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com.unity.netcode.gameobjects/Tests/Runtime/NetworkShowHideTests.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

752 lines
32 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class ShowHideObject : NetworkBehaviour
{
public static List<ShowHideObject> ClientTargetedNetworkObjects = new List<ShowHideObject>();
public static ulong ClientIdToTarget;
public static bool Silent;
public static int ValueAfterOwnershipChange = 0;
public static Dictionary<ulong, ShowHideObject> ObjectsPerClientId = new Dictionary<ulong, ShowHideObject>();
public static List<ulong> ClientIdsRpcCalledOn;
public static NetworkObject GetNetworkObjectById(ulong networkObjectId)
{
foreach (var entry in ClientTargetedNetworkObjects)
{
if (entry.NetworkObjectId == networkObjectId)
{
return entry.NetworkObject;
}
}
return null;
}
public override void OnNetworkSpawn()
{
if (NetworkManager.LocalClientId == ClientIdToTarget)
{
ClientTargetedNetworkObjects.Add(this);
}
if (IsServer)
{
MyListSetOnSpawn.Add(45);
}
else
{
Debug.Assert(MyListSetOnSpawn.Count == 1);
Debug.Assert(MyListSetOnSpawn[0] == 45);
}
if (ObjectsPerClientId.ContainsKey(NetworkManager.LocalClientId))
{
ObjectsPerClientId[NetworkManager.LocalClientId] = this;
}
else
{
ObjectsPerClientId.Add(NetworkManager.LocalClientId, this);
}
base.OnNetworkSpawn();
}
public override void OnNetworkDespawn()
{
if (ClientTargetedNetworkObjects.Contains(this))
{
ClientTargetedNetworkObjects.Remove(this);
}
base.OnNetworkDespawn();
}
public NetworkVariable<int> MyNetworkVariable;
public NetworkList<int> MyListSetOnSpawn;
public NetworkVariable<int> MyOwnerReadNetworkVariable;
public NetworkList<int> MyList;
public static NetworkManager NetworkManagerOfInterest;
internal static int GainOwnershipCount = 0;
private void Awake()
{
// Debug.Log($"Awake {NetworkManager.LocalClientId}");
MyNetworkVariable = new NetworkVariable<int>();
MyNetworkVariable.OnValueChanged += Changed;
MyListSetOnSpawn = new NetworkList<int>();
MyList = new NetworkList<int>();
MyOwnerReadNetworkVariable = new NetworkVariable<int>(readPerm: NetworkVariableReadPermission.Owner);
MyOwnerReadNetworkVariable.OnValueChanged += OwnerReadChanged;
}
public override void OnGainedOwnership()
{
GainOwnershipCount++;
base.OnGainedOwnership();
}
public void OwnerReadChanged(int before, int after)
{
if (NetworkManager == NetworkManagerOfInterest)
{
ValueAfterOwnershipChange = after;
}
}
public void Changed(int before, int after)
{
if (!Silent)
{
Debug.Log($"Value changed from {before} to {after}");
}
}
[ClientRpc]
public void SomeRandomClientRPC()
{
if (!Silent)
{
Debug.Log($"RPC called {NetworkManager.LocalClientId}");
}
ClientIdsRpcCalledOn?.Add(NetworkManager.LocalClientId);
}
public void TriggerRpc()
{
SomeRandomClientRPC();
}
}
[TestFixture(SessionModeTypes.ClientServer)]
[TestFixture(SessionModeTypes.DistributedAuthority)]
public class NetworkShowHideTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 4;
private ulong m_ClientId0;
private GameObject m_PrefabToSpawn;
private GameObject m_PrefabSpawnWithoutObservers;
private NetworkObject m_NetSpawnedObject1;
private NetworkObject m_NetSpawnedObject2;
private NetworkObject m_NetSpawnedObject3;
private NetworkObject m_Object1OnClient0;
private NetworkObject m_Object2OnClient0;
private NetworkObject m_Object3OnClient0;
public NetworkShowHideTests(SessionModeTypes sessionModeType) : base(sessionModeType) { }
protected override void OnServerAndClientsCreated()
{
m_PrefabToSpawn = CreateNetworkObjectPrefab("ShowHideObject");
m_PrefabToSpawn.AddComponent<ShowHideObject>();
m_PrefabSpawnWithoutObservers = CreateNetworkObjectPrefab("ObserversObject");
