// TODO: Rewrite test to use the tools package. Debug simulator not available in UTP 2.X.
#if !UTP_TRANSPORT_2_0_ABOVE
using NUnit.Framework;
using Unity.Netcode.Components;
using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
///
/// Integration tests for NetworkTransform that will test both
/// server and host operating modes and will test both authoritative
/// models for each operating mode when packet loss and latency is
/// present.
///
[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.None, Rotation.Euler, Precision.Full)]
[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.None, Rotation.Euler, Precision.Half)]
[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Full)]
[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Half)]
[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Full)]
[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Half)]
public class NetworkTransformPacketLossTests : NetworkTransformBase
{
private const int k_Latency = 50;
private const int k_PacketLoss = 2;
private Vector3 m_RandomPosition;
private Vector3 m_TeleportOffset = new Vector3(-1024f, 0f, 0f);
private bool m_Teleported;
///
/// Constructor
///
/// Determines if we are running as a server or host
/// Determines if we are using server or owner authority
public NetworkTransformPacketLossTests(HostOrServer testWithHost, Authority authority, RotationCompression rotationCompression, Rotation rotation, Precision precision) :
base(testWithHost, authority, rotationCompression, rotation, precision)
{ }
protected override bool m_EnableTimeTravel => true;
protected override bool m_SetupIsACoroutine => true;
protected override bool m_TearDownIsACoroutine => true;
protected override void OnTimeTravelServerAndClientsConnected()
{
base.OnTimeTravelServerAndClientsConnected();
SetTimeTravelSimulatedLatency(k_Latency * 0.001f);
SetTimeTravelSimulatedDropRate(k_PacketLoss * 0.01f);
}
///
/// Handles validating all children of the test objects have matching local and global space vaues.
///
private void AllChildrenLocalTransformValuesMatch(bool useSubChild, ChildrenTransformCheckType checkType)
{
// We don't assert on timeout here because we want to log this information during PostAllChildrenLocalTransformValuesMatch
WaitForConditionOrTimeOutWithTimeTravel(() => AllInstancesKeptLocalTransformValues(useSubChild));
var success = true;
if (s_GlobalTimeoutHelper.TimedOut)
{
//var waitForMs = new WaitForSeconds(0.001f);
// If we timed out, then wait for a full range of ticks to assure all data has been synchronized before declaring this a failed test.
for (int j = 0; j < m_ServerNetworkManager.NetworkConfig.TickRate; j++)
{
m_InfoMessage.Clear();
m_InfoMessage.AppendLine($"[{checkType}][{useSubChild}] Timed out waiting for all children to have the correct local space values:\n");
var instances = useSubChild ? ChildObjectComponent.SubInstances : ChildObjectComponent.Instances;
success = PostAllChildrenLocalTransformValuesMatch(useSubChild);
TimeTravel(0.001f);
//yield return waitForMs;
}
}
if (!success)
{
Assert.True(success, m_InfoMessage.ToString());
}
}
///
/// Validates that transform values remain the same when a NetworkTransform is
/// parented under another NetworkTransform under all of the possible axial conditions
/// as well as when the parent has a varying scale.
///
[Test]
public void ParentedNetworkTransformTest([Values] Interpolation interpolation, [Values] bool worldPositionStays, [Values(0.5f, 1.0f, 5.0f)] float scale)
{
ChildObjectComponent.EnableChildLog = m_EnableVerboseDebug;
if (m_EnableVerboseDebug)
{
ChildObjectComponent.TestCount++;
}
// Get the NetworkManager that will have authority in order to spawn with the correct authority
var isServerAuthority = m_Authority == Authority.ServerAuthority;
var authorityNetworkManager = m_ServerNetworkManager;
if (!isServerAuthority)
{
authorityNetworkManager = m_ClientNetworkManagers[0];
}
// Spawn a parent and children
ChildObjectComponent.HasSubChild = true;
var serverSideParent = SpawnObject(m_ParentObject.gameObject, authorityNetworkManager).GetComponent();
var serverSideChild = SpawnObject(m_ChildObject.gameObject, authorityNetworkManager).GetComponent();
var serverSideSubChild = SpawnObject(m_SubChildObject.gameObject, authorityNetworkManager).GetComponent();
// Assure all of the child object instances are spawned before proceeding to parenting
WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned);
AssertOnTimeout("Timed out waiting for all child instances to be spawned!");
// Get the authority parent and child instances
m_AuthorityParentObject = NetworkTransformTestComponent.AuthorityInstance.NetworkObject;
m_AuthorityChildObject = ChildObjectComponent.AuthorityInstance.NetworkObject;
m_AuthoritySubChildObject = ChildObjectComponent.AuthoritySubInstance.NetworkObject;
// The child NetworkTransform will use world space when world position stays and
// local space when world position does not stay when parenting.
