAdvanceTick();
// This validates each child instance has preserved their local space values
AllChildrenLocalTransformValuesMatch(false, ChildrenTransformCheckType.Connected_Clients);
// This validates each sub-child instance has preserved their local space values
AllChildrenLocalTransformValuesMatch(true, ChildrenTransformCheckType.Connected_Clients);
// Parent while in motion
if (i == 5)
{
// Parent the child under the parent with the current world position stays setting
Assert.True(authoritySideChild.TrySetParent(authoritySideParent.transform), $"[Child][Client-{authoritySideChild.NetworkManagerOwner.LocalClientId}] Failed to set child's parent!");
// This waits for all child instances to be parented
success = WaitForConditionOrTimeOutWithTimeTravel(AllFirstLevelChildObjectInstancesHaveChild, 300);
Assert.True(success, "Timed out waiting for all instances to have parented a child!");
}
if (i == 10)
{
// Parent the sub-child under the child with the current world position stays setting
Assert.True(authoritySideSubChild.TrySetParent(authoritySideChild.transform), $"[Sub-Child][Client-{authoritySideSubChild.NetworkManagerOwner.LocalClientId}] Failed to set sub-child's parent!");
// This waits for all child instances to be parented
success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild, 300);
Assert.True(success, "Timed out waiting for all instances to have parented a child!");
}
if (i == 15)
{
// Verify that a late joining client will synchronize to the parented NetworkObjects properly
CreateAndStartNewClientWithTimeTravel();
// Assure all of the child object instances are spawned (basically for the newly connected client)
success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned, 300);
Assert.True(success, "Timed out waiting for all child instances to be spawned!");
// This waits for all child instances to be parented
success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild, 300);
Assert.True(success, "Timed out waiting for all instances to have parented a child!");
// This validates each child instance has preserved their local space values
AllChildrenLocalTransformValuesMatch(false, ChildrenTransformCheckType.Late_Join_Client);
// This validates each sub-child instance has preserved their local space values
AllChildrenLocalTransformValuesMatch(true, ChildrenTransformCheckType.Late_Join_Client);
}
if (i == 20)
{
// Remove the parent
Assert.True(authoritySideSubChild.TryRemoveParent(), $"[Sub-Child][Client-{authoritySideSubChild.NetworkManagerOwner.LocalClientId}] Failed to set sub-child's parent!");
// This waits for all child instances to have the parent removed
success = WaitForConditionOrTimeOutWithTimeTravel(AllSubChildObjectInstancesHaveNoParent, 300);
Assert.True(success, "Timed out waiting for all instances remove the parent!");
}
if (i == 25)
{
// Parent the child under the parent with the current world position stays setting
Assert.True(authoritySideChild.TryRemoveParent(), $"[Child][Client-{authoritySideChild.NetworkManagerOwner.LocalClientId}] Failed to remove parent!");
// This waits for all child instances to be parented
success = WaitForConditionOrTimeOutWithTimeTravel(AllFirstLevelChildObjectInstancesHaveNoParent, 300);
Assert.True(success, "Timed out waiting for all instances remove the parent!");
}
UpdateTransformWorld(m_AuthorityParentNetworkTransform);
if (m_AuthorityChildNetworkTransform.InLocalSpace)
{
UpdateTransformLocal(m_AuthorityChildNetworkTransform);
}
else
{
UpdateTransformWorld(m_AuthorityChildNetworkTransform);
}
if (m_AuthoritySubChildNetworkTransform.InLocalSpace)
{
UpdateTransformLocal(m_AuthoritySubChildNetworkTransform);
}
else
{
UpdateTransformWorld(m_AuthoritySubChildNetworkTransform);
}
}
success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches, 300);
Assert.True(success, "All transform values did not match prior to parenting!");
// Revert the modifications made for this specific test
m_ParentObject.GetComponent<NetworkTransformTestComponent>().TickSyncChildren = false;
m_ChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = false;
m_ChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = false;
m_ChildObject.AllowOwnerToParent = false;
m_SubChildObject.AllowOwnerToParent = false;
m_SubChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = false;
m_SubChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = false;
}
/// <summary>
/// Validates that transform values remain the same when a NetworkTransform is
/// parented under another NetworkTransform under all of the possible axial conditions
@@ -410,6 +629,7 @@ namespace Unity.Netcode.RuntimeTests
Assert.AreEqual(Vector3.zero, m_NonAuthoritativeTransform.transform.position, "server side pos should be zero at first"); // sanity check
TimeTravelAdvanceTick();
TimeTravelToNextTick();
m_AuthoritativeTransform.StatePushed = false;
var nextPosition = GetRandomVector3(2f, 30f);

