Compare commits
2 Commits
2.0.0-pre.
...
2.0.0
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
48c6a6121c | ||
|
|
eab996f3ac |
59
CHANGELOG.md
59
CHANGELOG.md
@@ -6,6 +6,65 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
|
||||
|
||||
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)
|
||||
|
||||
|
||||
## [2.0.0-pre.4] - 2024-08-21
|
||||
|
||||
### Added
|
||||
|
||||
- Added `NetworkVariable.CheckDirtyState` that is to be used in tandem with collections in order to detect whether the collection or an item within the collection has changed. (#3004)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where nested `NetworkTransform` components were not getting updated. (#3016)
|
||||
- Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3012)
|
||||
- Fixed issue where `FixedStringSerializer<T>` was using `NetworkVariableSerialization<byte>.AreEqual` to determine if two bytes were equal causes an exception to be thrown due to no byte serializer having been defined. (#3009)
|
||||
- Fixed Issue where a state with dual triggers, inbound and outbound, could cause a false layer to layer state transition message to be sent to non-authority `NetworkAnimator` instances and cause a warning message to be logged. (#3008)
|
||||
- Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3004)
|
||||
- Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3004)
|
||||
- Fixed issue where `NotAuthorityTarget` would include the service observer in the list of targets to send the RPC to as opposed to excluding the service observer as it should. (#3000)
|
||||
- Fixed issue where `ProxyRpcTargetGroup` could attempt to send a message if there were no targets to send to. (#3000)
|
||||
|
||||
### Changed
|
||||
|
||||
- Changed `NetworkAnimator` to automatically switch to owner authoritative mode when using a distributed authority network topology. (#3021)
|
||||
- Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
|
||||
- Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
|
||||
|
||||
|
||||
## [2.0.0-pre.3] - 2024-07-23
|
||||
|
||||
### Added
|
||||
|
||||
@@ -5,6 +5,7 @@ namespace Unity.Netcode.Editor.Configuration
|
||||
internal class NetcodeForGameObjectsEditorSettings
|
||||
{
|
||||
internal const string AutoAddNetworkObjectIfNoneExists = "AutoAdd-NetworkObject-When-None-Exist";
|
||||
internal const string CheckForNetworkObject = "NetworkBehaviour-Check-For-NetworkObject";
|
||||
internal const string InstallMultiplayerToolsTipDismissedPlayerPrefKey = "Netcode_Tip_InstallMPTools_Dismissed";
|
||||
|
||||
internal static int GetNetcodeInstallMultiplayerToolTips()
|
||||
@@ -28,7 +29,7 @@ namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
return EditorPrefs.GetBool(AutoAddNetworkObjectIfNoneExists);
|
||||
}
|
||||
|
||||
// Default for this is false
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -36,5 +37,20 @@ namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
EditorPrefs.SetBool(AutoAddNetworkObjectIfNoneExists, autoAddSetting);
|
||||
}
|
||||
|
||||
internal static bool GetCheckForNetworkObjectSetting()
|
||||
{
|
||||
if (EditorPrefs.HasKey(CheckForNetworkObject))
|
||||
{
|
||||
return EditorPrefs.GetBool(CheckForNetworkObject);
|
||||
}
|
||||
// Default for this is true
|
||||
return true;
|
||||
}
|
||||
|
||||
internal static void SetCheckForNetworkObjectSetting(bool checkForNetworkObject)
|
||||
{
|
||||
EditorPrefs.SetBool(CheckForNetworkObject, checkForNetworkObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -81,6 +81,7 @@ namespace Unity.Netcode.Editor.Configuration
|
||||
|
||||
internal static NetcodeSettingsLabel NetworkObjectsSectionLabel;
|
||||
internal static NetcodeSettingsToggle AutoAddNetworkObjectToggle;
|
||||
internal static NetcodeSettingsToggle CheckForNetworkObjectToggle;
|
||||
internal static NetcodeSettingsLabel MultiplayerToolsLabel;
|
||||
internal static NetcodeSettingsToggle MultiplayerToolTipStatusToggle;
|
||||
|
||||
@@ -103,6 +104,11 @@ namespace Unity.Netcode.Editor.Configuration
|
||||
AutoAddNetworkObjectToggle = new NetcodeSettingsToggle("Auto-Add NetworkObject Component", "When enabled, NetworkObject components are automatically added to GameObjects when NetworkBehaviour components are added first.", 20);
|
||||
}
|
||||
|
||||
if (CheckForNetworkObjectToggle == null)
|
||||
{
|
||||
CheckForNetworkObjectToggle = new NetcodeSettingsToggle("Check for NetworkObject Component", "When disabled, the automatic check on NetworkBehaviours for an associated NetworkObject component will not be performed and Auto-Add NetworkObject Component will be disabled.", 20);
|
||||
}
|
||||
|
||||
if (MultiplayerToolsLabel == null)
|
||||
{
|
||||
MultiplayerToolsLabel = new NetcodeSettingsLabel("Multiplayer Tools", 20);
|
||||
@@ -120,7 +126,9 @@ namespace Unity.Netcode.Editor.Configuration
|
||||
CheckForInitialize();
|
||||
|
||||
var autoAddNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting();
|
||||
var checkForNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetCheckForNetworkObjectSetting();
|
||||
var multiplayerToolsTipStatus = NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() == 0;
|
||||
|
||||
var settings = NetcodeForGameObjectsProjectSettings.instance;
|
||||
var generateDefaultPrefabs = settings.GenerateDefaultNetworkPrefabs;
|
||||
var networkPrefabsPath = settings.TempNetworkPrefabsPath;
|
||||
@@ -134,7 +142,13 @@ namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
GUILayout.BeginVertical("Box");
|
||||
NetworkObjectsSectionLabel.DrawLabel();
|
||||
autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting);
|
||||
|
||||
autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting, checkForNetworkObjectSetting);
|
||||
checkForNetworkObjectSetting = CheckForNetworkObjectToggle.DrawToggle(checkForNetworkObjectSetting);
|
||||
if (autoAddNetworkObjectSetting && !checkForNetworkObjectSetting)
|
||||
{
|
||||
autoAddNetworkObjectSetting = false;
|
||||
}
|
||||
GUILayout.EndVertical();
|
||||
|
||||
GUILayout.BeginVertical("Box");
|
||||
@@ -184,6 +198,7 @@ namespace Unity.Netcode.Editor.Configuration
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
NetcodeForGameObjectsEditorSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting);
|
||||
NetcodeForGameObjectsEditorSettings.SetCheckForNetworkObjectSetting(checkForNetworkObjectSetting);
|
||||
NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(multiplayerToolsTipStatus ? 0 : 1);
|
||||
settings.GenerateDefaultNetworkPrefabs = generateDefaultPrefabs;
|
||||
settings.TempNetworkPrefabsPath = networkPrefabsPath;
|
||||
@@ -213,10 +228,13 @@ namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
private GUIContent m_ToggleContent;
|
||||
|
||||
public bool DrawToggle(bool currentSetting)
|
||||
public bool DrawToggle(bool currentSetting, bool enabled = true)
|
||||
{
|
||||
EditorGUIUtility.labelWidth = m_LabelSize;
|
||||
return EditorGUILayout.Toggle(m_ToggleContent, currentSetting, m_LayoutWidth);
|
||||
GUI.enabled = enabled;
|
||||
var returnValue = EditorGUILayout.Toggle(m_ToggleContent, currentSetting, m_LayoutWidth);
|
||||
GUI.enabled = true;
|
||||
return returnValue;
|
||||
}
|
||||
|
||||
public NetcodeSettingsToggle(string labelText, string toolTip, float layoutOffset)
|
||||
|
||||
62
Editor/NetcodeEditorBase.cs
Normal file
62
Editor/NetcodeEditorBase.cs
Normal file
@@ -0,0 +1,62 @@
|
||||
using System;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// The base Netcode Editor helper class to display derived <see cref="MonoBehaviour"/> based components <br />
|
||||
/// where each child generation's properties will be displayed within a FoldoutHeaderGroup.
|
||||
/// </summary>
|
||||
[CanEditMultipleObjects]
|
||||
public partial class NetcodeEditorBase<TT> : UnityEditor.Editor where TT : MonoBehaviour
|
||||
{
|
||||
/// <inheritdoc/>
|
||||
public virtual void OnEnable()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper method to draw the properties of the specified child type <typeparamref name="T"/> component within a FoldoutHeaderGroup.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">The specific child type that should have its properties drawn.</typeparam>
|
||||
/// <param name="type">The component type of the <see cref="UnityEditor.Editor.target"/>.</param>
|
||||
/// <param name="displayProperties">The <see cref="Action"/> to invoke that will draw the type <typeparamref name="T"/> properties.</param>
|
||||
/// <param name="expanded">The <typeparamref name="T"/> current expanded property value</param>
|
||||
/// <param name="setExpandedProperty">The <see cref="Action{bool}"/> invoked to apply the updated <paramref name="expanded"/> value.</param>
|
||||
protected void DrawFoldOutGroup<T>(Type type, Action displayProperties, bool expanded, Action<bool> setExpandedProperty)
|
||||
{
|
||||
var baseClass = target as TT;
|
||||
EditorGUI.BeginChangeCheck();
|
||||
serializedObject.Update();
|
||||
var currentClass = typeof(T);
|
||||
if (type.IsSubclassOf(currentClass) || (!type.IsSubclassOf(currentClass) && currentClass.IsSubclassOf(typeof(TT))))
|
||||
{
|
||||
var expandedValue = EditorGUILayout.BeginFoldoutHeaderGroup(expanded, $"{currentClass.Name} Properties");
|
||||
if (expandedValue)
|
||||
{
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
displayProperties.Invoke();
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
}
|
||||
EditorGUILayout.Space();
|
||||
setExpandedProperty.Invoke(expandedValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
displayProperties.Invoke();
|
||||
}
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
EditorGUI.EndChangeCheck();
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Editor/NetcodeEditorBase.cs.meta
Normal file
2
Editor/NetcodeEditorBase.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4ce97256a2d80f94bb340e13c71a24b8
|
||||
@@ -301,9 +301,8 @@ namespace Unity.Netcode.Editor
|
||||
|
||||
expanded = false;
|
||||
}
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
EditorGUI.EndChangeCheck();
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -352,6 +351,12 @@ namespace Unity.Netcode.Editor
|
||||
return;
|
||||
}
|
||||
|
||||
// If this automatic check is disabled, then do not perform this check.
|
||||
if (!NetcodeForGameObjectsEditorSettings.GetCheckForNetworkObjectSetting())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Now get the root parent transform to the current GameObject (or itself)
|
||||
var rootTransform = GetRootParentTransform(gameObject.transform);
|
||||
if (!rootTransform.TryGetComponent<NetworkManager>(out var networkManager))
|
||||
|
||||
@@ -13,7 +13,7 @@ namespace Unity.Netcode.Editor
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(NetworkManager), true)]
|
||||
[CanEditMultipleObjects]
|
||||
public class NetworkManagerEditor : UnityEditor.Editor
|
||||
public class NetworkManagerEditor : NetcodeEditorBase<NetworkManager>
|
||||
{
|
||||
private static GUIStyle s_CenteredWordWrappedLabelStyle;
|
||||
private static GUIStyle s_HelpBoxStyle;
|
||||
@@ -168,16 +168,8 @@ namespace Unity.Netcode.Editor
|
||||
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnInspectorGUI()
|
||||
private void DisplayNetworkManagerProperties()
|
||||
{
|
||||
Initialize();
|
||||
CheckNullProperties();
|
||||
|
||||
#if !MULTIPLAYER_TOOLS
|
||||
DrawInstallMultiplayerToolsTip();
|
||||
#endif
|
||||
|
||||
if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
|
||||
{
|
||||
serializedObject.Update();
|
||||
@@ -298,49 +290,51 @@ namespace Unity.Netcode.Editor
|
||||
}
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
}
|
||||
|
||||
private void DisplayCallToActionButtons()
|
||||
{
|
||||
if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
|
||||
{
|
||||
string buttonDisabledReasonSuffix = "";
|
||||
|
||||
// Start buttons below
|
||||
if (!EditorApplication.isPlaying)
|
||||
{
|
||||
string buttonDisabledReasonSuffix = "";
|
||||
buttonDisabledReasonSuffix = ". This can only be done in play mode";
|
||||
GUI.enabled = false;
|
||||
}
|
||||
|
||||
if (!EditorApplication.isPlaying)
|
||||
if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.ClientServer)
|
||||
{
|
||||
if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
buttonDisabledReasonSuffix = ". This can only be done in play mode";
|
||||
GUI.enabled = false;
|
||||
m_NetworkManager.StartHost();
|
||||
}
|
||||
|
||||
if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.ClientServer)
|
||||
if (GUILayout.Button(new GUIContent("Start Server", "Starts a server instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartHost();
|
||||
}
|
||||
|
||||
if (GUILayout.Button(new GUIContent("Start Server", "Starts a server instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartServer();
|
||||
}
|
||||
|
||||
if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartClient();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (GUILayout.Button(new GUIContent("Start Client", "Starts a distributed authority client instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartClient();
|
||||
}
|
||||
m_NetworkManager.StartServer();
|
||||
}
|
||||
|
||||
|
||||
if (!EditorApplication.isPlaying)
|
||||
if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
GUI.enabled = true;
|
||||
m_NetworkManager.StartClient();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (GUILayout.Button(new GUIContent("Start Client", "Starts a distributed authority client instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartClient();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (!EditorApplication.isPlaying)
|
||||
{
|
||||
GUI.enabled = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -368,6 +362,21 @@ namespace Unity.Netcode.Editor
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
var networkManager = target as NetworkManager;
|
||||
Initialize();
|
||||
CheckNullProperties();
|
||||
#if !MULTIPLAYER_TOOLS
|
||||
DrawInstallMultiplayerToolsTip();
|
||||
#endif
|
||||
void SetExpanded(bool expanded) { networkManager.NetworkManagerExpanded = expanded; };
|
||||
DrawFoldOutGroup<NetworkManager>(networkManager.GetType(), DisplayNetworkManagerProperties, networkManager.NetworkManagerExpanded, SetExpanded);
|
||||
DisplayCallToActionButtons();
|
||||
base.OnInspectorGUI();
|
||||
}
|
||||
|
||||
private static void DrawInstallMultiplayerToolsTip()
|
||||
{
|
||||
const string getToolsText = "Access additional tools for multiplayer development by installing the Multiplayer Tools package in the Package Manager.";
|
||||
|
||||
@@ -61,6 +61,12 @@ namespace Unity.Netcode.Editor
|
||||
{
|
||||
s_LastKnownNetworkManagerParents.Clear();
|
||||
ScenesInBuildActiveSceneCheck();
|
||||
EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
|
||||
break;
|
||||
}
|
||||
case PlayModeStateChange.EnteredEditMode:
|
||||
{
|
||||
EditorApplication.hierarchyChanged += EditorApplication_hierarchyChanged;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -110,6 +116,12 @@ namespace Unity.Netcode.Editor
|
||||
/// </summary>
|
||||
private static void EditorApplication_hierarchyChanged()
|
||||
{
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
|
||||
return;
|
||||
}
|
||||
|
||||
var allNetworkManagers = Resources.FindObjectsOfTypeAll<NetworkManager>();
|
||||
foreach (var networkManager in allNetworkManagers)
|
||||
{
|
||||
|
||||
42
Editor/NetworkRigidbodyBaseEditor.cs
Normal file
42
Editor/NetworkRigidbodyBaseEditor.cs
Normal file
@@ -0,0 +1,42 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D
|
||||
using Unity.Netcode.Components;
|
||||
using UnityEditor;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
[CustomEditor(typeof(NetworkRigidbodyBase), true)]
|
||||
[CanEditMultipleObjects]
|
||||
public class NetworkRigidbodyBaseEditor : NetcodeEditorBase<NetworkBehaviour>
|
||||
{
|
||||
private SerializedProperty m_UseRigidBodyForMotion;
|
||||
private SerializedProperty m_AutoUpdateKinematicState;
|
||||
private SerializedProperty m_AutoSetKinematicOnDespawn;
|
||||
|
||||
|
||||
public override void OnEnable()
|
||||
{
|
||||
m_UseRigidBodyForMotion = serializedObject.FindProperty(nameof(NetworkRigidbodyBase.UseRigidBodyForMotion));
|
||||
m_AutoUpdateKinematicState = serializedObject.FindProperty(nameof(NetworkRigidbodyBase.AutoUpdateKinematicState));
|
||||
m_AutoSetKinematicOnDespawn = serializedObject.FindProperty(nameof(NetworkRigidbodyBase.AutoSetKinematicOnDespawn));
|
||||
|
||||
base.OnEnable();
|
||||
}
|
||||
|
||||
private void DisplayNetworkRigidbodyProperties()
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_UseRigidBodyForMotion);
|
||||
EditorGUILayout.PropertyField(m_AutoUpdateKinematicState);
|
||||
EditorGUILayout.PropertyField(m_AutoSetKinematicOnDespawn);
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
var networkRigidbodyBase = target as NetworkRigidbodyBase;
|
||||
void SetExpanded(bool expanded) { networkRigidbodyBase.NetworkRigidbodyBaseExpanded = expanded; };
|
||||
DrawFoldOutGroup<NetworkRigidbodyBase>(networkRigidbodyBase.GetType(), DisplayNetworkRigidbodyProperties, networkRigidbodyBase.NetworkRigidbodyBaseExpanded, SetExpanded);
|
||||
base.OnInspectorGUI();
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
2
Editor/NetworkRigidbodyBaseEditor.cs.meta
Normal file
2
Editor/NetworkRigidbodyBaseEditor.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 06561c57f81a6354f8bb16076f1de3a9
|
||||
@@ -8,8 +8,11 @@ namespace Unity.Netcode.Editor
|
||||
/// The <see cref="CustomEditor"/> for <see cref="NetworkTransform"/>
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(NetworkTransform), true)]
|
||||
public class NetworkTransformEditor : UnityEditor.Editor
|
||||
[CanEditMultipleObjects]
|
||||
public class NetworkTransformEditor : NetcodeEditorBase<NetworkTransform>
|
||||
{
|
||||
private SerializedProperty m_SwitchTransformSpaceWhenParented;
|
||||
private SerializedProperty m_TickSyncChildren;
|
||||
private SerializedProperty m_UseUnreliableDeltas;
|
||||
private SerializedProperty m_SyncPositionXProperty;
|
||||
private SerializedProperty m_SyncPositionYProperty;
|
||||
@@ -39,8 +42,10 @@ namespace Unity.Netcode.Editor
|
||||
private static GUIContent s_ScaleLabel = EditorGUIUtility.TrTextContent("Scale");
|
||||
|
||||
/// <inheritdoc/>
|
||||
public virtual void OnEnable()
|
||||
public override void OnEnable()
|
||||
{
|
||||
m_SwitchTransformSpaceWhenParented = serializedObject.FindProperty(nameof(NetworkTransform.SwitchTransformSpaceWhenParented));
|
||||
m_TickSyncChildren = serializedObject.FindProperty(nameof(NetworkTransform.TickSyncChildren));
|
||||
m_UseUnreliableDeltas = serializedObject.FindProperty(nameof(NetworkTransform.UseUnreliableDeltas));
|
||||
m_SyncPositionXProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionX));
|
||||
m_SyncPositionYProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionY));
|
||||
@@ -61,10 +66,10 @@ namespace Unity.Netcode.Editor
|
||||
m_UseHalfFloatPrecision = serializedObject.FindProperty(nameof(NetworkTransform.UseHalfFloatPrecision));
|
||||
m_SlerpPosition = serializedObject.FindProperty(nameof(NetworkTransform.SlerpPosition));
|
||||
m_AuthorityMode = serializedObject.FindProperty(nameof(NetworkTransform.AuthorityMode));
|
||||
base.OnEnable();
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnInspectorGUI()
|
||||
private void DisplayNetworkTransformProperties()
|
||||
{
|
||||
var networkTransform = target as NetworkTransform;
|
||||
EditorGUILayout.LabelField("Axis to Synchronize", EditorStyles.boldLabel);
|
||||
@@ -141,9 +146,15 @@ namespace Unity.Netcode.Editor
|
||||
EditorGUILayout.PropertyField(m_ScaleThresholdProperty);
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Delivery", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_TickSyncChildren);
|
||||
EditorGUILayout.PropertyField(m_UseUnreliableDeltas);
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Configurations", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_SwitchTransformSpaceWhenParented);
|
||||
if (m_SwitchTransformSpaceWhenParented.boolValue)
|
||||
{
|
||||
m_TickSyncChildren.boolValue = true;
|
||||
}
|
||||
EditorGUILayout.PropertyField(m_InLocalSpaceProperty);
|
||||
if (!networkTransform.HideInterpolateValue)
|
||||
{
|
||||
@@ -163,8 +174,7 @@ namespace Unity.Netcode.Editor
|
||||
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
// if rigidbody is present but network rigidbody is not present
|
||||
var go = ((NetworkTransform)target).gameObject;
|
||||
if (go.TryGetComponent<Rigidbody>(out _) && go.TryGetComponent<NetworkRigidbody>(out _) == false)
|
||||
if (networkTransform.TryGetComponent<Rigidbody>(out _) && networkTransform.TryGetComponent<NetworkRigidbody>(out _) == false)
|
||||
{
|
||||
EditorGUILayout.HelpBox("This GameObject contains a Rigidbody but no NetworkRigidbody.\n" +
|
||||
"Add a NetworkRigidbody component to improve Rigidbody synchronization.", MessageType.Warning);
|
||||
@@ -172,14 +182,23 @@ namespace Unity.Netcode.Editor
|
||||
#endif // COM_UNITY_MODULES_PHYSICS
|
||||
|
||||
#if COM_UNITY_MODULES_PHYSICS2D
|
||||
if (go.TryGetComponent<Rigidbody2D>(out _) && go.TryGetComponent<NetworkRigidbody2D>(out _) == false)
|
||||
if (networkTransform.TryGetComponent<Rigidbody2D>(out _) && networkTransform.TryGetComponent<NetworkRigidbody2D>(out _) == false)
|
||||
{
|
||||
EditorGUILayout.HelpBox("This GameObject contains a Rigidbody2D but no NetworkRigidbody2D.\n" +
|
||||
"Add a NetworkRigidbody2D component to improve Rigidbody2D synchronization.", MessageType.Warning);
|
||||
}
|
||||
#endif // COM_UNITY_MODULES_PHYSICS2D
|
||||
}
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
var networkTransform = target as NetworkTransform;
|
||||
void SetExpanded(bool expanded) { networkTransform.NetworkTransformExpanded = expanded; };
|
||||
DrawFoldOutGroup<NetworkTransform>(networkTransform.GetType(), DisplayNetworkTransformProperties, networkTransform.NetworkTransformExpanded, SetExpanded);
|
||||
base.OnInspectorGUI();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -239,19 +239,13 @@ namespace Unity.Netcode.Components
|
||||
m_CurrentSmoothTime = 0;
|
||||
}
|
||||
|
||||
public override void OnUpdate()
|
||||
private void ProcessSmoothing()
|
||||
{
|
||||
// If not spawned or this instance has authority, exit early
|
||||
if (!IsSpawned)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// Do not call the base class implementation...
