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

702 lines
41 KiB
C#

using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Random = UnityEngine.Random;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(VariableLengthSafety.DisableNetVarSafety, HostOrServer.DAHost)]
[TestFixture(VariableLengthSafety.DisableNetVarSafety, HostOrServer.Host)]
[TestFixture(VariableLengthSafety.EnabledNetVarSafety, HostOrServer.Host)]
[TestFixture(VariableLengthSafety.DisableNetVarSafety, HostOrServer.Server)]
[TestFixture(VariableLengthSafety.EnabledNetVarSafety, HostOrServer.Server)]
public class NetworkObjectSynchronizationTests : NetcodeIntegrationTest
{
private const int k_NumberToSpawn = 30;
protected override int NumberOfClients => 0;
private GameObject m_NetworkPrefab;
private GameObject m_InValidNetworkPrefab;
private GameObject m_SynchronizationPrefab;
private GameObject m_OnSynchronizePrefab;
private VariableLengthSafety m_VariableLengthSafety;
private LogLevel m_CurrentLogLevel;
public enum VariableLengthSafety
{
DisableNetVarSafety,
EnabledNetVarSafety,
};
public NetworkObjectSynchronizationTests(VariableLengthSafety variableLengthSafety, HostOrServer hostOrServer) : base(hostOrServer)
{
m_VariableLengthSafety = variableLengthSafety;
}
protected override void OnCreatePlayerPrefab()
{
var component = m_PlayerPrefab.AddComponent<NetworkBehaviourWithOwnerNetworkVariables>();
if (m_DistributedAuthority)
{
component.SetWritePermissions(NetworkVariableWritePermission.Owner);
}
base.OnCreatePlayerPrefab();
}
protected override void OnServerAndClientsCreated()
{
// Set the NetworkVariable Safety Check setting
m_ServerNetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety = m_VariableLengthSafety == VariableLengthSafety.EnabledNetVarSafety;
// Ignore the errors generated during this test (they are expected)
m_ServerNetworkManager.LogLevel = LogLevel.Nothing;
// Disable forcing the same prefabs to avoid failed connections
m_ServerNetworkManager.NetworkConfig.ForceSamePrefabs = false;
// Create the valid network prefab
m_NetworkPrefab = CreateNetworkObjectPrefab("ValidObject");
m_NetworkPrefab.AddComponent<NetworkBehaviourWithNetworkVariables>();
// Create the invalid network prefab (that will fail on client side)
m_InValidNetworkPrefab = CreateNetworkObjectPrefab("InvalidObject");
m_InValidNetworkPrefab.AddComponent<NetworkBehaviourWithNetworkVariables>();
// Create the synchronization network prefab (some pass and some fail)
m_SynchronizationPrefab = CreateNetworkObjectPrefab("SyncObject");
m_SynchronizationPrefab.AddComponent<NetworkBehaviourSynchronizeFailureComponent>();
m_SynchronizationPrefab.AddComponent<NetworkBehaviourWithNetworkVariables>();
m_OnSynchronizePrefab = CreateNetworkObjectPrefab("OnSyncObject");
m_OnSynchronizePrefab.AddComponent<NetworkBehaviourOnSynchronizeComponent>();
base.OnServerAndClientsCreated();
}
protected override void OnNewClientCreated(NetworkManager networkManager)
{
networkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety = m_VariableLengthSafety == VariableLengthSafety.EnabledNetVarSafety;
foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
{
// To simulate a failure, we exclude the m_InValidNetworkPrefab from the connecting
// client's side.
