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com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectOwnershipTests.cs
Unity Technologies 016788c21e com.unity.netcode.gameobjects@2.1.1
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.1.1] - 2024-10-18

### Added

- Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097)
- Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094)
  - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094)
  - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094)
- Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088)
- Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088)

### Fixed

- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)
- Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)
- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
- Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081)
- Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081)
- Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081)
- Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081)
- Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)

### Changed

- Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097)
- Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
2024-10-18 00:00:00 +00:00

463 lines
22 KiB
C#

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
{
internal class NetworkObjectOwnershipComponent : NetworkBehaviour
{
public static Dictionary<ulong, NetworkObjectOwnershipComponent> SpawnedInstances = new Dictionary<ulong, NetworkObjectOwnershipComponent>();
public bool OnLostOwnershipFired = false;
public bool OnGainedOwnershipFired = false;
public override void OnLostOwnership()
{
OnLostOwnershipFired = true;
}
public override void OnGainedOwnership()
{
OnGainedOwnershipFired = true;
}
public override void OnNetworkSpawn()
{
if (!SpawnedInstances.ContainsKey(NetworkManager.LocalClientId))
{
SpawnedInstances.Add(NetworkManager.LocalClientId, this);
}
base.OnNetworkSpawn();
}
public void ResetFlags()
{
OnLostOwnershipFired = false;
OnGainedOwnershipFired = false;
}
}
[TestFixture(HostOrServer.DAHost)]
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
internal class NetworkObjectOwnershipTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 9;
private GameObject m_OwnershipPrefab;
private GameObject m_OwnershipObject;
private NetworkObject m_OwnershipNetworkObject;
public NetworkObjectOwnershipTests(HostOrServer hostOrServer) : base(hostOrServer) { }
public enum OwnershipChecks
{
Change,
Remove
}
protected override IEnumerator OnSetup()
{
NetworkObjectOwnershipComponent.SpawnedInstances.Clear();
return base.OnSetup();
}
protected override void OnServerAndClientsCreated()
{
m_OwnershipPrefab = CreateNetworkObjectPrefab("OnwershipPrefab");
m_OwnershipPrefab.AddComponent<NetworkObjectOwnershipComponent>();
if (m_DistributedAuthority)
{
m_OwnershipPrefab.GetComponent<NetworkObject>().SetOwnershipStatus(NetworkObject.OwnershipStatus.Transferable);
}
base.OnServerAndClientsCreated();
}
[Test]
public void TestPlayerIsOwned()
{
var clientOwnedObjects = m_ClientNetworkManagers[0].SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId);
var clientPlayerObject = clientOwnedObjects.Where((c) => c.IsLocalPlayer).FirstOrDefault();
Assert.NotNull(clientPlayerObject, $"Client Id {m_ClientNetworkManagers[0].LocalClientId} does not have its local player marked as an owned object!");
clientPlayerObject = m_ClientNetworkManagers[0].LocalClient.OwnedObjects.Where((c) => c.IsLocalPlayer).FirstOrDefault();
Assert.NotNull(clientPlayerObject, $"Client Id {m_ClientNetworkManagers[0].LocalClientId} does not have its local player marked as an owned object using local client!");
}
private bool AllObjectsSpawnedOnClients()
{
if (!NetworkObjectOwnershipComponent.SpawnedInstances.ContainsKey(m_ServerNetworkManager.LocalClientId))
{
return false;
}
foreach (var client in m_ClientNetworkManagers)
{
if (!NetworkObjectOwnershipComponent.SpawnedInstances.ContainsKey(client.LocalClientId))
{
return false;
}
}
return true;
}
[UnityTest]
public IEnumerator TestOwnershipCallbacks([Values] OwnershipChecks ownershipChecks)
{
m_OwnershipObject = SpawnObject(m_OwnershipPrefab, m_ServerNetworkManager);
