From b3e3545f511321408a549185f24a0a97ad4aabb6 Mon Sep 17 00:00:00 2001 From: Noel Stephens Date: Thu, 24 Sep 2026 14:29:16 -0500 Subject: [PATCH 1/4] fix: [Up-port] mixed authority nested NetworkTransform stops updating non-authority instances Up-port of #4169. The NetworkManager update registration is per-NetworkObject while the authority motion model is per-NetworkTransform, so the first authority instance to initialize removed the entire NetworkObject from the update group and its non-authority siblings stopped being updated. Gate the removal on whether any NetworkTransform on the NetworkObject is still non-authority for that same update. --- com.unity.netcode.gameobjects/CHANGELOG.md | 2 + .../Runtime/Components/NetworkTransform.cs | 40 +++++++- .../NetworkTransformMixedAuthorityTests.cs | 92 +++++++++++++------ .../NetworkTransformMixedMotionModelTests.cs | 63 +++++++++++++ ...workTransformMixedMotionModelTests.cs.meta | 2 + 5 files changed, 171 insertions(+), 28 deletions(-) create mode 100644 com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedMotionModelTests.cs create mode 100644 com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedMotionModelTests.cs.meta diff --git a/com.unity.netcode.gameobjects/CHANGELOG.md b/com.unity.netcode.gameobjects/CHANGELOG.md index 7b75f45d30..10d3ecafb2 100644 --- a/com.unity.netcode.gameobjects/CHANGELOG.md +++ b/com.unity.netcode.gameobjects/CHANGELOG.md @@ -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 diff --git a/com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs b/com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs index 338d1f991f..4114651b71 100644 --- a/com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs +++ b/com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs @@ -3736,6 +3736,38 @@ private void ResetInterpolatedStateToCurrentAuthoritativeState() m_ScaleInterpolator.ResetTo(transform.parent, transform.localScale, serverTime); } + /// + /// Determines if this has any instances that are non-authority and are updated during the same update stage. + /// + /// + /// See to better understand how the parameter is used to determine which update stage to check for non-authority instances. + /// + /// true to check the instances updated during the standard update and false to check the instances updated during the fixed update. + /// true if a non-authority NetworkTransform exists on this NetworkObject and false if there are none. + 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; + } + /// /// The internal initialization method to allow for internal API adjustments /// @@ -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)); diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedAuthorityTests.cs b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedAuthorityTests.cs index 760e916bda..ab6ef475e5 100644 --- a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedAuthorityTests.cs +++ b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedAuthorityTests.cs @@ -1,5 +1,6 @@ using System.Collections; using System.Text; +using NUnit.Framework; using Unity.Netcode.Components; using Unity.Netcode.TestHelpers.Runtime; using UnityEngine; @@ -7,6 +8,10 @@ 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; @@ -14,64 +19,75 @@ internal class NetworkTransformMixedAuthorityTests : IntegrationTestWithApproxim 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(); + m_PlayerPrefab.AddComponent().AuthorityMode = m_RootAuthorityMode; var childGameObject = new GameObject(); childGameObject.transform.parent = m_PlayerPrefab.transform; var childNetworkTransform = childGameObject.AddComponent(); - childNetworkTransform.AuthorityMode = NetworkTransform.AuthorityModes.Owner; + childNetworkTransform.AuthorityMode = m_ChildAuthorityMode; childNetworkTransform.InLocalSpace = true; base.OnCreatePlayerPrefab(); } + /// + /// Returns the instance of 's player object that has authority over a + /// using the authority mode. + /// + 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)})!"); } } } @@ -81,8 +97,8 @@ private bool AllInstancePositionsMatch() /// /// 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 /// [UnityTest] public IEnumerator MixedAuthorityTest() @@ -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}"); + } + } + + /// + /// 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. + /// + [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!"); + } } } } diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedMotionModelTests.cs b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedMotionModelTests.cs new file mode 100644 index 0000000000..bb4b0cf5ee --- /dev/null +++ b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedMotionModelTests.cs @@ -0,0 +1,63 @@ +#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(); + rootNetworkTransform.AuthorityMode = NetworkTransform.AuthorityModes.Owner; + var rigidbody = m_MixedMotionModelPrefab.AddComponent(); + rigidbody.useGravity = false; + rigidbody.detectCollisions = false; + m_MixedMotionModelPrefab.AddComponent().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(); + childNetworkTransform.AuthorityMode = NetworkTransform.AuthorityModes.Server; + childNetworkTransform.InLocalSpace = true; + + base.OnServerAndClientsCreated(); + } + + /// + /// 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. + /// + [UnityTest] + public IEnumerator UpdateRegistrationFollowsMotionModel() + { + var instance = SpawnObject(m_MixedMotionModelPrefab, m_ServerNetworkManager).GetComponent(); + yield return WaitForSpawnedOnAllOrTimeOut(instance); + AssertOnTimeout($"Failed to spawn {instance.name} on all clients!"); + + var newOwner = m_ClientNetworkManagers[0]; + 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), $"Client-{newOwner.LocalClientId} is not registered for the update!"); + } + } +} +#endif diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedMotionModelTests.cs.meta b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedMotionModelTests.cs.meta new file mode 100644 index 0000000000..8b1683109d --- /dev/null +++ b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedMotionModelTests.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b12b5cdba06a3814fbe6cf7c4df188f7 \ No newline at end of file From 722eee073aaf1379900e87949f94dad2ff8fce97 Mon Sep 17 00:00:00 2001 From: Noel Stephens Date: Thu, 24 Sep 2026 15:37:20 -0500 Subject: [PATCH 2/4] test: assert the fixed update registration baseline before transferring ownership Without it the post-transfer check passes whether the NetworkObject was unregistered or was never registered for the fixed update to begin with, so it could not tell a transition apart from nothing having happened. --- .../NetworkTransform/NetworkTransformMixedMotionModelTests.cs | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedMotionModelTests.cs b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedMotionModelTests.cs index bb4b0cf5ee..25ec9894eb 100644 --- a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedMotionModelTests.cs +++ b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedMotionModelTests.cs @@ -49,6 +49,10 @@ public IEnumerator UpdateRegistrationFollowsMotionModel() AssertOnTimeout($"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}!"); From c0408c27986f8d1a0ae7bcccdcb23819f3037ad9 Mon Sep 17 00:00:00 2001 From: Noel Stephens Date: Wed, 30 Sep 2026 12:41:35 -0500 Subject: [PATCH 3/4] test: collapse the mixed authority fixtures and add GetManagersInstance The root authority mode moved from a TestFixture argument into an array walked inside the test, which takes the fixture count from 4 to 2 and the case count from 8 to 2. Only HostOrServer still needs a session per value. That required moving the nested NetworkTransform components off the player prefab and onto two prefabs spawned and despawned per case, so the owner is now an explicit client rather than every player in turn. NetcodeIntegrationTest gains GetManagersInstance for resolving a NetworkObject relative to a NetworkManager, which asserts rather than throwing KeyNotFoundException when the instance is missing. --- .../NetworkTransformMixedAuthorityTests.cs | 150 +++++++++--------- .../TestHelpers/NetcodeIntegrationTest.cs | 23 +++ 2 files changed, 100 insertions(+), 