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Author SHA1 Message Date
mischa
f6954b55e1
Merge cb6a7812f5 into 1187a59b18 2024-11-11 04:55:00 +02:00
Robin Rolf
1187a59b18
fix: NetworkIdentity component bitmask shifting overflows (#3941)
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* Failing test for netid bitmask shifting

* Fix netid bitmask shifting typing

Otherwise it uses ints and overflows when shifting more than 32
2024-11-09 17:45:35 +01:00
miwarnec
cb6a7812f5 Vector3Half reader/writer 2024-11-07 11:17:41 +01:00
miwarnec
c36feeb0fe Vector3Half & Tests 2024-11-07 11:17:38 +01:00
9 changed files with 476 additions and 13 deletions

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@ -863,7 +863,7 @@ internal void OnStopLocalPlayer()
for (int i = 0; i < components.Length; ++i)
{
NetworkBehaviour component = components[i];
ulong nthBit = (1u << i);
ulong nthBit = 1ul << i;
bool dirty = component.IsDirty();
@ -910,7 +910,7 @@ ulong ClientDirtyMask()
// on client, only consider owned components with SyncDirection to server
NetworkBehaviour component = components[i];
ulong nthBit = (1u << i);
ulong nthBit = 1ul << i;
if (isOwned && component.syncDirection == SyncDirection.ClientToServer)
{
@ -928,7 +928,7 @@ ulong ClientDirtyMask()
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static bool IsDirty(ulong mask, int index)
{
ulong nthBit = (ulong)(1 << index);
ulong nthBit = 1ul << index;
return (mask & nthBit) != 0;
}

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@ -63,6 +63,13 @@ public static class NetworkReaderExtensions
public static decimal? ReadDecimalNullable(this NetworkReader reader) => reader.ReadBlittableNullable<decimal>();
public static Half ReadHalf(this NetworkReader reader) => new Half(reader.ReadUShort());
public static Vector3Half ReadVector3Half(this NetworkReader reader)
{
Half x = reader.ReadHalf();
Half y = reader.ReadHalf();
Half z = reader.ReadHalf();
return new Vector3Half(x, y, z);
}
/// <exception cref="T:System.ArgumentException">if an invalid utf8 string is sent</exception>
public static string ReadString(this NetworkReader reader)

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@ -58,6 +58,12 @@ public static class NetworkWriterExtensions
public static void WriteDecimalNullable(this NetworkWriter writer, decimal? value) => writer.WriteBlittableNullable(value);
public static void WriteHalf(this NetworkWriter writer, Half value) => writer.WriteUShort(value._value);
public static void WriteVector3Half(this NetworkWriter writer, Vector3Half value)
{
writer.WriteHalf(value.x);
writer.WriteHalf(value.y);
writer.WriteHalf(value.z);
}
public static void WriteString(this NetworkWriter writer, string value)
{

