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com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformOwnershipTests.cs
Unity Technologies 0f7a30d285 com.unity.netcode.gameobjects@1.0.0-pre.10
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).

## [1.0.0-pre.10] - 2022-06-21

### Added

- Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994)
- Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994)
- Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969)
- Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025)
- (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972)

### Removed

### Fixed
- Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017)
- Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009)
- Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003)
- Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985)
- Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984)
- Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975)
- Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973)
- Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972)
- Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961)
- Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976)
- Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947)
- Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946)
- Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946)
- Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946)
- Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946)
- Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
2022-06-21 00:00:00 +00:00

278 lines
16 KiB
C#

#if COM_UNITY_MODULES_PHYSICS
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Netcode.Components;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
public class NetworkTransformOwnershipTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
private GameObject m_ClientNetworkTransformPrefab;
private GameObject m_NetworkTransformPrefab;
protected override void OnServerAndClientsCreated()
{
VerifyObjectIsSpawnedOnClient.ResetObjectTable();
m_ClientNetworkTransformPrefab = CreateNetworkObjectPrefab("OwnerAuthorityTest");
var clientNetworkTransform = m_ClientNetworkTransformPrefab.AddComponent<TestClientNetworkTransform>();
clientNetworkTransform.Interpolate = false;
var rigidBody = m_ClientNetworkTransformPrefab.AddComponent<Rigidbody>();
rigidBody.useGravity = false;
m_ClientNetworkTransformPrefab.AddComponent<NetworkRigidbody>();
m_ClientNetworkTransformPrefab.AddComponent<SphereCollider>();
m_ClientNetworkTransformPrefab.AddComponent<VerifyObjectIsSpawnedOnClient>();
m_NetworkTransformPrefab = CreateNetworkObjectPrefab("ServerAuthorityTest");
var networkTransform = m_NetworkTransformPrefab.AddComponent<NetworkTransform>();
rigidBody = m_NetworkTransformPrefab.AddComponent<Rigidbody>();
rigidBody.useGravity = false;
m_NetworkTransformPrefab.AddComponent<NetworkRigidbody>();
m_NetworkTransformPrefab.AddComponent<SphereCollider>();
m_NetworkTransformPrefab.AddComponent<VerifyObjectIsSpawnedOnClient>();
networkTransform.Interpolate = false;
base.OnServerAndClientsCreated();
}
public enum StartingOwnership
{
HostStartsAsOwner,
ClientStartsAsOwner,
}
/// <summary>
/// This verifies that when authority is owner authoritative the owner's
/// Rigidbody is kinematic and the non-owner's is not.
/// This also verifies that we can switch between owners and that only the
/// owner can update the transform while non-owners cannot.
/// </summary>
/// <param name="spawnWithHostOwnership">determines who starts as the owner (true): host | (false): client</param>
[UnityTest]
public IEnumerator OwnerAuthoritativeTest([Values] StartingOwnership startingOwnership)
{
// Get the current ownership layout
var networkManagerOwner = startingOwnership == StartingOwnership.HostStartsAsOwner ? m_ServerNetworkManager : m_ClientNetworkManagers[0];
var networkManagerNonOwner = startingOwnership == StartingOwnership.HostStartsAsOwner ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
// Spawn the m_ClientNetworkTransformPrefab and wait for the client-side to spawn the object
var serverSideInstance = SpawnObject(m_ClientNetworkTransformPrefab, networkManagerOwner);
yield return WaitForConditionOrTimeOut(() => VerifyObjectIsSpawnedOnClient.GetClientsThatSpawnedThisPrefab().Contains(m_ClientNetworkManagers[0].LocalClientId));
// Get owner relative instances
var ownerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(networkManagerOwner.LocalClientId);
var nonOwnerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(networkManagerNonOwner.LocalClientId);
Assert.NotNull(ownerInstance);
Assert.NotNull(nonOwnerInstance);
// Make sure the owner is not kinematic and the non-owner(s) are kinematic