73 deletions(-) diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedAuthorityTests.cs b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedAuthorityTests.cs index ab6ef475e5..3875e4cc98 100644 --- a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedAuthorityTests.cs +++ b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedAuthorityTests.cs @@ -8,10 +8,8 @@ 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)] + [TestFixture(HostOrServer.Host)] + [TestFixture(HostOrServer.Server)] internal class NetworkTransformMixedAuthorityTests : IntegrationTestWithApproximation { private const float k_MotionMagnitude = 5.5f; @@ -19,76 +17,79 @@ internal class NetworkTransformMixedAuthorityTests : IntegrationTestWithApproxim protected override int NumberOfClients => 2; - private readonly NetworkTransform.AuthorityModes m_RootAuthorityMode; - private readonly NetworkTransform.AuthorityModes m_ChildAuthorityMode; + /// + /// The root's authority mode for each case. The nested child uses the inverse. + /// + private static readonly NetworkTransform.AuthorityModes[] k_RootAuthorityModes = + { + NetworkTransform.AuthorityModes.Server, + NetworkTransform.AuthorityModes.Owner, + }; + + private GameObject[] m_MixedAuthorityPrefabs; private StringBuilder m_ErrorMsg = new StringBuilder(); - public NetworkTransformMixedAuthorityTests(HostOrServer hostOrServer, NetworkTransform.AuthorityModes rootAuthorityMode) : base(hostOrServer) + public NetworkTransformMixedAuthorityTests(HostOrServer hostOrServer) : base(hostOrServer) { - m_RootAuthorityMode = rootAuthorityMode; - m_ChildAuthorityMode = rootAuthorityMode == NetworkTransform.AuthorityModes.Server ? NetworkTransform.AuthorityModes.Owner : NetworkTransform.AuthorityModes.Server; } - protected override void OnCreatePlayerPrefab() + protected override void OnServerAndClientsCreated() { - m_PlayerPrefab.AddComponent().AuthorityMode = m_RootAuthorityMode; + m_MixedAuthorityPrefabs = new GameObject[k_RootAuthorityModes.Length]; + for (int i = 0; i < k_RootAuthorityModes.Length; i++) + { + var rootAuthorityMode = k_RootAuthorityModes[i]; + var prefab = CreateNetworkObjectPrefab($"MixedAuthority-{rootAuthorityMode}Root"); + prefab.AddComponent().AuthorityMode = rootAuthorityMode; + + var childGameObject = new GameObject(); + childGameObject.transform.parent = prefab.transform; + var childNetworkTransform = childGameObject.AddComponent(); + childNetworkTransform.AuthorityMode = InverseOf(rootAuthorityMode); + childNetworkTransform.InLocalSpace = true; - var childGameObject = new GameObject(); - childGameObject.transform.parent = m_PlayerPrefab.transform; - var childNetworkTransform = childGameObject.AddComponent(); - childNetworkTransform.AuthorityMode = m_ChildAuthorityMode; - childNetworkTransform.InLocalSpace = true; + m_MixedAuthorityPrefabs[i] = prefab; + } - base.OnCreatePlayerPrefab(); + base.OnServerAndClientsCreated(); } - /// - /// Returns the instance of 's player object that has authority over a - /// using the authority mode. - /// - private NetworkObject GetAuthorityInstance(NetworkManager player, NetworkTransform.AuthorityModes authorityMode) + private static NetworkTransform.AuthorityModes InverseOf(NetworkTransform.AuthorityModes authorityMode) { - var authority = authorityMode == NetworkTransform.AuthorityModes.Server ? m_ServerNetworkManager : player; - return authority.SpawnManager.SpawnedObjects[player.LocalClient.PlayerObject.NetworkObjectId]; + return authorityMode == NetworkTransform.AuthorityModes.Server ? NetworkTransform.AuthorityModes.Owner : NetworkTransform.AuthorityModes.Server; } - private void MovePlayers() + /// + /// Returns the instance with authority over a set to the given authority mode. + /// + private NetworkObject GetAuthorityInstance(NetworkObject instance, NetworkManager owner, NetworkTransform.AuthorityModes authorityMode) { - foreach (var networkManager in m_ClientNetworkManagers) - { - var direction = GetRandomVector3(-1.0f, 1.0f); - GetAuthorityInstance(networkManager, m_RootAuthorityMode).transform.position += direction * k_MotionMagnitude; - GetAuthorityInstance(networkManager, m_ChildAuthorityMode).transform.GetChild(0).localPosition += direction * k_MotionMagnitude; - } + return GetManagersInstance(authorityMode == NetworkTransform.AuthorityModes.Server ? m_ServerNetworkManager : owner, instance); } - private bool AllInstancePositionsMatch() + private bool AllInstancePositionsMatch(NetworkObject instance, NetworkManager owner, NetworkTransform.AuthorityModes rootAuthorityMode) { m_ErrorMsg.Clear(); - foreach (var networkManager in m_ClientNetworkManagers) + var authorityRootPosition = GetAuthorityInstance(instance, owner, rootAuthorityMode).transform.position; + var authorityChildPosition = GetAuthorityInstance(instance, owner, InverseOf(rootAuthorityMode)).transform.GetChild(0).localPosition; + + // The authority instances are compared too. An instance with authority over one nested + // NetworkTransform is still non-authority for the other. + foreach (var networkManager in m_NetworkManagers) { - var playerObjectId = networkManager.LocalClient.PlayerObject.NetworkObjectId; - var authorityRootPosition = GetAuthorityInstance(networkManager, m_RootAuthorityMode).transform.position; - var authorityChildPosition = GetAuthorityInstance(networkManager, m_ChildAuthorityMode).transform.GetChild(0).localPosition; + var clone = GetManagersInstance(networkManager, instance); + var cloneRootPosition = clone.transform.position; + var cloneChildPosition = clone.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 (!Approximately(authorityRootPosition, cloneRootPosition)) { - var playerClone = client.SpawnManager.SpawnedObjects[playerObjectId]; - var cloneRootPosition = playerClone.transform.position; - var cloneChildPosition = playerClone.transform.GetChild(0).localPosition; - - if (!Approximately(authorityRootPosition, cloneRootPosition)) - { - m_ErrorMsg.AppendLine($"[Client-{client.LocalClientId}][{playerClone.name}] Root mismatch ({GetVector3Values(authorityRootPosition)})({GetVector3Values(cloneRootPosition)})!"); - } + m_ErrorMsg.AppendLine($"[{rootAuthorityMode}Root][Client-{networkManager.LocalClientId}] Root mismatch ({GetVector3Values(authorityRootPosition)})({GetVector3Values(cloneRootPosition)})!"); + } - if (!Approximately(authorityChildPosition, cloneChildPosition)) - { - m_ErrorMsg.AppendLine($"[Client-{client.LocalClientId}][{playerClone.name}] Child mismatch ({GetVector3Values(authorityChildPosition)})({GetVector3Values(cloneChildPosition)})!"); - } + if (!Approximately(authorityChildPosition, cloneChildPosition)) + { + m_ErrorMsg.AppendLine($"[{rootAuthorityMode}Root][Client-{networkManager.LocalClientId}] Child mismatch ({GetVector3Values(authorityChildPosition)})({GetVector3Values(cloneChildPosition)})!"); } } return m_ErrorMsg.Length == 0; @@ -96,42 +97,45 @@ private bool AllInstancePositionsMatch() /// /// Client-Server Only - /// Validates that mixed authority is working properly + /// Validates that mixed authority is working properly for both arrangements: /// Root -- Server or Owner authoritative /// |--Child -- The inverse of the root's authority mode /// [UnityTest] public IEnumerator MixedAuthorityTest() { - for (int i = 0; i < k_Iterations; i++) + // A client owns the instance so the owner authoritative half is never also the server. + var owner = m_ClientNetworkManagers[0]; + for (int i = 0; i < k_RootAuthorityModes.Length; i++) { - MovePlayers(); - yield return WaitForConditionOrTimeOut(AllInstancePositionsMatch); - AssertOnTimeout($"Transforms failed to synchronize!\n{m_ErrorMsg}"); - } - } + var rootAuthorityMode = k_RootAuthorityModes[i]; + var instance = SpawnObject(m_MixedAuthorityPrefabs[i], owner).GetComponent(); + yield return WaitForSpawnedOnAllOrTimeOut(instance); + AssertOnTimeout($"[{rootAuthorityMode}Root] Failed to spawn {instance.name} on all clients!"); - /// - /// 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. - /// - [Test] - public void MixedAuthorityUpdateRegistration() - { - foreach (var networkManager in m_ClientNetworkManagers) - { - var playerObjectId = networkManager.LocalClient.PlayerObject.NetworkObjectId; - foreach (var client in m_NetworkManagers) + // An instance stays registered for updates