ChildObjectComponent.AuthorityInstance.InLocalSpace = !worldPositionStays;
ChildObjectComponent.AuthorityInstance.UseHalfFloatPrecision = m_Precision == Precision.Half;
ChildObjectComponent.AuthorityInstance.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
ChildObjectComponent.AuthorityInstance.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
ChildObjectComponent.AuthoritySubInstance.InLocalSpace = !worldPositionStays;
ChildObjectComponent.AuthoritySubInstance.UseHalfFloatPrecision = m_Precision == Precision.Half;
ChildObjectComponent.AuthoritySubInstance.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
ChildObjectComponent.AuthoritySubInstance.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
// Set whether we are interpolating or not
m_AuthorityParentNetworkTransform = m_AuthorityParentObject.GetComponent();
m_AuthorityParentNetworkTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_AuthorityChildNetworkTransform = m_AuthorityChildObject.GetComponent();
m_AuthorityChildNetworkTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_AuthoritySubChildNetworkTransform = m_AuthoritySubChildObject.GetComponent();
m_AuthoritySubChildNetworkTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
// Apply a scale to the parent object to make sure the scale on the child is properly updated on
// non-authority instances.
var halfScale = scale * 0.5f;
m_AuthorityParentObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
m_AuthorityChildObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
m_AuthoritySubChildObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
// Allow one tick for authority to update these changes
WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
AssertOnTimeout("All transform values did not match prior to parenting!");
// Parent the child under the parent with the current world position stays setting
Assert.True(serverSideChild.TrySetParent(serverSideParent.transform, worldPositionStays), "[Server-Side Child] Failed to set child's parent!");
// Parent the sub-child under the child with the current world position stays setting
Assert.True(serverSideSubChild.TrySetParent(serverSideChild.transform, worldPositionStays), "[Server-Side SubChild] Failed to set sub-child's parent!");
// This waits for all child instances to be parented
WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild);
AssertOnTimeout("Timed out waiting for all instances to have parented a child!");
var latencyWait = k_Latency * 0.003f;
// Wait for at least 3x designated latency period
TimeTravel(latencyWait);
// This validates each child instance has preserved their local space values
AllChildrenLocalTransformValuesMatch(false, ChildrenTransformCheckType.Connected_Clients);
// This validates each sub-child instance has preserved their local space values
AllChildrenLocalTransformValuesMatch(true, ChildrenTransformCheckType.Connected_Clients);
// Verify that a late joining client will synchronize to the parented NetworkObjects properly
CreateAndStartNewClientWithTimeTravel();
// Assure all of the child object instances are spawned (basically for the newly connected client)
WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned);
AssertOnTimeout("Timed out waiting for all child instances to be spawned!");
// This waits for all child instances to be parented
WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild);
AssertOnTimeout("Timed out waiting for all instances to have parented a child!");
// Wait for at least 3x designated latency period
TimeTravel(latencyWait);
// This validates each child instance has preserved their local space values
AllChildrenLocalTransformValuesMatch(false, ChildrenTransformCheckType.Late_Join_Client);
// This validates each sub-child instance has preserved their local space values
AllChildrenLocalTransformValuesMatch(true, ChildrenTransformCheckType.Late_Join_Client);
}
///
/// This validates that multiple changes can occur within the same tick or over
/// several ticks while still keeping non-authoritative instances synchronized.
///
///
/// When testing < 3 axis: Interpolation is disabled and only 3 delta updates are applied per unique test
/// When testing 3 axis: Interpolation is enabled, sometimes an axis is intentionally excluded during a
/// delta update, and it runs through 8 delta updates per unique test.