|
||||
// AnticipatedNetworkTransform applies its authoritative state immediately rather than waiting for update
|
||||
// This is because AnticipatedNetworkTransforms may need to reference each other in reanticipating
|
||||
// and we will want all reanticipation done before anything else wants to reference the transform in
|
||||
// OnUpdate()
|
||||
//base.Update();
|
||||
|
||||
if (m_CurrentSmoothTime < m_SmoothDuration)
|
||||
{
|
||||
@@ -262,7 +256,7 @@ namespace Unity.Netcode.Components
|
||||
m_AnticipatedTransform = new TransformState
|
||||
{
|
||||
Position = Vector3.Lerp(m_SmoothFrom.Position, m_SmoothTo.Position, pct),
|
||||
Rotation = Quaternion.Slerp(m_SmoothFrom.Rotation, m_SmoothTo.Rotation, pct),
|
||||
Rotation = Quaternion.Lerp(m_SmoothFrom.Rotation, m_SmoothTo.Rotation, pct),
|
||||
Scale = Vector3.Lerp(m_SmoothFrom.Scale, m_SmoothTo.Scale, pct)
|
||||
};
|
||||
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
|
||||
@@ -275,6 +269,32 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: This does not handle OnFixedUpdate
|
||||
// This requires a complete overhaul in this class to switch between using
|
||||
// NetworkRigidbody's position and rotation values.
|
||||
public override void OnUpdate()
|
||||
{
|
||||
ProcessSmoothing();
|
||||
// Do not call the base class implementation...
|
||||
// AnticipatedNetworkTransform applies its authoritative state immediately rather than waiting for update
|
||||
// This is because AnticipatedNetworkTransforms may need to reference each other in reanticipating
|
||||
// and we will want all reanticipation done before anything else wants to reference the transform in
|
||||
// OnUpdate()
|
||||
//base.OnUpdate();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Since authority does not subscribe to updates (OnUpdate or OnFixedUpdate),
|
||||
/// we have to update every frame to assure authority processes soothing.
|
||||
/// </summary>
|
||||
private void Update()
|
||||
{
|
||||
if (CanCommitToTransform && IsSpawned)
|
||||
{
|
||||
ProcessSmoothing();
|
||||
}
|
||||
}
|
||||
|
||||
internal class AnticipatedObject : IAnticipationEventReceiver, IAnticipatedObject
|
||||
{
|
||||
public AnticipatedNetworkTransform Transform;
|
||||
@@ -347,14 +367,44 @@ namespace Unity.Netcode.Components
|
||||
m_CurrentSmoothTime = 0;
|
||||
}
|
||||
|
||||
protected override void OnSynchronize<T>(ref BufferSerializer<T> serializer)
|
||||
/// <summary>
|
||||
/// (This replaces the first OnSynchronize for NetworkTransforms)
|
||||
/// This is needed to initialize when fully synchronized since non-authority instances
|
||||
/// don't apply the initial synchronization (new client synchronization) until after
|
||||
/// everything has been spawned and synchronized.
|
||||
/// </summary>
|
||||
protected internal override void InternalOnNetworkSessionSynchronized()
|
||||
{
|
||||
base.OnSynchronize(ref serializer);
|
||||
if (!CanCommitToTransform)
|
||||
var wasSynchronizing = SynchronizeState.IsSynchronizing;
|
||||
base.InternalOnNetworkSessionSynchronized();
|
||||
if (!CanCommitToTransform && wasSynchronizing && !SynchronizeState.IsSynchronizing)
|
||||
{
|
||||
m_OutstandingAuthorityChange = true;
|
||||
ApplyAuthoritativeState();
|
||||
ResetAnticipatedState();
|
||||
|
||||
m_AnticipatedObject = new AnticipatedObject { Transform = this };
|
||||
NetworkManager.AnticipationSystem.RegisterForAnticipationEvents(m_AnticipatedObject);
|
||||
NetworkManager.AnticipationSystem.AllAnticipatedObjects.Add(m_AnticipatedObject);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// (This replaces the any subsequent OnSynchronize for NetworkTransforms post client synchronization)
|
||||
/// This occurs on already connected clients when dynamically spawning a NetworkObject for
|
||||
/// non-authoritative instances.
|
||||
/// </summary>
|
||||
protected internal override void InternalOnNetworkPostSpawn()
|
||||
{
|
||||
base.InternalOnNetworkPostSpawn();
|
||||
if (!CanCommitToTransform && NetworkManager.IsConnectedClient && !SynchronizeState.IsSynchronizing)
|
||||
{
|
||||
m_OutstandingAuthorityChange = true;
|
||||
ApplyAuthoritativeState();
|
||||
ResetAnticipatedState();
|
||||
m_AnticipatedObject = new AnticipatedObject { Transform = this };
|
||||
NetworkManager.AnticipationSystem.RegisterForAnticipationEvents(m_AnticipatedObject);
|
||||
NetworkManager.AnticipationSystem.AllAnticipatedObjects.Add(m_AnticipatedObject);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -365,6 +415,13 @@ namespace Unity.Netcode.Components
|
||||
Debug.LogWarning($"This component is not currently supported in distributed authority.");
|
||||
}
|
||||
base.OnNetworkSpawn();
|
||||
|
||||
// Non-authoritative instances exit early if the synchronization has yet to
|
||||
// be applied at this point
|
||||
if (SynchronizeState.IsSynchronizing && !CanCommitToTransform)
|
||||
{
|
||||
return;
|
||||
}
|
||||
m_OutstandingAuthorityChange = true;
|
||||
ApplyAuthoritativeState();
|
||||
ResetAnticipatedState();
|
||||
|
||||
@@ -12,7 +12,7 @@ namespace Unity.Netcode
|
||||
public abstract class BufferedLinearInterpolator<T> where T : struct
|
||||
{
|
||||
internal float MaxInterpolationBound = 3.0f;
|
||||
private struct BufferedItem
|
||||
protected internal struct BufferedItem
|
||||
{
|
||||
public T Item;
|
||||
public double TimeSent;
|
||||
@@ -31,14 +31,16 @@ namespace Unity.Netcode
|
||||
|
||||
private const double k_SmallValue = 9.999999439624929E-11; // copied from Vector3's equal operator
|
||||
|
||||
private T m_InterpStartValue;
|
||||
private T m_CurrentInterpValue;
|
||||
private T m_InterpEndValue;
|
||||
protected internal T m_InterpStartValue;
|
||||
protected internal T m_CurrentInterpValue;
|
||||
protected internal T m_InterpEndValue;
|
||||
|
||||
private double m_EndTimeConsumed;
|
||||
private double m_StartTimeConsumed;
|
||||
|
||||
private readonly List<BufferedItem> m_Buffer = new List<BufferedItem>(k_BufferCountLimit);
|
||||
protected internal readonly List<BufferedItem> m_Buffer = new List<BufferedItem>(k_BufferCountLimit);
|
||||
|
||||
|
||||
|
||||
// Buffer consumption scenarios
|
||||
// Perfect case consumption
|
||||
@@ -73,6 +75,21 @@ namespace Unity.Netcode
|
||||
|
||||
private bool InvalidState => m_Buffer.Count == 0 && m_LifetimeConsumedCount == 0;
|
||||
|
||||
internal bool EndOfBuffer => m_Buffer.Count == 0;
|
||||
|
||||
internal bool InLocalSpace;
|
||||
|
||||
protected internal virtual void OnConvertTransformSpace(Transform transform, bool inLocalSpace)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
internal void ConvertTransformSpace(Transform transform, bool inLocalSpace)
|
||||
{
|
||||
OnConvertTransformSpace(transform, inLocalSpace);
|
||||
InLocalSpace = inLocalSpace;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets interpolator to initial state
|
||||
/// </summary>
|
||||
@@ -351,6 +368,35 @@ namespace Unity.Netcode
|
||||
return Quaternion.Lerp(start, end, time);
|
||||
}
|
||||
}
|
||||
|
||||
private Quaternion ConvertToNewTransformSpace(Transform transform, Quaternion rotation, bool inLocalSpace)
|
||||
{
|
||||
if (inLocalSpace)
|
||||
{
|
||||
return Quaternion.Inverse(transform.rotation) * rotation;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
return transform.rotation * rotation;
|
||||
}
|
||||
}
|
||||
|
||||
protected internal override void OnConvertTransformSpace(Transform transform, bool inLocalSpace)
|
||||
{
|
||||
for (int i = 0; i < m_Buffer.Count; i++)
|
||||
{
|
||||
var entry = m_Buffer[i];
|
||||
entry.Item = ConvertToNewTransformSpace(transform, entry.Item, inLocalSpace);
|
||||
m_Buffer[i] = entry;
|
||||
}
|
||||
|
||||
m_InterpStartValue = ConvertToNewTransformSpace(transform, m_InterpStartValue, inLocalSpace);
|
||||
m_CurrentInterpValue = ConvertToNewTransformSpace(transform, m_CurrentInterpValue, inLocalSpace);
|
||||
m_InterpEndValue = ConvertToNewTransformSpace(transform, m_InterpEndValue, inLocalSpace);
|
||||
|
||||
base.OnConvertTransformSpace(transform, inLocalSpace);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -388,5 +434,34 @@ namespace Unity.Netcode
|
||||
return Vector3.Lerp(start, end, time);
|
||||
}
|
||||
}
|
||||
|
||||
private Vector3 ConvertToNewTransformSpace(Transform transform, Vector3 position, bool inLocalSpace)
|
||||
{
|
||||
if (inLocalSpace)
|
||||
{
|
||||
return transform.InverseTransformPoint(position);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
return transform.TransformPoint(position);
|
||||
}
|
||||
}
|
||||
|
||||
protected internal override void OnConvertTransformSpace(Transform transform, bool inLocalSpace)
|
||||
{
|
||||
for (int i = 0; i < m_Buffer.Count; i++)
|
||||
{
|
||||
var entry = m_Buffer[i];
|
||||
entry.Item = ConvertToNewTransformSpace(transform, entry.Item, inLocalSpace);
|
||||
m_Buffer[i] = entry;
|
||||
}
|
||||
|
||||
m_InterpStartValue = ConvertToNewTransformSpace(transform, m_InterpStartValue, inLocalSpace);
|
||||
m_CurrentInterpValue = ConvertToNewTransformSpace(transform, m_CurrentInterpValue, inLocalSpace);
|
||||
m_InterpEndValue = ConvertToNewTransformSpace(transform, m_InterpEndValue, inLocalSpace);
|
||||
|
||||
base.OnConvertTransformSpace(transform, inLocalSpace);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -498,9 +498,13 @@ namespace Unity.Netcode.Components
|
||||
/// <summary>
|
||||
/// Override this method and return false to switch to owner authoritative mode
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// When using a distributed authority network topology, this will default to
|
||||
/// owner authoritative.
|
||||
/// </remarks>
|
||||
protected virtual bool OnIsServerAuthoritative()
|
||||
{
|
||||
return true;
|
||||
return NetworkManager ? !NetworkManager.DistributedAuthorityMode : true;
|
||||
}
|
||||
|
||||
// Animators only support up to 32 parameters
|
||||
@@ -580,7 +584,7 @@ namespace Unity.Netcode.Components
|
||||
base.OnDestroy();
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
protected virtual void Awake()
|
||||
{
|
||||
int layers = m_Animator.layerCount;
|
||||
// Initializing the below arrays for everyone handles an issue
|
||||
@@ -851,7 +855,12 @@ namespace Unity.Netcode.Components
|
||||
stateChangeDetected = true;
|
||||
//Debug.Log($"[Cross-Fade] To-Hash: {nt.fullPathHash} | TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) | SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
|
||||
}
|
||||
else if (!tt.anyState && tt.fullPathHash != m_TransitionHash[layer])
|
||||
// If we are not transitioned into the "any state" and the animator transition isn't a full path hash (layer to layer) and our pre-built destination state to transition does not contain the
|
||||
// current layer (i.e. transitioning into a state from another layer) =or= we do contain the layer and the layer contains state to transition to is contained within our pre-built destination
|
||||
// state then we can handle this transition as a non-cross fade state transition between layers.
|
||||
// Otherwise, if we don't enter into this then this is a "trigger transition to some state that is now being transitioned back to the Idle state via trigger" or "Dual Triggers" IDLE<-->State.
|
||||
else if (!tt.anyState && tt.fullPathHash != m_TransitionHash[layer] && (!m_DestinationStateToTransitioninfo.ContainsKey(layer) ||
|
||||
(m_DestinationStateToTransitioninfo.ContainsKey(layer) && m_DestinationStateToTransitioninfo[layer].ContainsKey(nt.fullPathHash))))
|
||||
{
|
||||
// first time in this transition for this layer
|
||||
m_TransitionHash[layer] = tt.fullPathHash;
|
||||
@@ -860,6 +869,10 @@ namespace Unity.Netcode.Components
|
||||
animState.CrossFade = false;
|
||||
animState.Transition = true;
|
||||
animState.NormalizedTime = tt.normalizedTime;
|
||||
if (m_DestinationStateToTransitioninfo.ContainsKey(layer) && m_DestinationStateToTransitioninfo[layer].ContainsKey(nt.fullPathHash))
|
||||
{
|
||||
animState.DestinationStateHash = nt.fullPathHash;
|
||||
}
|
||||
stateChangeDetected = true;
|
||||
//Debug.Log($"[Transition] TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) |SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
|
||||
}
|
||||
@@ -939,8 +952,14 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
// Just notify all remote clients and not the local server
|
||||
m_ClientSendList.Clear();
|
||||
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
|
||||
m_ClientSendList.Remove(NetworkManager.LocalClientId);
|
||||
foreach (var clientId in NetworkManager.ConnectedClientsIds)
|
||||
{
|
||||
if (clientId == NetworkManager.LocalClientId || !NetworkObject.Observers.Contains(clientId))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
m_ClientSendList.Add(clientId);
|
||||
}
|
||||
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
|
||||
SendAnimStateClientRpc(m_AnimationMessage, m_ClientRpcParams);
|
||||
}
|
||||
@@ -1251,9 +1270,15 @@ namespace Unity.Netcode.Components
|
||||
if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
|
||||
{
|
||||
m_ClientSendList.Clear();
|
||||
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
|
||||
m_ClientSendList.Remove(serverRpcParams.Receive.SenderClientId);
|
||||
m_ClientSendList.Remove(NetworkManager.ServerClientId);
|
||||
foreach (var clientId in NetworkManager.ConnectedClientsIds)
|
||||
{
|
||||
if (clientId == serverRpcParams.Receive.SenderClientId || clientId == NetworkManager.ServerClientId || !NetworkObject.Observers.Contains(clientId))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
m_ClientSendList.Add(clientId);
|
||||
}
|
||||
|
||||
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
|
||||
m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersUpdate, m_ClientRpcParams);
|
||||
}
|
||||
@@ -1308,9 +1333,14 @@ namespace Unity.Netcode.Components
|
||||
if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
|
||||
{
|
||||
m_ClientSendList.Clear();
|
||||
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
|
||||
m_ClientSendList.Remove(serverRpcParams.Receive.SenderClientId);
|
||||
m_ClientSendList.Remove(NetworkManager.ServerClientId);
|
||||
foreach (var clientId in NetworkManager.ConnectedClientsIds)
|
||||
{
|
||||
if (clientId == serverRpcParams.Receive.SenderClientId || clientId == NetworkManager.ServerClientId || !NetworkObject.Observers.Contains(clientId))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
m_ClientSendList.Add(clientId);
|
||||
}
|
||||
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
|
||||
m_NetworkAnimatorStateChangeHandler.SendAnimationUpdate(animationMessage, m_ClientRpcParams);
|
||||
}
|
||||
@@ -1377,9 +1407,14 @@ namespace Unity.Netcode.Components
|
||||
InternalSetTrigger(animationTriggerMessage.Hash, animationTriggerMessage.IsTriggerSet);
|
||||
|
||||
m_ClientSendList.Clear();
|
||||
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
|
||||
m_ClientSendList.Remove(NetworkManager.ServerClientId);
|
||||
|
||||
foreach (var clientId in NetworkManager.ConnectedClientsIds)
|
||||
{
|
||||
if (clientId == NetworkManager.ServerClientId || !NetworkObject.Observers.Contains(clientId))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
m_ClientSendList.Add(clientId);
|
||||
}
|
||||
if (IsServerAuthoritative())
|
||||
{
|
||||
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animationTriggerMessage, m_ClientRpcParams);
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
#if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D
|
||||
using System.Runtime.CompilerServices;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -14,6 +14,12 @@ namespace Unity.Netcode.Components
|
||||
/// </remarks>
|
||||
public abstract class NetworkRigidbodyBase : NetworkBehaviour
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
internal bool NetworkRigidbodyBaseExpanded;
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// When enabled, the associated <see cref="NetworkTransform"/> will use the Rigidbody/Rigidbody2D to apply and synchronize changes in position, rotation, and
|
||||
/// allows for the use of Rigidbody interpolation/extrapolation.