if (networkPrefab.Prefab.name != m_InValidNetworkPrefab.name)
{
networkManager.NetworkConfig.Prefabs.Add(networkPrefab);
}
}
// Disable forcing the same prefabs to avoid failed connections
networkManager.NetworkConfig.ForceSamePrefabs = false;
networkManager.LogLevel = m_CurrentLogLevel;
base.OnNewClientCreated(networkManager);
}
[UnityTest]
public IEnumerator NetworkObjectDeserializationFailure()
{
m_CurrentLogLevel = LogLevel.Nothing;
var validSpawnedNetworkObjects = new List<GameObject>();
NetworkBehaviourWithNetworkVariables.ResetSpawnCount();
// Spawn NetworkObjects on the server side with half of them being the
// invalid network prefabs to simulate NetworkObject synchronization failure
for (int i = 0; i < k_NumberToSpawn; i++)
{
if (i % 2 == 0)
{
SpawnObject(m_InValidNetworkPrefab, m_ServerNetworkManager);
}
else
{
// Keep track of the prefabs that should successfully spawn on the client side
validSpawnedNetworkObjects.Add(SpawnObject(m_NetworkPrefab, m_ServerNetworkManager));
}
}
// Assure the server-side spawned all NetworkObjects
yield return WaitForConditionOrTimeOut(() => NetworkBehaviourWithNetworkVariables.ServerSpawnCount == k_NumberToSpawn);
// Now spawn and connect a client that will fail to spawn half of the NetworkObjects spawned
yield return CreateAndStartNewClient();
if (m_UseHost)
{
var delayCounter = 0;
while (m_ClientNetworkManagers.Length == 0)
{
delayCounter++;
Assert.True(delayCounter < 30, "TimeOut waiting for client to spawn!");
yield return s_DefaultWaitForTick;
}
delayCounter = 0;
while (!m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId].ContainsKey(m_ClientNetworkManagers[0].LocalClientId))
{
delayCounter++;
if (delayCounter >= 30)
{
VerboseDebug("Trap!");
}
Assert.True(delayCounter < 30, "TimeOut waiting for client to spawn!");
yield return s_DefaultWaitForTick;
}
var serverSideClientPlayerComponent = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
var serverSideHostPlayerComponent = m_ServerNetworkManager.LocalClient.PlayerObject.GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
var clientSidePlayerComponent = m_ClientNetworkManagers[0].LocalClient.PlayerObject.GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
var clientSideHostPlayerComponent = m_PlayerNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][m_ServerNetworkManager.LocalClientId].GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
var modeText = m_DistributedAuthority ? "owner" : "server";
// Validate that the client side player values match the server side value of the client's player
Assert.IsTrue(serverSideClientPlayerComponent.NetworkVariableData1.Value == clientSidePlayerComponent.NetworkVariableData1.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Client Player-{clientSidePlayerComponent.OwnerClientId}] Client side value ({clientSidePlayerComponent.NetworkVariableData1.Value})" +
$" does not equal the {modeText} side value ({serverSideClientPlayerComponent.NetworkVariableData1.Value})!");
Assert.IsTrue(serverSideClientPlayerComponent.NetworkVariableData2.Value == clientSidePlayerComponent.NetworkVariableData2.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Client Player-{clientSidePlayerComponent.OwnerClientId}] Client side value ({clientSidePlayerComponent.NetworkVariableData2.Value})" +
$" does not equal the {modeText} side value ({serverSideClientPlayerComponent.NetworkVariableData2.Value})!");
Assert.IsTrue(serverSideClientPlayerComponent.NetworkVariableData3.Value == clientSidePlayerComponent.NetworkVariableData3.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Client Player-{clientSidePlayerComponent.OwnerClientId}] Client side value ({clientSidePlayerComponent.NetworkVariableData3.Value})" +
$" does not equal the {modeText} side value ({serverSideClientPlayerComponent.NetworkVariableData3.Value})!");
Assert.IsTrue(serverSideClientPlayerComponent.NetworkVariableData4.Value == clientSidePlayerComponent.NetworkVariableData4.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Client Player-{clientSidePlayerComponent.OwnerClientId}] Client side value ({clientSidePlayerComponent.NetworkVariableData4.Value})" +
$" does not equal the {modeText} side value ({serverSideClientPlayerComponent.NetworkVariableData4.Value})!");
// DANGO-TODO: This scenario is only possible to do if we add a DA-Server to mock the CMB Service or we integrate the CMB Service AND we have updated NetworkVariable permissions
// to only allow the service to write. For now, we will skip this validation for distributed authority
