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)
897 lines
47 KiB
C#
897 lines
47 KiB
C#
#if COM_UNITY_MODULES_PHYSICS
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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.Components;
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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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namespace Unity.Netcode.RuntimeTests
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{
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[TestFixture(HostOrServer.DAHost, MotionModels.UseTransform)]
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[TestFixture(HostOrServer.DAHost, MotionModels.UseRigidbody)]
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[TestFixture(HostOrServer.Host, MotionModels.UseTransform)]
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internal class NetworkTransformOwnershipTests : IntegrationTestWithApproximation
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{
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public enum MotionModels
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{
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UseRigidbody,
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UseTransform
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}
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protected override int NumberOfClients => 1;
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private GameObject m_ClientNetworkTransformPrefab;
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private GameObject m_NetworkTransformPrefab;
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private MotionModels m_MotionModel;
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public NetworkTransformOwnershipTests(HostOrServer hostOrServer, MotionModels motionModel) : base(hostOrServer)
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{
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m_MotionModel = motionModel;
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}
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protected override void OnServerAndClientsCreated()
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{
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VerifyObjectIsSpawnedOnClient.ResetObjectTable();
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m_ClientNetworkTransformPrefab = CreateNetworkObjectPrefab("OwnerAuthorityTest");
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var clientNetworkObject = m_ClientNetworkTransformPrefab.GetComponent<NetworkObject>();
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// When running in distributed authority mode, make the NetworkObject transferable
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clientNetworkObject.SetOwnershipStatus(m_DistributedAuthority ? NetworkObject.OwnershipStatus.Transferable : NetworkObject.OwnershipStatus.None);
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var clientNetworkTransform = m_ClientNetworkTransformPrefab.AddComponent<TestClientNetworkTransform>();
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clientNetworkTransform.AuthorityMode = NetworkTransform.AuthorityModes.Owner;
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clientNetworkTransform.Interpolate = false;
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clientNetworkTransform.UseHalfFloatPrecision = false;
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var rigidBody = m_ClientNetworkTransformPrefab.AddComponent<Rigidbody>();
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rigidBody.useGravity = false;
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rigidBody.maxDepenetrationVelocity = 0;
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rigidBody.mass = 100;
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rigidBody.linearDamping = 100;
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rigidBody.interpolation = RigidbodyInterpolation.None;
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rigidBody.maxLinearVelocity = 0;
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rigidBody.detectCollisions = false;
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rigidBody.position = Vector3.zero;
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rigidBody.rotation = Quaternion.identity;
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rigidBody.transform.position = Vector3.zero;
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rigidBody.transform.rotation = Quaternion.identity;
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// NOTE: We don't use a sphere collider for this integration test because by the time we can
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// assure they don't collide and skew the results the NetworkObjects are already synchronized
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// with skewed results
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var networkRigidbody = m_ClientNetworkTransformPrefab.AddComponent<NetworkRigidbody>();
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networkRigidbody.UseRigidBodyForMotion = m_MotionModel == MotionModels.UseRigidbody;
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m_ClientNetworkTransformPrefab.AddComponent<VerifyObjectIsSpawnedOnClient>();
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m_NetworkTransformPrefab = CreateNetworkObjectPrefab("ServerAuthorityTest");
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var networkObject = m_ClientNetworkTransformPrefab.GetComponent<NetworkObject>();
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// When running in distributed authority mode, make the NetworkObject transferable
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networkObject.SetOwnershipStatus(m_DistributedAuthority ? NetworkObject.OwnershipStatus.Transferable : NetworkObject.OwnershipStatus.None);
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var networkTransform = m_NetworkTransformPrefab.AddComponent<TestClientNetworkTransform>();
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rigidBody = m_NetworkTransformPrefab.AddComponent<Rigidbody>();
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rigidBody.useGravity = false;
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rigidBody.maxDepenetrationVelocity = 0;
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rigidBody.linearDamping = 100;
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rigidBody.mass = 100;
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rigidBody.interpolation = RigidbodyInterpolation.None;
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rigidBody.maxLinearVelocity = 0;
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rigidBody.detectCollisions = false;
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rigidBody.position = Vector3.zero;
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rigidBody.rotation = Quaternion.identity;
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rigidBody.transform.position = Vector3.zero;
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rigidBody.transform.rotation = Quaternion.identity;
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// NOTE: We don't use a sphere collider for this integration test because by the time we can
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// assure they don't collide and skew the results the NetworkObjects are already synchronized
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// with skewed results
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networkRigidbody = m_NetworkTransformPrefab.AddComponent<NetworkRigidbody>();
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networkRigidbody.UseRigidBodyForMotion = m_MotionModel == MotionModels.UseRigidbody;
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m_NetworkTransformPrefab.AddComponent<VerifyObjectIsSpawnedOnClient>();
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networkTransform.Interpolate = false;
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networkTransform.UseHalfFloatPrecision = false;
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base.OnServerAndClientsCreated();
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}
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/// <summary>
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/// Clients created during a test need to have their prefabs list updated to
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/// match the server's prefab list.
