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