fix: in-scene networkobject with networktransform synchronization when parented under gameobject [MTT-8402] (#2895)

* fix

Fixing issue where parenting synchronization on the authority side was not properly handling the scenario where a NetworkObject is parented under a GameObject (with or without auto object parent sync enabled).

* fix

Fixing issue where parenting synchronization on the non-authority side was not properly handling the scenario where a NetworkObject is parented under a GameObject (with or without auto object parent sync enabled).

* update

migrate when to apply in local space above the parenting check.

* test

Adding an integration test to validate an in-scene placed NetworkObject's initial synchronization when parented under a GameObject. This also test both scenarios where the in-scene placed NetworkObject does and does not have a NetworkTransform.

* style

Removing unused namespace

* update

Updating change log entry
This commit is contained in:
Noel Stephens 2024-05-10 10:00:51 -05:00 коммит произвёл GitHub
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Коммит f9c67313b4
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@ -5,6 +5,15 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
## [Unreleased]
### Added
### Fixed
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2895)
### Changed
## [Unreleased]

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@ -1682,6 +1682,15 @@ namespace Unity.Netcode.Components
var scale = transformToUse.localScale;
networkState.IsSynchronizing = isSynchronization;
// All of the checks below, up to the delta position checking portion, are to determine if the
// authority changed a property during runtime that requires a full synchronizing.
if (InLocalSpace != networkState.InLocalSpace)
{
networkState.InLocalSpace = InLocalSpace;
isDirty = true;
networkState.IsTeleportingNextFrame = true;
}
// Check for parenting when synchronizing and/or teleporting
if (isSynchronization || networkState.IsTeleportingNextFrame)
{
@ -1691,11 +1700,13 @@ namespace Unity.Netcode.Components
// values are applied.
var hasParentNetworkObject = false;
var parentNetworkObject = (NetworkObject)null;
// If the NetworkObject belonging to this NetworkTransform instance has a parent
// (i.e. this handles nested NetworkTransforms under a parent at some layer above)
if (NetworkObject.transform.parent != null)
{
var parentNetworkObject = NetworkObject.transform.parent.GetComponent<NetworkObject>();
parentNetworkObject = NetworkObject.transform.parent.GetComponent<NetworkObject>();
// In-scene placed NetworkObjects parented under a GameObject with no
// NetworkObject preserve their lossyScale when synchronizing.
@ -1716,28 +1727,25 @@ namespace Unity.Netcode.Components
// the NetworkTransform is using world or local space synchronization.
// WorldPositionStays: (always use world space)
// !WorldPositionStays: (always use local space)
if (isSynchronization)
// Exception: If it is an in-scene placed NetworkObject and it is parented under a GameObject
// then always use local space unless AutoObjectParentSync is disabled and the NetworkTransform
// is synchronizing in world space.
if (isSynchronization && networkState.IsParented)
{
if (NetworkObject.WorldPositionStays())
var parentedUnderGameObject = NetworkObject.transform.parent != null && !parentNetworkObject && NetworkObject.IsSceneObject.Value;
if (NetworkObject.WorldPositionStays() && (!parentedUnderGameObject || (parentedUnderGameObject && !NetworkObject.AutoObjectParentSync && !InLocalSpace)))
{
position = transformToUse.position;
networkState.InLocalSpace = false;
}
else
{
position = transformToUse.localPosition;
networkState.InLocalSpace = true;
}
}
}
// All of the checks below, up to the delta position checking portion, are to determine if the
// authority changed a property during runtime that requires a full synchronizing.
if (InLocalSpace != networkState.InLocalSpace)
{
networkState.InLocalSpace = InLocalSpace;
isDirty = true;
networkState.IsTeleportingNextFrame = true;
}
if (Interpolate != networkState.UseInterpolation)
{
networkState.UseInterpolation = Interpolate;