if (!m_DistributedAuthority)
{
// Validate that only the 2nd and 4th NetworkVariable on the client side instance of the host's player is the same and the other two do not match
// (i.e. NetworkVariables owned by the server should not get synchronized on client)
Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData1.Value != clientSideHostPlayerComponent.NetworkVariableData1.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Host Player] Client side value ({clientSideHostPlayerComponent.NetworkVariableData1.Value})" +
$" should not be equal to the server side value ({serverSideHostPlayerComponent.NetworkVariableData1.Value})!");
Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData2.Value == clientSideHostPlayerComponent.NetworkVariableData2.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Host Player] Client side value ({clientSideHostPlayerComponent.NetworkVariableData2.Value})" +
$" does not equal the server side value ({serverSideHostPlayerComponent.NetworkVariableData2.Value})!");
Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData3.Value != clientSideHostPlayerComponent.NetworkVariableData3.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Host Player] Client side value ({clientSideHostPlayerComponent.NetworkVariableData3.Value})" +
$" should not be equal to the server side value ({serverSideHostPlayerComponent.NetworkVariableData3.Value})!");
Assert.IsTrue(serverSideHostPlayerComponent.NetworkVariableData4.Value == serverSideHostPlayerComponent.NetworkVariableData4.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Host Player] Client side value ({clientSideHostPlayerComponent.NetworkVariableData4.Value})" +
$" does not equal the server side value ({serverSideHostPlayerComponent.NetworkVariableData4.Value})!");
}
}
else
{
// Spawn and connect another client when running as a server
yield return CreateAndStartNewClient();
yield return WaitForConditionOrTimeOut(() => m_PlayerNetworkObjects[2].Count > 1);
AssertOnTimeout($"Timed out waiting for second client to have access to the first client's cloned player object!");
var clientSide1PlayerComponent = m_ClientNetworkManagers[0].LocalClient.PlayerObject.GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
var clientSide2Player1Clone = m_PlayerNetworkObjects[2][clientSide1PlayerComponent.OwnerClientId].GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
var clientOneId = clientSide1PlayerComponent.OwnerClientId;
var clientSide2PlayerComponent = m_ClientNetworkManagers[1].LocalClient.PlayerObject.GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
var clientSide1Player2Clone = m_PlayerNetworkObjects[1][clientSide2PlayerComponent.OwnerClientId].GetComponent<NetworkBehaviourWithOwnerNetworkVariables>();
var clientTwoId = clientSide2PlayerComponent.OwnerClientId;
// Validate that client one's 2nd and 4th NetworkVariables for the local and clone instances match and the other two do not
Assert.IsTrue(clientSide1PlayerComponent.NetworkVariableData1.Value != clientSide2Player1Clone.NetworkVariableData1.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Player-{clientOneId}] Client-{clientOneId} value ({clientSide1PlayerComponent.NetworkVariableData1.Value})" +
$" should not be equal to Client-{clientTwoId}'s clone side value ({clientSide2Player1Clone.NetworkVariableData1.Value})!");
Assert.IsTrue(clientSide1PlayerComponent.NetworkVariableData2.Value == clientSide2Player1Clone.NetworkVariableData2.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Player-{clientOneId}] Client-{clientOneId} value ({clientSide1PlayerComponent.NetworkVariableData2.Value})" +
$" does not equal Client-{clientTwoId}'s clone side value ({clientSide2Player1Clone.NetworkVariableData2.Value})!");
Assert.IsTrue(clientSide1PlayerComponent.NetworkVariableData3.Value != clientSide2Player1Clone.NetworkVariableData3.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Player-{clientOneId}] Client-{clientOneId} value ({clientSide1PlayerComponent.NetworkVariableData3.Value})" +
$" should not be equal to Client-{clientTwoId}'s clone side value ({clientSide2Player1Clone.NetworkVariableData3.Value})!");
Assert.IsTrue(clientSide1PlayerComponent.NetworkVariableData4.Value == clientSide2Player1Clone.NetworkVariableData4.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Player-{clientOneId}] Client-{clientOneId} value ({clientSide1PlayerComponent.NetworkVariableData4.Value})" +
$" does not equal Client-{clientTwoId}'s clone side value ({clientSide2Player1Clone.NetworkVariableData4.Value})!");
