fix: player prefab null exception when using prefabhash connection approval (backport-3042) (#3046)
* fix back port of #3042 fix * test Test updates to validate the fix. * update adding changelog entry
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Родитель
2da5a98036
Коммит
f41fb30353
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@ -14,6 +14,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3046)
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- Fixed issue where collections v2.2.x was not supported when using UTP v2.2.x within Unity v2022.3. (#3033)
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- Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3029)
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- Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3027)
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@ -736,41 +736,21 @@ namespace Unity.Netcode
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var client = AddClient(ownerClientId);
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if (response.CreatePlayerObject)
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if (response.CreatePlayerObject && (response.PlayerPrefabHash.HasValue || NetworkManager.NetworkConfig.PlayerPrefab != null))
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{
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var prefabNetworkObject = NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>();
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var playerPrefabHash = response.PlayerPrefabHash ?? prefabNetworkObject.GlobalObjectIdHash;
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// Generate a SceneObject for the player object to spawn
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// Note: This is only to create the local NetworkObject, many of the serialized properties of the player prefab will be set when instantiated.
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var sceneObject = new NetworkObject.SceneObject
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{
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OwnerClientId = ownerClientId,
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IsPlayerObject = true,
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IsSceneObject = false,
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HasTransform = prefabNetworkObject.SynchronizeTransform,
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Hash = playerPrefabHash,
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TargetClientId = ownerClientId,
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Transform = new NetworkObject.SceneObject.TransformData
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{
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Position = response.Position.GetValueOrDefault(),
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Rotation = response.Rotation.GetValueOrDefault()
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}
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};
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// Create the player NetworkObject locally
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var networkObject = NetworkManager.SpawnManager.CreateLocalNetworkObject(sceneObject);
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var playerObject = response.PlayerPrefabHash.HasValue ? NetworkManager.SpawnManager.GetNetworkObjectToSpawn(response.PlayerPrefabHash.Value, ownerClientId, response.Position.GetValueOrDefault(), response.Rotation.GetValueOrDefault())
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: NetworkManager.SpawnManager.GetNetworkObjectToSpawn(NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash, ownerClientId, response.Position.GetValueOrDefault(), response.Rotation.GetValueOrDefault());
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// Spawn the player NetworkObject locally
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NetworkManager.SpawnManager.SpawnNetworkObjectLocally(
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networkObject,
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playerObject,
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NetworkManager.SpawnManager.GetNetworkObjectId(),
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sceneObject: false,
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playerObject: true,
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ownerClientId,
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destroyWithScene: false);
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client.AssignPlayerObject(ref networkObject);
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client.AssignPlayerObject(ref playerObject);
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}
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// Server doesn't send itself the connection approved message
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@ -753,6 +753,11 @@ namespace Unity.Netcode.TestHelpers.Runtime
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protected virtual bool LogAllMessages => false;
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protected virtual bool ShouldCheckForSpawnedPlayers()
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{
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return true;
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}
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/// <summary>
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/// This starts the server and clients as long as <see cref="CanStartServerAndClients"/>
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/// returns true.
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@ -819,7 +824,10 @@ namespace Unity.Netcode.TestHelpers.Runtime
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}
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}
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ClientNetworkManagerPostStartInit();
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if (ShouldCheckForSpawnedPlayers())
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{
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ClientNetworkManagerPostStartInit();
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}
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// Notification that at this time the server and client(s) are instantiated,
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// started, and connected on both sides.
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@ -892,7 +900,10 @@ namespace Unity.Netcode.TestHelpers.Runtime
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}
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}
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ClientNetworkManagerPostStartInit();
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if (ShouldCheckForSpawnedPlayers())
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{
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ClientNetworkManagerPostStartInit();
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}
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// Notification that at this time the server and client(s) are instantiated,
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// started, and connected on both sides.