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@ -531,20 +531,27 @@ namespace Unity.Netcode
networkObject.DestroyWithScene = sceneObject.DestroyWithScene;
networkObject.NetworkSceneHandle = sceneObject.NetworkSceneHandle;
var nonNetworkObjectParent = false;
// SPECIAL CASE FOR IN-SCENE PLACED: (only when the parent has a NetworkObject)
// This is a special case scenario where a late joining client has joined and loaded one or
// more scenes that contain nested in-scene placed NetworkObject children yet the server's
// synchronization information does not indicate the NetworkObject in question has a parent.
// Under this scenario, we want to remove the parent before spawning and setting the transform values.
if (sceneObject.IsSceneObject && !sceneObject.HasParent && networkObject.transform.parent != null)
if (sceneObject.IsSceneObject && networkObject.transform.parent != null)
{
var parentNetworkObject = networkObject.transform.parent.GetComponent<NetworkObject>();
// if the in-scene placed NetworkObject has a parent NetworkObject but the synchronization information does not
// include parenting, then we need to force the removal of that parent
if (networkObject.transform.parent.GetComponent<NetworkObject>() != null)
if (!sceneObject.HasParent && parentNetworkObject)
{
// remove the parent
networkObject.ApplyNetworkParenting(true, true);
}
else if (sceneObject.HasParent && !parentNetworkObject)
{
nonNetworkObjectParent = true;
}
}
// Set the transform unless we were spawned by a prefab handler
@ -554,7 +561,7 @@ namespace Unity.Netcode
{
// If world position stays is true or we have auto object parent synchronization disabled
// then we want to apply the position and rotation values world space relative
if (worldPositionStays || !networkObject.AutoObjectParentSync)
if ((worldPositionStays && !nonNetworkObjectParent) || !networkObject.AutoObjectParentSync)
{
networkObject.transform.position = position;
networkObject.transform.rotation = rotation;