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@ -0,0 +1,125 @@
#pragma warning disable CS0659 // 'Vector3Half' overrides Object.Equals(object o) but does not override Object.GetHashCode()
#pragma warning disable CS0661 // 'Vector3Half' defines operator == or operator != but does not override Object.GetHashCode()
// Vector3Half by mischa (based on game engine project)
using System;
using System.Runtime.CompilerServices;
namespace Mirror
{
public struct Vector3Half
{
public Half x;
public Half y;
public Half z;
public static readonly Vector3Half zero = new Vector3Half((Half)0, (Half)0, (Half)0);
public static readonly Vector3Half one = new Vector3Half((Half)1, (Half)1, (Half)1);
public static readonly Vector3Half forward = new Vector3Half((Half)0, (Half)0, (Half)1);
public static readonly Vector3Half back = new Vector3Half((Half)0, (Half)0, (Half)(-1));
public static readonly Vector3Half left = new Vector3Half((Half)(-1), (Half)0, (Half)0);
public static readonly Vector3Half right = new Vector3Half((Half)1, (Half)0, (Half)0);
public static readonly Vector3Half up = new Vector3Half((Half)0, (Half)1, (Half)0);
public static readonly Vector3Half down = new Vector3Half((Half)0, (Half)(-1), (Half)0);
// constructor /////////////////////////////////////////////////////////
public Vector3Half(Half x, Half y, Half z)
{
this.x = x;
this.y = y;
this.z = z;
}
// operators ///////////////////////////////////////////////////////////
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Half operator +(Vector3Half a, Vector3Half b) =>
new Vector3Half(a.x + b.x, a.y + b.y, a.z + b.z);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Half operator -(Vector3Half a, Vector3Half b) =>
new Vector3Half(a.x - b.x, a.y - b.y, a.z - b.z);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Half operator -(Vector3Half v) =>
new Vector3Half(-v.x, -v.y, -v.z);
// [MethodImpl(MethodImplOptions.AggressiveInlining)]
// public static Vector3Half operator *(Vector3Half a, long n) =>
// new Vector3Half(a.x * n, a.y * n, a.z * n);
// [MethodImpl(MethodImplOptions.AggressiveInlining)]
// public static Vector3Half operator *(long n, Vector3Half a) =>
// new Vector3Half(a.x * n, a.y * n, a.z * n);
// == returns true if approximately equal (with epsilon).
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator ==(Vector3Half a, Vector3Half b) =>
a.x == b.x &&
a.y == b.y &&
a.z == b.z;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator !=(Vector3Half a, Vector3Half b) => !(a == b);
// NO IMPLICIT System.Numerics.Vector3Half conversion because double<->float
// would silently lose precision in large worlds.
// [i] component index. useful for iterating all components etc.
public Half this[int index]
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
switch (index)
{
case 0: return x;
case 1: return y;
case 2: return z;
default: throw new IndexOutOfRangeException($"Vector3Half[{index}] out of range.");
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set
{
switch (index)
{
case 0:
x = value;
break;
case 1:
y = value;
break;
case 2:
z = value;
break;
default: throw new IndexOutOfRangeException($"Vector3Half[{index}] out of range.");
}
}
}
// instance functions //////////////////////////////////////////////////
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override string ToString() => $"({x} {y} {z})";
// equality ////////////////////////////////////////////////////////////
// implement Equals & HashCode explicitly for performance.
// calling .Equals (instead of "==") checks for exact equality.
// (API compatibility)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(Vector3Half other) =>
x == other.x && y == other.y && z == other.z;
