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.2] - 2024-04-02 ### Added - Added updates to all internal messages to account for a distributed authority network session connection. (#2863) - Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863) - For a customized `NetworkRigidbodyBase` class: - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes. - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned. - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to: - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`. - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use. - Provides additional public methods: - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting). - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping. - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep. - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic. - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state. - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized. - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863) - Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863) - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority. - Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863) - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation. - Added distributed authority mode support to `NetworkAnimator`. (#2863) - Added session mode selection to `NetworkManager` inspector view. (#2863) - Added distributed authority permissions feature. (#2863) - Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863) - Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863) - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example). - Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863) - Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863) - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true. - Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863) - Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863) ### Fixed - Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807) - Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796) ### Changed - Changed client side awareness of other clients is now the same as a server or host. (#2863) - Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863) - Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863) - Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863) - Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863) - Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863) - Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810) - Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
218 lines
11 KiB
C#
218 lines
11 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// Validates the client disconnection process.
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/// This assures that:
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/// - When a client disconnects from the server that the server:
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/// -- Detects the client disconnected.
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/// -- Cleans up the transport to NGO client (and vice versa) mappings.
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/// - When a server disconnects a client that:
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/// -- The client detects this disconnection.
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/// -- The server cleans up the transport to NGO client (and vice versa) mappings.
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/// - When <see cref="OwnerPersistence.DestroyWithOwner"/> the server-side player object is destroyed
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/// - When <see cref="OwnerPersistence.DontDestroyWithOwner"/> the server-side player object ownership is transferred back to the server
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/// </summary>
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[TestFixture(OwnerPersistence.DestroyWithOwner)]
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[TestFixture(OwnerPersistence.DontDestroyWithOwner)]
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public class DisconnectTests : NetcodeIntegrationTest
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{
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public enum OwnerPersistence
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{
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DestroyWithOwner,
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DontDestroyWithOwner
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}
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public enum ClientDisconnectType
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{
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ServerDisconnectsClient,
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ClientDisconnectsFromServer
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}
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protected override int NumberOfClients => 1;
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private OwnerPersistence m_OwnerPersistence;
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private ClientDisconnectType m_ClientDisconnectType;
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private bool m_ClientDisconnected;
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private Dictionary<NetworkManager, ConnectionEventData> m_DisconnectedEvent = new Dictionary<NetworkManager, ConnectionEventData>();
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private ulong m_DisconnectEventClientId;
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private ulong m_TransportClientId;
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private ulong m_ClientId;
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public DisconnectTests(OwnerPersistence ownerPersistence)
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{
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m_OwnerPersistence = ownerPersistence;
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}
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protected override void OnCreatePlayerPrefab()
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{
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m_PlayerPrefab.GetComponent<NetworkObject>().DontDestroyWithOwner = m_OwnerPersistence == OwnerPersistence.DontDestroyWithOwner;
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base.OnCreatePlayerPrefab();
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}
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protected override void OnServerAndClientsCreated()
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{
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// Adjusting client and server timeout periods to reduce test time
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// Get the tick frequency in milliseconds and triple it for the heartbeat timeout
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var heartBeatTimeout = (int)(300 * (1.0f / m_ServerNetworkManager.NetworkConfig.TickRate));
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var unityTransport = m_ServerNetworkManager.NetworkConfig.NetworkTransport as Transports.UTP.UnityTransport;
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if (unityTransport != null)
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{
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unityTransport.HeartbeatTimeoutMS = heartBeatTimeout;
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}
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unityTransport = m_ClientNetworkManagers[0].NetworkConfig.NetworkTransport as Transports.UTP.UnityTransport;
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if (unityTransport != null)
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{
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unityTransport.HeartbeatTimeoutMS = heartBeatTimeout;
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}
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base.OnServerAndClientsCreated();
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}
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protected override IEnumerator OnSetup()
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{
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m_ClientDisconnected = false;
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m_ClientId = 0;
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m_TransportClientId = 0;
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return base.OnSetup();
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}
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/// <summary>
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/// Used to detect the client disconnected on the server side
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/// </summary>
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private void OnClientDisconnectCallback(ulong obj)
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{
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m_ClientDisconnected = true;
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}
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private void OnConnectionEvent(NetworkManager networkManager, ConnectionEventData connectionEventData)
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{
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if (connectionEventData.EventType != ConnectionEvent.ClientDisconnected)
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{
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return;
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}
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m_DisconnectedEvent.Add(networkManager, connectionEventData);
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}
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/// <summary>
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/// Conditional check to assure the transport to client (and vice versa) mappings are cleaned up
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/// </summary>
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private bool TransportIdCleanedUp()
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{
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if (m_ServerNetworkManager.ConnectionManager.TransportIdToClientId(m_TransportClientId) == m_ClientId)
