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com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectSynchronizationTests.cs
Unity Technologies b5abc3ff7c com.unity.netcode.gameobjects@1.4.0
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [1.4.0] - 2023-04-10

### Added

- Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437)
- Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)
- Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)
- Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388)
- Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388)
- Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388)
- Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388)
- Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388)
- Added `HalfVector3` used for scale when half float precision is enabled. (#2388)
- Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388)
- Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388)
- Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388)
- Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
- Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
- Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388)
- Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388)
- Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383)
- Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383)
- Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383)

### Changed

- Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463)
- Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388)
- Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388)
- Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388)
- Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383)
- Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383)

### Fixed

- Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502)
- Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492)
- Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481)
- Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481)
- Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441)
- Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426)
- Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423)
- Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416)
- Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416)
- Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388)
- Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388)
- Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383)
- Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
2023-04-10 00:00:00 +00:00

625 lines
36 KiB
C#

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
{
[TestFixture(VariableLengthSafety.DisableNetVarSafety, HostOrServer.Host)]
[TestFixture(VariableLengthSafety.EnabledNetVarSafety, HostOrServer.Host)]
[TestFixture(VariableLengthSafety.DisableNetVarSafety, HostOrServer.Server)]
[TestFixture(VariableLengthSafety.EnabledNetVarSafety, HostOrServer.Server)]
public class NetworkObjectSynchronizationTests : NetcodeIntegrationTest
{
private const int k_NumberToSpawn = 30;
protected override int NumberOfClients => 0;
private GameObject m_NetworkPrefab;
private GameObject m_InValidNetworkPrefab;
private GameObject m_SynchronizationPrefab;
private GameObject m_OnSynchronizePrefab;
private VariableLengthSafety m_VariableLengthSafety;
private LogLevel m_CurrentLogLevel;
public enum VariableLengthSafety
{
DisableNetVarSafety,
EnabledNetVarSafety,
}
public NetworkObjectSynchronizationTests(VariableLengthSafety variableLengthSafety, HostOrServer hostOrServer)
{
m_VariableLengthSafety = variableLengthSafety;
m_UseHost = hostOrServer == HostOrServer.Host;
}
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<NetworkBehaviourWithOwnerNetworkVariables>();
base.OnCreatePlayerPrefab();
}
protected override void OnServerAndClientsCreated()
{
// Set the NetworkVariable Safety Check setting
m_ServerNetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety = m_VariableLengthSafety == VariableLengthSafety.EnabledNetVarSafety;
// Ignore the errors generated during this test (they are expected)
m_ServerNetworkManager.LogLevel = LogLevel.Nothing;
// Disable forcing the same prefabs to avoid failed connections
m_ServerNetworkManager.NetworkConfig.ForceSamePrefabs = false;
// Create the valid network prefab
m_NetworkPrefab = CreateNetworkObjectPrefab("ValidObject");
m_NetworkPrefab.AddComponent<NetworkBehaviourWithNetworkVariables>();
// Create the invalid network prefab (that will fail on client side)
m_InValidNetworkPrefab = CreateNetworkObjectPrefab("InvalidObject");
m_InValidNetworkPrefab.AddComponent<NetworkBehaviourWithNetworkVariables>();
// Create the synchronization network prefab (some pass and some fail)
m_SynchronizationPrefab = CreateNetworkObjectPrefab("SyncObject");
m_SynchronizationPrefab.AddComponent<NetworkBehaviourSynchronizeFailureComponent>();
m_SynchronizationPrefab.AddComponent<NetworkBehaviourWithNetworkVariables>();
m_OnSynchronizePrefab = CreateNetworkObjectPrefab("OnSyncObject");
m_OnSynchronizePrefab.AddComponent<NetworkBehaviourOnSynchronizeComponent>();
base.OnServerAndClientsCreated();
}
protected override void OnNewClientCreated(NetworkManager networkManager)
{
networkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety = m_VariableLengthSafety == VariableLengthSafety.EnabledNetVarSafety;
foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
{
// To simulate a failure, we exclude the m_InValidNetworkPrefab from the connecting
// client's side.
