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)
278 lines
16 KiB
C#
278 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 Unity.Netcode.Components;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Unity.Netcode.TestHelpers.Runtime;
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namespace Unity.Netcode.RuntimeTests
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{
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public class NetworkTransformOwnershipTests : NetcodeIntegrationTest
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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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var rigidBody = m_ClientNetworkTransformPrefab.AddComponent<Rigidbody>();
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rigidBody.useGravity = false;
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m_ClientNetworkTransformPrefab.AddComponent<NetworkRigidbody>();
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m_ClientNetworkTransformPrefab.AddComponent<SphereCollider>();
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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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m_NetworkTransformPrefab.AddComponent<NetworkRigidbody>();
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m_NetworkTransformPrefab.AddComponent<SphereCollider>();
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m_NetworkTransformPrefab.AddComponent<VerifyObjectIsSpawnedOnClient>();
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networkTransform.Interpolate = 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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rotation.eulerAngles = valueSetByOwner;
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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, $"Timed out waiting for {networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} to change its transform!\n" +
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$"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(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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// 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 * 50;
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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(() => transformToTest.position == valueSetByOwner && transformToTest.localScale == valueSetByOwner && 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(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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rotation.eulerAngles = valueSetByOwner;
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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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// This makes sure that the NetworkManager relative NetworkObject instances don't collide with each other
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// and skew the expected changes to the transforms
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foreach (var entry in s_NetworkManagerRelativeSpawnedObjects)
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{
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Physics.IgnoreCollision(entry.Value.GetComponent<SphereCollider>(), GetComponent<SphereCollider>());
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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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