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2 changes: 2 additions & 0 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -18,6 +18,8 @@ Additional documentation and release notes are available at [Multiplayer Documen

### Fixed

- Issue with mixed authority nested `NetworkTransform` instances can stop child/nested `NetworkTransform` instances from updating due to a parent (root or otherwise) `NetworkTransform` that is the authority instance will remove the `NetworkObject` completely from the non-authority update group causing non-authority instances to never update their state (interpolating or not) on the authority side. (#4169)

### Security

### Obsolete
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Original file line number Diff line number Diff line change
Expand Up @@ -3736,6 +3736,38 @@ private void ResetInterpolatedStateToCurrentAuthoritativeState()
m_ScaleInterpolator.ResetTo(transform.parent, transform.localScale, serverTime);
}

/// <summary>
/// Determines if this <see cref="NetworkObject"/> has any <see cref="NetworkTransform"/> instances that are non-authority and are updated during the same update stage.
/// </summary>
/// <remarks>
/// See <see cref="InternalInitialization"/> to better understand how the <paramref name="forUpdate"/> parameter is used to determine which update stage to check for non-authority <see cref="NetworkTransform"/> instances.
/// </remarks>
/// <param name="forUpdate">true to check the instances updated during the standard update and false to check the instances updated during the fixed update.</param>
/// <returns>true if a non-authority NetworkTransform exists on this NetworkObject and false if there are none.</returns>
private bool HasNonAuthorityNetworkTransform(bool forUpdate)
{
var networkTransforms = NetworkObject.NetworkTransforms;
for (int i = 0; i < networkTransforms.Count; i++)
{
var networkTransform = networkTransforms[i];
#if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D
// If the update stages don't match, then skip this instance.
// Reference:
// forUpdate is true for the standard update and false for the fixed update.
// m_UseRigidbodyForMotion is false for the standard update and true for the fixed update.
if (forUpdate == networkTransform.m_UseRigidbodyForMotion)
{
continue;
}
#endif
if (!(networkTransform.IsServerAuthoritative() ? networkTransform.IsServer : networkTransform.IsOwner))
{
return true;
}
}
return false;
}

/// <summary>
/// The internal initialization method to allow for internal API adjustments
/// </summary>
Expand Down Expand Up @@ -3807,8 +3839,12 @@ internal virtual void InternalInitialization(bool isOwnershipChange = false)

if (CanCommitToTransform)
{
// Make sure authority doesn't get added to updates (no need to do this on the authority side)
m_CachedNetworkManager.NetworkTransformRegistration(NetworkObject, forUpdate, false);
// If there are no non-authority NetworkTransform instances on this NetworkObject using this update, then remove this instance from the NetworkManager's update list.
// Otherwise, we need to keep it registered for updates so the non-authority instances will process their received state updates and apply them to the transform.
if (!HasNonAuthorityNetworkTransform(forUpdate))
{
m_CachedNetworkManager.NetworkTransformRegistration(NetworkObject, forUpdate, false);
}
if (UseHalfFloatPrecision)
{
m_HalfPositionState = new NetworkDeltaPosition(currentPosition, m_CachedNetworkManager.ServerTime.Tick, math.bool3(SyncPositionX, SyncPositionY, SyncPositionZ));
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Original file line number Diff line number Diff line change
@@ -1,77 +1,93 @@
using System.Collections;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.Components;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;

namespace Unity.Netcode.RuntimeTests
{
[TestFixture(HostOrServer.Host, NetworkTransform.AuthorityModes.Server)]
[TestFixture(HostOrServer.Host, NetworkTransform.AuthorityModes.Owner)]
[TestFixture(HostOrServer.Server, NetworkTransform.AuthorityModes.Server)]
[TestFixture(HostOrServer.Server, NetworkTransform.AuthorityModes.Owner)]
internal class NetworkTransformMixedAuthorityTests : IntegrationTestWithApproximation
{
private const float k_MotionMagnitude = 5.5f;
private const int k_Iterations = 4;

protected override int NumberOfClients => 2;

private readonly NetworkTransform.AuthorityModes m_RootAuthorityMode;
private readonly NetworkTransform.AuthorityModes m_ChildAuthorityMode;

private StringBuilder m_ErrorMsg = new StringBuilder();

public NetworkTransformMixedAuthorityTests(HostOrServer hostOrServer, NetworkTransform.AuthorityModes rootAuthorityMode) : base(hostOrServer)
{
m_RootAuthorityMode = rootAuthorityMode;
m_ChildAuthorityMode = rootAuthorityMode == NetworkTransform.AuthorityModes.Server ? NetworkTransform.AuthorityModes.Owner : NetworkTransform.AuthorityModes.Server;
}

protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<NetworkTransform>();
m_PlayerPrefab.AddComponent<NetworkTransform>().AuthorityMode = m_RootAuthorityMode;

