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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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4 files changed

+118
-64
lines changed

4 files changed

+118
-64
lines changed

com.unity.netcode.gameobjects/CHANGELOG.md

+1
Original file line numberDiff line numberDiff line change
@@ -14,6 +14,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
1414

1515
### Fixed
1616

17+
- 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)
1718
- Fixed issue where collections v2.2.x was not supported when using UTP v2.2.x within Unity v2022.3. (#3033)
1819
- 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)
1920
- Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3027)

com.unity.netcode.gameobjects/Runtime/Connection/NetworkConnectionManager.cs

+5-25
Original file line numberDiff line numberDiff line change
@@ -736,41 +736,21 @@ internal void HandleConnectionApproval(ulong ownerClientId, NetworkManager.Conne
736736

737737
var client = AddClient(ownerClientId);
738738

739-
if (response.CreatePlayerObject)
739+
if (response.CreatePlayerObject && (response.PlayerPrefabHash.HasValue || NetworkManager.NetworkConfig.PlayerPrefab != null))
740740
{
741-
var prefabNetworkObject = NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>();
742-
var playerPrefabHash = response.PlayerPrefabHash ?? prefabNetworkObject.GlobalObjectIdHash;
743-
744-
// Generate a SceneObject for the player object to spawn
745-
// Note: This is only to create the local NetworkObject, many of the serialized properties of the player prefab will be set when instantiated.
746-
var sceneObject = new NetworkObject.SceneObject
747-
{
748-
OwnerClientId = ownerClientId,
749-
IsPlayerObject = true,
750-
IsSceneObject = false,
751-
HasTransform = prefabNetworkObject.SynchronizeTransform,
752-
Hash = playerPrefabHash,
753-
TargetClientId = ownerClientId,
754-
Transform = new NetworkObject.SceneObject.TransformData
755-
{
756-
Position = response.Position.GetValueOrDefault(),
757-
Rotation = response.Rotation.GetValueOrDefault()
758-
}
759-
};
760-
761-
// Create the player NetworkObject locally
762-
var networkObject = NetworkManager.SpawnManager.CreateLocalNetworkObject(sceneObject);
741+
var playerObject = response.PlayerPrefabHash.HasValue ? NetworkManager.SpawnManager.GetNetworkObjectToSpawn(response.PlayerPrefabHash.Value, ownerClientId, response.Position.GetValueOrDefault(), response.Rotation.GetValueOrDefault())
742+
: NetworkManager.SpawnManager.GetNetworkObjectToSpawn(NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash, ownerClientId, response.Position.GetValueOrDefault(), response.Rotation.GetValueOrDefault());
763743

764744
// Spawn the player NetworkObject locally
765745
NetworkManager.SpawnManager.SpawnNetworkObjectLocally(
766-
networkObject,
746+
playerObject,
767747
NetworkManager.SpawnManager.GetNetworkObjectId(),
768748
sceneObject: false,
769749
playerObject: true,
770750
ownerClientId,
771751
destroyWithScene: false);
772752

773-
client.AssignPlayerObject(ref networkObject);
753+
client.AssignPlayerObject(ref playerObject);
774754
}
775755

776756
// Server doesn't send itself the connection approved message

com.unity.netcode.gameobjects/TestHelpers/Runtime/NetcodeIntegrationTest.cs

+13-2
Original file line numberDiff line numberDiff line change
@@ -753,6 +753,11 @@ protected void ClientNetworkManagerPostStartInit()
753753

754754
protected virtual bool LogAllMessages => false;
755755

756+
protected virtual bool ShouldCheckForSpawnedPlayers()
757+
{
758+
return true;
759+
}
760+
756761
/// <summary>
757762
/// This starts the server and clients as long as <see cref="CanStartServerAndClients"/>
758763
/// returns true.
@@ -819,7 +824,10 @@ protected IEnumerator StartServerAndClients()
819824
}
820825
}
821826

822-
ClientNetworkManagerPostStartInit();
827+
if (ShouldCheckForSpawnedPlayers())
828+
{
829+
ClientNetworkManagerPostStartInit();
830+
}
823831

