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fix: change OwnerClientId before firing OnGainedOwnership() callback #1092
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Original file line number | Diff line number | Diff line change |
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@@ -120,19 +120,23 @@ public void HandleAddObject(ulong clientId, Stream stream) | |
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public void HandleDestroyObject(ulong clientId, Stream stream) | ||
{ | ||
using (var reader = PooledNetworkReader.Get(stream)) | ||
using var reader = PooledNetworkReader.Get(stream); | ||
ulong networkObjectId = reader.ReadUInt64Packed(); | ||
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if (!NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(networkObjectId, out var networkObject)) | ||
{ | ||
ulong networkId = reader.ReadUInt64Packed(); | ||
if (!NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(networkId, out NetworkObject networkObject)) | ||
// This is the same check and log message that happens inside OnDespawnObject, but we have to do it here | ||
// while we still have access to the network ID, otherwise the log message will be less useful. | ||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal) | ||
{ | ||
// This is the same check and log message that happens inside OnDespawnObject, but we have to do it here | ||
// while we still have access to the network ID, otherwise the log message will be less useful. | ||
Debug.LogWarning($"Trying to destroy object {networkId} but it doesn't seem to exist anymore!"); | ||
return; | ||
NetworkLog.LogWarning($"Trying to destroy {nameof(NetworkObject)} #{networkObjectId} but it does not exist in {nameof(NetworkSpawnManager.SpawnedObjects)} anymore!"); | ||
} | ||
m_NetworkManager.NetworkMetrics.TrackObjectDestroyReceived(clientId, networkId, networkObject.name, stream.Length); | ||
NetworkManager.SpawnManager.OnDespawnObject(networkObject, true); | ||
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return; | ||
} | ||
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m_NetworkManager.NetworkMetrics.TrackObjectDestroyReceived(clientId, networkObjectId, networkObject.name, stream.Length); | ||
NetworkManager.SpawnManager.OnDespawnObject(networkObject, true); | ||
} | ||
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/// <summary> | ||
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@@ -145,31 +149,37 @@ public void HandleSceneEvent(ulong clientId, Stream stream) | |
NetworkManager.SceneManager.HandleSceneEvent(clientId, stream); | ||
} | ||
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public void HandleChangeOwner(ulong clientId, Stream stream) | ||
{ | ||
using (var reader = PooledNetworkReader.Get(stream)) | ||
{ | ||
ulong networkId = reader.ReadUInt64Packed(); | ||
ulong ownerClientId = reader.ReadUInt64Packed(); | ||
using var reader = PooledNetworkReader.Get(stream); | ||
ulong networkObjectId = reader.ReadUInt64Packed(); | ||
ulong ownerClientId = reader.ReadUInt64Packed(); | ||
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var networkObject = NetworkManager.SpawnManager.SpawnedObjects[networkId]; | ||
if (networkObject.OwnerClientId == NetworkManager.LocalClientId) | ||
if (!NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(networkObjectId, out var networkObject)) | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Nice... trap ahead of time for invalid usage or non-existent NetworkObjects. |
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{ | ||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal) | ||
{ | ||
//We are current owner. | ||
networkObject.InvokeBehaviourOnLostOwnership(); | ||
NetworkLog.LogWarning($"Trying to handle owner change but {nameof(NetworkObject)} #{networkObjectId} does not exist in {nameof(NetworkSpawnManager.SpawnedObjects)} anymore!"); | ||
} | ||
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if (ownerClientId == NetworkManager.LocalClientId) | ||
{ | ||
//We are new owner. | ||
networkObject.InvokeBehaviourOnGainedOwnership(); | ||
} | ||
return; | ||
} | ||
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networkObject.OwnerClientId = ownerClientId; | ||
if (networkObject.OwnerClientId == NetworkManager.LocalClientId) | ||
{ | ||
//We are current owner. | ||
networkObject.InvokeBehaviourOnLostOwnership(); | ||
} | ||
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networkObject.OwnerClientId = ownerClientId; | ||
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NetworkManager.NetworkMetrics.TrackOwnershipChangeReceived(clientId, networkObject.NetworkObjectId, networkObject.name, stream.Length); | ||
if (ownerClientId == NetworkManager.LocalClientId) | ||
{ | ||
//We are new owner. | ||
networkObject.InvokeBehaviourOnGainedOwnership(); | ||
} | ||
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NetworkManager.NetworkMetrics.TrackOwnershipChangeReceived(clientId, networkObject.NetworkObjectId, networkObject.name, stream.Length); | ||
} | ||
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public void HandleTimeSync(ulong clientId, Stream stream) | ||
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,153 @@ | ||
using System.Collections; | ||
using NUnit.Framework; | ||
using UnityEngine; | ||
using UnityEngine.TestTools; | ||
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namespace Unity.Netcode.RuntimeTests | ||
{ | ||
public class NetworkObjectOwnershipComponent : NetworkBehaviour | ||
{ | ||
public bool OnLostOwnershipFired = false; | ||
public ulong CachedOwnerIdOnLostOwnership = 0; | ||
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public override void OnLostOwnership() | ||
{ | ||
OnLostOwnershipFired = true; | ||
CachedOwnerIdOnLostOwnership = OwnerClientId; | ||
} | ||
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public bool OnGainedOwnershipFired = false; | ||
public ulong CachedOwnerIdOnGainedOwnership = 0; | ||
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public override void OnGainedOwnership() | ||
{ | ||
OnGainedOwnershipFired = true; | ||
CachedOwnerIdOnGainedOwnership = OwnerClientId; | ||
} | ||
} | ||
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[TestFixture(true)] | ||
[TestFixture(false)] | ||
public class NetworkObjectOwnershipTests | ||
{ | ||
private const int k_ClientInstanceCount = 1; | ||
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private NetworkManager m_ServerNetworkManager; | ||
private NetworkManager[] m_ClientNetworkManagers; | ||
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private GameObject m_DummyPrefab; | ||
private GameObject m_DummyGameObject; | ||
