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com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformOwnershipTests.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

819 lines
42 KiB
C#

#if COM_UNITY_MODULES_PHYSICS
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.Components;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(HostOrServer.DAHost, MotionModels.UseTransform)]
[TestFixture(HostOrServer.DAHost, MotionModels.UseRigidbody)]
[TestFixture(HostOrServer.Host, MotionModels.UseTransform)]
internal class NetworkTransformOwnershipTests : IntegrationTestWithApproximation
{
public enum MotionModels
{
UseRigidbody,
UseTransform
}
protected override int NumberOfClients => 1;
private GameObject m_ClientNetworkTransformPrefab;
private GameObject m_NetworkTransformPrefab;
private MotionModels m_MotionModel;
public NetworkTransformOwnershipTests(HostOrServer hostOrServer, MotionModels motionModel) : base(hostOrServer)
{
m_MotionModel = motionModel;
}
protected override void OnServerAndClientsCreated()
{
VerifyObjectIsSpawnedOnClient.ResetObjectTable();
m_ClientNetworkTransformPrefab = CreateNetworkObjectPrefab("OwnerAuthorityTest");
var clientNetworkTransform = m_ClientNetworkTransformPrefab.AddComponent<TestClientNetworkTransform>();
clientNetworkTransform.Interpolate = false;
clientNetworkTransform.UseHalfFloatPrecision = false;
var rigidBody = m_ClientNetworkTransformPrefab.AddComponent<Rigidbody>();
rigidBody.useGravity = false;
rigidBody.interpolation = RigidbodyInterpolation.None;
rigidBody.maxLinearVelocity = 0;
// NOTE: We don't use a sphere collider for this integration test because by the time we can
// assure they don't collide and skew the results the NetworkObjects are already synchronized
// with skewed results
var networkRigidbody = m_ClientNetworkTransformPrefab.AddComponent<NetworkRigidbody>();
networkRigidbody.UseRigidBodyForMotion = m_MotionModel == MotionModels.UseRigidbody;
m_ClientNetworkTransformPrefab.AddComponent<VerifyObjectIsSpawnedOnClient>();
m_NetworkTransformPrefab = CreateNetworkObjectPrefab("ServerAuthorityTest");
var networkTransform = m_NetworkTransformPrefab.AddComponent<NetworkTransform>();
rigidBody = m_NetworkTransformPrefab.AddComponent<Rigidbody>();
rigidBody.useGravity = false;
rigidBody.interpolation = RigidbodyInterpolation.None;
rigidBody.maxLinearVelocity = 0;
// NOTE: We don't use a sphere collider for this integration test because by the time we can
// assure they don't collide and skew the results the NetworkObjects are already synchronized
// with skewed results
networkRigidbody = m_NetworkTransformPrefab.AddComponent<NetworkRigidbody>();
networkRigidbody.UseRigidBodyForMotion = m_MotionModel == MotionModels.UseRigidbody;
m_NetworkTransformPrefab.AddComponent<VerifyObjectIsSpawnedOnClient>();
networkTransform.Interpolate = false;
networkTransform.UseHalfFloatPrecision = false;
base.OnServerAndClientsCreated();
}
/// <summary>
/// Clients created during a test need to have their prefabs list updated to
/// match the server's prefab list.
