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com.unity.netcode.gameobjects/Tests/Runtime/DistributedAuthority/NetworkClientAndPlayerObjectTests.cs
Unity Technologies 8fe07bbad2 com.unity.netcode.gameobjects@2.2.0
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)
2024-12-12 00:00:00 +00:00

375 lines
16 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Random = UnityEngine.Random;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
[TestFixture(HostOrServer.DAHost)]
internal class NetworkClientAndPlayerObjectTests : NetcodeIntegrationTest
{
private const int k_PlayerPrefabCount = 6;
protected override int NumberOfClients => 2;
private List<GameObject> m_PlayerPrefabs = new List<GameObject>();
private Dictionary<ulong, uint> m_ChangedPlayerPrefabs = new Dictionary<ulong, uint>();
public NetworkClientAndPlayerObjectTests(HostOrServer hostOrServer) : base(hostOrServer)
{
}
protected override IEnumerator OnTearDown()
{
m_PlayerPrefabs.Clear();
return base.OnTearDown();
}
protected override void OnServerAndClientsCreated()
{
m_PlayerPrefabs.Clear();
for (int i = 0; i < k_PlayerPrefabCount; i++)
{
m_PlayerPrefabs.Add(CreateNetworkObjectPrefab($"PlayerPrefab{i}"));
}
base.OnServerAndClientsCreated();
}
protected override void OnNewClientCreated(NetworkManager networkManager)
{
networkManager.NetworkConfig.Prefabs = m_ServerNetworkManager.NetworkConfig.Prefabs;
if (m_DistributedAuthority)
{
networkManager.OnFetchLocalPlayerPrefabToSpawn = FetchPlayerPrefabToSpawn;
}
base.OnNewClientCreated(networkManager);
}
/// <summary>
/// Only for distributed authority mode
/// </summary>
/// <returns>a unique player prefab for the player</returns>
private GameObject FetchPlayerPrefabToSpawn()
{
var prefabObject = GetRandomPlayerPrefab();
var clientId = m_ClientNetworkManagers[m_ClientNetworkManagers.Length - 1].LocalClientId;
m_ChangedPlayerPrefabs.Add(clientId, prefabObject.GlobalObjectIdHash);
return prefabObject.gameObject;
}
private StringBuilder m_ErrorLogLevel3 = new StringBuilder();
private StringBuilder m_ErrorLogLevel2 = new StringBuilder();
private StringBuilder m_ErrorLogLevel1 = new StringBuilder();
private bool ValidateNetworkClient(NetworkClient networkClient)
{
m_ErrorLogLevel3.Clear();
var success = true;
if (networkClient == null)
{
m_ErrorLogLevel3.Append($"[NetworkClient is NULL]");
// Log error
success = false;
}
if (!networkClient.IsConnected)
{
m_ErrorLogLevel3.Append($"[NetworkClient {nameof(NetworkClient.IsConnected)}] is false]");
// Log error
success = false;
}
if (networkClient.PlayerObject == null)
{
m_ErrorLogLevel3.Append($"[NetworkClient {nameof(NetworkClient.PlayerObject)}] is NULL]");
// Log error
success = false;
}
return success;
}
private bool ValidateNetworkManagerNetworkClients(NetworkManager networkManager)
{
var success = true;
m_ErrorLogLevel2.Clear();
// Number of connected clients plus the DAHost
var expectedCount = m_ClientNetworkManagers.Length + (m_UseHost ? 1 : 0);
if (networkManager.ConnectedClients.Count != expectedCount)
{
m_ErrorLogLevel2.Append($"[{nameof(NetworkManager.ConnectedClients)} count: {networkManager.ConnectedClients.Count} vs expected count: {expectedCount}]");
// Log error
success = false;
}
if (m_UseHost && !ValidateNetworkClient(networkManager.LocalClient))
{
m_ErrorLogLevel2.Append($"[Local NetworkClient: --({m_ErrorLogLevel3})--]");
// Log error
success = false;
}
foreach (var networkClient in networkManager.ConnectedClients)
{
// When just running a server, ignore the server's local NetworkClient
if (!m_UseHost && networkManager.IsServer)
{
continue;
}
if (!ValidateNetworkClient(networkManager.LocalClient))
{
// Log error
success = false;
m_ErrorLogLevel2.Append($"[NetworkClient-{networkManager.LocalClientId}: --({m_ErrorLogLevel3})--]");
}
}
return success;
}
private bool AllNetworkClientsValidated()
{
m_ErrorLogLevel1.Clear();
var success = true;
if (!UseCMBService())
{
if (!ValidateNetworkManagerNetworkClients(m_ServerNetworkManager))
{
m_ErrorLogLevel1.AppendLine($"[Client-{m_ServerNetworkManager.LocalClientId}]{m_ErrorLogLevel2}");
// Log error
success = false;
}
}
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
if (!ValidateNetworkManagerNetworkClients(clientNetworkManager))
{
m_ErrorLogLevel1.AppendLine($"[Client-{clientNetworkManager.LocalClientId}]{m_ErrorLogLevel2}");
// Log error
success = false;
}
}
return success;
}
/// <summary>
/// Validates that all NetworkManager instances have valid NetworkClients for all connected clients
/// Validates the same thing when a client late joins and when a client disconnects.
