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). ## [2.0.0-exp.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
299 lines
12 KiB
C#
299 lines
12 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using NUnit.Framework;
|
|
using Unity.Netcode.TestHelpers.Runtime;
|
|
using UnityEngine;
|
|
using UnityEngine.TestTools;
|
|
using Random = UnityEngine.Random;
|
|
|
|
|
|
namespace Unity.Netcode.RuntimeTests
|
|
{
|
|
[TestFixture(HostOrServer.Host)]
|
|
[TestFixture(HostOrServer.Server)]
|
|
[TestFixture(HostOrServer.DAHost)]
|
|
internal class NetworkClientAndPlayerObjectTests : NetcodeIntegrationTest
|
|
{
|
|
private const int k_PlayerPrefabCount = 6;
|
|
protected override int NumberOfClients => 2;
|
|
|
|
private List<GameObject> m_PlayerPrefabs = new List<GameObject>();
|
|
private Dictionary<ulong, uint> m_ChangedPlayerPrefabs = new Dictionary<ulong, uint>();
|
|
|
|
|
|
public NetworkClientAndPlayerObjectTests(HostOrServer hostOrServer) : base(hostOrServer)
|
|
{
|
|
}
|
|
|
|
protected override IEnumerator OnTearDown()
|
|
{
|
|
m_PlayerPrefabs.Clear();
|
|
return base.OnTearDown();
|
|
}
|
|
|
|
protected override void OnServerAndClientsCreated()
|
|
{
|
|
m_PlayerPrefabs.Clear();
|
|
for (int i = 0; i < k_PlayerPrefabCount; i++)
|
|
{
|
|
m_PlayerPrefabs.Add(CreateNetworkObjectPrefab($"PlayerPrefab{i}"));
|
|
}
|
|
base.OnServerAndClientsCreated();
|
|
}
|
|
|
|
protected override void OnNewClientCreated(NetworkManager networkManager)
|
|
{
|
|
networkManager.NetworkConfig.Prefabs = m_ServerNetworkManager.NetworkConfig.Prefabs;
|
|
if (m_DistributedAuthority)
|
|
{
|
|
networkManager.OnFetchLocalPlayerPrefabToSpawn = FetchPlayerPrefabToSpawn;
|
|
}
|
|
base.OnNewClientCreated(networkManager);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Only for distributed authority mode
|
|
/// </summary>
|
|
/// <returns>a unique player prefab for the player</returns>
|
|
private GameObject FetchPlayerPrefabToSpawn()
|
|
{
|
|
var prefabObject = GetRandomPlayerPrefab();
|
|
var clientId = m_ClientNetworkManagers[m_ClientNetworkManagers.Length - 1].LocalClientId;
|
|
m_ChangedPlayerPrefabs.Add(clientId, prefabObject.GlobalObjectIdHash);
|
|
return prefabObject.gameObject;
|
|
}
|
|
|
|
|
|
private StringBuilder m_ErrorLogLevel3 = new StringBuilder();
|
|
private StringBuilder m_ErrorLogLevel2 = new StringBuilder();
|
|
private StringBuilder m_ErrorLogLevel1 = new StringBuilder();
|
|
|
|
private bool ValidateNetworkClient(NetworkClient networkClient)
|
|
{
|
|
m_ErrorLogLevel3.Clear();
|
|
var success = true;
|
|
if (networkClient == null)
|
|
{
|
|
m_ErrorLogLevel3.Append($"[NetworkClient is NULL]");
|
|
// Log error
|
|
success = false;
|
|
}
|
|
if (!networkClient.IsConnected)
|
|
{
|
|
m_ErrorLogLevel3.Append($"[NetworkClient {nameof(NetworkClient.IsConnected)}] is false]");
|
|
// Log error
|
|
success = false;
|
|
}
|
|
if (networkClient.PlayerObject == null)
|
|
{
|
|
m_ErrorLogLevel3.Append($"[NetworkClient {nameof(NetworkClient.PlayerObject)}] is NULL]");
|
|
// Log error
|
|
success = false;
|
|
}
|
|
return success;
|
|
}
|
|
|
|
private bool ValidateNetworkManagerNetworkClients(NetworkManager networkManager)
|
|
{
|
|
var success = true;
|
|
m_ErrorLogLevel2.Clear();
|
|
|
|
// Number of connected clients plus the DAHost
|
|
var expectedCount = m_ClientNetworkManagers.Length + (m_UseHost ? 1 : 0);
