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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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)
281 lines
16 KiB
C#
281 lines
16 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 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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public class NetworkTransformOwnershipTests : IntegrationTestWithApproximation
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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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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 clientNetworkTransform = m_ClientNetworkTransformPrefab.AddComponent<TestClientNetworkTransform>();
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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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// 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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m_ClientNetworkTransformPrefab.AddComponent<NetworkRigidbody>();
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m_ClientNetworkTransformPrefab.AddComponent<VerifyObjectIsSpawnedOnClient>();
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m_NetworkTransformPrefab = CreateNetworkObjectPrefab("ServerAuthorityTest");
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var networkTransform = m_NetworkTransformPrefab.AddComponent<NetworkTransform>();
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rigidBody = m_NetworkTransformPrefab.AddComponent<Rigidbody>();
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rigidBody.useGravity = false;
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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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m_NetworkTransformPrefab.AddComponent<NetworkRigidbody>();
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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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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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/// <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(() => VerifyObjectIsSpawnedOnClient.GetClientsThatSpawnedThisPrefab().Contains(m_ClientNetworkManagers[0].LocalClientId));
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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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// 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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// Owner changes transform values
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var valueSetByOwner = Vector3.one * 2;
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ownerInstance.transform.position = valueSetByOwner;
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ownerInstance.transform.localScale = valueSetByOwner;
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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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ownerInstance.transform.rotation = rotation;
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var transformToTest = nonOwnerInstance.transform;
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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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Assert.True(Approximately(nonOwnerInstance.transform.position, valueSetByOwner), $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} was allowed to change its position! Expected: {valueSetByOwner} Is Currently:{nonOwnerInstance.transform.position}");
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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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m_ServerNetworkManager.SpawnManager.ChangeOwnership(serverSideInstance.GetComponent<NetworkObject>(), networkManagerNonOwner.LocalClientId);
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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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// 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);
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Assert.NotNull(nonOwnerInstance);
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// Make sure the owner is not kinematic and the non-owner(s) are kinematic
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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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Assert.True(nonOwnerInstance.GetComponent<Rigidbody>().isKinematic, $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} is not kinematic when it should be!");
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// Have the new owner change transform values and wait for those values to be applied on the non-owner side.
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valueSetByOwner = Vector3.one * 10;
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ownerInstance.transform.position = valueSetByOwner;
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ownerInstance.transform.localScale = valueSetByOwner;
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rotation.eulerAngles = valueSetByOwner;
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ownerInstance.transform.rotation = rotation;
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transformToTest = nonOwnerInstance.transform;
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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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// The last check is to verify non-owners cannot change transform values after ownership has changed
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nonOwnerInstance.transform.position = Vector3.zero;
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yield return s_DefaultWaitForTick;
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Assert.True(Approximately(nonOwnerInstance.transform.position, valueSetByOwner), $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} was allowed to change its position! Expected: {Vector3.one} Is Currently:{nonOwnerInstance.transform.position}");
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}
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/// <summary>
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/// This verifies that when authority is server authoritative the
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/// client's Rigidbody is kinematic and the server is not.
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/// This also verifies only the server can apply updates to the
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/// transform while the clients cannot.