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@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode;
using Unity.Netcode.Components;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.SceneManagement;
@ -12,21 +13,36 @@ using UnityEngine.TestTools;
namespace TestProject.RuntimeTests
{
public class InScenePlacedNetworkObjectTests : NetcodeIntegrationTest
public class InScenePlacedNetworkObjectTests : IntegrationTestWithApproximation
{
protected override int NumberOfClients => 2;
private const string k_SceneToLoad = "InSceneNetworkObject";
private const string k_InSceneUnder = "InSceneUnderGameObject";
private const string k_InSceneUnderWithNT = "InSceneUnderGameObjectWithNT";
private Scene m_ServerSideSceneLoaded;
private bool m_CanStartServerAndClients;
private string m_SceneLoading = k_SceneToLoad;
protected override IEnumerator OnSetup()
{
NetworkObjectTestComponent.Reset();
NetworkObjectTestComponent.VerboseDebug = m_EnableVerboseDebug;
m_CanStartServerAndClients = false;
return base.OnSetup();
}
/// <summary>
/// Very important to always have a backup "unloading" catch
/// in the event your test fails it could not potentially unload
/// a scene and the proceeding tests could be impacted by this!
/// </summary>
/// <returns></returns>
protected override IEnumerator OnTearDown()
{
yield return CleanUpLoadedScene();
}
protected override bool CanStartServerAndClients()
{
return m_CanStartServerAndClients;
@ -183,7 +199,7 @@ namespace TestProject.RuntimeTests
private void OnSceneEvent(SceneEvent sceneEvent)
{
if (sceneEvent.SceneEventType == SceneEventType.LoadComplete && sceneEvent.SceneName == k_SceneToLoad && sceneEvent.ClientId == m_ClientNetworkManagers[0].LocalClientId)
if (sceneEvent.SceneEventType == SceneEventType.LoadComplete && sceneEvent.SceneName == m_SceneLoading && sceneEvent.ClientId == m_ClientNetworkManagers[0].LocalClientId)
{
m_ClientLoadedScene = sceneEvent.Scene;
}
@ -394,17 +410,168 @@ namespace TestProject.RuntimeTests
m_SceneLoaded = SceneManager.GetSceneByName(sceneName);
}
public enum ParentSyncSettings
{
ParentSync,
NoParentSync
}
public enum TransformSyncSettings
{
TransformSync,
NoTransformSync
}
public enum TransformSpace
{
World,
Local
}
/// <summary>
/// Very important to always have a backup "unloading" catch
/// in the event your test fails it could not potentially unload
/// a scene and the proceeding tests could be impacted by this!
/// This test validates the initial synchronization of an in-scene placed NetworkObject parented
/// underneath a GameObject. There are two scenes for this tests where the child NetworkObject does
/// and does not have a NetworkTransform component.
/// </summary>
/// <returns></returns>
protected override IEnumerator OnTearDown()
/// <param name="inSceneUnderToLoad">Scene to load</param>
/// <param name="parentSyncSettings"><see cref="NetworkObject.AutoObjectParentSync"/> settings</param>
/// <param name="transformSyncSettings"><see cref="NetworkObject.SynchronizeTransform"/> settings</param>
/// <param name="transformSpace"><see cref="NetworkTransform.InLocalSpace"/> setting (when available)</param>
[UnityTest]
public IEnumerator ParentedInSceneObjectUnderGameObject([Values(k_InSceneUnder, k_InSceneUnderWithNT)] string inSceneUnderToLoad,
[Values] ParentSyncSettings parentSyncSettings, [Values] TransformSyncSettings transformSyncSettings, [Values] TransformSpace transformSpace)
{
yield return CleanUpLoadedScene();
var useNetworkTransform = m_SceneLoading == k_InSceneUnderWithNT;
m_SceneLoading = inSceneUnderToLoad;
// Because despawning a client will cause it to shutdown and clean everything in the
// scene hierarchy, we have to prevent one of the clients from spawning initially before
// we test synchronizing late joining clients.
// So, we prevent the automatic starting of the server and clients, remove the client we
// will be targeting to join late from the m_ClientNetworkManagers array, start the server
// and the remaining client, despawn the in-scene NetworkObject, and then start and synchronize
// the clientToTest.
var clientToTest = m_ClientNetworkManagers[1];
var clients = m_ClientNetworkManagers.ToList();
// Note: This test is a modified copy of ParentedInSceneObjectLateJoiningClient.
// The 1st client is being ignored in this test and the focus is primarily on the late joining
// 2nd client after adjustments have been made to the child NetworkBehaviour and if applicable
// NetworkTransform.
clients.Remove(clientToTest);
m_ClientNetworkManagers = clients.ToArray();
m_CanStartServerAndClients = true;
yield return StartServerAndClients();
clients.Add(clientToTest);
m_ClientNetworkManagers = clients.ToArray();
NetworkObjectTestComponent.ServerNetworkObjectInstance = null;
m_ClientNetworkManagers[0].SceneManager.OnSceneEvent += OnSceneEvent;
m_ServerNetworkManager.SceneManager.LoadScene(m_SceneLoading, LoadSceneMode.Additive);
yield return WaitForConditionOrTimeOut(() => m_ClientLoadedScene.IsValid() && m_ClientLoadedScene.isLoaded);
AssertOnTimeout($"Timed out waiting for {k_SceneToLoad} scene to be loaded!");
m_ClientNetworkManagers[0].SceneManager.OnSceneEvent -= OnSceneEvent;
var serverInSceneObjectInstance = NetworkObjectTestComponent.ServerNetworkObjectInstance;
Assert.IsNotNull(serverInSceneObjectInstance, $"Could not get the server-side registration of {nameof(NetworkObjectTestComponent)}!");