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/// </summary>
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protected override void OnNewClientCreated(NetworkManager networkManager)
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{
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foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
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{
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networkManager.NetworkConfig.Prefabs.Add(networkPrefab);
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}
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base.OnNewClientCreated(networkManager);
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}
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private bool ClientIsOwner()
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{
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var clientId = m_ClientNetworkManagers[0].LocalClientId;
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if (!VerifyObjectIsSpawnedOnClient.GetClientsThatSpawnedThisPrefab().Contains(clientId))
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{
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return false;
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}
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if (VerifyObjectIsSpawnedOnClient.GetClientInstance(clientId).OwnerClientId != clientId)
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{
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return false;
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}
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return true;
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}
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/// <summary>
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/// This test verifies a late joining client cannot change the transform when:
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/// - A NetworkObject is spawned with a host and one or more connected clients
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/// - The NetworkTransform is owner authoritative and spawned with the host as the owner
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/// - The host does not change the transform values
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/// - One of the already connected clients gains ownership of the spawned NetworkObject
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/// - The new client owner does not change the transform values
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/// - A new late joining client connects and is synchronized
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/// - The newly connected late joining client tries to change the transform of the NetworkObject
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/// it does not own
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/// </summary>
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[UnityTest]
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public IEnumerator LateJoinedNonOwnerClientCannotChangeTransform()
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{
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// Spawn the m_ClientNetworkTransformPrefab with the host starting as the owner
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var hostInstance = SpawnObject(m_ClientNetworkTransformPrefab, m_ServerNetworkManager);
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// Wait for the client to spawn it
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yield return WaitForConditionOrTimeOut(() => VerifyObjectIsSpawnedOnClient.GetClientsThatSpawnedThisPrefab().Contains(m_ClientNetworkManagers[0].LocalClientId));
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// Change the ownership to the connectd client
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hostInstance.GetComponent<NetworkObject>().ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
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// Wait until the client gains ownership
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yield return WaitForConditionOrTimeOut(ClientIsOwner);
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AssertOnTimeout($"Timed out waiting for the {nameof(ClientIsOwner)} condition to be met!");
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// Spawn a new client
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yield return CreateAndStartNewClient();
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yield return WaitForConditionOrTimeOut(() => VerifyObjectIsSpawnedOnClient.NetworkManagerRelativeSpawnedObjects.ContainsKey(m_ClientNetworkManagers[1].LocalClientId));
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AssertOnTimeout($"Timed out waiting for late joing client VerifyObjectIsSpawnedOnClient entry to be created!");
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// Get the instance of the object relative to the newly joined client
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var newClientObjectInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(m_ClientNetworkManagers[1].LocalClientId);
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// Attempt to change the transform values
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var currentPosition = newClientObjectInstance.transform.position;
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newClientObjectInstance.transform.position = GetRandomVector3(0.5f, 10.0f);
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var rotation = newClientObjectInstance.transform.rotation;
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var currentRotation = rotation.eulerAngles;
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rotation.eulerAngles = GetRandomVector3(1.0f, 180.0f);
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var currentScale = newClientObjectInstance.transform.localScale;
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newClientObjectInstance.transform.localScale = GetRandomVector3(0.25f, 4.0f);
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// Wait one frame so the NetworkTransform can apply the owner's last state received on the late joining client side
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// (i.e. prevent the non-owner from changing the transform)
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if (m_MotionModel == MotionModels.UseRigidbody)
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{
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// Allow fixed update to run twice for values to propogate to Unity transform
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yield return new WaitForFixedUpdate();
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yield return new WaitForFixedUpdate();
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}
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else
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{
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yield return null;
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}
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// Get the owner instance
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var ownerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(m_ClientNetworkManagers[0].LocalClientId);
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// Verify that the non-owner instance transform values are the same before they were changed last frame
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Assert.True(Approximately(currentPosition, newClientObjectInstance.transform.position), $"Non-owner instance was able to change the position!");
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Assert.True(Approximately(currentRotation, newClientObjectInstance.transform.rotation.eulerAngles), $"Non-owner instance was able to change the rotation!");
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Assert.True(Approximately(currentScale, newClientObjectInstance.transform.localScale), $"Non-owner instance was able to change the scale!");
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// Verify that the non-owner instance transform is still the same as the owner instance transform
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Assert.True(Approximately(ownerInstance.transform.position, newClientObjectInstance.transform.position), "Non-owner and owner instance position values are not the same!");
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Assert.True(Approximately(ownerInstance.transform.rotation.eulerAngles, newClientObjectInstance.transform.rotation.eulerAngles), "Non-owner and owner instance rotation values are not the same!");
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Assert.True(Approximately(ownerInstance.transform.localScale, newClientObjectInstance.transform.localScale), "Non-owner and owner instance scale values are not the same!");
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}
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public enum StartingOwnership
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{
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HostStartsAsOwner,
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ClientStartsAsOwner,
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}
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private bool ClientAndServerSpawnedInstance()
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{
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return VerifyObjectIsSpawnedOnClient.NetworkManagerRelativeSpawnedObjects.ContainsKey(m_ServerNetworkManager.LocalClientId) && VerifyObjectIsSpawnedOnClient.NetworkManagerRelativeSpawnedObjects.ContainsKey(m_ClientNetworkManagers[0].LocalClientId);
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}
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private bool m_UseAdjustedVariance;
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private const float k_AdjustedVariance = 0.025f;
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protected override float GetDeltaVarianceThreshold()
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{
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if (m_UseAdjustedVariance)
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{
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return k_AdjustedVariance;
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}
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return base.GetDeltaVarianceThreshold();
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}
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/// <summary>
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/// This verifies that when authority is owner authoritative the owner's
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/// Rigidbody is kinematic and the non-owner's is not.
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/// This also verifies that we can switch between owners and that only the
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/// owner can update the transform while non-owners cannot.
