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com.unity.netcode.gameobjects/Tests/Runtime/OwnerPermissionTests.cs
Unity Technologies 63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.4
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.4] - 2024-05-31

### Added

- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)

### Fixed

- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)

### Changed

- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
2024-05-31 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
{
internal 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)
{
}
}
internal 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();
}
}
}
}
}