// DANGO-TODO: This scenario is only possible to do if we add a DA-Server to mock the CMB Service or we integrate the CMB Service AND we have updated NetworkVariable permissions
// to only allow the service to write. For now, we will skip this validation for distributed authority
if (!m_DistributedAuthority)
{
// Validate that client two's 2nd and 4th NetworkVariables for the local and clone instances match and the other two do not
Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData1.Value != clientSide1Player2Clone.NetworkVariableData1.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData1)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData1.Value})" +
$" should not be equal to Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData1.Value})!");
Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData2.Value == clientSide1Player2Clone.NetworkVariableData2.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData2)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData2.Value})" +
$" does not equal Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData2.Value})!");
Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData3.Value != clientSide1Player2Clone.NetworkVariableData3.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData3)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData3.Value})" +
$" should not be equal to Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData3.Value})!");
Assert.IsTrue(clientSide2PlayerComponent.NetworkVariableData4.Value == clientSide1Player2Clone.NetworkVariableData4.Value,
$"[{nameof(NetworkBehaviourWithOwnerNetworkVariables.NetworkVariableData4)}][Player-{clientTwoId}] Client-{clientTwoId} value ({clientSide2PlayerComponent.NetworkVariableData4.Value})" +
$" does not equal Client-{clientOneId}'s clone side value ({clientSide1Player2Clone.NetworkVariableData4.Value})!");
}
}
// DANGO-TODO: This scenario is only possible to do if we add a DA-Server to mock the CMB Service or we integrate the CMB Service AND we have updated NetworkVariable permissions
// to only allow the service to write. For now, we will skip this validation for distributed authority
if (!m_DistributedAuthority)
{
// Now validate all of the NetworkVariable values match to assure everything synchronized properly
foreach (var spawnedObject in validSpawnedNetworkObjects)
{
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
//Validate that the connected client has spawned all of the instances that shouldn't have failed.
var clientSideNetworkObjects = s_GlobalNetworkObjects[clientNetworkManager.LocalClientId];
Assert.IsTrue(NetworkBehaviourWithNetworkVariables.ClientSpawnCount[clientNetworkManager.LocalClientId] == validSpawnedNetworkObjects.Count, $"Client-{clientNetworkManager.LocalClientId} spawned " +
$"({NetworkBehaviourWithNetworkVariables.ClientSpawnCount}) {nameof(NetworkObject)}s but the expected number of {nameof(NetworkObject)}s should have been ({validSpawnedNetworkObjects.Count})!");
var spawnedNetworkObject = spawnedObject.GetComponent<NetworkObject>();
Assert.IsTrue(clientSideNetworkObjects.ContainsKey(spawnedNetworkObject.NetworkObjectId), $"Failed to find valid spawned {nameof(NetworkObject)} on the client-side with a " +
$"{nameof(NetworkObject.NetworkObjectId)} of {spawnedNetworkObject.NetworkObjectId}");
var clientSideObject = clientSideNetworkObjects[spawnedNetworkObject.NetworkObjectId];
Assert.IsTrue(clientSideObject.NetworkManager == clientNetworkManager, $"Client-side object {clientSideObject}'s {nameof(NetworkManager)} is not valid!");
ValidateNetworkBehaviourWithNetworkVariables(spawnedNetworkObject, clientSideObject);
}
}
}
}
private void ValidateNetworkBehaviourWithNetworkVariables(NetworkObject serverSideNetworkObject, NetworkObject clientSideNetworkObject)
{
var serverSideComponent = serverSideNetworkObject.GetComponent<NetworkBehaviourWithNetworkVariables>();
var clientSideComponent = clientSideNetworkObject.GetComponent<NetworkBehaviourWithNetworkVariables>();
string netVarName1 = nameof(NetworkBehaviourWithNetworkVariables.NetworkVariableData1);
string netVarName2 = nameof(NetworkBehaviourWithNetworkVariables.NetworkVariableData1);
string netVarName3 = nameof(NetworkBehaviourWithNetworkVariables.NetworkVariableData1);
string netVarName4 = nameof(NetworkBehaviourWithNetworkVariables.NetworkVariableData1);
Assert.IsTrue(serverSideComponent.NetworkVariableData1.Count == clientSideComponent.NetworkVariableData1.Count, $"[{serverSideComponent.name}:{netVarName1}] Server side {nameof(NetworkList<byte>)} " +