/// </summary>
protected override void OnNewClientCreated(NetworkManager networkManager)
{
foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
{
networkManager.NetworkConfig.Prefabs.Add(networkPrefab);
}
base.OnNewClientCreated(networkManager);
}
private bool ClientIsOwner()
{
var clientId = m_ClientNetworkManagers[0].LocalClientId;
if (!VerifyObjectIsSpawnedOnClient.GetClientsThatSpawnedThisPrefab().Contains(clientId))
{
return false;
}
if (VerifyObjectIsSpawnedOnClient.GetClientInstance(clientId).OwnerClientId != clientId)
{
return false;
}
return true;
}
/// <summary>
/// This test verifies a late joining client cannot change the transform when:
/// - A NetworkObject is spawned with a host and one or more connected clients
/// - The NetworkTransform is owner authoritative and spawned with the host as the owner
/// - The host does not change the transform values
/// - One of the already connected clients gains ownership of the spawned NetworkObject
/// - The new client owner does not change the transform values
/// - A new late joining client connects and is synchronized
/// - The newly connected late joining client tries to change the transform of the NetworkObject
/// it does not own
/// </summary>
[UnityTest]
public IEnumerator LateJoinedNonOwnerClientCannotChangeTransform()
{
// Spawn the m_ClientNetworkTransformPrefab with the host starting as the owner
var hostInstance = SpawnObject(m_ClientNetworkTransformPrefab, m_ServerNetworkManager);
// Wait for the client to spawn it
yield return WaitForConditionOrTimeOut(() => VerifyObjectIsSpawnedOnClient.GetClientsThatSpawnedThisPrefab().Contains(m_ClientNetworkManagers[0].LocalClientId));
// Change the ownership to the connectd client
hostInstance.GetComponent<NetworkObject>().ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
// Wait until the client gains ownership
yield return WaitForConditionOrTimeOut(ClientIsOwner);
AssertOnTimeout($"Timed out waiting for the {nameof(ClientIsOwner)} condition to be met!");
// Spawn a new client
yield return CreateAndStartNewClient();
yield return WaitForConditionOrTimeOut(() => VerifyObjectIsSpawnedOnClient.NetworkManagerRelativeSpawnedObjects.ContainsKey(m_ClientNetworkManagers[1].LocalClientId));
AssertOnTimeout($"Timed out waiting for late joing client VerifyObjectIsSpawnedOnClient entry to be created!");
// Get the instance of the object relative to the newly joined client
var newClientObjectInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(m_ClientNetworkManagers[1].LocalClientId);
// Attempt to change the transform values
var currentPosition = newClientObjectInstance.transform.position;
newClientObjectInstance.transform.position = GetRandomVector3(0.5f, 10.0f);
var rotation = newClientObjectInstance.transform.rotation;
var currentRotation = rotation.eulerAngles;
rotation.eulerAngles = GetRandomVector3(1.0f, 180.0f);
var currentScale = newClientObjectInstance.transform.localScale;
newClientObjectInstance.transform.localScale = GetRandomVector3(0.25f, 4.0f);
// Wait one frame so the NetworkTransform can apply the owner's last state received on the late joining client side
// (i.e. prevent the non-owner from changing the transform)
if (m_MotionModel == MotionModels.UseRigidbody)
{
// Allow fixed update to run twice for values to propogate to Unity transform
yield return new WaitForFixedUpdate();
yield return new WaitForFixedUpdate();
}
else
{
yield return null;
}
// Get the owner instance
var ownerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(m_ClientNetworkManagers[0].LocalClientId);
// Verify that the non-owner instance transform values are the same before they were changed last frame
Assert.True(Approximately(currentPosition, newClientObjectInstance.transform.position), $"Non-owner instance was able to change the position!");
Assert.True(Approximately(currentRotation, newClientObjectInstance.transform.rotation.eulerAngles), $"Non-owner instance was able to change the rotation!");
Assert.True(Approximately(currentScale, newClientObjectInstance.transform.localScale), $"Non-owner instance was able to change the scale!");
// Verify that the non-owner instance transform is still the same as the owner instance transform
Assert.True(Approximately(ownerInstance.transform.position, newClientObjectInstance.transform.position), "Non-owner and owner instance position values are not the same!");
Assert.True(Approximately(ownerInstance.transform.rotation.eulerAngles, newClientObjectInstance.transform.rotation.eulerAngles), "Non-owner and owner instance rotation values are not the same!");
Assert.True(Approximately(ownerInstance.transform.localScale, newClientObjectInstance.transform.localScale), "Non-owner and owner instance scale values are not the same!");
}
public enum StartingOwnership
{
HostStartsAsOwner,
ClientStartsAsOwner,
}
private bool ClientAndServerSpawnedInstance()
{
return VerifyObjectIsSpawnedOnClient.NetworkManagerRelativeSpawnedObjects.ContainsKey(m_ServerNetworkManager.LocalClientId) && VerifyObjectIsSpawnedOnClient.NetworkManagerRelativeSpawnedObjects.ContainsKey(m_ClientNetworkManagers[0].LocalClientId);
}
private bool m_UseAdjustedVariance;
private const float k_AdjustedVariance = 0.025f;
protected override float GetDeltaVarianceThreshold()
{
if (m_UseAdjustedVariance)
{
return k_AdjustedVariance;
}
return base.GetDeltaVarianceThreshold();
}
/// <summary>
/// This verifies that when authority is owner authoritative the owner's
/// Rigidbody is kinematic and the non-owner's is not.
/// This also verifies that we can switch between owners and that only the
/// owner can update the transform while non-owners cannot.
