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com.unity.netcode.gameobjects/Tests/Runtime/Metrics/NetworkObjectMetricsTests.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

290 lines
14 KiB
C#

#if MULTIPLAYER_TOOLS
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using Unity.Multiplayer.Tools.MetricTypes;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime.Metrics;
namespace Unity.Netcode.RuntimeTests.Metrics
{
internal class NetworkObjectMetricsTests : SingleClientMetricTestBase
{
// Keep less than 23 chars to avoid issues if compared against a 32-byte fixed string
// since it will have "(Clone)" appended
private const string k_NewNetworkObjectName = "MetricObject";
private GameObject m_NewNetworkPrefab;
/// <summary>
/// Use OnServerAndClientsCreated to create any additional prefabs that you might need
/// </summary>
protected override void OnServerAndClientsCreated()
{
base.OnServerAndClientsCreated();
m_NewNetworkPrefab = CreateNetworkObjectPrefab(k_NewNetworkObjectName);
}
private NetworkObject SpawnNetworkObject()
{
return SpawnObject(m_NewNetworkPrefab, m_ServerNetworkManager).GetComponent<NetworkObject>();
}
[UnityTest]
public IEnumerator TrackNetworkObjectSpawnSentMetric()
{
var waitForMetricEvent = new WaitForEventMetricValues<ObjectSpawnedEvent>(ServerMetrics.Dispatcher, NetworkMetricTypes.ObjectSpawnedSent);
var spawnedObject = SpawnNetworkObject();
yield return waitForMetricEvent.WaitForMetricsReceived();
var objectSpawnedSentMetricValues = waitForMetricEvent.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(1, objectSpawnedSentMetricValues.Count);
var objectSpawned = objectSpawnedSentMetricValues.Last();
Assert.AreEqual(Client.LocalClientId, objectSpawned.Connection.Id);
Assert.AreEqual(spawnedObject.name, objectSpawned.NetworkId.Name);
Assert.AreNotEqual(0, objectSpawned.BytesCount);
}
[UnityTest]
public IEnumerator TrackNetworkObjectSpawnReceivedMetric()
{
var waitForMetricEvent = new WaitForEventMetricValues<ObjectSpawnedEvent>(ClientMetrics.Dispatcher, NetworkMetricTypes.ObjectSpawnedReceived);
var networkObject = SpawnNetworkObject();
yield return s_DefaultWaitForTick;
yield return waitForMetricEvent.WaitForMetricsReceived();
var objectSpawnedReceivedMetricValues = waitForMetricEvent.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(1, objectSpawnedReceivedMetricValues.Count);
var clientSideObject = s_GlobalNetworkObjects[1][networkObject.NetworkObjectId];
var objectSpawned = objectSpawnedReceivedMetricValues.First();
Assert.AreEqual(Server.LocalClientId, objectSpawned.Connection.Id);
Assert.AreEqual(networkObject.NetworkObjectId, objectSpawned.NetworkId.NetworkId);
Assert.AreEqual(clientSideObject.name, objectSpawned.NetworkId.Name);
Assert.AreNotEqual(0, objectSpawned.BytesCount);
}
[UnityTest]
public IEnumerator TrackNetworkObjectDestroySentMetric()
{
var waitForMetricEvent = new WaitForEventMetricValues<ObjectDestroyedEvent>(ServerMetrics.Dispatcher, NetworkMetricTypes.ObjectDestroyedSent);
var networkObject = SpawnNetworkObject();
var objectName = networkObject.name;
Server.SpawnManager.OnDespawnObject(networkObject, true);
// Wait for the metric to be received
yield return waitForMetricEvent.WaitForMetricsReceived();
var objectDestroyedSentMetricValues = waitForMetricEvent.AssertMetricValuesHaveBeenFound();
// The server should have sent 1 destroy message to the 1 client connected
Assert.AreEqual(1, objectDestroyedSentMetricValues.Count);
var objectDestroyed = objectDestroyedSentMetricValues.Last();
