Unity-Technologies / Unity-Technologies/com.unity.netcode.gameobjects

IsOwner is False on owning Client when spawning object during ConnectionApproval.

Abierto
#3,802 2 comentarios 0 reacciones 0 asignados Ver en GitHub

Nadie ha tomado este issue todavía.

stat:awaiting-response stat:imported type:bug
Lenguaje dominante
C#
Estrellas
2.3k
Forks
461
Merge medio
3 d 16 h
PR fusionados (30 d)
20

Descripción

Description

When spawning a Player object and a Player Owned object during Connection Approval, the Network Behaviors on the Clients GameObjects report IsOwner as being false, while the Network Object reports IsOwner as true.

It seems based on my repro project that the client receives the CreateObjectMessages for their Player and Owned object before their ConnectionApproved message. This causes the client to not have an assigned clientId so when the Network Behaviours initialze, they set IsOwner as false (Although, the Network Object seems to include IsOwner as part of its serialized data). My guess is that this is some kind of knock on from distributed authority being added to the library (I am 99% certain I have done what is happening in this repro here in other projects from a couple years ago...)

I think that the fix here (at least if I was to rework my code) would be to do all spawning once the connection is approved and once the client reports they are ready to get their objects (somehow)

I have included a small repro project with this report.

Reproduce Steps

Download the repro project.
ownership_issue_repro.zip

  1. Go to Scenes and open Bootstrap
  2. Click the MPPM dropdown near the play button and select "Client - Direct Connection"
  3. Click Play, and wait for the client to connect to the host.
  4. Find their Player(clone) or ClientObject(clone) object in the hierarchy, note that IsOwner is True on the Network Object.
  5. Switch inspector to Debug mode, and look at the IsOwner field on the attached network behaviors. Note that it is set to false.
  6. Additionally, note that some random network objects are in the hierarchy, which were never spawned.
Actual Outcome

Objects spawned during ConnectionApproval are incorrectly set as IsOwner = false;

Expected Outcome

Either an error / warning is called when spawning with ownership for a none approved client OR the spawn messages are only sent once the approval is complete and the client has their clientId

Environment
  • OS: Windows 11
  • Unity Version: 6000.0.60f1
  • Netcode Version: 2.7.0
  • Netcode Topology: Client-Server

Guía de contribución

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Primeros pasos

  1. Lee el issue completo y luego la guía de contribución del proyecto.
  2. Comenta en el issue que vas a ocuparte — evita que dos personas hagan lo mismo.
  3. Haz un fork del repositorio y trabaja en una rama.
  4. Abre un pull request que haga referencia al número del issue.

Línea de trabajo

Comienza con el archivo ownership_issue_repro.zip incluido y reproduce el problema mediante la Bootstrap scene usando la configuración Client - Direct Connection. Traza ConnectionApproval, CreateObjectMessages, la asignación de clientId y la inicialización de Network Behavior; se considera terminado cuando los objetos generados durante la aprobación informan de una propiedad coherente sin que aparezcan objetos no generados.

Escrito por el modelo de indexación a partir del texto del issue.

Evaluación

Stack tecnológico
csharp, unity
Área
networking
Tipo de issue
Error
Dificultad
4/5
Tiempo estimado
3-5 días
Estado de actividad
Estancado
Claridad
Bastante claro
Aptitud para principiantes
38/100

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