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com.unity.netcode.gameobjects/Tests/Runtime/HiddenVariableTests.cs
Unity Technologies 143a6cbd34 com.unity.netcode.gameobjects@2.0.0-exp.2
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)
2024-04-02 00:00:00 +00:00

241 lines
9.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class HiddenVariableTest : NetworkBehaviour
{
}
public class HiddenVariableObject : NetworkBehaviour
{
public static List<NetworkObject> ClientInstancesSpawned = new List<NetworkObject>();
public NetworkVariable<int> MyNetworkVariable = new NetworkVariable<int>();
public NetworkList<int> MyNetworkList = new NetworkList<int>();
public static Dictionary<ulong, int> ValueOnClient = new Dictionary<ulong, int>();
public static int ExpectedSize = 0;
public static int SpawnCount = 0;
public static bool EnableVerbose;
public static void VerboseDebug(string message)
{
if (!EnableVerbose)
{
return;
}
Debug.Log(message);
}
public override void OnNetworkSpawn()
{
if (!IsServer)
{
ClientInstancesSpawned.Add(NetworkObject);
}
VerboseDebug($"{nameof(HiddenVariableObject)}.{nameof(OnNetworkSpawn)}() with value {MyNetworkVariable.Value}");
MyNetworkVariable.OnValueChanged += Changed;
MyNetworkList.OnListChanged += ListChanged;
SpawnCount++;
base.OnNetworkSpawn();
}
public override void OnNetworkDespawn()
{
if (!IsServer)
{
ClientInstancesSpawned.Remove(NetworkObject);
}
base.OnNetworkDespawn();
}
public void Changed(int before, int after)
{
VerboseDebug($"Value changed from {before} to {after} on {NetworkManager.LocalClientId}");
ValueOnClient[NetworkManager.LocalClientId] = after;
}
public void ListChanged(NetworkListEvent<int> listEvent)
{
Debug.Log($"ListEvent received: type {listEvent.Type}, index {listEvent.Index}, value {listEvent.Value}");
Debug.Assert(ExpectedSize == MyNetworkList.Count);
}
}
public class HiddenVariableTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 4;
private NetworkObject m_NetSpawnedObject;
private List<NetworkObject> m_NetSpawnedObjectOnClient = new List<NetworkObject>();
private GameObject m_TestNetworkPrefab;
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<HiddenVariableTest>();
}
protected override void OnServerAndClientsCreated()
{
m_TestNetworkPrefab = CreateNetworkObjectPrefab("MyTestObject");
m_TestNetworkPrefab.AddComponent<HiddenVariableObject>();
}
public IEnumerator WaitForSpawnCount(int targetCount)
{
var endTime = Time.realtimeSinceStartup + 1.0;
while (HiddenVariableObject.SpawnCount != targetCount &&
Time.realtimeSinceStartup < endTime)
{
yield return new WaitForSeconds(0.01f);
}
}
public bool VerifyLists()
{
NetworkList<int> prev = null;
int numComparison = 0;
var prevObject = (NetworkObject)null;
// for all the instances of NetworkList
foreach (var networkObject in m_NetSpawnedObjectOnClient)
{
// this skips despawned/hidden objects
if (networkObject != null)
{
// if we've seen another one before
if (prev != null)
{
var curr = networkObject.GetComponent<HiddenVariableObject>().MyNetworkList;
// check that the two lists are identical
if (curr.Count != prev.Count)
{
return false;
}
for (int index = 0; index < curr.Count; index++)
{
if (curr[index] != prev[index])
{
return false;
}
}
numComparison++;
}
prevObject = networkObject;
// store the list
prev = networkObject.GetComponent<HiddenVariableObject>().MyNetworkList;
}
}
return true;
}
public IEnumerator RefreshGameObects(int numberToExpect)
{
yield return WaitForConditionOrTimeOut(() => numberToExpect == HiddenVariableObject.ClientInstancesSpawned.Count);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for total spawned count to reach {numberToExpect} but is currently {HiddenVariableObject.ClientInstancesSpawned.Count}");
m_NetSpawnedObjectOnClient = HiddenVariableObject.ClientInstancesSpawned;
}
private bool CheckValueOnClient(ulong otherClientId, int value)
{
foreach (var id in m_ServerNetworkManager.ConnectedClientsIds)
{
if (id != otherClientId)
{
if (!HiddenVariableObject.ValueOnClient.ContainsKey(id) || HiddenVariableObject.ValueOnClient[id] != value)
{
return false;
}
}
}
return true;
}
private IEnumerator SetAndCheckValueSet(ulong otherClientId, int value)
{
yield return WaitForConditionOrTimeOut(() => CheckValueOnClient(otherClientId, value));
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to have a value of {value}");
yield return WaitForConditionOrTimeOut(VerifyLists);
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for all clients to have identical values!");
VerboseDebug("Value changed");
}
[UnityTest]
public IEnumerator HiddenVariableTest()
{
HiddenVariableObject.EnableVerbose = m_EnableVerboseDebug;
HiddenVariableObject.SpawnCount = 0;
HiddenVariableObject.ValueOnClient.Clear();
HiddenVariableObject.ExpectedSize = 0;
HiddenVariableObject.SpawnCount = 0;
VerboseDebug("Running test");
// ==== Spawn object with ownership on one client
var client = m_ServerNetworkManager.ConnectedClientsList[1];
var otherClient = m_ServerNetworkManager.ConnectedClientsList[2];
m_NetSpawnedObject = SpawnObject(m_TestNetworkPrefab, m_ClientNetworkManagers[1]).GetComponent<NetworkObject>();
yield return RefreshGameObects(4);
// === Check spawn occurred
yield return WaitForSpawnCount(NumberOfClients + 1);
Debug.Assert(HiddenVariableObject.SpawnCount == NumberOfClients + 1);
VerboseDebug("Objects spawned");
// ==== Set the NetworkVariable value to 2
HiddenVariableObject.ExpectedSize = 1;
HiddenVariableObject.SpawnCount = 0;
var currentValueSet = 2;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
yield return SetAndCheckValueSet(otherClient.ClientId, currentValueSet);
// ==== Hide our object to a different client
HiddenVariableObject.ExpectedSize = 2;
m_NetSpawnedObject.NetworkHide(otherClient.ClientId);
currentValueSet = 3;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
yield return SetAndCheckValueSet(otherClient.ClientId, currentValueSet);
// ==== Show our object again to this client
HiddenVariableObject.ExpectedSize = 3;
m_NetSpawnedObject.NetworkShow(otherClient.ClientId);
// ==== Wait for object to be spawned
yield return WaitForSpawnCount(1);
Debug.Assert(HiddenVariableObject.SpawnCount == 1);
VerboseDebug("Object spawned");
// ==== We need a refresh for the newly re-spawned object
yield return RefreshGameObects(4);
currentValueSet = 4;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
yield return SetAndCheckValueSet(otherClient.ClientId, currentValueSet);
// ==== Hide our object to that different client again, and then destroy it
m_NetSpawnedObject.NetworkHide(otherClient.ClientId);
yield return new WaitForSeconds(0.2f);
m_NetSpawnedObject.Despawn();
yield return new WaitForSeconds(0.2f);
}
}
}