Assert.True(nonOwnerInstance.GetComponent<Rigidbody>().isKinematic, $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} is not kinematic when it should be!");
Assert.False(ownerInstance.GetComponent<Rigidbody>().isKinematic, $"{networkManagerOwner.name}'s object instance {ownerInstance.name} is kinematic when it should not be!");
// Owner changes transform values
var valueSetByOwner = Vector3.one * 2;
ownerInstance.transform.position = valueSetByOwner;
ownerInstance.transform.localScale = valueSetByOwner;
var rotation = new Quaternion();
rotation.eulerAngles = valueSetByOwner;
ownerInstance.transform.rotation = rotation;
var transformToTest = nonOwnerInstance.transform;
yield return WaitForConditionOrTimeOut(() => transformToTest.position == valueSetByOwner && transformToTest.localScale == valueSetByOwner && transformToTest.rotation == rotation);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} to change its transform!\n" +
$"Expected Position: {valueSetByOwner} | Current Position: {transformToTest.position}\n" +
$"Expected Rotation: {valueSetByOwner} | Current Rotation: {transformToTest.rotation.eulerAngles}\n" +
$"Expected Scale: {valueSetByOwner} | Current Scale: {transformToTest.localScale}");
// Verify non-owners cannot change transform values
nonOwnerInstance.transform.position = Vector3.zero;
yield return s_DefaultWaitForTick;
Assert.True(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}");
// Change ownership and wait for the non-owner to reflect the change
VerifyObjectIsSpawnedOnClient.ResetObjectTable();
m_ServerNetworkManager.SpawnManager.ChangeOwnership(serverSideInstance.GetComponent<NetworkObject>(), networkManagerNonOwner.LocalClientId);
yield return WaitForConditionOrTimeOut(() => nonOwnerInstance.GetComponent<NetworkObject>().OwnerClientId == networkManagerNonOwner.LocalClientId);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} to change ownership!");
// Re-assign the ownership references and wait for the non-owner instance to be notified of ownership change
networkManagerOwner = startingOwnership == StartingOwnership.HostStartsAsOwner ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
networkManagerNonOwner = startingOwnership == StartingOwnership.HostStartsAsOwner ? m_ServerNetworkManager : m_ClientNetworkManagers[0];
ownerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(networkManagerOwner.LocalClientId);
Assert.NotNull(ownerInstance);
yield return WaitForConditionOrTimeOut(() => VerifyObjectIsSpawnedOnClient.GetClientInstance(networkManagerNonOwner.LocalClientId) != null);
nonOwnerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(networkManagerNonOwner.LocalClientId);
Assert.NotNull(nonOwnerInstance);
// Make sure the owner is not kinematic and the non-owner(s) are kinematic
Assert.False(ownerInstance.GetComponent<Rigidbody>().isKinematic, $"{networkManagerOwner.name}'s object instance {ownerInstance.name} is kinematic when it should not be!");
Assert.True(nonOwnerInstance.GetComponent<Rigidbody>().isKinematic, $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} is not kinematic when it should be!");
// Have the new owner change transform values and wait for those values to be applied on the non-owner side.
valueSetByOwner = Vector3.one * 50;
ownerInstance.transform.position = valueSetByOwner;
ownerInstance.transform.localScale = valueSetByOwner;
rotation.eulerAngles = valueSetByOwner;
ownerInstance.transform.rotation = rotation;
transformToTest = nonOwnerInstance.transform;
yield return WaitForConditionOrTimeOut(() => transformToTest.position == valueSetByOwner && transformToTest.localScale == valueSetByOwner && transformToTest.rotation == rotation);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} to change its transform!\n" +
$"Expected Position: {valueSetByOwner} | Current Position: {transformToTest.position}\n" +
$"Expected Rotation: {valueSetByOwner} | Current Rotation: {transformToTest.rotation.eulerAngles}\n" +
$"Expected Scale: {valueSetByOwner} | Current Scale: {transformToTest.localScale}");
// The last check is to verify non-owners cannot change transform values after ownership has changed
nonOwnerInstance.transform.position = Vector3.zero;
yield return s_DefaultWaitForTick;
Assert.True(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}");
}
/// <summary>
/// This verifies that when authority is server authoritative the
/// client's Rigidbody is kinematic and the server is not.
/// This also verifies only the server can apply updates to the
/// transform while the clients cannot.
/// </summary>
[UnityTest]
public IEnumerator ServerAuthoritativeTest()
{
// Spawn the m_NetworkTransformPrefab and wait for the client-side to spawn the object
var serverSideInstance = SpawnObject(m_NetworkTransformPrefab, m_ServerNetworkManager);