|
||||
@@ -42,8 +48,10 @@ namespace Unity.Netcode.Components
|
||||
private bool m_IsRigidbody2D => RigidbodyType == RigidbodyTypes.Rigidbody2D;
|
||||
// Used to cache the authority state of this Rigidbody during the last frame
|
||||
private bool m_IsAuthority;
|
||||
private Rigidbody m_Rigidbody;
|
||||
private Rigidbody2D m_Rigidbody2D;
|
||||
|
||||
protected internal Rigidbody m_InternalRigidbody { get; private set; }
|
||||
protected internal Rigidbody2D m_InternalRigidbody2D { get; private set; }
|
||||
|
||||
internal NetworkTransform NetworkTransform;
|
||||
private float m_TickFrequency;
|
||||
private float m_TickRate;
|
||||
@@ -87,18 +95,18 @@ namespace Unity.Netcode.Components
|
||||
return;
|
||||
}
|
||||
RigidbodyType = rigidbodyType;
|
||||
m_Rigidbody2D = rigidbody2D;
|
||||
m_Rigidbody = rigidbody;
|
||||
m_InternalRigidbody2D = rigidbody2D;
|
||||
m_InternalRigidbody = rigidbody;
|
||||
NetworkTransform = networkTransform;
|
||||
|
||||
if (m_IsRigidbody2D && m_Rigidbody2D == null)
|
||||
if (m_IsRigidbody2D && m_InternalRigidbody2D == null)
|
||||
{
|
||||
m_Rigidbody2D = GetComponent<Rigidbody2D>();
|
||||
m_InternalRigidbody2D = GetComponent<Rigidbody2D>();
|
||||
|
||||
}
|
||||
else if (m_Rigidbody == null)
|
||||
else if (m_InternalRigidbody == null)
|
||||
{
|
||||
m_Rigidbody = GetComponent<Rigidbody>();
|
||||
m_InternalRigidbody = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
SetOriginalInterpolation();
|
||||
@@ -178,14 +186,14 @@ namespace Unity.Netcode.Components
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
#if COM_UNITY_MODULES_PHYSICS2D_LINEAR
|
||||
m_Rigidbody2D.linearVelocity = linearVelocity;
|
||||
m_InternalRigidbody2D.linearVelocity = linearVelocity;
|
||||
#else
|
||||
m_Rigidbody2D.velocity = linearVelocity;
|
||||
m_InternalRigidbody2D.velocity = linearVelocity;
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.linearVelocity = linearVelocity;
|
||||
m_InternalRigidbody.linearVelocity = linearVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -202,14 +210,14 @@ namespace Unity.Netcode.Components
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
#if COM_UNITY_MODULES_PHYSICS2D_LINEAR
|
||||
return m_Rigidbody2D.linearVelocity;
|
||||
return m_InternalRigidbody2D.linearVelocity;
|
||||
#else
|
||||
return m_Rigidbody2D.velocity;
|
||||
return m_InternalRigidbody2D.velocity;
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.linearVelocity;
|
||||
return m_InternalRigidbody.linearVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -226,11 +234,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.angularVelocity = angularVelocity.z;
|
||||
m_InternalRigidbody2D.angularVelocity = angularVelocity.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.angularVelocity = angularVelocity;
|
||||
m_InternalRigidbody.angularVelocity = angularVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -246,11 +254,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
return Vector3.forward * m_Rigidbody2D.angularVelocity;
|
||||
return Vector3.forward * m_InternalRigidbody2D.angularVelocity;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.angularVelocity;
|
||||
return m_InternalRigidbody.angularVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -263,11 +271,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
return m_Rigidbody2D.position;
|
||||
return m_InternalRigidbody2D.position;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.position;
|
||||
return m_InternalRigidbody.position;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -282,13 +290,13 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
var quaternion = Quaternion.identity;
|
||||
var angles = quaternion.eulerAngles;
|
||||
angles.z = m_Rigidbody2D.rotation;
|
||||
angles.z = m_InternalRigidbody2D.rotation;
|
||||
quaternion.eulerAngles = angles;
|
||||
return quaternion;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.rotation;
|
||||
return m_InternalRigidbody.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -301,11 +309,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.MovePosition(position);
|
||||
m_InternalRigidbody2D.MovePosition(position);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.MovePosition(position);
|
||||
m_InternalRigidbody.MovePosition(position);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -318,11 +326,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.position = position;
|
||||
m_InternalRigidbody2D.position = position;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.position = position;
|
||||
m_InternalRigidbody.position = position;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -334,13 +342,13 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.position = transform.position;
|
||||
m_Rigidbody2D.rotation = transform.eulerAngles.z;
|
||||
m_InternalRigidbody2D.position = transform.position;
|
||||
m_InternalRigidbody2D.rotation = transform.eulerAngles.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.position = transform.position;
|
||||
m_Rigidbody.rotation = transform.rotation;
|
||||
m_InternalRigidbody.position = transform.position;
|
||||
m_InternalRigidbody.rotation = transform.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -358,9 +366,9 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
var quaternion = Quaternion.identity;
|
||||
var angles = quaternion.eulerAngles;
|
||||
angles.z = m_Rigidbody2D.rotation;
|
||||
angles.z = m_InternalRigidbody2D.rotation;
|
||||
quaternion.eulerAngles = angles;
|
||||
m_Rigidbody2D.MoveRotation(quaternion);
|
||||
m_InternalRigidbody2D.MoveRotation(quaternion);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -375,7 +383,7 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
rotation.Normalize();
|
||||
}
|
||||
m_Rigidbody.MoveRotation(rotation);
|
||||
m_InternalRigidbody.MoveRotation(rotation);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -388,11 +396,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.rotation = rotation.eulerAngles.z;
|
||||
m_InternalRigidbody2D.rotation = rotation.eulerAngles.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.rotation = rotation;
|
||||
m_InternalRigidbody.rotation = rotation;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -404,7 +412,7 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
switch (m_Rigidbody2D.interpolation)
|
||||
switch (m_InternalRigidbody2D.interpolation)
|
||||
{
|
||||
case RigidbodyInterpolation2D.None:
|
||||
{
|
||||
@@ -425,7 +433,7 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (m_Rigidbody.interpolation)
|
||||
switch (m_InternalRigidbody.interpolation)
|
||||
{
|
||||
case RigidbodyInterpolation.None:
|
||||
{
|
||||
@@ -454,16 +462,16 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
if (m_Rigidbody2D.IsSleeping())
|
||||
if (m_InternalRigidbody2D.IsSleeping())
|
||||
{
|
||||
m_Rigidbody2D.WakeUp();
|
||||
m_InternalRigidbody2D.WakeUp();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_Rigidbody.IsSleeping())
|
||||
if (m_InternalRigidbody.IsSleeping())
|
||||
{
|
||||
m_Rigidbody.WakeUp();
|
||||
m_InternalRigidbody.WakeUp();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -476,11 +484,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.Sleep();
|
||||
m_InternalRigidbody2D.Sleep();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.Sleep();
|
||||
m_InternalRigidbody.Sleep();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -489,11 +497,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
return m_Rigidbody2D.bodyType == RigidbodyType2D.Kinematic;
|
||||
return m_InternalRigidbody2D.bodyType == RigidbodyType2D.Kinematic;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.isKinematic;
|
||||
return m_InternalRigidbody.isKinematic;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -518,11 +526,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.bodyType = isKinematic ? RigidbodyType2D.Kinematic : RigidbodyType2D.Dynamic;
|
||||
m_InternalRigidbody2D.bodyType = isKinematic ? RigidbodyType2D.Kinematic : RigidbodyType2D.Dynamic;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.isKinematic = isKinematic;
|
||||
m_InternalRigidbody.isKinematic = isKinematic;
|
||||
}
|
||||
|
||||
// If we are not spawned, then exit early
|
||||
@@ -539,7 +547,7 @@ namespace Unity.Netcode.Components
|
||||
if (IsKinematic())
|
||||
{
|
||||
// If not already set to interpolate then set the Rigidbody to interpolate
|
||||
if (m_Rigidbody.interpolation == RigidbodyInterpolation.Extrapolate)
|
||||
if (m_InternalRigidbody.interpolation == RigidbodyInterpolation.Extrapolate)
|
||||
{
|
||||
// Sleep until the next fixed update when switching from extrapolation to interpolation
|
||||
SleepRigidbody();
|
||||
@@ -568,11 +576,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.None;
|
||||
m_InternalRigidbody2D.interpolation = RigidbodyInterpolation2D.None;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.interpolation = RigidbodyInterpolation.None;
|
||||
m_InternalRigidbody.interpolation = RigidbodyInterpolation.None;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -580,11 +588,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.Interpolate;
|
||||
m_InternalRigidbody2D.interpolation = RigidbodyInterpolation2D.Interpolate;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
|
||||
m_InternalRigidbody.interpolation = RigidbodyInterpolation.Interpolate;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -592,11 +600,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.Extrapolate;
|
||||
m_InternalRigidbody2D.interpolation = RigidbodyInterpolation2D.Extrapolate;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.interpolation = RigidbodyInterpolation.Extrapolate;
|
||||
m_InternalRigidbody.interpolation = RigidbodyInterpolation.Extrapolate;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -711,28 +719,28 @@ namespace Unity.Netcode.Components
|
||||
private void ApplyFixedJoint2D(NetworkRigidbodyBase bodyToConnect, Vector3 position, float connectedMassScale = 0.0f, float massScale = 1.0f, bool useGravity = false, bool zeroVelocity = true)
|
||||
{
|
||||
transform.position = position;
|
||||
m_Rigidbody2D.position = position;
|
||||
m_OriginalGravitySetting = bodyToConnect.m_Rigidbody.useGravity;
|
||||
m_InternalRigidbody2D.position = position;
|
||||
m_OriginalGravitySetting = bodyToConnect.m_InternalRigidbody.useGravity;
|
||||
m_FixedJoint2DUsingGravity = useGravity;
|
||||
|
||||
if (!useGravity)
|
||||
{
|
||||
m_OriginalGravityScale = m_Rigidbody2D.gravityScale;
|
||||
m_Rigidbody2D.gravityScale = 0.0f;
|
||||
m_OriginalGravityScale = m_InternalRigidbody2D.gravityScale;
|
||||
m_InternalRigidbody2D.gravityScale = 0.0f;
|
||||
}
|
||||
|
||||
if (zeroVelocity)
|
||||
{
|
||||
#if COM_UNITY_MODULES_PHYSICS2D_LINEAR
|
||||
m_Rigidbody2D.linearVelocity = Vector2.zero;
|
||||
m_InternalRigidbody2D.linearVelocity = Vector2.zero;
|
||||
#else
|
||||
m_Rigidbody2D.velocity = Vector2.zero;
|
||||
m_InternalRigidbody2D.velocity = Vector2.zero;
|
||||
#endif
|
||||
m_Rigidbody2D.angularVelocity = 0.0f;
|
||||
m_InternalRigidbody2D.angularVelocity = 0.0f;
|
||||
}
|
||||
|
||||
FixedJoint2D = gameObject.AddComponent<FixedJoint2D>();
|
||||
FixedJoint2D.connectedBody = bodyToConnect.m_Rigidbody2D;
|
||||
FixedJoint2D.connectedBody = bodyToConnect.m_InternalRigidbody2D;
|
||||
OnFixedJoint2DCreated();
|
||||
}
|
||||
|
||||
@@ -740,16 +748,16 @@ namespace Unity.Netcode.Components
|
||||
private void ApplyFixedJoint(NetworkRigidbodyBase bodyToConnectTo, Vector3 position, float connectedMassScale = 0.0f, float massScale = 1.0f, bool useGravity = false, bool zeroVelocity = true)
|
||||
{
|
||||
transform.position = position;
|
||||
m_Rigidbody.position = position;
|
||||
m_InternalRigidbody.position = position;
|
||||
if (zeroVelocity)
|
||||
{
|
||||
m_Rigidbody.linearVelocity = Vector3.zero;
|
||||
m_Rigidbody.angularVelocity = Vector3.zero;
|
||||
m_InternalRigidbody.linearVelocity = Vector3.zero;
|
||||
m_InternalRigidbody.angularVelocity = Vector3.zero;
|
||||
}
|
||||
m_OriginalGravitySetting = m_Rigidbody.useGravity;
|
||||
m_Rigidbody.useGravity = useGravity;
|
||||
m_OriginalGravitySetting = m_InternalRigidbody.useGravity;
|
||||
m_InternalRigidbody.useGravity = useGravity;
|
||||
FixedJoint = gameObject.AddComponent<FixedJoint>();
|
||||
FixedJoint.connectedBody = bodyToConnectTo.m_Rigidbody;
|
||||
FixedJoint.connectedBody = bodyToConnectTo.m_InternalRigidbody;
|
||||
FixedJoint.connectedMassScale = connectedMassScale;
|
||||
FixedJoint.massScale = massScale;
|
||||
OnFixedJointCreated();
|
||||
@@ -861,7 +869,7 @@ namespace Unity.Netcode.Components
|
||||
if (FixedJoint != null)
|
||||
{
|
||||
FixedJoint.connectedBody = null;
|
||||
m_Rigidbody.useGravity = m_OriginalGravitySetting;
|
||||
m_InternalRigidbody.useGravity = m_OriginalGravitySetting;
|
||||
Destroy(FixedJoint);
|
||||
FixedJoint = null;
|
||||
ResetInterpolation();
|
||||
|
||||
@@ -12,6 +12,9 @@ namespace Unity.Netcode.Components
|
||||
[AddComponentMenu("Netcode/Network Rigidbody")]
|
||||
public class NetworkRigidbody : NetworkRigidbodyBase
|
||||
{
|
||||
|
||||
public Rigidbody Rigidbody => m_InternalRigidbody;
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
Initialize(RigidbodyTypes.Rigidbody);
|
||||
|
||||
@@ -12,6 +12,7 @@ namespace Unity.Netcode.Components
|
||||
[AddComponentMenu("Netcode/Network Rigidbody 2D")]
|
||||
public class NetworkRigidbody2D : NetworkRigidbodyBase
|
||||
{
|
||||
public Rigidbody2D Rigidbody2D => m_InternalRigidbody2D;
|
||||
protected virtual void Awake()
|
||||
{
|
||||
Initialize(RigidbodyTypes.Rigidbody2D);
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -735,42 +735,23 @@ namespace Unity.Netcode
|
||||
RemovePendingClient(ownerClientId);
|
||||
|
||||
var client = AddClient(ownerClientId);
|
||||
if (!NetworkManager.DistributedAuthorityMode && response.CreatePlayerObject && NetworkManager.NetworkConfig.PlayerPrefab != null)
|
||||
|
||||
// Server-side spawning (only if there is a prefab hash or player prefab provided)
|
||||
if (!NetworkManager.DistributedAuthorityMode && response.CreatePlayerObject && (response.PlayerPrefabHash.HasValue || NetworkManager.NetworkConfig.PlayerPrefab != null))
|
||||
{
|
||||
var prefabNetworkObject = NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>();
|
||||
var playerPrefabHash = response.PlayerPrefabHash ?? prefabNetworkObject.GlobalObjectIdHash;
|
||||
|
||||
// Generate a SceneObject for the player object to spawn
|
||||
// Note: This is only to create the local NetworkObject, many of the serialized properties of the player prefab will be set when instantiated.
|
||||
var sceneObject = new NetworkObject.SceneObject
|
||||
{
|
||||
OwnerClientId = ownerClientId,
|
||||
IsPlayerObject = true,
|
||||
IsSceneObject = false,
|
||||
HasTransform = prefabNetworkObject.SynchronizeTransform,
|
||||
Hash = playerPrefabHash,
|
||||
TargetClientId = ownerClientId,
|
||||
DontDestroyWithOwner = prefabNetworkObject.DontDestroyWithOwner,
|
||||
Transform = new NetworkObject.SceneObject.TransformData
|
||||
{
|
||||
Position = response.Position.GetValueOrDefault(),
|
||||
Rotation = response.Rotation.GetValueOrDefault()
|
||||
}
|
||||
};
|
||||
|
||||
// Create the player NetworkObject locally
|
||||
var networkObject = NetworkManager.SpawnManager.CreateLocalNetworkObject(sceneObject);
|
||||
var playerObject = response.PlayerPrefabHash.HasValue ? NetworkManager.SpawnManager.GetNetworkObjectToSpawn(response.PlayerPrefabHash.Value, ownerClientId, response.Position.GetValueOrDefault(), response.Rotation.GetValueOrDefault())
|
||||
: NetworkManager.SpawnManager.GetNetworkObjectToSpawn(NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash, ownerClientId, response.Position.GetValueOrDefault(), response.Rotation.GetValueOrDefault());
|
||||
|
||||
// Spawn the player NetworkObject locally
|
||||
NetworkManager.SpawnManager.SpawnNetworkObjectLocally(
|
||||
networkObject,
|
||||
playerObject,
|
||||
NetworkManager.SpawnManager.GetNetworkObjectId(),
|
||||
sceneObject: false,
|
||||
playerObject: true,
|
||||
ownerClientId,
|
||||
destroyWithScene: false);
|
||||
|
||||
client.AssignPlayerObject(ref networkObject);
|
||||
client.AssignPlayerObject(ref playerObject);
|
||||
}
|
||||
|
||||
// Server doesn't send itself the connection approved message
|
||||
@@ -871,6 +852,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
// Exit early if no player object was spawned
|
||||
if (!response.CreatePlayerObject || (response.PlayerPrefabHash == null && NetworkManager.NetworkConfig.PlayerPrefab == null))
|
||||
{
|
||||
return;
|
||||
@@ -1003,10 +985,18 @@ namespace Unity.Netcode
|
||||
ConnectedClientIds.Add(clientId);
|
||||
}
|
||||
|
||||
var distributedAuthority = NetworkManager.DistributedAuthorityMode;
|
||||
var sessionOwnerId = NetworkManager.CurrentSessionOwner;
|
||||
var isSessionOwner = NetworkManager.LocalClient.IsSessionOwner;
|
||||
foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
|
||||
{
|
||||
if (networkObject.SpawnWithObservers)
|
||||
{
|
||||
// Don't add the client to the observers if hidden from the session owner
|
||||
if (networkObject.IsOwner && distributedAuthority && !isSessionOwner && !networkObject.Observers.Contains(sessionOwnerId))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
networkObject.Observers.Add(clientId);
|
||||
}
|
||||
}
|
||||
@@ -1309,7 +1299,15 @@ namespace Unity.Netcode
|
||||
{
|
||||
if (!LocalClient.IsServer)
|
||||
{
|
||||
throw new NotServerException($"Only server can disconnect remote clients. Please use `{nameof(Shutdown)}()` instead.");
|
||||
if (NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.ClientServer)
|
||||
{
|
||||
throw new NotServerException($"Only server can disconnect remote clients. Please use `{nameof(Shutdown)}()` instead.");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Currently, clients cannot disconnect other clients from a distributed authority session. Please use `{nameof(Shutdown)}()` instead.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (clientId == NetworkManager.ServerClientId)
|
||||
|
||||
@@ -19,6 +19,12 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
public abstract class NetworkBehaviour : MonoBehaviour
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
internal bool ShowTopMostFoldoutHeaderGroup = true;
|
||||
#endif
|
||||
|
||||
#pragma warning disable IDE1006 // disable naming rule violation check
|
||||
|
||||
// RuntimeAccessModifiersILPP will make this `public`
|
||||
@@ -688,6 +694,8 @@ namespace Unity.Netcode
|
||||
/// </remarks>
|
||||
protected virtual void OnNetworkPostSpawn() { }
|
||||
|
||||
protected internal virtual void InternalOnNetworkPostSpawn() { }
|
||||
|
||||
/// <summary>
|
||||
/// This method is only available client-side.
|
||||
/// When a new client joins it's synchronized with all spawned NetworkObjects and scenes loaded for the session joined. At the end of the synchronization process, when all
|
||||
@@ -700,6 +708,8 @@ namespace Unity.Netcode
|
||||
/// </remarks>
|
||||
protected virtual void OnNetworkSessionSynchronized() { }
|
||||
|
||||
protected internal virtual void InternalOnNetworkSessionSynchronized() { }
|
||||
|
||||
/// <summary>
|
||||
/// When a scene is loaded and in-scene placed NetworkObjects are finished spawning, this method is invoked on all of the newly spawned in-scene placed NetworkObjects.
|
||||
/// This method runs both client and server side.
|
||||
@@ -759,6 +769,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
try
|
||||
{
|
||||
InternalOnNetworkPostSpawn();
|
||||
OnNetworkPostSpawn();
|
||||
}
|
||||
catch (Exception e)
|
||||
@@ -771,6 +782,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
try
|
||||
{
|
||||
InternalOnNetworkSessionSynchronized();
|
||||
OnNetworkSessionSynchronized();
|
||||
}
|
||||
catch (Exception e)
|
||||
@@ -806,7 +818,8 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets called when the local client gains ownership of this object.
|
||||
/// In client-server contexts, this method is invoked on both the server and the local client of the owner when <see cref="Netcode.NetworkObject"/> ownership is assigned.
|
||||
/// <para>In distributed authority contexts, this method is only invoked on the local client that has been assigned ownership of the associated <see cref="Netcode.NetworkObject"/>.</para>
|
||||
/// </summary>
|
||||
public virtual void OnGainedOwnership() { }
|
||||
|
||||
@@ -834,7 +847,9 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets called when ownership of this object is lost.
|
||||
/// In client-server contexts, this method is invoked on the local client when it loses ownership of the associated <see cref="Netcode.NetworkObject"/>
|
||||
/// and on the server when any client loses ownership.
|
||||
/// <para>In distributed authority contexts, this method is only invoked on the local client that has lost ownership of the associated <see cref="Netcode.NetworkObject"/>.</para>
|
||||
/// </summary>
|
||||
public virtual void OnLostOwnership() { }
|
||||
|
||||
@@ -850,6 +865,8 @@ namespace Unity.Netcode
|
||||
/// <param name="parentNetworkObject">the new <see cref="NetworkObject"/> parent</param>
|
||||
public virtual void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject) { }
|
||||
|
||||
internal virtual void InternalOnNetworkObjectParentChanged(NetworkObject parentNetworkObject) { }
|
||||
|
||||
private bool m_VarInit = false;
|
||||
|
||||
private readonly List<HashSet<int>> m_DeliveryMappedNetworkVariableIndices = new List<HashSet<int>>();
|
||||
@@ -1138,7 +1155,7 @@ namespace Unity.Netcode
|
||||
// Distributed Authority: All clients have read permissions, always try to write the value.
|
||||
if (NetworkVariableFields[j].CanClientRead(targetClientId))
|
||||
{
|
||||
// Write additional NetworkVariable information when length safety is enabled or when in distributed authority mode
|
||||
// Write additional NetworkVariable information when length safety is enabled or when in distributed authority mode
|
||||
if (ensureLengthSafety || distributedAuthority)
|
||||
{
|
||||
// Write the type being serialized for distributed authority (only for comb-server)
|
||||
|
||||
@@ -8,7 +8,6 @@ using UnityEditor;
|
||||
#endif
|
||||
using UnityEngine.SceneManagement;
|
||||
using Debug = UnityEngine.Debug;
|
||||
using Unity.Netcode.Components;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
@@ -18,6 +17,12 @@ namespace Unity.Netcode
|
||||
[AddComponentMenu("Netcode/Network Manager", -100)]
|
||||
public class NetworkManager : MonoBehaviour, INetworkUpdateSystem
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
// Inspector view expand/collapse settings for this derived child class
|
||||
[HideInInspector]
|
||||
public bool NetworkManagerExpanded;
|
||||
#endif
|
||||
|
||||
// TODO: Deprecate...
|
||||
// The following internal values are not used, but because ILPP makes them public in the assembly, they cannot
|
||||
// be removed thanks to our semver validation.