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/// </summary>
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/// <param name="spawnWithHostOwnership">determines who starts as the owner (true): host | (false): client</param>
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[UnityTest]
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public IEnumerator OwnerAuthoritativeTest([Values] StartingOwnership startingOwnership)
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{
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// Get the current ownership layout
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var networkManagerOwner = startingOwnership == StartingOwnership.HostStartsAsOwner ? m_ServerNetworkManager : m_ClientNetworkManagers[0];
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var networkManagerNonOwner = startingOwnership == StartingOwnership.HostStartsAsOwner ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
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// Spawn the m_ClientNetworkTransformPrefab and wait for the client-side to spawn the object
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var serverSideInstance = SpawnObject(m_ClientNetworkTransformPrefab, networkManagerOwner);
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yield return WaitForConditionOrTimeOut(ClientAndServerSpawnedInstance);
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AssertOnTimeout($"Timed out waiting for all object instances to be spawned!");
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// Get owner relative instances
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var ownerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(networkManagerOwner.LocalClientId);
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var nonOwnerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(networkManagerNonOwner.LocalClientId);
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Assert.NotNull(ownerInstance);
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Assert.NotNull(nonOwnerInstance);
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Assert.True(networkManagerOwner.LocalClientId != networkManagerNonOwner.LocalClientId);
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Assert.True(nonOwnerInstance.OwnerClientId != networkManagerNonOwner.LocalClientId);
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Assert.True(nonOwnerInstance.NetworkManager.LocalClientId == networkManagerNonOwner.LocalClientId);
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Vector3 GetNonOwnerPosition()
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{
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if (m_MotionModel == MotionModels.UseRigidbody)
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{
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return nonOwnerInstance.GetComponent<Rigidbody>().position;
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}
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else
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{
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return nonOwnerInstance.transform.position;
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}
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}
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Quaternion GetNonOwnerRotation()
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{
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if (m_MotionModel == MotionModels.UseRigidbody)
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{
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return nonOwnerInstance.GetComponent<Rigidbody>().rotation;
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}
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else
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{
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return nonOwnerInstance.transform.rotation;
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}
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}
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void LogNonOwnerRigidBody(int stage)
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{
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if (m_MotionModel == MotionModels.UseRigidbody && m_EnableVerboseDebug)
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{
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var rigidbody = nonOwnerInstance.GetComponent<Rigidbody>();
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Debug.Log($"[{stage}][Rigidbody-NonOwner][Owner:{nonOwnerInstance.OwnerClientId} [Client-{nonOwnerInstance.NetworkManager.LocalClientId}][Gravity: {rigidbody.useGravity}][Kinematic: {rigidbody.isKinematic}][RB-Pos: {rigidbody.position}][RB-Rotation: {rigidbody.rotation}]");
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}
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}
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void LogOwnerRigidBody(int stage)
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{
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if (m_MotionModel == MotionModels.UseRigidbody && m_EnableVerboseDebug)
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{
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var rigidbody = ownerInstance.GetComponent<Rigidbody>();
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Debug.Log($"[{stage}][Rigidbody-Owner][Owner:{ownerInstance.OwnerClientId} [Client-{ownerInstance.NetworkManager.LocalClientId}][Gravity: {rigidbody.useGravity}][Kinematic: {rigidbody.isKinematic}][RB-Pos: {rigidbody.position}][RB-Rotation: {rigidbody.rotation}]");
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}
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}
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// Make sure the owner is not kinematic and the non-owner(s) are kinematic
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Assert.True(nonOwnerInstance.GetComponent<Rigidbody>().isKinematic, $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} is not kinematic when it should be!");
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Assert.False(ownerInstance.GetComponent<Rigidbody>().isKinematic, $"{networkManagerOwner.name}'s object instance {ownerInstance.name} is kinematic when it should not be!");
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if (m_MotionModel == MotionModels.UseRigidbody)
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{
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nonOwnerInstance.GetComponent<NetworkTransform>().LogStateUpdate = m_EnableVerboseDebug;
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}
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// Owner changes transform values
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var valueSetByOwner = Vector3.one * 2;
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var rotation = new Quaternion
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{
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eulerAngles = valueSetByOwner
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};
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if (m_MotionModel == MotionModels.UseRigidbody)
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{
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TestClientNetworkTransform.EnableLogState(m_EnableVerboseDebug);
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var ownerRigidbody = ownerInstance.GetComponent<Rigidbody>();
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ownerRigidbody.Move(valueSetByOwner, rotation);
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yield return new WaitForFixedUpdate();
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ownerRigidbody.linearVelocity = Vector3.zero;
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yield return new WaitForFixedUpdate();
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ownerInstance.transform.localScale = valueSetByOwner;
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}
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else
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{
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ownerInstance.transform.position = valueSetByOwner;
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ownerInstance.transform.rotation = rotation;
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ownerInstance.transform.localScale = valueSetByOwner;
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}
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var transformToTest = nonOwnerInstance.transform;
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LogNonOwnerRigidBody(1);
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yield return WaitForConditionOrTimeOut(() => Approximately(transformToTest.position, valueSetByOwner) && Approximately(transformToTest.localScale, valueSetByOwner) && Approximately(transformToTest.rotation, rotation));
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} to change its transform!\n" +