$"count ({serverSideComponent.NetworkVariableData1.Count}) does not match the client side {nameof(NetworkList<byte>)} count ({clientSideComponent.NetworkVariableData1.Count})!");
for (int i = 0; i < serverSideComponent.NetworkVariableData1.Count; i++)
{
Assert.IsTrue(serverSideComponent.NetworkVariableData1[i] == clientSideComponent.NetworkVariableData1[i], $"[{serverSideComponent.name}:{netVarName1}][Index:{i}] Server side instance value " +
$"({serverSideComponent.NetworkVariableData1[i]}) does not match the client side instance value ({clientSideComponent.NetworkVariableData1[i]})!");
}
Assert.IsTrue(serverSideComponent.NetworkVariableData2.Value == clientSideComponent.NetworkVariableData2.Value, $"[{serverSideComponent.name}:{netVarName2}] Server side instance value ({serverSideComponent.NetworkVariableData2.Value}) " +
$"does not match the client side instance value ({clientSideComponent.NetworkVariableData2.Value})!");
Assert.IsTrue(serverSideComponent.NetworkVariableData3.Value == clientSideComponent.NetworkVariableData3.Value, $"[{serverSideComponent.name}:{netVarName3}] Server side instance value ({serverSideComponent.NetworkVariableData3.Value}) " +
$"does not match the client side instance value ({clientSideComponent.NetworkVariableData3.Value})!");
Assert.IsTrue(serverSideComponent.NetworkVariableData4.Value == clientSideComponent.NetworkVariableData4.Value, $"[{serverSideComponent.name}:{netVarName4}] Server side instance value ({serverSideComponent.NetworkVariableData4.Value}) " +
$"does not match the client side instance value ({clientSideComponent.NetworkVariableData4.Value})!");
}
private bool ClientSpawnedNetworkObjects(List<GameObject> spawnedObjectList)
{
var clientSideNetworkObjects = s_GlobalNetworkObjects[m_ClientNetworkManagers[0].LocalClientId];
foreach (var spawnedObject in spawnedObjectList)
{
var serverSideSpawnedNetworkObject = spawnedObject.GetComponent<NetworkObject>();
if (!clientSideNetworkObjects.ContainsKey(serverSideSpawnedNetworkObject.NetworkObjectId))
{
return false;
}
}
return true;
}
/// <summary>
/// This validates that when a NetworkBehaviour fails serialization or deserialization during synchronizations that other NetworkBehaviours
/// will still be initialized properly
/// </summary>
[UnityTest]
public IEnumerator NetworkBehaviourSynchronization()
{
m_ServerNetworkManager.LogLevel = LogLevel.Normal;
m_CurrentLogLevel = LogLevel.Normal;
NetworkBehaviourSynchronizeFailureComponent.ResetBehaviour();
var spawnedObjectList = new List<GameObject>();
var numberOfObjectsToSpawn = NetworkBehaviourSynchronizeFailureComponent.NumberOfFailureTypes * 4;
// Spawn 11 more NetworkObjects where there should be 4 of each failure type
for (int i = 0; i < numberOfObjectsToSpawn; i++)
{
var synchronizationObject = SpawnObject(m_SynchronizationPrefab, m_ServerNetworkManager);
var synchronizationBehaviour = synchronizationObject.GetComponent<NetworkBehaviourSynchronizeFailureComponent>();
synchronizationBehaviour.AssignNextFailureType();
spawnedObjectList.Add(synchronizationObject);
}
// Now spawn and connect a client that will fail to spawn half of the NetworkObjects spawned
yield return CreateAndStartNewClient();
// Validate that when a NetworkBehaviour fails to synchronize and is skipped over it does not
// impact the rest of the NetworkBehaviours.
var clientSideNetworkObjects = s_GlobalNetworkObjects[m_ClientNetworkManagers[0].LocalClientId];
yield return WaitForConditionOrTimeOut(() => ClientSpawnedNetworkObjects(spawnedObjectList));
AssertOnTimeout($"Timed out waiting for newly joined client to spawn all NetworkObjects!");
foreach (var spawnedObject in spawnedObjectList)
{
var serverSideSpawnedNetworkObject = spawnedObject.GetComponent<NetworkObject>();
var clientSideObject = clientSideNetworkObjects[serverSideSpawnedNetworkObject.NetworkObjectId];
var clientSideSpawnedNetworkObject = clientSideObject.GetComponent<NetworkObject>();
ValidateNetworkBehaviourWithNetworkVariables(serverSideSpawnedNetworkObject, clientSideSpawnedNetworkObject);
}
}
/// <summary>
/// A basic validation for the NetworkBehaviour.OnSynchronize method
/// </summary>
[UnityTest]
public IEnumerator NetworkBehaviourOnSynchronize()
{
var serverSideInstance = SpawnObject(m_OnSynchronizePrefab, m_ServerNetworkManager).GetComponent<NetworkBehaviourOnSynchronizeComponent>();
// Now spawn and connect a client that will have custom serialized data applied during the client synchronization process.
