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com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectOwnershipPropertiesTests.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

206 lines
11 KiB
C#

using System.Collections;
using System.Linq;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(NetworkTopologyTypes.DistributedAuthority)]
[TestFixture(NetworkTopologyTypes.ClientServer)]
internal class NetworkObjectOwnershipPropertiesTests : NetcodeIntegrationTest
{
private class DummyNetworkBehaviour : NetworkBehaviour
{
}
protected override int NumberOfClients => 2;
private GameObject m_PrefabToSpawn;
private NetworkObject m_OwnerSpawnedInstance;
private NetworkObject m_TargetOwnerInstance;
private NetworkManager m_InitialOwner;
private NetworkManager m_NextTargetOwner;
private ulong m_InitialOwnerId;
private ulong m_TargetOwnerId;
private bool m_SpawnedInstanceIsOwner;
private bool m_InitialOwnerOwnedBySever;
private bool m_TargetOwnerOwnedBySever;
public NetworkObjectOwnershipPropertiesTests(NetworkTopologyTypes networkTopologyType) : base(networkTopologyType) { }
protected override IEnumerator OnTearDown()
{
m_OwnerSpawnedInstance = null;
m_InitialOwner = null;
m_NextTargetOwner = null;
m_PrefabToSpawn = null;
return base.OnTearDown();
}
protected override void OnServerAndClientsCreated()
{
m_PrefabToSpawn = CreateNetworkObjectPrefab("ClientOwnedObject");
m_PrefabToSpawn.gameObject.AddComponent<DummyNetworkBehaviour>();
m_PrefabToSpawn.GetComponent<NetworkObject>().SetOwnershipStatus(NetworkObject.OwnershipStatus.Distributable);
}
public enum InstanceTypes
{
Server,
Client
}
private StringBuilder m_OwnershipPropagatedFailures = new StringBuilder();
private bool OwnershipPropagated()
{
var conditionMet = true;
m_OwnershipPropagatedFailures.Clear();
// In distributed authority mode, we will check client owner to DAHost owner with InstanceTypes.Server and client owner to client
// when InstanceTypes.Client
if (m_DistributedAuthority)
{
if (!m_ClientNetworkManagers[1].SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
{
conditionMet = false;
m_OwnershipPropagatedFailures.AppendLine($"Client-{m_ClientNetworkManagers[1].LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
}
if (!m_ClientNetworkManagers[0].SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
{
conditionMet = false;
m_OwnershipPropagatedFailures.AppendLine($"Client-{m_ClientNetworkManagers[0].LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
}
if (!m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
{
conditionMet = false;
m_OwnershipPropagatedFailures.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
}
}
else
{
if (m_NextTargetOwner != m_ServerNetworkManager)
{
if (!m_NextTargetOwner.SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
{
conditionMet = false;
m_OwnershipPropagatedFailures.AppendLine($"Client-{m_NextTargetOwner.LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
}
}
if (!m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
{
conditionMet = false;
m_OwnershipPropagatedFailures.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
}
}
return conditionMet;
}
private void ValidateOwnerShipProperties(bool targetIsOwner = false)
{
Assert.AreEqual(m_OwnerSpawnedInstance.IsOwner, m_SpawnedInstanceIsOwner);
Assert.AreEqual(m_OwnerSpawnedInstance.IsOwnedByServer, m_InitialOwnerOwnedBySever);
Assert.AreEqual(targetIsOwner ? m_TargetOwnerId : m_InitialOwnerId, m_OwnerSpawnedInstance.OwnerClientId);
var initialOwnerBehaviour = m_OwnerSpawnedInstance.GetComponent<DummyNetworkBehaviour>();
Assert.AreEqual(initialOwnerBehaviour.IsOwner, m_SpawnedInstanceIsOwner);
Assert.AreEqual(initialOwnerBehaviour.IsOwnedByServer, m_InitialOwnerOwnedBySever);
Assert.AreEqual(targetIsOwner ? m_TargetOwnerId : m_InitialOwnerId, initialOwnerBehaviour.OwnerClientId);
Assert.AreEqual(m_TargetOwnerInstance.IsOwner, targetIsOwner);
Assert.AreEqual(m_TargetOwnerInstance.IsOwnedByServer, m_TargetOwnerOwnedBySever);
Assert.AreEqual(targetIsOwner ? m_TargetOwnerId : m_InitialOwnerId, m_TargetOwnerInstance.OwnerClientId);
var targetOwnerBehaviour = m_TargetOwnerInstance.GetComponent<DummyNetworkBehaviour>();
Assert.AreEqual(targetOwnerBehaviour.IsOwner, targetIsOwner);