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$"Expected Position: {valueSetByOwner} | Current Position: {transformToTest.position}\n" +
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$"Expected Rotation: {valueSetByOwner} | Current Rotation: {transformToTest.rotation.eulerAngles}\n" +
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$"Expected Scale: {valueSetByOwner} | Current Scale: {transformToTest.localScale}");
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// Verify non-owners cannot change transform values
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nonOwnerInstance.transform.position = Vector3.zero;
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yield return s_DefaultWaitForTick;
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if (m_MotionModel == MotionModels.UseRigidbody)
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{
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yield return new WaitForFixedUpdate();
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}
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LogNonOwnerRigidBody(2);
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Assert.True(Approximately(GetNonOwnerPosition(), valueSetByOwner), $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} was allowed to change its position! Expected: {valueSetByOwner} Is Currently:{GetNonOwnerPosition()}");
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// Change ownership and wait for the non-owner to reflect the change
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VerifyObjectIsSpawnedOnClient.ResetObjectTable();
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if (m_DistributedAuthority)
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{
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Assert.True(nonOwnerInstance.OwnerClientId != networkManagerNonOwner.LocalClientId, $"Non-Owner Client-{networkManagerNonOwner.LocalClientId} was already the owner prior to changing ownership!");
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nonOwnerInstance.NetworkObject.ChangeOwnership(networkManagerNonOwner.LocalClientId);
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nonOwnerInstance.GetComponent<Rigidbody>().linearVelocity = Vector3.zero;
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Assert.True(nonOwnerInstance.OwnerClientId == networkManagerNonOwner.LocalClientId, $"Client-{networkManagerNonOwner.LocalClientId} failed to change ownership!");
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LogNonOwnerRigidBody(3);
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yield return WaitForConditionOrTimeOut(() => ownerInstance.GetComponent<NetworkObject>().OwnerClientId == networkManagerNonOwner.LocalClientId);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for original owner {networkManagerOwner.name}'s object instance {nonOwnerInstance.name} to change ownership!");
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}
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else
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{
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m_ServerNetworkManager.SpawnManager.ChangeOwnership(serverSideInstance.GetComponent<NetworkObject>(), networkManagerNonOwner.LocalClientId, true);
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LogNonOwnerRigidBody(3);
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yield return WaitForConditionOrTimeOut(() => nonOwnerInstance.GetComponent<NetworkObject>().OwnerClientId == networkManagerNonOwner.LocalClientId);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} to change ownership!");
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}
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LogNonOwnerRigidBody(4);
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// Re-assign the ownership references and wait for the non-owner instance to be notified of ownership change
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networkManagerOwner = startingOwnership == StartingOwnership.HostStartsAsOwner ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
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networkManagerNonOwner = startingOwnership == StartingOwnership.HostStartsAsOwner ? m_ServerNetworkManager : m_ClientNetworkManagers[0];
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ownerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(networkManagerOwner.LocalClientId);
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Assert.NotNull(ownerInstance);
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yield return WaitForConditionOrTimeOut(() => VerifyObjectIsSpawnedOnClient.GetClientInstance(networkManagerNonOwner.LocalClientId) != null);
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nonOwnerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(networkManagerNonOwner.LocalClientId);
|
|
Assert.NotNull(nonOwnerInstance);
|
|
Assert.True(!nonOwnerInstance.IsOwner, $"Ownership failed to change on Client-{networkManagerNonOwner.LocalClientId} side! Expected owner to be {networkManagerOwner.LocalClientId} but owner is still {networkManagerNonOwner.LocalClientId}!");
|
|
|
|
// Make sure the owner is not kinematic and the non-owner(s) are kinematic
|
|
Assert.False(ownerInstance.GetComponent<Rigidbody>().isKinematic, $"{networkManagerOwner.name}'s object instance {ownerInstance.name} is kinematic when it should not be!");
|
|
Assert.True(nonOwnerInstance.GetComponent<Rigidbody>().isKinematic, $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} is not kinematic when it should be!");
|
|
transformToTest = nonOwnerInstance.transform;
|
|
Assert.True(networkManagerOwner.LocalClientId != networkManagerNonOwner.LocalClientId);
|
|
Assert.True(nonOwnerInstance.OwnerClientId != networkManagerNonOwner.LocalClientId);
|
|
Assert.True(nonOwnerInstance.NetworkManager.LocalClientId == networkManagerNonOwner.LocalClientId);
|
|
|
|
yield return WaitForConditionOrTimeOut(() => Approximately(transformToTest.position, valueSetByOwner) && Approximately(transformToTest.localScale, valueSetByOwner) && Approximately(transformToTest.rotation, rotation));
|
|
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} to change its transform!\n" +
|
|
$"Expected Position: {valueSetByOwner} | Current Position: {transformToTest.position}\n" +
|
|
$"Expected Rotation: {valueSetByOwner} | Current Rotation: {transformToTest.rotation.eulerAngles}\n" +
|
|
$"Expected Scale: {valueSetByOwner} | Current Scale: {transformToTest.localScale}\n {nonOwnerInstance.GetComponent<TestClientNetworkTransform>().LogInfoBuilder}");
|
|
|
|
LogNonOwnerRigidBody(5);
|
|
// Have the new owner change transform values and wait for those values to be applied on the non-owner side.
|
|
valueSetByOwner = Vector3.one * 10;
|
|
ownerInstance.transform.localScale = valueSetByOwner;
|
|
rotation.eulerAngles = valueSetByOwner;
|
|
LogOwnerRigidBody(1);
|
|
if (m_MotionModel == MotionModels.UseRigidbody)
|
|
{
|
|
m_UseAdjustedVariance = true;
|
|
var ownerRigidbody = ownerInstance.GetComponent<Rigidbody>();
|
|
ownerRigidbody.Move(valueSetByOwner, rotation);
|
|
LogOwnerRigidBody(2);
|
|
yield return new WaitForFixedUpdate();
|
|
ownerInstance.GetComponent<NetworkTransform>().LogMotion = m_EnableVerboseDebug;
|
|
nonOwnerInstance.GetComponent<NetworkTransform>().LogMotion = m_EnableVerboseDebug;
|
|
ownerRigidbody.linearVelocity = Vector3.zero;
|
|
}
|
|
else
|
|
{
|
|
m_UseAdjustedVariance = false;
|
|
ownerInstance.transform.position = valueSetByOwner;
|
|
ownerInstance.transform.rotation = rotation;
|
|
}
|
|
|
|
LogOwnerRigidBody(3);
|
|
LogNonOwnerRigidBody(6);
|
|
yield return WaitForConditionOrTimeOut(() => Approximately(GetNonOwnerPosition(), valueSetByOwner) && Approximately(transformToTest.localScale, valueSetByOwner) && Approximately(GetNonOwnerRotation(), rotation));
|
|
if (s_GlobalTimeoutHelper.TimedOut)
|
|
{
|
|
LogOwnerRigidBody(4);
|
|
LogNonOwnerRigidBody(7);
|
|
}
|
|
|
|
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} to change its transform!\n" +
|
|
$"Expected Position: {valueSetByOwner} | Current Position: {transformToTest.position}\n" +
|
|
$"Expected Rotation: {valueSetByOwner} | Current Rotation: {transformToTest.rotation.eulerAngles}\n" +
|
|
$"Expected Scale: {valueSetByOwner} | Current Scale: {transformToTest.localScale}\n {nonOwnerInstance.GetComponent<TestClientNetworkTransform>().LogInfoBuilder}");
|
|
|
|
// The last check is to verify non-owners cannot change transform values after ownership has changed
|
|
nonOwnerInstance.transform.position = Vector3.zero;
|
|
yield return s_DefaultWaitForTick;
|
|
if (m_MotionModel == MotionModels.UseRigidbody)
|
|
{
|
|
yield return new WaitForFixedUpdate();
|
|
}
|
|
Assert.True(Approximately(GetNonOwnerPosition(), valueSetByOwner), $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} was allowed to change its position! Expected: {valueSetByOwner} Is Currently:{GetNonOwnerPosition()}");
|
|
}
|
|
|
|
/// <summary>
|
|
/// This verifies that when authority is server authoritative the
|
|
/// client's Rigidbody is kinematic and the server is not.