var firstClientInSceneObjectInstance = NetworkObjectTestComponent.SpawnedInstances.Where((c) => c.NetworkManager == m_ClientNetworkManagers[0]).FirstOrDefault();
Assert.IsNotNull(firstClientInSceneObjectInstance, $"Could not get the client-side registration of {nameof(NetworkObjectTestComponent)}!");
Assert.IsTrue(firstClientInSceneObjectInstance.NetworkManager == m_ClientNetworkManagers[0]);
// Parent the object
var clientSideServerPlayer = m_PlayerNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][NetworkManager.ServerClientId];
serverInSceneObjectInstance.AutoObjectParentSync = parentSyncSettings == ParentSyncSettings.ParentSync;
serverInSceneObjectInstance.SynchronizeTransform = transformSyncSettings == TransformSyncSettings.TransformSync;
var serverNetworkTransform = useNetworkTransform ? serverInSceneObjectInstance.GetComponent<NetworkTransform>() : null;
if (useNetworkTransform)
{
serverNetworkTransform.InLocalSpace = transformSpace == TransformSpace.Local;
}
// Now late join a client
NetcodeIntegrationTestHelpers.StartOneClient(clientToTest);
yield return WaitForConditionOrTimeOut(() => (clientToTest.IsConnectedClient && clientToTest.IsListening));
AssertOnTimeout($"Timed out waiting for {clientToTest.name} to reconnect!");
yield return s_DefaultWaitForTick;
// Update the newly joined client information
ClientNetworkManagerPostStartInit();
var lateJoinClientInSceneObjectInstance = NetworkObjectTestComponent.SpawnedInstances.Where((c) => c.NetworkManager == m_ClientNetworkManagers[1]).FirstOrDefault();
Assert.IsNotNull(lateJoinClientInSceneObjectInstance, $"Could not get the client-side registration of {nameof(NetworkObjectTestComponent)} for the late joining client!");
// Now make sure the server and newly joined client transform values match.
RotationsMatch(serverInSceneObjectInstance.transform, lateJoinClientInSceneObjectInstance.transform, transformSpace == TransformSpace.Local);
PositionsMatch(serverInSceneObjectInstance.transform, lateJoinClientInSceneObjectInstance.transform, transformSpace == TransformSpace.Local);
// When tesing local space we also do a sanity check and validate the world space values too.
if (transformSpace == TransformSpace.Local)
{
RotationsMatch(serverInSceneObjectInstance.transform, lateJoinClientInSceneObjectInstance.transform);
PositionsMatch(serverInSceneObjectInstance.transform, lateJoinClientInSceneObjectInstance.transform);
}
ScaleValuesMatch(serverInSceneObjectInstance.transform, lateJoinClientInSceneObjectInstance.transform);
}
protected bool RotationsMatch(Transform transformA, Transform transformB, bool inLocalSpace = false)
{
var authorityEulerRotation = inLocalSpace ? transformA.localRotation.eulerAngles : transformA.rotation.eulerAngles;
var nonAuthorityEulerRotation = inLocalSpace ? transformB.localRotation.eulerAngles : transformB.rotation.eulerAngles;
var xIsEqual = ApproximatelyEuler(authorityEulerRotation.x, nonAuthorityEulerRotation.x);
var yIsEqual = ApproximatelyEuler(authorityEulerRotation.y, nonAuthorityEulerRotation.y);
var zIsEqual = ApproximatelyEuler(authorityEulerRotation.z, nonAuthorityEulerRotation.z);
if (!xIsEqual || !yIsEqual || !zIsEqual)
{
VerboseDebug($"[{transformA.gameObject.name}][X-{xIsEqual} | Y-{yIsEqual} | Z-{zIsEqual}]" +
$"Authority rotation {authorityEulerRotation} != [{transformB.gameObject.name}] NonAuthority rotation {nonAuthorityEulerRotation}");
}
else if (m_EnableVerboseDebug)
{
VerboseDebug($"[{transformA.gameObject.name}][X-{xIsEqual} | Y-{yIsEqual} | Z-{zIsEqual}] " +
$"Authority rotation {authorityEulerRotation} != [{transformB.gameObject.name}] NonAuthority rotation {nonAuthorityEulerRotation}");
}
return xIsEqual && yIsEqual && zIsEqual;
}
protected bool PositionsMatch(Transform transformA, Transform transformB, bool inLocalSpace = false)
{
var authorityPosition = inLocalSpace ? transformA.localPosition : transformA.position;
var nonAuthorityPosition = inLocalSpace ? transformB.localPosition : transformB.position;
var xIsEqual = Approximately(authorityPosition.x, nonAuthorityPosition.x);
var yIsEqual = Approximately(authorityPosition.y, nonAuthorityPosition.y);
var zIsEqual = Approximately(authorityPosition.z, nonAuthorityPosition.z);
if (!xIsEqual || !yIsEqual || !zIsEqual)
{
VerboseDebug($"[{transformA.gameObject.name}] Authority position {authorityPosition} != [{transformB.gameObject.name}] NonAuthority position {nonAuthorityPosition}");
}
else if (m_EnableVerboseDebug)
{
VerboseDebug($"[{transformA.gameObject.name}] Authority position {authorityPosition} != [{transformB.gameObject.name}] NonAuthority position {nonAuthorityPosition}");
}
return xIsEqual && yIsEqual && zIsEqual;
}
protected bool ScaleValuesMatch(Transform transformA, Transform transformB)
{
var authorityScale = transformA.localScale;
var nonAuthorityScale = transformB.localScale;
var xIsEqual = Approximately(authorityScale.x, nonAuthorityScale.x);
var yIsEqual = Approximately(authorityScale.y, nonAuthorityScale.y);
var zIsEqual = Approximately(authorityScale.z, nonAuthorityScale.z);
if (!xIsEqual || !yIsEqual || !zIsEqual)
{
VerboseDebug($"[{transformA.gameObject.name}] Authority scale {authorityScale} != [{transformB.gameObject.name}] NonAuthority scale {nonAuthorityScale}");
}
else if (m_EnableVerboseDebug)
{
VerboseDebug($"[{transformA.gameObject.name}] Authority scale {authorityScale} == [{transformB.gameObject.name}] NonAuthority scale {nonAuthorityScale}");
}
return xIsEqual && yIsEqual && zIsEqual;
}
}
}

