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com.unity.netcode.gameobjects/Tests/Runtime/DistributedAuthority/DeferredDespawningTests.cs
Unity Technologies 63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.4
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).

## [2.0.0-exp.4] - 2024-05-31

### Added

- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)

### Fixed

- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)

### Changed

- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
2024-05-31 00:00:00 +00:00

267 lines
11 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
internal class DeferredDespawningTests : IntegrationTestWithApproximation
{
private const int k_DaisyChainedCount = 5;
protected override int NumberOfClients => 2;
private List<GameObject> m_DaisyChainedDespawnObjects = new List<GameObject>();
private List<ulong> m_HasReachedEnd = new List<ulong>();
public DeferredDespawningTests() : base(HostOrServer.DAHost)
{
}
protected override void OnServerAndClientsCreated()
{
var daisyChainPrevious = (DeferredDespawnDaisyChained)null;
for (int i = 0; i < k_DaisyChainedCount; i++)
{
var daisyChainNode = CreateNetworkObjectPrefab($"Daisy-{i}");
var daisyChainBehaviour = daisyChainNode.AddComponent<DeferredDespawnDaisyChained>();
daisyChainBehaviour.IsRoot = i == 0;
if (daisyChainPrevious != null)
{
daisyChainPrevious.PrefabToSpawnWhenDespawned = daisyChainBehaviour.gameObject;
}
m_DaisyChainedDespawnObjects.Add(daisyChainNode);
daisyChainPrevious = daisyChainBehaviour;
}
base.OnServerAndClientsCreated();
}
[UnityTest]
public IEnumerator DeferredDespawning()
{
DeferredDespawnDaisyChained.EnableVerbose = m_EnableVerboseDebug;
var rootInstance = SpawnObject(m_DaisyChainedDespawnObjects[0], m_ServerNetworkManager);
DeferredDespawnDaisyChained.ReachedLastChainInstance = ReachedLastChainObject;
var timeoutHelper = new TimeoutHelper(300);
yield return WaitForConditionOrTimeOut(HaveAllClientsReachedEndOfChain, timeoutHelper);
AssertOnTimeout($"Timed out waiting for all children to reach the end of their chained deferred despawns!", timeoutHelper);
}
private bool HaveAllClientsReachedEndOfChain()
{
if (!m_HasReachedEnd.Contains(m_ServerNetworkManager.LocalClientId))
{
return false;
}
foreach (var client in m_ClientNetworkManagers)
{
if (!m_HasReachedEnd.Contains(client.LocalClientId))
{
return false;
}
}
return true;
}
private void ReachedLastChainObject(ulong clientId)
{
m_HasReachedEnd.Add(clientId);
}
}
/// <summary>
/// This helper behaviour handles the majority of the validation for deferred despawning.
/// Each instance triggers a series of deferred despawns where the owner validates the
/// NetworkVariables are updated and spawns another prefab prior to despawning locally
/// and the non-owners validate receiving the NetworkVariable change notification which
/// contains a reference to a DeferredDespawnDaisyChained component on the newly spawned
/// prefab driven by the authority. This repeats for the number specified in the integration
/// test.
/// </summary>
internal class DeferredDespawnDaisyChained : NetworkBehaviour
{
public static bool EnableVerbose;
public static Action<ulong> ReachedLastChainInstance;
private const int k_StartingDeferTick = 4;
public static Dictionary<ulong, Dictionary<ulong, DeferredDespawnDaisyChained>> ClientRelativeInstances = new Dictionary<ulong, Dictionary<ulong, DeferredDespawnDaisyChained>>();
public bool IsRoot;
public GameObject PrefabToSpawnWhenDespawned;
public bool WasContactedByPeviousChainMember { get; private set; }
public int DeferDespawnTick { get; private set; }
private void PingInstance()
{
WasContactedByPeviousChainMember = true;
}
/// <summary>
/// This hits two birds with one NetworkVariable:
/// - Validates that NetworkVariables modified while the authority is in the middle of deferring a despawn are serialized and received by non-authority instances.
/// - Validates that the non-authority instances receive the updates within the deferred tick period of time and can use them to handle other visual synchronization
/// realted tasks (or the like).
/// </summary>
private NetworkVariable<NetworkBehaviourReference> m_ValidateDirtyNetworkVarUpdate = new NetworkVariable<NetworkBehaviourReference>();
private DeferredDespawnDaisyChained m_NextNodeSpawned = null;