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/// </summary>
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[UnityTest]
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public IEnumerator ServerAuthoritativeTest()
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{
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// Spawn the m_NetworkTransformPrefab and wait for the client-side to spawn the object
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var serverSideInstance = SpawnObject(m_NetworkTransformPrefab, m_ServerNetworkManager);
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yield return WaitForConditionOrTimeOut(() => VerifyObjectIsSpawnedOnClient.GetClientsThatSpawnedThisPrefab().Contains(m_ClientNetworkManagers[0].LocalClientId));
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var ownerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(m_ServerNetworkManager.LocalClientId);
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var nonOwnerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(m_ClientNetworkManagers[0].LocalClientId);
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// Make sure the owner is not kinematic and the non-owner(s) are kinematic
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Assert.False(ownerInstance.GetComponent<Rigidbody>().isKinematic, $"{m_ServerNetworkManager.name}'s object instance {ownerInstance.name} is kinematic when it should not be!");
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Assert.True(nonOwnerInstance.GetComponent<Rigidbody>().isKinematic, $"{m_ClientNetworkManagers[0].name}'s object instance {nonOwnerInstance.name} is not kinematic when it should be!");
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// Server changes transform values
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var valueSetByOwner = Vector3.one * 2;
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ownerInstance.transform.position = valueSetByOwner;
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ownerInstance.transform.localScale = valueSetByOwner;
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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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ownerInstance.transform.rotation = rotation;
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var transformToTest = nonOwnerInstance.transform;
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yield return WaitForConditionOrTimeOut(() => transformToTest.position == valueSetByOwner && transformToTest.localScale == valueSetByOwner && transformToTest.rotation == rotation);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {m_ClientNetworkManagers[0].name}'s object instance {nonOwnerInstance.name} to change its transform!\n" +
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$"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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// The last check is to verify clients 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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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}");
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}
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/// <summary>
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/// NetworkTransformOwnershipTests helper behaviour
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/// </summary>
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public class VerifyObjectIsSpawnedOnClient : NetworkBehaviour
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{
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private static Dictionary<ulong, VerifyObjectIsSpawnedOnClient> s_NetworkManagerRelativeSpawnedObjects = new Dictionary<ulong, VerifyObjectIsSpawnedOnClient>();
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public static void ResetObjectTable()
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{
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s_NetworkManagerRelativeSpawnedObjects.Clear();
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}
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public override void OnGainedOwnership()
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{
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if (!s_NetworkManagerRelativeSpawnedObjects.ContainsKey(NetworkManager.LocalClientId))
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{
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s_NetworkManagerRelativeSpawnedObjects.Add(NetworkManager.LocalClientId, this);
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}
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base.OnGainedOwnership();
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}
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public override void OnLostOwnership()
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{
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if (!s_NetworkManagerRelativeSpawnedObjects.ContainsKey(NetworkManager.LocalClientId))
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{
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s_NetworkManagerRelativeSpawnedObjects.Add(NetworkManager.LocalClientId, this);
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}
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base.OnLostOwnership();
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}
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public static List<ulong> GetClientsThatSpawnedThisPrefab()
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{
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return s_NetworkManagerRelativeSpawnedObjects.Keys.ToList();
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}
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public static VerifyObjectIsSpawnedOnClient GetClientInstance(ulong clientId)
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{
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if (s_NetworkManagerRelativeSpawnedObjects.ContainsKey(clientId))
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{
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return s_NetworkManagerRelativeSpawnedObjects[clientId];
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}
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return null;
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}
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public override void OnNetworkSpawn()
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{
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if (!s_NetworkManagerRelativeSpawnedObjects.ContainsKey(NetworkManager.LocalClientId))
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{
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s_NetworkManagerRelativeSpawnedObjects.Add(NetworkManager.LocalClientId, this);
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}
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base.OnNetworkSpawn();
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}
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public override void OnNetworkDespawn()
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{
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if (s_NetworkManagerRelativeSpawnedObjects.ContainsKey(NetworkManager.LocalClientId))
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{
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s_NetworkManagerRelativeSpawnedObjects.Remove(NetworkManager.LocalClientId);
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}
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base.OnNetworkDespawn();
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}
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}
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/// <summary>
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/// Until we can better locate the ClientNetworkTransform
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/// This will have to be used to verify the ownership authority
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/// </summary>
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[DisallowMultipleComponent]
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public class TestClientNetworkTransform : NetworkTransform
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{
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public override void OnNetworkSpawn()
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{
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base.OnNetworkSpawn();
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CanCommitToTransform = IsOwner;
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}
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protected override void Update()
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{
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CanCommitToTransform = IsOwner;
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base.Update();
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if (NetworkManager.Singleton != null && (NetworkManager.Singleton.IsConnectedClient || NetworkManager.Singleton.IsListening))
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{
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if (CanCommitToTransform)
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{
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TryCommitTransformToServer(transform, NetworkManager.LocalTime.Time);
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}
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}
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}
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protected override bool OnIsServerAuthoritative()
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{
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return false;
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}
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}
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}
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}
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#endif
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