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). ## [2.2.0] - 2024-12-12 ### Added - Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175) - Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130) - Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113) ### Fixed - Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177) - Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162) - Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160) - Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160) - Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118) - Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147) - Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133) - Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133) - Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122) - Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`. (#3113) - Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111) - Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110) - Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108) ### Changed - In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175) - Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode. - The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
375 lines
16 KiB
C#
375 lines
16 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Random = UnityEngine.Random;
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namespace Unity.Netcode.RuntimeTests
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{
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.Server)]
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[TestFixture(HostOrServer.DAHost)]
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internal class NetworkClientAndPlayerObjectTests : NetcodeIntegrationTest
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{
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private const int k_PlayerPrefabCount = 6;
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protected override int NumberOfClients => 2;
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private List<GameObject> m_PlayerPrefabs = new List<GameObject>();
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private Dictionary<ulong, uint> m_ChangedPlayerPrefabs = new Dictionary<ulong, uint>();
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public NetworkClientAndPlayerObjectTests(HostOrServer hostOrServer) : base(hostOrServer)
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{
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}
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protected override IEnumerator OnTearDown()
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{
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m_PlayerPrefabs.Clear();
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return base.OnTearDown();
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}
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protected override void OnServerAndClientsCreated()
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{
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m_PlayerPrefabs.Clear();
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for (int i = 0; i < k_PlayerPrefabCount; i++)
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{
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m_PlayerPrefabs.Add(CreateNetworkObjectPrefab($"PlayerPrefab{i}"));
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}
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base.OnServerAndClientsCreated();
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}
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protected override void OnNewClientCreated(NetworkManager networkManager)
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{
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networkManager.NetworkConfig.Prefabs = m_ServerNetworkManager.NetworkConfig.Prefabs;
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if (m_DistributedAuthority)
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{
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networkManager.OnFetchLocalPlayerPrefabToSpawn = FetchPlayerPrefabToSpawn;
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}
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base.OnNewClientCreated(networkManager);
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}
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/// <summary>
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/// Only for distributed authority mode
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/// </summary>
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/// <returns>a unique player prefab for the player</returns>
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private GameObject FetchPlayerPrefabToSpawn()
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{
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var prefabObject = GetRandomPlayerPrefab();
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var clientId = m_ClientNetworkManagers[m_ClientNetworkManagers.Length - 1].LocalClientId;
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m_ChangedPlayerPrefabs.Add(clientId, prefabObject.GlobalObjectIdHash);
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return prefabObject.gameObject;
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}
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private StringBuilder m_ErrorLogLevel3 = new StringBuilder();
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private StringBuilder m_ErrorLogLevel2 = new StringBuilder();
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private StringBuilder m_ErrorLogLevel1 = new StringBuilder();
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private bool ValidateNetworkClient(NetworkClient networkClient)
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{
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m_ErrorLogLevel3.Clear();
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var success = true;
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if (networkClient == null)
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{
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m_ErrorLogLevel3.Append($"[NetworkClient is NULL]");
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// Log error
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success = false;
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}
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if (!networkClient.IsConnected)
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{
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m_ErrorLogLevel3.Append($"[NetworkClient {nameof(NetworkClient.IsConnected)}] is false]");
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// Log error
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success = false;
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}
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if (networkClient.PlayerObject == null)
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{
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m_ErrorLogLevel3.Append($"[NetworkClient {nameof(NetworkClient.PlayerObject)}] is NULL]");
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// Log error
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success = false;
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}
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return success;
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}
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private bool ValidateNetworkManagerNetworkClients(NetworkManager networkManager)
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{
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var success = true;
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m_ErrorLogLevel2.Clear();
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// Number of connected clients plus the DAHost
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var expectedCount = m_ClientNetworkManagers.Length + (m_UseHost ? 1 : 0);
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if (networkManager.ConnectedClients.Count != expectedCount)
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{
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m_ErrorLogLevel2.Append($"[{nameof(NetworkManager.ConnectedClients)} count: {networkManager.ConnectedClients.Count} vs expected count: {expectedCount}]");
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// Log error
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success = false;
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}
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if (m_UseHost && !ValidateNetworkClient(networkManager.LocalClient))
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{
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m_ErrorLogLevel2.Append($"[Local NetworkClient: --({m_ErrorLogLevel3})--]");
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// Log error
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success = false;
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}
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foreach (var networkClient in networkManager.ConnectedClients)
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{
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// When just running a server, ignore the server's local NetworkClient
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if (!m_UseHost && networkManager.IsServer)
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{
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continue;
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}
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if (!ValidateNetworkClient(networkManager.LocalClient))
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{
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// Log error
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success = false;
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m_ErrorLogLevel2.Append($"[NetworkClient-{networkManager.LocalClientId}: --({m_ErrorLogLevel3})--]");
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}
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}
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return success;
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}
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private bool AllNetworkClientsValidated()
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{
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m_ErrorLogLevel1.Clear();
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var success = true;
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if (!UseCMBService())
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{
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if (!ValidateNetworkManagerNetworkClients(m_ServerNetworkManager))
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{
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m_ErrorLogLevel1.AppendLine($"[Client-{m_ServerNetworkManager.LocalClientId}]{m_ErrorLogLevel2}");
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// Log error
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success = false;
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}
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}
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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if (!ValidateNetworkManagerNetworkClients(clientNetworkManager))
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{
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m_ErrorLogLevel1.AppendLine($"[Client-{clientNetworkManager.LocalClientId}]{m_ErrorLogLevel2}");
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// Log error
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success = false;
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}
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}
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return success;
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}
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/// <summary>
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/// Validates that all NetworkManager instances have valid NetworkClients for all connected clients
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/// Validates the same thing when a client late joins and when a client disconnects.
