fix: PopulateScenePlacedObjects only checks IsSceneObject for null [MTT-3041] (#1850)

* fix

MTT-3041
This fixes the issue when using a single scene containing both a NetworkManager and one or more in-scene placed NetworkObjects where a client could disconnect but not unload the scene and reconnect only to receive a soft synchronization error.
The fix is to check for both HasValue and Value being true in order to account for already previously instantiated NetworkObjects.

* style

* Update CHANGELOG.md

MTT-3041 changelog update

* update

cleaned up PopulateScenePlacedObjects for clarity.
reduce the networkObjectInstance.IsSceneObject check.
made PopulateScenePlacedObjects internal for testing purposes.

* test

MTT-3041
This test verifies the changes made to PopulateScenePlacedObjects

* style

Adding some comments

* test

just spawning one of each type of simulated in-scene placed NetworkObject
This commit is contained in:
Noel Stephens 2022-03-31 18:32:13 -05:00 коммит произвёл GitHub
Родитель 9ffd22b158
Коммит 9b54e1a5c0
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4 изменённых файлов: 102 добавлений и 11 удалений

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@ -23,6 +23,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
- Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812)
### Fixed
- Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850)
- Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847)
- Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841)
- Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838)

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@ -1840,7 +1840,7 @@ namespace Unity.Netcode
/// Using the local scene relative Scene.handle as a sub-key to the root dictionary allows us to
/// distinguish between duplicate in-scene placed NetworkObjects
/// </summary>
private void PopulateScenePlacedObjects(Scene sceneToFilterBy, bool clearScenePlacedObjects = true)
internal void PopulateScenePlacedObjects(Scene sceneToFilterBy, bool clearScenePlacedObjects = true)
{
if (clearScenePlacedObjects)
{
@ -1855,25 +1855,26 @@ namespace Unity.Netcode
// at the end of scene loading we use this list to soft synchronize all in-scene placed NetworkObjects
foreach (var networkObjectInstance in networkObjects)
{
// We check to make sure the NetworkManager instance is the same one to be "NetcodeIntegrationTestHelpers" compatible and filter the list on a per scene basis (additive scenes)
if (networkObjectInstance.IsSceneObject == null && networkObjectInstance.NetworkManager == m_NetworkManager && networkObjectInstance.gameObject.scene == sceneToFilterBy &&
networkObjectInstance.gameObject.scene.handle == sceneToFilterBy.handle)
var globalObjectIdHash = networkObjectInstance.GlobalObjectIdHash;
var sceneHandle = networkObjectInstance.gameObject.scene.handle;
// We check to make sure the NetworkManager instance is the same one to be "NetcodeIntegrationTestHelpers" compatible and filter the list on a per scene basis (for additive scenes)
if (networkObjectInstance.IsSceneObject != false && networkObjectInstance.NetworkManager == m_NetworkManager && networkObjectInstance.gameObject.scene == sceneToFilterBy &&
sceneHandle == sceneToFilterBy.handle)
{
if (!ScenePlacedObjects.ContainsKey(networkObjectInstance.GlobalObjectIdHash))
if (!ScenePlacedObjects.ContainsKey(globalObjectIdHash))
{
ScenePlacedObjects.Add(networkObjectInstance.GlobalObjectIdHash, new Dictionary<int, NetworkObject>());
ScenePlacedObjects.Add(globalObjectIdHash, new Dictionary<int, NetworkObject>());
}
if (!ScenePlacedObjects[networkObjectInstance.GlobalObjectIdHash].ContainsKey(networkObjectInstance.gameObject.scene.handle))
if (!ScenePlacedObjects[globalObjectIdHash].ContainsKey(sceneHandle))
{
ScenePlacedObjects[networkObjectInstance.GlobalObjectIdHash].Add(networkObjectInstance.gameObject.scene.handle, networkObjectInstance);
ScenePlacedObjects[globalObjectIdHash].Add(sceneHandle, networkObjectInstance);
}
else
{
var exitingEntryName = ScenePlacedObjects[networkObjectInstance.GlobalObjectIdHash][networkObjectInstance.gameObject.scene.handle] != null ?
ScenePlacedObjects[networkObjectInstance.GlobalObjectIdHash][networkObjectInstance.gameObject.scene.handle].name : "Null Entry";
var exitingEntryName = ScenePlacedObjects[globalObjectIdHash][sceneHandle] != null ? ScenePlacedObjects[globalObjectIdHash][sceneHandle].name : "Null Entry";
throw new Exception($"{networkObjectInstance.name} tried to registered with {nameof(ScenePlacedObjects)} which already contains " +
$"the same {nameof(NetworkObject.GlobalObjectIdHash)} value {networkObjectInstance.GlobalObjectIdHash} for {exitingEntryName}!");
$"the same {nameof(NetworkObject.GlobalObjectIdHash)} value {globalObjectIdHash} for {exitingEntryName}!");
}
}
}