m_PrefabSpawnWithoutObservers.GetComponent<NetworkObject>().SpawnWithObservers = false;
}
// Check that the first client see them, or not, as expected
private IEnumerator CheckVisible(bool isVisible)
{
int count = 0;
do
{
yield return WaitForTicks(m_ServerNetworkManager, 5);
count++;
if (count > 20)
{
// timeout waiting for object to reach the expect visibility
Assert.Fail("timeout waiting for object to reach the expect visibility");
break;
}
} while (m_NetSpawnedObject1.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
m_NetSpawnedObject2.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
m_NetSpawnedObject3.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
m_Object1OnClient0.IsSpawned != isVisible ||
m_Object2OnClient0.IsSpawned != isVisible ||
m_Object3OnClient0.IsSpawned != isVisible
);
Debug.Assert(m_NetSpawnedObject1.IsNetworkVisibleTo(m_ClientId0) == isVisible);
Debug.Assert(m_NetSpawnedObject2.IsNetworkVisibleTo(m_ClientId0) == isVisible);
Debug.Assert(m_NetSpawnedObject3.IsNetworkVisibleTo(m_ClientId0) == isVisible);
Debug.Assert(m_Object1OnClient0.IsSpawned == isVisible);
Debug.Assert(m_Object2OnClient0.IsSpawned == isVisible);
Debug.Assert(m_Object3OnClient0.IsSpawned == isVisible);
var clientNetworkManager = m_ClientNetworkManagers.Where((c) => c.LocalClientId == m_ClientId0).First();
if (isVisible)
{
Assert.True(ShowHideObject.ClientTargetedNetworkObjects.Count == 3, $"Client-{clientNetworkManager.LocalClientId} should have 3 instances visible but only has {ShowHideObject.ClientTargetedNetworkObjects.Count}!");
}
else
{
Assert.True(ShowHideObject.ClientTargetedNetworkObjects.Count == 0, $"Client-{clientNetworkManager.LocalClientId} should have no visible instances but still has {ShowHideObject.ClientTargetedNetworkObjects.Count}!");
}
}
// Set the 3 objects visibility
private void Show(bool individually, bool visibility)
{
if (individually)
{
if (!visibility)
{
m_NetSpawnedObject1.NetworkHide(m_ClientId0);
m_NetSpawnedObject2.NetworkHide(m_ClientId0);
m_NetSpawnedObject3.NetworkHide(m_ClientId0);
}
else
{
m_NetSpawnedObject1.NetworkShow(m_ClientId0);
m_NetSpawnedObject2.NetworkShow(m_ClientId0);
m_NetSpawnedObject3.NetworkShow(m_ClientId0);
}
}
else
{
var list = new List<NetworkObject>
{
m_NetSpawnedObject1,
m_NetSpawnedObject2,
m_NetSpawnedObject3
};
if (!visibility)
{
NetworkObject.NetworkHide(list, m_ClientId0);
}
else
{
NetworkObject.NetworkShow(list, m_ClientId0);
}
}
}
private bool RefreshNetworkObjects()
{
m_Object1OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject1.NetworkObjectId);
m_Object2OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject2.NetworkObjectId);
m_Object3OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject3.NetworkObjectId);
if (m_Object1OnClient0 == null || m_Object2OnClient0 == null || m_Object3OnClient0 == null)
{
return false;
}
Assert.True(m_Object1OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
Assert.True(m_Object2OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
Assert.True(m_Object3OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
return true;
}
[UnityTest]
public IEnumerator NetworkShowHideTest()
{
m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ClientIdToTarget = m_ClientId0;
// create 3 objects
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
for (int mode = 0; mode < 2; mode++)
{
// get the NetworkObject on a client instance
yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
AssertOnTimeout($"Could not refresh all NetworkObjects!");
// check object start visible
yield return CheckVisible(true);
// hide them on one client
Show(mode == 0, false);