if (networkPrefab.Prefab.name != m_InValidNetworkPrefab.name)
{
networkManager.NetworkConfig.Prefabs.Add(networkPrefab);
}
}
// Disable forcing the same prefabs to avoid failed connections
networkManager.NetworkConfig.ForceSamePrefabs = false;
networkManager.LogLevel = m_CurrentLogLevel;
base.OnNewClientCreated(networkManager);
}
[UnityTest]
public IEnumerator NetworkObjectDeserializationFailure()
{
m_CurrentLogLevel = LogLevel.Nothing;
var validSpawnedNetworkObjects = new List<GameObject>();
NetworkBehaviourWithNetworkVariables.ResetSpawnCount();
// Spawn NetworkObjects on the server side with half of them being the
// invalid network prefabs to simulate NetworkObject synchronization failure
for (int i = 0; i < k_NumberToSpawn; i++)
{
if (i % 2 == 0)
{
SpawnObject(m_InValidNetworkPrefab, m_ServerNetworkManager);
}
else
{
// Keep track of the prefabs that should successfully spawn on the client side
validSpawnedNetworkObjects.Add(SpawnObject(m_NetworkPrefab, m_ServerNetworkManager));
}
}
// Assure the server-side spawned all NetworkObjects
yield return WaitForConditionOrTimeOut(() => NetworkBehaviourWithNetworkVariables.ServerSpawnCount == k_NumberToSpawn);
// Now spawn and connect a client that will fail to spawn half of the NetworkObjects spawned
yield return CreateAndStartNewClient();
if (m_UseHost)
{
var serverSideClientPlayerComponent = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
var serverSideHostPlayerComponent = m_ServerNetworkManager.LocalClient.PlayerObject.GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
var clientSidePlayerComponent = m_ClientNetworkManagers[0].LocalClient.PlayerObject.GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
var clientSideHostPlayerComponent = m_PlayerNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][m_ServerNetworkManager.LocalClientId].GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
// Validate that the client side player values match the server side value of the client's player
Assert.IsTrue(serverSideClientPlayerComponent.NetworkVariableData1.Value == clientSidePlayerComponent.NetworkVariableData1.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Client Player] Client side value ({serverSideClientPlayerComponent.NetworkVariableData1.Value})" +
$" does not equal the server side value ({serverSideClientPlayerComponent.NetworkVariableData1.Value})!");
Assert.IsTrue(serverSideClientPlayerComponent.NetworkVariableData2.Value == clientSidePlayerComponent.NetworkVariableData2.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Client Player] Client side value ({serverSideClientPlayerComponent.NetworkVariableData2.Value})" +
$" does not equal the server side value ({serverSideClientPlayerComponent.NetworkVariableData2.Value})!");
Assert.IsTrue(serverSideClientPlayerComponent.NetworkVariableData3.Value == clientSidePlayerComponent.NetworkVariableData3.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Client Player] Client side value ({serverSideClientPlayerComponent.NetworkVariableData3.Value})" +
$" does not equal the server side value ({serverSideClientPlayerComponent.NetworkVariableData3.Value})!");
Assert.IsTrue(serverSideClientPlayerComponent.NetworkVariableData4.Value == clientSidePlayerComponent.NetworkVariableData4.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Client Player] Client side value ({serverSideClientPlayerComponent.NetworkVariableData4.Value})" +
$" does not equal the server side value ({serverSideClientPlayerComponent.NetworkVariableData4.Value})!");
// Validate that only the 2nd and 4th NetworkVariable on the client side instance of the host's player is the same and the other two do not match
// (i.e. NetworkVariables owned by the server should not get synchronized on client)
Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData1.Value != clientSideHostPlayerComponent.NetworkVariableData1.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Host Player] Client side value ({serverSideHostPlayerComponent.NetworkVariableData1.Value})" +
$" should not be equal to the server side value ({clientSideHostPlayerComponent.NetworkVariableData1.Value})!");
Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData2.Value == clientSideHostPlayerComponent.NetworkVariableData2.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Host Player] Client side value ({serverSideHostPlayerComponent.NetworkVariableData2.Value})" +
$" does not equal the server side value ({clientSideHostPlayerComponent.NetworkVariableData2.Value})!");
Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData3.Value != clientSideHostPlayerComponent.NetworkVariableData3.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Host Player] Client side value ({serverSideHostPlayerComponent.NetworkVariableData3.Value})" +