var childGameObject = new GameObject();
childGameObject.transform.parent = m_PlayerPrefab.transform;
var childNetworkTransform = childGameObject.AddComponent<NetworkTransform>();
childNetworkTransform.AuthorityMode = NetworkTransform.AuthorityModes.Owner;
childNetworkTransform.AuthorityMode = m_ChildAuthorityMode;
childNetworkTransform.InLocalSpace = true;

base.OnCreatePlayerPrefab();
}

/// <summary>
/// Returns the instance of <paramref name="player"/>'s player object that has authority over a
/// <see cref="NetworkTransform"/> using the <paramref name="authorityMode"/> authority mode.
/// </summary>
private NetworkObject GetAuthorityInstance(NetworkManager player, NetworkTransform.AuthorityModes authorityMode)
{
var authority = authorityMode == NetworkTransform.AuthorityModes.Server ? m_ServerNetworkManager : player;
return authority.SpawnManager.SpawnedObjects[player.LocalClient.PlayerObject.NetworkObjectId];
}

private void MovePlayers()
{
foreach (var networkManager in m_NetworkManagers)
foreach (var networkManager in m_ClientNetworkManagers)
{
var direction = GetRandomVector3(-1.0f, 1.0f);
var playerObject = networkManager.LocalClient.PlayerObject;
var playerObjectId = networkManager.LocalClient.PlayerObject.NetworkObjectId;
// Server authoritative
var serverPlayerClone = m_ServerNetworkManager.SpawnManager.SpawnedObjects[playerObjectId];
serverPlayerClone.transform.position += direction * k_MotionMagnitude;
// Owner authoritative
var childTransform = networkManager.LocalClient.PlayerObject.transform.GetChild(0);
childTransform.localPosition += direction * k_MotionMagnitude;
GetAuthorityInstance(networkManager, m_RootAuthorityMode).transform.position += direction * k_MotionMagnitude;
GetAuthorityInstance(networkManager, m_ChildAuthorityMode).transform.GetChild(0).localPosition += direction * k_MotionMagnitude;
}
}

private bool AllInstancePositionsMatch()
{
m_ErrorMsg.Clear();
foreach (var networkManager in m_NetworkManagers)
foreach (var networkManager in m_ClientNetworkManagers)
{
var playerObject = networkManager.LocalClient.PlayerObject;
var playerObjectId = networkManager.LocalClient.PlayerObject.NetworkObjectId;
var serverRootPosition = m_ServerNetworkManager.SpawnManager.SpawnedObjects[playerObjectId].transform.position;
var ownerChildPosition = networkManager.LocalClient.PlayerObject.transform.GetChild(0).localPosition;
var authorityRootPosition = GetAuthorityInstance(networkManager, m_RootAuthorityMode).transform.position;
var authorityChildPosition = GetAuthorityInstance(networkManager, m_ChildAuthorityMode).transform.GetChild(0).localPosition;

// The authority instances are compared too, as an instance with authority over one nested
// NetworkTransform is still non-authority for the other.
foreach (var client in m_NetworkManagers)
{
if (client == networkManager)
{
continue;
}
var playerClone = client.SpawnManager.SpawnedObjects[playerObjectId];
var cloneRootPosition = playerClone.transform.position;
var cloneChildPosition = playerClone.transform.GetChild(0).localPosition;

if (!Approximately(serverRootPosition, cloneRootPosition))
if (!Approximately(authorityRootPosition, cloneRootPosition))
{
m_ErrorMsg.AppendLine($"[{playerObject.name}][{playerClone.name}] Root mismatch ({GetVector3Values(serverRootPosition)})({GetVector3Values(cloneRootPosition)})!");
m_ErrorMsg.AppendLine($"[Client-{client.LocalClientId}][{playerClone.name}] Root mismatch ({GetVector3Values(authorityRootPosition)})({GetVector3Values(cloneRootPosition)})!");
}

if (!Approximately(ownerChildPosition, cloneChildPosition))
if (!Approximately(authorityChildPosition, cloneChildPosition))
{
m_ErrorMsg.AppendLine($"[{playerObject.name}][{playerClone.name}] Child mismatch ({GetVector3Values(ownerChildPosition)})({GetVector3Values(cloneChildPosition)})!");
m_ErrorMsg.AppendLine($"[Client-{client.LocalClientId}][{playerClone.name}] Child mismatch ({GetVector3Values(authorityChildPosition)})({GetVector3Values(cloneChildPosition)})!");
}
}
}
Expand All @@ -81,8 +97,8 @@ private bool AllInstancePositionsMatch()
/// <summary>
/// Client-Server Only
/// Validates that mixed authority is working properly
/// Root -- Server Authoritative
/// |--Child -- Owner Authoritative
/// Root -- Server or Owner authoritative
/// |--Child -- The inverse of the root's authority mode
/// </summary>
[UnityTest]
public IEnumerator MixedAuthorityTest()
Expand All @@ -91,7 +107,31 @@ public IEnumerator MixedAuthorityTest()
{
MovePlayers();
yield return WaitForConditionOrTimeOut(AllInstancePositionsMatch);
AssertOnTimeout($"Transforms failed to synchronize!");
AssertOnTimeout($"Transforms failed to synchronize!\n{m_ErrorMsg}");
}
}