|
||||
@@ -190,7 +195,6 @@ namespace Unity.Netcode
|
||||
OnSessionOwnerPromoted?.Invoke(sessionOwner);
|
||||
}
|
||||
|
||||
// TODO: Make this internal after testing
|
||||
internal void PromoteSessionOwner(ulong clientId)
|
||||
{
|
||||
if (!DistributedAuthorityMode)
|
||||
@@ -215,25 +219,25 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
internal Dictionary<ulong, NetworkTransform> NetworkTransformUpdate = new Dictionary<ulong, NetworkTransform>();
|
||||
internal Dictionary<ulong, NetworkObject> NetworkTransformUpdate = new Dictionary<ulong, NetworkObject>();
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
internal Dictionary<ulong, NetworkTransform> NetworkTransformFixedUpdate = new Dictionary<ulong, NetworkTransform>();
|
||||
internal Dictionary<ulong, NetworkObject> NetworkTransformFixedUpdate = new Dictionary<ulong, NetworkObject>();
|
||||
#endif
|
||||
|
||||
internal void NetworkTransformRegistration(NetworkTransform networkTransform, bool forUpdate = true, bool register = true)
|
||||
internal void NetworkTransformRegistration(NetworkObject networkObject, bool onUpdate = true, bool register = true)
|
||||
{
|
||||
if (forUpdate)
|
||||
if (onUpdate)
|
||||
{
|
||||
if (register)
|
||||
{
|
||||
if (!NetworkTransformUpdate.ContainsKey(networkTransform.NetworkObjectId))
|
||||
if (!NetworkTransformUpdate.ContainsKey(networkObject.NetworkObjectId))
|
||||
{
|
||||
NetworkTransformUpdate.Add(networkTransform.NetworkObjectId, networkTransform);
|
||||
NetworkTransformUpdate.Add(networkObject.NetworkObjectId, networkObject);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
NetworkTransformUpdate.Remove(networkTransform.NetworkObjectId);
|
||||
NetworkTransformUpdate.Remove(networkObject.NetworkObjectId);
|
||||
}
|
||||
}
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
@@ -241,14 +245,14 @@ namespace Unity.Netcode
|
||||
{
|
||||
if (register)
|
||||
{
|
||||
if (!NetworkTransformFixedUpdate.ContainsKey(networkTransform.NetworkObjectId))
|
||||
if (!NetworkTransformFixedUpdate.ContainsKey(networkObject.NetworkObjectId))
|
||||
{
|
||||
NetworkTransformFixedUpdate.Add(networkTransform.NetworkObjectId, networkTransform);
|
||||
NetworkTransformFixedUpdate.Add(networkObject.NetworkObjectId, networkObject);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
NetworkTransformFixedUpdate.Remove(networkTransform.NetworkObjectId);
|
||||
NetworkTransformFixedUpdate.Remove(networkObject.NetworkObjectId);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -289,11 +293,21 @@ namespace Unity.Netcode
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
case NetworkUpdateStage.FixedUpdate:
|
||||
{
|
||||
foreach (var networkTransformEntry in NetworkTransformFixedUpdate)
|
||||
foreach (var networkObjectEntry in NetworkTransformFixedUpdate)
|
||||
{
|
||||
if (networkTransformEntry.Value.gameObject.activeInHierarchy && networkTransformEntry.Value.IsSpawned)
|
||||
// if not active or not spawned then skip
|
||||
if (!networkObjectEntry.Value.gameObject.activeInHierarchy || !networkObjectEntry.Value.IsSpawned)
|
||||
{
|
||||
networkTransformEntry.Value.OnFixedUpdate();
|
||||
continue;
|
||||
}
|
||||
|
||||
foreach (var networkTransformEntry in networkObjectEntry.Value.NetworkTransforms)
|
||||
{
|
||||
// only update if enabled
|
||||
if (networkTransformEntry.enabled)
|
||||
{
|
||||
networkTransformEntry.OnFixedUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -308,11 +322,21 @@ namespace Unity.Netcode
|
||||
case NetworkUpdateStage.PreLateUpdate:
|
||||
{
|
||||
// Non-physics based non-authority NetworkTransforms update their states after all other components
|
||||
foreach (var networkTransformEntry in NetworkTransformUpdate)
|
||||
foreach (var networkObjectEntry in NetworkTransformUpdate)
|
||||
{
|
||||
if (networkTransformEntry.Value.gameObject.activeInHierarchy && networkTransformEntry.Value.IsSpawned)
|
||||
// if not active or not spawned then skip
|
||||
if (!networkObjectEntry.Value.gameObject.activeInHierarchy || !networkObjectEntry.Value.IsSpawned)
|
||||
{
|
||||
networkTransformEntry.Value.OnUpdate();
|
||||
continue;
|
||||
}
|
||||
|
||||
foreach (var networkTransformEntry in networkObjectEntry.Value.NetworkTransforms)
|
||||
{
|
||||
// only update if enabled
|
||||
if (networkTransformEntry.enabled)
|
||||
{
|
||||
networkTransformEntry.OnUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -871,6 +895,11 @@ namespace Unity.Netcode
|
||||
OnNetworkManagerReset?.Invoke(this);
|
||||
}
|
||||
|
||||
protected virtual void OnValidateComponent()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
internal void OnValidate()
|
||||
{
|
||||
if (NetworkConfig == null)
|
||||
@@ -931,6 +960,15 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
OnValidateComponent();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogException(ex);
|
||||
}
|
||||
}
|
||||
|
||||
private void ModeChanged(PlayModeStateChange change)
|
||||
|
||||
@@ -67,6 +67,7 @@ namespace Unity.Netcode
|
||||
/// </remarks>
|
||||
public List<NetworkTransform> NetworkTransforms { get; private set; }
|
||||
|
||||
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
/// <summary>
|
||||
/// All <see cref="NetworkRigidbodyBase"></see> component instances associated with a <see cref="NetworkObject"/> component instance.
|
||||
@@ -937,6 +938,7 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// If true, the object will always be replicated as root on clients and the parent will be ignored.
|
||||
/// </summary>
|
||||
[Tooltip("If enabled (default disabled), instances of this NetworkObject will ignore any parent(s) it might have and replicate on clients as the root being its parent.")]
|
||||
public bool AlwaysReplicateAsRoot;
|
||||
|
||||
/// <summary>
|
||||
@@ -954,6 +956,8 @@ namespace Unity.Netcode
|
||||
/// bandwidth cost. This can also be useful for UI elements that have
|
||||
/// a predetermined fixed position.
|
||||
/// </remarks>
|
||||
[Tooltip("If enabled (default enabled), newly joining clients will be synchronized with the transform of the associated GameObject this component is attached to. Typical use case" +
|
||||
" scenario would be for managment objects or in-scene placed objects that don't move and already have their transform settings applied within the scene information.")]
|
||||
public bool SynchronizeTransform = true;
|
||||
|
||||
/// <summary>
|
||||
@@ -1011,6 +1015,7 @@ namespace Unity.Netcode
|
||||
/// To synchronize clients of a <see cref="NetworkObject"/>'s scene being changed via <see cref="SceneManager.MoveGameObjectToScene(GameObject, Scene)"/>,
|
||||
/// make sure <see cref="SceneMigrationSynchronization"/> is enabled (it is by default).
|
||||
/// </remarks>
|
||||
[Tooltip("When enabled (default disabled), spawned instances of this NetworkObject will automatically migrate to any newly assigned active scene.")]
|
||||
public bool ActiveSceneSynchronization;
|
||||
|
||||
/// <summary>
|
||||
@@ -1029,6 +1034,7 @@ namespace Unity.Netcode
|
||||
/// is <see cref="true"/> and <see cref="ActiveSceneSynchronization"/> is <see cref="false"/> and the scene is not the currently
|
||||
/// active scene, then the <see cref="NetworkObject"/> will be destroyed.
|
||||
/// </remarks>
|
||||
[Tooltip("When enabled (default enabled), dynamically spawned instances of this NetworkObject's migration to a different scene will automatically be synchonize amongst clients.")]
|
||||
public bool SceneMigrationSynchronization = true;
|
||||
|
||||
/// <summary>
|
||||
@@ -1044,7 +1050,7 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// When set to false, the NetworkObject will be spawned with no observers initially (other than the server)
|
||||
/// </summary>
|
||||
[Tooltip("When false, the NetworkObject will spawn with no observers initially. (default is true)")]
|
||||
[Tooltip("When disabled (default enabled), the NetworkObject will spawn with no observers. You control object visibility using NetworkShow. This applies to newly joining clients as well.")]
|
||||
public bool SpawnWithObservers = true;
|
||||
|
||||
/// <summary>
|
||||
@@ -1073,13 +1079,35 @@ namespace Unity.Netcode
|
||||
/// Whether or not to destroy this object if it's owner is destroyed.
|
||||
/// If true, the objects ownership will be given to the server.
|
||||
/// </summary>
|
||||
[Tooltip("When enabled (default disabled), instances of this NetworkObject will not be destroyed if the owning client disconnects.")]
|
||||
public bool DontDestroyWithOwner;
|
||||
|
||||
/// <summary>
|
||||
/// Whether or not to enable automatic NetworkObject parent synchronization.
|
||||
/// </summary>
|
||||
[Tooltip("When disabled (default enabled), NetworkObject parenting will not be automatically synchronized. This is typically used when you want to implement your own custom parenting solution.")]
|
||||
public bool AutoObjectParentSync = true;
|
||||
|
||||
/// <summary>
|
||||
/// Determines if the owner will apply transform values sent by the parenting message.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// When enabled, the resultant parenting transform changes sent by the authority will be applied on all instances. <br />
|
||||
/// When disabled, the resultant parenting transform changes sent by the authority will not be applied on the owner's instance. <br />
|
||||
/// When disabled, all non-owner instances will still be synchronized by the authority's transform values when parented.
|
||||
/// When using a <see cref="NetworkTopologyTypes.ClientServer"/> network topology and an owner authoritative motion model, disabling this can help smooth parenting transitions.
|
||||
/// When using a <see cref="NetworkTopologyTypes.DistributedAuthority"/> network topology this will have no impact on the owner's instance since only the authority/owner can parent.
|
||||
/// </remarks>
|
||||
[Tooltip("When disabled (default enabled), the owner will not apply a server or host's transform properties when parenting changes. Primarily useful for client-server network topology configurations.")]
|
||||
public bool SyncOwnerTransformWhenParented = true;
|
||||
|
||||
/// <summary>
|
||||
/// Client-Server specific, when enabled an owner of a NetworkObject can parent locally as opposed to requiring the owner to notify the server it would like to be parented.
|
||||
/// This behavior is always true when using a distributed authority network topology and does not require it to be set.
|
||||
/// </summary>
|
||||
[Tooltip("When enabled (default disabled), owner's can parent a NetworkObject locally without having to send an RPC to the server or host. Only pertinent when using client-server network topology configurations.")]
|
||||
public bool AllowOwnerToParent;
|
||||
|
||||
internal readonly HashSet<ulong> Observers = new HashSet<ulong>();
|
||||
|
||||
#if MULTIPLAYER_TOOLS
|
||||
@@ -1787,6 +1815,9 @@ namespace Unity.Netcode
|
||||
{
|
||||
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
|
||||
{
|
||||
// Invoke internal notification
|
||||
ChildNetworkBehaviours[i].InternalOnNetworkObjectParentChanged(parentNetworkObject);
|
||||
// Invoke public notification
|
||||
ChildNetworkBehaviours[i].OnNetworkObjectParentChanged(parentNetworkObject);
|
||||
}
|
||||
}
|
||||
@@ -1918,7 +1949,7 @@ namespace Unity.Netcode
|
||||
|
||||
// DANGO-TODO: Do we want to worry about ownership permissions here?
|
||||
// It wouldn't make sense to not allow parenting, but keeping this note here as a reminder.
|
||||
var isAuthority = HasAuthority;
|
||||
var isAuthority = HasAuthority || (AllowOwnerToParent && IsOwner);
|
||||
|
||||
// If we don't have authority and we are not shutting down, then don't allow any parenting.
|
||||
// If we are shutting down and don't have authority then allow it.
|
||||
@@ -1984,7 +2015,7 @@ namespace Unity.Netcode
|
||||
var isAuthority = false;
|
||||
// With distributed authority, we need to track "valid authoritative" parenting changes.
|
||||
// So, either the authority or AuthorityAppliedParenting is considered a "valid parenting change".
|
||||
isAuthority = HasAuthority || AuthorityAppliedParenting;
|
||||
isAuthority = HasAuthority || AuthorityAppliedParenting || (AllowOwnerToParent && IsOwner);
|
||||
var distributedAuthority = NetworkManager.DistributedAuthorityMode;
|
||||
|
||||
// If we do not have authority and we are spawned
|
||||
@@ -2076,7 +2107,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
// If we are connected to a CMB service or we are running a mock CMB service then send to the "server" identifier
|
||||
if (distributedAuthority)
|
||||
if (distributedAuthority || (!distributedAuthority && AllowOwnerToParent && IsOwner && !NetworkManager.IsServer))
|
||||
{
|
||||
if (!NetworkManager.DAHost)
|
||||
{
|
||||
@@ -2359,13 +2390,15 @@ namespace Unity.Netcode
|
||||
{
|
||||
m_ChildNetworkBehaviours.Add(networkBehaviours[i]);
|
||||
var type = networkBehaviours[i].GetType();
|
||||
if (type.IsInstanceOfType(typeof(NetworkTransform)) || type.IsSubclassOf(typeof(NetworkTransform)))
|
||||
if (type == typeof(NetworkTransform) || type.IsInstanceOfType(typeof(NetworkTransform)) || type.IsSubclassOf(typeof(NetworkTransform)))
|
||||
{
|
||||
if (NetworkTransforms == null)
|
||||
{
|
||||
NetworkTransforms = new List<NetworkTransform>();
|
||||
}
|
||||
NetworkTransforms.Add(networkBehaviours[i] as NetworkTransform);
|
||||
var networkTransform = networkBehaviours[i] as NetworkTransform;
|
||||
networkTransform.IsNested = i != 0 && networkTransform.gameObject != gameObject;
|
||||
NetworkTransforms.Add(networkTransform);
|
||||
}
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
else if (type.IsSubclassOf(typeof(NetworkRigidbodyBase)))
|
||||
|
||||
@@ -95,6 +95,7 @@ namespace Unity.Netcode
|
||||
return;
|
||||
}
|
||||
|
||||
ValidateMessageSize(messageBuffer, networkDelivery, isNamed: false);
|
||||
|
||||
if (m_NetworkManager.IsHost)
|
||||
{
|
||||
@@ -131,6 +132,8 @@ namespace Unity.Netcode
|
||||
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
|
||||
public void SendUnnamedMessage(ulong clientId, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
|
||||
{
|
||||
ValidateMessageSize(messageBuffer, networkDelivery, isNamed: false);
|
||||
|
||||
if (m_NetworkManager.IsHost)
|
||||
{
|
||||
if (clientId == m_NetworkManager.LocalClientId)
|
||||
@@ -286,6 +289,8 @@ namespace Unity.Netcode
|
||||
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
|
||||
public void SendNamedMessage(string messageName, ulong clientId, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
|
||||
{
|
||||
ValidateMessageSize(messageStream, networkDelivery, isNamed: true);
|
||||
|
||||
ulong hash = 0;
|
||||
switch (m_NetworkManager.NetworkConfig.RpcHashSize)
|
||||
{
|
||||
@@ -367,6 +372,8 @@ namespace Unity.Netcode
|
||||
return;
|
||||
}
|
||||
|
||||
ValidateMessageSize(messageStream, networkDelivery, isNamed: true);
|
||||
|
||||
ulong hash = 0;
|
||||
switch (m_NetworkManager.NetworkConfig.RpcHashSize)
|
||||
{
|
||||
@@ -405,5 +412,32 @@ namespace Unity.Netcode
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientIds, messageName, size);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validate the size of the message. If it's a non-fragmented delivery type the message must fit within the
|
||||
/// max allowed size with headers also subtracted. Named messages also include the hash
|
||||
/// of the name string. Only validates in editor and development builds.
|
||||
/// </summary>
|
||||
/// <param name="messageStream">The named message payload</param>
|
||||
/// <param name="networkDelivery">Delivery method</param>
|
||||
/// <param name="isNamed">Is the message named (or unnamed)</param>
|
||||
/// <exception cref="OverflowException">Exception thrown in case validation fails</exception>
|
||||
private unsafe void ValidateMessageSize(FastBufferWriter messageStream, NetworkDelivery networkDelivery, bool isNamed)
|
||||
{
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
var maxNonFragmentedSize = m_NetworkManager.MessageManager.NonFragmentedMessageMaxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>() - sizeof(NetworkBatchHeader);
|
||||
if (isNamed)
|
||||
{
|
||||
maxNonFragmentedSize -= sizeof(ulong); // MessageName hash
|
||||
}
|
||||
if (networkDelivery != NetworkDelivery.ReliableFragmentedSequenced
|
||||
&& messageStream.Length > maxNonFragmentedSize)
|
||||
{
|
||||
throw new OverflowException($"Given message size ({messageStream.Length} bytes) is greater than " +
|
||||
$"the maximum allowed for the selected delivery method ({maxNonFragmentedSize} bytes). Try using " +
|
||||
$"ReliableFragmentedSequenced delivery method instead.");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -55,6 +55,15 @@ namespace Unity.Netcode
|
||||
// Don't redistribute for the local instance
|
||||
if (ClientId != networkManager.LocalClientId)
|
||||
{
|
||||
// Show any NetworkObjects that are:
|
||||
// - Hidden from the session owner
|
||||
// - Owned by this client
|
||||
// - Has NetworkObject.SpawnWithObservers set to true (the default)
|
||||
if (!networkManager.LocalClient.IsSessionOwner)
|
||||
{
|
||||
networkManager.SpawnManager.ShowHiddenObjectsToNewlyJoinedClient(ClientId);
|
||||
}
|
||||
|
||||
// We defer redistribution to the end of the NetworkUpdateStage.PostLateUpdate
|
||||
networkManager.RedistributeToClient = true;
|
||||
networkManager.ClientToRedistribute = ClientId;
|
||||
|
||||
@@ -25,8 +25,6 @@ namespace Unity.Netcode
|
||||
|
||||
private const string k_Name = "NetworkVariableDeltaMessage";
|
||||
|
||||
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
|
||||
// Worth either merging or more cleanly separating these codepaths.
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
|
||||
@@ -126,10 +124,6 @@ namespace Unity.Netcode
|
||||
}
|
||||
else
|
||||
{
|
||||
// DANGO-TODO:
|
||||
// Complex types with custom type serialization (either registered custom types or INetworkSerializable implementations) will be problematic
|
||||
// Non-complex types always provide a full state update per delta
|
||||
// DANGO-TODO: Add NetworkListEvent<T>.EventType awareness to the cloud-state server
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
var size_marker = writer.Position;
|
||||
@@ -167,8 +161,6 @@ namespace Unity.Netcode
|
||||
return true;
|
||||
}
|
||||
|
||||
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
|
||||
// Worth either merging or more cleanly separating these codepaths.
|
||||
public void Handle(ref NetworkContext context)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
|
||||
@@ -117,22 +117,28 @@ namespace Unity.Netcode
|
||||
networkObject.SetNetworkParenting(LatestParent, WorldPositionStays);
|
||||
networkObject.ApplyNetworkParenting(RemoveParent);
|
||||
|
||||
// We set all of the transform values after parenting as they are
|
||||
// the values of the server-side post-parenting transform values
|
||||
if (!WorldPositionStays)
|
||||
// This check is primarily for client-server network topologies when the motion model is owner authoritative:
|
||||
// When SyncOwnerTransformWhenParented is enabled, then always apply the transform values.
|
||||
// When SyncOwnerTransformWhenParented is disabled, then only synchronize the transform on non-owner instances.
|
||||
if (networkObject.SyncOwnerTransformWhenParented || (!networkObject.SyncOwnerTransformWhenParented && !networkObject.IsOwner))
|
||||
{
|
||||
networkObject.transform.localPosition = Position;
|
||||
networkObject.transform.localRotation = Rotation;
|
||||
// We set all of the transform values after parenting as they are
|
||||
// the values of the server-side post-parenting transform values
|
||||
if (!WorldPositionStays)
|
||||
{
|
||||
networkObject.transform.localPosition = Position;
|
||||
networkObject.transform.localRotation = Rotation;
|
||||
}
|
||||
else
|
||||
{
|
||||
networkObject.transform.position = Position;
|
||||
networkObject.transform.rotation = Rotation;
|
||||
}
|
||||
networkObject.transform.localScale = Scale;
|
||||
}
|
||||
else
|
||||
{
|
||||
networkObject.transform.position = Position;
|
||||
networkObject.transform.rotation = Rotation;
|
||||
}
|
||||
networkObject.transform.localScale = Scale;
|
||||
|
||||
// If in distributed authority mode and we are running a DAHost and this is the DAHost, then forward the parent changed message to any remaining clients
|
||||
if (networkManager.DistributedAuthorityMode && !networkManager.CMBServiceConnection && networkManager.DAHost)
|
||||
if ((networkManager.DistributedAuthorityMode && !networkManager.CMBServiceConnection && networkManager.DAHost) || (networkObject.AllowOwnerToParent && context.SenderId == networkObject.OwnerClientId && networkManager.IsServer))
|
||||
{
|
||||
var size = 0;
|
||||
var message = this;
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
using System;
|
||||
using Unity.Collections;
|
||||
|
||||
namespace Unity.Netcode
|
||||
@@ -34,21 +33,13 @@ namespace Unity.Netcode
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(WrappedMessage.Metadata.NetworkObjectId, out var networkObject))
|
||||
{
|
||||
// With distributed authority mode, we can send Rpcs before we have been notified the NetworkObject is despawned.
|
||||
// DANGO-TODO: Should the CMB Service cull out any Rpcs targeting recently despawned NetworkObjects?
|
||||
// DANGO-TODO: This would require the service to keep track of despawned NetworkObjects since we re-use NetworkObject identifiers.