/// </summary>
/// <param name="spawnWithHostOwnership">determines who starts as the owner (true): host | (false): client</param>
[UnityTest]
public IEnumerator OwnerAuthoritativeTest([Values] StartingOwnership startingOwnership)
{
// Get the current ownership layout
var networkManagerOwner = startingOwnership == StartingOwnership.HostStartsAsOwner ? m_ServerNetworkManager : m_ClientNetworkManagers[0];
var networkManagerNonOwner = startingOwnership == StartingOwnership.HostStartsAsOwner ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
// Spawn the m_ClientNetworkTransformPrefab and wait for the client-side to spawn the object
var serverSideInstance = SpawnObject(m_ClientNetworkTransformPrefab, networkManagerOwner);
yield return WaitForConditionOrTimeOut(ClientAndServerSpawnedInstance);
AssertOnTimeout($"Timed out waiting for all object instances to be spawned!");
// Get owner relative instances
var ownerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(networkManagerOwner.LocalClientId);
var nonOwnerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(networkManagerNonOwner.LocalClientId);
Assert.NotNull(ownerInstance);
Assert.NotNull(nonOwnerInstance);
Assert.True(networkManagerOwner.LocalClientId != networkManagerNonOwner.LocalClientId);
Assert.True(nonOwnerInstance.OwnerClientId != networkManagerNonOwner.LocalClientId);
Assert.True(nonOwnerInstance.NetworkManager.LocalClientId == networkManagerNonOwner.LocalClientId);
Vector3 GetNonOwnerPosition()
{
if (m_MotionModel == MotionModels.UseRigidbody)
{
return nonOwnerInstance.GetComponent<Rigidbody>().position;
}
else
{
return nonOwnerInstance.transform.position;
}
}
Quaternion GetNonOwnerRotation()
{
if (m_MotionModel == MotionModels.UseRigidbody)
{
return nonOwnerInstance.GetComponent<Rigidbody>().rotation;
}
else
{
return nonOwnerInstance.transform.rotation;
}
}
void LogNonOwnerRigidBody(int stage)
{
if (m_MotionModel == MotionModels.UseRigidbody && m_EnableVerboseDebug)
{
var rigidbody = nonOwnerInstance.GetComponent<Rigidbody>();
Debug.Log($"[{stage}][Rigidbody-NonOwner][Owner:{nonOwnerInstance.OwnerClientId} [Client-{nonOwnerInstance.NetworkManager.LocalClientId}][Gravity: {rigidbody.useGravity}][Kinematic: {rigidbody.isKinematic}][RB-Pos: {rigidbody.position}][RB-Rotation: {rigidbody.rotation}]");
}
}
void LogOwnerRigidBody(int stage)
{
if (m_MotionModel == MotionModels.UseRigidbody && m_EnableVerboseDebug)
{
var rigidbody = ownerInstance.GetComponent<Rigidbody>();
Debug.Log($"[{stage}][Rigidbody-Owner][Owner:{ownerInstance.OwnerClientId} [Client-{ownerInstance.NetworkManager.LocalClientId}][Gravity: {rigidbody.useGravity}][Kinematic: {rigidbody.isKinematic}][RB-Pos: {rigidbody.position}][RB-Rotation: {rigidbody.rotation}]");
}
}
// Make sure the owner is not kinematic and the non-owner(s) are kinematic
Assert.True(nonOwnerInstance.GetComponent<Rigidbody>().isKinematic, $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} is not kinematic when it should be!");
Assert.False(ownerInstance.GetComponent<Rigidbody>().isKinematic, $"{networkManagerOwner.name}'s object instance {ownerInstance.name} is kinematic when it should not be!");
if (m_MotionModel == MotionModels.UseRigidbody)
{
nonOwnerInstance.GetComponent<NetworkTransform>().LogStateUpdate = m_EnableVerboseDebug;
}
// Owner changes transform values
var valueSetByOwner = Vector3.one * 2;
var rotation = new Quaternion
{
eulerAngles = valueSetByOwner
};
if (m_MotionModel == MotionModels.UseRigidbody)
{
var ownerRigidbody = ownerInstance.GetComponent<Rigidbody>();
ownerRigidbody.Move(valueSetByOwner, rotation);
ownerRigidbody.linearVelocity = Vector3.zero;
yield return s_DefaultWaitForTick;
ownerInstance.transform.localScale = valueSetByOwner;
}
else
{
ownerInstance.transform.position = valueSetByOwner;
ownerInstance.transform.rotation = rotation;
ownerInstance.transform.localScale = valueSetByOwner;
}
var transformToTest = nonOwnerInstance.transform;
LogNonOwnerRigidBody(1);