824832
// Notification that at this time the server and client(s) are instantiated,
825833
// started, and connected on both sides.
@@ -892,7 +900,10 @@ protected void StartServerAndClientsWithTimeTravel()
892900
}
893901
}
894902

895-
ClientNetworkManagerPostStartInit();
903+
if (ShouldCheckForSpawnedPlayers())
904+
{
905+
ClientNetworkManagerPostStartInit();
906+
}
896907

897908
// Notification that at this time the server and client(s) are instantiated,
898909
// started, and connected on both sides.
Original file line numberDiff line numberDiff line change
@@ -1,65 +1,135 @@
11
using System;
22
using System.Collections;
3+
using System.Collections.Generic;
34
using System.Text;
45
using NUnit.Framework;
56
using Unity.Netcode.TestHelpers.Runtime;
6-
using UnityEngine;
77
using UnityEngine.TestTools;
88

99
namespace Unity.Netcode.RuntimeTests
1010
{
11-
public class ConnectionApprovalTests
11+
[TestFixture(PlayerCreation.Prefab)]
12+
[TestFixture(PlayerCreation.PrefabHash)]
13+
[TestFixture(PlayerCreation.NoPlayer)]
14+
[TestFixture(PlayerCreation.FailValidation)]
15+
internal class ConnectionApprovalTests : NetcodeIntegrationTest
1216
{
17+
private const string k_InvalidToken = "Invalid validation token!";
18+
public enum PlayerCreation
19+
{
20+
Prefab,
21+
PrefabHash,
22+
NoPlayer,
23+
FailValidation
24+
}
25+
private PlayerCreation m_PlayerCreation;
26+
private bool m_ClientDisconnectReasonValidated;
27+
28+
private Dictionary<ulong, bool> m_Validated = new Dictionary<ulong, bool>();
29+
30+
public ConnectionApprovalTests(PlayerCreation playerCreation)
31+
{
32+
m_PlayerCreation = playerCreation;
33+
}
34+
35+
protected override int NumberOfClients => 1;
36+
1337
private Guid m_ValidationToken;
14-
private bool m_IsValidated;
1538

16-
[SetUp]
17-
public void Setup()
39+
protected override bool ShouldCheckForSpawnedPlayers()
40+
{
41+
return m_PlayerCreation != PlayerCreation.NoPlayer;
42+
}
43+
44+
protected override void OnServerAndClientsCreated()
1845
{
19-
// Create, instantiate, and host
20-
Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _, NetworkManagerHelper.NetworkManagerOperatingMode.None));
46+
m_ClientDisconnectReasonValidated = false;
47+
m_BypassConnectionTimeout = m_PlayerCreation == PlayerCreation.FailValidation;
48+
m_Validated.Clear();
2149
m_ValidationToken = Guid.NewGuid();
50+
var validationToken = Encoding.UTF8.GetBytes(m_ValidationToken.ToString());
51+
m_ServerNetworkManager.ConnectionApprovalCallback = NetworkManagerObject_ConnectionApprovalCallback;
52+
m_ServerNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
53+
if (m_PlayerCreation == PlayerCreation.PrefabHash)
54+
{
55+
m_ServerNetworkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = m_PlayerPrefab });
56+
}
57+
m_ServerNetworkManager.NetworkConfig.ConnectionApproval = true;
58+
m_ServerNetworkManager.NetworkConfig.ConnectionData = validationToken;
59+
60+
foreach (var client in m_ClientNetworkManagers)
61+
{
62+
client.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
63+
if (m_PlayerCreation == PlayerCreation.PrefabHash)
64+
{
65+
client.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = m_PlayerPrefab });
66+
}
67+
client.NetworkConfig.ConnectionApproval = true;
68+
client.NetworkConfig.ConnectionData = m_PlayerCreation == PlayerCreation.FailValidation ? Encoding.UTF8.GetBytes(Guid.NewGuid().ToString()) : validationToken;
69+
if (m_PlayerCreation == PlayerCreation.FailValidation)
70+
{
71+
client.OnClientDisconnectCallback += Client_OnClientDisconnectCallback;
72+
}
73+
}
74+
75+
base.OnServerAndClientsCreated();
2276
}
2377