$" should not be equal to the server side value ({clientSideHostPlayerComponent.NetworkVariableData3.Value})!");
Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData4.Value == clientSideHostPlayerComponent.NetworkVariableData4.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Host Player] Client side value ({serverSideHostPlayerComponent.NetworkVariableData4.Value})" +
$" does not equal the server side value ({clientSideHostPlayerComponent.NetworkVariableData4.Value})!");
}
else
{
// Spawn and connect another client when running as a server
yield return CreateAndStartNewClient();
yield return WaitForConditionOrTimeOut(() => m_PlayerNetworkObjects[2].Count > 1);
AssertOnTimeout($"Timed out waiting for second client to have access to the first client's cloned player object!");
var clientSide1PlayerComponent = m_ClientNetworkManagers[0].LocalClient.PlayerObject.GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
var clientSide2Player1Clone = m_PlayerNetworkObjects[2][clientSide1PlayerComponent.OwnerClientId].GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
var clientOneId = clientSide1PlayerComponent.OwnerClientId;
var clientSide2PlayerComponent = m_ClientNetworkManagers[1].LocalClient.PlayerObject.GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
var clientSide1Player2Clone = m_PlayerNetworkObjects[1][clientSide2PlayerComponent.OwnerClientId].GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
var clientTwoId = clientSide2PlayerComponent.OwnerClientId;
// Validate that client one's 2nd and 4th NetworkVariables for the local and clone instances match and the other two do not
Assert.IsTrue(clientSide1PlayerComponent.NetworkVariableData1.Value != clientSide2Player1Clone.NetworkVariableData1.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Player-{clientOneId}] Client-{clientOneId} value ({clientSide1PlayerComponent.NetworkVariableData1.Value})" +
$" should not be equal to Client-{clientTwoId}'s clone side value ({clientSide2Player1Clone.NetworkVariableData1.Value})!");
Assert.IsTrue(clientSide1PlayerComponent.NetworkVariableData2.Value == clientSide2Player1Clone.NetworkVariableData2.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Player-{clientOneId}] Client-{clientOneId} value ({clientSide1PlayerComponent.NetworkVariableData2.Value})" +
$" does not equal Client-{clientTwoId}'s clone side value ({clientSide2Player1Clone.NetworkVariableData2.Value})!");
Assert.IsTrue(clientSide1PlayerComponent.NetworkVariableData3.Value != clientSide2Player1Clone.NetworkVariableData3.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Player-{clientOneId}] Client-{clientOneId} value ({clientSide1PlayerComponent.NetworkVariableData3.Value})" +
$" should not be equal to Client-{clientTwoId}'s clone side value ({clientSide2Player1Clone.NetworkVariableData3.Value})!");
Assert.IsTrue(clientSide1PlayerComponent.NetworkVariableData4.Value == clientSide2Player1Clone.NetworkVariableData4.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Player-{clientOneId}] Client-{clientOneId} value ({clientSide1PlayerComponent.NetworkVariableData4.Value})" +
$" does not equal Client-{clientTwoId}'s clone side value ({clientSide2Player1Clone.NetworkVariableData4.Value})!");
// Validate that client two's 2nd and 4th NetworkVariables for the local and clone instances match and the other two do not
Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData1.Value != clientSide1Player2Clone.NetworkVariableData1.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData1.Value})" +
$" should not be equal to Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData1.Value})!");
Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData2.Value == clientSide1Player2Clone.NetworkVariableData2.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData2.Value})" +
$" does not equal Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData2.Value})!");
Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData3.Value != clientSide1Player2Clone.NetworkVariableData3.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData3.Value})" +
$" should not be equal to Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData3.Value})!");
Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData4.Value == clientSide1Player2Clone.NetworkVariableData4.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData4.Value})" +
$" does not equal Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData4.Value})!");
}
// Now validate all of the NetworkVariable values match to assure everything synchronized properly
foreach (var spawnedObject in validSpawnedNetworkObjects)
{
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
//Validate that the connected client has spawned all of the instances that shouldn't have failed.