yield return WaitForConditionOrTimeOut(() => Approximately(transformToTest.position, valueSetByOwner) && Approximately(transformToTest.localScale, valueSetByOwner) && Approximately(transformToTest.rotation, rotation));
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} to change its transform!\n" +
$"Expected Position: {valueSetByOwner} | Current Position: {transformToTest.position}\n" +
$"Expected Rotation: {valueSetByOwner} | Current Rotation: {transformToTest.rotation.eulerAngles}\n" +
$"Expected Scale: {valueSetByOwner} | Current Scale: {transformToTest.localScale}");
// Verify non-owners cannot change transform values
nonOwnerInstance.transform.position = Vector3.zero;
yield return s_DefaultWaitForTick;
if (m_MotionModel == MotionModels.UseRigidbody)
{
yield return new WaitForFixedUpdate();
}
LogNonOwnerRigidBody(2);
Assert.True(Approximately(GetNonOwnerPosition(), valueSetByOwner), $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} was allowed to change its position! Expected: {valueSetByOwner} Is Currently:{GetNonOwnerPosition()}");
// Change ownership and wait for the non-owner to reflect the change
VerifyObjectIsSpawnedOnClient.ResetObjectTable();
if (m_DistributedAuthority)
{
ownerInstance.NetworkObject.ChangeOwnership(networkManagerNonOwner.LocalClientId);
}
else
{
m_ServerNetworkManager.SpawnManager.ChangeOwnership(serverSideInstance.GetComponent<NetworkObject>(), networkManagerNonOwner.LocalClientId, true);
}
LogNonOwnerRigidBody(3);
yield return WaitForConditionOrTimeOut(() => nonOwnerInstance.GetComponent<NetworkObject>().OwnerClientId == networkManagerNonOwner.LocalClientId);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} to change ownership!");
LogNonOwnerRigidBody(4);
// Re-assign the ownership references and wait for the non-owner instance to be notified of ownership change
networkManagerOwner = startingOwnership == StartingOwnership.HostStartsAsOwner ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
networkManagerNonOwner = startingOwnership == StartingOwnership.HostStartsAsOwner ? m_ServerNetworkManager : m_ClientNetworkManagers[0];
ownerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(networkManagerOwner.LocalClientId);
Assert.NotNull(ownerInstance);
yield return WaitForConditionOrTimeOut(() => VerifyObjectIsSpawnedOnClient.GetClientInstance(networkManagerNonOwner.LocalClientId) != null);
nonOwnerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(networkManagerNonOwner.LocalClientId);
Assert.NotNull(nonOwnerInstance);
// Make sure the owner is not kinematic and the non-owner(s) are kinematic
Assert.False(ownerInstance.GetComponent<Rigidbody>().isKinematic, $"{networkManagerOwner.name}'s object instance {ownerInstance.name} is kinematic when it should not be!");
Assert.True(nonOwnerInstance.GetComponent<Rigidbody>().isKinematic, $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} is not kinematic when it should be!");
transformToTest = nonOwnerInstance.transform;
Assert.True(networkManagerOwner.LocalClientId != networkManagerNonOwner.LocalClientId);
Assert.True(nonOwnerInstance.OwnerClientId != networkManagerNonOwner.LocalClientId);
Assert.True(nonOwnerInstance.NetworkManager.LocalClientId == networkManagerNonOwner.LocalClientId);
yield return WaitForConditionOrTimeOut(() => Approximately(transformToTest.position, valueSetByOwner) && Approximately(transformToTest.localScale, valueSetByOwner) && Approximately(transformToTest.rotation, rotation));
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} to change its transform!\n" +
$"Expected Position: {valueSetByOwner} | Current Position: {transformToTest.position}\n" +
$"Expected Rotation: {valueSetByOwner} | Current Rotation: {transformToTest.rotation.eulerAngles}\n" +
$"Expected Scale: {valueSetByOwner} | Current Scale: {transformToTest.localScale}");
LogNonOwnerRigidBody(5);
// Have the new owner change transform values and wait for those values to be applied on the non-owner side.