Assert.AreEqual(targetOwnerBehaviour.IsOwnedByServer, m_TargetOwnerOwnedBySever);
Assert.AreEqual(targetIsOwner ? m_TargetOwnerId : m_InitialOwnerId, m_TargetOwnerInstance.OwnerClientId);
}
[UnityTest]
public IEnumerator ValidatePropertiesWithOwnershipChanges([Values(InstanceTypes.Server, InstanceTypes.Client)] InstanceTypes instanceType)
{
m_NextTargetOwner = instanceType == InstanceTypes.Server ? m_ServerNetworkManager : m_ClientNetworkManagers[0];
m_InitialOwner = instanceType == InstanceTypes.Client ? m_ServerNetworkManager : m_ClientNetworkManagers[0];
// In distributed authority mode, we will check client owner to DAHost owner with InstanceTypes.Server and client owner to client
// when InstanceTypes.Client
if (m_DistributedAuthority)
{
m_InitialOwner = m_ClientNetworkManagers[0];
if (instanceType == InstanceTypes.Client)
{
m_NextTargetOwner = m_ClientNetworkManagers[1];
}
m_PrefabToSpawn.GetComponent<NetworkObject>().SetOwnershipStatus(NetworkObject.OwnershipStatus.Transferable);
}
m_InitialOwnerId = m_InitialOwner.LocalClientId;
m_TargetOwnerId = m_NextTargetOwner.LocalClientId;
m_InitialOwnerOwnedBySever = m_InitialOwner.IsServer;
m_TargetOwnerOwnedBySever = m_InitialOwner.IsServer;
var objectInstance = SpawnObject(m_PrefabToSpawn, m_InitialOwner);
m_OwnerSpawnedInstance = objectInstance.GetComponent<NetworkObject>();
m_SpawnedInstanceIsOwner = m_OwnerSpawnedInstance.NetworkManager == m_InitialOwner;
// Sanity check to verify that the next owner to target is not the owner of the spawned object
var hasEntry = m_InitialOwner.SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId);
Assert.False(hasEntry);
// Since CreateObjectMessage gets proxied by DAHost, just wait until the next target owner has the spawned instance in the s_GlobalNetworkObjects table.
yield return WaitForConditionOrTimeOut(() => s_GlobalNetworkObjects.ContainsKey(m_NextTargetOwner.LocalClientId) && s_GlobalNetworkObjects[m_NextTargetOwner.LocalClientId].ContainsKey(m_OwnerSpawnedInstance.NetworkObjectId));
AssertOnTimeout($"Timed out waiting for Client-{m_NextTargetOwner.LocalClientId} to have an instance entry of {m_OwnerSpawnedInstance.name}-{m_OwnerSpawnedInstance.NetworkObjectId}!");
// Get the target client's instance of the spawned object
m_TargetOwnerInstance = s_GlobalNetworkObjects[m_NextTargetOwner.LocalClientId][m_OwnerSpawnedInstance.NetworkObjectId];
// Validate that NetworkObject and NetworkBehaviour ownership properties are correct
ValidateOwnerShipProperties();
// The authority always changes the ownership
// Client-Server: It will always be the host instance
// Distributed Authority: It can be either the DAHost or the client
if (m_DistributedAuthority)
{
// Use the target client's instance to change ownership
m_TargetOwnerInstance.ChangeOwnership(m_NextTargetOwner.LocalClientId);
if (instanceType == InstanceTypes.Client)
{
var networkManagersList = new System.Collections.Generic.List<NetworkManager>() { m_ServerNetworkManager, m_ClientNetworkManagers[0] };
// Provide enough time for the client to receive and process the spawned message.
yield return WaitForMessageReceived<ChangeOwnershipMessage>(networkManagersList);
}
else
{
// Provide enough time for the client to receive and process the change in ownership message.
yield return WaitForMessageReceived<ChangeOwnershipMessage>(m_ClientNetworkManagers.ToList());
}
}
else
{
m_OwnerSpawnedInstance.ChangeOwnership(m_NextTargetOwner.LocalClientId);
// Provide enough time for the client to receive and process the change in ownership message.
yield return WaitForMessageReceived<ChangeOwnershipMessage>(m_ClientNetworkManagers.ToList());
}
// Ensure it's the ownership tables are updated
yield return WaitForConditionOrTimeOut(OwnershipPropagated);
AssertOnTimeout($"Timed out waiting for ownership to propagate!\n{m_OwnershipPropagatedFailures}");
m_SpawnedInstanceIsOwner = m_OwnerSpawnedInstance.NetworkManager == m_NextTargetOwner;
if (m_SpawnedInstanceIsOwner)
{
m_InitialOwnerOwnedBySever = m_OwnerSpawnedInstance.NetworkManager.IsServer;
}
m_InitialOwnerOwnedBySever = m_NextTargetOwner.IsServer;
m_TargetOwnerOwnedBySever = m_NextTargetOwner.IsServer;
// Validate that NetworkObject and NetworkBehaviour ownership properties are correct
ValidateOwnerShipProperties(true);
}
}
}