|
|
|
|
if (networkManager.ConnectedClients.Count != expectedCount)
|
|
{
|
|
m_ErrorLogLevel2.Append($"[{nameof(NetworkManager.ConnectedClients)} count: {networkManager.ConnectedClients.Count} vs expected count: {expectedCount}]");
|
|
// Log error
|
|
success = false;
|
|
}
|
|
|
|
if (m_UseHost && !ValidateNetworkClient(networkManager.LocalClient))
|
|
{
|
|
m_ErrorLogLevel2.Append($"[Local NetworkClient: --({m_ErrorLogLevel3})--]");
|
|
// Log error
|
|
success = false;
|
|
}
|
|
|
|
foreach (var networkClient in networkManager.ConnectedClients)
|
|
{
|
|
// When just running a server, ignore the server's local NetworkClient
|
|
if (!m_UseHost && networkManager.IsServer)
|
|
{
|
|
continue;
|
|
}
|
|
if (!ValidateNetworkClient(networkManager.LocalClient))
|
|
{
|
|
// Log error
|
|
success = false;
|
|
m_ErrorLogLevel2.Append($"[NetworkClient-{networkManager.LocalClientId}: --({m_ErrorLogLevel3})--]");
|
|
}
|
|
}
|
|
return success;
|
|
}
|
|
|
|
private bool AllNetworkClientsValidated()
|
|
{
|
|
m_ErrorLogLevel1.Clear();
|
|
var success = true;
|
|
|
|
if (!UseCMBService())
|
|
{
|
|
if (!ValidateNetworkManagerNetworkClients(m_ServerNetworkManager))
|
|
{
|
|
m_ErrorLogLevel1.AppendLine($"[Client-{m_ServerNetworkManager.LocalClientId}]{m_ErrorLogLevel2}");
|
|
// Log error
|
|
success = false;
|
|
}
|
|
}
|
|
|
|
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
|
{
|
|
if (!ValidateNetworkManagerNetworkClients(clientNetworkManager))
|
|
{
|
|
m_ErrorLogLevel1.AppendLine($"[Client-{clientNetworkManager.LocalClientId}]{m_ErrorLogLevel2}");
|
|
// Log error
|
|
success = false;
|
|
}
|
|
}
|
|
return success;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Validates that all NetworkManager instances have valid NetworkClients for all connected clients
|
|
/// Validates the same thing when a client late joins and when a client disconnects.
|
|
/// </summary>
|
|
[UnityTest]
|
|
public IEnumerator ValidateNetworkClients()
|
|
{
|
|
// Validate the initial clients created
|
|
yield return WaitForConditionOrTimeOut(AllNetworkClientsValidated);
|
|
AssertOnTimeout($"[Start] Not all NetworkClients were valid!\n{m_ErrorLogLevel1}");
|
|
|
|
// Late join a player and revalidate all instances
|
|
yield return CreateAndStartNewClient();
|
|
yield return WaitForConditionOrTimeOut(AllNetworkClientsValidated);
|
|
AssertOnTimeout($"[Late Join] Not all NetworkClients were valid!\n{m_ErrorLogLevel1}");
|
|
|
|
// Disconnect a player and revalidate all instances
|
|
var initialCount = m_ClientNetworkManagers.Length;
|
|
yield return StopOneClient(m_ClientNetworkManagers[m_ClientNetworkManagers.Length - 1], true);
|
|
// Sanity check to assure we removed the NetworkManager from m_ClientNetworkManagers
|
|
Assert.False(initialCount == m_ClientNetworkManagers.Length, $"Disconnected player and expected total number of client {nameof(NetworkManager)}s " +
|
|
$"to be {initialCount - 1} but it was still {initialCount}!");
|
|
|
|
yield return WaitForConditionOrTimeOut(AllNetworkClientsValidated);
|
|
AssertOnTimeout($"[Client Disconnect] Not all NetworkClients were valid!\n{m_ErrorLogLevel1}");
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Verify that all NetworkClients are pointing to the correct player object, even if
|
|
/// the player object is changed.