valueSetByOwner = Vector3.one * 10;
ownerInstance.transform.localScale = valueSetByOwner;
rotation.eulerAngles = valueSetByOwner;
LogOwnerRigidBody(1);
if (m_MotionModel == MotionModels.UseRigidbody)
{
m_UseAdjustedVariance = true;
var ownerRigidbody = ownerInstance.GetComponent<Rigidbody>();
ownerRigidbody.Move(valueSetByOwner, rotation);
LogOwnerRigidBody(2);
ownerInstance.GetComponent<NetworkTransform>().LogMotion = m_EnableVerboseDebug;
nonOwnerInstance.GetComponent<NetworkTransform>().LogMotion = m_EnableVerboseDebug;
ownerRigidbody.linearVelocity = Vector3.zero;
}
else
{
m_UseAdjustedVariance = false;
ownerInstance.transform.position = valueSetByOwner;
ownerInstance.transform.rotation = rotation;
}
LogOwnerRigidBody(3);
LogNonOwnerRigidBody(6);
yield return WaitForConditionOrTimeOut(() => Approximately(GetNonOwnerPosition(), valueSetByOwner) && Approximately(transformToTest.localScale, valueSetByOwner) && Approximately(GetNonOwnerRotation(), rotation));
if (s_GlobalTimeoutHelper.TimedOut)
{
LogOwnerRigidBody(4);
LogNonOwnerRigidBody(7);
}
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} to change its transform!\n" +
$"Expected Position: {valueSetByOwner} | Current Position: {transformToTest.position}\n" +
$"Expected Rotation: {valueSetByOwner} | Current Rotation: {transformToTest.rotation.eulerAngles}\n" +
$"Expected Scale: {valueSetByOwner} | Current Scale: {transformToTest.localScale}");
// The last check is to verify non-owners cannot change transform values after ownership has changed
nonOwnerInstance.transform.position = Vector3.zero;
yield return s_DefaultWaitForTick;
if (m_MotionModel == MotionModels.UseRigidbody)
{
yield return new WaitForFixedUpdate();
}
Assert.True(Approximately(GetNonOwnerPosition(), valueSetByOwner), $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} was allowed to change its position! Expected: {valueSetByOwner} Is Currently:{GetNonOwnerPosition()}");
}
/// <summary>
/// This verifies that when authority is server authoritative the
/// client's Rigidbody is kinematic and the server is not.
/// This also verifies only the server can apply updates to the
/// transform while the clients cannot.
/// </summary>
[UnityTest]
public IEnumerator ServerAuthoritativeTest()
{
// Spawn the m_NetworkTransformPrefab and wait for the client-side to spawn the object
var serverSideInstance = SpawnObject(m_NetworkTransformPrefab, m_ServerNetworkManager);
yield return WaitForConditionOrTimeOut(() => VerifyObjectIsSpawnedOnClient.GetClientsThatSpawnedThisPrefab().Contains(m_ClientNetworkManagers[0].LocalClientId));
var ownerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(m_ServerNetworkManager.LocalClientId);
var nonOwnerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(m_ClientNetworkManagers[0].LocalClientId);
// Make sure the owner is not kinematic and the non-owner(s) are kinematic
Assert.False(ownerInstance.GetComponent<Rigidbody>().isKinematic, $"{m_ServerNetworkManager.name}'s object instance {ownerInstance.name} is kinematic when it should not be!");
Assert.True(nonOwnerInstance.GetComponent<Rigidbody>().isKinematic, $"{m_ClientNetworkManagers[0].name}'s object instance {nonOwnerInstance.name} is not kinematic when it should be!");
// Server changes transform values
var valueSetByOwner = Vector3.one * 2;
ownerInstance.transform.position = valueSetByOwner;
ownerInstance.transform.localScale = valueSetByOwner;
var rotation = new Quaternion
{
eulerAngles = valueSetByOwner
};
ownerInstance.transform.rotation = rotation;
// Allow scale to update first when using rigid body motion
if (m_MotionModel == MotionModels.UseRigidbody)
{
yield return new WaitForFixedUpdate();
}
var transformToTest = nonOwnerInstance.transform;
yield return WaitForConditionOrTimeOut(() => transformToTest.position == valueSetByOwner && transformToTest.localScale == valueSetByOwner && transformToTest.rotation == rotation);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {m_ClientNetworkManagers[0].name}'s object instance {nonOwnerInstance.name} to change its transform!\n" +
$"Expected Position: {valueSetByOwner} | Current Position: {transformToTest.position}\n" +
$"Expected Rotation: {valueSetByOwner} | Current Rotation: {transformToTest.rotation.eulerAngles}\n" +
$"Expected Scale: {valueSetByOwner} | Current Scale: {transformToTest.localScale}");
// The last check is to verify clients cannot change transform values
