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

208 lines
7.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class OwnerPermissionObject : NetworkBehaviour
{
// indexed by [object, machine]
public static OwnerPermissionObject[,] Objects = new OwnerPermissionObject[3, 3];
public static int CurrentlySpawning = 0;
public static List<OwnerPermissionObject> ClientTargetedNetworkObjects = new List<OwnerPermissionObject>();
// a client-owned NetworkVariable
public NetworkVariable<int> MyNetworkVariableOwner;
// a server-owned NetworkVariable
public NetworkVariable<int> MyNetworkVariableServer;
// a client-owned NetworkVariable
public NetworkList<int> MyNetworkListOwner;
// a server-owned NetworkVariable
public NetworkList<int> MyNetworkListServer;
// verifies two lists are identical
public static void CheckLists(NetworkList<int> listA, NetworkList<int> listB)
{
Debug.Assert(listA.Count == listB.Count);
for (var i = 0; i < listA.Count; i++)
{
Debug.Assert(listA[i] == listB[i]);
}
}
// verifies all objects have consistent lists on all clients
public static void VerifyConsistency()
{
for (var objectIndex = 0; objectIndex < 3; objectIndex++)
{
CheckLists(Objects[objectIndex, 0].MyNetworkListOwner, Objects[objectIndex, 1].MyNetworkListOwner);
CheckLists(Objects[objectIndex, 0].MyNetworkListOwner, Objects[objectIndex, 2].MyNetworkListOwner);
CheckLists(Objects[objectIndex, 0].MyNetworkListServer, Objects[objectIndex, 1].MyNetworkListServer);
CheckLists(Objects[objectIndex, 0].MyNetworkListServer, Objects[objectIndex, 2].MyNetworkListServer);
}
}
public override void OnNetworkSpawn()
{
Objects[CurrentlySpawning, NetworkManager.LocalClientId] = GetComponent<OwnerPermissionObject>();
//Debug.Log($"Object index ({CurrentlySpawning}) spawned on client {NetworkManager.LocalClientId}");
}
private void Awake()
{
MyNetworkVariableOwner = new NetworkVariable<int>(writePerm: NetworkVariableWritePermission.Owner);
MyNetworkVariableOwner.OnValueChanged += OwnerChanged;
MyNetworkVariableServer = new NetworkVariable<int>(writePerm: NetworkVariableWritePermission.Server);
MyNetworkVariableServer.OnValueChanged += ServerChanged;
MyNetworkListOwner = new NetworkList<int>(writePerm: NetworkVariableWritePermission.Owner);
MyNetworkListOwner.OnListChanged += ListOwnerChanged;
MyNetworkListServer = new NetworkList<int>(writePerm: NetworkVariableWritePermission.Server);
MyNetworkListServer.OnListChanged += ListServerChanged;
}
public void OwnerChanged(int before, int after)
{
}
public void ServerChanged(int before, int after)
{
}
public void ListOwnerChanged(NetworkListEvent<int> listEvent)
{
}
public void ListServerChanged(NetworkListEvent<int> listEvent)
{
}
}
public class OwnerPermissionHideTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
private GameObject m_PrefabToSpawn;
protected override void OnServerAndClientsCreated()
{
m_PrefabToSpawn = CreateNetworkObjectPrefab("OwnerPermissionObject");
m_PrefabToSpawn.AddComponent<OwnerPermissionObject>();
}
[UnityTest]
public IEnumerator OwnerPermissionTest()
{
// create 3 objects
for (var objectIndex = 0; objectIndex < 3; objectIndex++)
{
OwnerPermissionObject.CurrentlySpawning = objectIndex;
NetworkManager ownerManager = m_ServerNetworkManager;
if (objectIndex != 0)
{
ownerManager = m_ClientNetworkManagers[objectIndex - 1];
}
SpawnObject(m_PrefabToSpawn, ownerManager);
// wait for each object to spawn on each client
for (var clientIndex = 0; clientIndex < 3; clientIndex++)
{
while (OwnerPermissionObject.Objects[objectIndex, clientIndex] == null)
{
yield return new WaitForSeconds(0.0f);
}
}
}
var nextValueToWrite = 1;
var serverIndex = 0;
for (var objectIndex = 0; objectIndex < 3; objectIndex++)
{
for (var clientWriting = 0; clientWriting < 3; clientWriting++)
{
// ==== Server-writable NetworkVariable ====
var gotException = false;
VerboseDebug($"Writing to server-write variable on object {objectIndex} on client {clientWriting}");
try
{
nextValueToWrite++;
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableServer.Value = nextValueToWrite;
}
catch (Exception)
{
gotException = true;
}
// Verify server-owned netvar can only be written by server
Debug.Assert(gotException == (clientWriting != serverIndex));
// ==== Owner-writable NetworkVariable ====
gotException = false;
VerboseDebug($"Writing to owner-write variable on object {objectIndex} on client {clientWriting}");
try
{
nextValueToWrite++;
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableOwner.Value = nextValueToWrite;
}
catch (Exception)
{
gotException = true;
}
// Verify client-owned netvar can only be written by owner
Debug.Assert(gotException == (clientWriting != objectIndex));
// ==== Server-writable NetworkList ====
gotException = false;
try
{
nextValueToWrite++;
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListServer.Add(nextValueToWrite);
}
catch (Exception)
{
gotException = true;
}
// Verify server-owned networkList can only be written by server
Debug.Assert(gotException == (clientWriting != serverIndex));
// ==== Owner-writable NetworkList ====
gotException = false;
try
{
nextValueToWrite++;
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListOwner.Add(nextValueToWrite);
}
catch (Exception)
{
gotException = true;
}
// Verify client-owned networkList can only be written by owner
Debug.Assert(gotException == (clientWriting != objectIndex));
yield return WaitForTicks(m_ServerNetworkManager, 5);
yield return WaitForTicks(m_ClientNetworkManagers[0], 5);
yield return WaitForTicks(m_ClientNetworkManagers[1], 5);
OwnerPermissionObject.VerifyConsistency();
}
}
}
}
}