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fix: Exception with disabled GameObjects and NetworkTransforms #3243
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Original file line number | Diff line number | Diff line change |
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@@ -71,8 +71,21 @@ public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int | |
if (isSpawnedLocally) | ||
{ | ||
networkObject = networkManager.SpawnManager.SpawnedObjects[networkObjectId]; | ||
if (networkObject.ChildNetworkBehaviours.Count <= networkBehaviourId || networkObject.ChildNetworkBehaviours[networkBehaviourId] == null) | ||
{ | ||
Debug.LogError($"[{nameof(NetworkTransformMessage)}][Invalid] Targeted {nameof(NetworkTransform)}, {nameof(NetworkBehaviour.NetworkBehaviourId)} ({networkBehaviourId}), does not exist! Make sure you are not spawning {nameof(NetworkObject)}s with disabled {nameof(GameObject)}s that have {nameof(NetworkBehaviour)} components on them."); | ||
return false; | ||
} | ||
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// Get the target NetworkTransform | ||
NetworkTransform = networkObject.ChildNetworkBehaviours[networkBehaviourId] as NetworkTransform; | ||
var transform = networkObject.ChildNetworkBehaviours[networkBehaviourId] as NetworkTransform; | ||
if (transform == null) | ||
{ | ||
Debug.LogError($"[{nameof(NetworkTransformMessage)}][Invalid] Targeted {nameof(NetworkTransform)}, {nameof(NetworkBehaviour.NetworkBehaviourId)} ({networkBehaviourId}), does not exist! Make sure you are not spawning {nameof(NetworkObject)}s with disabled {nameof(GameObject)}s that have {nameof(NetworkBehaviour)} components on them."); | ||
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. ➕ |
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return false; | ||
} | ||
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NetworkTransform = transform; | ||
isServerAuthoritative = NetworkTransform.IsServerAuthoritative(); | ||
ownerAuthoritativeServerSide = !isServerAuthoritative && networkManager.IsServer; | ||
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@@ -81,8 +94,20 @@ public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int | |
} | ||
else | ||
{ | ||
// Deserialize the state | ||
reader.ReadNetworkSerializableInPlace(ref State); | ||
ownerAuthoritativeServerSide = networkManager.DAHost; | ||
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. While reviewing your PR, I noticed a bug in DAHost mode. |
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// If we are the DAHost and the NetworkObject is hidden from the host we still need to forward this message. | ||
if (ownerAuthoritativeServerSide) | ||
{ | ||
// We need to deserialize the state to our local State property so we can extract the reliability used. | ||
reader.ReadNetworkSerializableInPlace(ref State); | ||
// Fall through to act like a proxy for this message. | ||
} | ||
else | ||
{ | ||
// Otherwise we can error out because we either shouldn't be receiving this message. | ||
Debug.LogError($"[{nameof(NetworkTransformMessage)}][Invalid] Target NetworkObject ({networkObjectId}) does not exist!"); | ||
return false; | ||
} | ||
} | ||
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unsafe | ||
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@@ -106,12 +131,6 @@ public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int | |
ByteUnpacker.ReadValueBitPacked(reader, out targetId); | ||
targetIds[i] = targetId; | ||
} | ||
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if (!isSpawnedLocally) | ||
{ | ||
// If we are the DAHost and the NetworkObject is hidden from the host we still need to forward this message | ||
ownerAuthoritativeServerSide = networkManager.DAHost && !isSpawnedLocally; | ||
} | ||
} | ||
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var ownerClientId = (ulong)0; | ||
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@@ -132,7 +151,10 @@ public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int | |
ownerClientId = context.SenderId; | ||
} | ||
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var networkDelivery = State.IsReliableStateUpdate() ? NetworkDelivery.ReliableSequenced : NetworkDelivery.UnreliableSequenced; | ||
// Depending upon whether it is spawned locally or not, get the deserialized state | ||
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. This is the 2nd part of the fix where State was never being set and it wasn't adjusting based on whether the host, server, or DAHost had a NetworkTransform instance. |
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var stateToUse = NetworkTransform != null ? NetworkTransform.InboundState : State; | ||
// Determine the reliability used to send the message | ||
var networkDelivery = stateToUse.IsReliableStateUpdate() ? NetworkDelivery.ReliableSequenced : NetworkDelivery.UnreliableSequenced; | ||
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// Forward the state update if there are any remote clients to foward it to | ||
if (networkManager.ConnectionManager.ConnectedClientsList.Count > (networkManager.IsHost ? 2 : 1)) | ||
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@@ -160,7 +182,6 @@ public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int | |
{ | ||
continue; | ||
} | ||
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networkManager.MessageManager.SendMessage(ref currentMessage, networkDelivery, clientId); | ||
} | ||
// Dispose of the reader used for forwarding | ||
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,140 @@ | ||
using System.Collections; | ||
using Unity.Netcode.Components; | ||
using Unity.Netcode.TestHelpers.Runtime; | ||
using UnityEngine; | ||
using UnityEngine.TestTools; | ||
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namespace Unity.Netcode.RuntimeTests | ||
{ | ||
internal class NetworkTransformErrorTests : NetcodeIntegrationTest | ||
{ | ||
protected override int NumberOfClients => 1; | ||
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private GameObject m_AuthorityPrefab; | ||
private GameObject m_NonAuthorityPrefab; | ||
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private HostAndClientPrefabHandler m_HostAndClientPrefabHandler; | ||
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public class EmptyNetworkBehaviour : NetworkBehaviour { } | ||