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
// If the NetworkObject no longer exists then just log a warning when developer mode logging is enabled and exit.
|
||||
// This can happen if NetworkObject is despawned and a client sends an RPC before receiving the despawn message.
|
||||
if (networkManager.LogLevel == LogLevel.Developer)
|
||||
{
|
||||
if (networkManager.LogLevel == LogLevel.Developer)
|
||||
{
|
||||
NetworkLog.LogWarning($"[{WrappedMessage.Metadata.NetworkObjectId}, {WrappedMessage.Metadata.NetworkBehaviourId}, {WrappedMessage.Metadata.NetworkRpcMethodId}]An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
|
||||
}
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new InvalidOperationException($"[{WrappedMessage.Metadata.NetworkObjectId}, {WrappedMessage.Metadata.NetworkBehaviourId}, {WrappedMessage.Metadata.NetworkRpcMethodId}]An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
|
||||
NetworkLog.LogWarning($"[{WrappedMessage.Metadata.NetworkObjectId}, {WrappedMessage.Metadata.NetworkBehaviourId}, {WrappedMessage.Metadata.NetworkRpcMethodId}] An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
var observers = networkObject.Observers;
|
||||
|
||||
@@ -60,7 +60,13 @@ namespace Unity.Netcode
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(metadata.NetworkObjectId, out var networkObject))
|
||||
{
|
||||
throw new InvalidOperationException($"An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
|
||||
// If the NetworkObject no longer exists then just log a warning when developer mode logging is enabled and exit.
|
||||
// This can happen if NetworkObject is despawned and a client sends an RPC before receiving the despawn message.
|
||||
if (networkManager.LogLevel == LogLevel.Developer)
|
||||
{
|
||||
NetworkLog.LogWarning($"[{metadata.NetworkObjectId}, {metadata.NetworkBehaviourId}, {metadata.NetworkRpcMethodId}] An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
|
||||
}
|
||||
return;
|
||||
}
|
||||
var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(metadata.NetworkBehaviourId);
|
||||
|
||||
|
||||
@@ -20,7 +20,7 @@ namespace Unity.Netcode
|
||||
|
||||
public void Handle(ref NetworkContext context)
|
||||
{
|
||||
((NetworkManager)context.SystemOwner).CustomMessagingManager.InvokeUnnamedMessage(context.SenderId, m_ReceivedData, context.SerializedHeaderSize);
|
||||
((NetworkManager)context.SystemOwner).CustomMessagingManager?.InvokeUnnamedMessage(context.SenderId, m_ReceivedData, context.SerializedHeaderSize);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -733,7 +733,11 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
ref var writeQueueItem = ref sendQueueItem.ElementAt(sendQueueItem.Length - 1);
|
||||
writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + headerSerializer.Length);
|
||||
if (!writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + headerSerializer.Length))
|
||||
{
|
||||
Debug.LogError($"Not enough space to write message, size={tmpSerializer.Length + headerSerializer.Length} space used={writeQueueItem.Writer.Position} total size={writeQueueItem.Writer.Capacity}");
|
||||
continue;
|
||||
}
|
||||
|
||||
writeQueueItem.Writer.WriteBytes(headerSerializer.GetUnsafePtr(), headerSerializer.Length);
|
||||
writeQueueItem.Writer.WriteBytes(tmpSerializer.GetUnsafePtr(), tmpSerializer.Length);
|
||||
|
||||
@@ -29,6 +29,12 @@ namespace Unity.Netcode
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// The CMB-Service holds ID 0 and should not be added to the targets
|
||||
if (clientId == NetworkManager.ServerClientId && m_NetworkManager.CMBServiceConnection)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
m_GroupSendTarget.Add(clientId);
|
||||
}
|
||||
}
|
||||
@@ -41,6 +47,12 @@ namespace Unity.Netcode
|
||||
continue;
|
||||
}
|
||||
|
||||
// The CMB-Service holds ID 0 and should not be added to the targets
|
||||
if (clientId == NetworkManager.ServerClientId && m_NetworkManager.CMBServiceConnection)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (clientId == m_NetworkManager.LocalClientId)
|
||||
{
|
||||
m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
|
||||
|
||||
@@ -17,6 +17,11 @@ namespace Unity.Netcode
|
||||
|
||||
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
|
||||
{
|
||||
// If there are no targets then don't attempt to send anything.
|
||||
if (TargetClientIds.Length == 0 && Ids.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
var proxyMessage = new ProxyMessage { Delivery = delivery, TargetClientIds = TargetClientIds.AsArray(), WrappedMessage = message };
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
|
||||
var size =
|
||||
|
||||
@@ -51,7 +51,6 @@ namespace Unity.Netcode
|
||||
#pragma warning restore IDE0001
|
||||
[Serializable]
|
||||
[GenerateSerializationForGenericParameter(0)]
|
||||
[GenerateSerializationForType(typeof(byte))]
|
||||
public class AnticipatedNetworkVariable<T> : NetworkVariableBase
|
||||
{
|
||||
[SerializeField]
|
||||
|
||||
@@ -393,7 +393,8 @@ namespace Unity.Netcode
|
||||
// check write permissions
|
||||
if (!CanClientWrite(m_NetworkManager.LocalClientId))
|
||||
{
|
||||
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
|
||||
LogWritePermissionError();
|
||||
return;
|
||||
}
|
||||
|
||||
m_List.Add(item);
|
||||
@@ -414,7 +415,8 @@ namespace Unity.Netcode
|
||||
// check write permissions
|
||||
if (!CanClientWrite(m_NetworkManager.LocalClientId))
|
||||
{
|
||||
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
|
||||
LogWritePermissionError();
|
||||
return;
|
||||
}
|
||||
|
||||
m_List.Clear();
|
||||
@@ -440,7 +442,8 @@ namespace Unity.Netcode
|
||||
// check write permissions
|
||||
if (!CanClientWrite(m_NetworkManager.LocalClientId))
|
||||
{
|
||||
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
|
||||
LogWritePermissionError();
|
||||
return false;
|
||||
}
|
||||
|
||||
int index = m_List.IndexOf(item);
|
||||
@@ -475,7 +478,8 @@ namespace Unity.Netcode
|
||||
// check write permissions
|
||||
if (!CanClientWrite(m_NetworkManager.LocalClientId))
|
||||
{
|
||||
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
|
||||
LogWritePermissionError();
|
||||
return;
|
||||
}
|
||||
|
||||
if (index < m_List.Length)
|
||||
@@ -520,6 +524,8 @@ namespace Unity.Netcode
|
||||
HandleAddListEvent(listEvent);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <inheritdoc />
|
||||
public T this[int index]
|
||||
{
|
||||
@@ -529,7 +535,8 @@ namespace Unity.Netcode
|
||||
// check write permissions
|
||||
if (!CanClientWrite(m_NetworkManager.LocalClientId))
|
||||
{
|
||||
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
|
||||
LogWritePermissionError();
|
||||
return;
|
||||
}
|
||||
|
||||
var previousValue = m_List[index];
|
||||
|
||||
@@ -9,7 +9,6 @@ namespace Unity.Netcode
|
||||
/// <typeparam name="T">the unmanaged type for <see cref="NetworkVariable{T}"/> </typeparam>
|
||||
[Serializable]
|
||||
[GenerateSerializationForGenericParameter(0)]
|
||||
[GenerateSerializationForType(typeof(byte))]
|
||||
public class NetworkVariable<T> : NetworkVariableBase
|
||||
{
|
||||
/// <summary>
|
||||
@@ -95,27 +94,59 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// The value of the NetworkVariable container
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// When assigning collections to <see cref="Value"/>, unless it is a completely new collection this will not
|
||||
/// detect any deltas with most managed collection classes since assignment of one collection value to another
|
||||
/// is actually just a reference to the collection itself. <br />
|
||||
/// To detect deltas in a collection, you should invoke <see cref="CheckDirtyState"/> after making modifications to the collection.
|
||||
/// </remarks>
|
||||
public virtual T Value
|
||||
{
|
||||
get => m_InternalValue;
|
||||
set
|
||||
{
|
||||
// Compare bitwise
|
||||
if (NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref value))
|
||||
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
|
||||
{
|
||||
LogWritePermissionError();
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
|
||||
// Compare the Value being applied to the current value
|
||||
if (!NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref value))
|
||||
{
|
||||
throw new InvalidOperationException($"[Client-{m_NetworkManager.LocalClientId}][{m_NetworkBehaviour.name}][{Name}] Write permissions ({WritePerm}) for this client instance is not allowed!");
|
||||
T previousValue = m_InternalValue;
|
||||
m_InternalValue = value;
|
||||
SetDirty(true);
|
||||
m_IsDisposed = false;
|
||||
OnValueChanged?.Invoke(previousValue, m_InternalValue);
|
||||
}
|
||||
|
||||
Set(value);
|
||||
m_IsDisposed = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invoke this method to check if a collection's items are dirty.
|
||||
/// The default behavior is to exit early if the <see cref="NetworkVariable{T}"/> is already dirty.
|
||||
/// </summary>
|
||||
/// <param name="forceCheck"> when true, this check will force a full item collection check even if the NetworkVariable is already dirty</param>
|
||||
/// <remarks>
|
||||
/// This is to be used as a way to check if a <see cref="NetworkVariable{T}"/> containing a managed collection has any changees to the collection items.<br />
|
||||
/// If you invoked this when a collection is dirty, it will not trigger the <see cref="OnValueChanged"/> unless you set <param name="forceCheck"/> to true. <br />
|
||||
/// </remarks>
|
||||
public bool CheckDirtyState(bool forceCheck = false)
|
||||
{
|
||||
var isDirty = base.IsDirty();
|
||||
|
||||
// Compare the previous with the current if not dirty or forcing a check.
|
||||
if ((!isDirty || forceCheck) && !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue))
|
||||
{
|
||||
SetDirty(true);
|
||||
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
|
||||
m_IsDisposed = false;
|
||||
isDirty = true;
|
||||
}
|
||||
return isDirty;
|
||||
}
|
||||
|
||||
internal ref T RefValue()
|
||||
{
|
||||
return ref m_InternalValue;
|
||||
@@ -194,19 +225,6 @@ namespace Unity.Netcode
|
||||
base.ResetDirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the <see cref="Value"/>, marks the <see cref="NetworkVariable{T}"/> dirty, and invokes the <see cref="OnValueChanged"/> callback
|
||||
/// if there are subscribers to that event.
|
||||
/// </summary>
|
||||
/// <param name="value">the new value of type `T` to be set/></param>
|
||||
private protected void Set(T value)
|
||||
{
|
||||
SetDirty(true);
|
||||
T previousValue = m_InternalValue;
|
||||
m_InternalValue = value;
|
||||
OnValueChanged?.Invoke(previousValue, m_InternalValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Writes the variable to the writer
|
||||
/// </summary>
|
||||
@@ -223,20 +241,22 @@ namespace Unity.Netcode
|
||||
/// <param name="keepDirtyDelta">Whether or not the container should keep the dirty delta, or mark the delta as consumed</param>
|
||||
public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
|
||||
{
|
||||
// In order to get managed collections to properly have a previous and current value, we have to
|
||||
// duplicate the collection at this point before making any modifications to the current.
|
||||
m_HasPreviousValue = true;
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
|
||||
NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);
|
||||
|
||||
// todo:
|
||||
// keepDirtyDelta marks a variable received as dirty and causes the server to send the value to clients
|
||||
// In a prefect world, whether a variable was A) modified locally or B) received and needs retransmit
|
||||
// would be stored in different fields
|
||||
|
||||
T previousValue = m_InternalValue;
|
||||
NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);
|
||||
|
||||
if (keepDirtyDelta)
|
||||
{
|
||||
SetDirty(true);
|
||||
}
|
||||
|
||||
OnValueChanged?.Invoke(previousValue, m_InternalValue);
|
||||
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
|
||||
@@ -37,6 +37,16 @@ namespace Unity.Netcode
|
||||
|
||||
internal virtual NetworkVariableType Type => NetworkVariableType.Unknown;
|
||||
|
||||
internal string GetWritePermissionError()
|
||||
{
|
||||
return $"|Client-{m_NetworkManager.LocalClientId}|{m_NetworkBehaviour.name}|{Name}| Write permissions ({WritePerm}) for this client instance is not allowed!";
|
||||
}
|
||||
|
||||
internal void LogWritePermissionError()
|
||||
{
|
||||
Debug.LogError(GetWritePermissionError());
|
||||
}
|
||||
|
||||
private protected NetworkManager m_NetworkManager
|
||||
{
|
||||
get
|
||||
@@ -177,7 +187,9 @@ namespace Unity.Netcode
|
||||
|
||||
internal bool CanSend()
|
||||
{
|
||||
var timeSinceLastUpdate = m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime - LastUpdateSent;
|
||||
// When connected to a service or not the server, always use the synchronized server time as opposed to the local time
|
||||
var time = m_InternalNetworkManager.CMBServiceConnection || !m_InternalNetworkManager.IsServer ? m_NetworkBehaviour.NetworkManager.ServerTime.Time : m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime;
|
||||
var timeSinceLastUpdate = time - LastUpdateSent;
|
||||
return
|
||||
(
|
||||
UpdateTraits.MaxSecondsBetweenUpdates > 0 &&
|
||||
@@ -191,7 +203,8 @@ namespace Unity.Netcode
|
||||
|
||||
internal void UpdateLastSentTime()
|
||||
{
|
||||
LastUpdateSent = m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime;
|
||||
// When connected to a service or not the server, always use the synchronized server time as opposed to the local time
|
||||
LastUpdateSent = m_InternalNetworkManager.CMBServiceConnection || !m_InternalNetworkManager.IsServer ? m_NetworkBehaviour.NetworkManager.ServerTime.Time : m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime;
|
||||
}
|
||||
|
||||
internal static bool IgnoreInitializeWarning;
|
||||
@@ -254,6 +267,11 @@ namespace Unity.Netcode
|
||||
/// <returns>Whether or not the client has permission to read</returns>
|
||||
public bool CanClientRead(ulong clientId)
|
||||
{
|
||||
if (!m_NetworkBehaviour)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// When in distributed authority mode, everyone can read (but only the owner can write)
|
||||
if (m_NetworkManager != null && m_NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
@@ -276,6 +294,11 @@ namespace Unity.Netcode
|
||||
/// <returns>Whether or not the client has permission to write</returns>
|
||||
public bool CanClientWrite(ulong clientId)
|
||||
{
|
||||
if (!m_NetworkBehaviour)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
switch (WritePerm)
|
||||
{
|
||||
default:
|
||||
|
||||
@@ -458,7 +458,10 @@ namespace Unity.Netcode
|
||||
duplicatedValue.Clear();
|
||||
foreach (var item in value)
|
||||
{
|
||||
duplicatedValue.Add(item);
|
||||
// This handles the nested list scenario List<List<T>>
|
||||
T subValue = default;
|
||||
NetworkVariableSerialization<T>.Duplicate(item, ref subValue);
|
||||
duplicatedValue.Add(subValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -548,6 +551,9 @@ namespace Unity.Netcode
|
||||
duplicatedValue.Clear();
|
||||
foreach (var item in value)
|
||||
{
|
||||
// Handles nested HashSets
|
||||
T subValue = default;
|
||||
NetworkVariableSerialization<T>.Duplicate(item, ref subValue);
|
||||
duplicatedValue.Add(item);
|
||||
}
|
||||
}
|
||||
@@ -641,7 +647,12 @@ namespace Unity.Netcode
|
||||
duplicatedValue.Clear();
|
||||
foreach (var item in value)
|
||||
{
|
||||
duplicatedValue.Add(item.Key, item.Value);
|
||||
// Handles nested dictionaries
|
||||
TKey subKey = default;
|
||||
TVal subValue = default;
|
||||
NetworkVariableSerialization<TKey>.Duplicate(item.Key, ref subKey);
|
||||
NetworkVariableSerialization<TVal>.Duplicate(item.Value, ref subValue);
|
||||
duplicatedValue.Add(subKey, subValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -924,7 +935,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
var val = value[i];
|
||||
var prevVal = previousValue[i];
|
||||
if (!NetworkVariableSerialization<byte>.AreEqual(ref val, ref prevVal))
|
||||
if (val != prevVal)
|
||||
{
|
||||
++numChanges;
|
||||
changes.Set(i);
|
||||
@@ -949,19 +960,11 @@ namespace Unity.Netcode
|
||||
BytePacker.WriteValuePacked(writer, value.Length);
|
||||
writer.WriteValueSafe(changes);
|
||||
var ptr = value.GetUnsafePtr();
|
||||
var prevPtr = previousValue.GetUnsafePtr();
|
||||
for (var i = 0; i < value.Length; ++i)
|
||||
{
|
||||
if (changes.IsSet(i))
|
||||
{
|
||||
if (i < previousValue.Length)
|
||||
{
|
||||
NetworkVariableSerialization<byte>.WriteDelta(writer, ref ptr[i], ref prevPtr[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
NetworkVariableSerialization<byte>.Write(writer, ref ptr[i]);
|
||||
}
|
||||
writer.WriteByteSafe(ptr[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2550,17 +2550,6 @@ namespace Unity.Netcode
|
||||
// At this point the client is considered fully "connected"
|
||||
if ((NetworkManager.DistributedAuthorityMode && NetworkManager.LocalClient.IsSessionOwner) || !NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
if (NetworkManager.DistributedAuthorityMode && !NetworkManager.DAHost)
|
||||
{
|
||||
// DANGO-EXP TODO: Remove this once service is sending the synchronization message to all clients
|
||||
if (NetworkManager.ConnectedClients.ContainsKey(clientId) && NetworkManager.ConnectionManager.ConnectedClientIds.Contains(clientId) && NetworkManager.ConnectedClientsList.Contains(NetworkManager.ConnectedClients[clientId]))
|
||||
{
|
||||
EndSceneEvent(sceneEventId);
|
||||
return;
|
||||
}
|
||||
NetworkManager.ConnectionManager.AddClient(clientId);
|
||||
}
|
||||
|
||||
// Notify the local server that a client has finished synchronizing
|
||||
OnSceneEvent?.Invoke(new SceneEvent()
|
||||
{
|
||||
@@ -2575,6 +2564,20 @@ namespace Unity.Netcode
|
||||
}
|
||||
else
|
||||
{
|
||||
// Notify the local server that a client has finished synchronizing
|
||||
OnSceneEvent?.Invoke(new SceneEvent()
|
||||
{
|
||||
SceneEventType = sceneEventData.SceneEventType,
|
||||
SceneName = string.Empty,
|
||||
ClientId = clientId
|
||||
});
|
||||
|
||||
// Show any NetworkObjects that are:
|
||||
// - Hidden from the session owner
|
||||
// - Owned by this client
|
||||
// - Has NetworkObject.SpawnWithObservers set to true (the default)
|
||||
NetworkManager.SpawnManager.ShowHiddenObjectsToNewlyJoinedClient(clientId);
|
||||
|
||||
// DANGO-EXP TODO: Remove this once service distributes objects
|
||||
// Non-session owners receive this notification from newly connected clients and upon receiving
|
||||
// the event they will redistribute their NetworkObjects
|
||||
@@ -2589,9 +2592,6 @@ namespace Unity.Netcode
|
||||
// At this time the client is fully synchronized with all loaded scenes and
|
||||
// NetworkObjects and should be considered "fully connected". Send the
|
||||
// notification that the client is connected.
|
||||
// TODO 2023: We should have a better name for this or have multiple states the
|
||||
// client progresses through (the name and associated legacy behavior/expected state
|
||||
// of the client was persisted since MLAPI)
|
||||
NetworkManager.ConnectionManager.InvokeOnClientConnectedCallback(clientId);
|
||||
|
||||
if (NetworkManager.IsHost)
|
||||
@@ -2664,9 +2664,14 @@ namespace Unity.Netcode
|
||||
EventData = sceneEventData,
|
||||
};
|
||||
// Forward synchronization to client then exit early because DAHost is not the current session owner
|
||||
NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, NetworkManager.CurrentSessionOwner);
|
||||
EndSceneEvent(sceneEventData.SceneEventId);
|
||||
return;
|
||||
foreach (var client in NetworkManager.ConnectedClientsIds)
|
||||
{
|
||||
if (client == NetworkManager.LocalClientId)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, client);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
@@ -700,7 +700,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
if (Handle->Position + size > Handle->AllowedWriteMark)
|
||||
{
|
||||
throw new OverflowException($"Attempted to write without first calling {nameof(TryBeginWrite)}()");
|
||||
throw new OverflowException($"Attempted to write without first calling {nameof(TryBeginWrite)}(), Position+Size={Handle->Position + size} > AllowedWriteMark={Handle->AllowedWriteMark}");
|
||||
}
|
||||
#endif
|
||||
UnsafeUtility.MemCpy((Handle->BufferPointer + Handle->Position), value + offset, size);
|
||||
@@ -729,7 +729,7 @@ namespace Unity.Netcode
|
||||
|
||||
if (!TryBeginWriteInternal(size))
|
||||
{
|
||||
throw new OverflowException("Writing past the end of the buffer");
|
||||
throw new OverflowException($"Writing past the end of the buffer, size is {size} bytes but remaining capacity is {Handle->Capacity - Handle->Position} bytes");
|
||||
}
|
||||
UnsafeUtility.MemCpy((Handle->BufferPointer + Handle->Position), value + offset, size);
|
||||
Handle->Position += size;
|
||||
|
||||
@@ -1581,20 +1581,46 @@ namespace Unity.Netcode
|
||||
{
|
||||
foreach (var entry in ClientsToShowObject)
|
||||
{
|
||||
SendSpawnCallForObserverUpdate(entry.Value.ToArray(), entry.Key);
|
||||
if (entry.Key != null && entry.Key.IsSpawned)
|
||||
{
|
||||
try
|
||||
{
|
||||
SendSpawnCallForObserverUpdate(entry.Value.ToArray(), entry.Key);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
if (NetworkManager.LogLevel <= LogLevel.Developer)
|
||||
{
|
||||
Debug.LogException(ex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ClientsToShowObject.Clear();
|
||||
ObjectsToShowToClient.Clear();
|
||||
return;
|
||||
}
|
||||
|
||||
// Handle NetworkObjects to show
|
||||
// Server or Host handling of NetworkObjects to show
|
||||
foreach (var client in ObjectsToShowToClient)
|
||||
{
|
||||
ulong clientId = client.Key;
|
||||
foreach (var networkObject in client.Value)
|
||||
{
|
||||
SendSpawnCallForObject(clientId, networkObject);
|
||||
if (networkObject != null && networkObject.IsSpawned)
|
||||
{
|
||||
try
|
||||
{
|
||||
SendSpawnCallForObject(clientId, networkObject);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
if (NetworkManager.LogLevel <= LogLevel.Developer)
|
||||
{
|
||||
Debug.LogException(ex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ObjectsToShowToClient.Clear();
|
||||
@@ -1883,5 +1909,55 @@ namespace Unity.Netcode
|
||||
networkObject.InternalNetworkSessionSynchronized();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Distributed Authority Only
|
||||
/// Should be invoked on non-session owner clients when a newly joined client is finished
|
||||
/// synchronizing in order to "show" (spawn) anything that might be currently hidden from
|
||||
/// the session owner.
|
||||
/// </summary>
|
||||
internal void ShowHiddenObjectsToNewlyJoinedClient(ulong newClientId)
|
||||
{
|
||||
if (!NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
if (NetworkManager == null || !NetworkManager.ShutdownInProgress && NetworkManager.LogLevel <= LogLevel.Developer)
|
||||
{
|
||||
Debug.LogWarning($"[Internal Error] {nameof(ShowHiddenObjectsToNewlyJoinedClient)} invoked while !");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (!NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
Debug.LogError($"[Internal Error] {nameof(ShowHiddenObjectsToNewlyJoinedClient)} should only be invoked when using a distributed authority network topology!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (NetworkManager.LocalClient.IsSessionOwner)
|
||||
{
|
||||
Debug.LogError($"[Internal Error] {nameof(ShowHiddenObjectsToNewlyJoinedClient)} should only be invoked on a non-session owner client!");
|
||||
return;
|
||||
}
|
||||
var localClientId = NetworkManager.LocalClient.ClientId;
|
||||
var sessionOwnerId = NetworkManager.CurrentSessionOwner;
|
||||
foreach (var networkObject in SpawnedObjectsList)
|
||||
{
|
||||
if (networkObject.SpawnWithObservers && networkObject.OwnerClientId == localClientId && !networkObject.Observers.Contains(sessionOwnerId))
|
||||
{
|
||||
if (networkObject.Observers.Contains(newClientId))
|
||||
{
|
||||
if (NetworkManager.LogLevel <= LogLevel.Developer)
|
||||
{
|
||||
// Track if there is some other location where the client is being added to the observers list when the object is hidden from the session owner
|
||||
Debug.LogWarning($"[{networkObject.name}] Has new client as an observer but it is hidden from the session owner!");
|
||||
}
|
||||
// For now, remove the client (impossible for the new client to have an instance since the session owner doesn't) to make sure newly added
|
||||
// code to handle this edge case works.
