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com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectOwnershipTests.cs
Unity Technologies b5abc3ff7c com.unity.netcode.gameobjects@1.4.0
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).

## [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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)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events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)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)
2023-04-10 00:00:00 +00:00

274 lines
14 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class NetworkObjectOwnershipComponent : NetworkBehaviour
{
public bool OnLostOwnershipFired = false;
public bool OnGainedOwnershipFired = false;
public override void OnLostOwnership()
{
OnLostOwnershipFired = true;
}
public override void OnGainedOwnership()
{
OnGainedOwnershipFired = true;
}
public void ResetFlags()
{
OnLostOwnershipFired = false;
OnGainedOwnershipFired = false;
}
}
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
public class NetworkObjectOwnershipTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 9;
private GameObject m_OwnershipPrefab;
private GameObject m_OwnershipObject;
private NetworkObject m_OwnershipNetworkObject;
public NetworkObjectOwnershipTests(HostOrServer hostOrServer) : base(hostOrServer) { }
protected override void OnServerAndClientsCreated()
{
m_OwnershipPrefab = CreateNetworkObjectPrefab("OnwershipPrefab");
m_OwnershipPrefab.AddComponent<NetworkObjectOwnershipComponent>();
base.OnServerAndClientsCreated();
}
[Test]
public void TestPlayerIsOwned()
{
var clientOwnedObjects = m_ClientNetworkManagers[0].SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId);
var clientPlayerObject = clientOwnedObjects.Where((c) => c.IsLocalPlayer).FirstOrDefault();
Assert.NotNull(clientPlayerObject, $"Client Id {m_ClientNetworkManagers[0].LocalClientId} does not have its local player marked as an owned object!");
clientPlayerObject = m_ClientNetworkManagers[0].LocalClient.OwnedObjects.Where((c) => c.IsLocalPlayer).FirstOrDefault();
Assert.NotNull(clientPlayerObject, $"Client Id {m_ClientNetworkManagers[0].LocalClientId} does not have its local player marked as an owned object using local client!");
}
[UnityTest]
public IEnumerator TestOwnershipCallbacks()
{
m_OwnershipObject = SpawnObject(m_OwnershipPrefab, m_ServerNetworkManager);
m_OwnershipNetworkObject = m_OwnershipObject.GetComponent<NetworkObject>();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled<CreateObjectMessage>(m_ClientNetworkManagers[0]);
var ownershipNetworkObjectId = m_OwnershipNetworkObject.NetworkObjectId;
Assert.That(ownershipNetworkObjectId, Is.GreaterThan(0));
Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
Assert.That(clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
}
// Verifies that removing the ownership when the default (server) is already set does not cause a Key Not Found Exception
m_ServerNetworkManager.SpawnManager.RemoveOwnership(m_OwnershipNetworkObject);
var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
var clientObject = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
Assert.That(serverObject, Is.Not.Null);
Assert.That(clientObject, Is.Not.Null);
var serverComponent = serverObject.GetComponent<NetworkObjectOwnershipComponent>();
var clientComponent = clientObject.GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(serverComponent, Is.Not.Null);
Assert.That(clientComponent, Is.Not.Null);
Assert.That(serverObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
Assert.That(clientObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(m_ClientNetworkManagers[0].LocalClientId));
serverObject.ChangeOwnership(clientComponent.NetworkManager.LocalClientId);
yield return s_DefaultWaitForTick;
Assert.That(serverComponent.OnLostOwnershipFired);
Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
yield return WaitForConditionOrTimeOut(() => clientComponent.OnGainedOwnershipFired);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client to gain ownership!");
Assert.That(clientComponent.OnGainedOwnershipFired);
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
serverComponent.ResetFlags();
clientComponent.ResetFlags();
serverObject.ChangeOwnership(NetworkManager.ServerClientId);
yield return s_DefaultWaitForTick;
Assert.That(serverComponent.OnGainedOwnershipFired);
Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
yield return WaitForConditionOrTimeOut(() => clientComponent.OnLostOwnershipFired);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client to lose ownership!");
Assert.That(clientComponent.OnLostOwnershipFired);
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
}
/// <summary>
/// Verifies that switching ownership between several clients works properly
/// </summary>
[UnityTest]
public IEnumerator TestOwnershipCallbacksSeveralClients()
{
// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
var messageHookEntriesForSpawn = new List<MessageHookEntry>();
var messageHookEntriesForOwnership = new List<MessageHookEntry>();
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
var messageHook = new MessageHookEntry(clientNetworkManager);
messageHook.AssignMessageType<CreateObjectMessage>();
messageHookEntriesForSpawn.Add(messageHook);
messageHook = new MessageHookEntry(clientNetworkManager);
messageHook.AssignMessageType<ChangeOwnershipMessage>();
messageHookEntriesForOwnership.Add(messageHook);
}
// Used to determine if all clients received the CreateObjectMessage
var spawnMessageHooks = new MessageHooksConditional(messageHookEntriesForSpawn);
