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com.unity.netcode.gameobjects/Tests/Runtime/Prefabs/NetworkPrefabOverrideTests.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

269 lines
13 KiB
C#

using System.Collections;
using System.Linq;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// Integration test that validates spawning instances of <see cref="NetworkPrefab"/>s with overrides and
/// <see cref="NetworkPrefabHandler"/> registered overrides.
/// </summary>
[TestFixture(NetworkTopologyTypes.ClientServer, HostOrServer.Server)]
[TestFixture(NetworkTopologyTypes.ClientServer, HostOrServer.Host)]
[TestFixture(NetworkTopologyTypes.DistributedAuthority, HostOrServer.DAHost)]
internal class NetworkPrefabOverrideTests : NetcodeIntegrationTest
{
private const string k_PrefabRootName = "PrefabObj";
protected override int NumberOfClients => 2;
private NetworkPrefab m_ClientSidePlayerPrefab;
private NetworkPrefab m_PrefabOverride;
public NetworkPrefabOverrideTests(NetworkTopologyTypes networkTopologyType, HostOrServer hostOrServer) : base(networkTopologyType, hostOrServer) { }
/// <summary>
/// Prefab override handler that will instantiate the ServerSideInstance (m_PlayerPrefab) only on server instances
/// and will spawn the ClientSideInstance (m_ClientSidePlayerPrefab.Prefab) only on clients and/or a host.
/// </summary>
public class TestPrefabOverrideHandler : MonoBehaviour, INetworkPrefabInstanceHandler
{
public GameObject ServerSideInstance;
public GameObject ClientSideInstance;
private NetworkManager m_NetworkManager;
private void Start()
{
m_NetworkManager = GetComponent<NetworkManager>();
m_NetworkManager.PrefabHandler.AddHandler(ServerSideInstance, this);
}
private void OnDestroy()
{
if (m_NetworkManager != null && m_NetworkManager.PrefabHandler != null)
{
m_NetworkManager.PrefabHandler.RemoveHandler(ServerSideInstance);
}
}
public NetworkObject Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation)
{
var instance = m_NetworkManager.IsClient ? Instantiate(ClientSideInstance) : Instantiate(ServerSideInstance);
return instance.GetComponent<NetworkObject>();
}
public void Destroy(NetworkObject networkObject)
{
Object.Destroy(networkObject);
}
}
/// <summary>
/// Mock component for testing that the client-side player is using the right
/// network prefab.
/// </summary>
public class ClientSideOnlyComponent : MonoBehaviour
{
}
/// <summary>
/// When we create the player prefab, make a modified instance that will be used
/// with the <see cref="TestPrefabOverrideHandler"/>.
/// </summary>
protected override void OnCreatePlayerPrefab()
{
var clientPlayer = Object.Instantiate(m_PlayerPrefab);
clientPlayer.AddComponent<ClientSideOnlyComponent>();
Object.DontDestroyOnLoad(clientPlayer);
m_ClientSidePlayerPrefab = new NetworkPrefab()
{
Prefab = clientPlayer,
};
base.OnCreatePlayerPrefab();
}
/// <summary>
/// Add the additional <see cref="NetworkPrefab"/>s and <see cref="TestPrefabOverrideHandler"/>s to
/// all <see cref="NetworkManager"/> instances.