/// <summary>
/// The update registration is per-NetworkObject while the authority motion model is per-NetworkTransform,
/// so an instance stays registered for as long as any one of its nested NetworkTransform components is
/// non-authority.
/// </summary>
[Test]
public void MixedAuthorityUpdateRegistration()
{
foreach (var networkManager in m_ClientNetworkManagers)
{
var playerObjectId = networkManager.LocalClient.PlayerObject.NetworkObjectId;
foreach (var client in m_NetworkManagers)
{
var playerClone = client.SpawnManager.SpawnedObjects[playerObjectId];
var hasNonAuthority = false;
foreach (var networkTransform in playerClone.NetworkTransforms)
{
hasNonAuthority |= !networkTransform.CanCommitToTransform;
}
Assert.AreEqual(hasNonAuthority, client.NetworkTransformUpdate.ContainsKey(playerObjectId), $"[Client-{client.LocalClientId}][{playerClone.name}] Unexpected update registration!");
}
}
}
}
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Original file line number Diff line number Diff line change
@@ -0,0 +1,67 @@
#if COM_UNITY_MODULES_PHYSICS
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.Components;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;

namespace Unity.Netcode.RuntimeTests
{
internal class NetworkTransformMixedMotionModelTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;

private GameObject m_MixedMotionModelPrefab;

protected override void OnServerAndClientsCreated()
{
m_MixedMotionModelPrefab = CreateNetworkObjectPrefab("MixedMotionModel");

// The root is owner authoritative and driven by the rigidbody, which places it in the fixed update registration
var rootNetworkTransform = m_MixedMotionModelPrefab.AddComponent<NetworkTransform>();
rootNetworkTransform.AuthorityMode = NetworkTransform.AuthorityModes.Owner;
var rigidbody = m_MixedMotionModelPrefab.AddComponent<Rigidbody>();
rigidbody.useGravity = false;
rigidbody.detectCollisions = false;
m_MixedMotionModelPrefab.AddComponent<NetworkRigidbody>().UseRigidBodyForMotion = true;

// The nested child is server authoritative and driven by the transform, which places it in the update registration
var childGameObject = new GameObject();
childGameObject.transform.parent = m_MixedMotionModelPrefab.transform;
var childNetworkTransform = childGameObject.AddComponent<NetworkTransform>();
childNetworkTransform.AuthorityMode = NetworkTransform.AuthorityModes.Server;
childNetworkTransform.InLocalSpace = true;

base.OnServerAndClientsCreated();
}

/// <summary>
/// A NetworkObject that mixes both the authority motion model and the rigidbody motion model has each nested
/// NetworkTransform registered under a different update. Gaining authority over the instance in one update
/// should not leave it registered for the other.
/// </summary>
[UnityTest]
public IEnumerator UpdateRegistrationFollowsMotionModel()
{
var instance = SpawnObject(m_MixedMotionModelPrefab, m_ServerNetworkManager).GetComponent<NetworkObject>();
yield return WaitForSpawnedOnAllOrTimeOut(instance);
AssertOnTimeout($"Failed to spawn {instance.name} on all clients!");

var newOwner = m_ClientNetworkManagers[0];

// Establish the baseline before ownership is transferred, otherwise the check below would still pass if this instance was never registered for the fixed update to begin with.
Assert.True(newOwner.NetworkTransformFixedUpdate.ContainsKey(instance.NetworkObjectId), $"Client-{newOwner.LocalClientId} should initially be registered for the fixed update!");

instance.ChangeOwnership(newOwner.LocalClientId);
yield return WaitForConditionOrTimeOut(() => newOwner.SpawnManager.SpawnedObjects[instance.NetworkObjectId].OwnerClientId == newOwner.LocalClientId);
AssertOnTimeout($"Client-{newOwner.LocalClientId} never gained ownership of {instance.name}!");

// The new owner is the authority for the rigidbody driven root, so nothing on this instance needs the fixed
// update any longer. The server authoritative child still needs the standard update.
Assert.False(newOwner.NetworkTransformFixedUpdate.ContainsKey(instance.NetworkObjectId), $"Client-{newOwner.LocalClientId} is still registered for the fixed update!");
Assert.True(newOwner.NetworkTransformUpdate.ContainsKey(instance.NetworkObjectId), $"Client-{newOwner.LocalClientId} is not registered for the update!");
}
}
}
#endif

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