fix: collections not detecting deltas backport to v1.x.x (#3005)

* fix

Fixing some of the collections issues.
Adding a unified permissions error.
Replacing throw exceptions with logging errors and returning.

* tesat

adjustments for replacing throw exception and added internal unified permissions write error.

* fix

Adjustments made due to other issues with direct assignment.

* fix

back port typo.

* style

removing using directive.

* fix

Mark that we have a previous value for disposing when destroyed.

* fix

This fixes an issue with duplicating nested lists, hashsets, and dictionaries.

* test

This is the first set of tests for Lists, including nested, that test using base types and INetworkSerializable.
Still have HashSet and Dictionary to cover.

* test

Added Dictionary and HashSet to the tests.

* style

Removing whitespaces

* update

adding changelog entries

* update

Adding missed change log entries.
This commit is contained in:
Noel Stephens 2024-08-13 13:01:42 -05:00 коммит произвёл GitHub
Родитель b2f5e84591
Коммит 231b36d89c
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Идентификатор ключа GPG: B5690EEEBB952194
9 изменённых файлов: 3141 добавлений и 76 удалений

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@ -8,10 +8,21 @@ Additional documentation and release notes are available at [Multiplayer Documen
[Unreleased]
### Added
- Added `NetworkVariable.CheckDirtyState` that is to be used in tandem with collections in order to detect whether the collection or an item within the collection has changed. (#3005)
### Fixed
- Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3005)
- Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3005)
- Fixed Issue where a state with dual triggers, inbound and outbound, could cause a false layer to layer state transition message to be sent to non-authority `NetworkAnimator` instances and cause a warning message to be logged. (#2999)
- Fixed issue where `FixedStringSerializer<T>` was using `NetworkVariableSerialization<byte>.AreEqual` to determine if two bytes were equal causes an exception to be thrown due to no byte serializer having been defined. (#2992)
### Changed
- Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3005)
- Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3005)
## [1.10.0] - 2024-07-22
### Added

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@ -369,7 +369,8 @@ namespace Unity.Netcode
// check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return;
}
m_List.Add(item);
@ -390,7 +391,8 @@ namespace Unity.Netcode
// check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return;
}
m_List.Clear();
@ -416,7 +418,8 @@ namespace Unity.Netcode
// check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return false;
}
int index = m_List.IndexOf(item);
@ -451,7 +454,8 @@ namespace Unity.Netcode
// check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return;
}
if (index < m_List.Length)
@ -480,7 +484,8 @@ namespace Unity.Netcode
// check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return;
}
var value = m_List[index];
@ -505,7 +510,8 @@ namespace Unity.Netcode
// check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return;
}
var previousValue = m_List[index];

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@ -79,27 +79,59 @@ namespace Unity.Netcode
/// <summary>
/// The value of the NetworkVariable container
/// </summary>
/// <remarks>
/// When assigning collections to <see cref="Value"/>, unless it is a completely new collection this will not
/// detect any deltas with most managed collection classes since assignment of one collection value to another
/// is actually just a reference to the collection itself. <br />
/// To detect deltas in a collection, you should invoke <see cref="CheckDirtyState"/> after making modifications to the collection.
/// </remarks>
public virtual T Value
{
get => m_InternalValue;
set
{
// Compare bitwise
if (NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref value))
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
{
LogWritePermissionError();
return;
}
if (m_NetworkBehaviour && !CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
// Compare the Value being applied to the current value
if (!NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref value))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkVariable");
T previousValue = m_InternalValue;
m_InternalValue = value;
SetDirty(true);
m_IsDisposed = false;
OnValueChanged?.Invoke(previousValue, m_InternalValue);
}
Set(value);
m_IsDisposed = false;
}
}
/// <summary>
/// Invoke this method to check if a collection's items are dirty.
/// The default behavior is to exit early if the <see cref="NetworkVariable{T}"/> is already dirty.
/// </summary>
/// <param name="forceCheck"> when true, this check will force a full item collection check even if the NetworkVariable is already dirty</param>
/// <remarks>
/// This is to be used as a way to check if a <see cref="NetworkVariable{T}"/> containing a managed collection has any changees to the collection items.<br />
/// If you invoked this when a collection is dirty, it will not trigger the <see cref="OnValueChanged"/> unless you set <param name="forceCheck"/> to true. <br />
/// </remarks>
public bool CheckDirtyState(bool forceCheck = false)
{
var isDirty = base.IsDirty();
// Compare the previous with the current if not dirty or forcing a check.
if ((!isDirty || forceCheck) && !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue))
{
SetDirty(true);
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
m_IsDisposed = false;
isDirty = true;
}
return isDirty;
}
internal ref T RefValue()
{
return ref m_InternalValue;
@ -184,9 +216,8 @@ namespace Unity.Netcode
private protected void Set(T value)
{
SetDirty(true);
T previousValue = m_InternalValue;
m_InternalValue = value;
OnValueChanged?.Invoke(previousValue, m_InternalValue);
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
}
/// <summary>
@ -205,20 +236,22 @@ namespace Unity.Netcode
/// <param name="keepDirtyDelta">Whether or not the container should keep the dirty delta, or mark the delta as consumed</param>
public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
{
// In order to get managed collections to properly have a previous and current value, we have to
// duplicate the collection at this point before making any modifications to the current.
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);
// todo:
// keepDirtyDelta marks a variable received as dirty and causes the server to send the value to clients
// In a prefect world, whether a variable was A) modified locally or B) received and needs retransmit
// would be stored in different fields
T previousValue = m_InternalValue;
NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);
if (keepDirtyDelta)
{
SetDirty(true);
}
OnValueChanged?.Invoke(previousValue, m_InternalValue);
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
}
/// <inheritdoc />