/// </summary>
protected override void OnServerAndClientsCreated()
{
// Create a NetworkPrefab with an override
var basePrefab = NetcodeIntegrationTestHelpers.CreateNetworkObject($"{k_PrefabRootName}-base", m_ServerNetworkManager, true);
var targetPrefab = NetcodeIntegrationTestHelpers.CreateNetworkObject($"{k_PrefabRootName}-over", m_ServerNetworkManager, true);
m_PrefabOverride = new NetworkPrefab()
{
Prefab = basePrefab,
Override = NetworkPrefabOverride.Prefab,
SourcePrefabToOverride = basePrefab,
OverridingTargetPrefab = targetPrefab,
};
// Add the prefab override handler for instance specific player prefabs to the server side
var playerPrefabOverrideHandler = m_ServerNetworkManager.gameObject.AddComponent<TestPrefabOverrideHandler>();
playerPrefabOverrideHandler.ServerSideInstance = m_PlayerPrefab;
playerPrefabOverrideHandler.ClientSideInstance = m_ClientSidePlayerPrefab.Prefab;
// Add the NetworkPrefab with override
m_ServerNetworkManager.NetworkConfig.Prefabs.Add(m_PrefabOverride);
// Add the client player prefab that will be used on clients (and the host)
m_ServerNetworkManager.NetworkConfig.Prefabs.Add(m_ClientSidePlayerPrefab);
foreach (var networkManager in m_ClientNetworkManagers)
{
// Add the prefab override handler for instance specific player prefabs to the client side
playerPrefabOverrideHandler = networkManager.gameObject.AddComponent<TestPrefabOverrideHandler>();
playerPrefabOverrideHandler.ServerSideInstance = m_PlayerPrefab;
playerPrefabOverrideHandler.ClientSideInstance = m_ClientSidePlayerPrefab.Prefab;
// Add the NetworkPrefab with override
networkManager.NetworkConfig.Prefabs.Add(m_PrefabOverride);
// Add the client player prefab that will be used on clients (and the host)
networkManager.NetworkConfig.Prefabs.Add(m_ClientSidePlayerPrefab);
}
m_PrefabOverride.Prefab.GetComponent<NetworkObject>().IsSceneObject = false;
m_PrefabOverride.SourcePrefabToOverride.GetComponent<NetworkObject>().IsSceneObject = false;
m_PrefabOverride.OverridingTargetPrefab.GetComponent<NetworkObject>().IsSceneObject = false;
m_ClientSidePlayerPrefab.Prefab.GetComponent<NetworkObject>().IsSceneObject = false;
base.OnServerAndClientsCreated();
}
protected override IEnumerator OnTearDown()
{
if (m_PrefabOverride != null)
{
if (m_PrefabOverride.SourcePrefabToOverride)
{
Object.Destroy(m_PrefabOverride.SourcePrefabToOverride);
}
if (m_PrefabOverride.OverridingTargetPrefab)
{
Object.Destroy(m_PrefabOverride.OverridingTargetPrefab);
}
}
if (m_ClientSidePlayerPrefab != null)
{
if (m_ClientSidePlayerPrefab.Prefab)
{
Object.Destroy(m_ClientSidePlayerPrefab.Prefab);
}
}
m_ClientSidePlayerPrefab = null;
m_PrefabOverride = null;
yield return base.OnTearDown();
}
private GameObject GetPlayerNetworkPrefabObject(NetworkManager networkManager)
{
return networkManager.IsClient ? m_ClientSidePlayerPrefab.Prefab : m_PlayerPrefab;
}
[UnityTest]
public IEnumerator PrefabOverrideTests()
{
var prefabNetworkObject = (NetworkObject)null;
var spawnedGlobalObjectId = (uint)0;
var networkManagers = m_ClientNetworkManagers.ToList();
if (m_UseHost)
{
networkManagers.Insert(0, m_ServerNetworkManager);
}
else
{
// If running as just a server, validate that all player prefab clone instances are the server side version
prefabNetworkObject = GetPlayerNetworkPrefabObject(m_ServerNetworkManager).GetComponent<NetworkObject>();
foreach (var playerEntry in m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId])
{
spawnedGlobalObjectId = playerEntry.Value.GlobalObjectIdHash;
Assert.IsTrue(prefabNetworkObject.GlobalObjectIdHash == spawnedGlobalObjectId, $"Server-Side {playerEntry.Value.name} was spawned as prefab ({spawnedGlobalObjectId}) but we expected ({prefabNetworkObject.GlobalObjectIdHash})!");
}
}
// Validates prefab overrides via the NetworkPrefabHandler.