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/// </summary>
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[UnityTest]
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public IEnumerator ValidateNetworkClients()
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{
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// Validate the initial clients created
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yield return WaitForConditionOrTimeOut(AllNetworkClientsValidated);
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AssertOnTimeout($"[Start] Not all NetworkClients were valid!\n{m_ErrorLogLevel1}");
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// Late join a player and revalidate all instances
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yield return CreateAndStartNewClient();
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yield return WaitForConditionOrTimeOut(AllNetworkClientsValidated);
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AssertOnTimeout($"[Late Join] Not all NetworkClients were valid!\n{m_ErrorLogLevel1}");
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// Disconnect a player and revalidate all instances
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var initialCount = m_ClientNetworkManagers.Length;
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yield return StopOneClient(m_ClientNetworkManagers[m_ClientNetworkManagers.Length - 1], true);
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// Sanity check to assure we removed the NetworkManager from m_ClientNetworkManagers
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Assert.False(initialCount == m_ClientNetworkManagers.Length, $"Disconnected player and expected total number of client {nameof(NetworkManager)}s " +
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$"to be {initialCount - 1} but it was still {initialCount}!");
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yield return WaitForConditionOrTimeOut(AllNetworkClientsValidated);
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AssertOnTimeout($"[Client Disconnect] Not all NetworkClients were valid!\n{m_ErrorLogLevel1}");
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}
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/// <summary>
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/// Verify that all NetworkClients are pointing to the correct player object, even if
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/// the player object is changed.
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/// </summary>
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private bool ValidatePlayerObjectOnClients(NetworkManager clientToValidate)
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{
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m_ErrorLogLevel2.Clear();
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var success = true;
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var expectedGlobalObjectIdHash = m_ChangedPlayerPrefabs[clientToValidate.LocalClientId];
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if (expectedGlobalObjectIdHash != clientToValidate.LocalClient.PlayerObject.GlobalObjectIdHash)
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{
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m_ErrorLogLevel2.Append($"[Local Prefab Mismatch][Expected GlobalObjectIdHash: {expectedGlobalObjectIdHash} but was {clientToValidate.LocalClient.PlayerObject.GlobalObjectIdHash}]");
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success = false;
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}
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foreach (var client in m_ClientNetworkManagers)
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{
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if (client == clientToValidate)
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{
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continue;
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}
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var remoteNetworkClient = client.ConnectedClients[clientToValidate.LocalClientId];
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if (expectedGlobalObjectIdHash != remoteNetworkClient.PlayerObject.GlobalObjectIdHash)
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{
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m_ErrorLogLevel2.Append($"[Client-{client.LocalClientId} Prefab Mismatch][Expected GlobalObjectIdHash: {expectedGlobalObjectIdHash} but was {remoteNetworkClient.PlayerObject.GlobalObjectIdHash}]");
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success = false;
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}
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var foundPlayer = false;
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foreach (var playerObject in client.SpawnManager.PlayerObjects)
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{
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if (playerObject.NetworkObjectId == clientToValidate.LocalClient.PlayerObject.NetworkObjectId)
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{
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foundPlayer = true;
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break;
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}
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}
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if (!foundPlayer)
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{
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m_ErrorLogLevel1.AppendLine($"[Client-{client.LocalClientId}] Local {nameof(NetworkSpawnManager.PlayerObjects)} does not contain {clientToValidate.LocalClient.PlayerObject.name}!");
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success = false;
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}
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}
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return success;
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}
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private bool ValidateAllPlayerObjects()
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{
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m_ErrorLogLevel1.Clear();
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var success = true;
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if (m_UseHost && !UseCMBService())
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{
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if (!ValidatePlayerObjectOnClients(m_ServerNetworkManager))
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{
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m_ErrorLogLevel1.AppendLine($"[Client-{m_ServerNetworkManager.LocalClientId}]{m_ErrorLogLevel2}");
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success = false;
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}
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if (m_ServerNetworkManager.LocalClient.PlayerObject == null)
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{
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m_ErrorLogLevel1.AppendLine($"[Client-{m_ServerNetworkManager.LocalClientId}] Local {nameof(NetworkClient.PlayerObject)} is null!");
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success = false;
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}
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}
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foreach (var client in m_ClientNetworkManagers)
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{
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if (!ValidatePlayerObjectOnClients(client))
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{
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m_ErrorLogLevel1.AppendLine($"[Client-{client.LocalClientId}]{m_ErrorLogLevel2}");
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success = false;
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}
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if (client.LocalClient.PlayerObject == null)
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{
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m_ErrorLogLevel1.AppendLine($"[Client-{client.LocalClientId}] Local {nameof(NetworkClient.PlayerObject)} is null!");
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success = false;
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}
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else
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if (!client.SpawnManager.PlayerObjects.Contains(client.LocalClient.PlayerObject))
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{
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m_ErrorLogLevel1.AppendLine($"[Client-{client.LocalClientId}] Local {nameof(NetworkSpawnManager.PlayerObjects)} does not contain {client.LocalClient.PlayerObject.name}!");
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success = false;
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}
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}
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return success;
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}
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private NetworkObject GetRandomPlayerPrefab()
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{
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return m_PlayerPrefabs[Random.Range(0, m_PlayerPrefabs.Count() - 1)].GetComponent<NetworkObject>();
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}
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public enum PlayerSpawnTypes
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{
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Normal,
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NetworkObject,
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SpawnManager
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}
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/// <summary>
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/// Validates that when a client changes their player object that all connected client instances mirror the
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/// client's new player object.