View File

@@ -299,16 +299,15 @@ namespace Unity.Netcode.RuntimeTests
}, new List<NetworkManager> { m_ServerNetworkManager });
WaitForMessageReceivedWithTimeTravel<NetworkTransformMessage>(m_ClientNetworkManagers.ToList());
var percentChanged = 1f / 60f;
AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.transform.position);
AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.transform.localScale);
AssertQuaternionsAreEquivalent(Quaternion.Slerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.transform.rotation);
AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.transform.rotation);
AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.AnticipatedState.Position);
AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.AnticipatedState.Scale);
AssertQuaternionsAreEquivalent(Quaternion.Slerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.AnticipatedState.Rotation);
AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.AnticipatedState.Rotation);
AssertVectorsAreEquivalent(serverSetPosition, testComponent.AuthoritativeState.Position);
AssertVectorsAreEquivalent(serverSetScale, testComponent.AuthoritativeState.Scale);
@@ -316,11 +315,11 @@ namespace Unity.Netcode.RuntimeTests
AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.transform.position);
AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.transform.localScale);
AssertQuaternionsAreEquivalent(Quaternion.Slerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.transform.rotation);
AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.transform.rotation);
AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.AnticipatedState.Position);
AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.AnticipatedState.Scale);
AssertQuaternionsAreEquivalent(Quaternion.Slerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.AnticipatedState.Rotation);
AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.AnticipatedState.Rotation);
AssertVectorsAreEquivalent(serverSetPosition, otherClientComponent.AuthoritativeState.Position);
AssertVectorsAreEquivalent(serverSetScale, otherClientComponent.AuthoritativeState.Scale);
@@ -333,11 +332,11 @@ namespace Unity.Netcode.RuntimeTests
AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.transform.position);
AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.transform.localScale);
AssertQuaternionsAreEquivalent(Quaternion.Slerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.transform.rotation);
AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.transform.rotation);
AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.AnticipatedState.Position);
AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.AnticipatedState.Scale);
AssertQuaternionsAreEquivalent(Quaternion.Slerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.AnticipatedState.Rotation);
AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.AnticipatedState.Rotation);
AssertVectorsAreEquivalent(serverSetPosition, testComponent.AuthoritativeState.Position);
AssertVectorsAreEquivalent(serverSetScale, testComponent.AuthoritativeState.Scale);
@@ -345,11 +344,11 @@ namespace Unity.Netcode.RuntimeTests
AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.transform.position);
AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.transform.localScale);
AssertQuaternionsAreEquivalent(Quaternion.Slerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.transform.rotation);
AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.transform.rotation);
AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.AnticipatedState.Position);
AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.AnticipatedState.Scale);
AssertQuaternionsAreEquivalent(Quaternion.Slerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.AnticipatedState.Rotation);
AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.AnticipatedState.Rotation);
AssertVectorsAreEquivalent(serverSetPosition, otherClientComponent.AuthoritativeState.Position);
AssertVectorsAreEquivalent(serverSetScale, otherClientComponent.AuthoritativeState.Scale);