|
|
/// This also verifies only the server can apply updates to the
|
|
/// transform while the clients cannot.
|
|
/// </summary>
|
|
[UnityTest]
|
|
public IEnumerator ServerAuthoritativeTest()
|
|
{
|
|
// Spawn the m_NetworkTransformPrefab and wait for the client-side to spawn the object
|
|
var serverSideInstance = SpawnObject(m_NetworkTransformPrefab, m_ServerNetworkManager);
|
|
yield return WaitForConditionOrTimeOut(() => VerifyObjectIsSpawnedOnClient.GetClientsThatSpawnedThisPrefab().Contains(m_ClientNetworkManagers[0].LocalClientId));
|
|
|
|
var ownerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(m_ServerNetworkManager.LocalClientId);
|
|
var nonOwnerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(m_ClientNetworkManagers[0].LocalClientId);
|
|
|
|
// Make sure the owner is not kinematic and the non-owner(s) are kinematic
|
|
Assert.False(ownerInstance.GetComponent<Rigidbody>().isKinematic, $"{m_ServerNetworkManager.name}'s object instance {ownerInstance.name} is kinematic when it should not be!");
|
|
Assert.True(nonOwnerInstance.GetComponent<Rigidbody>().isKinematic, $"{m_ClientNetworkManagers[0].name}'s object instance {nonOwnerInstance.name} is not kinematic when it should be!");
|
|
|
|
// Server changes transform values
|
|
var valueSetByOwner = Vector3.one * 2;
|
|
ownerInstance.transform.position = valueSetByOwner;
|
|
ownerInstance.transform.localScale = valueSetByOwner;
|
|
var rotation = new Quaternion
|
|
{
|
|
eulerAngles = valueSetByOwner
|
|
};
|
|
ownerInstance.transform.rotation = rotation;
|
|
|
|
// Allow scale to update first when using rigid body motion
|
|
if (m_MotionModel == MotionModels.UseRigidbody)
|
|
{
|
|
yield return new WaitForFixedUpdate();
|
|
}
|
|
var transformToTest = nonOwnerInstance.transform;
|
|
yield return WaitForConditionOrTimeOut(() => transformToTest.position == valueSetByOwner && transformToTest.localScale == valueSetByOwner && transformToTest.rotation == rotation);
|
|
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {m_ClientNetworkManagers[0].name}'s object instance {nonOwnerInstance.name} to change its transform!\n" +
|
|
$"Expected Position: {valueSetByOwner} | Current Position: {transformToTest.position}\n" +
|
|
$"Expected Rotation: {valueSetByOwner} | Current Rotation: {transformToTest.rotation.eulerAngles}\n" +
|
|
$"Expected Scale: {valueSetByOwner} | Current Scale: {transformToTest.localScale}");
|
|
|
|
// The last check is to verify clients cannot change transform values
|
|
nonOwnerInstance.transform.position = Vector3.zero;
|
|
yield return s_DefaultWaitForTick;
|
|
// Allow scale to update first when using rigid body motion
|
|
if (m_MotionModel == MotionModels.UseRigidbody)
|
|
{
|
|
yield return new WaitForFixedUpdate();
|
|
}
|
|
Assert.True(nonOwnerInstance.transform.position == valueSetByOwner, $"{m_ClientNetworkManagers[0].name}'s object instance {nonOwnerInstance.name} was allowed to change its position! Expected: {Vector3.one} Is Currently:{nonOwnerInstance.transform.position}");
|
|
}
|
|
|
|
protected override IEnumerator OnTearDown()
|
|
{
|
|
TestClientNetworkTransform.EnableLogState(false);
|
|
return base.OnTearDown();
|
|
}
|
|
|
|
/// <summary>
|
|
/// NetworkTransformOwnershipTests helper behaviour
|
|
/// </summary>
|
|
internal class VerifyObjectIsSpawnedOnClient : NetworkBehaviour
|
|
{
|
|
public static Dictionary<ulong, VerifyObjectIsSpawnedOnClient> NetworkManagerRelativeSpawnedObjects = new Dictionary<ulong, VerifyObjectIsSpawnedOnClient>();
|
|
|
|
public static void ResetObjectTable()
|
|
{
|
|
NetworkManagerRelativeSpawnedObjects.Clear();
|
|
}
|
|
|
|
/// <summary>
|
|
/// For testing, just before changing ownership the table is cleared to assure that
|
|
/// ownership tansfer occurs. This will add the new owner to the table.