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private readonly bool m_IsHost; | ||
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public NetworkObjectOwnershipTests(bool isHost) | ||
{ | ||
m_IsHost = isHost; | ||
} | ||
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[UnitySetUp] | ||
public IEnumerator Setup() | ||
{ | ||
// we need at least 1 client for tests | ||
Assert.That(k_ClientInstanceCount, Is.GreaterThan(0)); | ||
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// create NetworkManager instances | ||
Assert.That(MultiInstanceHelpers.Create(k_ClientInstanceCount, out m_ServerNetworkManager, out m_ClientNetworkManagers)); | ||
Assert.That(m_ServerNetworkManager, Is.Not.Null); | ||
Assert.That(m_ClientNetworkManagers, Is.Not.Null); | ||
Assert.That(m_ClientNetworkManagers.Length, Is.EqualTo(k_ClientInstanceCount)); | ||
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// create and register our ad-hoc DummyPrefab (we'll spawn it later during tests) | ||
m_DummyPrefab = new GameObject("DummyPrefabPrototype"); | ||
m_DummyPrefab.AddComponent<NetworkObject>(); | ||
m_DummyPrefab.AddComponent<NetworkObjectOwnershipComponent>(); | ||
MultiInstanceHelpers.MakeNetworkedObjectTestPrefab(m_DummyPrefab.GetComponent<NetworkObject>()); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. For this test you probably don't need to worry about it but I wanted to bring this to your attention. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
public static void MakeNetworkedObjectTestPrefab(NetworkObject networkObject, uint globalObjectIdHash = default)
{
// Set a globalObjectId for prefab
if (globalObjectIdHash != default)
{
networkObject.TempGlobalObjectIdHashOverride = globalObjectIdHash;
}
// Force generation
networkObject.GenerateGlobalObjectIdHash();
// Prevent object from being snapped up as a scene object
networkObject.IsSceneObject = false;
} There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. default value of uint is? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. you were right! addressing with #1094 |
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m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab { Prefab = m_DummyPrefab }); | ||
foreach (var clientNetworkManager in m_ClientNetworkManagers) | ||
{ | ||
clientNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab { Prefab = m_DummyPrefab }); | ||
} | ||
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// start server and client NetworkManager instances | ||
Assert.That(MultiInstanceHelpers.Start(m_IsHost, m_ServerNetworkManager, m_ClientNetworkManagers)); | ||
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// wait for connection on client side | ||
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnected(m_ClientNetworkManagers)); | ||
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// wait for connection on server side | ||
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientConnectedToServer(m_ServerNetworkManager)); | ||
} | ||
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[TearDown] | ||
public void Teardown() | ||
{ | ||
MultiInstanceHelpers.Destroy(); | ||
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if (m_DummyGameObject != null) | ||
{ | ||
Object.DestroyImmediate(m_DummyGameObject); | ||
} | ||
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if (m_DummyPrefab != null) | ||
{ | ||
Object.DestroyImmediate(m_DummyPrefab); | ||
} | ||
} | ||
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[UnityTest] | ||
public IEnumerator TestOwnershipCallbacks() | ||
{ | ||
m_DummyGameObject = Object.Instantiate(m_DummyPrefab); | ||
var dummyNetworkObject = m_DummyGameObject.GetComponent<NetworkObject>(); | ||
Assert.That(dummyNetworkObject, Is.Not.Null); | ||
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dummyNetworkObject.NetworkManagerOwner = m_ServerNetworkManager; | ||
dummyNetworkObject.Spawn(); | ||
var dummyNetworkObjectId = dummyNetworkObject.NetworkObjectId; | ||
Assert.That(dummyNetworkObjectId, Is.GreaterThan(0)); | ||
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int nextFrameNumber = Time.frameCount + 2; | ||
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber); | ||
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Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(dummyNetworkObjectId)); | ||
foreach (var clientNetworkManager in m_ClientNetworkManagers) | ||
{ | ||
Assert.That(clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(dummyNetworkObjectId)); | ||
} | ||
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var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[dummyNetworkObjectId]; | ||
var clientObject = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[dummyNetworkObjectId]; | ||
Assert.That(serverObject, Is.Not.Null); | ||
Assert.That(clientObject, Is.Not.Null); | ||
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var serverComponent = serverObject.GetComponent<NetworkObjectOwnershipComponent>(); | ||
var clientComponent = clientObject.GetComponent<NetworkObjectOwnershipComponent>(); | ||
Assert.That(serverComponent, Is.Not.Null); | ||
Assert.That(clientComponent, Is.Not.Null); | ||
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Assert.That(serverObject.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.ServerClientId)); | ||
Assert.That(clientObject.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].ServerClientId)); | ||
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Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(m_ClientNetworkManagers[0].LocalClientId)); | ||
serverObject.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId); | ||
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nextFrameNumber = Time.frameCount + 2; | ||
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber); | ||
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Assert.That(clientComponent.OnGainedOwnershipFired); | ||
Assert.That(clientComponent.CachedOwnerIdOnGainedOwnership, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId)); | ||
serverObject.ChangeOwnership(m_ServerNetworkManager.ServerClientId); | ||
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nextFrameNumber = Time.frameCount + 2; | ||
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber); | ||
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Assert.That(serverObject.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId)); | ||
Assert.That(clientComponent.OnLostOwnershipFired); | ||
Assert.That(clientComponent.CachedOwnerIdOnLostOwnership, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId)); | ||
} | ||
} | ||
} |
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