///
[Test]
public void NetworkTransformMultipleChangesOverTime([Values] TransformSpace testLocalTransform, [Values] Axis axis)
{
TimeTravelAdvanceTick();
// Just test for OverrideState.Update (they are already being tested for functionality in normal NetworkTransformTests)
var overideState = OverrideState.Update;
var tickRelativeTime = new WaitForSeconds(1.0f / m_ServerNetworkManager.NetworkConfig.TickRate);
m_AuthoritativeTransform.InLocalSpace = testLocalTransform == TransformSpace.Local;
bool axisX = axis == Axis.X || axis == Axis.XY || axis == Axis.XZ || axis == Axis.XYZ;
bool axisY = axis == Axis.Y || axis == Axis.XY || axis == Axis.YZ || axis == Axis.XYZ;
bool axisZ = axis == Axis.Z || axis == Axis.XZ || axis == Axis.YZ || axis == Axis.XYZ;
var axisCount = axisX ? 1 : 0;
axisCount += axisY ? 1 : 0;
axisCount += axisZ ? 1 : 0;
m_AuthoritativeTransform.StatePushed = false;
// Enable interpolation when all 3 axis are selected to make sure we are synchronizing properly
// when interpolation is enabled.
m_AuthoritativeTransform.Interpolate = axisCount == 3 ? true : false;
m_CurrentAxis = axis;
// Authority dictates what is synchronized and what the precision is going to be
// so we only need to set this on the authoritative side.
m_AuthoritativeTransform.UseHalfFloatPrecision = m_Precision == Precision.Half;
m_AuthoritativeTransform.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
m_AuthoritativeTransform.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
m_AuthoritativeTransform.SyncPositionX = axisX;
m_AuthoritativeTransform.SyncPositionY = axisY;
m_AuthoritativeTransform.SyncPositionZ = axisZ;
if (!m_AuthoritativeTransform.UseQuaternionSynchronization)
{
m_AuthoritativeTransform.SyncRotAngleX = axisX;
m_AuthoritativeTransform.SyncRotAngleY = axisY;
m_AuthoritativeTransform.SyncRotAngleZ = axisZ;
}
else
{
// This is not required for usage (setting the value should not matter when quaternion synchronization is enabled)
// but is required for this test so we don't get a failure on an axis that is marked to not be synchronized when
// validating the authority's values on non-authority instances.
m_AuthoritativeTransform.SyncRotAngleX = true;
m_AuthoritativeTransform.SyncRotAngleY = true;
m_AuthoritativeTransform.SyncRotAngleZ = true;
}
m_AuthoritativeTransform.SyncScaleX = axisX;
m_AuthoritativeTransform.SyncScaleY = axisY;
m_AuthoritativeTransform.SyncScaleZ = axisZ;
var positionStart = GetRandomVector3(0.25f, 1.75f);
var rotationStart = GetRandomVector3(1f, 15f);
var scaleStart = GetRandomVector3(0.25f, 2.0f);
var position = positionStart;
var rotation = rotationStart;
var scale = scaleStart;
var success = false;
// Wait for the deltas to be pushed
WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed);
// Just in case we drop the first few state updates
if (s_GlobalTimeoutHelper.TimedOut)
{
// Set the local state to not reflect the authority state's local space settings
// to trigger the state update (it would eventually get there, but this is an integration test)
var state = m_AuthoritativeTransform.LocalAuthoritativeNetworkState;
state.InLocalSpace = !m_AuthoritativeTransform.InLocalSpace;
m_AuthoritativeTransform.LocalAuthoritativeNetworkState = state;
// Wait for the deltas to be pushed
WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed);
}
AssertOnTimeout("State was never pushed!");
// Allow the precision settings to propagate first as changing precision
// causes a teleport event to occur
TimeTravelAdvanceTick();
TimeTravelAdvanceTick();
TimeTravelAdvanceTick();
TimeTravelAdvanceTick();
TimeTravelAdvanceTick();
var iterations = axisCount == 3 ? k_PositionRotationScaleIterations3Axis : k_PositionRotationScaleIterations;
// Move and rotate within the same tick, validate the non-authoritative instance updates
// to each set of changes. Repeat several times.