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@ -32,21 +32,47 @@ namespace Unity.Netcode
/// Maintains a link to the associated NetworkBehaviour
/// </summary>
private protected NetworkBehaviour m_NetworkBehaviour;
private NetworkManager m_InternalNetworkManager;
public NetworkBehaviour GetBehaviour()
{
return m_NetworkBehaviour;
}
internal string GetWritePermissionError()
{
return $"|Client-{m_NetworkManager.LocalClientId}|{m_NetworkBehaviour.name}|{Name}| Write permissions ({WritePerm}) for this client instance is not allowed!";
}
internal void LogWritePermissionError()
{
Debug.LogError(GetWritePermissionError());
}
private protected NetworkManager m_NetworkManager
{
get
{
if (m_InternalNetworkManager == null && m_NetworkBehaviour && m_NetworkBehaviour.NetworkObject?.NetworkManager)
{
m_InternalNetworkManager = m_NetworkBehaviour.NetworkObject?.NetworkManager;
}
return m_InternalNetworkManager;
}
}
/// <summary>
/// Initializes the NetworkVariable
/// </summary>
/// <param name="networkBehaviour">The NetworkBehaviour the NetworkVariable belongs to</param>
public void Initialize(NetworkBehaviour networkBehaviour)
{
m_InternalNetworkManager = null;
m_NetworkBehaviour = networkBehaviour;
if (m_NetworkBehaviour.NetworkManager)
if (m_NetworkBehaviour && m_NetworkBehaviour.NetworkObject?.NetworkManager)
{
m_InternalNetworkManager = m_NetworkBehaviour.NetworkObject?.NetworkManager;
if (m_NetworkBehaviour.NetworkManager.NetworkTimeSystem != null)
{
UpdateLastSentTime();

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@ -349,7 +349,10 @@ namespace Unity.Netcode
duplicatedValue.Clear();
foreach (var item in value)
{
duplicatedValue.Add(item);
// This handles the nested list scenario List<List<T>>
T subValue = default;
NetworkVariableSerialization<T>.Duplicate(item, ref subValue);
duplicatedValue.Add(subValue);
}
}
}
@ -421,6 +424,9 @@ namespace Unity.Netcode
duplicatedValue.Clear();
foreach (var item in value)
{
// Handles nested HashSets
T subValue = default;
NetworkVariableSerialization<T>.Duplicate(item, ref subValue);
duplicatedValue.Add(item);
}
}
@ -497,7 +503,12 @@ namespace Unity.Netcode
duplicatedValue.Clear();
foreach (var item in value)
{
duplicatedValue.Add(item.Key, item.Value);
// Handles nested dictionaries
TKey subKey = default;
TVal subValue = default;
NetworkVariableSerialization<TKey>.Duplicate(item.Key, ref subKey);
NetworkVariableSerialization<TVal>.Duplicate(item.Value, ref subValue);
duplicatedValue.Add(subKey, subValue);
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 939ac41f36685f84e94a4b66ebbb6d8c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -254,7 +254,8 @@ namespace Unity.Netcode.RuntimeTests
var oldValue = testCompClient.ServerWritable_Position.Value;
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
Assert.That(() => testCompClient.ServerWritable_Position.Value = newValue, Throws.TypeOf<InvalidOperationException>());
LogAssert.Expect(LogType.Error, testCompClient.ServerWritable_Position.GetWritePermissionError());
testCompClient.ServerWritable_Position.Value = newValue;
yield return WaitForPositionsAreEqual(testCompServer.ServerWritable_Position, oldValue);
yield return WaitForServerWritableAreEqualOnAll();
@ -283,7 +284,8 @@ namespace Unity.Netcode.RuntimeTests
var oldValue = testCompServer.OwnerWritable_Position.Value;
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
Assert.That(() => testCompServer.OwnerWritable_Position.Value = newValue, Throws.TypeOf<InvalidOperationException>());
LogAssert.Expect(LogType.Error, testCompServer.OwnerWritable_Position.GetWritePermissionError());
testCompServer.OwnerWritable_Position.Value = newValue;
yield return WaitForPositionsAreEqual(testCompServer.OwnerWritable_Position, oldValue);
yield return WaitForOwnerWritableAreEqualOnAll();
@ -589,8 +591,8 @@ namespace Unity.Netcode.RuntimeTests
{
InitializeServerAndClients(useHost);
// client must not be allowed to write to a server auth variable
Assert.Throws<InvalidOperationException>(() => m_Player1OnClient1.TheScalar.Value = k_TestVal1);
LogAssert.Expect(LogType.Error, m_Player1OnClient1.TheScalar.GetWritePermissionError());
m_Player1OnClient1.TheScalar.Value = k_TestVal1;
}
/// <summary>