/// </summary>
[UnityTest]
public IEnumerator ValidateNetworkClients()
{
// Validate the initial clients created
yield return WaitForConditionOrTimeOut(AllNetworkClientsValidated);
AssertOnTimeout($"[Start] Not all NetworkClients were valid!\n{m_ErrorLogLevel1}");
// Late join a player and revalidate all instances
yield return CreateAndStartNewClient();
yield return WaitForConditionOrTimeOut(AllNetworkClientsValidated);
AssertOnTimeout($"[Late Join] Not all NetworkClients were valid!\n{m_ErrorLogLevel1}");
// Disconnect a player and revalidate all instances
var initialCount = m_ClientNetworkManagers.Length;
yield return StopOneClient(m_ClientNetworkManagers[m_ClientNetworkManagers.Length - 1], true);
// Sanity check to assure we removed the NetworkManager from m_ClientNetworkManagers
Assert.False(initialCount == m_ClientNetworkManagers.Length, $"Disconnected player and expected total number of client {nameof(NetworkManager)}s " +
$"to be {initialCount - 1} but it was still {initialCount}!");
yield return WaitForConditionOrTimeOut(AllNetworkClientsValidated);
AssertOnTimeout($"[Client Disconnect] Not all NetworkClients were valid!\n{m_ErrorLogLevel1}");
}
/// <summary>
/// Verify that all NetworkClients are pointing to the correct player object, even if
/// the player object is changed.
/// </summary>
private bool ValidatePlayerObjectOnClients(NetworkManager clientToValidate)
{
m_ErrorLogLevel2.Clear();
var success = true;
var expectedGlobalObjectIdHash = m_ChangedPlayerPrefabs[clientToValidate.LocalClientId];
if (expectedGlobalObjectIdHash != clientToValidate.LocalClient.PlayerObject.GlobalObjectIdHash)
{
m_ErrorLogLevel2.Append($"[Local Prefab Mismatch][Expected GlobalObjectIdHash: {expectedGlobalObjectIdHash} but was {clientToValidate.LocalClient.PlayerObject.GlobalObjectIdHash}]");
success = false;
}
foreach (var client in m_ClientNetworkManagers)
{
if (client == clientToValidate)
{
continue;
}
var remoteNetworkClient = client.ConnectedClients[clientToValidate.LocalClientId];
if (expectedGlobalObjectIdHash != remoteNetworkClient.PlayerObject.GlobalObjectIdHash)
{
m_ErrorLogLevel2.Append($"[Client-{client.LocalClientId} Prefab Mismatch][Expected GlobalObjectIdHash: {expectedGlobalObjectIdHash} but was {remoteNetworkClient.PlayerObject.GlobalObjectIdHash}]");
success = false;
}
var foundPlayer = false;
foreach (var playerObject in client.SpawnManager.PlayerObjects)
{
if (playerObject.NetworkObjectId == clientToValidate.LocalClient.PlayerObject.NetworkObjectId)
{
foundPlayer = true;
break;
}
}
if (!foundPlayer)
{
m_ErrorLogLevel1.AppendLine($"[Client-{client.LocalClientId}] Local {nameof(NetworkSpawnManager.PlayerObjects)} does not contain {clientToValidate.LocalClient.PlayerObject.name}!");
success = false;
}
}
return success;
}
private bool ValidateAllPlayerObjects()
{
m_ErrorLogLevel1.Clear();
var success = true;
if (m_UseHost && !UseCMBService())
{
if (!ValidatePlayerObjectOnClients(m_ServerNetworkManager))
{
m_ErrorLogLevel1.AppendLine($"[Client-{m_ServerNetworkManager.LocalClientId}]{m_ErrorLogLevel2}");
success = false;
}
if (m_ServerNetworkManager.LocalClient.PlayerObject == null)
{
m_ErrorLogLevel1.AppendLine($"[Client-{m_ServerNetworkManager.LocalClientId}] Local {nameof(NetworkClient.PlayerObject)} is null!");
success = false;
}
}
foreach (var client in m_ClientNetworkManagers)
{
if (!ValidatePlayerObjectOnClients(client))
{
m_ErrorLogLevel1.AppendLine($"[Client-{client.LocalClientId}]{m_ErrorLogLevel2}");
success = false;
}
if (client.LocalClient.PlayerObject == null)
{
m_ErrorLogLevel1.AppendLine($"[Client-{client.LocalClientId}] Local {nameof(NetworkClient.PlayerObject)} is null!");
success = false;
}
else
if (!client.SpawnManager.PlayerObjects.Contains(client.LocalClient.PlayerObject))
{
m_ErrorLogLevel1.AppendLine($"[Client-{client.LocalClientId}] Local {nameof(NetworkSpawnManager.PlayerObjects)} does not contain {client.LocalClient.PlayerObject.name}!");
success = false;
}
}
return success;
}
private NetworkObject GetRandomPlayerPrefab()
{
return m_PlayerPrefabs[Random.Range(0, m_PlayerPrefabs.Count() - 1)].GetComponent<NetworkObject>();
}
public enum PlayerSpawnTypes
{
Normal,
NetworkObject,
SpawnManager
}
/// <summary>
/// Validates that when a client changes their player object that all connected client instances mirror the
/// client's new player object.
