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com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectOwnershipPropertiesTests.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

206 lines
11 KiB
C#

using System.Collections;
using System.Linq;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(SessionModeTypes.DistributedAuthority)]
[TestFixture(SessionModeTypes.ClientServer)]
public class NetworkObjectOwnershipPropertiesTests : NetcodeIntegrationTest
{
private class DummyNetworkBehaviour : NetworkBehaviour
{
}
protected override int NumberOfClients => 2;
private GameObject m_PrefabToSpawn;
private NetworkObject m_OwnerSpawnedInstance;
private NetworkObject m_TargetOwnerInstance;
private NetworkManager m_InitialOwner;
private NetworkManager m_NextTargetOwner;
private ulong m_InitialOwnerId;
private ulong m_TargetOwnerId;
private bool m_SpawnedInstanceIsOwner;
private bool m_InitialOwnerOwnedBySever;
private bool m_TargetOwnerOwnedBySever;
public NetworkObjectOwnershipPropertiesTests(SessionModeTypes sessionModeType) : base(sessionModeType) { }
protected override IEnumerator OnTearDown()
{
m_OwnerSpawnedInstance = null;
m_InitialOwner = null;
m_NextTargetOwner = null;
m_PrefabToSpawn = null;
return base.OnTearDown();
}
protected override void OnServerAndClientsCreated()
{
m_PrefabToSpawn = CreateNetworkObjectPrefab("ClientOwnedObject");
m_PrefabToSpawn.gameObject.AddComponent<DummyNetworkBehaviour>();
m_PrefabToSpawn.GetComponent<NetworkObject>().SetOwnershipStatus(NetworkObject.OwnershipStatus.Distributable);
}
public enum InstanceTypes
{
Server,
Client
}
private StringBuilder m_OwnershipPropagatedFailures = new StringBuilder();
private bool OwnershipPropagated()
{
var conditionMet = true;
m_OwnershipPropagatedFailures.Clear();
// In distributed authority mode, we will check client owner to DAHost owner with InstanceTypes.Server and client owner to client
// when InstanceTypes.Client
if (m_DistributedAuthority)
{
if (!m_ClientNetworkManagers[1].SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
{
conditionMet = false;
m_OwnershipPropagatedFailures.AppendLine($"Client-{m_ClientNetworkManagers[1].LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
}
if (!m_ClientNetworkManagers[0].SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
{
conditionMet = false;
m_OwnershipPropagatedFailures.AppendLine($"Client-{m_ClientNetworkManagers[0].LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
}
if (!m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
{
conditionMet = false;
m_OwnershipPropagatedFailures.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
}
}
else
{
if (m_NextTargetOwner != m_ServerNetworkManager)
{
if (!m_NextTargetOwner.SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
{
conditionMet = false;
m_OwnershipPropagatedFailures.AppendLine($"Client-{m_NextTargetOwner.LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
}
}
if (!m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
{
conditionMet = false;
m_OwnershipPropagatedFailures.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
}
}
return conditionMet;
}
private void ValidateOwnerShipProperties(bool targetIsOwner = false)
{
Assert.AreEqual(m_OwnerSpawnedInstance.IsOwner, m_SpawnedInstanceIsOwner);
Assert.AreEqual(m_OwnerSpawnedInstance.IsOwnedByServer, m_InitialOwnerOwnedBySever);
Assert.AreEqual(targetIsOwner ? m_TargetOwnerId : m_InitialOwnerId, m_OwnerSpawnedInstance.OwnerClientId);
var initialOwnerBehaviour = m_OwnerSpawnedInstance.GetComponent<DummyNetworkBehaviour>();
Assert.AreEqual(initialOwnerBehaviour.IsOwner, m_SpawnedInstanceIsOwner);
Assert.AreEqual(initialOwnerBehaviour.IsOwnedByServer, m_InitialOwnerOwnedBySever);
Assert.AreEqual(targetIsOwner ? m_TargetOwnerId : m_InitialOwnerId, initialOwnerBehaviour.OwnerClientId);
Assert.AreEqual(m_TargetOwnerInstance.IsOwner, targetIsOwner);
Assert.AreEqual(m_TargetOwnerInstance.IsOwnedByServer, m_TargetOwnerOwnedBySever);
Assert.AreEqual(targetIsOwner ? m_TargetOwnerId : m_InitialOwnerId, m_TargetOwnerInstance.OwnerClientId);
var targetOwnerBehaviour = m_TargetOwnerInstance.GetComponent<DummyNetworkBehaviour>();
Assert.AreEqual(targetOwnerBehaviour.IsOwner, targetIsOwner);
Assert.AreEqual(targetOwnerBehaviour.IsOwnedByServer, m_TargetOwnerOwnedBySever);