View File

@@ -14,9 +14,11 @@ namespace Unity.Netcode.RuntimeTests
internal class NetworkVisibilityTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
protected override int NumberOfClients => 2;
private GameObject m_TestNetworkPrefab;
private bool m_SceneManagementEnabled;
private GameObject m_SpawnedObject;
private NetworkManager m_SessionOwner;
public NetworkVisibilityTests(SceneManagementState sceneManagementState, NetworkTopologyTypes networkTopologyType) : base(networkTopologyType)
{
@@ -27,7 +29,11 @@ namespace Unity.Netcode.RuntimeTests
{
m_TestNetworkPrefab = CreateNetworkObjectPrefab("Object");
m_TestNetworkPrefab.AddComponent<NetworkVisibilityComponent>();
m_ServerNetworkManager.NetworkConfig.EnableSceneManagement = m_SceneManagementEnabled;
if (!UseCMBService())
{
m_ServerNetworkManager.NetworkConfig.EnableSceneManagement = m_SceneManagementEnabled;
}
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
clientNetworkManager.NetworkConfig.EnableSceneManagement = m_SceneManagementEnabled;
@@ -38,7 +44,8 @@ namespace Unity.Netcode.RuntimeTests
protected override IEnumerator OnServerAndClientsConnected()
{
SpawnObject(m_TestNetworkPrefab, m_ServerNetworkManager);
m_SessionOwner = UseCMBService() ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
m_SpawnedObject = SpawnObject(m_TestNetworkPrefab, m_SessionOwner);
yield return base.OnServerAndClientsConnected();
}
@@ -46,13 +53,49 @@ namespace Unity.Netcode.RuntimeTests
[UnityTest]
public IEnumerator HiddenObjectsTest()
{
var expectedCount = UseCMBService() ? 2 : 3;
#if UNITY_2023_1_OR_NEWER
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where((c) => c.IsSpawned).Count() == 2);
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where((c) => c.IsSpawned).Count() == expectedCount);
#else
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsOfType<NetworkVisibilityComponent>().Where((c) => c.IsSpawned).Count() == 2);
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsOfType<NetworkVisibilityComponent>().Where((c) => c.IsSpawned).Count() == expectedCount);
#endif
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for the visible object count to equal 2!");
}
[UnityTest]
public IEnumerator HideShowAndDeleteTest()
{
var expectedCount = UseCMBService() ? 2 : 3;
#if UNITY_2023_1_OR_NEWER
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where((c) => c.IsSpawned).Count() == expectedCount);
#else
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsOfType<NetworkVisibilityComponent>().Where((c) => c.IsSpawned).Count() == expectedCount);
#endif
AssertOnTimeout("Timed out waiting for the visible object count to equal 2!");
var sessionOwnerNetworkObject = m_SpawnedObject.GetComponent<NetworkObject>();
var clientIndex = UseCMBService() ? 1 : 0;
sessionOwnerNetworkObject.NetworkHide(m_ClientNetworkManagers[clientIndex].LocalClientId);
#if UNITY_2023_1_OR_NEWER
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where((c) => c.IsSpawned).Count() == expectedCount - 1);
#else
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsOfType<NetworkVisibilityComponent>().Where((c) => c.IsSpawned).Count() == expectedCount - 1);
#endif
AssertOnTimeout($"Timed out waiting for {m_SpawnedObject.name} to be hidden from client!");
var networkObjectId = sessionOwnerNetworkObject.NetworkObjectId;
sessionOwnerNetworkObject.NetworkShow(m_ClientNetworkManagers[clientIndex].LocalClientId);
sessionOwnerNetworkObject.Despawn(true);
// Expect no exceptions
yield return s_DefaultWaitForTick;
// Now force a scenario where it normally would have caused an exception
m_SessionOwner.SpawnManager.ObjectsToShowToClient.Add(m_ClientNetworkManagers[clientIndex].LocalClientId, new System.Collections.Generic.List<NetworkObject>());
m_SessionOwner.SpawnManager.ObjectsToShowToClient[m_ClientNetworkManagers[clientIndex].LocalClientId].Add(null);
// Expect no exceptions
yield return s_DefaultWaitForTick;
}
}
}

View File

@@ -63,14 +63,10 @@ namespace Unity.Netcode.RuntimeTests
private const int k_MaxThresholdFailures = 4;
private int m_ExceededThresholdCount;
private void Update()
public override void OnUpdate()
{
base.OnUpdate();
if (!IsSpawned || TestComplete)
{
return;
}
// Check the position of the nested object on the client
if (CheckPosition)
@@ -92,6 +88,17 @@ namespace Unity.Netcode.RuntimeTests
m_ExceededThresholdCount = 0;
}
}
}
private void Update()
{
base.OnUpdate();
if (!IsSpawned || !CanCommitToTransform || TestComplete)
{
return;
}
// Move the nested object on the server
if (IsMoving)
@@ -136,7 +143,6 @@ namespace Unity.Netcode.RuntimeTests
Assert.True(CanCommitToTransform, $"Using non-authority instance to update transform!");
transform.position = new Vector3(1000.0f, 1000.0f, 1000.0f);
}
}
}