var clientSideNetworkObjects = s_GlobalNetworkObjects[clientNetworkManager.LocalClientId];
Assert.IsTrue(NetworkBehaviourWithNetworkVariables.ClientSpawnCount[clientNetworkManager.LocalClientId] == validSpawnedNetworkObjects.Count, $"Client-{clientNetworkManager.LocalClientId} spawned " +
$"({NetworkBehaviourWithNetworkVariables.ClientSpawnCount}) {nameof(NetworkObject)}s but the expected number of {nameof(NetworkObject)}s should have been ({validSpawnedNetworkObjects.Count})!");
var spawnedNetworkObject = spawnedObject.GetComponent<NetworkObject>();
Assert.IsTrue(clientSideNetworkObjects.ContainsKey(spawnedNetworkObject.NetworkObjectId), $"Failed to find valid spawned {nameof(NetworkObject)} on the client-side with a " +
$"{nameof(NetworkObject.NetworkObjectId)} of {spawnedNetworkObject.NetworkObjectId}");
var clientSideObject = clientSideNetworkObjects[spawnedNetworkObject.NetworkObjectId];
Assert.IsTrue(clientSideObject.NetworkManager == clientNetworkManager, $"Client-side object {clientSideObject}'s {nameof(NetworkManager)} is not valid!");
ValidateNetworkBehaviourWithNetworkVariables(spawnedNetworkObject, clientSideObject);
}
}
}
private void ValidateNetworkBehaviourWithNetworkVariables(NetworkObject serverSideNetworkObject, NetworkObject clientSideNetworkObject)
{
var serverSideComponent = serverSideNetworkObject.GetComponent<NetworkBehaviourWithNetworkVariables>();
var clientSideComponent = clientSideNetworkObject.GetComponent<NetworkBehaviourWithNetworkVariables>();
string netVarName1 = nameof(NetworkBehaviourWithNetworkVariables.NetworkVariableData1);
string netVarName2 = nameof(NetworkBehaviourWithNetworkVariables.NetworkVariableData1);
string netVarName3 = nameof(NetworkBehaviourWithNetworkVariables.NetworkVariableData1);
string netVarName4 = nameof(NetworkBehaviourWithNetworkVariables.NetworkVariableData1);
Assert.IsTrue(serverSideComponent.NetworkVariableData1.Count == clientSideComponent.NetworkVariableData1.Count, $"[{serverSideComponent.name}:{netVarName1}] Server side {nameof(NetworkList<byte>)} " +
$"count ({serverSideComponent.NetworkVariableData1.Count}) does not match the client side {nameof(NetworkList<byte>)} count ({clientSideComponent.NetworkVariableData1.Count})!");
for (int i = 0; i < serverSideComponent.NetworkVariableData1.Count; i++)
{
Assert.IsTrue(serverSideComponent.NetworkVariableData1[i] == clientSideComponent.NetworkVariableData1[i], $"[{serverSideComponent.name}:{netVarName1}][Index:{i}] Server side instance value " +
$"({serverSideComponent.NetworkVariableData1[i]}) does not match the client side instance value ({clientSideComponent.NetworkVariableData1[i]})!");
}
Assert.IsTrue(serverSideComponent.NetworkVariableData2.Value == clientSideComponent.NetworkVariableData2.Value, $"[{serverSideComponent.name}:{netVarName2}] Server side instance value ({serverSideComponent.NetworkVariableData2.Value}) " +
$"does not match the client side instance value ({clientSideComponent.NetworkVariableData2.Value})!");
Assert.IsTrue(serverSideComponent.NetworkVariableData3.Value == clientSideComponent.NetworkVariableData3.Value, $"[{serverSideComponent.name}:{netVarName3}] Server side instance value ({serverSideComponent.NetworkVariableData3.Value}) " +
$"does not match the client side instance value ({clientSideComponent.NetworkVariableData3.Value})!");
Assert.IsTrue(serverSideComponent.NetworkVariableData4.Value == clientSideComponent.NetworkVariableData4.Value, $"[{serverSideComponent.name}:{netVarName4}] Server side instance value ({serverSideComponent.NetworkVariableData4.Value}) " +
$"does not match the client side instance value ({clientSideComponent.NetworkVariableData4.Value})!");
}
/// <summary>
/// This validates that when a NetworkBehaviour fails serialization or deserialization during synchronizations that other NetworkBehaviours
/// will still be initialized properly
/// </summary>
[UnityTest]
public IEnumerator NetworkBehaviourSynchronization()
{
m_ServerNetworkManager.LogLevel = LogLevel.Normal;
m_CurrentLogLevel = LogLevel.Normal;
NetworkBehaviourSynchronizeFailureComponent.ResetBehaviour();
var spawnedObjectList = new List<GameObject>();
var numberOfObjectsToSpawn = NetworkBehaviourSynchronizeFailureComponent.NumberOfFailureTypes * 4;
// Spawn 11 more NetworkObjects where there should be 4 of each failure type
for (int i = 0; i < numberOfObjectsToSpawn; i++)
{
var synchronizationObject = SpawnObject(m_SynchronizationPrefab, m_ServerNetworkManager);
var synchronizationBehaviour = synchronizationObject.GetComponent<NetworkBehaviourSynchronizeFailureComponent>();
synchronizationBehaviour.AssignNextFailureType();
spawnedObjectList.Add(synchronizationObject);
}
// Now spawn and connect a client that will fail to spawn half of the NetworkObjects spawned
yield return CreateAndStartNewClient();
// Validate that when a NetworkBehaviour fails to synchronize and is skipped over it does not
// impact the rest of the NetworkBehaviours.