yield return WaitForTicks(m_ServerNetworkManager, 5);
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value = 3;
yield return WaitForTicks(m_ServerNetworkManager, 5);
// verify they got hidden
yield return CheckVisible(false);
// show them to that client
Show(mode == 0, true);
yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
AssertOnTimeout($"Could not refresh all NetworkObjects!");
// verify they become visible
yield return CheckVisible(true);
}
}
[UnityTest]
public IEnumerator ConcurrentShowAndHideOnDifferentObjects()
{
m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ClientIdToTarget = m_ClientId0;
// create 3 objects
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
// get the NetworkObject on a client instance
yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
AssertOnTimeout($"Could not refresh all NetworkObjects!");
m_NetSpawnedObject1.NetworkHide(m_ClientId0);
yield return WaitForTicks(m_ServerNetworkManager, 5);
m_NetSpawnedObject1.NetworkShow(m_ClientId0);
m_NetSpawnedObject2.NetworkHide(m_ClientId0);
yield return WaitForTicks(m_ServerNetworkManager, 5);
}
[UnityTest]
public IEnumerator NetworkShowHideQuickTest()
{
m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ClientIdToTarget = m_ClientId0;
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
for (int mode = 0; mode < 2; mode++)
{
// get the NetworkObject on a client instance
yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
AssertOnTimeout($"Could not refresh all NetworkObjects!");
// check object start visible
yield return CheckVisible(true);
// hide and show them on one client, during the same frame
Show(mode == 0, false);
Show(mode == 0, true);
yield return WaitForTicks(m_ServerNetworkManager, 5);
yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
AssertOnTimeout($"Could not refresh all NetworkObjects!");
yield return WaitForTicks(m_ServerNetworkManager, 5);
// verify they become visible
yield return CheckVisible(true);
}
}
[UnityTest]
public IEnumerator NetworkHideDespawnTest()
{
m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ClientIdToTarget = m_ClientId0;
ShowHideObject.Silent = true;
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value++;
m_NetSpawnedObject1.NetworkHide(m_ClientId0);
m_NetSpawnedObject1.Despawn();
yield return WaitForTicks(m_ServerNetworkManager, 5);
LogAssert.NoUnexpectedReceived();
}
private List<ulong> m_ClientsWithVisibility = new List<ulong>();
private NetworkObject m_ObserverTestObject;
private bool CheckListedClientsVisibility()
{
if (m_ClientsWithVisibility.Contains(m_ServerNetworkManager.LocalClientId))
{
if (!m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(m_ObserverTestObject.NetworkObjectId))
{
return false;
}
}
foreach (var client in m_ClientNetworkManagers)
{
if (m_ClientsWithVisibility.Contains(client.LocalClientId))
{
if (!client.SpawnManager.SpawnedObjects.ContainsKey(m_ObserverTestObject.NetworkObjectId))
{
return false;
}
}
}
return true;
}
[UnityTest]
public IEnumerator SpawnWithoutObserversTest()
{
var spawnedObject = SpawnObject(m_PrefabSpawnWithoutObservers, m_ServerNetworkManager);
m_ObserverTestObject = spawnedObject.GetComponent<NetworkObject>();
yield return WaitForTicks(m_ServerNetworkManager, 3);
// When in client-server, the server can spawn a NetworkObject without any observers (even when running as a host the host-client should not have visibility)
// When in distributed authority mode, the owner client has to be an observer of the object
if (!m_DistributedAuthority)
{
// No observers should be assigned at this point
Assert.True(m_ObserverTestObject.Observers.Count == m_ClientsWithVisibility.Count, $"Expected the observer count to be {m_ClientsWithVisibility.Count} but it was {m_ObserverTestObject.Observers.Count}!");