m_OwnershipNetworkObject = m_OwnershipObject.GetComponent<NetworkObject>();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled<CreateObjectMessage>(m_ClientNetworkManagers[0]);
yield return WaitForConditionOrTimeOut(AllObjectsSpawnedOnClients);
AssertOnTimeout($"Timed out waiting for all clients to spawn the ownership object!");
var ownershipNetworkObjectId = m_OwnershipNetworkObject.NetworkObjectId;
Assert.That(ownershipNetworkObjectId, Is.GreaterThan(0));
Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
Assert.That(clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
}
// Verifies that removing the ownership when the default (server) is already set does not cause a Key Not Found Exception
m_ServerNetworkManager.SpawnManager.RemoveOwnership(m_OwnershipNetworkObject);
var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
var clientObject = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
Assert.That(serverObject, Is.Not.Null);
Assert.That(clientObject, Is.Not.Null);
var serverComponent = serverObject.GetComponent<NetworkObjectOwnershipComponent>();
var clientComponent = clientObject.GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(serverComponent, Is.Not.Null);
Assert.That(clientComponent, Is.Not.Null);
Assert.That(serverObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
Assert.That(clientObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(m_ClientNetworkManagers[0].LocalClientId));
serverObject.ChangeOwnership(clientComponent.NetworkManager.LocalClientId);
yield return s_DefaultWaitForTick;
Assert.That(serverComponent.OnLostOwnershipFired);
Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
yield return WaitForConditionOrTimeOut(() => clientComponent.OnGainedOwnershipFired);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client to gain ownership!");
Assert.That(clientComponent.OnGainedOwnershipFired);
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
serverComponent.ResetFlags();
clientComponent.ResetFlags();
if (ownershipChecks == OwnershipChecks.Change)
{
// Validates that when ownership is changed back to the server it will get an OnGainedOwnership notification
serverObject.ChangeOwnership(NetworkManager.ServerClientId);
}
else
{
// Validates that when ownership is removed the server gets an OnGainedOwnership notification
// In distributed authority mode, the current owner just rolls the ownership back over to the DAHost client (i.e. host mocking CMB Service)
if (m_DistributedAuthority)
{
clientObject.ChangeOwnership(NetworkManager.ServerClientId);
}
else
{
serverObject.RemoveOwnership();
}
}
yield return WaitForConditionOrTimeOut(() => serverComponent.OnGainedOwnershipFired && serverComponent.OwnerClientId == m_ServerNetworkManager.LocalClientId);
AssertOnTimeout($"Timed out waiting for ownership to be transfered back to the host instance!");
yield return WaitForConditionOrTimeOut(() => clientComponent.OnLostOwnershipFired && clientComponent.OwnerClientId == m_ServerNetworkManager.LocalClientId);
AssertOnTimeout($"Timed out waiting for client-side lose ownership event to trigger or owner identifier to be equal to the host!");
}
/// <summary>
/// Verifies that switching ownership between several clients works properly
/// </summary>
[UnityTest]
public IEnumerator TestOwnershipCallbacksSeveralClients([Values] OwnershipChecks ownershipChecks)
{
// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
var messageHookEntriesForSpawn = new List<MessageHookEntry>();
var messageHookEntriesForOwnership = new List<MessageHookEntry>();
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
var messageHook = new MessageHookEntry(clientNetworkManager);
messageHook.AssignMessageType<CreateObjectMessage>();
messageHookEntriesForSpawn.Add(messageHook);
messageHook = new MessageHookEntry(clientNetworkManager);
messageHook.AssignMessageType<ChangeOwnershipMessage>();
messageHookEntriesForOwnership.Add(messageHook);
}
// Used to determine if all clients received the CreateObjectMessage
var spawnMessageHooks = new MessageHooksConditional(messageHookEntriesForSpawn);
// Used to determine if all clients received the ChangeOwnershipMessage
var ownershipMessageHooks = new MessageHooksConditional(messageHookEntriesForOwnership);
// Spawn our test object from server with server ownership
m_OwnershipObject = SpawnObject(m_OwnershipPrefab, m_ServerNetworkManager);
