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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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)
210 lines
8.2 KiB
C#
210 lines
8.2 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using Unity.Netcode.TestHelpers.Runtime;
|
|
using UnityEngine;
|
|
using UnityEngine.TestTools;
|
|
|
|
namespace Unity.Netcode.RuntimeTests
|
|
{
|
|
public class OwnerPermissionObject : NetworkBehaviour
|
|
{
|
|
// indexed by [object, machine]
|
|
public static OwnerPermissionObject[,] Objects = new OwnerPermissionObject[3, 3];
|
|
public static int CurrentlySpawning = 0;
|
|
|
|
public static List<OwnerPermissionObject> ClientTargetedNetworkObjects = new List<OwnerPermissionObject>();
|
|
// a client-owned NetworkVariable
|
|
public NetworkVariable<int> MyNetworkVariableOwner;
|
|
// a server-owned NetworkVariable
|
|
public NetworkVariable<int> MyNetworkVariableServer;
|
|
|
|
// a client-owned NetworkVariable
|
|
public NetworkList<int> MyNetworkListOwner;
|
|
// a server-owned NetworkVariable
|
|
public NetworkList<int> MyNetworkListServer;
|
|
|
|
// verifies two lists are identical
|
|
public static void CheckLists(NetworkList<int> listA, NetworkList<int> listB)
|
|
{
|
|
Debug.Assert(listA.Count == listB.Count);
|
|
for (var i = 0; i < listA.Count; i++)
|
|
{
|
|
Debug.Assert(listA[i] == listB[i]);
|
|
}
|
|
}
|
|
|
|
// verifies all objects have consistent lists on all clients
|
|
public static void VerifyConsistency()
|
|
{
|
|
for (var objectIndex = 0; objectIndex < 3; objectIndex++)
|
|
{
|
|
CheckLists(Objects[objectIndex, 0].MyNetworkListOwner, Objects[objectIndex, 1].MyNetworkListOwner);
|
|
CheckLists(Objects[objectIndex, 0].MyNetworkListOwner, Objects[objectIndex, 2].MyNetworkListOwner);
|
|
|
|
CheckLists(Objects[objectIndex, 0].MyNetworkListServer, Objects[objectIndex, 1].MyNetworkListServer);
|
|
CheckLists(Objects[objectIndex, 0].MyNetworkListServer, Objects[objectIndex, 2].MyNetworkListServer);
|
|
}
|
|
}
|
|
|
|
public override void OnNetworkSpawn()
|
|
{
|
|
Objects[CurrentlySpawning, NetworkManager.LocalClientId] = GetComponent<OwnerPermissionObject>();
|
|
Debug.Log($"Object index ({CurrentlySpawning}) spawned on client {NetworkManager.LocalClientId}");
|
|
}
|
|
|
|
private void Awake()
|
|
{
|
|
MyNetworkVariableOwner = new NetworkVariable<int>(writePerm: NetworkVariableWritePermission.Owner);
|
|
MyNetworkVariableOwner.OnValueChanged += OwnerChanged;
|
|
|
|
MyNetworkVariableServer = new NetworkVariable<int>(writePerm: NetworkVariableWritePermission.Server);
|
|
MyNetworkVariableServer.OnValueChanged += ServerChanged;
|
|
|
|
MyNetworkListOwner = new NetworkList<int>(writePerm: NetworkVariableWritePermission.Owner);
|
|
MyNetworkListOwner.OnListChanged += ListOwnerChanged;
|
|
|
|
MyNetworkListServer = new NetworkList<int>(writePerm: NetworkVariableWritePermission.Server);
|
|
MyNetworkListServer.OnListChanged += ListServerChanged;
|
|
}
|
|
|
|
public void OwnerChanged(int before, int after)
|
|
{
|
|
}
|
|
|
|
public void ServerChanged(int before, int after)
|
|
{
|
|
}
|
|
|
|
public void ListOwnerChanged(NetworkListEvent<int> listEvent)
|
|
{
|
|
}
|
|
|
|
public void ListServerChanged(NetworkListEvent<int> listEvent)
|
|
{
|
|
}
|
|
}
|
|
|
|
public class OwnerPermissionHideTests : NetcodeIntegrationTest
|
|
{
|
|
protected override int NumberOfClients => 2;
|
|
|
|
private GameObject m_PrefabToSpawn;
|
|
|
|
