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). ## [1.4.0] - 2023-04-10 ### Added - Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437) - Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388) - Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388) - Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388) - Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388) - Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388) - Added `HalfVector3` used for scale when half float precision is enabled. (#2388) - Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388) - Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388) - Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388) - Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388) - Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383) - Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383) ### Changed - Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388) - Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388) - Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388) - Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383) ### Fixed - Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502) - Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492) - Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481) - Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441) - Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426) - Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423) - Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416) - Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416) - Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388) - Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388) - Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383) - Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
274 lines
14 KiB
C#
274 lines
14 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 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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namespace Unity.Netcode.RuntimeTests
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{
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public class NetworkObjectOwnershipComponent : NetworkBehaviour
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{
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public bool OnLostOwnershipFired = false;
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public bool OnGainedOwnershipFired = false;
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public override void OnLostOwnership()
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{
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OnLostOwnershipFired = true;
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}
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public override void OnGainedOwnership()
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{
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OnGainedOwnershipFired = true;
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}
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public void ResetFlags()
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{
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OnLostOwnershipFired = false;
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OnGainedOwnershipFired = false;
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}
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}
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.Server)]
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public class NetworkObjectOwnershipTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 9;
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private GameObject m_OwnershipPrefab;
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private GameObject m_OwnershipObject;
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private NetworkObject m_OwnershipNetworkObject;
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public NetworkObjectOwnershipTests(HostOrServer hostOrServer) : base(hostOrServer) { }
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protected override void OnServerAndClientsCreated()
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{
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m_OwnershipPrefab = CreateNetworkObjectPrefab("OnwershipPrefab");
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m_OwnershipPrefab.AddComponent<NetworkObjectOwnershipComponent>();
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base.OnServerAndClientsCreated();
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}
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[Test]
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public void TestPlayerIsOwned()
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{
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var clientOwnedObjects = m_ClientNetworkManagers[0].SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId);
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var clientPlayerObject = clientOwnedObjects.Where((c) => c.IsLocalPlayer).FirstOrDefault();
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Assert.NotNull(clientPlayerObject, $"Client Id {m_ClientNetworkManagers[0].LocalClientId} does not have its local player marked as an owned object!");
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clientPlayerObject = m_ClientNetworkManagers[0].LocalClient.OwnedObjects.Where((c) => c.IsLocalPlayer).FirstOrDefault();
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Assert.NotNull(clientPlayerObject, $"Client Id {m_ClientNetworkManagers[0].LocalClientId} does not have its local player marked as an owned object using local client!");
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}
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[UnityTest]
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public IEnumerator TestOwnershipCallbacks()
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{
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m_OwnershipObject = SpawnObject(m_OwnershipPrefab, m_ServerNetworkManager);
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m_OwnershipNetworkObject = m_OwnershipObject.GetComponent<NetworkObject>();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled<CreateObjectMessage>(m_ClientNetworkManagers[0]);
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var ownershipNetworkObjectId = m_OwnershipNetworkObject.NetworkObjectId;
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Assert.That(ownershipNetworkObjectId, Is.GreaterThan(0));
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Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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Assert.That(clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
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}
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// Verifies that removing the ownership when the default (server) is already set does not cause a Key Not Found Exception
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m_ServerNetworkManager.SpawnManager.RemoveOwnership(m_OwnershipNetworkObject);
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var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
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var clientObject = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
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Assert.That(serverObject, Is.Not.Null);
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Assert.That(clientObject, Is.Not.Null);
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var serverComponent = serverObject.GetComponent<NetworkObjectOwnershipComponent>();
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var clientComponent = clientObject.GetComponent<NetworkObjectOwnershipComponent>();
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Assert.That(serverComponent, Is.Not.Null);
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Assert.That(clientComponent, Is.Not.Null);
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Assert.That(serverObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
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Assert.That(clientObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
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Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(m_ClientNetworkManagers[0].LocalClientId));
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serverObject.ChangeOwnership(clientComponent.NetworkManager.LocalClientId);
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yield return s_DefaultWaitForTick;
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Assert.That(serverComponent.OnLostOwnershipFired);
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Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
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yield return WaitForConditionOrTimeOut(() => clientComponent.OnGainedOwnershipFired);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client to gain ownership!");
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Assert.That(clientComponent.OnGainedOwnershipFired);
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Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
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serverComponent.ResetFlags();
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clientComponent.ResetFlags();
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serverObject.ChangeOwnership(NetworkManager.ServerClientId);
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yield return s_DefaultWaitForTick;
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Assert.That(serverComponent.OnGainedOwnershipFired);
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Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
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yield return WaitForConditionOrTimeOut(() => clientComponent.OnLostOwnershipFired);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client to lose ownership!");
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Assert.That(clientComponent.OnLostOwnershipFired);
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Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
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}
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/// <summary>
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/// Verifies that switching ownership between several clients works properly
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/// </summary>
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[UnityTest]
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public IEnumerator TestOwnershipCallbacksSeveralClients()
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{
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// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
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var messageHookEntriesForSpawn = new List<MessageHookEntry>();
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var messageHookEntriesForOwnership = new List<MessageHookEntry>();
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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var messageHook = new MessageHookEntry(clientNetworkManager);
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messageHook.AssignMessageType<CreateObjectMessage>();
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messageHookEntriesForSpawn.Add(messageHook);