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/// <summary> | ||
/// PrefabHandler that tracks and separates the client GameObject from the host GameObject. | ||
/// Allows independent management of client and host game world while still instantiating NetworkObjects as expected. | ||
/// </summary> | ||
private class HostAndClientPrefabHandler : INetworkPrefabInstanceHandler | ||
{ | ||
/// <summary> | ||
/// The registered prefab is the prefab the networking stack is instantiated with. | ||
/// Registering the prefab simulates the prefab that exists on the authority. | ||
/// </summary> | ||
private readonly GameObject m_RegisteredPrefab; | ||
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/// <summary> | ||
/// Mocks the registered prefab changing on the non-authority after registration. | ||
/// Allows testing situations mismatched GameObject state between the authority and non-authority. | ||
/// </summary> | ||
private readonly GameObject m_InstantiatedPrefab; | ||
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public HostAndClientPrefabHandler(GameObject authorityPrefab, GameObject nonAuthorityPrefab) | ||
{ | ||
m_RegisteredPrefab = authorityPrefab; | ||
m_InstantiatedPrefab = nonAuthorityPrefab; | ||
} | ||
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/// <summary> | ||
/// Returns the prefab that will mock the instantiated prefab not matching the registered prefab | ||
/// </summary> | ||
public NetworkObject Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation) | ||
{ | ||
return Object.Instantiate(m_InstantiatedPrefab).GetComponent<NetworkObject>(); | ||
} | ||
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public void Destroy(NetworkObject networkObject) | ||
{ | ||
Object.Destroy(networkObject.gameObject); | ||
} | ||
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public void Register(NetworkManager networkManager) | ||
{ | ||
// Register the version that will be spawned by the authority (i.e. Host) | ||
networkManager.PrefabHandler.AddHandler(m_RegisteredPrefab, this); | ||
} | ||
} | ||
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/// <summary> | ||
/// Creates a GameObject and sets the transform parent to the given transform | ||
/// Adds a component of the given type to the GameObject | ||
/// </summary> | ||
private static void AddChildToNetworkObject<T>(Transform transform) where T : Component | ||
{ | ||
var gameObj = new GameObject(); | ||
gameObj.transform.parent = transform; | ||
gameObj.AddComponent<T>(); | ||
} | ||
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protected override void OnServerAndClientsCreated() | ||
{ | ||
// Create a prefab that has many child NetworkBehaviours | ||
m_AuthorityPrefab = CreateNetworkObjectPrefab("AuthorityPrefab"); | ||
AddChildToNetworkObject<EmptyNetworkBehaviour>(m_AuthorityPrefab.transform); | ||
AddChildToNetworkObject<EmptyNetworkBehaviour>(m_AuthorityPrefab.transform); | ||
AddChildToNetworkObject<NetworkTransform>(m_AuthorityPrefab.transform); | ||
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// Create a second prefab with only one NetworkBehaviour | ||
// This simulates the GameObjects on the other NetworkBehaviours being disabled | ||
m_NonAuthorityPrefab = CreateNetworkObjectPrefab("NonAuthorityPrefab"); | ||
AddChildToNetworkObject<NetworkTransform>(m_NonAuthorityPrefab.transform); | ||
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// Create and register a prefab handler | ||
// The prefab handler will behave as if the GameObjects have been disabled on the non-authority client | ||
m_HostAndClientPrefabHandler = new HostAndClientPrefabHandler(m_AuthorityPrefab, m_NonAuthorityPrefab); | ||
m_HostAndClientPrefabHandler.Register(m_ServerNetworkManager); | ||
foreach (var client in m_ClientNetworkManagers) | ||
{ | ||
m_HostAndClientPrefabHandler.Register(client); | ||
} | ||
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base.OnServerAndClientsCreated(); | ||
} | ||
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/// <summary> | ||
/// Validates the fix where <see cref="NetworkTransformMessage"/> would throw an exception | ||
/// if a user sets a <see cref="GameObject"/> with one or more <see cref="NetworkBehaviour"/> components | ||
/// to inactive. | ||
/// </summary> | ||
[UnityTest] | ||
public IEnumerator DisabledGameObjectErrorTest() | ||
{ | ||
var instance = SpawnObject(m_AuthorityPrefab, m_ServerNetworkManager); | ||
var networkObjectInstance = instance.GetComponent<NetworkObject>(); | ||
var networkTransformInstance = instance.GetComponentInChildren<NetworkTransform>(); | ||
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yield return WaitForConditionOrTimeOut(() => ObjectSpawnedOnAllClients(networkObjectInstance.NetworkObjectId)); | ||
AssertOnTimeout("Timed out waiting for object to spawn!"); | ||
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var errorMessage = $"[Netcode] {nameof(NetworkBehaviour)} index {networkTransformInstance.NetworkBehaviourId} was out of bounds for {m_NonAuthorityPrefab.name}(Clone). " + | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Minor adjustments. |
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$"{nameof(NetworkBehaviour)}s must be the same, and in the same order, between server and client."; | ||
LogAssert.Expect(LogType.Error, errorMessage); | ||
errorMessage = $"[{nameof(NetworkTransformMessage)}][Invalid] Targeted {nameof(NetworkTransform)}, {nameof(NetworkBehaviour.NetworkBehaviourId)} " + | ||
$"({networkTransformInstance.NetworkBehaviourId}), does not exist! Make sure you are not spawning {nameof(NetworkObject)}s with disabled {nameof(GameObject)}s that have " + | ||
$"{nameof(NetworkBehaviour)} components on them."; | ||
LogAssert.Expect(LogType.Error, errorMessage); | ||
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yield return new WaitForSeconds(0.3f); | ||
} | ||
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private bool ObjectSpawnedOnAllClients(ulong networkObjectId) | ||
{ | ||
foreach (var client in m_ClientNetworkManagers) | ||
{ | ||
if (!client.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId)) | ||
{ | ||
return false; | ||
} | ||
} | ||
return true; | ||
} | ||
} | ||
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} |
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Nice wordsmithing...