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/// </summary>
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[UnityTest]
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public IEnumerator ValidatePlayerObjects([Values] PlayerSpawnTypes playerSpawnType)
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{
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// Just do a quick validation for all connected client's NetworkClients
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yield return WaitForConditionOrTimeOut(AllNetworkClientsValidated);
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AssertOnTimeout($"Not all NetworkClients were valid!\n{m_ErrorLogLevel1}");
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// Now, have each client spawn a new player object
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m_ChangedPlayerPrefabs.Clear();
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var playerInstance = (GameObject)null;
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var playerPrefabToSpawn = (NetworkObject)null;
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if (m_UseHost)
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{
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playerPrefabToSpawn = GetRandomPlayerPrefab();
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switch (playerSpawnType)
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{
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case PlayerSpawnTypes.Normal:
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{
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playerInstance = SpawnPlayerObject(playerPrefabToSpawn.gameObject, m_ServerNetworkManager);
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break;
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}
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case PlayerSpawnTypes.NetworkObject:
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{
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playerInstance = NetworkObject.InstantiateAndSpawn(playerPrefabToSpawn.gameObject, m_ServerNetworkManager, isPlayerObject: true).gameObject;
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break;
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}
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case PlayerSpawnTypes.SpawnManager:
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{
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playerInstance = m_ServerNetworkManager.SpawnManager.InstantiateAndSpawn(playerPrefabToSpawn, isPlayerObject: true).gameObject;
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break;
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}
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}
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m_ChangedPlayerPrefabs.Add(m_ServerNetworkManager.LocalClientId, playerPrefabToSpawn.GlobalObjectIdHash);
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}
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foreach (var client in m_ClientNetworkManagers)
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{
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playerPrefabToSpawn = GetRandomPlayerPrefab();
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var networkManager = m_DistributedAuthority ? client : m_ServerNetworkManager;
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switch (playerSpawnType)
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{
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case PlayerSpawnTypes.Normal:
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{
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playerInstance = SpawnPlayerObject(playerPrefabToSpawn.gameObject, client);
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break;
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}
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case PlayerSpawnTypes.NetworkObject:
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{
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playerInstance = NetworkObject.InstantiateAndSpawn(playerPrefabToSpawn.gameObject, networkManager, client.LocalClientId, isPlayerObject: true).gameObject;
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break;
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}
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case PlayerSpawnTypes.SpawnManager:
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{
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playerInstance = networkManager.SpawnManager.InstantiateAndSpawn(playerPrefabToSpawn, client.LocalClientId, isPlayerObject: true).gameObject;
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break;
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}
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}
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m_ChangedPlayerPrefabs.Add(client.LocalClientId, playerPrefabToSpawn.GlobalObjectIdHash);
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}
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// Validate that all connected clients' NetworkClient instances have the correct player object for each connected client
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yield return WaitForConditionOrTimeOut(ValidateAllPlayerObjects);
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AssertOnTimeout($"[Existing Clients] Not all NetworkClient player objects were valid!\n{m_ErrorLogLevel1}");
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// Distributed authority only feature validation (NetworkManager.OnFetchLocalPlayerPrefabToSpawn)
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if (m_DistributedAuthority)
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{
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// Now test the fetch prefab callback to assure that this is working correctly.
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// Start a new client and wait for it to connect
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yield return CreateAndStartNewClient();
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// Do another validation pass.
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yield return WaitForConditionOrTimeOut(ValidateAllPlayerObjects);
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AssertOnTimeout($"[Late Joined Client] Not all NetworkClient player objects were valid!\n{m_ErrorLogLevel1}");
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}
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}
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}
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}
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