yield return CreateAndStartNewClient();
var clientSideNetworkObjects = s_GlobalNetworkObjects[m_ClientNetworkManagers[0].LocalClientId];
var clientSideInstance = clientSideNetworkObjects[serverSideInstance.NetworkObjectId].GetComponent<NetworkBehaviourOnSynchronizeComponent>();
// Validate the values match
Assert.IsTrue(serverSideInstance.CustomSerializationData.Value1 == clientSideInstance.CustomSerializationData.Value1, $"Client-side instance Value1 ({serverSideInstance.CustomSerializationData.Value1}) does not equal server-side instance Value1 ({clientSideInstance.CustomSerializationData.Value1})");
Assert.IsTrue(serverSideInstance.CustomSerializationData.Value2 == clientSideInstance.CustomSerializationData.Value2, $"Client-side instance Value1 ({serverSideInstance.CustomSerializationData.Value2}) does not equal server-side instance Value1 ({clientSideInstance.CustomSerializationData.Value2})");
Assert.IsTrue(serverSideInstance.CustomSerializationData.Value3 == clientSideInstance.CustomSerializationData.Value3, $"Client-side instance Value1 ({serverSideInstance.CustomSerializationData.Value3}) does not equal server-side instance Value1 ({clientSideInstance.CustomSerializationData.Value3})");
Assert.IsTrue(serverSideInstance.CustomSerializationData.Value4 == clientSideInstance.CustomSerializationData.Value4, $"Client-side instance Value1 ({serverSideInstance.CustomSerializationData.Value4}) does not equal server-side instance Value1 ({clientSideInstance.CustomSerializationData.Value4})");
}
}
/// <summary>
/// A test NetworkBeahviour that provides a varying NetworkList size as well as
/// additional NetworkVariables to assure if a NetworkObject fails to be created
/// the synchronization process will continue (i.e. it will skip over that block
/// of the reader buffer).
/// </summary>
public class NetworkBehaviourWithNetworkVariables : NetworkBehaviour
{
public static int ServerSpawnCount { get; internal set; }
public static readonly Dictionary<ulong, int> ClientSpawnCount = new Dictionary<ulong, int>();
public static void ResetSpawnCount()
{
ServerSpawnCount = 0;
ClientSpawnCount.Clear();
}
private const uint k_MinDataBlocks = 1;
private const uint k_MaxDataBlocks = 64;
// Add various types of NetworkVariables
public NetworkList<ulong> NetworkVariableData1;
public NetworkVariable<int> NetworkVariableData2;
public NetworkVariable<long> NetworkVariableData3;
public NetworkVariable<byte> NetworkVariableData4;
private void Awake()
{
var dataBlocksAssigned = new List<ulong>();
var numberDataBlocks = Random.Range(k_MinDataBlocks, k_MaxDataBlocks);
for (var i = 0; i < numberDataBlocks; i++)
{
dataBlocksAssigned.Add((ulong)Random.Range(0.0f, float.MaxValue));
}
NetworkVariableData1 = new NetworkList<ulong>(dataBlocksAssigned);
NetworkVariableData2 = new NetworkVariable<int>(Random.Range(1, 1000));
NetworkVariableData3 = new NetworkVariable<long>(Random.Range(1, 1000));
NetworkVariableData4 = new NetworkVariable<byte>((byte)Random.Range(1, 255));
}
public override void OnNetworkSpawn()
{
if (IsServer)
{
ServerSpawnCount++;
}
else
{
if (!ClientSpawnCount.ContainsKey(NetworkManager.LocalClientId))
{
ClientSpawnCount.Add(NetworkManager.LocalClientId, 0);
}
ClientSpawnCount[NetworkManager.LocalClientId]++;
}
base.OnNetworkSpawn();
}
}
/// <summary>
/// A test NetworkBeahviour that has varying permissions in order to validate that
/// when variable length safety checks are off NetworkVariables still are updated
/// properly.