|
||||
networkObject.Observers.Remove(newClientId);
|
||||
}
|
||||
networkObject.NetworkShow(newClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -850,6 +850,12 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
|
||||
protected virtual bool LogAllMessages => false;
|
||||
|
||||
protected virtual bool ShouldCheckForSpawnedPlayers()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// This starts the server and clients as long as <see cref="CanStartServerAndClients"/>
|
||||
/// returns true.
|
||||
@@ -938,7 +944,12 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for all sessions to spawn Client-{m_ServerNetworkManager.LocalClientId}'s player object!\n {m_InternalErrorLog}");
|
||||
}
|
||||
}
|
||||
ClientNetworkManagerPostStartInit();
|
||||
|
||||
if (ShouldCheckForSpawnedPlayers())
|
||||
{
|
||||
ClientNetworkManagerPostStartInit();
|
||||
}
|
||||
|
||||
// Notification that at this time the server and client(s) are instantiated,
|
||||
// started, and connected on both sides.
|
||||
yield return OnServerAndClientsConnected();
|
||||
@@ -1030,7 +1041,10 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
}
|
||||
}
|
||||
|
||||
ClientNetworkManagerPostStartInit();
|
||||
if (ShouldCheckForSpawnedPlayers())
|
||||
{
|
||||
ClientNetworkManagerPostStartInit();
|
||||
}
|
||||
|
||||
// Notification that at this time the server and client(s) are instantiated,
|
||||
// started, and connected on both sides.
|
||||
|
||||
@@ -326,20 +326,30 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
|
||||
s_IsStarted = false;
|
||||
|
||||
// Shutdown the server which forces clients to disconnect
|
||||
foreach (var networkManager in NetworkManagerInstances)
|
||||
try
|
||||
{
|
||||
networkManager.Shutdown();
|
||||
s_Hooks.Remove(networkManager);
|
||||
}
|
||||
|
||||
// Destroy the network manager instances
|
||||
foreach (var networkManager in NetworkManagerInstances)
|
||||
{
|
||||
if (networkManager.gameObject != null)
|
||||
// Shutdown the server which forces clients to disconnect
|
||||
foreach (var networkManager in NetworkManagerInstances)
|
||||
{
|
||||
Object.DestroyImmediate(networkManager.gameObject);
|
||||
if (networkManager != null && networkManager.IsListening)
|
||||
{
|
||||
networkManager?.Shutdown();
|
||||
s_Hooks.Remove(networkManager);
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy the network manager instances
|
||||
foreach (var networkManager in NetworkManagerInstances)
|
||||
{
|
||||
if (networkManager != null && networkManager.gameObject)
|
||||
{
|
||||
Object.DestroyImmediate(networkManager.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogException(ex);
|
||||
}
|
||||
|
||||
NetworkManagerInstances.Clear();
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -40,11 +40,6 @@ namespace Unity.Netcode.RuntimeTests
|
||||
public NetworkList<int> MyNetworkList = new NetworkList<int>(new List<int> { 1, 2, 3 });
|
||||
public NetworkVariable<int> MyNetworkVar = new NetworkVariable<int>(3);
|
||||
|
||||
[Rpc(SendTo.NotAuthority)]
|
||||
public void TestNotAuthorityRpc(byte[] _)
|
||||
{
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Authority)]
|
||||
public void TestAuthorityRpc(byte[] _)
|
||||
{
|
||||
@@ -263,15 +258,6 @@ namespace Unity.Netcode.RuntimeTests
|
||||
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NotAuthorityRpc()
|
||||
{
|
||||
Client.LocalClient.PlayerObject.GetComponent<TestNetworkComponent>().TestNotAuthorityRpc(new byte[] { 1, 2, 3, 4 });
|
||||
|
||||
// Universal Rpcs are sent as a ProxyMessage (which contains an RpcMessage)
|
||||
yield return m_ClientCodecHook.WaitForMessageReceived<ProxyMessage>();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ParentSync()
|
||||
{
|
||||
|
||||
@@ -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}!");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a6389d04d9080b24b99de7e6900a064c
|
||||
97
Tests/Runtime/DistributedAuthority/RpcProxyMessageTesting.cs
Normal file
97
Tests/Runtime/DistributedAuthority/RpcProxyMessageTesting.cs
Normal file
@@ -0,0 +1,97 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using NUnit.Framework;
|
||||
using Unity.Netcode.TestHelpers.Runtime;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
/// <summary>
|
||||
/// This test validates PR-3000 where it would invoke
|
||||
/// TODO:
|
||||
/// We really need to get the service running during tests
|
||||
/// so we can validate these issues. While this test does
|
||||
/// partially validate it we still need to manually validate
|
||||
/// with a service connection.
|
||||
/// </summary>
|
||||
[TestFixture(HostOrServer.Host)]
|
||||
[TestFixture(HostOrServer.DAHost)]
|
||||
public class RpcProxyMessageTesting : NetcodeIntegrationTest
|
||||
{
|
||||
protected override int NumberOfClients => 2;
|
||||
|
||||
private List<RpcProxyText> m_ProxyTestInstances = new List<RpcProxyText>();
|
||||
|
||||
private StringBuilder m_ValidationLogger = new StringBuilder();
|
||||
|
||||
public RpcProxyMessageTesting(HostOrServer hostOrServer) : base(hostOrServer) { }
|
||||
|
||||
protected override IEnumerator OnSetup()
|
||||
{
|
||||
m_ProxyTestInstances.Clear();
|
||||
return base.OnSetup();
|
||||
}
|
||||
|
||||
protected override void OnCreatePlayerPrefab()
|
||||
{
|
||||
m_PlayerPrefab.AddComponent<RpcProxyText>();
|
||||
base.OnCreatePlayerPrefab();
|
||||
}
|
||||
|
||||
|
||||
private bool ValidateRpcProxyRpcs()
|
||||
{
|
||||
m_ValidationLogger.Clear();
|
||||
foreach (var proxy in m_ProxyTestInstances)
|
||||
{
|
||||
if (proxy.ReceivedRpc.Count < NumberOfClients)
|
||||
{
|
||||
m_ValidationLogger.AppendLine($"Not all clients received RPC from Client-{proxy.OwnerClientId}!");
|
||||
}
|
||||
foreach (var clientId in proxy.ReceivedRpc)
|
||||
{
|
||||
if (clientId == proxy.OwnerClientId)
|
||||
{
|
||||
m_ValidationLogger.AppendLine($"Client-{proxy.OwnerClientId} sent itself an Rpc!");
|
||||
}
|
||||
}
|
||||
}
|
||||
return m_ValidationLogger.Length == 0;
|
||||
}
|
||||
|
||||
|
||||
public IEnumerator ProxyDoesNotInvokeOnSender()
|
||||
{
|
||||
m_ProxyTestInstances.Add(m_ServerNetworkManager.LocalClient.PlayerObject.GetComponent<RpcProxyText>());
|
||||
foreach (var client in m_ClientNetworkManagers)
|
||||
{
|
||||
m_ProxyTestInstances.Add(client.LocalClient.PlayerObject.GetComponent<RpcProxyText>());
|
||||
}
|
||||
|
||||
foreach (var clientProxyTest in m_ProxyTestInstances)
|
||||
{
|
||||
clientProxyTest.SendToEveryOneButMe();
|
||||
}
|
||||
|
||||
yield return WaitForConditionOrTimeOut(ValidateRpcProxyRpcs);
|
||||
AssertOnTimeout(m_ValidationLogger.ToString());
|
||||
}
|
||||
|
||||
public class RpcProxyText : NetworkBehaviour
|
||||
{
|
||||
public List<ulong> ReceivedRpc = new List<ulong>();
|
||||
|
||||
public void SendToEveryOneButMe()
|
||||
{
|
||||
var baseTarget = NetworkManager.DistributedAuthorityMode ? RpcTarget.NotAuthority : RpcTarget.NotMe;
|
||||
TestRpc(baseTarget);
|
||||
}
|
||||
|
||||
[Rpc(SendTo.SpecifiedInParams)]
|
||||
private void TestRpc(RpcParams rpcParams = default)
|
||||
{
|
||||
ReceivedRpc.Add(rpcParams.Receive.SenderClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 22d1d751fe245f7419f8393090c27106
|
||||
@@ -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"), $"Unexpected exception: {message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -194,5 +194,44 @@ namespace Unity.Netcode.RuntimeTests
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public unsafe void ErrorMessageIsPrintedWhenAttemptingToSendUnnamedMessageWithTooBigBuffer()
|
||||
{
|
||||
// First try a valid send with the maximum allowed size (this is atm 1272)
|
||||
var msgSize = m_ServerNetworkManager.MessageManager.NonFragmentedMessageMaxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>() - sizeof(NetworkBatchHeader);
|
||||
var bufferSize = m_ServerNetworkManager.MessageManager.NonFragmentedMessageMaxSize;
|
||||
var messageContent = new byte[msgSize];
|
||||
var writer = new FastBufferWriter(bufferSize, Allocator.Temp, bufferSize * 2);
|
||||
using (writer)
|
||||
{
|
||||
writer.TryBeginWrite(msgSize);
|
||||
writer.WriteBytes(messageContent, msgSize, 0);
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(new List<ulong> { FirstClient.LocalClientId }, writer);
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(FirstClient.LocalClientId, writer);
|
||||
}
|
||||
|
||||
msgSize++;
|
||||
messageContent = new byte[msgSize];
|
||||
writer = new FastBufferWriter(bufferSize, Allocator.Temp, bufferSize * 2);
|
||||
using (writer)
|
||||
{
|
||||
writer.TryBeginWrite(msgSize);
|
||||
writer.WriteBytes(messageContent, msgSize, 0);
|
||||
var message = Assert.Throws<OverflowException>(
|
||||
() =>
|
||||
{
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(new List<ulong> { FirstClient.LocalClientId }, writer);
|
||||
}).Message;
|
||||
Assert.IsTrue(message.Contains($"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}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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.
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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);
|
||||
|
||||
8
Tests/Runtime/NetworkVariable.meta
Normal file
8
Tests/Runtime/NetworkVariable.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7b4da27c6efa9684893f85f5d3ad80e6
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
2994
Tests/Runtime/NetworkVariable/NetworkVariableCollectionsTests.cs
Normal file
2994
Tests/Runtime/NetworkVariable/NetworkVariableCollectionsTests.cs
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7d01969a8bbbd7146a24490a5190ea7e
|
||||
165
Tests/Runtime/NetworkVariable/NetworkVariableInheritanceTests.cs
Normal file
165
Tests/Runtime/NetworkVariable/NetworkVariableInheritanceTests.cs
Normal file
@@ -0,0 +1,165 @@
|
||||
#if !NGO_MINIMALPROJECT
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using NUnit.Framework;
|
||||
using Unity.Netcode.TestHelpers.Runtime;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
[TestFixtureSource(nameof(TestDataSource))]
|
||||
internal class NetworkVariableInheritanceTests : NetcodeIntegrationTest
|
||||
{
|
||||
public NetworkVariableInheritanceTests(HostOrServer hostOrServer)
|
||||
: base(hostOrServer)
|
||||
{
|
||||
}
|
||||
|
||||
protected override int NumberOfClients => 2;
|
||||
|
||||
public static IEnumerable<TestFixtureData> TestDataSource() =>
|
||||
Enum.GetValues(typeof(HostOrServer)).OfType<HostOrServer>().Select(x => new TestFixtureData(x));
|
||||
|
||||
internal class ComponentA : NetworkBehaviour
|
||||
{
|
||||
public NetworkVariable<int> PublicFieldA = new NetworkVariable<int>(1);
|
||||
protected NetworkVariable<int> m_ProtectedFieldA = new NetworkVariable<int>(2);
|
||||
private NetworkVariable<int> m_PrivateFieldA = new NetworkVariable<int>(3);
|
||||
|
||||
public void ChangeValuesA(int pub, int pro, int pri)
|
||||
{
|
||||
PublicFieldA.Value = pub;
|
||||
m_ProtectedFieldA.Value = pro;
|
||||
m_PrivateFieldA.Value = pri;
|
||||
}
|
||||
|
||||
public bool CompareValuesA(ComponentA other)
|
||||
{
|
||||
return PublicFieldA.Value == other.PublicFieldA.Value &&
|
||||
m_ProtectedFieldA.Value == other.m_ProtectedFieldA.Value &&
|
||||
m_PrivateFieldA.Value == other.m_PrivateFieldA.Value;
|
||||
}
|
||||
}
|
||||
|
||||
internal class ComponentB : ComponentA
|
||||
{
|
||||
public NetworkVariable<int> PublicFieldB = new NetworkVariable<int>(11);
|
||||
protected NetworkVariable<int> m_ProtectedFieldB = new NetworkVariable<int>(22);
|
||||
private NetworkVariable<int> m_PrivateFieldB = new NetworkVariable<int>(33);
|
||||
|
||||
public void ChangeValuesB(int pub, int pro, int pri)
|
||||
{
|
||||
PublicFieldB.Value = pub;
|
||||
m_ProtectedFieldB.Value = pro;
|
||||
m_PrivateFieldB.Value = pri;
|
||||
}
|
||||
|
||||
public bool CompareValuesB(ComponentB other)
|
||||
{
|
||||
return PublicFieldB.Value == other.PublicFieldB.Value &&
|
||||
m_ProtectedFieldB.Value == other.m_ProtectedFieldB.Value &&
|
||||
m_PrivateFieldB.Value == other.m_PrivateFieldB.Value;
|
||||
}
|
||||
}
|
||||
|
||||
internal class ComponentC : ComponentB
|
||||
{
|
||||
public NetworkVariable<int> PublicFieldC = new NetworkVariable<int>(111);
|
||||
protected NetworkVariable<int> m_ProtectedFieldC = new NetworkVariable<int>(222);
|
||||
private NetworkVariable<int> m_PrivateFieldC = new NetworkVariable<int>(333);
|
||||
|
||||
public void ChangeValuesC(int pub, int pro, int pri)
|
||||
{
|
||||
PublicFieldC.Value = pub;
|
||||
m_ProtectedFieldA.Value = pro;
|
||||
m_PrivateFieldC.Value = pri;
|
||||
}
|
||||
|
||||
public bool CompareValuesC(ComponentC other)
|
||||
{
|
||||
return PublicFieldC.Value == other.PublicFieldC.Value &&
|
||||
m_ProtectedFieldC.Value == other.m_ProtectedFieldC.Value &&
|
||||
m_PrivateFieldC.Value == other.m_PrivateFieldC.Value;
|
||||
}
|
||||
}
|
||||
|
||||
private GameObject m_TestObjectPrefab;
|
||||
private ulong m_TestObjectId = 0;
|
||||
|
||||
protected override void OnOneTimeSetup()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = true;
|
||||
base.OnOneTimeSetup();
|
||||
}
|
||||
|
||||
protected override void OnOneTimeTearDown()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = false;
|
||||
base.OnOneTimeTearDown();
|
||||
}
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
m_TestObjectPrefab = CreateNetworkObjectPrefab($"[{nameof(NetworkVariableInheritanceTests)}.{nameof(m_TestObjectPrefab)}]");
|
||||
m_TestObjectPrefab.AddComponent<ComponentA>();
|
||||
m_TestObjectPrefab.AddComponent<ComponentB>();
|
||||
m_TestObjectPrefab.AddComponent<ComponentC>();
|
||||
}
|
||||
|
||||
protected override IEnumerator OnServerAndClientsConnected()
|
||||
{
|
||||
var serverTestObject = SpawnObject(m_TestObjectPrefab, m_ServerNetworkManager).GetComponent<NetworkObject>();
|
||||
m_TestObjectId = serverTestObject.NetworkObjectId;
|
||||
|
||||
var serverTestComponentA = serverTestObject.GetComponent<ComponentA>();
|
||||
var serverTestComponentB = serverTestObject.GetComponent<ComponentB>();
|
||||
var serverTestComponentC = serverTestObject.GetComponent<ComponentC>();
|
||||
|
||||
serverTestComponentA.ChangeValuesA(1000, 2000, 3000);
|
||||
serverTestComponentB.ChangeValuesA(1000, 2000, 3000);
|
||||
serverTestComponentB.ChangeValuesB(1100, 2200, 3300);
|
||||
serverTestComponentC.ChangeValuesA(1000, 2000, 3000);
|
||||
serverTestComponentC.ChangeValuesB(1100, 2200, 3300);
|
||||
serverTestComponentC.ChangeValuesC(1110, 2220, 3330);
|
||||
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 2);
|
||||
}
|
||||
|
||||
private bool CheckTestObjectComponentValuesOnAll()
|
||||
{
|
||||
var serverTestObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjectId];
|
||||
var serverTestComponentA = serverTestObject.GetComponent<ComponentA>();
|
||||
var serverTestComponentB = serverTestObject.GetComponent<ComponentB>();
|
||||
var serverTestComponentC = serverTestObject.GetComponent<ComponentC>();
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var clientTestObject = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjectId];
|
||||
var clientTestComponentA = clientTestObject.GetComponent<ComponentA>();
|
||||
var clientTestComponentB = clientTestObject.GetComponent<ComponentB>();
|
||||
var clientTestComponentC = clientTestObject.GetComponent<ComponentC>();
|
||||
if (!serverTestComponentA.CompareValuesA(clientTestComponentA) ||
|
||||
!serverTestComponentB.CompareValuesA(clientTestComponentB) ||
|
||||
!serverTestComponentB.CompareValuesB(clientTestComponentB) ||
|
||||
!serverTestComponentC.CompareValuesA(clientTestComponentC) ||
|
||||
!serverTestComponentC.CompareValuesB(clientTestComponentC) ||
|
||||
!serverTestComponentC.CompareValuesC(clientTestComponentC))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TestInheritedFields()
|
||||
{
|
||||
yield return WaitForConditionOrTimeOut(CheckTestObjectComponentValuesOnAll);
|
||||
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, nameof(CheckTestObjectComponentValuesOnAll));
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 41d4aef8f33a8eb4e87879075f868e66
|
||||
306
Tests/Runtime/NetworkVariable/NetworkVariablePermissionTests.cs
Normal file
306
Tests/Runtime/NetworkVariable/NetworkVariablePermissionTests.cs
Normal file
@@ -0,0 +1,306 @@
|
||||
#if !NGO_MINIMALPROJECT
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using NUnit.Framework;
|
||||
using Unity.Netcode.TestHelpers.Runtime;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
[TestFixtureSource(nameof(TestDataSource))]
|
||||
internal class NetworkVariablePermissionTests : NetcodeIntegrationTest
|
||||
{
|
||||
public static IEnumerable<TestFixtureData> TestDataSource()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = true;
|
||||
foreach (HostOrServer hostOrServer in Enum.GetValues(typeof(HostOrServer)))
|
||||
{
|
||||
// DANGO-EXP TODO: Add support for distributed authority mode
|
||||
if (hostOrServer == HostOrServer.DAHost)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
yield return new TestFixtureData(hostOrServer);
|
||||
}
|
||||
|
||||
NetworkVariableBase.IgnoreInitializeWarning = false;
|
||||
}
|
||||
|
||||
protected override int NumberOfClients => 3;
|
||||
|
||||
public NetworkVariablePermissionTests(HostOrServer hostOrServer) : base(hostOrServer) { }
|
||||
|
||||
private GameObject m_TestObjPrefab;
|
||||
private ulong m_TestObjId = 0;
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
m_TestObjPrefab = CreateNetworkObjectPrefab($"[{nameof(NetworkVariablePermissionTests)}.{nameof(m_TestObjPrefab)}]");
|
||||
var testComp = m_TestObjPrefab.AddComponent<NetVarPermTestComp>();
|
||||
}
|
||||
|
||||
protected override IEnumerator OnServerAndClientsConnected()
|
||||
{
|
||||
m_TestObjId = SpawnObject(m_TestObjPrefab, m_ServerNetworkManager).GetComponent<NetworkObject>().NetworkObjectId;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
private IEnumerator WaitForPositionsAreEqual(NetworkVariable<Vector3> netvar, Vector3 expected)
|
||||
{
|
||||
yield return WaitForConditionOrTimeOut(() => netvar.Value == expected);
|
||||
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut);
|
||||
}
|
||||
|
||||
private IEnumerator WaitForOwnerWritableAreEqualOnAll()
|
||||
{
|
||||
yield return WaitForConditionOrTimeOut(CheckOwnerWritableAreEqualOnAll);
|
||||
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut);
|
||||
}
|
||||
|
||||
private bool CheckOwnerWritableAreEqualOnAll()
|
||||
{
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
if (testObjServer.OwnerClientId != testObjClient.OwnerClientId ||
|
||||
testCompServer.OwnerWritable_Position.Value != testCompClient.OwnerWritable_Position.Value ||
|
||||
testCompServer.OwnerWritable_Position.ReadPerm != testCompClient.OwnerWritable_Position.ReadPerm ||
|
||||
testCompServer.OwnerWritable_Position.WritePerm != testCompClient.OwnerWritable_Position.WritePerm)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private IEnumerator WaitForServerWritableAreEqualOnAll()
|
||||
{
|
||||
yield return WaitForConditionOrTimeOut(CheckServerWritableAreEqualOnAll);
|
||||
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut);
|
||||
}
|
||||
|
||||
private bool CheckServerWritableAreEqualOnAll()
|
||||
{
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
if (testCompServer.ServerWritable_Position.Value != testCompClient.ServerWritable_Position.Value ||
|
||||
testCompServer.ServerWritable_Position.ReadPerm != testCompClient.ServerWritable_Position.ReadPerm ||
|
||||
testCompServer.ServerWritable_Position.WritePerm != testCompClient.ServerWritable_Position.WritePerm)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool CheckOwnerReadWriteAreEqualOnOwnerAndServer()
|
||||
{
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
if (testObjServer.OwnerClientId == testObjClient.OwnerClientId &&
|
||||
testCompServer.OwnerReadWrite_Position.Value == testCompClient.ServerWritable_Position.Value &&
|
||||
testCompServer.OwnerReadWrite_Position.ReadPerm == testCompClient.ServerWritable_Position.ReadPerm &&
|
||||
testCompServer.OwnerReadWrite_Position.WritePerm == testCompClient.ServerWritable_Position.WritePerm)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool CheckOwnerReadWriteAreNotEqualOnNonOwnerClients(NetVarPermTestComp ownerReadWriteObject)
|
||||
{
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
if (testObjClient.OwnerClientId != ownerReadWriteObject.OwnerClientId ||
|
||||
ownerReadWriteObject.OwnerReadWrite_Position.Value == testCompClient.ServerWritable_Position.Value ||
|
||||
ownerReadWriteObject.OwnerReadWrite_Position.ReadPerm != testCompClient.ServerWritable_Position.ReadPerm ||
|
||||
ownerReadWriteObject.OwnerReadWrite_Position.WritePerm != testCompClient.ServerWritable_Position.WritePerm)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ServerChangesOwnerWritableNetVar()
|
||||
{
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompServer.OwnerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
testCompServer.OwnerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompServer.OwnerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ServerChangesServerWritableNetVar()
|
||||
{
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompServer.ServerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
testCompServer.ServerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompServer.ServerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ClientChangesOwnerWritableNetVar()
|
||||
{
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
|
||||
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
|
||||
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
|
||||
testObjServer.ChangeOwnership(newOwnerClientId);
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 2);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompClient.OwnerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
testCompClient.OwnerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompClient.OwnerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This tests the scenario where a client owner has both read and write
|
||||
/// permissions set. The server should be the only instance that can read
|
||||
/// the NetworkVariable. ServerCannotChangeOwnerWritableNetVar performs
|
||||
/// the same check to make sure the server cannot write to a client owner
|
||||
/// NetworkVariable with owner write permissions.