yield return WaitForConditionOrTimeOut(() => VerifyObjectIsSpawnedOnClient.GetClientsThatSpawnedThisPrefab().Contains(m_ClientNetworkManagers[0].LocalClientId));
var ownerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(m_ServerNetworkManager.LocalClientId);
var nonOwnerInstance = VerifyObjectIsSpawnedOnClient.GetClientInstance(m_ClientNetworkManagers[0].LocalClientId);
// Make sure the owner is not kinematic and the non-owner(s) are kinematic
Assert.False(ownerInstance.GetComponent<Rigidbody>().isKinematic, $"{m_ServerNetworkManager.name}'s object instance {ownerInstance.name} is kinematic when it should not be!");
Assert.True(nonOwnerInstance.GetComponent<Rigidbody>().isKinematic, $"{m_ClientNetworkManagers[0].name}'s object instance {nonOwnerInstance.name} is not kinematic when it should be!");
// Server changes transform values
var valueSetByOwner = Vector3.one * 2;
ownerInstance.transform.position = valueSetByOwner;
ownerInstance.transform.localScale = valueSetByOwner;
var rotation = new Quaternion();
rotation.eulerAngles = valueSetByOwner;
ownerInstance.transform.rotation = rotation;
var transformToTest = nonOwnerInstance.transform;
yield return WaitForConditionOrTimeOut(() => transformToTest.position == valueSetByOwner && transformToTest.localScale == valueSetByOwner && transformToTest.rotation == rotation);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for {m_ClientNetworkManagers[0].name}'s object instance {nonOwnerInstance.name} to change its transform!\n" +
$"Expected Position: {valueSetByOwner} | Current Position: {transformToTest.position}\n" +
$"Expected Rotation: {valueSetByOwner} | Current Rotation: {transformToTest.rotation.eulerAngles}\n" +
$"Expected Scale: {valueSetByOwner} | Current Scale: {transformToTest.localScale}");
// The last check is to verify clients cannot change transform values
nonOwnerInstance.transform.position = Vector3.zero;
yield return s_DefaultWaitForTick;
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}");
}
/// <summary>
/// NetworkTransformOwnershipTests helper behaviour
/// </summary>
public class VerifyObjectIsSpawnedOnClient : NetworkBehaviour
{
private static Dictionary<ulong, VerifyObjectIsSpawnedOnClient> s_NetworkManagerRelativeSpawnedObjects = new Dictionary<ulong, VerifyObjectIsSpawnedOnClient>();
public static void ResetObjectTable()
{
s_NetworkManagerRelativeSpawnedObjects.Clear();
}
public override void OnGainedOwnership()
{
if (!s_NetworkManagerRelativeSpawnedObjects.ContainsKey(NetworkManager.LocalClientId))
{
s_NetworkManagerRelativeSpawnedObjects.Add(NetworkManager.LocalClientId, this);
}
base.OnGainedOwnership();
}
public override void OnLostOwnership()
{
if (!s_NetworkManagerRelativeSpawnedObjects.ContainsKey(NetworkManager.LocalClientId))
{
s_NetworkManagerRelativeSpawnedObjects.Add(NetworkManager.LocalClientId, this);
}
base.OnLostOwnership();
}
public static List<ulong> GetClientsThatSpawnedThisPrefab()
{
return s_NetworkManagerRelativeSpawnedObjects.Keys.ToList();
}
public static VerifyObjectIsSpawnedOnClient GetClientInstance(ulong clientId)
{
if (s_NetworkManagerRelativeSpawnedObjects.ContainsKey(clientId))
{
return s_NetworkManagerRelativeSpawnedObjects[clientId];
}
return null;
}
public override void OnNetworkSpawn()
{
// This makes sure that the NetworkManager relative NetworkObject instances don't collide with each other
// and skew the expected changes to the transforms
foreach (var entry in s_NetworkManagerRelativeSpawnedObjects)
{
Physics.IgnoreCollision(entry.Value.GetComponent<SphereCollider>(), GetComponent<SphereCollider>());
}
if (!s_NetworkManagerRelativeSpawnedObjects.ContainsKey(NetworkManager.LocalClientId))
{
s_NetworkManagerRelativeSpawnedObjects.Add(NetworkManager.LocalClientId, this);
}
base.OnNetworkSpawn();
}
public override void OnNetworkDespawn()
{
if (s_NetworkManagerRelativeSpawnedObjects.ContainsKey(NetworkManager.LocalClientId))
{
s_NetworkManagerRelativeSpawnedObjects.Remove(NetworkManager.LocalClientId);
}
base.OnNetworkDespawn();
}
}
/// <summary>
/// Until we can better locate the ClientNetworkTransform
/// This will have to be used to verify the ownership authority
/// </summary>
[DisallowMultipleComponent]
public class TestClientNetworkTransform : NetworkTransform
{
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
CanCommitToTransform = IsOwner;
}
protected override void Update()
{
CanCommitToTransform = IsOwner;
base.Update();
if (NetworkManager.Singleton != null && (NetworkManager.Singleton.IsConnectedClient || NetworkManager.Singleton.IsListening))
{
if (CanCommitToTransform)
{
TryCommitTransformToServer(transform, NetworkManager.LocalTime.Time);
}
}
}
protected override bool OnIsServerAuthoritative()
{
return false;
}
}
}
}
#endif