// Used to determine if all clients received the ChangeOwnershipMessage
var ownershipMessageHooks = new MessageHooksConditional(messageHookEntriesForOwnership);
// Spawn our test object from server with server ownership
m_OwnershipObject = SpawnObject(m_OwnershipPrefab, m_ServerNetworkManager);
m_OwnershipNetworkObject = m_OwnershipObject.GetComponent<NetworkObject>();
// Wait for all clients to receive the CreateObjectMessage
yield return WaitForConditionOrTimeOut(spawnMessageHooks);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(CreateObjectMessage)} message.");
// Validate the NetworkObjectId and that the server and all clients have this NetworkObject
var ownershipNetworkObjectId = m_OwnershipNetworkObject.NetworkObjectId;
Assert.That(ownershipNetworkObjectId, Is.GreaterThan(0));
Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId));
bool WaitForClientsToSpawnNetworkObject()
{
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
if (!clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(ownershipNetworkObjectId))
{
return false;
}
}
return true;
}
yield return WaitForConditionOrTimeOut(WaitForClientsToSpawnNetworkObject);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for all clients to change ownership!");
// Verifies that removing the ownership when the default (server) is already set does not cause a Key Not Found Exception
m_ServerNetworkManager.SpawnManager.RemoveOwnership(m_OwnershipNetworkObject);
var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
Assert.That(serverObject, Is.Not.Null);
var clientObjects = new List<NetworkObject>();
for (int i = 0; i < NumberOfClients; i++)
{
var clientObject = m_ClientNetworkManagers[i].SpawnManager.SpawnedObjects[ownershipNetworkObjectId];
Assert.That(clientObject, Is.Not.Null);
clientObjects.Add(clientObject);
}
// Verify the server side component
var serverComponent = serverObject.GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(serverComponent, Is.Not.Null);
Assert.That(serverObject.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
// Verify the clients components
for (int i = 0; i < NumberOfClients; i++)
{
var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(NetworkManager.ServerClientId));
clientComponent.ResetFlags();
}
// 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
var previousClientComponent = (NetworkObjectOwnershipComponent)null;
for (int clientIndex = 0; clientIndex < NumberOfClients; clientIndex++)
{
var clientObject = clientObjects[clientIndex];
var clientId = m_ClientNetworkManagers[clientIndex].LocalClientId;
Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(clientId));
serverObject.ChangeOwnership(clientId);
yield return s_DefaultWaitForTick;
Assert.That(serverComponent.OnLostOwnershipFired);
Assert.That(serverComponent.OwnerClientId, Is.EqualTo(clientId));
// Wait for all clients to receive the CreateObjectMessage
yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(ChangeOwnershipMessage)} message.");
var previousNetworkManager = m_ServerNetworkManager;
if (previousClientComponent != null)
{
// Once we have a previousClientComponent, we want to verify the server is keeping track for the removal of ownership in the OwnershipToObjectsTable
Assert.That(!m_ServerNetworkManager.SpawnManager.OwnershipToObjectsTable[m_ServerNetworkManager.LocalClientId].ContainsKey(serverObject.NetworkObjectId));
previousNetworkManager = previousClientComponent.NetworkManager;
Assert.That(previousClientComponent.OnLostOwnershipFired);
Assert.That(previousClientComponent.OwnerClientId, Is.EqualTo(clientId));
}
// Assure the previous owner is no longer in the local table of the previous owner.
Assert.That(!previousNetworkManager.SpawnManager.OwnershipToObjectsTable[previousNetworkManager.LocalClientId].ContainsKey(serverObject.NetworkObjectId));
var currentClientComponent = clientObjects[clientIndex].GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(currentClientComponent.OnGainedOwnershipFired);
// Possibly the more important part of this test:
// Check to make sure all other non-former or current ownership clients are synchronized to each ownership change
for (int i = 0; i < NumberOfClients; i++)
{
var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(clientComponent, Is.Not.Null);
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(clientId));
clientComponent.ResetFlags();
}
// We must reset this for each iteration in order to make sure all clients receive the ChangeOwnershipMessage
ownershipMessageHooks.Reset();
// Set the current owner client to the previous one
previousClientComponent = currentClientComponent;
}
// Now change ownership back to the server
serverObject.ChangeOwnership(NetworkManager.ServerClientId);
yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(ChangeOwnershipMessage)} message (back to server).");
Assert.That(serverComponent.OnGainedOwnershipFired);
Assert.That(serverComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
yield return WaitForConditionOrTimeOut(() => previousClientComponent.OnLostOwnershipFired);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {previousClientComponent.name} to lose ownership!");
// Make sure all client-side versions of the object is once again owned by the server
for (int i = 0; i < NumberOfClients; i++)
{
var clientComponent = clientObjects[i].GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(clientComponent, Is.Not.Null);
Assert.That(clientComponent.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
clientComponent.ResetFlags();
}
serverComponent.ResetFlags();
}
}
}