nonOwnerInstance.transform.position = Vector3.zero;
yield return s_DefaultWaitForTick;
// Allow scale to update first when using rigid body motion
if (m_MotionModel == MotionModels.UseRigidbody)
{
yield return new WaitForFixedUpdate();
}
Assert.True(nonOwnerInstance.transform.position == valueSetByOwner, $"{m_ClientNetworkManagers[0].name}'s object instance {nonOwnerInstance.name} was allowed to change its position! Expected: {Vector3.one} Is Currently:{nonOwnerInstance.transform.position}");
}
/// <summary>
/// NetworkTransformOwnershipTests helper behaviour
/// </summary>
internal class VerifyObjectIsSpawnedOnClient : NetworkBehaviour
{
public static Dictionary<ulong, VerifyObjectIsSpawnedOnClient> NetworkManagerRelativeSpawnedObjects = new Dictionary<ulong, VerifyObjectIsSpawnedOnClient>();
public static void ResetObjectTable()
{
NetworkManagerRelativeSpawnedObjects.Clear();
}
public override void OnGainedOwnership()
{
if (!NetworkManagerRelativeSpawnedObjects.ContainsKey(NetworkManager.LocalClientId))
{
NetworkManagerRelativeSpawnedObjects.Add(NetworkManager.LocalClientId, this);
}
base.OnGainedOwnership();
}
public override void OnLostOwnership()
{
if (!NetworkManagerRelativeSpawnedObjects.ContainsKey(NetworkManager.LocalClientId))
{
NetworkManagerRelativeSpawnedObjects.Add(NetworkManager.LocalClientId, this);
}
base.OnLostOwnership();
}
public static List<ulong> GetClientsThatSpawnedThisPrefab()
{
return NetworkManagerRelativeSpawnedObjects.Keys.ToList();
}
public static VerifyObjectIsSpawnedOnClient GetClientInstance(ulong clientId)
{
if (NetworkManagerRelativeSpawnedObjects.ContainsKey(clientId))
{
return NetworkManagerRelativeSpawnedObjects[clientId];
}
return null;
}
public override void OnNetworkSpawn()
{
if (!NetworkManagerRelativeSpawnedObjects.ContainsKey(NetworkManager.LocalClientId))
{
NetworkManagerRelativeSpawnedObjects.Add(NetworkManager.LocalClientId, this);
}
base.OnNetworkSpawn();
}
public override void OnNetworkDespawn()
{
if (NetworkManagerRelativeSpawnedObjects.ContainsKey(NetworkManager.LocalClientId))
{
NetworkManagerRelativeSpawnedObjects.Remove(NetworkManager.LocalClientId);
}
base.OnNetworkDespawn();
}
}
/// <summary>
/// Until we can better locate the ClientNetworkTransform
/// This will have to be used to verify the ownership authority
/// </summary>
[DisallowMultipleComponent]
internal class TestClientNetworkTransform : NetworkTransform
{
//public override void OnNetworkSpawn()
//{
// base.OnNetworkSpawn();
// CanCommitToTransform = IsOwner;
//}
//protected override void Update()
//{
// CanCommitToTransform = IsOwner;
// base.Update();
// if (NetworkManager.Singleton != null && (NetworkManager.Singleton.IsConnectedClient || NetworkManager.Singleton.IsListening))
// {
// if (CanCommitToTransform)
// {
// TryCommitTransformToServer(transform, NetworkManager.LocalTime.Time);
// }
// }
//}
protected override bool OnIsServerAuthoritative()
{
return false;
}
}
}
[TestFixture(HostOrServer.DAHost, NetworkTransform.AuthorityModes.Owner)] // Validate the NetworkTransform owner authoritative mode fix using distributed authority
[TestFixture(HostOrServer.Host, NetworkTransform.AuthorityModes.Server)] // Validate we have not impacted NetworkTransform server authoritative mode
[TestFixture(HostOrServer.Host, NetworkTransform.AuthorityModes.Owner)] // Validate the NetworkTransform owner authoritative mode fix using client-server
internal class NestedNetworkTransformTests : IntegrationTestWithApproximation
{
private const int k_NestedChildren = 5;
protected override int NumberOfClients => 2;
private GameObject m_SpawnObject;
private NetworkTransform.AuthorityModes m_AuthorityMode;
private StringBuilder m_ErrorLog = new StringBuilder();
private List<NetworkManager> m_NetworkManagers = new List<NetworkManager>();
private List<GameObject> m_SpawnedObjects = new List<GameObject>();
public NestedNetworkTransformTests(HostOrServer hostOrServer, NetworkTransform.AuthorityModes authorityMode) : base(hostOrServer)
{
m_AuthorityMode = authorityMode;
}
/// <summary>
/// Creates a player prefab with several nested NetworkTransforms
/// </summary>
protected override void OnCreatePlayerPrefab()
{
var networkTransform = m_PlayerPrefab.AddComponent<NetworkTransform>();
networkTransform.AuthorityMode = m_AuthorityMode;
var parent = m_PlayerPrefab;
// Add several nested NetworkTransforms
for (int i = 0; i < k_NestedChildren; i++)
{
var nestedChild = new GameObject();