for (int i = 0; i < iterations; i++)
{
// Always reset this per delta update pass
m_AxisExcluded = false;
var deltaPositionDelta = GetRandomVector3(-1.5f, 1.5f);
var deltaRotationDelta = GetRandomVector3(-3.5f, 3.5f);
var deltaScaleDelta = GetRandomVector3(-0.5f, 0.5f);
m_NonAuthoritativeTransform.StateUpdated = false;
m_AuthoritativeTransform.StatePushed = false;
// With two or more axis, excluding one of them while chaging another will validate that
// full precision updates are maintaining their target state value(s) to interpolate towards
if (axisCount == 3)
{
position += RandomlyExcludeAxis(deltaPositionDelta);
rotation += RandomlyExcludeAxis(deltaRotationDelta);
scale += RandomlyExcludeAxis(deltaScaleDelta);
}
else
{
position += deltaPositionDelta;
rotation += deltaRotationDelta;
scale += deltaScaleDelta;
}
// Apply delta between ticks
MoveRotateAndScaleAuthority(position, rotation, scale, overideState);
// Wait for the deltas to be pushed (unlike the original test, we don't wait for state to be updated as that could be dropped here)
WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed);
AssertOnTimeout($"[Non-Interpolate {i}] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed})!");
// For 3 axis, we will skip validating that the non-authority interpolates to its target point at least once.
// This will validate that non-authoritative updates are maintaining their target state axis values if only 2
// of the axis are being updated to assure interpolation maintains the targeted axial value per axis.
// For 2 and 1 axis tests we always validate per delta update
if (m_AxisExcluded || axisCount < 3)
{
// Wait for deltas to synchronize on non-authoritative side
WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
// Provide additional debug info about what failed (if it fails)
if (s_GlobalTimeoutHelper.TimedOut)
{
Debug.Log("[Synch Issue Start - 1]");
// If we timed out, then wait for a full range of ticks (plus 1) to assure it sent synchronization data.
for (int j = 0; j < m_ServerNetworkManager.NetworkConfig.TickRate * 2; j++)
{
success = PositionRotationScaleMatches();
if (success)
{
// If we matched, then something was dropped and recovered when synchronized
break;
}
TimeTravelAdvanceTick();
}
// Only if we still didn't match
if (!success)
{
m_EnableVerboseDebug = true;
success = PositionRotationScaleMatches();
m_EnableVerboseDebug = false;
Debug.Log("[Synch Issue END - 1]");
AssertOnTimeout($"[Non-Interpolate {i}] Timed out waiting for non-authority to match authority's position or rotation");
}
}
}
}
if (axisCount == 3)
{
// As a final test, wait for deltas to synchronize on non-authoritative side to assure it interpolates to the correct values
WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
// Provide additional debug info about what failed (if it fails)
if (s_GlobalTimeoutHelper.TimedOut)
{
Debug.Log("[Synch Issue Start - 2]");
// If we timed out, then wait for a full range of ticks (plus 1) to assure it sent synchronization data.