Assert.AreEqual(targetIsOwner ? m_TargetOwnerId : m_InitialOwnerId, m_TargetOwnerInstance.OwnerClientId);
}
[UnityTest]
public IEnumerator ValidatePropertiesWithOwnershipChanges([Values(InstanceTypes.Server, InstanceTypes.Client)] InstanceTypes instanceType)
{
m_NextTargetOwner = instanceType == InstanceTypes.Server ? m_ServerNetworkManager : m_ClientNetworkManagers[0];
m_InitialOwner = instanceType == InstanceTypes.Client ? m_ServerNetworkManager : m_ClientNetworkManagers[0];
// In distributed authority mode, we will check client owner to DAHost owner with InstanceTypes.Server and client owner to client
// when InstanceTypes.Client
if (m_DistributedAuthority)
{
m_InitialOwner = m_ClientNetworkManagers[0];
if (instanceType == InstanceTypes.Client)
{
m_NextTargetOwner = m_ClientNetworkManagers[1];
}
m_PrefabToSpawn.GetComponent<NetworkObject>().SetOwnershipStatus(NetworkObject.OwnershipStatus.Transferable);
}
m_InitialOwnerId = m_InitialOwner.LocalClientId;
m_TargetOwnerId = m_NextTargetOwner.LocalClientId;
m_InitialOwnerOwnedBySever = m_InitialOwner.IsServer;
m_TargetOwnerOwnedBySever = m_InitialOwner.IsServer;
var objectInstance = SpawnObject(m_PrefabToSpawn, m_InitialOwner);
m_OwnerSpawnedInstance = objectInstance.GetComponent<NetworkObject>();
m_SpawnedInstanceIsOwner = m_OwnerSpawnedInstance.NetworkManager == m_InitialOwner;
// Sanity check to verify that the next owner to target is not the owner of the spawned object
var hasEntry = m_InitialOwner.SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId);
Assert.False(hasEntry);
// Since CreateObjectMessage gets proxied by DAHost, just wait until the next target owner has the spawned instance in the s_GlobalNetworkObjects table.
yield return WaitForConditionOrTimeOut(() => s_GlobalNetworkObjects.ContainsKey(m_NextTargetOwner.LocalClientId) && s_GlobalNetworkObjects[m_NextTargetOwner.LocalClientId].ContainsKey(m_OwnerSpawnedInstance.NetworkObjectId));
AssertOnTimeout($"Timed out waiting for Client-{m_NextTargetOwner.LocalClientId} to have an instance entry of {m_OwnerSpawnedInstance.name}-{m_OwnerSpawnedInstance.NetworkObjectId}!");
// Get the target client's instance of the spawned object
m_TargetOwnerInstance = s_GlobalNetworkObjects[m_NextTargetOwner.LocalClientId][m_OwnerSpawnedInstance.NetworkObjectId];
// Validate that NetworkObject and NetworkBehaviour ownership properties are correct
ValidateOwnerShipProperties();
// The authority always changes the ownership
// Client-Server: It will always be the host instance
// Distributed Authority: It can be either the DAHost or the client
if (m_DistributedAuthority)
{
// Use the target client's instance to change ownership
m_TargetOwnerInstance.ChangeOwnership(m_NextTargetOwner.LocalClientId);
if (instanceType == InstanceTypes.Client)
{
var networkManagersList = new System.Collections.Generic.List<NetworkManager>() { m_ServerNetworkManager, m_ClientNetworkManagers[0] };
// Provide enough time for the client to receive and process the spawned message.
yield return WaitForMessageReceived<ChangeOwnershipMessage>(networkManagersList);
}
else
{
// Provide enough time for the client to receive and process the change in ownership message.
yield return WaitForMessageReceived<ChangeOwnershipMessage>(m_ClientNetworkManagers.ToList());
}
}
else
{
m_OwnerSpawnedInstance.ChangeOwnership(m_NextTargetOwner.LocalClientId);
// Provide enough time for the client to receive and process the change in ownership message.
yield return WaitForMessageReceived<ChangeOwnershipMessage>(m_ClientNetworkManagers.ToList());
}
// Ensure it's the ownership tables are updated
yield return WaitForConditionOrTimeOut(OwnershipPropagated);
AssertOnTimeout($"Timed out waiting for ownership to propagate!\n{m_OwnershipPropagatedFailures}");
m_SpawnedInstanceIsOwner = m_OwnerSpawnedInstance.NetworkManager == m_NextTargetOwner;
if (m_SpawnedInstanceIsOwner)
{
m_InitialOwnerOwnedBySever = m_OwnerSpawnedInstance.NetworkManager.IsServer;
}
m_InitialOwnerOwnedBySever = m_NextTargetOwner.IsServer;
m_TargetOwnerOwnedBySever = m_NextTargetOwner.IsServer;
// Validate that NetworkObject and NetworkBehaviour ownership properties are correct
ValidateOwnerShipProperties(true);
}
}
}