/// </summary>
[UnityTest]
public IEnumerator ValidatePlayerObjects([Values] PlayerSpawnTypes playerSpawnType)
{
// Just do a quick validation for all connected client's NetworkClients
yield return WaitForConditionOrTimeOut(AllNetworkClientsValidated);
AssertOnTimeout($"Not all NetworkClients were valid!\n{m_ErrorLogLevel1}");
// Now, have each client spawn a new player object
m_ChangedPlayerPrefabs.Clear();
var playerInstance = (GameObject)null;
var playerPrefabToSpawn = (NetworkObject)null;
if (m_UseHost)
{
playerPrefabToSpawn = GetRandomPlayerPrefab();
switch (playerSpawnType)
{
case PlayerSpawnTypes.Normal:
{
playerInstance = SpawnPlayerObject(playerPrefabToSpawn.gameObject, m_ServerNetworkManager);
break;
}
case PlayerSpawnTypes.NetworkObject:
{
playerInstance = NetworkObject.InstantiateAndSpawn(playerPrefabToSpawn.gameObject, m_ServerNetworkManager, isPlayerObject: true).gameObject;
break;
}
case PlayerSpawnTypes.SpawnManager:
{
playerInstance = m_ServerNetworkManager.SpawnManager.InstantiateAndSpawn(playerPrefabToSpawn, isPlayerObject: true).gameObject;
break;
}
}
m_ChangedPlayerPrefabs.Add(m_ServerNetworkManager.LocalClientId, playerPrefabToSpawn.GlobalObjectIdHash);
}
foreach (var client in m_ClientNetworkManagers)
{
playerPrefabToSpawn = GetRandomPlayerPrefab();
var networkManager = m_DistributedAuthority ? client : m_ServerNetworkManager;
switch (playerSpawnType)
{
case PlayerSpawnTypes.Normal:
{
playerInstance = SpawnPlayerObject(playerPrefabToSpawn.gameObject, client);
break;
}
case PlayerSpawnTypes.NetworkObject:
{
playerInstance = NetworkObject.InstantiateAndSpawn(playerPrefabToSpawn.gameObject, networkManager, client.LocalClientId, isPlayerObject: true).gameObject;
break;
}
case PlayerSpawnTypes.SpawnManager:
{
playerInstance = networkManager.SpawnManager.InstantiateAndSpawn(playerPrefabToSpawn, client.LocalClientId, isPlayerObject: true).gameObject;
break;
}
}
m_ChangedPlayerPrefabs.Add(client.LocalClientId, playerPrefabToSpawn.GlobalObjectIdHash);
}
// Validate that all connected clients' NetworkClient instances have the correct player object for each connected client
yield return WaitForConditionOrTimeOut(ValidateAllPlayerObjects);
AssertOnTimeout($"[Existing Clients] Not all NetworkClient player objects were valid!\n{m_ErrorLogLevel1}");
// Distributed authority only feature validation (NetworkManager.OnFetchLocalPlayerPrefabToSpawn)
if (m_DistributedAuthority)
{
// Now test the fetch prefab callback to assure that this is working correctly.
// Start a new client and wait for it to connect
yield return CreateAndStartNewClient();
// Do another validation pass.
yield return WaitForConditionOrTimeOut(ValidateAllPlayerObjects);
AssertOnTimeout($"[Late Joined Client] Not all NetworkClient player objects were valid!\n{m_ErrorLogLevel1}");
}
}
}
}