|
||||
/// </summary>
|
||||
[UnityTest]
|
||||
public IEnumerator ClientOwnerWithReadWriteChangesNetVar()
|
||||
{
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
|
||||
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
|
||||
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
|
||||
testObjServer.ChangeOwnership(newOwnerClientId);
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 2);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompClient.OwnerReadWrite_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
testCompClient.OwnerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompClient.OwnerWritable_Position, newValue);
|
||||
|
||||
// Verify the client owner and server match
|
||||
yield return CheckOwnerReadWriteAreEqualOnOwnerAndServer();
|
||||
|
||||
// Verify the non-owner clients do not have the same Value but do have the same permissions
|
||||
yield return CheckOwnerReadWriteAreNotEqualOnNonOwnerClients(testCompClient);
|
||||
}
|
||||
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ClientCannotChangeServerWritableNetVar()
|
||||
{
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
|
||||
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
|
||||
testObjServer.ChangeOwnership(newOwnerClientId);
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 2);
|
||||
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
|
||||
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompClient.ServerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
LogAssert.Expect(LogType.Error, testCompClient.ServerWritable_Position.GetWritePermissionError());
|
||||
testCompClient.ServerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompServer.ServerWritable_Position, oldValue);
|
||||
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
|
||||
testCompServer.ServerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompServer.ServerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ServerCannotChangeOwnerWritableNetVar()
|
||||
{
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
|
||||
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
|
||||
testObjServer.ChangeOwnership(newOwnerClientId);
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 4);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var oldValue = testCompServer.OwnerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
LogAssert.Expect(LogType.Error, testCompServer.OwnerWritable_Position.GetWritePermissionError());
|
||||
testCompServer.OwnerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompServer.OwnerWritable_Position, oldValue);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
testCompClient.OwnerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompClient.OwnerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 60d49d322bef8ff4ebb8c4abf57e18e3
|
||||
@@ -12,298 +12,6 @@ using Random = UnityEngine.Random;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
[TestFixtureSource(nameof(TestDataSource))]
|
||||
internal class NetworkVariablePermissionTests : NetcodeIntegrationTest
|
||||
{
|
||||
public static IEnumerable<TestFixtureData> TestDataSource()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = true;
|
||||
foreach (HostOrServer hostOrServer in Enum.GetValues(typeof(HostOrServer)))
|
||||
{
|
||||
// DANGO-EXP TODO: Add support for distributed authority mode
|
||||
if (hostOrServer == HostOrServer.DAHost)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
yield return new TestFixtureData(hostOrServer);
|
||||
}
|
||||
|
||||
NetworkVariableBase.IgnoreInitializeWarning = false;
|
||||
}
|
||||
|
||||
protected override int NumberOfClients => 3;
|
||||
|
||||
public NetworkVariablePermissionTests(HostOrServer hostOrServer) : base(hostOrServer) { }
|
||||
|
||||
private GameObject m_TestObjPrefab;
|
||||
private ulong m_TestObjId = 0;
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
m_TestObjPrefab = CreateNetworkObjectPrefab($"[{nameof(NetworkVariablePermissionTests)}.{nameof(m_TestObjPrefab)}]");
|
||||
var testComp = m_TestObjPrefab.AddComponent<NetVarPermTestComp>();
|
||||
}
|
||||
|
||||
protected override IEnumerator OnServerAndClientsConnected()
|
||||
{
|
||||
m_TestObjId = SpawnObject(m_TestObjPrefab, m_ServerNetworkManager).GetComponent<NetworkObject>().NetworkObjectId;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
private IEnumerator WaitForPositionsAreEqual(NetworkVariable<Vector3> netvar, Vector3 expected)
|
||||
{
|
||||
yield return WaitForConditionOrTimeOut(() => netvar.Value == expected);
|
||||
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut);
|
||||
}
|
||||
|
||||
private IEnumerator WaitForOwnerWritableAreEqualOnAll()
|
||||
{
|
||||
yield return WaitForConditionOrTimeOut(CheckOwnerWritableAreEqualOnAll);
|
||||
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut);
|
||||
}
|
||||
|
||||
private bool CheckOwnerWritableAreEqualOnAll()
|
||||
{
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
if (testObjServer.OwnerClientId != testObjClient.OwnerClientId ||
|
||||
testCompServer.OwnerWritable_Position.Value != testCompClient.OwnerWritable_Position.Value ||
|
||||
testCompServer.OwnerWritable_Position.ReadPerm != testCompClient.OwnerWritable_Position.ReadPerm ||
|
||||
testCompServer.OwnerWritable_Position.WritePerm != testCompClient.OwnerWritable_Position.WritePerm)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private IEnumerator WaitForServerWritableAreEqualOnAll()
|
||||
{
|
||||
yield return WaitForConditionOrTimeOut(CheckServerWritableAreEqualOnAll);
|
||||
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut);
|
||||
}
|
||||
|
||||
private bool CheckServerWritableAreEqualOnAll()
|
||||
{
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
if (testCompServer.ServerWritable_Position.Value != testCompClient.ServerWritable_Position.Value ||
|
||||
testCompServer.ServerWritable_Position.ReadPerm != testCompClient.ServerWritable_Position.ReadPerm ||
|
||||
testCompServer.ServerWritable_Position.WritePerm != testCompClient.ServerWritable_Position.WritePerm)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool CheckOwnerReadWriteAreEqualOnOwnerAndServer()
|
||||
{
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
if (testObjServer.OwnerClientId == testObjClient.OwnerClientId &&
|
||||
testCompServer.OwnerReadWrite_Position.Value == testCompClient.ServerWritable_Position.Value &&
|
||||
testCompServer.OwnerReadWrite_Position.ReadPerm == testCompClient.ServerWritable_Position.ReadPerm &&
|
||||
testCompServer.OwnerReadWrite_Position.WritePerm == testCompClient.ServerWritable_Position.WritePerm)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool CheckOwnerReadWriteAreNotEqualOnNonOwnerClients(NetVarPermTestComp ownerReadWriteObject)
|
||||
{
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
if (testObjClient.OwnerClientId != ownerReadWriteObject.OwnerClientId ||
|
||||
ownerReadWriteObject.OwnerReadWrite_Position.Value == testCompClient.ServerWritable_Position.Value ||
|
||||
ownerReadWriteObject.OwnerReadWrite_Position.ReadPerm != testCompClient.ServerWritable_Position.ReadPerm ||
|
||||
ownerReadWriteObject.OwnerReadWrite_Position.WritePerm != testCompClient.ServerWritable_Position.WritePerm)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ServerChangesOwnerWritableNetVar()
|
||||
{
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompServer.OwnerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
testCompServer.OwnerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompServer.OwnerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ServerChangesServerWritableNetVar()
|
||||
{
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompServer.ServerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
testCompServer.ServerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompServer.ServerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ClientChangesOwnerWritableNetVar()
|
||||
{
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
|
||||
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
|
||||
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
|
||||
testObjServer.ChangeOwnership(newOwnerClientId);
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 2);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompClient.OwnerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
testCompClient.OwnerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompClient.OwnerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This tests the scenario where a client owner has both read and write
|
||||
/// permissions set. The server should be the only instance that can read
|
||||
/// the NetworkVariable. ServerCannotChangeOwnerWritableNetVar performs
|
||||
/// the same check to make sure the server cannot write to a client owner
|
||||
/// NetworkVariable with owner write permissions.
|
||||
/// </summary>
|
||||
[UnityTest]
|
||||
public IEnumerator ClientOwnerWithReadWriteChangesNetVar()
|
||||
{
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
|
||||
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
|
||||
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
|
||||
testObjServer.ChangeOwnership(newOwnerClientId);
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 2);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompClient.OwnerReadWrite_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
testCompClient.OwnerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompClient.OwnerWritable_Position, newValue);
|
||||
|
||||
// Verify the client owner and server match
|
||||
yield return CheckOwnerReadWriteAreEqualOnOwnerAndServer();
|
||||
|
||||
// Verify the non-owner clients do not have the same Value but do have the same permissions
|
||||
yield return CheckOwnerReadWriteAreNotEqualOnNonOwnerClients(testCompClient);
|
||||
}
|
||||
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ClientCannotChangeServerWritableNetVar()
|
||||
{
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
|
||||
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
|
||||
testObjServer.ChangeOwnership(newOwnerClientId);
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 2);
|
||||
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
|
||||
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompClient.ServerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
Assert.That(() => testCompClient.ServerWritable_Position.Value = newValue, Throws.TypeOf<InvalidOperationException>());
|
||||
yield return WaitForPositionsAreEqual(testCompServer.ServerWritable_Position, oldValue);
|
||||
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
|
||||
testCompServer.ServerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompServer.ServerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ServerCannotChangeOwnerWritableNetVar()
|
||||
{
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
|
||||
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
|
||||
testObjServer.ChangeOwnership(newOwnerClientId);
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 2);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var oldValue = testCompServer.OwnerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
Assert.That(() => testCompServer.OwnerWritable_Position.Value = newValue, Throws.TypeOf<InvalidOperationException>());
|
||||
yield return WaitForPositionsAreEqual(testCompServer.OwnerWritable_Position, oldValue);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
testCompClient.OwnerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompClient.OwnerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
}
|
||||
}
|
||||
|
||||
internal struct TestStruct : INetworkSerializable, IEquatable<TestStruct>
|
||||
{
|
||||
public uint SomeInt;
|
||||
@@ -438,6 +146,255 @@ namespace Unity.Netcode.RuntimeTests
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles the more generic conditional logic for NetworkList tests
|
||||
/// which can be used with the <see cref="NetcodeIntegrationTest.WaitForConditionOrTimeOut"/>
|
||||
/// that accepts anything derived from the <see cref="ConditionalPredicateBase"/> class
|
||||
/// as a parameter.
|
||||
/// </summary>
|
||||
internal class NetworkListTestPredicate : ConditionalPredicateBase
|
||||
{
|
||||
private const int k_MaxRandomValue = 1000;
|
||||
|
||||
private Dictionary<NetworkListTestStates, Func<bool>> m_StateFunctions;
|
||||
|
||||
// Player1 component on the Server
|
||||
private NetworkVariableTest m_Player1OnServer;
|
||||
|
||||
// Player1 component on client1
|
||||
private NetworkVariableTest m_Player1OnClient1;
|
||||
|
||||
private string m_TestStageFailedMessage;
|
||||
|
||||
public enum NetworkListTestStates
|
||||
{
|
||||
Add,
|
||||
ContainsLarge,
|
||||
Contains,
|
||||
VerifyData,
|
||||
IndexOf,
|
||||
}
|
||||
|
||||
private NetworkListTestStates m_NetworkListTestState;
|
||||
|
||||
public void SetNetworkListTestState(NetworkListTestStates networkListTestState)
|
||||
{
|
||||
m_NetworkListTestState = networkListTestState;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines if the condition has been reached for the current NetworkListTestState
|
||||
/// </summary>
|
||||
protected override bool OnHasConditionBeenReached()
|
||||
{
|
||||
var isStateRegistered = m_StateFunctions.ContainsKey(m_NetworkListTestState);
|
||||
Assert.IsTrue(isStateRegistered);
|
||||
return m_StateFunctions[m_NetworkListTestState].Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Provides all information about the players for both sides for simplicity and informative sake.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private string ConditionFailedInfo()
|
||||
{
|
||||
return $"{m_NetworkListTestState} condition test failed:\n Server List Count: {m_Player1OnServer.TheList.Count} vs Client List Count: {m_Player1OnClient1.TheList.Count}\n" +
|
||||
$"Server List Count: {m_Player1OnServer.TheLargeList.Count} vs Client List Count: {m_Player1OnClient1.TheLargeList.Count}\n" +
|
||||
$"Server Delegate Triggered: {m_Player1OnServer.ListDelegateTriggered} | Client Delegate Triggered: {m_Player1OnClient1.ListDelegateTriggered}\n";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When finished, check if a time out occurred and if so assert and provide meaningful information to troubleshoot why
|
||||
/// </summary>
|
||||
protected override void OnFinished()
|
||||
{
|
||||
Assert.IsFalse(TimedOut, $"{nameof(NetworkListTestPredicate)} timed out waiting for the {m_NetworkListTestState} condition to be reached! \n" + ConditionFailedInfo());
|
||||
}
|
||||
|
||||
// Uses the ArrayOperator and validates that on both sides the count and values are the same
|
||||
private bool OnVerifyData()
|
||||
{
|
||||
// Wait until both sides have the same number of elements
|
||||
if (m_Player1OnServer.TheList.Count != m_Player1OnClient1.TheList.Count)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check the client values against the server values to make sure they match
|
||||
for (int i = 0; i < m_Player1OnServer.TheList.Count; i++)
|
||||
{
|
||||
if (m_Player1OnServer.TheList[i] != m_Player1OnClient1.TheList[i])
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Verifies the data count, values, and that the ListDelegate on both sides was triggered
|
||||
/// </summary>
|
||||
private bool OnAdd()
|
||||
{
|
||||
bool wasTriggerred = m_Player1OnServer.ListDelegateTriggered && m_Player1OnClient1.ListDelegateTriggered;
|
||||
return wasTriggerred && OnVerifyData();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The current version of this test only verified the count of the large list, so that is what this does
|
||||
/// </summary>
|
||||
private bool OnContainsLarge()
|
||||
{
|
||||
return m_Player1OnServer.TheLargeList.Count == m_Player1OnClient1.TheLargeList.Count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests NetworkList.Contains which also verifies all values are the same on both sides
|
||||
/// </summary>
|
||||
private bool OnContains()
|
||||
{
|
||||
// Wait until both sides have the same number of elements
|
||||
if (m_Player1OnServer.TheList.Count != m_Player1OnClient1.TheList.Count)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Parse through all server values and use the NetworkList.Contains method to check if the value is in the list on the client side
|
||||
foreach (var serverValue in m_Player1OnServer.TheList)
|
||||
{
|
||||
if (!m_Player1OnClient1.TheList.Contains(serverValue))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests NetworkList.IndexOf and verifies that all values are aligned on both sides
|
||||
/// </summary>
|
||||
private bool OnIndexOf()
|
||||
{
|
||||
foreach (var serverSideValue in m_Player1OnServer.TheList)
|
||||
{
|
||||
var indexToTest = m_Player1OnServer.TheList.IndexOf(serverSideValue);
|
||||
if (indexToTest != m_Player1OnServer.TheList.IndexOf(serverSideValue))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public NetworkListTestPredicate(NetworkVariableTest player1OnServer, NetworkVariableTest player1OnClient1, NetworkListTestStates networkListTestState, int elementCount)
|
||||
{
|
||||
m_NetworkListTestState = networkListTestState;
|
||||
m_Player1OnServer = player1OnServer;
|
||||
m_Player1OnClient1 = player1OnClient1;
|
||||
m_StateFunctions = new Dictionary<NetworkListTestStates, Func<bool>>
|
||||
{
|
||||
{ NetworkListTestStates.Add, OnAdd },
|
||||
{ NetworkListTestStates.ContainsLarge, OnContainsLarge },
|
||||
{ NetworkListTestStates.Contains, OnContains },
|
||||
{ NetworkListTestStates.VerifyData, OnVerifyData },
|
||||
{ NetworkListTestStates.IndexOf, OnIndexOf }
|
||||
};
|
||||
|
||||
if (networkListTestState == NetworkListTestStates.ContainsLarge)
|
||||
{
|
||||
for (var i = 0; i < elementCount; ++i)
|
||||
{
|
||||
m_Player1OnServer.TheLargeList.Add(new FixedString128Bytes());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < elementCount; i++)
|
||||
{
|
||||
m_Player1OnServer.TheList.Add(Random.Range(0, k_MaxRandomValue));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal class NetvarDespawnShutdown : NetworkBehaviour
|
||||
{
|
||||
private NetworkVariable<int> m_IntNetworkVariable = new NetworkVariable<int>();
|
||||
private NetworkList<int> m_IntList;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_IntList = new NetworkList<int>();
|
||||
}
|
||||
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
if (IsServer)
|
||||
{
|
||||
m_IntNetworkVariable.Value = 5;
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
m_IntList.Add(i);
|
||||
}
|
||||
}
|
||||
base.OnNetworkDespawn();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates that setting values for NetworkVariable or NetworkList during the
|
||||
/// OnNetworkDespawn method will not cause an exception to occur.
|
||||
/// </summary>
|
||||
internal class NetworkVariableModifyOnNetworkDespawn : NetcodeIntegrationTest
|
||||
{
|
||||
protected override int NumberOfClients => 1;
|
||||
|
||||
private GameObject m_TestPrefab;
|
||||
|
||||
protected override void OnOneTimeSetup()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = true;
|
||||
base.OnOneTimeSetup();
|
||||
}
|
||||
|
||||
protected override void OnOneTimeTearDown()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = false;
|
||||
base.OnOneTimeTearDown();
|
||||
}
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
m_TestPrefab = CreateNetworkObjectPrefab("NetVarDespawn");
|
||||
m_TestPrefab.AddComponent<NetvarDespawnShutdown>();
|
||||
base.OnServerAndClientsCreated();
|
||||
}
|
||||
|
||||
private bool OnClientSpawnedTestPrefab(ulong networkObjectId)
|
||||
{
|
||||
var clientId = m_ClientNetworkManagers[0].LocalClientId;
|
||||
if (!s_GlobalNetworkObjects.ContainsKey(clientId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!s_GlobalNetworkObjects[clientId].ContainsKey(networkObjectId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ModifyNetworkVariableOrListOnNetworkDespawn()
|
||||
{
|
||||
var instance = SpawnObject(m_TestPrefab, m_ServerNetworkManager);
|
||||
yield return WaitForConditionOrTimeOut(() => OnClientSpawnedTestPrefab(instance.GetComponent<NetworkObject>().NetworkObjectId));
|
||||
m_ServerNetworkManager.Shutdown();
|
||||
// As long as no excetptions occur, the test passes.
|
||||
}
|
||||
}
|
||||
|
||||
#if !MULTIPLAYER_TOOLS
|
||||
[TestFixture(true)]
|
||||
@@ -612,7 +569,9 @@ namespace Unity.Netcode.RuntimeTests
|
||||
InitializeServerAndClients(useHost);
|
||||
|
||||
// client must not be allowed to write to a server auth variable
|
||||
Assert.Throws<InvalidOperationException>(() => m_Player1OnClient1.TheScalar.Value = k_TestVal1);
|
||||
|
||||
LogAssert.Expect(LogType.Error, m_Player1OnClient1.TheScalar.GetWritePermissionError());
|
||||
m_Player1OnClient1.TheScalar.Value = k_TestVal1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -5130,408 +5089,5 @@ namespace Unity.Netcode.RuntimeTests
|
||||
yield return base.OnTearDown();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Handles the more generic conditional logic for NetworkList tests
|
||||
/// which can be used with the <see cref="NetcodeIntegrationTest.WaitForConditionOrTimeOut"/>
|
||||
/// that accepts anything derived from the <see cref="ConditionalPredicateBase"/> class
|
||||
/// as a parameter.