|
|
/// </summary>
|
|
public override void OnGainedOwnership()
|
|
{
|
|
if (!NetworkManagerRelativeSpawnedObjects.ContainsKey(NetworkManager.LocalClientId))
|
|
{
|
|
NetworkManagerRelativeSpawnedObjects.Add(NetworkManager.LocalClientId, this);
|
|
}
|
|
base.OnGainedOwnership();
|
|
}
|
|
|
|
/// <summary>
|
|
/// For testing, just before changing ownership the table is cleared to assure that
|
|
/// ownership tansfer occurs. This will add the previous owner to the table.
|
|
/// </summary>
|
|
public override void OnLostOwnership()
|
|
{
|
|
if (!NetworkManagerRelativeSpawnedObjects.ContainsKey(NetworkManager.LocalClientId))
|
|
{
|
|
NetworkManagerRelativeSpawnedObjects.Add(NetworkManager.LocalClientId, this);
|
|
}
|
|
base.OnLostOwnership();
|
|
}
|
|
|
|
public static List<ulong> GetClientsThatSpawnedThisPrefab()
|
|
{
|
|
return NetworkManagerRelativeSpawnedObjects.Keys.ToList();
|
|
}
|
|
|
|
public static VerifyObjectIsSpawnedOnClient GetClientInstance(ulong clientId)
|
|
{
|
|
if (NetworkManagerRelativeSpawnedObjects.ContainsKey(clientId))
|
|
{
|
|
return NetworkManagerRelativeSpawnedObjects[clientId];
|
|
}
|
|
return null;
|
|
}
|
|
|
|
public override void OnNetworkSpawn()
|
|
{
|
|
if (!NetworkManagerRelativeSpawnedObjects.ContainsKey(NetworkManager.LocalClientId))
|
|
{
|
|
NetworkManagerRelativeSpawnedObjects.Add(NetworkManager.LocalClientId, this);
|
|
}
|
|
base.OnNetworkSpawn();
|
|
}
|
|
|
|
public override void OnNetworkDespawn()
|
|
{
|
|
if (NetworkManagerRelativeSpawnedObjects.ContainsKey(NetworkManager.LocalClientId))
|
|
{
|
|
NetworkManagerRelativeSpawnedObjects.Remove(NetworkManager.LocalClientId);
|
|
}
|
|
base.OnNetworkDespawn();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Until we can better locate the ClientNetworkTransform
|
|
/// This will have to be used to verify the ownership authority
|
|
/// </summary>
|
|
[DisallowMultipleComponent]
|
|
internal class TestClientNetworkTransform : NetworkTransform
|
|
{
|
|
public static void EnableLogState(bool enable)
|
|
{
|
|
s_LogStateEnabled = enable;
|
|
TrackByStateId = enable;
|
|
}
|
|
|
|
private static bool s_LogStateEnabled;
|
|
|
|
internal StringBuilder LogInfoBuilder = new StringBuilder();
|
|
|
|
private void LogInfo(NetworkTransformState state)
|
|
{
|
|
if (s_LogStateEnabled)
|
|
{
|
|
LogInfoBuilder.AppendLine($"N:{name} | CID:{NetworkManager.LocalClientId} | SID: {state.StateId} | NT:{NetworkManager.ServerTime.Tick} | Pos: {transform.position} | Sc: {transform.localScale}");
|
|
}
|
|
}
|
|
|
|
protected override void OnOwnershipChanged(ulong previous, ulong current)
|
|
{
|
|
|
|
if (s_LogStateEnabled)
|
|
{
|
|
LogInfoBuilder.AppendLine($"Ownership Changed: {previous} --> {current} | Position: {transform.position}");
|
|
}
|
|
LogInfo(LocalAuthoritativeNetworkState);
|
|
base.OnOwnershipChanged(previous, current);
|
|
|
|
// Assure no velocity is set on this object for this particular test
|
|
if (current == NetworkManager.LocalClientId)
|
|
{
|
|
GetComponent<Rigidbody>().linearVelocity = Vector3.zero;
|
|
}
|
|
}
|
|
|
|
protected override void OnAuthorityPushTransformState(ref NetworkTransformState networkTransformState)
|
|
{
|
|
LogInfo(networkTransformState);
|
|
base.OnAuthorityPushTransformState(ref networkTransformState);
|
|
}
|
|
|
|
protected override void OnBeforeUpdateTransformState()
|
|
{
|
|
LogInfo(LocalAuthoritativeNetworkState);
|
|
base.OnBeforeUpdateTransformState();
|
|
}
|
|
|
|
protected override void OnNetworkTransformStateUpdated(ref NetworkTransformState oldState, ref NetworkTransformState newState)
|
|
{
|
|
LogInfo(newState);
|
|
base.OnNetworkTransformStateUpdated(ref oldState, ref newState);
|
|
}
|
|
}
|
|
}
|
|
|
|
[TestFixture(HostOrServer.DAHost, NetworkTransform.AuthorityModes.Owner)] // Validate the NetworkTransform owner authoritative mode fix using distributed authority
|
|
[TestFixture(HostOrServer.Host, NetworkTransform.AuthorityModes.Server)] // Validate we have not impacted NetworkTransform server authoritative mode
|
|
[TestFixture(HostOrServer.Host, NetworkTransform.AuthorityModes.Owner)] // Validate the NetworkTransform owner authoritative mode fix using client-server
|
|
internal class NestedNetworkTransformTests : IntegrationTestWithApproximation
|
|
{
|
|
private const int k_NestedChildren = 5;
|
|
protected override int NumberOfClients => 2;
|
|
|
|
private GameObject m_SpawnObject;
|
|
|
|
private NetworkTransform.AuthorityModes m_AuthorityMode;
|
|
|
|
private StringBuilder m_ErrorLog = new StringBuilder();
|
|
|
|
private List<NetworkManager> m_NetworkManagers = new List<NetworkManager>();
|
|
private List<GameObject> m_SpawnedObjects = new List<GameObject>();
|
|
|
|
public NestedNetworkTransformTests(HostOrServer hostOrServer, NetworkTransform.AuthorityModes authorityMode) : base(hostOrServer)
|
|
{
|
|
m_AuthorityMode = authorityMode;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a player prefab with several nested NetworkTransforms
|
|
/// </summary>
|
|
protected override void OnCreatePlayerPrefab()
|
|
{
|
|
var networkTransform = m_PlayerPrefab.AddComponent<NetworkTransform>();
|
|