m_ObserverTestObject.NetworkShow(m_ServerNetworkManager.LocalClientId);
}
m_ClientsWithVisibility.Add(m_ServerNetworkManager.LocalClientId);
Assert.True(m_ObserverTestObject.Observers.Count == m_ClientsWithVisibility.Count, $"Expected the observer count to be {m_ClientsWithVisibility.Count} but it was {m_ObserverTestObject.Observers.Count}!");
yield return WaitForConditionOrTimeOut(CheckListedClientsVisibility);
AssertOnTimeout($"[Authority-Only] Timed out waiting for only the authority to be an observer!");
foreach (var client in m_ClientNetworkManagers)
{
m_ObserverTestObject.NetworkShow(client.LocalClientId);
m_ClientsWithVisibility.Add(client.LocalClientId);
Assert.True(m_ObserverTestObject.Observers.Contains(client.LocalClientId), $"[NetworkShow] Client-{client.LocalClientId} is still not an observer!");
Assert.True(m_ObserverTestObject.Observers.Count == m_ClientsWithVisibility.Count, $"Expected the observer count to be {m_ClientsWithVisibility.Count} but it was {m_ObserverTestObject.Observers.Count}!");
yield return WaitForConditionOrTimeOut(CheckListedClientsVisibility);
AssertOnTimeout($"[Client-{client.LocalClientId}] Timed out waiting for the client to be an observer and spawn the {nameof(NetworkObject)}!");
Assert.False(client.SpawnManager.SpawnedObjects[m_ObserverTestObject.NetworkObjectId].SpawnWithObservers, $"Client-{client.LocalClientId} instance of {m_ObserverTestObject.name} has a {nameof(NetworkObject.SpawnWithObservers)} value of true!");
}
}
private bool ClientsSpawnedObject1()
{
foreach (var client in m_ClientNetworkManagers)
{
if (!client.SpawnManager.SpawnedObjects.ContainsKey(m_NetSpawnedObject1.NetworkObjectId))
{
return false;
}
}
return true;
}
private StringBuilder m_ErrorLog = new StringBuilder();
private ulong m_ClientWithoutVisibility;
private bool Object1IsNotVisibileToClient()
{
m_ErrorLog.Clear();
foreach (var client in m_ClientNetworkManagers)
{
if (client.LocalClientId == m_ClientWithoutVisibility)
{
if (client.SpawnManager.SpawnedObjects.ContainsKey(m_NetSpawnedObject1.NetworkObjectId))
{
m_ErrorLog.AppendLine($"{m_NetSpawnedObject1.name} is still visible to Client-{m_ClientWithoutVisibility}!");
}
}
else
if (client.SpawnManager.SpawnedObjects[m_NetSpawnedObject1.NetworkObjectId].IsNetworkVisibleTo(m_ClientWithoutVisibility))
{
m_ErrorLog.AppendLine($"Local instance of {m_NetSpawnedObject1.name} on Client-{client.LocalClientId} thinks Client-{m_ClientWithoutVisibility} still has visibility!");
}
}
return m_ErrorLog.Length == 0;
}
[UnityTest]
public IEnumerator NetworkHideChangeOwnership()
{
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ClientIdToTarget = m_ClientNetworkManagers[1].LocalClientId;
ShowHideObject.Silent = true;
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
yield return WaitForConditionOrTimeOut(ClientsSpawnedObject1);
AssertOnTimeout($"Not all clients spawned object!");
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value++;
// Hide an object to a client
m_NetSpawnedObject1.NetworkHide(m_ClientNetworkManagers[1].LocalClientId);
m_ClientWithoutVisibility = m_ClientNetworkManagers[1].LocalClientId;
yield return WaitForConditionOrTimeOut(Object1IsNotVisibileToClient);
AssertOnTimeout($"NetworkObject is still visible to Client-{m_ClientWithoutVisibility} or other clients think it is still visible to Client-{m_ClientWithoutVisibility}:\n {m_ErrorLog}");
yield return WaitForConditionOrTimeOut(() => ShowHideObject.ClientTargetedNetworkObjects.Count == 0);
foreach (var client in m_ClientNetworkManagers)
{
if (m_ClientNetworkManagers[1].LocalClientId == client.LocalClientId)