private void FailTest(string msg)
{
Assert.Fail($"[{nameof(DeferredDespawnDaisyChained)}][Client-{NetworkManager.LocalClientId}] {msg}");
}
public override void OnNetworkSpawn()
{
var localId = NetworkManager.LocalClientId;
if (!ClientRelativeInstances.ContainsKey(localId))
{
ClientRelativeInstances.Add(localId, new Dictionary<ulong, DeferredDespawnDaisyChained>());
}
if (ClientRelativeInstances[localId].ContainsKey(NetworkObject.NetworkObjectId))
{
FailTest($"[{nameof(OnNetworkSpawn)}] Client already has a table entry for NetworkObject-{NetworkObject.NetworkObjectId} | {name}!");
}
ClientRelativeInstances[localId].Add(NetworkObject.NetworkObjectId, this);
if (!HasAuthority)
{
m_ValidateDirtyNetworkVarUpdate.OnValueChanged += OnValidateDirtyChanged;
}
if (HasAuthority && IsRoot)
{
DeferDespawnTick = k_StartingDeferTick;
}
base.OnNetworkSpawn();
}
private void OnValidateDirtyChanged(NetworkBehaviourReference previous, NetworkBehaviourReference current)
{
if (!HasAuthority)
{
if (!current.TryGet(out m_NextNodeSpawned, NetworkManager))
{
FailTest($"[{nameof(OnValidateDirtyChanged)}][{nameof(NetworkBehaviourReference)}] Failed to get the {nameof(DeferredDespawnDaisyChained)} behaviour from the {nameof(NetworkBehaviourReference)}!");
}
if (m_NextNodeSpawned.NetworkManager != NetworkManager)
{
FailTest($"[{nameof(NetworkManager)}][{nameof(NetworkBehaviourReference.TryGet)}] The {nameof(NetworkManager)} of {nameof(m_NextNodeSpawned)} does not match the local relative {nameof(NetworkManager)} instance!");
}
}
}
public override void OnNetworkDespawn()
{
if (!HasAuthority && !NetworkManager.ShutdownInProgress)
{
if (PrefabToSpawnWhenDespawned != null)
{
m_NextNodeSpawned.PingInstance();
}
else
{
ReachedLastChainInstance?.Invoke(NetworkManager.LocalClientId);
}
}
base.OnNetworkDespawn();
}
private void InvokeDespawn()
{
if (!HasAuthority)
{
FailTest($"[{nameof(InvokeDespawn)}] Client is not the authority but this was invoked (integration test logic issue)!");
}
NetworkObject.DeferDespawn(DeferDespawnTick);
}
public override void OnDeferringDespawn(int despawnTick)
{
if (!HasAuthority)
{
FailTest($"[{nameof(OnDeferringDespawn)}] Client is not the authority but this was invoked (integration test logic issue)!");
}
if (despawnTick != (DeferDespawnTick + NetworkManager.ServerTime.Tick))
{
FailTest($"[{nameof(OnDeferringDespawn)}] The passed in {despawnTick} parameter ({despawnTick}) does not equal the expected value of ({DeferDespawnTick + NetworkManager.ServerTime.Tick})!");
}
if (PrefabToSpawnWhenDespawned != null)
{
var deferNetworkObject = PrefabToSpawnWhenDespawned.GetComponent<NetworkObject>().InstantiateAndSpawn(NetworkManager);
var deferComponent = deferNetworkObject.GetComponent<DeferredDespawnDaisyChained>();
// Slowly increment the despawn tick count as we process the chain of deferred despawns
deferComponent.DeferDespawnTick = DeferDespawnTick + 1;
// This should get updated on all non-authority instances before they despawn
m_ValidateDirtyNetworkVarUpdate.Value = new NetworkBehaviourReference(deferComponent);
}
else
{
ReachedLastChainInstance?.Invoke(NetworkManager.LocalClientId);
}
base.OnDeferringDespawn(despawnTick);
}
private bool m_DeferredDespawn;
private void Update()
{
if (!IsSpawned || !HasAuthority || m_DeferredDespawn)
{
return;
}
// Wait until all clients have this instance
foreach (var clientId in NetworkManager.ConnectedClientsIds)
{
if (!ClientRelativeInstances.ContainsKey(clientId))
{
// exit early if the client doesn't exist yet
return;
}
if (!ClientRelativeInstances[clientId].ContainsKey(NetworkObjectId))
{
// exit early if the client hasn't spawned a clone of this instance yet
return;
}
if (clientId == NetworkManager.LocalClientId)
{
continue;
}
// This should happen shortly afte the instances spawns (based on the deferred despawn count)
if (!IsRoot && !ClientRelativeInstances[clientId][NetworkObjectId].WasContactedByPeviousChainMember)
{
// exit early if the non-authority instance has not been contacted yet
return;
}
}
// If we made it here, then defer despawn this instance
InvokeDespawn();
m_DeferredDespawn = true;
}
private void Log(string message)
{
if (!EnableVerbose)
{
return;
}
Debug.Log($"[{name}][Client-{NetworkManager.LocalClientId}][{NetworkObjectId}] {message}");
}
}
}