// Validate the player prefab instance clones relative to all NetworkManagers.
foreach (var networkManager in networkManagers)
{
// Get the expected player prefab to be spawned based on the NetworkManager
prefabNetworkObject = GetPlayerNetworkPrefabObject(networkManager).GetComponent<NetworkObject>();
if (networkManager.IsClient)
{
spawnedGlobalObjectId = networkManager.LocalClient.PlayerObject.GlobalObjectIdHash;
Assert.IsTrue(prefabNetworkObject.GlobalObjectIdHash == spawnedGlobalObjectId, $"{networkManager.name} spawned player prefab ({spawnedGlobalObjectId}) did not match the expected one ({prefabNetworkObject.GlobalObjectIdHash})!");
}
foreach (var playerEntry in m_PlayerNetworkObjects[networkManager.LocalClientId])
{
// We already checked our locally spawned player prefab above
if (playerEntry.Key == networkManager.LocalClientId)
{
continue;
}
spawnedGlobalObjectId = playerEntry.Value.GlobalObjectIdHash;
Assert.IsTrue(prefabNetworkObject.GlobalObjectIdHash == spawnedGlobalObjectId, $"Client-{networkManager.LocalClientId} clone of {playerEntry.Value.name} was spawned as prefab ({spawnedGlobalObjectId}) but we expected ({prefabNetworkObject.GlobalObjectIdHash})!");
}
}
// Validates prefab overrides via NetworkPrefab configuration.
var spawnedInstance = (NetworkObject)null;
var networkManagerOwner = m_ServerNetworkManager;
if (m_DistributedAuthority)
{
networkManagerOwner = m_ClientNetworkManagers[0];
}
// Clients and Host will spawn the OverridingTargetPrefab while a dedicated server will spawn the SourcePrefabToOverride
var expectedServerGlobalObjectIdHash = networkManagerOwner.IsClient ? m_PrefabOverride.OverridingTargetPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash : m_PrefabOverride.SourcePrefabToOverride.GetComponent<NetworkObject>().GlobalObjectIdHash;
var expectedClientGlobalObjectIdHash = m_PrefabOverride.OverridingTargetPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
spawnedInstance = NetworkObject.InstantiateAndSpawn(m_PrefabOverride.SourcePrefabToOverride, networkManagerOwner, networkManagerOwner.LocalClientId);
var builder = new StringBuilder();
bool ObjectSpawnedOnAllNetworkMangers()
{
builder.Clear();
if (!m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(spawnedInstance.NetworkObjectId))
{
builder.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} failed to spawn {spawnedInstance.name}-{spawnedInstance.NetworkObjectId}!");
return false;
}
var instanceGID = m_ServerNetworkManager.SpawnManager.SpawnedObjects[spawnedInstance.NetworkObjectId].GlobalObjectIdHash;
if (instanceGID != expectedServerGlobalObjectIdHash)
{
builder.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} instance {spawnedInstance.name}-{spawnedInstance.NetworkObjectId} GID is {instanceGID} but was expected to be {expectedServerGlobalObjectIdHash}!");
return false;
}
foreach (var networkManger in m_ClientNetworkManagers)
{
if (!networkManger.SpawnManager.SpawnedObjects.ContainsKey(spawnedInstance.NetworkObjectId))
{
builder.AppendLine($"Client-{networkManger.LocalClientId} failed to spawn {spawnedInstance.name}-{spawnedInstance.NetworkObjectId}!");
return false;
}
instanceGID = networkManger.SpawnManager.SpawnedObjects[spawnedInstance.NetworkObjectId].GlobalObjectIdHash;
if (instanceGID != expectedClientGlobalObjectIdHash)
{
builder.AppendLine($"Client-{networkManger.LocalClientId} instance {spawnedInstance.name}-{spawnedInstance.NetworkObjectId} GID is {instanceGID} but was expected to be {expectedClientGlobalObjectIdHash}!");
return false;
}
}
return true;
}
yield return WaitForConditionOrTimeOut(ObjectSpawnedOnAllNetworkMangers);
AssertOnTimeout($"The spawned prefab override validation failed!\n {builder}");
}
}
}