nestedChild.transform.parent = parent.transform;
var nestedNetworkTransform = nestedChild.AddComponent<NetworkTransform>();
nestedNetworkTransform.AuthorityMode = m_AuthorityMode;
nestedNetworkTransform.InLocalSpace = true;
parent = nestedChild;
}
base.OnCreatePlayerPrefab();
}
private void RandomizeObjectTransformPositions(GameObject gameObject)
{
var networkObject = gameObject.GetComponent<NetworkObject>();
Assert.True(networkObject.ChildNetworkBehaviours.Count > 0);
foreach (var networkTransform in networkObject.NetworkTransforms)
{
networkTransform.gameObject.transform.position = GetRandomVector3(-15.0f, 15.0f);
}
}
/// <summary>
/// Randomizes each player's position when validating distributed authority
/// </summary>
/// <returns></returns>
private GameObject FetchLocalPlayerPrefabToSpawn()
{
RandomizeObjectTransformPositions(m_PlayerPrefab);
return m_PlayerPrefab;
}
/// <summary>
/// Randomizes the player position when validating client-server
/// </summary>
/// <param name="connectionApprovalRequest"></param>
/// <param name="connectionApprovalResponse"></param>
private void ConnectionApprovalHandler(NetworkManager.ConnectionApprovalRequest connectionApprovalRequest, NetworkManager.ConnectionApprovalResponse connectionApprovalResponse)
{
connectionApprovalResponse.Approved = true;
connectionApprovalResponse.CreatePlayerObject = true;
RandomizeObjectTransformPositions(m_PlayerPrefab);
connectionApprovalResponse.Position = GetRandomVector3(-15.0f, 15.0f);
}
protected override void OnServerAndClientsCreated()
{
// Create a prefab to spawn with each NetworkManager as the owner
m_SpawnObject = CreateNetworkObjectPrefab("SpawnObj");
var networkTransform = m_SpawnObject.AddComponent<NetworkTransform>();
networkTransform.AuthorityMode = m_AuthorityMode;
var parent = m_SpawnObject;
// Add several nested NetworkTransforms
for (int i = 0; i < k_NestedChildren; i++)
{
var nestedChild = new GameObject();
nestedChild.transform.parent = parent.transform;
var nestedNetworkTransform = nestedChild.AddComponent<NetworkTransform>();
nestedNetworkTransform.AuthorityMode = m_AuthorityMode;
nestedNetworkTransform.InLocalSpace = true;
parent = nestedChild;
}
if (m_DistributedAuthority)
{
if (!UseCMBService())
{
m_ServerNetworkManager.OnFetchLocalPlayerPrefabToSpawn = FetchLocalPlayerPrefabToSpawn;
}
foreach (var client in m_ClientNetworkManagers)
{
client.OnFetchLocalPlayerPrefabToSpawn = FetchLocalPlayerPrefabToSpawn;
}
}
else
{
m_ServerNetworkManager.NetworkConfig.ConnectionApproval = true;
m_ServerNetworkManager.ConnectionApprovalCallback += ConnectionApprovalHandler;
foreach (var client in m_ClientNetworkManagers)
{
client.NetworkConfig.ConnectionApproval = true;
}
}
base.OnServerAndClientsCreated();
}
/// <summary>
/// Validates the transform positions of two NetworkObject instances
/// </summary>
/// <param name="current">the local instance (source of truth)</param>
/// <param name="testing">the remote instance</param>
/// <returns></returns>
private bool ValidateTransforms(NetworkObject current, NetworkObject testing)
{
if (current.ChildNetworkBehaviours.Count == 0 || testing.ChildNetworkBehaviours.Count == 0)
{
return false;
}
for (int i = 0; i < current.NetworkTransforms.Count - 1; i++)
{
var transformA = current.NetworkTransforms[i].transform;
var transformB = testing.NetworkTransforms[i].transform;
if (!Approximately(transformA.position, transformB.position))
{
m_ErrorLog.AppendLine($"TransformA Position {transformA.position} != TransformB Position {transformB.position}");
return false;
}
if (!Approximately(transformA.localPosition, transformB.localPosition))
{
m_ErrorLog.AppendLine($"TransformA Local Position {transformA.position} != TransformB Local Position {transformB.position}");
return false;
}
if (transformA.parent != null)
{
if (current.NetworkTransforms[i].InLocalSpace != testing.NetworkTransforms[i].InLocalSpace)
{
m_ErrorLog.AppendLine($"NetworkTransform-{current.OwnerClientId}-{current.NetworkTransforms[i].NetworkBehaviourId} InLocalSpace ({current.NetworkTransforms[i].InLocalSpace}) is different from the remote instance version on Client-{testing.NetworkManager.LocalClientId}!");
return false;
}
}
}
return true;
}
/// <summary>
/// Validates all player instances spawned with the correct positions including all nested NetworkTransforms
/// When running in server authority mode we are validating this fix did not impact that.