networkTransform.AuthorityMode = m_AuthorityMode;
|
|
var parent = m_PlayerPrefab;
|
|
// Add several nested NetworkTransforms
|
|
for (int i = 0; i < k_NestedChildren; i++)
|
|
{
|
|
var nestedChild = new GameObject();
|
|
nestedChild.transform.parent = parent.transform;
|
|
var nestedNetworkTransform = nestedChild.AddComponent<NetworkTransform>();
|
|
nestedNetworkTransform.AuthorityMode = m_AuthorityMode;
|
|
nestedNetworkTransform.InLocalSpace = true;
|
|
parent = nestedChild;
|
|
}
|
|
base.OnCreatePlayerPrefab();
|
|
}
|
|
|
|
private void RandomizeObjectTransformPositions(GameObject gameObject)
|
|
{
|
|
var networkObject = gameObject.GetComponent<NetworkObject>();
|
|
Assert.True(networkObject.ChildNetworkBehaviours.Count > 0);
|
|
|
|
foreach (var networkTransform in networkObject.NetworkTransforms)
|
|
{
|
|
networkTransform.gameObject.transform.position = GetRandomVector3(-15.0f, 15.0f);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Randomizes each player's position when validating distributed authority
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
private GameObject FetchLocalPlayerPrefabToSpawn()
|
|
{
|
|
RandomizeObjectTransformPositions(m_PlayerPrefab);
|
|
return m_PlayerPrefab;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Randomizes the player position when validating client-server
|
|
/// </summary>
|
|
/// <param name="connectionApprovalRequest"></param>
|
|
/// <param name="connectionApprovalResponse"></param>
|
|
private void ConnectionApprovalHandler(NetworkManager.ConnectionApprovalRequest connectionApprovalRequest, NetworkManager.ConnectionApprovalResponse connectionApprovalResponse)
|
|
{
|
|
connectionApprovalResponse.Approved = true;
|
|
connectionApprovalResponse.CreatePlayerObject = true;
|
|
RandomizeObjectTransformPositions(m_PlayerPrefab);
|
|
connectionApprovalResponse.Position = GetRandomVector3(-15.0f, 15.0f);
|
|
}
|
|
|
|
protected override void OnServerAndClientsCreated()
|
|
{
|
|
// Create a prefab to spawn with each NetworkManager as the owner
|
|
m_SpawnObject = CreateNetworkObjectPrefab("SpawnObj");
|
|
var networkTransform = m_SpawnObject.AddComponent<NetworkTransform>();
|
|
networkTransform.AuthorityMode = m_AuthorityMode;
|
|
var parent = m_SpawnObject;
|
|
// Add several nested NetworkTransforms
|
|
for (int i = 0; i < k_NestedChildren; i++)
|
|
{
|
|
var nestedChild = new GameObject();
|
|
nestedChild.transform.parent = parent.transform;
|
|
var nestedNetworkTransform = nestedChild.AddComponent<NetworkTransform>();
|
|
nestedNetworkTransform.AuthorityMode = m_AuthorityMode;
|
|
nestedNetworkTransform.InLocalSpace = true;
|
|
parent = nestedChild;
|
|
}
|
|
|
|
if (m_DistributedAuthority)
|
|
{
|
|
if (!UseCMBService())
|
|
{
|
|
m_ServerNetworkManager.OnFetchLocalPlayerPrefabToSpawn = FetchLocalPlayerPrefabToSpawn;
|
|
}
|
|
|
|
foreach (var client in m_ClientNetworkManagers)
|
|
{
|
|
client.OnFetchLocalPlayerPrefabToSpawn = FetchLocalPlayerPrefabToSpawn;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_ServerNetworkManager.NetworkConfig.ConnectionApproval = true;
|
|
m_ServerNetworkManager.ConnectionApprovalCallback += ConnectionApprovalHandler;
|
|
foreach (var client in m_ClientNetworkManagers)
|
|
{
|
|
client.NetworkConfig.ConnectionApproval = true;
|
|
}
|
|
}
|
|
|
|
base.OnServerAndClientsCreated();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Validates the transform positions of two NetworkObject instances
|
|
/// </summary>
|
|
/// <param name="current">the local instance (source of truth)</param>
|
|
/// <param name="testing">the remote instance</param>
|
|
/// <returns></returns>
|
|
private bool ValidateTransforms(NetworkObject current, NetworkObject testing)
|
|
{
|
|
if (current.ChildNetworkBehaviours.Count == 0 || testing.ChildNetworkBehaviours.Count == 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
for (int i = 0; i < current.NetworkTransforms.Count - 1; i++)
|
|
{
|
|
var transformA = current.NetworkTransforms[i].transform;
|
|
var transformB = testing.NetworkTransforms[i].transform;
|
|
if (!Approximately(transformA.position, transformB.position))
|
|
{
|
|
m_ErrorLog.AppendLine($"TransformA Position {transformA.position} != TransformB Position {transformB.position}");
|
|
return false;
|
|
}
|
|
if (!Approximately(transformA.localPosition, transformB.localPosition))
|
|
{
|
|
m_ErrorLog.AppendLine($"TransformA Local Position {transformA.position} != TransformB Local Position {transformB.position}");
|
|
return false;
|
|
}
|
|
if (transformA.parent != null)
|
|
{
|
|
if (current.NetworkTransforms[i].InLocalSpace != testing.NetworkTransforms[i].InLocalSpace)
|
|
{
|
|
m_ErrorLog.AppendLine($"NetworkTransform-{current.OwnerClientId}-{current.NetworkTransforms[i].NetworkBehaviourId} InLocalSpace ({current.NetworkTransforms[i].InLocalSpace}) is different from the remote instance version on Client-{testing.NetworkManager.LocalClientId}!");
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Validates all player instances spawned with the correct positions including all nested NetworkTransforms
|
|
/// When running in server authority mode we are validating this fix did not impact that.