Assert.AreEqual(Client.LocalClientId, objectDestroyed.Connection.Id);
Assert.AreEqual(objectName, objectDestroyed.NetworkId.Name);
Assert.AreNotEqual(0, objectDestroyed.BytesCount);
}
[UnityTest]
public IEnumerator TrackNetworkObjectDestroyReceivedMetric()
{
var networkObject = SpawnNetworkObject();
yield return s_DefaultWaitForTick;
var waitForMetricEvent = new WaitForEventMetricValues<ObjectDestroyedEvent>(ClientMetrics.Dispatcher, NetworkMetricTypes.ObjectDestroyedReceived);
var objectId = networkObject.NetworkObjectId;
var objectName = s_GlobalNetworkObjects[1][objectId].name;
Server.SpawnManager.OnDespawnObject(networkObject, true);
yield return s_DefaultWaitForTick;
yield return waitForMetricEvent.WaitForMetricsReceived();
var objectDestroyedReceivedMetricValues = waitForMetricEvent.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(1, objectDestroyedReceivedMetricValues.Count);
var objectDestroyed = objectDestroyedReceivedMetricValues.First();
Assert.AreEqual(Server.LocalClientId, objectDestroyed.Connection.Id);
Assert.AreEqual(objectId, objectDestroyed.NetworkId.NetworkId);
Assert.AreEqual(objectName, objectDestroyed.NetworkId.Name);
Assert.AreNotEqual(0, objectDestroyed.BytesCount);
}
[UnityTest]
public IEnumerator TrackMultipleNetworkObjectSpawnSentMetric()
{
var networkObject1 = SpawnNetworkObject();
var networkObject2 = SpawnNetworkObject();
yield return s_DefaultWaitForTick;
NetworkObject.NetworkHide(new List<NetworkObject> { networkObject1, networkObject2 }, Client.LocalClientId);
yield return s_DefaultWaitForTick;
var waitForMetricEvent = new WaitForEventMetricValues<ObjectSpawnedEvent>(ServerMetrics.Dispatcher, NetworkMetricTypes.ObjectSpawnedSent);
NetworkObject.NetworkShow(new List<NetworkObject> { networkObject1, networkObject2 }, Client.LocalClientId);
yield return s_DefaultWaitForTick;
yield return waitForMetricEvent.WaitForMetricsReceived();
var objectSpawnedSentMetricValues = waitForMetricEvent.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(2, objectSpawnedSentMetricValues.Count); // As there's a client and server, this event is emitted twice.
Assert.That(
objectSpawnedSentMetricValues,
Has.Exactly(1).Matches<ObjectSpawnedEvent>(
x => Client.LocalClientId == x.Connection.Id
&& x.NetworkId.NetworkId == networkObject1.NetworkObjectId
&& x.NetworkId.Name == networkObject1.name));
Assert.That(
objectSpawnedSentMetricValues,
Has.Exactly(1).Matches<ObjectSpawnedEvent>(
x => Client.LocalClientId == x.Connection.Id
&& x.NetworkId.NetworkId == networkObject2.NetworkObjectId
&& x.NetworkId.Name == networkObject2.name));
Assert.AreEqual(1, objectSpawnedSentMetricValues.Select(x => x.BytesCount).Distinct().Count());
Assert.That(objectSpawnedSentMetricValues.Select(x => x.BytesCount), Has.All.Not.EqualTo(0));
}
[UnityTest]
public IEnumerator TrackMultipleNetworkObjectDestroySentMetric()
{
var networkObject1 = SpawnNetworkObject();
var networkObject2 = SpawnNetworkObject();
yield return s_DefaultWaitForTick;
var waitForMetricEvent = new WaitForEventMetricValues<ObjectDestroyedEvent>(ServerMetrics.Dispatcher, NetworkMetricTypes.ObjectDestroyedSent);
NetworkObject.NetworkHide(new List<NetworkObject> { networkObject1, networkObject2 }, Client.LocalClientId);
yield return s_DefaultWaitForTick;
yield return waitForMetricEvent.WaitForMetricsReceived();
var objectDestroyedSentMetricValues = waitForMetricEvent.AssertMetricValuesHaveBeenFound();
Assert.AreEqual(2, objectDestroyedSentMetricValues.Count); // As there's a client and server, this event is emitted twice.