24-
[UnityTest]
25-
public IEnumerator ConnectionApproval()
78+
private void Client_OnClientDisconnectCallback(ulong clientId)
79+
{
80+
m_ClientNetworkManagers[0].OnClientDisconnectCallback -= Client_OnClientDisconnectCallback;
81+
m_ClientDisconnectReasonValidated = m_ClientNetworkManagers[0].LocalClientId == clientId && m_ClientNetworkManagers[0].DisconnectReason == k_InvalidToken;
82+
}
83+
84+
private bool ClientAndHostValidated()
2685
{
27-
NetworkManagerHelper.NetworkManagerObject.ConnectionApprovalCallback = NetworkManagerObject_ConnectionApprovalCallback;
28-
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.ConnectionApproval = true;
29-
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.PlayerPrefab = null;
30-
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.ConnectionData = Encoding.UTF8.GetBytes(m_ValidationToken.ToString());
31-
m_IsValidated = false;
32-
NetworkManagerHelper.NetworkManagerObject.StartHost();
33-
34-
var timeOut = Time.realtimeSinceStartup + 3.0f;
35-
var timedOut = false;
36-
while (!m_IsValidated)
86+
if (!m_Validated.ContainsKey(m_ServerNetworkManager.LocalClientId) || !m_Validated[m_ServerNetworkManager.LocalClientId])
3787
{
38-
yield return new WaitForSeconds(0.01f);
39-
if (timeOut < Time.realtimeSinceStartup)
88+
return false;
89+
}
90+
if (m_PlayerCreation == PlayerCreation.FailValidation)
91+
{
92+
return m_ClientDisconnectReasonValidated;
93+
}
94+
else
95+
{
96+
foreach (var client in m_ClientNetworkManagers)
4097
{
41-
timedOut = true;
98+
if (!m_Validated.ContainsKey(client.LocalClientId) || !m_Validated[client.LocalClientId])
99+
{
100+
return false;
101+
}
42102
}
43103
}
104+
return true;
105+
}
44106

45-
//Make sure we didn't time out
46-
Assert.False(timedOut);
47-
Assert.True(m_IsValidated);
107+
[UnityTest]
108+
public IEnumerator ConnectionApproval()
109+
{
110+
yield return WaitForConditionOrTimeOut(ClientAndHostValidated);
111+
AssertOnTimeout("Timed out waiting for all clients to be approved!");
48112
}
49113

50114
private void NetworkManagerObject_ConnectionApprovalCallback(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response)
51115
{
52116
var stringGuid = Encoding.UTF8.GetString(request.Payload);
117+
53118
if (m_ValidationToken.ToString() == stringGuid)
54119
{
55-
m_IsValidated = true;
120+
m_Validated.Add(request.ClientNetworkId, true);
121+
response.Approved = true;
122+
}
123+
else
124+
{
125+
response.Approved = false;
126+
response.Reason = "Invalid validation token!";
56127
}
57128

58-
response.Approved = m_IsValidated;
59-
response.CreatePlayerObject = false;
129+
response.CreatePlayerObject = ShouldCheckForSpawnedPlayers();
60130
response.Position = null;
61131
response.Rotation = null;
62-
response.PlayerPrefabHash = null;
132+
response.PlayerPrefabHash = m_PlayerCreation == PlayerCreation.PrefabHash ? m_PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash : null;
63133
}
64134

65135

@@ -78,13 +148,5 @@ public void VerifyUniqueNetworkConfigPerRequest()
78148

79149
Assert.True(currentHash != newHash, $"Hashed {nameof(NetworkConfig)} values {currentHash} and {newHash} should not be the same!");
80150
}
81-
82-
[TearDown]
83-
public void TearDown()
84-
{
85-
// Stop, shutdown, and destroy
86-
NetworkManagerHelper.ShutdownNetworkManager();
87-
}
88-
89151
}
90152
}

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