{
continue;
}
var clientInstance = client.SpawnManager.SpawnedObjects[m_NetSpawnedObject1.NetworkObjectId];
Assert.IsFalse(clientInstance.IsNetworkVisibleTo(m_ClientNetworkManagers[1].LocalClientId), $"Object instance on Client-{client.LocalClientId} is still visible to Client-{m_ClientNetworkManagers[1].LocalClientId}!");
}
// Change ownership while the object is hidden to some
m_NetSpawnedObject1.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
// The two-second wait is actually needed as there's a potential warning of unhandled message after 1 second
yield return new WaitForSeconds(1.25f);
LogAssert.NoUnexpectedReceived();
// Show the object again to check nothing unexpected happens
if (m_DistributedAuthority)
{
Assert.True(m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects.ContainsKey(m_NetSpawnedObject1.NetworkObjectId), $"Client-{m_ClientNetworkManagers[0].LocalClientId} has no spawned object with an ID of: {m_NetSpawnedObject1.NetworkObjectId}!");
var clientInstance = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[m_NetSpawnedObject1.NetworkObjectId];
Assert.True(clientInstance.HasAuthority, $"Client-{m_ClientNetworkManagers[0].LocalClientId} does not have authority to hide NetworkObject ID: {m_NetSpawnedObject1.NetworkObjectId}!");
clientInstance.NetworkShow(m_ClientNetworkManagers[1].LocalClientId);
}
else
{
m_NetSpawnedObject1.NetworkShow(m_ClientNetworkManagers[1].LocalClientId);
}
yield return WaitForConditionOrTimeOut(() => ShowHideObject.ClientTargetedNetworkObjects.Count == 1);
Assert.True(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId == m_ClientNetworkManagers[0].LocalClientId);
}
private bool AllClientsSpawnedObject1()
{
foreach (var client in m_ClientNetworkManagers)
{
if (!ShowHideObject.ObjectsPerClientId.ContainsKey(client.LocalClientId))
{
return false;
}
}
return true;
}
[UnityTest]
public IEnumerator NetworkHideChangeOwnershipNotHidden()
{
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ObjectsPerClientId.Clear();
ShowHideObject.ClientIdToTarget = m_ClientNetworkManagers[1].LocalClientId;
ShowHideObject.Silent = true;
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
yield return WaitForConditionOrTimeOut(AllClientsSpawnedObject1);
AssertOnTimeout($"Timed out waiting for all clients to spawn {spawnedObject1.name}!");
// change the value
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyOwnerReadNetworkVariable.Value++;
// wait for three ticks
yield return WaitForTicks(m_ServerNetworkManager, 3);
// check we'll actually be changing owners
Assert.False(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId == m_ClientNetworkManagers[0].LocalClientId);
// only check for value change on one specific client
ShowHideObject.NetworkManagerOfInterest = m_ClientNetworkManagers[0];
// change ownership
m_NetSpawnedObject1.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
// wait three ticks
yield return WaitForTicks(m_ServerNetworkManager, 3);
yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
// verify ownership changed
Assert.AreEqual(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId, m_ClientNetworkManagers[0].LocalClientId);
// verify the expected client got the OnValueChanged. (Only client 1 sets this value)
Assert.AreEqual(1, ShowHideObject.ValueAfterOwnershipChange);
}
private string Display(NetworkList<int> list)
{
string message = "";
foreach (var i in list)
{
message += $"{i}, ";
}
return message;
}
private void Compare(NetworkList<int> list1, NetworkList<int> list2)
{
if (list1.Count != list2.Count)
{
string message = $"{Display(list1)} versus {Display(list2)}";
Debug.Log(message);
}
else
{