// Equals(object) can reuse Equals(Vector4)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override bool Equals(object other) =>
other is Vector3Half vector4 && Equals(vector4);
#if UNITY_2021_3_OR_NEWER
// Unity 2019/2020 don't have HashCode.Combine yet.
// this is only to avoid reflection. without defining, it works too.
// default generated by rider
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override int GetHashCode() => HashCode.Combine(x, y, z);
#endif
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b70bf28681a14c65a37793a87c8df33e
timeCreated: 1730890316

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@ -1,4 +1,5 @@
// base class for networking tests to make things easier.
using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
@ -81,6 +82,18 @@ protected void CreateNetworked(out GameObject go, out NetworkIdentity identity)
instantiated.Add(go);
}
protected void CreateNetworked(out GameObject go, out NetworkIdentity identity, Action<NetworkIdentity> preAwake)
{
go = new GameObject();
identity = go.AddComponent<NetworkIdentity>();
preAwake(identity);
// Awake is only called in play mode.
// call manually for initialization.
identity.Awake();
// track
instantiated.Add(go);
}
// create GameObject + NetworkIdentity + NetworkBehaviour<T>
// add to tracker list if needed (useful for cleanups afterwards)
protected void CreateNetworked<T>(out GameObject go, out NetworkIdentity identity, out T component)
@ -269,6 +282,44 @@ protected void CreateNetworkedAndSpawn(
Assert.That(NetworkClient.spawned.ContainsKey(serverIdentity.netId));
}
// create GameObject + NetworkIdentity + NetworkBehaviour & SPAWN
// => preAwake callbacks can be used to add network behaviours to the NI
// => ownerConnection can be NetworkServer.localConnection if needed.
// => returns objects from client and from server.
// will be same in host mode.
protected void CreateNetworkedAndSpawn(
out GameObject serverGO, out NetworkIdentity serverIdentity, Action<NetworkIdentity> serverPreAwake,
out GameObject clientGO, out NetworkIdentity clientIdentity, Action<NetworkIdentity> clientPreAwake,
NetworkConnectionToClient ownerConnection = null)
{
// server & client need to be active before spawning
Debug.Assert(NetworkClient.active, "NetworkClient needs to be active before spawning.");
Debug.Assert(NetworkServer.active, "NetworkServer needs to be active before spawning.");
// create one on server, one on client
// (spawning has to find it on client, it doesn't create it)
CreateNetworked(out serverGO, out serverIdentity, serverPreAwake);
CreateNetworked(out clientGO, out clientIdentity, clientPreAwake);
// give both a scene id and register it on client for spawnables
clientIdentity.sceneId = serverIdentity.sceneId = (ulong)serverGO.GetHashCode();
NetworkClient.spawnableObjects[clientIdentity.sceneId] = clientIdentity;
// spawn
NetworkServer.Spawn(serverGO, ownerConnection);
ProcessMessages();
// double check isServer/isClient. avoids debugging headaches.
Assert.That(serverIdentity.isServer, Is.True);
Assert.That(clientIdentity.isClient, Is.True);
// double check that we have authority if we passed an owner connection
if (ownerConnection != null)
Debug.Assert(clientIdentity.isOwned == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
// make sure the client really spawned it.
Assert.That(NetworkClient.spawned.ContainsKey(serverIdentity.netId));
}
// create GameObject + NetworkIdentity + NetworkBehaviour & SPAWN
// => ownerConnection can be NetworkServer.localConnection if needed.
protected void CreateNetworkedAndSpawn<T>(out GameObject go, out NetworkIdentity identity, out T component, NetworkConnectionToClient ownerConnection = null)

