#if !MULTIPLAYER_TOOLS using System; using System.Collections; using NUnit.Framework; using Unity.Netcode.TestHelpers.Runtime; using UnityEngine; using UnityEngine.TestTools; namespace Unity.Netcode.RuntimeTests { /// /// Tests the times of two clients connecting to a server using the SIPTransport (returns 50ms RTT but has no latency simulation) /// internal class TimeIntegrationTest : NetcodeIntegrationTest { private const double k_AdditionalTimeTolerance = 0.3333d; // magic number and in theory not needed but without this mac os test fail in Yamato because it looks like we get random framerate drops during unit test. private NetworkTimeState m_ServerState; private NetworkTimeState m_Client1State; private NetworkTimeState m_Client2State; protected override int NumberOfClients => 2; protected override NetworkManagerInstatiationMode OnSetIntegrationTestMode() { return NetworkManagerInstatiationMode.DoNotCreate; } private void UpdateTimeStates() { m_ServerState = new NetworkTimeState(m_ServerNetworkManager); m_Client1State = new NetworkTimeState(m_ClientNetworkManagers[0]); m_Client2State = new NetworkTimeState(m_ClientNetworkManagers[1]); } [UnityTest] [TestCase(60, 30u, ExpectedResult = null)] [TestCase(30, 30u, ExpectedResult = null)] [TestCase(40, 30u, ExpectedResult = null)] [TestCase(10, 30u, ExpectedResult = null)] [TestCase(60, 60u, ExpectedResult = null)] [TestCase(60, 10u, ExpectedResult = null)] public IEnumerator TestTimeIntegrationTest(int targetFrameRate, uint tickRate) { yield return StartSomeClientsAndServerWithPlayersCustom(true, NumberOfClients, targetFrameRate, tickRate); var additionalTimeTolerance = k_AdditionalTimeTolerance; // Mac can dip down below 10fps when set at a 10fps range (i.e. known to hit as low as 8.85 fps) // With the really low frame rate, add some additional time tolerance if (targetFrameRate == 10) { additionalTimeTolerance += 0.0333333333333f; } double frameInterval = 1d / targetFrameRate; double tickInterval = 1d / tickRate; var server = m_ServerNetworkManager; var firstClient = m_ClientNetworkManagers[0]; var secondClient = m_ClientNetworkManagers[1]; // increase the buffer time of client 2 // the values for client 1 are 0.0333/0.0333 here secondClient.NetworkTimeSystem.LocalBufferSec = 0.2; secondClient.NetworkTimeSystem.ServerBufferSec = 0.1; UpdateTimeStates(); // wait for a few ticks to pass for (int i = 0; i < 4; i++) { yield return s_DefaultWaitForTick; } var framesToRun = 3d / frameInterval; var waitForNextFrame = new WaitForFixedUpdate(); for (int i = 0; i < framesToRun; i++) { // Assure we wait for 1 frame to get the current frame time to check for low frame rates relative to expected frame rates yield return waitForNextFrame; // Adjust the time tolerance based on slower than expected FPS var currentFPS = 1.0f / Time.deltaTime; var fpsAdjustment = 1.0f; var currentAdjustment = additionalTimeTolerance; if (currentFPS < targetFrameRate) { // Get the % slower and increase the time tolerance based on that % var fpsDelta = targetFrameRate - currentFPS; fpsAdjustment = 1.0f / fpsDelta; currentAdjustment += additionalTimeTolerance * fpsAdjustment; } UpdateTimeStates(); // compares whether client times have the correct offset to server m_ServerState.AssertCheckDifference(m_Client1State, tickInterval, tickInterval, tickInterval * 2 + frameInterval * 2 + currentAdjustment); m_ServerState.AssertCheckDifference(m_Client2State, 0.2, 0.1, tickInterval * 2 + frameInterval * 2 + currentAdjustment); // compares the two client times, only difference should be based on buffering. m_Client1State.AssertCheckDifference(m_Client2State, 0.2 - tickInterval, (0.1 - tickInterval), tickInterval * 2 + frameInterval * 2 + currentAdjustment); } } protected override IEnumerator OnTearDown() { // Always "shutdown in a tear-down" otherwise you can cause all proceeding tests to fail ShutdownAndCleanUp(); yield return base.OnTearDown(); } // This is from NetcodeIntegrationTest but we need a custom version of this to modifiy the config private IEnumerator StartSomeClientsAndServerWithPlayersCustom(bool useHost, int nbClients, int targetFrameRate, uint tickRate) { // Create multiple NetworkManager instances if (!NetcodeIntegrationTestHelpers.Create(nbClients, out NetworkManager server, out NetworkManager[] clients, targetFrameRate)) { Debug.LogError("Failed to create instances"); Assert.Fail("Failed to create instances"); } m_ClientNetworkManagers = clients; m_ServerNetworkManager = server; // Create playerPrefab m_PlayerPrefab = new GameObject("Player"); NetworkObject networkObject = m_PlayerPrefab.AddComponent(); /* * Normally we would only allow player prefabs to be set to a prefab. Not runtime created objects. * In order to prevent having a Resource folder full of a TON of prefabs that we have to maintain, * NetcodeIntegrationTestHelpers has a helper function that lets you mark a runtime created object to be * treated as a prefab by the Netcode. That's how we can get away with creating the player prefab * at runtime without it being treated as a SceneObject or causing other conflicts with the Netcode. */ // Make it a prefab NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject); // Set the player prefab server.NetworkConfig.PlayerPrefab = m_PlayerPrefab; for (int i = 0; i < clients.Length; i++) { clients[i].NetworkConfig.PlayerPrefab = m_PlayerPrefab; clients[i].NetworkConfig.TickRate = tickRate; } server.NetworkConfig.TickRate = tickRate; // Start the instances if (!NetcodeIntegrationTestHelpers.Start(useHost, server, clients)) { Debug.LogError("Failed to start instances"); Assert.Fail("Failed to start instances"); } // Wait for connection on client and server side yield return WaitForClientsConnectedOrTimeOut(); AssertOnTimeout($"Timed-out waiting for all clients to connect!"); } private readonly struct NetworkTimeState : IEquatable { public NetworkTime LocalTime { get; } public NetworkTime ServerTime { get; } public NetworkTimeState(NetworkManager manager) { LocalTime = manager.NetworkTickSystem.LocalTime; ServerTime = manager.NetworkTickSystem.ServerTime; } public void AssertCheckDifference(NetworkTimeState clientState, double localBufferDifference, double serverBufferDifference, double tolerance) { var difLocalAbs = Math.Abs(clientState.LocalTime.Time - LocalTime.Time - localBufferDifference); var difServerAbs = Math.Abs(ServerTime.Time - clientState.ServerTime.Time - serverBufferDifference); Assert.True(difLocalAbs < tolerance, $"localtime difference: {difLocalAbs} bigger than tolerance: {tolerance}"); Assert.True(difServerAbs < tolerance, $"servertime difference: {difServerAbs} bigger than tolerance: {tolerance}"); } public bool Equals(NetworkTimeState other) { return LocalTime.Time.Equals(other.LocalTime.Time) && ServerTime.Time.Equals(other.ServerTime.Time); } public override bool Equals(object obj) { return obj is NetworkTimeState other && Equals(other); } public override int GetHashCode() { unchecked { return (LocalTime.Time.GetHashCode() * 397) ^ ServerTime.Time.GetHashCode(); } } } } } #endif