while any of its nested NetworkTransform components is non-authority. + foreach (var networkManager in m_NetworkManagers) { - var playerClone = client.SpawnManager.SpawnedObjects[playerObjectId]; + var clone = GetManagersInstance(networkManager, instance); var hasNonAuthority = false; - foreach (var networkTransform in playerClone.NetworkTransforms) + foreach (var networkTransform in clone.NetworkTransforms) { hasNonAuthority |= !networkTransform.CanCommitToTransform; } - Assert.AreEqual(hasNonAuthority, client.NetworkTransformUpdate.ContainsKey(playerObjectId), $"[Client-{client.LocalClientId}][{playerClone.name}] Unexpected update registration!"); + Assert.AreEqual(hasNonAuthority, networkManager.NetworkTransformUpdate.ContainsKey(instance.NetworkObjectId), $"[{rootAuthorityMode}Root][Client-{networkManager.LocalClientId}] Unexpected update registration!"); + } + + for (int iteration = 0; iteration < k_Iterations; iteration++) + { + var direction = GetRandomVector3(-1.0f, 1.0f); + GetAuthorityInstance(instance, owner, rootAuthorityMode).transform.position += direction * k_MotionMagnitude; + GetAuthorityInstance(instance, owner, InverseOf(rootAuthorityMode)).transform.GetChild(0).localPosition += direction * k_MotionMagnitude; + + yield return WaitForConditionOrTimeOut(() => AllInstancePositionsMatch(instance, owner, rootAuthorityMode)); + AssertOnTimeout($"[{rootAuthorityMode}Root] Transforms failed to synchronize!\n{m_ErrorMsg}"); } + + instance.Despawn(); } } } diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetcodeIntegrationTest.cs b/com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetcodeIntegrationTest.cs index bc91be82b1..7cc5ae7121 100644 --- a/com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetcodeIntegrationTest.cs +++ b/com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetcodeIntegrationTest.cs @@ -341,6 +341,29 @@ protected NetworkManager GetNonAuthorityNetworkManager(int nonAuthorityIndex) return null; } + /// + /// Gets the relative instance of the with the given identifier. + /// + /// The to get the relative instance from + /// The identifier of the wanted + /// The relative instance + protected NetworkObject GetManagersInstance(NetworkManager networkManager, ulong networkObjectId) + { + Assert.True(networkManager.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId), $"Client-{networkManager.LocalClientId} has no spawned {nameof(NetworkObject)} with an identifier of {networkObjectId}!"); + return networkManager.SpawnManager.SpawnedObjects[networkObjectId]; + } + + /// + /// Gets the relative instance of the given . + /// + /// The to get the relative instance from + /// Any instance of the wanted + /// The relative instance + protected NetworkObject GetManagersInstance(NetworkManager networkManager, NetworkObject networkObject) + { + return GetManagersInstance(networkManager, networkObject.NetworkObjectId); + } + /// /// Contains each client relative set of player NetworkObject instances /// [Client Relative set of player instances][The player instance ClientId][The player instance's NetworkObject] From 74714a041db2b4f3b352097802ce4dafe85c24b3 Mon Sep 17 00:00:00 2001 From: Noel Stephens Date: Wed, 30 Sep 2026 18:45:36 -0500 Subject: [PATCH 4/4] test: name the instance in assertion messages instead of its client identifier A dedicated server and a host both have a LocalClientId of 0, so a "Client-0" prefix did not say which instance an assertion failed on. NetcodeIntegrationTest gains GetDisplayName, which returns "Server", "Host" or "Client-" and the identifier. GetManagersInstance and the mixed authority assertion messages use it. Also matches the CHANGELOG entry to the develop-2.0.0 wording. --- com.unity.netcode.gameobjects/CHANGELOG.md | 2 +- .../NetworkTransformMixedAuthorityTests.cs | 6 +++--- .../TestHelpers/NetcodeIntegrationTest.cs | 19 ++++++++++++++++++- 3 files changed, 22 insertions(+), 5 deletions(-) diff --git a/com.unity.netcode.gameobjects/CHANGELOG.md b/com.unity.netcode.gameobjects/CHANGELOG.md index 10d3ecafb2..13c9297565 100644 --- a/com.unity.netcode.gameobjects/CHANGELOG.md +++ b/com.unity.netcode.gameobjects/CHANGELOG.md @@ -18,7 +18,7 @@ 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) +- Fixed an issue where mixed authority nested `NetworkTransform` instances could stop child/nested instances from updating because an authoritative `NetworkTransform` (root or otherwise) would remove the `NetworkObject` from the update group, preventing non-authoritative instances from updating their state on the authority side. (#4169) ### Security diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedAuthorityTests.cs b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedAuthorityTests.cs index 3875e4cc98..c8d9d144bf 100644 --- a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedAuthorityTests.cs +++ b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformMixedAuthorityTests.cs @@ -84,12 +84,12 @@ private bool AllInstancePositionsMatch(NetworkObject instance, NetworkManager ow if (!Approximately(authorityRootPosition, cloneRootPosition)) { - m_ErrorMsg.AppendLine($"[{rootAuthorityMode}Root][Client-{networkManager.LocalClientId}] Root mismatch ({GetVector3Values(authorityRootPosition)})({GetVector3Values(cloneRootPosition)})!"); + m_ErrorMsg.AppendLine($"[{rootAuthorityMode}Root][{GetDisplayName(networkManager)}] Root mismatch ({GetVector3Values(authorityRootPosition)})({GetVector3Values(cloneRootPosition)})!"); } if (!Approximately(authorityChildPosition, cloneChildPosition)) { - m_ErrorMsg.AppendLine($"[{rootAuthorityMode}Root][Client-{networkManager.LocalClientId}] Child mismatch ({GetVector3Values(authorityChildPosition)})({GetVector3Values(cloneChildPosition)})!"); + m_ErrorMsg.AppendLine($"[{rootAuthorityMode}Root][{GetDisplayName(networkManager)}] Child mismatch ({GetVector3Values(authorityChildPosition)})({GetVector3Values(cloneChildPosition)})!"); } } return m_ErrorMsg.Length == 0; @@ -122,7 +122,7 @@ public IEnumerator MixedAuthorityTest() { hasNonAuthority |= !networkTransform.CanCommitToTransform; } - Assert.AreEqual(hasNonAuthority, networkManager.NetworkTransformUpdate.ContainsKey(instance.NetworkObjectId), $"[{rootAuthorityMode}Root][Client-{networkManager.LocalClientId}] Unexpected update registration!"); + Assert.AreEqual(hasNonAuthority, networkManager.NetworkTransformUpdate.ContainsKey(instance.NetworkObjectId), $"[{rootAuthorityMode}Root][{GetDisplayName(networkManager)}] Unexpected update registration!"); } for (int iteration = 0; iteration < k_Iterations; iteration++) diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetcodeIntegrationTest.cs b/com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetcodeIntegrationTest.cs index 7cc5ae7121..662fe8a6af 100644 --- a/com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetcodeIntegrationTest.cs +++ b/com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetcodeIntegrationTest.cs @@ -341,6 +341,23 @@ protected NetworkManager GetNonAuthorityNetworkManager(int nonAuthorityIndex) return null; } + /// + /// Gets the name of the given to use in assertion messages: + /// - Dedicated server: "Server" + /// - Host: "Host" + /// - Client: "Client-" followed by its + /// + /// The to get the name of + /// The name of the + protected string GetDisplayName(NetworkManager networkManager) + { + if (networkManager.IsServer) + { + return networkManager.IsHost ? "Host" : "Server"; + } + return $"Client-{networkManager.LocalClientId}"; + } + /// /// Gets the relative instance of the with the given identifier. /// @@ -349,7 +366,7 @@ protected NetworkManager GetNonAuthorityNetworkManager(int nonAuthorityIndex) /// The relative instance protected NetworkObject GetManagersInstance(NetworkManager networkManager, ulong networkObjectId) { - Assert.True(networkManager.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId), $"Client-{networkManager.LocalClientId} has no spawned {nameof(NetworkObject)} with an identifier of {networkObjectId}!"); + Assert.True(networkManager.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId), $"{GetDisplayName(networkManager)} has no spawned {nameof(NetworkObject)} with an identifier of {networkObjectId}!"); return networkManager.SpawnManager.SpawnedObjects[networkObjectId]; }