for (int j = 0; j < m_ServerNetworkManager.NetworkConfig.TickRate * 2; j++)
{
success = PositionRotationScaleMatches();
if (success)
{
// If we matched, then something was dropped and recovered when synchronized
break;
}
TimeTravelAdvanceTick();
}
// Only if we still didn't match
if (!success)
{
m_EnableVerboseDebug = true;
PositionRotationScaleMatches();
m_EnableVerboseDebug = false;
Debug.Log("[Synch Issue END - 2]");
AssertOnTimeout("Timed out waiting for non-authority to match authority's position or rotation");
}
}
}
}
///
/// Tests changing all axial values one at a time with packet loss
/// These tests are performed:
/// - While in local space and world space
/// - While interpolation is enabled and disabled
///
[Test]
public void TestAuthoritativeTransformChangeOneAtATime([Values] TransformSpace testLocalTransform, [Values] Interpolation interpolation)
{
// Just test for OverrideState.Update (they are already being tested for functionality in normal NetworkTransformTests)
m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_AuthoritativeTransform.InLocalSpace = testLocalTransform == TransformSpace.Local;
m_AuthoritativeTransform.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
m_AuthoritativeTransform.UseHalfFloatPrecision = m_Precision == Precision.Half;
m_AuthoritativeTransform.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
// test position
var authPlayerTransform = m_AuthoritativeTransform.transform;
Assert.AreEqual(Vector3.zero, m_NonAuthoritativeTransform.transform.position, "server side pos should be zero at first"); // sanity check
m_AuthoritativeTransform.transform.position = GetRandomVector3(2f, 30f);
WaitForConditionOrTimeOutWithTimeTravel(() => PositionsMatch());
AssertOnTimeout($"Timed out waiting for positions to match {m_AuthoritativeTransform.transform.position} | {m_NonAuthoritativeTransform.transform.position}");
// test rotation
Assert.AreEqual(Quaternion.identity, m_NonAuthoritativeTransform.transform.rotation, "wrong initial value for rotation"); // sanity check
m_AuthoritativeTransform.transform.rotation = Quaternion.Euler(GetRandomVector3(5, 60)); // using euler angles instead of quaternions directly to really see issues users might encounter
// Make sure the values match
WaitForConditionOrTimeOutWithTimeTravel(() => RotationsMatch());
AssertOnTimeout($"Timed out waiting for rotations to match");
m_AuthoritativeTransform.StatePushed = false;
m_AuthoritativeTransform.transform.localScale = GetRandomVector3(1, 6);
// Make sure the scale values match
WaitForConditionOrTimeOutWithTimeTravel(() => ScaleValuesMatch());
AssertOnTimeout($"Timed out waiting for scale values to match");
}
[Test]
public void TestSameFrameDeltaStateAndTeleport([Values] TransformSpace testLocalTransform, [Values] Interpolation interpolation)
{
m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_AuthoritativeTransform.InLocalSpace = testLocalTransform == TransformSpace.Local;
// test position
var authPlayerTransform = m_AuthoritativeTransform.transform;
Assert.AreEqual(Vector3.zero, m_NonAuthoritativeTransform.transform.position, "server side pos should be zero at first"); // sanity check
m_AuthoritativeTransform.AuthorityPushedTransformState += OnAuthorityPushedTransformState;
m_RandomPosition = GetRandomVector3(2f, 30f);
m_AuthoritativeTransform.transform.position = m_RandomPosition;
m_Teleported = false;
WaitForConditionOrTimeOutWithTimeTravel(() => m_Teleported);
AssertOnTimeout($"Timed out waiting for random position to be pushed!");
WaitForConditionOrTimeOutWithTimeTravel(() => PositionsMatch());
AssertOnTimeout($"Timed out waiting for positions to match {m_AuthoritativeTransform.transform.position} | {m_NonAuthoritativeTransform.transform.position}");
var authPosition = m_AuthoritativeTransform.GetSpaceRelativePosition();
var nonAuthPosition = m_NonAuthoritativeTransform.GetSpaceRelativePosition();
var finalPosition = m_TeleportOffset + m_RandomPosition;
Assert.True(Approximately(authPosition, finalPosition), $"Authority did not set its position ({authPosition}) to the teleport position ({finalPosition})!");
Assert.True(Approximately(nonAuthPosition, finalPosition), $"NonAuthority did not set its position ({nonAuthPosition}) to the teleport position ({finalPosition})!");
}
///
/// For the TestSameFrameDeltaStateAndTeleport test, we want to teleport on the same frame that we had a delta state update when
/// using unreliable delta state updates (i.e. we want the unreliable packet to be sent first and then the teleport to be sent on
/// the next tick. Store off both states when invoked
///
///
private void OnAuthorityPushedTransformState(ref NetworkTransform.NetworkTransformState networkTransformState)
{
// Match the first position update
if (Approximately(m_RandomPosition, networkTransformState.GetPosition()))
{
// Teleport to the m_RandomPosition plus the
m_AuthoritativeTransform.SetState(m_TeleportOffset + m_RandomPosition, null, null, false);
m_AuthoritativeTransform.AuthorityPushedTransformState -= OnAuthorityPushedTransformState;
m_Teleported = true;
}
}
}
}
#endif