Assert.That(
objectDestroyedSentMetricValues,
Has.Exactly(1).Matches<ObjectDestroyedEvent>(
x => Client.LocalClientId == x.Connection.Id
&& x.NetworkId.NetworkId == networkObject1.NetworkObjectId
&& x.NetworkId.Name == networkObject1.name));
Assert.That(
objectDestroyedSentMetricValues,
Has.Exactly(1).Matches<ObjectDestroyedEvent>(
x => Client.LocalClientId == x.Connection.Id
&& x.NetworkId.NetworkId == networkObject2.NetworkObjectId
&& x.NetworkId.Name == networkObject2.name));
Assert.AreEqual(1, objectDestroyedSentMetricValues.Select(x => x.BytesCount).Distinct().Count());
Assert.That(objectDestroyedSentMetricValues.Select(x => x.BytesCount), Has.All.Not.EqualTo(0));
}
#if MULTIPLAYER_TOOLS_1_0_0_PRE_7
[UnityTest]
public IEnumerator TrackNetworkObjectCountAfterSpawnOnServer()
{
SpawnNetworkObject();
var waitForGaugeValues = new WaitForGaugeMetricValues(ServerMetrics.Dispatcher, NetworkMetricTypes.NetworkObjects);
yield return s_DefaultWaitForTick;
yield return waitForGaugeValues.WaitForMetricsReceived();
var value = waitForGaugeValues.AssertMetricValueHaveBeenFound();
Assert.AreEqual(3, value);
}
[UnityTest]
public IEnumerator TrackNetworkObjectCountAfterSpawnOnClient()
{
SpawnNetworkObject();
//By default, we have 2 network objects
//There's a slight delay between the spawn on the server and the spawn on the client
//We want to have metrics when the value is different than the 2 default one to confirm the client has the new value
var waitForGaugeValues = new WaitForGaugeMetricValues(ClientMetrics.Dispatcher, NetworkMetricTypes.NetworkObjects, metric => (int)metric != 2);
yield return waitForGaugeValues.WaitForMetricsReceived();
var value = waitForGaugeValues.AssertMetricValueHaveBeenFound();
Assert.AreEqual(3, value);
}
[UnityTest]
public IEnumerator TrackNetworkObjectCountAfterDespawnOnServer()
{
var objectList = Server.SpawnManager.SpawnedObjectsList;
for (int i = objectList.Count - 1; i >= 0; --i)
{
objectList.ElementAt(i).Despawn();
}
var waitForGaugeValues = new WaitForGaugeMetricValues(ServerMetrics.Dispatcher, NetworkMetricTypes.NetworkObjects);
yield return s_DefaultWaitForTick;
yield return waitForGaugeValues.WaitForMetricsReceived();
var value = waitForGaugeValues.AssertMetricValueHaveBeenFound();
Assert.AreEqual(0, value);
}
[UnityTest]
public IEnumerator TrackNetworkObjectCountAfterDespawnOnClient()
{
var initialSpawnCount = Server.SpawnManager.SpawnedObjectsList.Count;
var spawnedObjects = new List<GameObject>();
//By default, we have 2 network objects and will have spawned 4 so we want to wait for metrics to tell us we have 6 spawned objects
var waitForGaugeValues = new WaitForGaugeMetricValues(ClientMetrics.Dispatcher, NetworkMetricTypes.NetworkObjects, metric => (int)metric == 6);
for (int i = 0; i < 4; i++)
{
spawnedObjects.Add(SpawnObject(m_NewNetworkPrefab, Server));
}
yield return waitForGaugeValues.WaitForMetricsReceived();
var value = waitForGaugeValues.AssertMetricValueHaveBeenFound();
Assert.AreEqual(6, value);
// Create a new gauge that waits for the initial spawned client count
waitForGaugeValues = new WaitForGaugeMetricValues(ClientMetrics.Dispatcher, NetworkMetricTypes.NetworkObjects, metric => (int)metric != 6);
// Now despawn the 4 spawned objects
foreach (var spawnedObject in spawnedObjects)
{
spawnedObject.GetComponent<NetworkObject>().Despawn();
}
spawnedObjects.Clear();
yield return waitForGaugeValues.WaitForMetricsReceived();
value = waitForGaugeValues.AssertMetricValueHaveBeenFound();
// Validate the value is equals to the spawned objects prior to spawning the network prefab instances
Assert.AreEqual(initialSpawnCount, value);
// Create a new gauge that waits for the initial spawned client count
waitForGaugeValues = new WaitForGaugeMetricValues(ClientMetrics.Dispatcher, NetworkMetricTypes.NetworkObjects, metric => (int)metric == 0);
// Now assure despawning players are being tracked too
var spawnedPlayers = Server.SpawnManager.SpawnedObjectsList.ToList();
foreach (var spawnedObject in spawnedPlayers)
{
spawnedObject.Despawn();
}
yield return waitForGaugeValues.WaitForMetricsReceived();
value = waitForGaugeValues.AssertMetricValueHaveBeenFound();
// Nothing should be spawned on the client at this point
Assert.AreEqual(0, value);
}
#endif
}
}
#endif