|
|
/// </summary>
|
|
private bool AllClientInstancesSynchronized()
|
|
{
|
|
m_ErrorLog.Clear();
|
|
|
|
foreach (var current in m_NetworkManagers)
|
|
{
|
|
var currentPlayer = current.LocalClient.PlayerObject;
|
|
var currentNetworkObjectId = currentPlayer.NetworkObjectId;
|
|
foreach (var testing in m_NetworkManagers)
|
|
{
|
|
if (currentPlayer == testing.LocalClient.PlayerObject)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!testing.SpawnManager.SpawnedObjects.ContainsKey(currentNetworkObjectId))
|
|
{
|
|
m_ErrorLog.AppendLine($"Failed to find Client-{currentPlayer.OwnerClientId}'s player instance on Client-{testing.LocalClientId}!");
|
|
return false;
|
|
}
|
|
|
|
var remoteInstance = testing.SpawnManager.SpawnedObjects[currentNetworkObjectId];
|
|
if (!ValidateTransforms(currentPlayer, remoteInstance))
|
|
{
|
|
m_ErrorLog.AppendLine($"Failed to validate Client-{currentPlayer.OwnerClientId} against its remote instance on Client-{testing.LocalClientId}!");
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Validates that dynamically spawning works the same.
|
|
/// When running in server authority mode we are validating this fix did not impact that.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
private bool AllSpawnedObjectsSynchronized()
|
|
{
|
|
m_ErrorLog.Clear();
|
|
|
|
foreach (var current in m_SpawnedObjects)
|
|
{
|
|
var currentNetworkObject = current.GetComponent<NetworkObject>();
|
|
var currentNetworkObjectId = currentNetworkObject.NetworkObjectId;
|
|
foreach (var testing in m_NetworkManagers)
|
|
{
|
|
if (currentNetworkObject.OwnerClientId == testing.LocalClientId)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!testing.SpawnManager.SpawnedObjects.ContainsKey(currentNetworkObjectId))
|
|
{
|
|
m_ErrorLog.AppendLine($"Failed to find Client-{currentNetworkObject.OwnerClientId}'s player instance on Client-{testing.LocalClientId}!");
|
|
return false;
|
|
}
|
|
|
|
var remoteInstance = testing.SpawnManager.SpawnedObjects[currentNetworkObjectId];
|
|
if (!ValidateTransforms(currentNetworkObject, remoteInstance))
|
|
{
|
|
m_ErrorLog.AppendLine($"Failed to validate Client-{currentNetworkObject.OwnerClientId} against its remote instance on Client-{testing.LocalClientId}!");
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Validates that spawning player and dynamically spawned prefab instances with nested NetworkTransforms
|
|
/// synchronizes properly in both client-server and distributed authority when using owner authoritative mode.
|
|
/// </summary>
|
|
[UnityTest]
|
|
public IEnumerator NestedNetworkTransformSpawnPositionTest()
|
|
{
|
|
if (!m_DistributedAuthority || (m_DistributedAuthority && !UseCMBService()))
|
|
{
|
|
m_NetworkManagers.Add(m_ServerNetworkManager);
|
|
}
|
|
m_NetworkManagers.AddRange(m_ClientNetworkManagers);
|
|
|
|
yield return WaitForConditionOrTimeOut(AllClientInstancesSynchronized);
|
|
AssertOnTimeout($"Failed to synchronize all client instances!\n{m_ErrorLog}");
|
|
|
|
foreach (var networkManager in m_NetworkManagers)
|
|
{
|
|
// Randomize the position
|
|
RandomizeObjectTransformPositions(m_SpawnObject);
|
|
|
|
// Create an instance owned by the specified networkmanager
|
|
m_SpawnedObjects.Add(SpawnObject(m_SpawnObject, networkManager));
|
|
}
|
|
// Randomize the position once more just to assure we are instantiating remote instances
|
|
// with a completely different position
|
|
RandomizeObjectTransformPositions(m_SpawnObject);
|
|
yield return WaitForConditionOrTimeOut(AllSpawnedObjectsSynchronized);
|
|
AssertOnTimeout($"Failed to synchronize all spawned NetworkObject instances!\n{m_ErrorLog}");
|
|
m_SpawnedObjects.Clear();
|
|
m_NetworkManagers.Clear();
|
|
}
|
|
|
|
protected override IEnumerator OnTearDown()
|
|
{
|
|
// In case there was a failure, go ahead and clear these lists out for any pending TextFixture passes
|
|
m_SpawnedObjects.Clear();
|
|
m_NetworkManagers.Clear();
|
|
return base.OnTearDown();
|
|
}
|
|
}
|
|
}
|
|
#endif
|