Просмотреть файл

@ -12,6 +12,7 @@ namespace TestProject.RuntimeTests
/// </summary>
public class NetworkObjectTestComponent : NetworkBehaviour
{
public static bool VerboseDebug;
public static bool DisableOnDespawn;
public static bool DisableOnSpawn;
public static NetworkObject ServerNetworkObjectInstance;
@ -73,7 +74,7 @@ namespace TestProject.RuntimeTests
{
OnInSceneObjectDespawned?.Invoke(NetworkObject);
m_HasNotifiedSpawned = false;
Debug.Log($"{NetworkManager.name} de-spawned {gameObject.name}.");
LogMessage($"{NetworkManager.name} de-spawned {gameObject.name}.");
SpawnedInstances.Remove(this);
if (DisableOnDespawn)
{
@ -89,9 +90,17 @@ namespace TestProject.RuntimeTests
// We do this so the ObjectNameIdentifier has a chance to label it properly
if (IsSpawned && !m_HasNotifiedSpawned)
{
Debug.Log($"{NetworkManager.name} spawned {gameObject.name} with scene origin handle {gameObject.scene.handle}.");
LogMessage($"{NetworkManager.name} spawned {gameObject.name} with scene origin handle {gameObject.scene.handle}.");
m_HasNotifiedSpawned = true;
}
}
private void LogMessage(string message)
{
if (VerboseDebug)
{
Debug.Log(message);
}
}
}
}

Просмотреть файл

@ -143,6 +143,12 @@ EditorBuildSettings:
- enabled: 1
path: Assets/Tests/Manual/PrefabTestAssets/PrefabTestScene.unity
guid: 6449955dcdde54944ba1cdb97a23bd29
- enabled: 1
path: Assets/Tests/Manual/IntegrationTestScenes/InSceneUnderGameObject.unity
guid: 778ea62ad5daee5408d1ec1fce28673f
- enabled: 1
path: Assets/Tests/Manual/IntegrationTestScenes/InSceneUnderGameObjectWithNT.unity
guid: 5a4f489df08d16c4d8c0167b099de2ca
- enabled: 1
path: Assets/Tests/Manual/IntegrationTestScenes/SessionSynchronize.unity
guid: 468b795904b98234593ebc31bf0d578a