for (var i = 0; i < list1.Count; i++)
{
if (list1[i] != list2[i])
{
string message = $"{Display(list1)} versus {Display(list2)}";
Debug.Log(message);
break;
}
}
}
Debug.Assert(list1.Count == list2.Count);
}
private IEnumerator HideThenShowAndHideThenModifyAndShow()
{
VerboseDebug("Hiding");
// hide
m_NetSpawnedObject1.NetworkHide(1);
yield return WaitForTicks(m_ServerNetworkManager, 3);
yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
VerboseDebug("Showing and Hiding");
// show and hide
m_NetSpawnedObject1.NetworkShow(1);
m_NetSpawnedObject1.NetworkHide(1);
yield return WaitForTicks(m_ServerNetworkManager, 3);
yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
VerboseDebug("Modifying and Showing");
// modify and show
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyList.Add(5);
m_NetSpawnedObject1.NetworkShow(1);
yield return WaitForTicks(m_ServerNetworkManager, 3);
yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
}
private IEnumerator HideThenModifyAndShow()
{
// hide
m_NetSpawnedObject1.NetworkHide(1);
yield return WaitForTicks(m_ServerNetworkManager, 3);
// modify
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyList.Add(5);
// show
m_NetSpawnedObject1.NetworkShow(1);
yield return WaitForTicks(m_ServerNetworkManager, 3);
yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
}
private IEnumerator HideThenShowAndModify()
{
// hide
m_NetSpawnedObject1.NetworkHide(1);
yield return WaitForTicks(m_ServerNetworkManager, 3);
// show
m_NetSpawnedObject1.NetworkShow(1);
// modify
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyList.Add(5);
yield return WaitForTicks(m_ServerNetworkManager, 3);
yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
}
private IEnumerator HideThenShowAndRPC()
{
// hide
m_NetSpawnedObject1.NetworkHide(1);
yield return WaitForTicks(m_ServerNetworkManager, 3);
// show
m_NetSpawnedObject1.NetworkShow(1);
m_NetSpawnedObject1.GetComponent<ShowHideObject>().TriggerRpc();
yield return WaitForTicks(m_ServerNetworkManager, 3);
}
[UnityTest]
public IEnumerator NetworkShowHideAroundListModify()
{
ShowHideObject.ClientTargetedNetworkObjects.Clear();
ShowHideObject.ClientIdToTarget = m_ClientNetworkManagers[1].LocalClientId;
ShowHideObject.Silent = true;
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
// wait for host to have spawned and gained ownership
while (ShowHideObject.GainOwnershipCount == 0)
{
yield return new WaitForSeconds(0.0f);
}
for (int i = 0; i < 4; i++)
{
// wait for three ticks
yield return WaitForTicks(m_ServerNetworkManager, 3);
yield return WaitForTicks(m_ClientNetworkManagers[0], 3);
switch (i)
{
case 0:
VerboseDebug("Running HideThenModifyAndShow");
yield return HideThenModifyAndShow();
break;
case 1:
VerboseDebug("Running HideThenShowAndModify");
yield return HideThenShowAndModify();
break;
case 2:
VerboseDebug("Running HideThenShowAndHideThenModifyAndShow");
yield return HideThenShowAndHideThenModifyAndShow();
break;
case 3:
VerboseDebug("Running HideThenShowAndRPC");
ShowHideObject.ClientIdsRpcCalledOn = new List<ulong>();
yield return HideThenShowAndRPC();
// Provide enough time for slower systems or VM systems possibly under a heavy load could fail on this test
yield return WaitForConditionOrTimeOut(() => ShowHideObject.ClientIdsRpcCalledOn.Count == NumberOfClients + 1);
AssertOnTimeout($"Timed out waiting for ClientIdsRpcCalledOn.Count ({ShowHideObject.ClientIdsRpcCalledOn.Count}) to equal ({NumberOfClients + 1})!");
break;
}
Compare(ShowHideObject.ObjectsPerClientId[0].MyList, ShowHideObject.ObjectsPerClientId[1].MyList);
Compare(ShowHideObject.ObjectsPerClientId[0].MyList, ShowHideObject.ObjectsPerClientId[2].MyList);
}
}
}
}