/// </summary>
public class NetworkBehaviourWithOwnerNetworkVariables : NetworkBehaviour
{
private NetworkVariableWritePermission m_NetworkVariableWritePermission = NetworkVariableWritePermission.Server;
/// <summary>
/// For distributed authority, there is no such thing as a server and only owners
/// DANGO-TODO: When NetworkVariable permissions are updated, this test might need to be updated
/// </summary>
/// <param name="networkVariableWritePermission"></param>
public void SetWritePermissions(NetworkVariableWritePermission networkVariableWritePermission)
{
m_NetworkVariableWritePermission = networkVariableWritePermission;
// Should synchronize with everyone
NetworkVariableData1 = new NetworkVariable<int>(default, NetworkVariableReadPermission.Everyone, networkVariableWritePermission);
// Should synchronize with everyone
NetworkVariableData2 = new NetworkVariable<long>(default, NetworkVariableReadPermission.Everyone, networkVariableWritePermission);
// Should synchronize with everyone
NetworkVariableData3 = new NetworkVariable<byte>(default, NetworkVariableReadPermission.Everyone, networkVariableWritePermission);
// Should synchronize with everyone
NetworkVariableData4 = new NetworkVariable<ushort>(default, NetworkVariableReadPermission.Everyone, networkVariableWritePermission);
}
// Should not synchronize on non-owners
public NetworkVariable<int> NetworkVariableData1 = new NetworkVariable<int>(default, NetworkVariableReadPermission.Owner, NetworkVariableWritePermission.Server);
// Should synchronize with everyone
public NetworkVariable<long> NetworkVariableData2 = new NetworkVariable<long>();
// Should not synchronize on non-owners
public NetworkVariable<byte> NetworkVariableData3 = new NetworkVariable<byte>(default, NetworkVariableReadPermission.Owner, NetworkVariableWritePermission.Server);
// Should synchronize with everyone
public NetworkVariable<ushort> NetworkVariableData4 = new NetworkVariable<ushort>();
public override void OnNetworkSpawn()
{
// Adjustment for distributed authority mode
if ((m_NetworkVariableWritePermission == NetworkVariableWritePermission.Server && IsServer && !NetworkManager.DistributedAuthorityMode) ||
(m_NetworkVariableWritePermission == NetworkVariableWritePermission.Owner && IsOwner && NetworkManager.DistributedAuthorityMode))
{
NetworkVariableData1.Value = Random.Range(1, 1000);
NetworkVariableData2.Value = Random.Range(1, 1000);
NetworkVariableData3.Value = (byte)Random.Range(1, 255);
NetworkVariableData4.Value = (ushort)Random.Range(1, ushort.MaxValue);
}
}
}
/// <summary>
/// A test NetworkBeahviour that simulates various types of synchronization failures
/// and provides a synchronization success version to validate that synchronization
/// will continue if user synchronization code fails.
/// </summary>
public class NetworkBehaviourSynchronizeFailureComponent : NetworkBehaviour
{
public static int NumberOfFailureTypes { get; internal set; }
public static int ServerSpawnCount { get; internal set; }
public static int ClientSpawnCount { get; internal set; }
private static FailureTypes s_FailureType = FailureTypes.None;
public enum FailureTypes
{
None,
DuringWriting,
DuringReading,
DontReadAnything,
ThrowWriteSideException,
ThrowReadSideException
}
public static void ResetBehaviour()
{
ServerSpawnCount = 0;
ClientSpawnCount = 0;
s_FailureType = FailureTypes.None;
NumberOfFailureTypes = System.Enum.GetValues(typeof(FailureTypes)).Length;
}
private MyCustomData m_MyCustomData;
private struct MyCustomData : INetworkSerializable
{
public FailureTypes FailureType;
private ushort m_DataSize;
private byte[] m_DataBlock;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
if (serializer.IsWriter)
{
var writer = serializer.GetFastBufferWriter();
switch (FailureType)
{
case FailureTypes.None:
// We want to write something for these two cases
case FailureTypes.DuringReading:
case FailureTypes.DontReadAnything:
{
writer.WriteValueSafe(m_DataSize);
for (int i = 0; i < m_DataSize; i++)
{
writer.WriteValueSafe(m_DataBlock[i]);
}
break;
}
case FailureTypes.DuringWriting:
{
writer.WriteValueSafe(m_DataSize);
// Try to write past the allocated size to generate an exception
// while also filling the buffer to verify that the buffer will be
// reset back to the original position.
