Unity-Technologies / Unity-Technologies/com.unity.netcode.gameobjects
Dedicated server: mixed-authority NetworkObject is removed from NetworkTransformUpdate, so its owner-authoritative NetworkTransform never updates server-side
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- C#
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描述
Description
On a dedicated server (NetworkManager.StartServer(), i.e. IsServer && !IsConnectedClient), the server's copy of an owner-authoritative NetworkTransform never updates when the same NetworkObject also carries one or more server-authoritative NetworkTransforms on child objects. The owning client keeps sending state, the server receives and interpolates it, but the transform is never written — it stays at the position given at connection approval for the lifetime of the object. A host with the identical prefab is unaffected.
Root cause (traced in 2.13.2 source and confirmed by reading the registry at runtime, details below): NetworkManager.NetworkTransformUpdate — the collection that drives non-authority OnUpdate(), which is the only code path that applies an interpolated position to the transform — is keyed per NetworkObject with no reference count. Every NetworkTransform.InternalInitialization calls:
if (CanCommitToTransform) m_CachedNetworkManager.NetworkTransformRegistration(NetworkObject, forUpdate, false); // removes the whole NetworkObject
else m_CachedNetworkManager.NetworkTransformRegistration(NetworkObject, forUpdate, true); // adds it
So on a NetworkObject with mixed authority, every authority-side transform's initialization removes the entire object, evicting its non-authority siblings. Spawn initialization runs in component order (root first), so the non-authority root adds the object and each authority-side child then removes it.
A host survives because NetworkTransform.InternalOnNetworkPostSpawn ends with:
if (!CanCommitToTransform && m_CachedNetworkManager.IsConnectedClient && SynchronizeState.IsSynchronizing)
NonAuthorityFinalizeSynchronization();
whose InternalInitialization re-run on the non-authority root re-adds the object after the children evicted it. IsConnectedClient is false on a dedicated server, so that never runs there; and the finalize's only other caller, NotifyNetworkObjectsSynchronized, fires once at server start, never for a late-joining client's object. So the first block of that same method deliberately raises IsSynchronizing ("special case for client-server where a server is spawning an owner authoritative NetworkObject") and nothing on a pure server ever completes it.
Reproduce Steps
- Player prefab: root has a
NetworkTransformsubclass withOnIsServerAuthoritative() => false(owner authority). Add one or more child GameObjects each with a plainNetworkTransformleft atAuthorityMode = Server. (Ours: two owner-authoritative on root/child, eleven server-authoritative children used as replicated pose slots.) - Start a dedicated server with
StartServer()(notStartHost()), client-server topology. - Connect one client; its player object is spawned server-side with
SpawnAsPlayerObject(clientId). - On the client, move the player well away from the spawn point.
- On the server, read
client.PlayerObject.transform.position, and checkNetworkManager.NetworkTransformUpdate.ContainsKey(playerObject.NetworkObjectId).
Actual Outcome
- Server-side position stays at the connection-approval spawn position indefinitely (we measured
(0.00, 1.00, 0.00)while the client stood 110 m away). NetworkTransformUpdatedoes not contain the player NetworkObject (ContainsKey == false).- Client-side the owner-authoritative transform reports
CanCommitToTransform = trueand produces state each tick; server-side it reportsCanCommitToTransform = false,IsSpawned = true,enabled = true— willing to receive, butOnUpdate()never runs. - Remove the server-authoritative children (or run the same prefab on a host): position tracks correctly.
Expected Outcome
The non-authority root should remain registered for OnUpdate() regardless of how many authority-side sibling transforms share the NetworkObject, on a dedicated server exactly as on a host.
Screenshots
N/A — runtime readouts above.
Environment
- OS: Windows 11 Pro
- Unity Version: 6000.3.22f1
- Netcode Version: 2.13.2 (registry)
- Netcode Commit: n/a (registry package)
- Netcode Topology: Client-Server, dedicated server (
StartServer) — not reproducible on a host
Additional Context
Two things we ruled out while tracing it, in case they save time: SynchronizeState.IsSynchronizing is not what blocks reception — it reads True on the server before and after the workaround and no stage of the receive path (TransformStateUpdate, OnNetworkStateChanged, ApplyUpdatedState, UpdateInterpolation) gates on it; and setting the serialized AuthorityMode to Owner on the root changes nothing, since CanCommitToTransform derives from IsServerAuthoritative().
Workaround we are shipping, in our NetworkTransform subclass — it re-runs the finalize on a server that is not also a client, which re-registers the object via InternalInitialization:
protected override void InternalOnNetworkPostSpawn()
{
base.InternalOnNetworkPostSpawn();
var networkManager = NetworkManager;
if (networkManager == null || !networkManager.IsServer || networkManager.IsConnectedClient)
return;
if (CanCommitToTransform)
return;
// NetworkTransform.InternalOnNetworkSessionSynchronized is NonAuthorityFinalizeSynchronization()
// followed by an empty NetworkBehaviour base, so this is the finalize and nothing else.
base.InternalOnNetworkSessionSynchronized();
}
It works, but only for transforms of a type we control — a plain NetworkTransform set to owner authority on such an object is still evicted. A reference count on NetworkTransformUpdate (or registering per transform rather than per object) would fix it at the source; alternatively the post-spawn finalize could run for a non-connected-client server too, since its first block already targets exactly that case.
贡献指南
从这里开始
- 先读完整个 Issue,再读项目的贡献指南。
- 在 Issue 下留言说明你要接手 —— 这能避免两个人做同样的事。
- Fork 仓库,在一个分支上完成修改。
- 提交 Pull Request,并在描述里引用这个 Issue 编号。
调研方向
从 NetworkManager.NetworkTransformUpdate 和 NetworkTransform.InternalInitialization 开始,然后跟踪 NetworkTransform.InternalOnNetworkPostSpawn 和 NonAuthorityFinalizeSynchronization。使用具有混合 authority 的 NetworkObjects 通过 StartServer() 重现,并验证无 authority 的根对象仍保持注册状态,且其服务器端位置在 dedicated server 上跟随所属客户端。
由索引模型根据 Issue 内容生成。
评估
- 技术栈
- csharp, unity
- 领域
- networking
- Issue 类型
- 缺陷
- 难度
- 4/5
- 预计耗时
- 3-5 天
- 活跃度
- 活跃
- 描述清晰度
- 描述清楚
- 新手友好度
- 68/100