|
|
/// </summary>
|
|
private bool ValidatePlayerObjectOnClients(NetworkManager clientToValidate)
|
|
{
|
|
m_ErrorLogLevel2.Clear();
|
|
var success = true;
|
|
var expectedGlobalObjectIdHash = m_ChangedPlayerPrefabs[clientToValidate.LocalClientId];
|
|
if (expectedGlobalObjectIdHash != clientToValidate.LocalClient.PlayerObject.GlobalObjectIdHash)
|
|
{
|
|
m_ErrorLogLevel2.Append($"[Local Prefab Mismatch][Expected GlobalObjectIdHash: {expectedGlobalObjectIdHash} but was {clientToValidate.LocalClient.PlayerObject.GlobalObjectIdHash}]");
|
|
success = false;
|
|
}
|
|
|
|
foreach (var client in m_ClientNetworkManagers)
|
|
{
|
|
if (client == clientToValidate)
|
|
{
|
|
continue;
|
|
}
|
|
var remoteNetworkClient = client.ConnectedClients[clientToValidate.LocalClientId];
|
|
if (expectedGlobalObjectIdHash != remoteNetworkClient.PlayerObject.GlobalObjectIdHash)
|
|
{
|
|
m_ErrorLogLevel2.Append($"[Client-{client.LocalClientId} Prefab Mismatch][Expected GlobalObjectIdHash: {expectedGlobalObjectIdHash} but was {remoteNetworkClient.PlayerObject.GlobalObjectIdHash}]");
|
|
success = false;
|
|
}
|
|
}
|
|
return success;
|
|
}
|
|
|
|
private bool ValidateAllPlayerObjects()
|
|
{
|
|
m_ErrorLogLevel1.Clear();
|
|
var success = true;
|
|
if (m_UseHost && !UseCMBService())
|
|
{
|
|
if (!ValidatePlayerObjectOnClients(m_ServerNetworkManager))
|
|
{
|
|
m_ErrorLogLevel1.AppendLine($"[Client-{m_ServerNetworkManager.LocalClientId}]{m_ErrorLogLevel2}");
|
|
success = false;
|
|
}
|
|
}
|
|
|
|
foreach (var client in m_ClientNetworkManagers)
|
|
{
|
|
if (!ValidatePlayerObjectOnClients(client))
|
|
{
|
|
m_ErrorLogLevel1.AppendLine($"[Client-{client.LocalClientId}]{m_ErrorLogLevel2}");
|
|
success = false;
|
|
}
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
private NetworkObject GetRandomPlayerPrefab()
|
|
{
|
|
return m_PlayerPrefabs[Random.Range(0, m_PlayerPrefabs.Count() - 1)].GetComponent<NetworkObject>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Validates that when a client changes their player object that all connected client instances mirror the
|
|
/// client's new player object.
|
|
/// </summary>
|
|
[UnityTest]
|
|
public IEnumerator ValidatePlayerObjects()
|
|
{
|
|
// Just do a quick validation for all connected client's NetworkClients
|
|
yield return WaitForConditionOrTimeOut(AllNetworkClientsValidated);
|
|
AssertOnTimeout($"Not all NetworkClients were valid!\n{m_ErrorLogLevel1}");
|
|
|
|
// Now, have each client spawn a new player object
|
|
m_ChangedPlayerPrefabs.Clear();
|
|
var playerInstance = (GameObject)null;
|
|
var playerPrefabToSpawn = (NetworkObject)null;
|
|
if (m_UseHost)
|
|
{
|
|
playerPrefabToSpawn = GetRandomPlayerPrefab();
|
|
playerInstance = SpawnPlayerObject(playerPrefabToSpawn.gameObject, m_ServerNetworkManager);
|
|
m_ChangedPlayerPrefabs.Add(m_ServerNetworkManager.LocalClientId, playerPrefabToSpawn.GlobalObjectIdHash);
|
|
}
|
|
|
|
foreach (var client in m_ClientNetworkManagers)
|
|
{
|
|
playerPrefabToSpawn = GetRandomPlayerPrefab();
|
|
playerInstance = SpawnPlayerObject(playerPrefabToSpawn.gameObject, client);
|
|
m_ChangedPlayerPrefabs.Add(client.LocalClientId, playerPrefabToSpawn.GlobalObjectIdHash);
|
|
}
|
|
|
|
// Validate that all connected clients' NetworkClient instances have the correct player object for each connected client
|
|
yield return WaitForConditionOrTimeOut(ValidateAllPlayerObjects);
|
|
AssertOnTimeout($"[Existing Clients] Not all NetworkClient player objects were valid!\n{m_ErrorLogLevel1}");
|
|
|
|
// Distributed authority only feature validation (NetworkManager.OnFetchLocalPlayerPrefabToSpawn)
|
|
if (m_DistributedAuthority)
|
|
{
|
|
// Now test the fetch prefab callback to assure that this is working correctly.
|
|
// Start a new client and wait for it to connect
|
|
yield return CreateAndStartNewClient();
|
|
// Do another validation pass.
|
|
yield return WaitForConditionOrTimeOut(ValidateAllPlayerObjects);
|
|
AssertOnTimeout($"[Late Joined Client] Not all NetworkClient player objects were valid!\n{m_ErrorLogLevel1}");
|
|
}
|
|
}
|
|
}
|
|
}
|