/// </summary>
private bool AllClientInstancesSynchronized()
{
m_ErrorLog.Clear();
foreach (var current in m_NetworkManagers)
{
var currentPlayer = current.LocalClient.PlayerObject;
var currentNetworkObjectId = currentPlayer.NetworkObjectId;
foreach (var testing in m_NetworkManagers)
{
if (currentPlayer == testing.LocalClient.PlayerObject)
{
continue;
}
if (!testing.SpawnManager.SpawnedObjects.ContainsKey(currentNetworkObjectId))
{
m_ErrorLog.AppendLine($"Failed to find Client-{currentPlayer.OwnerClientId}'s player instance on Client-{testing.LocalClientId}!");
return false;
}
var remoteInstance = testing.SpawnManager.SpawnedObjects[currentNetworkObjectId];
if (!ValidateTransforms(currentPlayer, remoteInstance))
{
m_ErrorLog.AppendLine($"Failed to validate Client-{currentPlayer.OwnerClientId} against its remote instance on Client-{testing.LocalClientId}!");
return false;
}
}
}
return true;
}
/// <summary>
/// Validates that dynamically spawning works the same.
/// When running in server authority mode we are validating this fix did not impact that.
/// </summary>
/// <returns></returns>
private bool AllSpawnedObjectsSynchronized()
{
m_ErrorLog.Clear();
foreach (var current in m_SpawnedObjects)
{
var currentNetworkObject = current.GetComponent<NetworkObject>();
var currentNetworkObjectId = currentNetworkObject.NetworkObjectId;
foreach (var testing in m_NetworkManagers)
{
if (currentNetworkObject.OwnerClientId == testing.LocalClientId)
{
continue;
}
if (!testing.SpawnManager.SpawnedObjects.ContainsKey(currentNetworkObjectId))
{
m_ErrorLog.AppendLine($"Failed to find Client-{currentNetworkObject.OwnerClientId}'s player instance on Client-{testing.LocalClientId}!");
return false;
}
var remoteInstance = testing.SpawnManager.SpawnedObjects[currentNetworkObjectId];
if (!ValidateTransforms(currentNetworkObject, remoteInstance))
{
m_ErrorLog.AppendLine($"Failed to validate Client-{currentNetworkObject.OwnerClientId} against its remote instance on Client-{testing.LocalClientId}!");
return false;
}
}
}
return true;
}
/// <summary>
/// Validates that spawning player and dynamically spawned prefab instances with nested NetworkTransforms
/// synchronizes properly in both client-server and distributed authority when using owner authoritative mode.
/// </summary>
[UnityTest]
public IEnumerator NestedNetworkTransformSpawnPositionTest()
{
if (!m_DistributedAuthority || (m_DistributedAuthority && !UseCMBService()))
{
m_NetworkManagers.Add(m_ServerNetworkManager);
}
m_NetworkManagers.AddRange(m_ClientNetworkManagers);
yield return WaitForConditionOrTimeOut(AllClientInstancesSynchronized);
AssertOnTimeout($"Failed to synchronize all client instances!\n{m_ErrorLog}");
foreach (var networkManager in m_NetworkManagers)
{
// Randomize the position
RandomizeObjectTransformPositions(m_SpawnObject);
// Create an instance owned by the specified networkmanager
m_SpawnedObjects.Add(SpawnObject(m_SpawnObject, networkManager));
}
// Randomize the position once more just to assure we are instantiating remote instances
// with a completely different position
RandomizeObjectTransformPositions(m_SpawnObject);
yield return WaitForConditionOrTimeOut(AllSpawnedObjectsSynchronized);
AssertOnTimeout($"Failed to synchronize all spawned NetworkObject instances!\n{m_ErrorLog}");
m_SpawnedObjects.Clear();
m_NetworkManagers.Clear();
}
protected override IEnumerator OnTearDown()
{
// In case there was a failure, go ahead and clear these lists out for any pending TextFixture passes
m_SpawnedObjects.Clear();
m_NetworkManagers.Clear();
return base.OnTearDown();
}
}
}
#endif