View File

@ -1,4 +1,5 @@
// OnDe/SerializeSafely tests.
using System.Collections.Generic;
using System.Text.RegularExpressions;
using Mirror.Tests.EditorBehaviours.NetworkIdentities;
using NUnit.Framework;
@ -42,7 +43,7 @@ public void SerializeAndDeserializeAll()
);
// set sync modes
serverOwnerComp.syncMode = clientOwnerComp.syncMode = SyncMode.Owner;
serverOwnerComp.syncMode = clientOwnerComp.syncMode = SyncMode.Owner;
serverObserversComp.syncMode = clientObserversComp.syncMode = SyncMode.Observers;
// set unique values on server components
@ -65,10 +66,127 @@ public void SerializeAndDeserializeAll()
// deserialize client object with OBSERVERS payload
reader = new NetworkReader(observersWriter.ToArray());
clientIdentity.DeserializeClient(reader, true);
Assert.That(clientOwnerComp.value, Is.EqualTo(null)); // owner mode shouldn't be in data
Assert.That(clientOwnerComp.value, Is.EqualTo(null)); // owner mode shouldn't be in data
Assert.That(clientObserversComp.value, Is.EqualTo(42)); // observers mode should be in data
}
// test serialize -> deserialize of any supported number of components
[Test]
public void SerializeAndDeserializeN([NUnit.Framework.Range(1, 64)] int numberOfNBs)
{
List<SerializeTest1NetworkBehaviour> serverNBs = new List<SerializeTest1NetworkBehaviour>();
List<SerializeTest1NetworkBehaviour> clientNBs = new List<SerializeTest1NetworkBehaviour>();
// need two of both versions so we can serialize -> deserialize
CreateNetworkedAndSpawn(
out _, out NetworkIdentity serverIdentity, ni =>
{
for (int i = 0; i < numberOfNBs; i++)
{
SerializeTest1NetworkBehaviour nb = ni.gameObject.AddComponent<SerializeTest1NetworkBehaviour>();
nb.syncInterval = 0;
nb.syncMode = SyncMode.Observers;
serverNBs.Add(nb);
}
},
out _, out NetworkIdentity clientIdentity, ni =>
{
for (int i = 0; i < numberOfNBs; i++)
{
SerializeTest1NetworkBehaviour nb = ni.gameObject.AddComponent<SerializeTest1NetworkBehaviour>();
nb.syncInterval = 0;
nb.syncMode = SyncMode.Observers;
clientNBs.Add(nb);
}
}
);
// INITIAL SYNC
// set unique values on server components
for (int i = 0; i < serverNBs.Count; i++)
{
serverNBs[i].value = (i + 1) * 3;
serverNBs[i].SetDirty();
}
// serialize server object
serverIdentity.SerializeServer(true, ownerWriter, observersWriter);
// deserialize client object with OBSERVERS payload
NetworkReader reader = new NetworkReader(observersWriter.ToArray());
clientIdentity.DeserializeClient(reader, true);
for (int i = 0; i < clientNBs.Count; i++)
{
int expected = (i + 1) * 3;
Assert.That(clientNBs[i].value, Is.EqualTo(expected), $"Expected the clientNBs[{i}] to have a value of {expected}");
}
// clear dirty bits for incremental sync
foreach (SerializeTest1NetworkBehaviour serverNB in serverNBs)
serverNB.ClearAllDirtyBits();
// INCREMENTAL SYNC ALL
// set unique values on server components
for (int i = 0; i < serverNBs.Count; i++)
{
serverNBs[i].value = (i + 1) * 11;
serverNBs[i].SetDirty();
}
ownerWriter.Reset();
observersWriter.Reset();
// serialize server object
serverIdentity.SerializeServer(false, ownerWriter, observersWriter);
// deserialize client object with OBSERVERS payload
reader = new NetworkReader(observersWriter.ToArray());
clientIdentity.DeserializeClient(reader, false);
for (int i = 0; i < clientNBs.Count; i++)
{
int expected = (i + 1) * 11;
Assert.That(clientNBs[i].value, Is.EqualTo(expected), $"Expected the clientNBs[{i}] to have a value of {expected}");
}
// clear dirty bits for incremental sync
foreach (SerializeTest1NetworkBehaviour serverNB in serverNBs)
serverNB.ClearAllDirtyBits();
// INCREMENTAL SYNC INDIVIDUAL
for (int i = 0; i < numberOfNBs; i++)
{
// reset all client nbs
foreach (SerializeTest1NetworkBehaviour clientNB in clientNBs)
clientNB.value = 0;
int expected = (i + 1) * 7;
// set unique value on server components
serverNBs[i].value = expected;
serverNBs[i].SetDirty();
ownerWriter.Reset();
observersWriter.Reset();
// serialize server object
serverIdentity.SerializeServer(false, ownerWriter, observersWriter);
// deserialize client object with OBSERVERS payload
reader = new NetworkReader(observersWriter.ToArray());
clientIdentity.DeserializeClient(reader, false);
for (int index = 0; index < clientNBs.Count; index++)
{
SerializeTest1NetworkBehaviour clientNB = clientNBs[index];
if (index == i)
{
Assert.That(clientNB.value, Is.EqualTo(expected), $"Expected the clientNBs[{index}] to have a value of {expected}");
}
else
{
Assert.That(clientNB.value, Is.EqualTo(0), $"Expected the clientNBs[{index}] to have a value of 0 since we're not syncing that index (on sync of #{i})");
}
}
}
}
// serialization should work even if a component throws an exception.
// so if first component throws, second should still be serialized fine.
[Test]
@ -150,20 +268,20 @@ public void TooManyComponents()
public void ErrorCorrection()
{
int original = 0x12345678;
byte safety = 0x78; // last byte
byte safety = 0x78; // last byte
// correct size shouldn't be corrected
Assert.That(NetworkBehaviour.ErrorCorrection(original + 0, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original + 0, safety), Is.EqualTo(original));
// read a little too much
Assert.That(NetworkBehaviour.ErrorCorrection(original + 1, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original + 2, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original + 42, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original + 1, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original + 2, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original + 42, safety), Is.EqualTo(original));
// read a little too less
Assert.That(NetworkBehaviour.ErrorCorrection(original - 1, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original - 2, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original - 42, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original - 1, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original - 2, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original - 42, safety), Is.EqualTo(original));
// reading way too much / less is expected to fail.
// we can only correct the last byte, not more.