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@ -1,65 +1,135 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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public class ConnectionApprovalTests
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[TestFixture(PlayerCreation.Prefab)]
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[TestFixture(PlayerCreation.PrefabHash)]
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[TestFixture(PlayerCreation.NoPlayer)]
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[TestFixture(PlayerCreation.FailValidation)]
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internal class ConnectionApprovalTests : NetcodeIntegrationTest
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{
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private Guid m_ValidationToken;
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private bool m_IsValidated;
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[SetUp]
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public void Setup()
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private const string k_InvalidToken = "Invalid validation token!";
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public enum PlayerCreation
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{
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// Create, instantiate, and host
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Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _, NetworkManagerHelper.NetworkManagerOperatingMode.None));
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Prefab,
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PrefabHash,
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NoPlayer,
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FailValidation
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}
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private PlayerCreation m_PlayerCreation;
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private bool m_ClientDisconnectReasonValidated;
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private Dictionary<ulong, bool> m_Validated = new Dictionary<ulong, bool>();
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public ConnectionApprovalTests(PlayerCreation playerCreation)
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{
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m_PlayerCreation = playerCreation;
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}
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protected override int NumberOfClients => 1;
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private Guid m_ValidationToken;
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protected override bool ShouldCheckForSpawnedPlayers()
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{
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return m_PlayerCreation != PlayerCreation.NoPlayer;
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}
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protected override void OnServerAndClientsCreated()
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{
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m_ClientDisconnectReasonValidated = false;
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m_BypassConnectionTimeout = m_PlayerCreation == PlayerCreation.FailValidation;
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m_Validated.Clear();
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m_ValidationToken = Guid.NewGuid();
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var validationToken = Encoding.UTF8.GetBytes(m_ValidationToken.ToString());
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m_ServerNetworkManager.ConnectionApprovalCallback = NetworkManagerObject_ConnectionApprovalCallback;
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m_ServerNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
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if (m_PlayerCreation == PlayerCreation.PrefabHash)
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{
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m_ServerNetworkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = m_PlayerPrefab });
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}
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m_ServerNetworkManager.NetworkConfig.ConnectionApproval = true;
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m_ServerNetworkManager.NetworkConfig.ConnectionData = validationToken;
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foreach (var client in m_ClientNetworkManagers)
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{
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client.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
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if (m_PlayerCreation == PlayerCreation.PrefabHash)
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{
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client.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = m_PlayerPrefab });
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}
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client.NetworkConfig.ConnectionApproval = true;
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client.NetworkConfig.ConnectionData = m_PlayerCreation == PlayerCreation.FailValidation ? Encoding.UTF8.GetBytes(Guid.NewGuid().ToString()) : validationToken;
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if (m_PlayerCreation == PlayerCreation.FailValidation)
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{
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client.OnClientDisconnectCallback += Client_OnClientDisconnectCallback;
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}
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}
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base.OnServerAndClientsCreated();
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}
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private void Client_OnClientDisconnectCallback(ulong clientId)
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{
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m_ClientNetworkManagers[0].OnClientDisconnectCallback -= Client_OnClientDisconnectCallback;
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m_ClientDisconnectReasonValidated = m_ClientNetworkManagers[0].LocalClientId == clientId && m_ClientNetworkManagers[0].DisconnectReason == k_InvalidToken;
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}
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private bool ClientAndHostValidated()
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{
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if (!m_Validated.ContainsKey(m_ServerNetworkManager.LocalClientId) || !m_Validated[m_ServerNetworkManager.LocalClientId])
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{
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return false;
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}
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if (m_PlayerCreation == PlayerCreation.FailValidation)
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{
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return m_ClientDisconnectReasonValidated;
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}
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else
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{
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foreach (var client in m_ClientNetworkManagers)
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{
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if (!m_Validated.ContainsKey(client.LocalClientId) || !m_Validated[client.LocalClientId])
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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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return true;
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}
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[UnityTest]
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public IEnumerator ConnectionApproval()
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{
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NetworkManagerHelper.NetworkManagerObject.ConnectionApprovalCallback = NetworkManagerObject_ConnectionApprovalCallback;
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.ConnectionApproval = true;
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.PlayerPrefab = null;
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.ConnectionData = Encoding.UTF8.GetBytes(m_ValidationToken.ToString());
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m_IsValidated = false;
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NetworkManagerHelper.NetworkManagerObject.StartHost();
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var timeOut = Time.realtimeSinceStartup + 3.0f;
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var timedOut = false;
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while (!m_IsValidated)
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{
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yield return new WaitForSeconds(0.01f);
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if (timeOut < Time.realtimeSinceStartup)
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{
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timedOut = true;
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}
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}
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//Make sure we didn't time out
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Assert.False(timedOut);
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Assert.True(m_IsValidated);
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yield return WaitForConditionOrTimeOut(ClientAndHostValidated);
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AssertOnTimeout("Timed out waiting for all clients to be approved!");
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}
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private void NetworkManagerObject_ConnectionApprovalCallback(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response)
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{
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var stringGuid = Encoding.UTF8.GetString(request.Payload);
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if (m_ValidationToken.ToString() == stringGuid)
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{
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m_IsValidated = true;
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m_Validated.Add(request.ClientNetworkId, true);
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response.Approved = true;
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}
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else
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{
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response.Approved = false;
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response.Reason = "Invalid validation token!";
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}
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response.Approved = m_IsValidated;
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response.CreatePlayerObject = false;
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response.CreatePlayerObject = ShouldCheckForSpawnedPlayers();
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response.Position = null;
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response.Rotation = null;
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response.PlayerPrefabHash = null;
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response.PlayerPrefabHash = m_PlayerCreation == PlayerCreation.PrefabHash ? m_PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash : null;
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}
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@ -78,13 +148,5 @@ namespace Unity.Netcode.RuntimeTests
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Assert.True(currentHash != newHash, $"Hashed {nameof(NetworkConfig)} values {currentHash} and {newHash} should not be the same!");
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}
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[TearDown]
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public void TearDown()
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{
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// Stop, shutdown, and destroy
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NetworkManagerHelper.ShutdownNetworkManager();
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}
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}
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}
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