var clientSideNetworkObjects = s_GlobalNetworkObjects[m_ClientNetworkManagers[0].LocalClientId];
foreach (var spawnedObject in spawnedObjectList)
{
var serverSideSpawnedNetworkObject = spawnedObject.GetComponent<NetworkObject>();
var clientSideObject = clientSideNetworkObjects[serverSideSpawnedNetworkObject.NetworkObjectId];
var clientSideSpawnedNetworkObject = clientSideObject.GetComponent<NetworkObject>();
ValidateNetworkBehaviourWithNetworkVariables(serverSideSpawnedNetworkObject, clientSideSpawnedNetworkObject);
}
}
/// <summary>
/// A basic validation for the NetworkBehaviour.OnSynchronize method
/// </summary>
[UnityTest]
public IEnumerator NetworkBehaviourOnSynchronize()
{
var serverSideInstance = SpawnObject(m_OnSynchronizePrefab, m_ServerNetworkManager).GetComponent<NetworkBehaviourOnSynchronizeComponent>();
// Now spawn and connect a client that will have custom serialized data applied during the client synchronization process.
yield return CreateAndStartNewClient();
var clientSideNetworkObjects = s_GlobalNetworkObjects[m_ClientNetworkManagers[0].LocalClientId];
var clientSideInstance = clientSideNetworkObjects[serverSideInstance.NetworkObjectId].GetComponent<NetworkBehaviourOnSynchronizeComponent>();
// Validate the values match
Assert.IsTrue(serverSideInstance.CustomSerializationData.Value1 == clientSideInstance.CustomSerializationData.Value1, $"Client-side instance Value1 ({serverSideInstance.CustomSerializationData.Value1}) does not equal server-side instance Value1 ({clientSideInstance.CustomSerializationData.Value1})");
Assert.IsTrue(serverSideInstance.CustomSerializationData.Value2 == clientSideInstance.CustomSerializationData.Value2, $"Client-side instance Value1 ({serverSideInstance.CustomSerializationData.Value2}) does not equal server-side instance Value1 ({clientSideInstance.CustomSerializationData.Value2})");
Assert.IsTrue(serverSideInstance.CustomSerializationData.Value3 == clientSideInstance.CustomSerializationData.Value3, $"Client-side instance Value1 ({serverSideInstance.CustomSerializationData.Value3}) does not equal server-side instance Value1 ({clientSideInstance.CustomSerializationData.Value3})");
Assert.IsTrue(serverSideInstance.CustomSerializationData.Value4 == clientSideInstance.CustomSerializationData.Value4, $"Client-side instance Value1 ({serverSideInstance.CustomSerializationData.Value4}) does not equal server-side instance Value1 ({clientSideInstance.CustomSerializationData.Value4})");
}
}
/// <summary>
/// A test NetworkBeahviour that provides a varying NetworkList size as well as
/// additional NetworkVariables to assure if a NetworkObject fails to be created
/// the synchronization process will continue (i.e. it will skip over that block
/// of the reader buffer).