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@ -1,4 +1,3 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Netcode.TestHelpers.Runtime;
@ -130,72 +129,44 @@ namespace Unity.Netcode.RuntimeTests
for (var clientWriting = 0; clientWriting < 3; clientWriting++)
{
// ==== Server-writable NetworkVariable ====
var gotException = false;
Debug.Log($"Writing to server-write variable on object {objectIndex} on client {clientWriting}");
VerboseDebug($"Writing to server-write variable on object {objectIndex} on client {clientWriting}");
try
nextValueToWrite++;
if (clientWriting != serverIndex)
{
nextValueToWrite++;
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableServer.Value = nextValueToWrite;
LogAssert.Expect(LogType.Error, OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableServer.GetWritePermissionError());
}
catch (Exception)
{
gotException = true;
}
// Verify server-owned netvar can only be written by server
Debug.Assert(gotException == (clientWriting != serverIndex));
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableServer.Value = nextValueToWrite;
// ==== Owner-writable NetworkVariable ====
gotException = false;
Debug.Log($"Writing to owner-write variable on object {objectIndex} on client {clientWriting}");
VerboseDebug($"Writing to owner-write variable on object {objectIndex} on client {clientWriting}");
try
nextValueToWrite++;
if (clientWriting != objectIndex)
{
nextValueToWrite++;
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableOwner.Value = nextValueToWrite;
LogAssert.Expect(LogType.Error, OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableOwner.GetWritePermissionError());
}
catch (Exception)
{
gotException = true;
}
// Verify client-owned netvar can only be written by owner
Debug.Assert(gotException == (clientWriting != objectIndex));
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableOwner.Value = nextValueToWrite;
// ==== Server-writable NetworkList ====
gotException = false;
Debug.Log($"Writing to server-write list on object {objectIndex} on client {clientWriting}");
VerboseDebug($"Writing to [Add] server-write NetworkList on object {objectIndex} on client {clientWriting}");
try
nextValueToWrite++;
if (clientWriting != serverIndex)
{
nextValueToWrite++;
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListServer.Add(nextValueToWrite);
LogAssert.Expect(LogType.Error, OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListServer.GetWritePermissionError());
}
catch (Exception)
{
gotException = true;
}
// Verify server-owned networkList can only be written by server
Debug.Assert(gotException == (clientWriting != serverIndex));
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListServer.Add(nextValueToWrite);
// ==== Owner-writable NetworkList ====
gotException = false;
Debug.Log($"Writing to owner-write list on object {objectIndex} on client {clientWriting}");
VerboseDebug($"Writing to [Add] owner-write NetworkList on object {objectIndex} on client {clientWriting}");
try
nextValueToWrite++;
if (clientWriting != objectIndex)
{
nextValueToWrite++;
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListOwner.Add(nextValueToWrite);
LogAssert.Expect(LogType.Error, OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListOwner.GetWritePermissionError());
}
catch (Exception)
{
gotException = true;
}
// Verify client-owned networkList can only be written by owner
Debug.Assert(gotException == (clientWriting != objectIndex));
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListOwner.Add(nextValueToWrite);
yield return WaitForTicks(m_ServerNetworkManager, 5);
yield return WaitForTicks(m_ClientNetworkManagers[0], 5);