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@ -0,0 +1,150 @@
using System;
using NUnit.Framework;
namespace Mirror.Tests.Tools
{
public class Vector3HalfTests
{
[Test]
public void Constructor()
{
Vector3Half v = new Vector3Half();
Assert.That(v.x, Is.EqualTo((Half)0));
Assert.That(v.y, Is.EqualTo((Half)0));
Assert.That(v.z, Is.EqualTo((Half)0));
}
[Test]
public void ConstructorXYZ()
{
Vector3Half v = new Vector3Half((Half)1, (Half)2, (Half)3);
Assert.That(v.x, Is.EqualTo((Half)1));
Assert.That(v.y, Is.EqualTo((Half)2));
Assert.That(v.z, Is.EqualTo((Half)3));
}
[Test]
public void OperatorAdd()
{
Vector3Half a = new Vector3Half((Half)1, (Half)2, (Half)3);
Vector3Half b = new Vector3Half((Half)2, (Half)3, (Half)4);
Assert.That(a + b, Is.EqualTo(new Vector3Half((Half)3, (Half)5, (Half)7)));
}
[Test]
public void OperatorSubtract()
{
Vector3Half a = new Vector3Half((Half)1, (Half)2, (Half)3);
Vector3Half b = new Vector3Half((Half)(-2), (Half)(-3), (Half)(-4));
Assert.That(a - b, Is.EqualTo(new Vector3Half((Half)3, (Half)5, (Half)7)));
}
[Test]
public void OperatorInverse()
{
Vector3Half v = new Vector3Half((Half)1, (Half)2, (Half)3);
Assert.That(-v, Is.EqualTo(new Vector3Half((Half)(-1), (Half)(-2), (Half)(-3))));
}
// [Test]
// public void OperatorMultiply()
// {
// Vector3Half a = new Vector3Half((Half)1, (Half)2, (Half)3);
// // a * n, n * a are two different operators. test both.
// Assert.That(a * (Half)2, Is.EqualTo(new Vector3Half((Half)2, (Half)4, (Half)6)));
// Assert.That((Half)2 * a, Is.EqualTo(new Vector3Half((Half)2, (Half)4, (Half)6)));
// }
#if UNITY_2021_3_OR_NEWER
[Test]
public void OperatorEquals()
{
// two vectors which are approximately the same
Vector3Half a = new Vector3Half((Half)1, (Half)2, (Half)3);
Vector3Half b = new Vector3Half((Half)1, (Half)2, (Half)3);
Assert.That(a == b, Is.True);
// two vectors which are definitely not the same
Assert.That(a == Vector3Half.one, Is.False);
}
[Test]
public void OperatorNotEquals()
{
// two vectors which are approximately the same
Vector3Half a = new Vector3Half((Half)1, (Half)2, (Half)3);
Vector3Half b = new Vector3Half((Half)1, (Half)2, (Half)3);
Assert.That(a != b, Is.False);
// two vectors which are definitely not the same
Assert.That(a != Vector3Half.one, Is.True);
}
#endif
[Test]
public void OperatorIndexer()
{
Vector3Half a = new Vector3Half((Half)1, (Half)2, (Half)3);
// get
Assert.That(a[0], Is.EqualTo((Half)1));
Assert.That(a[1], Is.EqualTo((Half)2));
Assert.That(a[2], Is.EqualTo((Half)3));
Assert.Throws<IndexOutOfRangeException>(() =>
{
Half _ = a[-1];
});
Assert.Throws<IndexOutOfRangeException>(() =>
{
Half _ = a[3];
});
// set
a[0] = -1;
a[1] = -2;
a[2] = -3;
Assert.Throws<IndexOutOfRangeException>(() => { a[-1] = (Half)0; });
Assert.Throws<IndexOutOfRangeException>(() => { a[3] = (Half)0; });
Assert.That(a, Is.EqualTo(new Vector3Half((Half)(-1), (Half)(-2), (Half)(-3))));
}
[Test]
public void ToStringTest()
{
// should be rounded to :F2
Vector3Half v = new Vector3Half((Half)(-10), (Half)0, (Half)42);
Assert.That(v.ToString(), Is.EqualTo("(-10 0 42)"));
}
#if UNITY_2021_3_OR_NEWER
[Test]
public void EqualsVector3Half()
{
Assert.That(Vector3Half.one.Equals(Vector3Half.one), Is.True);
Assert.That(Vector3Half.one.Equals(Vector3Half.zero), Is.False);
}
[Test]
public void EqualsObject()
{
Assert.That(Vector3Half.one.Equals((object)42), Is.False);
Assert.That(Vector3Half.one.Equals((object)Vector3Half.one), Is.True);
Assert.That(Vector3Half.one.Equals((object)Vector3Half.zero), Is.False);
}
[Test]
public void GetHashCodeTest()
{
// shouldn't be 0
Assert.That(Vector3Half.zero.GetHashCode(), !Is.EqualTo(0));
Assert.That(Vector3Half.one.GetHashCode(), !Is.EqualTo(0));
// should be same for same vector
Assert.That(Vector3Half.zero.GetHashCode(), Is.EqualTo(Vector3Half.zero.GetHashCode()));
// should be different for different vectors
Assert.That(Vector3Half.zero.GetHashCode(), !Is.EqualTo(Vector3Half.one.GetHashCode()));
}
#endif
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bc5f32db47ab4ffb92433050cc1b6e9f
timeCreated: 1730890719