/// </summary>
public class NetworkBehaviourWithNetworkVariables : NetworkBehaviour
{
public static int ServerSpawnCount { get; internal set; }
public static readonly Dictionary<ulong, int> ClientSpawnCount = new Dictionary<ulong, int>();
public static void ResetSpawnCount()
{
ServerSpawnCount = 0;
ClientSpawnCount.Clear();
}
private const uint k_MinDataBlocks = 1;
private const uint k_MaxDataBlocks = 64;
// Add various types of NetworkVariables
public NetworkList<ulong> NetworkVariableData1;
public NetworkVariable<int> NetworkVariableData2;
public NetworkVariable<long> NetworkVariableData3;
public NetworkVariable<byte> NetworkVariableData4;
private void Awake()
{
var dataBlocksAssigned = new List<ulong>();
var numberDataBlocks = Random.Range(k_MinDataBlocks, k_MaxDataBlocks);
for (var i = 0; i < numberDataBlocks; i++)
{
dataBlocksAssigned.Add((ulong)Random.Range(0.0f, float.MaxValue));
}
NetworkVariableData1 = new NetworkList<ulong>(dataBlocksAssigned);
NetworkVariableData2 = new NetworkVariable<int>(Random.Range(1, 1000));
NetworkVariableData3 = new NetworkVariable<long>(Random.Range(1, 1000));
NetworkVariableData4 = new NetworkVariable<byte>((byte)Random.Range(1, 255));
}
public override void OnNetworkSpawn()
{
if (IsServer)
{
ServerSpawnCount++;
}
else
{
if (!ClientSpawnCount.ContainsKey(NetworkManager.LocalClientId))
{
ClientSpawnCount.Add(NetworkManager.LocalClientId, 0);
}
ClientSpawnCount[NetworkManager.LocalClientId]++;
}
base.OnNetworkSpawn();
}
}
/// <summary>
/// A test NetworkBeahviour that has varying permissions in order to validate that
/// when variable length safety checks are off NetworkVariables still are updated
/// properly.
/// </summary>
public class NetworkBehaviourWithOwnerNetworkVariables : NetworkBehaviour
{
// Should not synchronize on non-owners
public NetworkVariable<int> NetworkVariableData1 = new NetworkVariable<int>(default, NetworkVariableReadPermission.Owner, NetworkVariableWritePermission.Server);
// Should synchronize with everyone
public NetworkVariable<long> NetworkVariableData2 = new NetworkVariable<long>();
// Should not synchronize on non-owners
public NetworkVariable<byte> NetworkVariableData3 = new NetworkVariable<byte>(default, NetworkVariableReadPermission.Owner, NetworkVariableWritePermission.Server);
// Should synchronize with everyone
public NetworkVariable<ushort> NetworkVariableData4 = new NetworkVariable<ushort>();
public override void OnNetworkSpawn()
{
if (IsServer)
{
NetworkVariableData1.Value = Random.Range(1, 1000);
NetworkVariableData2.Value = Random.Range(1, 1000);
NetworkVariableData3.Value = (byte)Random.Range(1, 255);
NetworkVariableData4.Value = (ushort)Random.Range(1, ushort.MaxValue);
}
}
}
/// <summary>
/// A test NetworkBeahviour that simulates various types of synchronization failures
/// and provides a synchronization success version to validate that synchronization
/// will continue if user synchronization code fails.
/// </summary>
public class NetworkBehaviourSynchronizeFailureComponent : NetworkBehaviour
{
public static int NumberOfFailureTypes { get; internal set; }
public static int ServerSpawnCount { get; internal set; }
public static int ClientSpawnCount { get; internal set; }
private static FailureTypes s_FailureType = FailureTypes.None;
public enum FailureTypes
{
None,
DuringWriting,
DuringReading,
DontReadAnything,
ThrowWriteSideException,
ThrowReadSideException
}
public static void ResetBehaviour()
{
ServerSpawnCount = 0;
ClientSpawnCount = 0;
s_FailureType = FailureTypes.None;
NumberOfFailureTypes = System.Enum.GetValues(typeof(FailureTypes)).Length;
}
private MyCustomData m_MyCustomData;
private struct MyCustomData : INetworkSerializable
{
public FailureTypes FailureType;
private ushort m_DataSize;
private byte[] m_DataBlock;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
if (serializer.IsWriter)
{
var writer = serializer.GetFastBufferWriter();
switch (FailureType)
{
case FailureTypes.None:
// We want to write something for these two cases
case FailureTypes.DuringReading:
case FailureTypes.DontReadAnything:
{
writer.WriteValueSafe(m_DataSize);
for (int i = 0; i < m_DataSize; i++)
{
writer.WriteValueSafe(m_DataBlock[i]);
}
break;
}
case FailureTypes.DuringWriting:
{
writer.WriteValueSafe(m_DataSize);
// Try to write past the allocated size to generate an exception
// while also filling the buffer to verify that the buffer will be
// reset back to the original position.