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messageHook = new MessageHookEntry(clientNetworkManager);
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messageHook.AssignMessageType<ChangeOwnershipMessage>();
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messageHookEntriesForOwnership.Add(messageHook);
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}
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// Used to determine if all clients received the CreateObjectMessage
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var spawnMessageHooks = new MessageHooksConditional(messageHookEntriesForSpawn);
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// Used to determine if all clients received the ChangeOwnershipMessage
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var ownershipMessageHooks = new MessageHooksConditional(messageHookEntriesForOwnership);
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// Spawn our test object from server with server ownership
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m_OwnershipObject = SpawnObject(m_OwnershipPrefab, m_ServerNetworkManager);
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m_OwnershipNetworkObject = m_OwnershipObject.GetComponent<NetworkObject>();
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// Wait for all clients to receive the CreateObjectMessage
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yield return WaitForConditionOrTimeOut(spawnMessageHooks);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(CreateObjectMessage)} message.");
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// Validate the NetworkObjectId and that the server and all clients have this NetworkObject
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var ownershipNetworkObjectId = m_OwnershipNetworkObject.NetworkObjectId;
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Assert.That(ownershipNetworkObjectId, Is.GreaterThan(0));
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Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
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bool WaitForClientsToSpawnNetworkObject()
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{
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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if (!clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId))
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{
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return false;
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}
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}
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return true;
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}
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yield return WaitForConditionOrTimeOut(WaitForClientsToSpawnNetworkObject);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for all clients to change ownership!");
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// Verifies that removing the ownership when the default (server) is already set does not cause a Key Not Found Exception
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m_ServerNetworkManager.SpawnManager.RemoveOwnership(m_OwnershipNetworkObject);
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var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
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Assert.That(serverObject, Is.Not.Null);
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var clientObjects = new List<NetworkObject>();
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for (int i = 0; i < NumberOfClients; i++)
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{
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var clientObject = m_ClientNetworkManagers[i].SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
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Assert.That(clientObject, Is.Not.Null);
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clientObjects.Add(clientObject);
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}
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// Verify the server side component
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var serverComponent = serverObject.GetComponent<NetworkObjectOwnershipComponent>();
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Assert.That(serverComponent, Is.Not.Null);
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Assert.That(serverObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
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// Verify the clients components
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for (int i = 0; i < NumberOfClients; i++)
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{
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var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
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Assert.That(clientComponent.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
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clientComponent.ResetFlags();
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}
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// After the 1st client has been given ownership to the object, this will be used to make sure each previous owner properly received the remove ownership message
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var previousClientComponent = (NetworkObjectOwnershipComponent)null;
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for (int clientIndex = 0; clientIndex < NumberOfClients; clientIndex++)
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{
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var clientObject = clientObjects[clientIndex];
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var clientId = m_ClientNetworkManagers[clientIndex].LocalClientId;
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Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(clientId));
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serverObject.ChangeOwnership(clientId);
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yield return s_DefaultWaitForTick;
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Assert.That(serverComponent.OnLostOwnershipFired);
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Assert.That(serverComponent.OwnerClientId, Is.EqualTo(clientId));
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// Wait for all clients to receive the CreateObjectMessage
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yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(ChangeOwnershipMessage)} message.");
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var previousNetworkManager = m_ServerNetworkManager;
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if (previousClientComponent != null)
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{
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// Once we have a previousClientComponent, we want to verify the server is keeping track for the removal of ownership in the OwnershipToObjectsTable
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Assert.That(!m_ServerNetworkManager.SpawnManager.OwnershipToObjectsTable[m_ServerNetworkManager.LocalClientId].ContainsKey(serverObject.NetworkObjectId));
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previousNetworkManager = previousClientComponent.NetworkManager;
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Assert.That(previousClientComponent.OnLostOwnershipFired);
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Assert.That(previousClientComponent.OwnerClientId, Is.EqualTo(clientId));
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}
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// Assure the previous owner is no longer in the local table of the previous owner.
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Assert.That(!previousNetworkManager.SpawnManager.OwnershipToObjectsTable[previousNetworkManager.LocalClientId].ContainsKey(serverObject.NetworkObjectId));
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var currentClientComponent = clientObjects[clientIndex].GetComponent<NetworkObjectOwnershipComponent>();
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Assert.That(currentClientComponent.OnGainedOwnershipFired);
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// Possibly the more important part of this test:
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// Check to make sure all other non-former or current ownership clients are synchronized to each ownership change
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for (int i = 0; i < NumberOfClients; i++)
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{
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var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
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Assert.That(clientComponent, Is.Not.Null);
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Assert.That(clientComponent.OwnerClientId, Is.EqualTo(clientId));
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clientComponent.ResetFlags();
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}
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// We must reset this for each iteration in order to make sure all clients receive the ChangeOwnershipMessage
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ownershipMessageHooks.Reset();
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// Set the current owner client to the previous one
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previousClientComponent = currentClientComponent;
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}
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// Now change ownership back to the server
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serverObject.ChangeOwnership(NetworkManager.ServerClientId);
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yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(ChangeOwnershipMessage)} message (back to server).");
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Assert.That(serverComponent.OnGainedOwnershipFired);
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Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
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yield return WaitForConditionOrTimeOut(() => previousClientComponent.OnLostOwnershipFired);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {previousClientComponent.name} to lose ownership!");
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// Make sure all client-side versions of the object is once again owned by the server
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for (int i = 0; i < NumberOfClients; i++)
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{
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var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
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Assert.That(clientComponent, Is.Not.Null);
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Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
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clientComponent.ResetFlags();
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}
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serverComponent.ResetFlags();
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}
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}
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}
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