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@ -0,0 +1,78 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
using NUnit.Framework;
using Unity.Netcode;
using Unity.Netcode.TestHelpers.Runtime;
using Object = UnityEngine.Object;
namespace TestProject.RuntimeTests
{
public class NetworkSceneManagerPopulateInSceneTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 0;
protected Dictionary<uint, GameObject> m_InSceneObjectList = new Dictionary<uint, GameObject>();
protected override IEnumerator OnSetup()
{
m_InSceneObjectList.Clear();
return base.OnSetup();
}
protected override void OnServerAndClientsCreated()
{
// Create one that simulates when an in-scene placed NetworkObject is first instantiated when
// the scene is loaded (i.e. IsSceneObject is null)
var inScenePrefab = CreateNetworkObjectPrefab("NewSceneObject");
var networkObject = inScenePrefab.GetComponent<NetworkObject>();
networkObject.IsSceneObject = null;
networkObject.NetworkManagerOwner = m_ServerNetworkManager;
m_InSceneObjectList.Add(networkObject.GlobalObjectIdHash, inScenePrefab);
// Create one that simulates when an in-scene placed NetworkObject has already been instantiated
// (i.e. IsSceneObject is true) which can happen if a client disconnects and then reconnects without
// unloading/reloading any scenes.
inScenePrefab = CreateNetworkObjectPrefab("SetInSceneObject");
networkObject = inScenePrefab.GetComponent<NetworkObject>();
networkObject.IsSceneObject = true;
networkObject.NetworkManagerOwner = m_ServerNetworkManager;
m_InSceneObjectList.Add(networkObject.GlobalObjectIdHash, inScenePrefab);
}
[UnityTest]
public IEnumerator PopulateScenePlacedObjectsTest()
{
var activeScene = SceneManager.GetActiveScene();
m_ServerNetworkManager.SceneManager.PopulateScenePlacedObjects(activeScene, true);
var scenePlacedNetworkObjects = m_ServerNetworkManager.SceneManager.ScenePlacedObjects;
foreach (var entry in m_InSceneObjectList)
{
// Verify the GlobalObjectIdHash for this object has an entry
Assert.IsTrue(scenePlacedNetworkObjects.ContainsKey(entry.Key), $"Failed to find {nameof(NetworkObject.GlobalObjectIdHash)}({entry.Key}) for {entry.Value.name} in the {nameof(NetworkSceneManager.ScenePlacedObjects)}!");
// Verify the active scene for this object has an entry
Assert.IsTrue(scenePlacedNetworkObjects[entry.Key].ContainsKey(activeScene.handle), $"Failed to find the scene handle {activeScene.handle} ({activeScene.name}) entry for {entry.Value.name} in the {nameof(NetworkSceneManager.ScenePlacedObjects)}!");
// Verify the GameObject is the same one
var inSceneGameObject = scenePlacedNetworkObjects[entry.Key][activeScene.handle].gameObject;
Assert.IsTrue(inSceneGameObject == entry.Value, $"{nameof(GameObject)} {entry.Value.name} is not the same as {inSceneGameObject.name}!");
}
yield break;
}
protected override IEnumerator OnTearDown()
{
foreach (var spawnedInstance in m_InSceneObjectList)
{
Object.Destroy(spawnedInstance.Value);
}
return base.OnTearDown();
}
}
}

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