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{
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return false;
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}
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if (m_ServerNetworkManager.ConnectionManager.ClientIdToTransportId(m_ClientId) == m_TransportClientId)
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{
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return false;
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}
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return true;
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}
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/// <summary>
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/// Conditional check to make sure the client player object no longer exists on the server side
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/// </summary>
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private bool DoesServerStillHaveSpawnedPlayerObject()
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{
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if (m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId].ContainsKey(m_ClientId))
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{
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var playerObject = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientId];
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if (playerObject != null && playerObject.IsSpawned)
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{
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return false;
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}
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}
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return !m_ServerNetworkManager.SpawnManager.SpawnedObjects.Any(x => x.Value.IsPlayerObject && x.Value.OwnerClientId == m_ClientId);
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}
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[UnityTest]
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public IEnumerator ClientPlayerDisconnected([Values] ClientDisconnectType clientDisconnectType)
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{
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m_ClientId = m_ClientNetworkManagers[0].LocalClientId;
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m_ClientDisconnectType = clientDisconnectType;
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var serverSideClientPlayer = m_ServerNetworkManager.ConnectionManager.ConnectedClients[m_ClientId].PlayerObject;
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m_TransportClientId = m_ServerNetworkManager.ConnectionManager.ClientIdToTransportId(m_ClientId);
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if (clientDisconnectType == ClientDisconnectType.ServerDisconnectsClient)
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{
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m_ClientNetworkManagers[0].OnClientDisconnectCallback += OnClientDisconnectCallback;
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m_ClientNetworkManagers[0].OnConnectionEvent += OnConnectionEvent;
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m_ServerNetworkManager.OnConnectionEvent += OnConnectionEvent;
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m_ServerNetworkManager.DisconnectClient(m_ClientId);
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}
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else
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{
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m_ServerNetworkManager.OnClientDisconnectCallback += OnClientDisconnectCallback;
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m_ServerNetworkManager.OnConnectionEvent += OnConnectionEvent;
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m_ClientNetworkManagers[0].OnConnectionEvent += OnConnectionEvent;
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yield return StopOneClient(m_ClientNetworkManagers[0]);
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}
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yield return WaitForConditionOrTimeOut(() => m_ClientDisconnected);
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AssertOnTimeout("Timed out waiting for client to disconnect!");
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if (clientDisconnectType == ClientDisconnectType.ServerDisconnectsClient)
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{
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Assert.IsTrue(m_DisconnectedEvent.ContainsKey(m_ServerNetworkManager), $"Could not find the server {nameof(NetworkManager)} disconnect event entry!");
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Assert.IsTrue(m_DisconnectedEvent[m_ServerNetworkManager].ClientId == m_ClientId, $"Expected ClientID {m_ClientId} but found ClientID {m_DisconnectedEvent[m_ServerNetworkManager].ClientId} for the server {nameof(NetworkManager)} disconnect event entry!");
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Assert.IsTrue(m_DisconnectedEvent.ContainsKey(m_ClientNetworkManagers[0]), $"Could not find the client {nameof(NetworkManager)} disconnect event entry!");
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Assert.IsTrue(m_DisconnectedEvent[m_ClientNetworkManagers[0]].ClientId == m_ClientId, $"Expected ClientID {m_ClientId} but found ClientID {m_DisconnectedEvent[m_ServerNetworkManager].ClientId} for the client {nameof(NetworkManager)} disconnect event entry!");
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// Unregister for this event otherwise it will be invoked during teardown
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m_ServerNetworkManager.OnConnectionEvent -= OnConnectionEvent;
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}
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else
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{
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Assert.IsTrue(m_DisconnectedEvent.ContainsKey(m_ServerNetworkManager), $"Could not find the server {nameof(NetworkManager)} disconnect event entry!");
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Assert.IsTrue(m_DisconnectedEvent[m_ServerNetworkManager].ClientId == m_ClientId, $"Expected ClientID {m_ClientId} but found ClientID {m_DisconnectedEvent[m_ServerNetworkManager].ClientId} for the server {nameof(NetworkManager)} disconnect event entry!");
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Assert.IsTrue(m_DisconnectedEvent.ContainsKey(m_ClientNetworkManagers[0]), $"Could not find the client {nameof(NetworkManager)} disconnect event entry!");
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Assert.IsTrue(m_DisconnectedEvent[m_ClientNetworkManagers[0]].ClientId == m_ClientId, $"Expected ClientID {m_ClientId} but found ClientID {m_DisconnectedEvent[m_ServerNetworkManager].ClientId} for the client {nameof(NetworkManager)} disconnect event entry!");
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}
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if (m_OwnerPersistence == OwnerPersistence.DestroyWithOwner)
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{
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// When we are destroying with the owner, validate the player object is destroyed on the server side
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yield return WaitForConditionOrTimeOut(DoesServerStillHaveSpawnedPlayerObject);
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AssertOnTimeout("Timed out waiting for client's player object to be destroyed!");
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}
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else
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{
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// When we are not destroying with the owner, ensure the player object's ownership was transferred back to the server
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yield return WaitForConditionOrTimeOut(() => serverSideClientPlayer.IsOwnedByServer);
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AssertOnTimeout("The client's player object's ownership was not transferred back to the server!");
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}
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yield return WaitForConditionOrTimeOut(TransportIdCleanedUp);
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AssertOnTimeout("Timed out waiting for transport and client id mappings to be cleaned up!");
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// Validate the host-client generates a OnClientDisconnected event when it shutsdown.
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// Only test when the test run is the client disconnecting from the server (otherwise the server will be shutdown already)
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if (clientDisconnectType == ClientDisconnectType.ClientDisconnectsFromServer)
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{
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m_DisconnectedEvent.Clear();
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m_ClientDisconnected = false;
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m_ServerNetworkManager.Shutdown();
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yield return WaitForConditionOrTimeOut(() => m_ClientDisconnected);
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AssertOnTimeout("Timed out waiting for host-client to generate disconnect message!");
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Assert.IsTrue(m_DisconnectedEvent.ContainsKey(m_ServerNetworkManager), $"Could not find the server {nameof(NetworkManager)} disconnect event entry!");
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Assert.IsTrue(m_DisconnectedEvent[m_ServerNetworkManager].ClientId == NetworkManager.ServerClientId, $"Expected ClientID {m_ClientId} but found ClientID {m_DisconnectedEvent[m_ServerNetworkManager].ClientId} for the server {nameof(NetworkManager)} disconnect event entry!");
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}
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}
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}
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}
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