protected override void OnServerAndClientsCreated()
|
|
{
|
|
m_PrefabToSpawn = CreateNetworkObjectPrefab("OwnerPermissionObject");
|
|
m_PrefabToSpawn.AddComponent<OwnerPermissionObject>();
|
|
}
|
|
|
|
[UnityTest]
|
|
public IEnumerator OwnerPermissionTest()
|
|
{
|
|
// create 3 objects
|
|
for (var objectIndex = 0; objectIndex < 3; objectIndex++)
|
|
{
|
|
OwnerPermissionObject.CurrentlySpawning = objectIndex;
|
|
|
|
NetworkManager ownerManager = m_ServerNetworkManager;
|
|
if (objectIndex != 0)
|
|
{
|
|
ownerManager = m_ClientNetworkManagers[objectIndex - 1];
|
|
}
|
|
SpawnObject(m_PrefabToSpawn, ownerManager);
|
|
|
|
// wait for each object to spawn on each client
|
|
for (var clientIndex = 0; clientIndex < 3; clientIndex++)
|
|
{
|
|
while (OwnerPermissionObject.Objects[objectIndex, clientIndex] == null)
|
|
{
|
|
yield return new WaitForSeconds(0.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
var nextValueToWrite = 1;
|
|
var serverIndex = 0;
|
|
|
|
for (var objectIndex = 0; objectIndex < 3; objectIndex++)
|
|
{
|
|
for (var clientWriting = 0; clientWriting < 3; clientWriting++)
|
|
{
|
|
// ==== Server-writable NetworkVariable ====
|
|
var gotException = false;
|
|
Debug.Log($"Writing to server-write variable on object {objectIndex} on client {clientWriting}");
|
|
|
|
try
|
|
{
|
|
nextValueToWrite++;
|
|
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableServer.Value = nextValueToWrite;
|
|
}
|
|
catch (Exception)
|
|
{
|
|
gotException = true;
|
|
}
|
|
|
|
// Verify server-owned netvar can only be written by server
|
|
Debug.Assert(gotException == (clientWriting != serverIndex));
|
|
|
|
// ==== Owner-writable NetworkVariable ====
|
|
gotException = false;
|
|
Debug.Log($"Writing to owner-write variable on object {objectIndex} on client {clientWriting}");
|
|
|
|
try
|
|
{
|
|
nextValueToWrite++;
|
|
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableOwner.Value = nextValueToWrite;
|
|
}
|
|
catch (Exception)
|
|
{
|
|
gotException = true;
|
|
}
|
|
|
|
// Verify client-owned netvar can only be written by owner
|
|
Debug.Assert(gotException == (clientWriting != objectIndex));
|
|
|
|
// ==== Server-writable NetworkList ====
|
|
gotException = false;
|
|
Debug.Log($"Writing to server-write list on object {objectIndex} on client {clientWriting}");
|
|
|
|
try
|
|
{
|
|
nextValueToWrite++;
|
|
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListServer.Add(nextValueToWrite);
|
|
}
|
|
catch (Exception)
|
|
{
|
|
gotException = true;
|
|
}
|
|
|
|
// Verify server-owned networkList can only be written by server
|
|
Debug.Assert(gotException == (clientWriting != serverIndex));
|
|
|
|
// ==== Owner-writable NetworkList ====
|
|
gotException = false;
|
|
Debug.Log($"Writing to owner-write list on object {objectIndex} on client {clientWriting}");
|
|
|
|
try
|
|
{
|
|
nextValueToWrite++;
|
|
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListOwner.Add(nextValueToWrite);
|
|
}
|
|
catch (Exception)
|
|
{
|
|
gotException = true;
|
|
}
|
|
|
|
// Verify client-owned networkList can only be written by owner
|
|
Debug.Assert(gotException == (clientWriting != objectIndex));
|
|
|
|
yield return WaitForTicks(m_ServerNetworkManager, 5);
|
|
yield return WaitForTicks(m_ClientNetworkManagers[0], 5);
|
|
yield return WaitForTicks(m_ClientNetworkManagers[1], 5);
|
|
|
|
OwnerPermissionObject.VerifyConsistency();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|