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com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectOwnershipTests.cs
Unity Technologies 60e2dabef4 com.unity.netcode.gameobjects@1.0.0-pre.7
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).

## [1.0.0-pre.7] - 2022-04-01

### Added

- Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828)
- Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823)
- Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762)
- `UnityTransport` settings can now be set programmatically. (#1845)
- `FastBufferWriter` and Reader IsInitialized property. (#1859)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849)

### Removed

- Removed `SnapshotSystem` (#1852)
- Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812)
- Removed `com.unity.collections` dependency from the package (#1849)

### Fixed
- Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850)
- Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847)
- Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841)
- Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838)
- Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836)
- Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828)
- Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821)
- Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811)
- Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809)
- Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808)
- Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801)
- Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780)
- Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779)
- Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777)
- Fixed parenting warning printing for false positives (#1855)
2022-04-01 00:00:00 +00:00

254 lines
14 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
public class NetworkObjectOwnershipComponent : NetworkBehaviour
{
public bool OnLostOwnershipFired = false;
public bool OnGainedOwnershipFired = false;
public override void OnLostOwnership()
{
OnLostOwnershipFired = true;
}
public override void OnGainedOwnership()
{
OnGainedOwnershipFired = true;
}
public void ResetFlags()
{
OnLostOwnershipFired = false;
OnGainedOwnershipFired = false;
}
}
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
public class NetworkObjectOwnershipTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 9;
private GameObject m_OwnershipPrefab;
private GameObject m_OwnershipObject;
private NetworkObject m_OwnershipNetworkObject;
public NetworkObjectOwnershipTests(HostOrServer hostOrServer) : base(hostOrServer) { }
protected override void OnServerAndClientsCreated()
{
m_OwnershipPrefab = CreateNetworkObjectPrefab("OnwershipPrefab");
m_OwnershipPrefab.AddComponent<NetworkObjectOwnershipComponent>();
base.OnServerAndClientsCreated();
}
[Test]
public void TestPlayerIsOwned()
{
var clientOwnedObjects = m_ClientNetworkManagers[0].SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId);
var clientPlayerObject = clientOwnedObjects.Where((c) => c.IsLocalPlayer).FirstOrDefault();
Assert.NotNull(clientPlayerObject, $"Client Id {m_ClientNetworkManagers[0].LocalClientId} does not have its local player marked as an owned object!");
clientPlayerObject = m_ClientNetworkManagers[0].LocalClient.OwnedObjects.Where((c) => c.IsLocalPlayer).FirstOrDefault();
Assert.NotNull(clientPlayerObject, $"Client Id {m_ClientNetworkManagers[0].LocalClientId} does not have its local player marked as an owned object using local client!");
}
[UnityTest]
public IEnumerator TestOwnershipCallbacks()
{
m_OwnershipObject = SpawnObject(m_OwnershipPrefab, m_ServerNetworkManager);
m_OwnershipNetworkObject = m_OwnershipObject.GetComponent<NetworkObject>();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfType<CreateObjectMessage>(m_ClientNetworkManagers[0]);
var ownershipNetworkObjectId = m_OwnershipNetworkObject.NetworkObjectId;
Assert.That(ownershipNetworkObjectId, Is.GreaterThan(0));
Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
Assert.That(clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
}
// Verifies that removing the ownership when the default (server) is already set does not cause a Key Not Found Exception
m_ServerNetworkManager.SpawnManager.RemoveOwnership(m_OwnershipNetworkObject);
var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
var clientObject = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
Assert.That(serverObject, Is.Not.Null);
Assert.That(clientObject, Is.Not.Null);
var serverComponent = serverObject.GetComponent<NetworkObjectOwnershipComponent>();
var clientComponent = clientObject.GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(serverComponent, Is.Not.Null);
Assert.That(clientComponent, Is.Not.Null);
Assert.That(serverObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
Assert.That(clientObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(m_ClientNetworkManagers[0].LocalClientId));
serverObject.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 2);
Assert.That(serverComponent.OnLostOwnershipFired);
Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
Assert.That(clientComponent.OnGainedOwnershipFired);
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
serverComponent.ResetFlags();
clientComponent.ResetFlags();
serverObject.ChangeOwnership(NetworkManager.ServerClientId);
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 2);
Assert.That(serverComponent.OnGainedOwnershipFired);
Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
Assert.That(clientComponent.OnLostOwnershipFired);
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
}
/// <summary>
/// Verifies that switching ownership between several clients works properly
/// </summary>
[UnityTest]
public IEnumerator TestOwnershipCallbacksSeveralClients()
{
// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
var messageHookEntriesForSpawn = new List<MessageHookEntry>();
var messageHookEntriesForOwnership = new List<MessageHookEntry>();
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
var messageHook = new MessageHookEntry(clientNetworkManager);
messageHook.AssignMessageType<CreateObjectMessage>();
messageHookEntriesForSpawn.Add(messageHook);
messageHook = new MessageHookEntry(clientNetworkManager);
messageHook.AssignMessageType<ChangeOwnershipMessage>();
messageHookEntriesForOwnership.Add(messageHook);
}
// Used to determine if all clients received the CreateObjectMessage
var spawnMessageHooks = new MessageHooksConditional(messageHookEntriesForSpawn);
// Used to determine if all clients received the ChangeOwnershipMessage
var ownershipMessageHooks = new MessageHooksConditional(messageHookEntriesForOwnership);
// Spawn our test object from server with server ownership
m_OwnershipObject = SpawnObject(m_OwnershipPrefab, m_ServerNetworkManager);
m_OwnershipNetworkObject = m_OwnershipObject.GetComponent<NetworkObject>();
// Wait for all clients to receive the CreateObjectMessage
yield return WaitForConditionOrTimeOut(spawnMessageHooks);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(CreateObjectMessage)} message.");
// Validate the NetworkObjectId and that the server and all clients have this NetworkObject
var ownershipNetworkObjectId = m_OwnershipNetworkObject.NetworkObjectId;
Assert.That(ownershipNetworkObjectId, Is.GreaterThan(0));
Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
Assert.That(clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
}
// Verifies that removing the ownership when the default (server) is already set does not cause a Key Not Found Exception
m_ServerNetworkManager.SpawnManager.RemoveOwnership(m_OwnershipNetworkObject);
var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
Assert.That(serverObject, Is.Not.Null);
var clientObjects = new List<NetworkObject>();
for (int i = 0; i < NumberOfClients; i++)
{
var clientObject = m_ClientNetworkManagers[i].SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
Assert.That(clientObject, Is.Not.Null);
clientObjects.Add(clientObject);
}
// Verify the server side component
var serverComponent = serverObject.GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(serverComponent, Is.Not.Null);
Assert.That(serverObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
// Verify the clients components
for (int i = 0; i < NumberOfClients; i++)
{
var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
clientComponent.ResetFlags();
}
// After the 1st client has been given ownership to the object, this will be used to make sure each previous owner properly received the remove ownership message
var previousClientComponent = (NetworkObjectOwnershipComponent)null;
for (int clientIndex = 0; clientIndex < NumberOfClients; clientIndex++)
{
var clientObject = clientObjects[clientIndex];
var clientId = m_ClientNetworkManagers[clientIndex].LocalClientId;
Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(clientId));
serverObject.ChangeOwnership(clientId);
yield return s_DefaultWaitForTick;
Assert.That(serverComponent.OnLostOwnershipFired);
Assert.That(serverComponent.OwnerClientId, Is.EqualTo(clientId));
// Wait for all clients to receive the CreateObjectMessage
yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(ChangeOwnershipMessage)} message.");
var previousNetworkManager = m_ServerNetworkManager;
if (previousClientComponent != null)
{
// Once we have a previousClientComponent, we want to verify the server is keeping track for the removal of ownership in the OwnershipToObjectsTable
Assert.That(!m_ServerNetworkManager.SpawnManager.OwnershipToObjectsTable[m_ServerNetworkManager.LocalClientId].ContainsKey(serverObject.NetworkObjectId));
previousNetworkManager = previousClientComponent.NetworkManager;
Assert.That(previousClientComponent.OnLostOwnershipFired);
Assert.That(previousClientComponent.OwnerClientId, Is.EqualTo(clientId));
}
// Assure the previous owner is no longer in the local table of the previous owner.
Assert.That(!previousNetworkManager.SpawnManager.OwnershipToObjectsTable[previousNetworkManager.LocalClientId].ContainsKey(serverObject.NetworkObjectId));
var currentClientComponent = clientObjects[clientIndex].GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(currentClientComponent.OnGainedOwnershipFired);
// Possibly the more important part of this test:
// Check to make sure all other non-former or current ownership clients are synchronized to each ownership change
for (int i = 0; i < NumberOfClients; i++)
{
var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(clientComponent, Is.Not.Null);
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(clientId));
clientComponent.ResetFlags();
}
// We must reset this for each iteration in order to make sure all clients receive the ChangeOwnershipMessage
ownershipMessageHooks.Reset();
// Set the current owner client to the previous one
previousClientComponent = currentClientComponent;
}
// Now change ownership back to the server
serverObject.ChangeOwnership(NetworkManager.ServerClientId);
yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(ChangeOwnershipMessage)} message (back to server).");
Assert.That(serverComponent.OnGainedOwnershipFired);
Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
Assert.That(previousClientComponent.OnLostOwnershipFired);
// Make sure all client-side versions of the object is once again owned by the server
for (int i = 0; i < NumberOfClients; i++)
{
var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(clientComponent, Is.Not.Null);
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
clientComponent.ResetFlags();
}
serverComponent.ResetFlags();
}
}
}