for (int i = 0; i <= m_DataSize; i++)
{
writer.WriteValueSafe(m_DataBlock[i]);
}
break;
}
case FailureTypes.ThrowWriteSideException:
{
throw new System.Exception("Write side exception!");
}
}
}
else
{
var reader = serializer.GetFastBufferReader();
switch (FailureType)
{
case FailureTypes.None:
{
reader.ReadValueSafe(out m_DataSize);
m_DataBlock = new byte[m_DataSize];
for (int i = 0; i < m_DataSize; i++)
{
reader.ReadValueSafe(out m_DataBlock[i]);
}
break;
}
case FailureTypes.DuringReading:
{
reader.ReadValueSafe(out m_DataSize);
// Allocate more space than needed
m_DataBlock = new byte[(int)(m_DataSize * 1.5f)];
// Now read past the size of this message to verify
// that the reader will get rest back to the appropriate
// position and an error will be generated for this
for (int i = 0; i < m_DataBlock.Length; i++)
{
reader.ReadValueSafe(out m_DataBlock[i]);
}
break;
}
case FailureTypes.DontReadAnything:
{
// Don't read anything
break;
}
case FailureTypes.ThrowReadSideException:
{
throw new System.Exception("Read side exception!");
}
}
}
}
public void GenerateData(ushort size)
{
m_DataSize = size;
m_DataBlock = new byte[size];
for (int i = 0; i < m_DataSize; i++)
{
m_DataBlock[i] = (byte)Random.Range(0, 512);
}
}
}
// This NetworkVariable is synchronized before OnSynchronize is invoked
// which enables us to perform the tests.
// Users could follow the same pattern for game assets and synchronize
// clients based on NetworkVariable settings. (i.e. a specific NPC type or the like)
private NetworkVariable<FailureTypes> m_FailureType;
public void AssignNextFailureType()
{
var currentPosition = (int)s_FailureType;
currentPosition = (++currentPosition) % NumberOfFailureTypes;
s_FailureType = (FailureTypes)currentPosition;
m_FailureType.Value = s_FailureType;
}
private void Awake()
{
m_FailureType = new NetworkVariable<FailureTypes>();
m_MyCustomData = new MyCustomData();
}
public override void OnNetworkSpawn()
{
if (IsServer)
{
ServerSpawnCount++;
m_MyCustomData.GenerateData((ushort)Random.Range(1, 512));
}
else
{
ClientSpawnCount++;
}
base.OnNetworkSpawn();
}
protected override void OnSynchronize<T>(ref BufferSerializer<T> serializer)
{
// Assign the failure type first
m_MyCustomData.FailureType = m_FailureType.Value;
// Now handle the serialization for this failure type
m_MyCustomData.NetworkSerialize(serializer);
}
}
public class NetworkBehaviourOnSynchronizeComponent : NetworkBehaviour
{
public SomeCustomSerializationData CustomSerializationData = new SomeCustomSerializationData();
public struct SomeCustomSerializationData : INetworkSerializable
{
public uint Value1;
public bool Value2;
public long Value3;
public float Value4;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref Value1);
serializer.SerializeValue(ref Value2);
serializer.SerializeValue(ref Value3);
serializer.SerializeValue(ref Value4);
}
}
public override void OnNetworkSpawn()
{
if (IsServer)
{
CustomSerializationData.Value1 = (uint)Random.Range(0, 10000);
CustomSerializationData.Value2 = true;
CustomSerializationData.Value3 = Random.Range(0, 10000);
CustomSerializationData.Value4 = Random.Range(-1000.0f, 1000.0f);
}
base.OnNetworkSpawn();
}
protected override void OnSynchronize<T>(ref BufferSerializer<T> serializer)
{
serializer.SerializeNetworkSerializable(ref CustomSerializationData);
base.OnSynchronize(ref serializer);
}
}
}