|
||||
/// </summary>
|
||||
internal class NetworkListTestPredicate : ConditionalPredicateBase
|
||||
{
|
||||
private const int k_MaxRandomValue = 1000;
|
||||
|
||||
private Dictionary<NetworkListTestStates, Func<bool>> m_StateFunctions;
|
||||
|
||||
// Player1 component on the Server
|
||||
private NetworkVariableTest m_Player1OnServer;
|
||||
|
||||
// Player1 component on client1
|
||||
private NetworkVariableTest m_Player1OnClient1;
|
||||
|
||||
private string m_TestStageFailedMessage;
|
||||
|
||||
public enum NetworkListTestStates
|
||||
{
|
||||
Add,
|
||||
ContainsLarge,
|
||||
Contains,
|
||||
VerifyData,
|
||||
IndexOf,
|
||||
}
|
||||
|
||||
private NetworkListTestStates m_NetworkListTestState;
|
||||
|
||||
public void SetNetworkListTestState(NetworkListTestStates networkListTestState)
|
||||
{
|
||||
m_NetworkListTestState = networkListTestState;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines if the condition has been reached for the current NetworkListTestState
|
||||
/// </summary>
|
||||
protected override bool OnHasConditionBeenReached()
|
||||
{
|
||||
var isStateRegistered = m_StateFunctions.ContainsKey(m_NetworkListTestState);
|
||||
Assert.IsTrue(isStateRegistered);
|
||||
return m_StateFunctions[m_NetworkListTestState].Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Provides all information about the players for both sides for simplicity and informative sake.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private string ConditionFailedInfo()
|
||||
{
|
||||
return $"{m_NetworkListTestState} condition test failed:\n Server List Count: {m_Player1OnServer.TheList.Count} vs Client List Count: {m_Player1OnClient1.TheList.Count}\n" +
|
||||
$"Server List Count: {m_Player1OnServer.TheLargeList.Count} vs Client List Count: {m_Player1OnClient1.TheLargeList.Count}\n" +
|
||||
$"Server Delegate Triggered: {m_Player1OnServer.ListDelegateTriggered} | Client Delegate Triggered: {m_Player1OnClient1.ListDelegateTriggered}\n";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When finished, check if a time out occurred and if so assert and provide meaningful information to troubleshoot why
|
||||
/// </summary>
|
||||
protected override void OnFinished()
|
||||
{
|
||||
Assert.IsFalse(TimedOut, $"{nameof(NetworkListTestPredicate)} timed out waiting for the {m_NetworkListTestState} condition to be reached! \n" + ConditionFailedInfo());
|
||||
}
|
||||
|
||||
// Uses the ArrayOperator and validates that on both sides the count and values are the same
|
||||
private bool OnVerifyData()
|
||||
{
|
||||
// Wait until both sides have the same number of elements
|
||||
if (m_Player1OnServer.TheList.Count != m_Player1OnClient1.TheList.Count)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check the client values against the server values to make sure they match
|
||||
for (int i = 0; i < m_Player1OnServer.TheList.Count; i++)
|
||||
{
|
||||
if (m_Player1OnServer.TheList[i] != m_Player1OnClient1.TheList[i])
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Verifies the data count, values, and that the ListDelegate on both sides was triggered
|
||||
/// </summary>
|
||||
private bool OnAdd()
|
||||
{
|
||||
bool wasTriggerred = m_Player1OnServer.ListDelegateTriggered && m_Player1OnClient1.ListDelegateTriggered;
|
||||
return wasTriggerred && OnVerifyData();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The current version of this test only verified the count of the large list, so that is what this does
|
||||
/// </summary>
|
||||
private bool OnContainsLarge()
|
||||
{
|
||||
return m_Player1OnServer.TheLargeList.Count == m_Player1OnClient1.TheLargeList.Count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests NetworkList.Contains which also verifies all values are the same on both sides
|
||||
/// </summary>
|
||||
private bool OnContains()
|
||||
{
|
||||
// Wait until both sides have the same number of elements
|
||||
if (m_Player1OnServer.TheList.Count != m_Player1OnClient1.TheList.Count)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Parse through all server values and use the NetworkList.Contains method to check if the value is in the list on the client side
|
||||
foreach (var serverValue in m_Player1OnServer.TheList)
|
||||
{
|
||||
if (!m_Player1OnClient1.TheList.Contains(serverValue))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests NetworkList.IndexOf and verifies that all values are aligned on both sides
|
||||
/// </summary>
|
||||
private bool OnIndexOf()
|
||||
{
|
||||
foreach (var serverSideValue in m_Player1OnServer.TheList)
|
||||
{
|
||||
var indexToTest = m_Player1OnServer.TheList.IndexOf(serverSideValue);
|
||||
if (indexToTest != m_Player1OnServer.TheList.IndexOf(serverSideValue))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public NetworkListTestPredicate(NetworkVariableTest player1OnServer, NetworkVariableTest player1OnClient1, NetworkListTestStates networkListTestState, int elementCount)
|
||||
{
|
||||
m_NetworkListTestState = networkListTestState;
|
||||
m_Player1OnServer = player1OnServer;
|
||||
m_Player1OnClient1 = player1OnClient1;
|
||||
m_StateFunctions = new Dictionary<NetworkListTestStates, Func<bool>>
|
||||
{
|
||||
{ NetworkListTestStates.Add, OnAdd },
|
||||
{ NetworkListTestStates.ContainsLarge, OnContainsLarge },
|
||||
{ NetworkListTestStates.Contains, OnContains },
|
||||
{ NetworkListTestStates.VerifyData, OnVerifyData },
|
||||
{ NetworkListTestStates.IndexOf, OnIndexOf }
|
||||
};
|
||||
|
||||
if (networkListTestState == NetworkListTestStates.ContainsLarge)
|
||||
{
|
||||
for (var i = 0; i < elementCount; ++i)
|
||||
{
|
||||
m_Player1OnServer.TheLargeList.Add(new FixedString128Bytes());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < elementCount; i++)
|
||||
{
|
||||
m_Player1OnServer.TheList.Add(Random.Range(0, k_MaxRandomValue));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[TestFixtureSource(nameof(TestDataSource))]
|
||||
internal class NetworkVariableInheritanceTests : NetcodeIntegrationTest
|
||||
{
|
||||
public NetworkVariableInheritanceTests(HostOrServer hostOrServer)
|
||||
: base(hostOrServer)
|
||||
{
|
||||
}
|
||||
|
||||
protected override int NumberOfClients => 2;
|
||||
|
||||
public static IEnumerable<TestFixtureData> TestDataSource() =>
|
||||
Enum.GetValues(typeof(HostOrServer)).OfType<HostOrServer>().Select(x => new TestFixtureData(x));
|
||||
|
||||
internal class ComponentA : NetworkBehaviour
|
||||
{
|
||||
public NetworkVariable<int> PublicFieldA = new NetworkVariable<int>(1);
|
||||
protected NetworkVariable<int> m_ProtectedFieldA = new NetworkVariable<int>(2);
|
||||
private NetworkVariable<int> m_PrivateFieldA = new NetworkVariable<int>(3);
|
||||
|
||||
public void ChangeValuesA(int pub, int pro, int pri)
|
||||
{
|
||||
PublicFieldA.Value = pub;
|
||||
m_ProtectedFieldA.Value = pro;
|
||||
m_PrivateFieldA.Value = pri;
|
||||
}
|
||||
|
||||
public bool CompareValuesA(ComponentA other)
|
||||
{
|
||||
return PublicFieldA.Value == other.PublicFieldA.Value &&
|
||||
m_ProtectedFieldA.Value == other.m_ProtectedFieldA.Value &&
|
||||
m_PrivateFieldA.Value == other.m_PrivateFieldA.Value;
|
||||
}
|
||||
}
|
||||
|
||||
internal class ComponentB : ComponentA
|
||||
{
|
||||
public NetworkVariable<int> PublicFieldB = new NetworkVariable<int>(11);
|
||||
protected NetworkVariable<int> m_ProtectedFieldB = new NetworkVariable<int>(22);
|
||||
private NetworkVariable<int> m_PrivateFieldB = new NetworkVariable<int>(33);
|
||||
|
||||
public void ChangeValuesB(int pub, int pro, int pri)
|
||||
{
|
||||
PublicFieldB.Value = pub;
|
||||
m_ProtectedFieldB.Value = pro;
|
||||
m_PrivateFieldB.Value = pri;
|
||||
}
|
||||
|
||||
public bool CompareValuesB(ComponentB other)
|
||||
{
|
||||
return PublicFieldB.Value == other.PublicFieldB.Value &&
|
||||
m_ProtectedFieldB.Value == other.m_ProtectedFieldB.Value &&
|
||||
m_PrivateFieldB.Value == other.m_PrivateFieldB.Value;
|
||||
}
|
||||
}
|
||||
|
||||
internal class ComponentC : ComponentB
|
||||
{
|
||||
public NetworkVariable<int> PublicFieldC = new NetworkVariable<int>(111);
|
||||
protected NetworkVariable<int> m_ProtectedFieldC = new NetworkVariable<int>(222);
|
||||
private NetworkVariable<int> m_PrivateFieldC = new NetworkVariable<int>(333);
|
||||
|
||||
public void ChangeValuesC(int pub, int pro, int pri)
|
||||
{
|
||||
PublicFieldC.Value = pub;
|
||||
m_ProtectedFieldA.Value = pro;
|
||||
m_PrivateFieldC.Value = pri;
|
||||
}
|
||||
|
||||
public bool CompareValuesC(ComponentC other)
|
||||
{
|
||||
return PublicFieldC.Value == other.PublicFieldC.Value &&
|
||||
m_ProtectedFieldC.Value == other.m_ProtectedFieldC.Value &&
|
||||
m_PrivateFieldC.Value == other.m_PrivateFieldC.Value;
|
||||
}
|
||||
}
|
||||
|
||||
private GameObject m_TestObjectPrefab;
|
||||
private ulong m_TestObjectId = 0;
|
||||
|
||||
protected override void OnOneTimeSetup()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = true;
|
||||
base.OnOneTimeSetup();
|
||||
}
|
||||
|
||||
protected override void OnOneTimeTearDown()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = false;
|
||||
base.OnOneTimeTearDown();
|
||||
}
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
m_TestObjectPrefab = CreateNetworkObjectPrefab($"[{nameof(NetworkVariableInheritanceTests)}.{nameof(m_TestObjectPrefab)}]");
|
||||
m_TestObjectPrefab.AddComponent<ComponentA>();
|
||||
m_TestObjectPrefab.AddComponent<ComponentB>();
|
||||
m_TestObjectPrefab.AddComponent<ComponentC>();
|
||||
}
|
||||
|
||||
protected override IEnumerator OnServerAndClientsConnected()
|
||||
{
|
||||
var serverTestObject = SpawnObject(m_TestObjectPrefab, m_ServerNetworkManager).GetComponent<NetworkObject>();
|
||||
m_TestObjectId = serverTestObject.NetworkObjectId;
|
||||
|
||||
var serverTestComponentA = serverTestObject.GetComponent<ComponentA>();
|
||||
var serverTestComponentB = serverTestObject.GetComponent<ComponentB>();
|
||||
var serverTestComponentC = serverTestObject.GetComponent<ComponentC>();
|
||||
|
||||
serverTestComponentA.ChangeValuesA(1000, 2000, 3000);
|
||||
serverTestComponentB.ChangeValuesA(1000, 2000, 3000);
|
||||
serverTestComponentB.ChangeValuesB(1100, 2200, 3300);
|
||||
serverTestComponentC.ChangeValuesA(1000, 2000, 3000);
|
||||
serverTestComponentC.ChangeValuesB(1100, 2200, 3300);
|
||||
serverTestComponentC.ChangeValuesC(1110, 2220, 3330);
|
||||
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 2);
|
||||
}
|
||||
|
||||
private bool CheckTestObjectComponentValuesOnAll()
|
||||
{
|
||||
var serverTestObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjectId];
|
||||
var serverTestComponentA = serverTestObject.GetComponent<ComponentA>();
|
||||
var serverTestComponentB = serverTestObject.GetComponent<ComponentB>();
|
||||
var serverTestComponentC = serverTestObject.GetComponent<ComponentC>();
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var clientTestObject = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjectId];
|
||||
var clientTestComponentA = clientTestObject.GetComponent<ComponentA>();
|
||||
var clientTestComponentB = clientTestObject.GetComponent<ComponentB>();
|
||||
var clientTestComponentC = clientTestObject.GetComponent<ComponentC>();
|
||||
if (!serverTestComponentA.CompareValuesA(clientTestComponentA) ||
|
||||
!serverTestComponentB.CompareValuesA(clientTestComponentB) ||
|
||||
!serverTestComponentB.CompareValuesB(clientTestComponentB) ||
|
||||
!serverTestComponentC.CompareValuesA(clientTestComponentC) ||
|
||||
!serverTestComponentC.CompareValuesB(clientTestComponentC) ||
|
||||
!serverTestComponentC.CompareValuesC(clientTestComponentC))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TestInheritedFields()
|
||||
{
|
||||
yield return WaitForConditionOrTimeOut(CheckTestObjectComponentValuesOnAll);
|
||||
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, nameof(CheckTestObjectComponentValuesOnAll));
|
||||
}
|
||||
}
|
||||
|
||||
internal class NetvarDespawnShutdown : NetworkBehaviour
|
||||
{
|
||||
private NetworkVariable<int> m_IntNetworkVariable = new NetworkVariable<int>();
|
||||
private NetworkList<int> m_IntList;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_IntList = new NetworkList<int>();
|
||||
}
|
||||
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
if (IsServer)
|
||||
{
|
||||
m_IntNetworkVariable.Value = 5;
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
m_IntList.Add(i);
|
||||
}
|
||||
}
|
||||
base.OnNetworkDespawn();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates that setting values for NetworkVariable or NetworkList during the
|
||||
/// OnNetworkDespawn method will not cause an exception to occur.
|
||||
/// </summary>
|
||||
internal class NetworkVariableModifyOnNetworkDespawn : NetcodeIntegrationTest
|
||||
{
|
||||
protected override int NumberOfClients => 1;
|
||||
|
||||
private GameObject m_TestPrefab;
|
||||
|
||||
protected override void OnOneTimeSetup()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = true;
|
||||
base.OnOneTimeSetup();
|
||||
}
|
||||
|
||||
protected override void OnOneTimeTearDown()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = false;
|
||||
base.OnOneTimeTearDown();
|
||||
}
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
m_TestPrefab = CreateNetworkObjectPrefab("NetVarDespawn");
|
||||
m_TestPrefab.AddComponent<NetvarDespawnShutdown>();
|
||||
base.OnServerAndClientsCreated();
|
||||
}
|
||||
|
||||
private bool OnClientSpawnedTestPrefab(ulong networkObjectId)
|
||||
{
|
||||
var clientId = m_ClientNetworkManagers[0].LocalClientId;
|
||||
if (!s_GlobalNetworkObjects.ContainsKey(clientId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!s_GlobalNetworkObjects[clientId].ContainsKey(networkObjectId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ModifyNetworkVariableOrListOnNetworkDespawn()
|
||||
{
|
||||
var instance = SpawnObject(m_TestPrefab, m_ServerNetworkManager);
|
||||
yield return WaitForConditionOrTimeOut(() => OnClientSpawnedTestPrefab(instance.GetComponent<NetworkObject>().NetworkObjectId));
|
||||
m_ServerNetworkManager.Shutdown();
|
||||
// As long as no excetptions occur, the test passes.
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -1,4 +1,3 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.Netcode.TestHelpers.Runtime;
|
||||
@@ -50,7 +49,6 @@ namespace Unity.Netcode.RuntimeTests
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
Objects[CurrentlySpawning, NetworkManager.LocalClientId] = GetComponent<OwnerPermissionObject>();
|
||||
//Debug.Log($"Object index ({CurrentlySpawning}) spawned on client {NetworkManager.LocalClientId}");
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
@@ -85,6 +83,8 @@ namespace Unity.Netcode.RuntimeTests
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
internal class OwnerPermissionHideTests : NetcodeIntegrationTest
|
||||
{
|
||||
protected override int NumberOfClients => 2;
|
||||
@@ -130,70 +130,44 @@ namespace Unity.Netcode.RuntimeTests
|
||||
for (var clientWriting = 0; clientWriting < 3; clientWriting++)
|
||||
{
|
||||
// ==== Server-writable NetworkVariable ====
|
||||
var gotException = false;
|
||||
VerboseDebug($"Writing to server-write variable on object {objectIndex} on client {clientWriting}");
|
||||
|
||||
try
|
||||
nextValueToWrite++;
|
||||
if (clientWriting != serverIndex)
|
||||
{
|
||||
nextValueToWrite++;
|
||||
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableServer.Value = nextValueToWrite;
|
||||
LogAssert.Expect(LogType.Error, OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableServer.GetWritePermissionError());
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
gotException = true;
|
||||
}
|
||||
|
||||
// Verify server-owned netvar can only be written by server
|
||||
Debug.Assert(gotException == (clientWriting != serverIndex));
|
||||
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableServer.Value = nextValueToWrite;
|
||||
|
||||
// ==== Owner-writable NetworkVariable ====
|
||||
gotException = false;
|
||||
VerboseDebug($"Writing to owner-write variable on object {objectIndex} on client {clientWriting}");
|
||||
|
||||
try
|
||||
nextValueToWrite++;
|
||||
if (clientWriting != objectIndex)
|
||||
{
|
||||
nextValueToWrite++;
|
||||
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableOwner.Value = nextValueToWrite;
|
||||
LogAssert.Expect(LogType.Error, OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableOwner.GetWritePermissionError());
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
gotException = true;
|
||||
}
|
||||
|
||||
// Verify client-owned netvar can only be written by owner
|
||||
Debug.Assert(gotException == (clientWriting != objectIndex));
|
||||
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableOwner.Value = nextValueToWrite;
|
||||
|
||||
// ==== Server-writable NetworkList ====
|
||||
gotException = false;
|
||||
VerboseDebug($"Writing to [Add] server-write NetworkList on object {objectIndex} on client {clientWriting}");
|
||||
|
||||
try
|
||||
nextValueToWrite++;
|
||||
if (clientWriting != serverIndex)
|
||||
{
|
||||
nextValueToWrite++;
|
||||
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListServer.Add(nextValueToWrite);
|
||||
LogAssert.Expect(LogType.Error, OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListServer.GetWritePermissionError());
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
gotException = true;
|
||||
}
|
||||
|
||||
// Verify server-owned networkList can only be written by server
|
||||
Debug.Assert(gotException == (clientWriting != serverIndex));
|
||||
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListServer.Add(nextValueToWrite);
|
||||
|
||||
// ==== Owner-writable NetworkList ====
|
||||
gotException = false;
|
||||
VerboseDebug($"Writing to [Add] owner-write NetworkList on object {objectIndex} on client {clientWriting}");
|
||||
|
||||
try
|
||||
nextValueToWrite++;
|
||||
if (clientWriting != objectIndex)
|
||||
{
|
||||
nextValueToWrite++;
|
||||
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListOwner.Add(nextValueToWrite);
|
||||
LogAssert.Expect(LogType.Error, OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListOwner.GetWritePermissionError());
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
gotException = true;
|
||||
}
|
||||
|
||||
// Verify client-owned networkList can only be written by owner
|
||||
Debug.Assert(gotException == (clientWriting != objectIndex));
|
||||
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListOwner.Add(nextValueToWrite);
|
||||
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 5);
|
||||
yield return WaitForTicks(m_ClientNetworkManagers[0], 5);
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -2,23 +2,23 @@
|
||||
"name": "com.unity.netcode.gameobjects",
|
||||
"displayName": "Netcode for GameObjects",
|
||||
"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
|
||||
"version": "2.0.0-pre.3",
|
||||
"version": "2.0.0",
|
||||
"unity": "6000.0",
|
||||
"dependencies": {
|
||||
"com.unity.nuget.mono-cecil": "1.11.4",
|
||||
"com.unity.transport": "2.3.0"
|
||||
},
|
||||
"_upm": {
|
||||
"changelog": "### Added\n- Added: `UnityTransport.GetNetworkDriver` and `UnityTransport.GetLocalEndpoint` methods to expose the driver and local endpoint being used. (#2978)\n\n### Fixed\n\n- Fixed issue where deferred despawn was causing GC allocations when converting an `IEnumerable` to a list. (#2983)\n- Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2979)\n- Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded. (#2971)\n- Fixed issue where `Rigidbody2d` under Unity 6000.0.11f1 has breaking changes where `velocity` is now `linearVelocity` and `isKinematic` is replaced by `bodyType`. (#2971)\n- Fixed issue where `NetworkSpawnManager.InstantiateAndSpawn` and `NetworkObject.InstantiateAndSpawn` were not honoring the ownerClientId parameter when using a client-server network topology. (#2968)\n- Fixed issue where internal delta serialization could not have a byte serializer defined when serializing deltas for other types. Added `[GenerateSerializationForType(typeof(byte))]` to both the `NetworkVariable` and `AnticipatedNetworkVariable` classes to assure a byte serializer is defined.(#2962)\n- Fixed issue when scene management was disabled and the session owner would still try to synchronize a late joining client. (#2962)\n- Fixed issue when using a distributed authority network topology where it would allow a session owner to spawn a `NetworkObject` prior to being approved. Now, an error message is logged and the `NetworkObject` will not be spawned prior to the client being approved. (#2962)\n- Fixed issue where attempting to spawn during `NetworkBehaviour.OnInSceneObjectsSpawned` and `NetworkBehaviour.OnNetworkSessionSynchronized` notifications would throw a collection modified exception. (#2962)\n\n### Changed\n\n- Changed logic where clients can now set the `NetworkSceneManager` client synchronization mode when using a distributed authority network topology. (#2985)"
|
||||
"changelog": "### Added\n\n- Added tooltips for all of the `NetworkObject` component's properties. (#3052)\n- Added message size validation to named and unnamed message sending functions for better error messages. (#3049)\n- 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)\n- 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)\n- 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)\n- Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013)\n- 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)\n- Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013)\n\n### Fixed\n\n- Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057)\n- Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052)\n- 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)\n- Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045)\n- 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)\n- 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)\n- Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026)\n- Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013)\n- Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013)\n\n### Changed\n\n- 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)\n- Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052)\n- Changed when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052)\n- Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013)\n- Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013)\n- Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)"
|
||||
},
|
||||
"upmCi": {
|
||||
"footprint": "fbae2629229fb08020f4b9cef5656e6fdf517c3d"
|
||||
"footprint": "f1ef7566b7a89b1ee9c34cc13400735ae63964d4"
|
||||
},
|
||||
"documentationUrl": "https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@2.0/manual/index.html",
|
||||
"repository": {
|
||||
"url": "https://github.com/Unity-Technologies/com.unity.netcode.gameobjects.git",
|
||||
"type": "git",
|
||||
"revision": "8575c902227d221f987d9cb869d501749f8631b4"
|
||||
"revision": "8a7ae9f91a53bdcabe5e7df783dd1884c07bcd6f"
|
||||
},
|
||||
"samples": [
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user