m_OwnershipNetworkObject = m_OwnershipObject.GetComponent<NetworkObject>();
// Wait for all clients to receive the CreateObjectMessage
yield return WaitForConditionOrTimeOut(spawnMessageHooks);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(CreateObjectMessage)} message.");
// Validate the NetworkObjectId and that the server and all clients have this NetworkObject
var ownershipNetworkObjectId = m_OwnershipNetworkObject.NetworkObjectId;
Assert.That(ownershipNetworkObjectId, Is.GreaterThan(0));
Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
bool WaitForClientsToSpawnNetworkObject()
{
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
if (!clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId))
{
return false;
}
}
return true;
}
yield return WaitForConditionOrTimeOut(WaitForClientsToSpawnNetworkObject);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for all clients to change ownership!");
// Verifies that removing the ownership when the default (server) is already set does not cause a Key Not Found Exception
m_ServerNetworkManager.SpawnManager.RemoveOwnership(m_OwnershipNetworkObject);
var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
Assert.That(serverObject, Is.Not.Null);
var clientObject = (NetworkObject)null;
var clientObjects = new List<NetworkObject>();
for (int i = 0; i < NumberOfClients; i++)
{
clientObject = m_ClientNetworkManagers[i].SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
Assert.That(clientObject, Is.Not.Null);
clientObjects.Add(clientObject);
}
// Verify the server side component
var serverComponent = serverObject.GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(serverComponent, Is.Not.Null);
Assert.That(serverObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
// Verify the clients components
for (int i = 0; i < NumberOfClients; i++)
{
var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
clientComponent.ResetFlags();
}
// After the 1st client has been given ownership to the object, this will be used to make sure each previous owner properly received the remove ownership message
var previousClientComponent = (NetworkObjectOwnershipComponent)null;
var networkManagersDAMode = new List<NetworkManager>();
for (int clientIndex = 0; clientIndex < NumberOfClients; clientIndex++)
{
clientObject = clientObjects[clientIndex];
var clientId = m_ClientNetworkManagers[clientIndex].LocalClientId;
Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(clientId));
serverObject.ChangeOwnership(clientId);
yield return s_DefaultWaitForTick;
Assert.That(serverComponent.OnLostOwnershipFired);
Assert.That(serverComponent.OwnerClientId, Is.EqualTo(clientId));
// Wait for all clients to receive the CreateObjectMessage
yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(ChangeOwnershipMessage)} message.");
var previousNetworkManager = m_ServerNetworkManager;
if (previousClientComponent != null)
{
// Once we have a previousClientComponent, we want to verify the server is keeping track for the removal of ownership in the OwnershipToObjectsTable
Assert.That(!m_ServerNetworkManager.SpawnManager.OwnershipToObjectsTable[m_ServerNetworkManager.LocalClientId].ContainsKey(serverObject.NetworkObjectId));
previousNetworkManager = previousClientComponent.NetworkManager;
Assert.That(previousClientComponent.OnLostOwnershipFired);
Assert.That(previousClientComponent.OwnerClientId, Is.EqualTo(clientId));
}
// Assure the previous owner is no longer in the local table of the previous owner.
Assert.That(!previousNetworkManager.SpawnManager.OwnershipToObjectsTable[previousNetworkManager.LocalClientId].ContainsKey(serverObject.NetworkObjectId));
var currentClientComponent = clientObjects[clientIndex].GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(currentClientComponent.OnGainedOwnershipFired);
// Possibly the more important part of this test:
// Check to make sure all other non-former or current ownership clients are synchronized to each ownership change
for (int i = 0; i < NumberOfClients; i++)
{
var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(clientComponent, Is.Not.Null);
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(clientId));
clientComponent.ResetFlags();
}
// We must reset this for each iteration in order to make sure all clients receive the ChangeOwnershipMessage
