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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
Expand Up @@ -120,19 +120,23 @@ public void HandleAddObject(ulong clientId, Stream stream)

public void HandleDestroyObject(ulong clientId, Stream stream)
{
using (var reader = PooledNetworkReader.Get(stream))
using var reader = PooledNetworkReader.Get(stream);
ulong networkObjectId = reader.ReadUInt64Packed();

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);

return;
}

m_NetworkManager.NetworkMetrics.TrackObjectDestroyReceived(clientId, networkObjectId, networkObject.name, stream.Length);
NetworkManager.SpawnManager.OnDespawnObject(networkObject, true);
}

/// <summary>
Expand All @@ -145,31 +149,37 @@ public void HandleSceneEvent(ulong clientId, Stream stream)
NetworkManager.SceneManager.HandleSceneEvent(clientId, stream);
}


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();

var networkObject = NetworkManager.SpawnManager.SpawnedObjects[networkId];
if (networkObject.OwnerClientId == NetworkManager.LocalClientId)
if (!NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(networkObjectId, out var networkObject))
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Nice... trap ahead of time for invalid usage or non-existent NetworkObjects.

{
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!");
}

if (ownerClientId == NetworkManager.LocalClientId)
{
//We are new owner.
networkObject.InvokeBehaviourOnGainedOwnership();
}
return;
}

networkObject.OwnerClientId = ownerClientId;
if (networkObject.OwnerClientId == NetworkManager.LocalClientId)
{
//We are current owner.
networkObject.InvokeBehaviourOnLostOwnership();
}

networkObject.OwnerClientId = ownerClientId;

NetworkManager.NetworkMetrics.TrackOwnershipChangeReceived(clientId, networkObject.NetworkObjectId, networkObject.name, stream.Length);
if (ownerClientId == NetworkManager.LocalClientId)
{
//We are new owner.
networkObject.InvokeBehaviourOnGainedOwnership();
}

NetworkManager.NetworkMetrics.TrackOwnershipChangeReceived(clientId, networkObject.NetworkObjectId, networkObject.name, stream.Length);
}

public void HandleTimeSync(ulong clientId, Stream stream)
Expand Down
Original file line number Diff line number Diff line change
@@ -0,0 +1,153 @@
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;

namespace Unity.Netcode.RuntimeTests
{
public class NetworkObjectOwnershipComponent : NetworkBehaviour
{
public bool OnLostOwnershipFired = false;
public ulong CachedOwnerIdOnLostOwnership = 0;

public override void OnLostOwnership()
{
OnLostOwnershipFired = true;
CachedOwnerIdOnLostOwnership = OwnerClientId;
}

public bool OnGainedOwnershipFired = false;
public ulong CachedOwnerIdOnGainedOwnership = 0;

public override void OnGainedOwnership()
{
OnGainedOwnershipFired = true;
CachedOwnerIdOnGainedOwnership = OwnerClientId;
}
}

[TestFixture(true)]
[TestFixture(false)]
public class NetworkObjectOwnershipTests
{
private const int k_ClientInstanceCount = 1;

private NetworkManager m_ServerNetworkManager;
private NetworkManager[] m_ClientNetworkManagers;

private GameObject m_DummyPrefab;
private GameObject m_DummyGameObject;

private readonly bool m_IsHost;

public NetworkObjectOwnershipTests(bool isHost)
{
m_IsHost = isHost;
}

[UnitySetUp]
public IEnumerator Setup()
{
// we need at least 1 client for tests
Assert.That(k_ClientInstanceCount, Is.GreaterThan(0));

// 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));

// 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>());
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For this test you probably don't need to worry about it but I wanted to bring this to your attention.
When we create prefabs using MultiInstanceHelpers.MakeNetworkedObjectTestPrefab I am going to propose we make it a "best practice" to give it some form of GlobalObjectIdHash value other than default (i.e zero). It looks like it will work out for you since you are just dealing with 1 NetworkPrefab...but if you had more than one it would become problematic since we synchronize everything off of the GlobalObjectIdHash value.
Not requesting you change it, but just making you aware of that area of "pain" to watch out for.

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MakeNetworkedObjecttestPrefab kind of does that for us:

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;
}

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default value of uint is?

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0 but we force generate if it's default. if it's not default (0) then we override its hash with whatever we passed in. this code block covers both use cases.

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you were right! addressing with #1094

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 });
}

// start server and client NetworkManager instances
Assert.That(MultiInstanceHelpers.Start(m_IsHost, m_ServerNetworkManager, m_ClientNetworkManagers));

// wait for connection on client side
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnected(m_ClientNetworkManagers));

// wait for connection on server side
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientConnectedToServer(m_ServerNetworkManager));
}

[TearDown]
public void Teardown()
{
MultiInstanceHelpers.Destroy();

if (m_DummyGameObject != null)
{
Object.DestroyImmediate(m_DummyGameObject);
}

if (m_DummyPrefab != null)
{
Object.DestroyImmediate(m_DummyPrefab);
}
}

[UnityTest]
public IEnumerator TestOwnershipCallbacks()
{
m_DummyGameObject = Object.Instantiate(m_DummyPrefab);
var dummyNetworkObject = m_DummyGameObject.GetComponent<NetworkObject>();
Assert.That(dummyNetworkObject, Is.Not.Null);

dummyNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
dummyNetworkObject.Spawn();
var dummyNetworkObjectId = dummyNetworkObject.NetworkObjectId;
Assert.That(dummyNetworkObjectId, Is.GreaterThan(0));

int nextFrameNumber = Time.frameCount + 2;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);

Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(dummyNetworkObjectId));
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
Assert.That(clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(dummyNetworkObjectId));
}


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);

var serverComponent = serverObject.GetComponent<NetworkObjectOwnershipComponent>();
var clientComponent = clientObject.GetComponent<NetworkObjectOwnershipComponent>();
Assert.That(serverComponent, Is.Not.Null);
Assert.That(clientComponent, Is.Not.Null);


Assert.That(serverObject.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.ServerClientId));
Assert.That(clientObject.OwnerClientId, Is.EqualTo(m_ClientNetworkManagers[0].ServerClientId));

Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(m_ClientNetworkManagers[0].LocalClientId));
serverObject.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);

nextFrameNumber = Time.frameCount + 2;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);


Assert.That(clientComponent.OnGainedOwnershipFired);
Assert.That(clientComponent.CachedOwnerIdOnGainedOwnership, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
serverObject.ChangeOwnership(m_ServerNetworkManager.ServerClientId);

nextFrameNumber = Time.frameCount + 2;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);


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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