for (int i = 0; i <= m_DataSize; i++)
{
writer.WriteValueSafe(m_DataBlock[i]);
}
break;
}
case FailureTypes.ThrowWriteSideException:
{
throw new System.Exception("Write side exception!");
}
}
}
else
{
var reader = serializer.GetFastBufferReader();
switch (FailureType)
{
case FailureTypes.None:
{
reader.ReadValueSafe(out m_DataSize);
m_DataBlock = new byte[m_DataSize];
for (int i = 0; i < m_DataSize; i++)
{
reader.ReadValueSafe(out m_DataBlock[i]);
}
break;
}
case FailureTypes.DuringReading:
{
reader.ReadValueSafe(out m_DataSize);
// Allocate more space than needed
m_DataBlock = new byte[(int)(m_DataSize * 1.5f)];
// Now read past the size of this message to verify
// that the reader will get rest back to the appropriate
// position and an error will be generated for this
for (int i = 0; i < m_DataBlock.Length; i++)
{
reader.ReadValueSafe(out m_DataBlock[i]);
}
break;
}
case FailureTypes.DontReadAnything:
{
// Don't read anything
break;
}
case FailureTypes.ThrowReadSideException:
{
throw new System.Exception("Read side exception!");
}
}
}
}
public void GenerateData(ushort size)
{
m_DataSize = size;
m_DataBlock = new byte[size];
for (int i = 0; i < m_DataSize; i++)
{
m_DataBlock[i] = (byte)Random.Range(0, 512);
}
}
}
// This NetworkVariable is synchronized before OnSynchronize is invoked
// which enables us to perform the tests.
// Users could follow the same pattern for game assets and synchronize
// clients based on NetworkVariable settings. (i.e. a specific NPC type or the like)
private NetworkVariable<FailureTypes> m_FailureType;
public void AssignNextFailureType()
{
var currentPosition = (int)s_FailureType;
currentPosition = (++currentPosition) % NumberOfFailureTypes;
s_FailureType = (FailureTypes)currentPosition;
m_FailureType.Value = s_FailureType;
}
private void Awake()
{
m_FailureType = new NetworkVariable<FailureTypes>();
m_MyCustomData = new MyCustomData();
}
public override void OnNetworkSpawn()
{
if (IsServer)
{
ServerSpawnCount++;
m_MyCustomData.GenerateData((ushort)Random.Range(1, 512));
}
else
{
ClientSpawnCount++;
}
base.OnNetworkSpawn();
}
protected override void OnSynchronize<T>(ref BufferSerializer<T> serializer)
{
// Assign the failure type first
m_MyCustomData.FailureType = m_FailureType.Value;
// Now handle the serialization for this failure type
m_MyCustomData.NetworkSerialize(serializer);
}
}
public class NetworkBehaviourOnSynchronizeComponent : NetworkBehaviour
{
public SomeCustomSerializationData CustomSerializationData = new SomeCustomSerializationData();
public struct SomeCustomSerializationData : INetworkSerializable
{
public uint Value1;
public bool Value2;
public long Value3;
public float Value4;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref Value1);
serializer.SerializeValue(ref Value2);
serializer.SerializeValue(ref Value3);
serializer.SerializeValue(ref Value4);
}
}
public override void OnNetworkSpawn()
{
if (IsServer)
{
CustomSerializationData.Value1 = (uint)Random.Range(0, 10000);
CustomSerializationData.Value2 = true;
CustomSerializationData.Value3 = Random.Range(0, 10000);
CustomSerializationData.Value4 = Random.Range(-1000.0f, 1000.0f);
}
base.OnNetworkSpawn();
}
protected override void OnSynchronize<T>(ref BufferSerializer<T> serializer)
{
serializer.SerializeNetworkSerializable(ref CustomSerializationData);
base.OnSynchronize(ref serializer);
}
}
}