ownershipMessageHooks.Reset();
// Set the current owner client to the previous one
previousClientComponent = currentClientComponent;
}
if (ownershipChecks == OwnershipChecks.Change)
{
// Validates that when ownership is changed back to the server it will get an OnGainedOwnership notification
serverObject.ChangeOwnership(NetworkManager.ServerClientId);
}
else
{
// Validates that when ownership is removed the server gets an OnGainedOwnership notification
// In distributed authority mode, the current owner just rolls the ownership back over to the DAHost client (i.e. host mocking CMB Service)
if (m_DistributedAuthority)
{
// In distributed authority, we have to clear out the NetworkManager instances as this changes relative to authority.
networkManagersDAMode.Clear();
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
if (clientNetworkManager.LocalClientId == clientObject.OwnerClientId)
{
continue;
}
networkManagersDAMode.Add(clientNetworkManager);
}
if (!UseCMBService() && clientObject.OwnerClientId != m_ServerNetworkManager.LocalClientId)
{
networkManagersDAMode.Add(m_ServerNetworkManager);
}
clientObject.ChangeOwnership(NetworkManager.ServerClientId);
}
else
{
serverObject.RemoveOwnership();
}
}
if (m_DistributedAuthority)
{
// We use an alternate method (other than message hooks) to verify each client received the ownership message since message hooks becomes problematic when you need
// to make dynamic changes to your targets.
yield return WaitForConditionOrTimeOut(() => OwnershipChangedOnAllTargetedClients(networkManagersDAMode, clientObject.NetworkObjectId, NetworkManager.ServerClientId));
}
else
{
yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
}
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(ChangeOwnershipMessage)} message (back to server).");
Assert.That(serverComponent.OnGainedOwnershipFired);
Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
yield return WaitForConditionOrTimeOut(() => previousClientComponent.OnLostOwnershipFired);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {previousClientComponent.name} to lose ownership!");
// Make sure all client-side versions of the object is once again owned by the server
for (int i = 0; i < NumberOfClients; i++)
{
var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(clientComponent, Is.Not.Null);
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
clientComponent.ResetFlags();
}
serverComponent.ResetFlags();
}
private bool OwnershipChangedOnAllTargetedClients(List<NetworkManager> networkManagers, ulong networkObjectId, ulong expectedOwner)
{
foreach (var networkManager in networkManagers)
{
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId))
{
return false;
}
if (networkManager.SpawnManager.SpawnedObjects[networkObjectId].OwnerClientId != expectedOwner)
{
return false;
}
}
return true;
}
private const int k_NumberOfSpawnedObjects = 5;
private bool AllClientsHaveCorrectObjectCount()
{
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
if (clientNetworkManager.LocalClient.OwnedObjects.Length < k_NumberOfSpawnedObjects)
{
return false;
}
}
return true;
}
private bool ServerHasCorrectClientOwnedObjectCount()
{
// Only check when we are the host
if (m_ServerNetworkManager.IsHost)
{
if (m_ServerNetworkManager.LocalClient.OwnedObjects.Length < k_NumberOfSpawnedObjects)
{
return false;
}
}
foreach (var connectedClient in m_ServerNetworkManager.ConnectedClients)
{
if (connectedClient.Value.OwnedObjects.Length < k_NumberOfSpawnedObjects)
{
return false;
}
}
return true;
}
[UnityTest]
public IEnumerator TestOwnedObjectCounts()
{
if (m_ServerNetworkManager.IsHost)
{
for (int i = 0; i < 5; i++)
{
SpawnObject(m_OwnershipPrefab, m_ServerNetworkManager);
}
}
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
for (int i = 0; i < 5; i++)
{
SpawnObject(m_OwnershipPrefab, clientNetworkManager);
}
}
yield return WaitForConditionOrTimeOut(AllClientsHaveCorrectObjectCount);
AssertOnTimeout($"Not all clients spawned {k_NumberOfSpawnedObjects} {nameof(NetworkObject)}s!");
yield return WaitForConditionOrTimeOut(ServerHasCorrectClientOwnedObjectCount);
AssertOnTimeout($"Server does not have the correct count for all clients spawned {k_NumberOfSpawnedObjects} {nameof(NetworkObject)}s!");
}
}
}