using System.Collections; using NUnit.Framework; 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. /// [TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.None, Rotation.Euler, Precision.Full)] #if !MULTIPLAYER_TOOLS [TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.None, Rotation.Euler, Precision.Half)] [TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Full)] [TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Half)] [TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Full)] [TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Half)] #endif [TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.None, Rotation.Euler, Precision.Full)] #if !MULTIPLAYER_TOOLS [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)] #endif [TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.None, Rotation.Euler, Precision.Full)] #if !MULTIPLAYER_TOOLS [TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.None, Rotation.Euler, Precision.Half)] [TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Full)] [TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Half)] [TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Full)] [TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Half)] #endif internal class NetworkTransformTests : NetworkTransformBase { protected const int k_TickRate = 60; /// /// Constructor /// /// Determines if we are running as a server or host /// Determines if we are using server or owner authority public NetworkTransformTests(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 => false; protected override bool m_TearDownIsACoroutine => false; protected override uint GetTickRate() { return k_TickRate; } private bool m_UseParentingThreshold; private const float k_ParentingThreshold = 0.25f; protected override float GetDeltaVarianceThreshold() { if (m_UseParentingThreshold) { return k_ParentingThreshold; } return base.GetDeltaVarianceThreshold(); } protected override IEnumerator OnSetup() { m_UseParentingThreshold = false; return base.OnSetup(); } /// /// Handles validating the local space values match the original local space values. /// If not, it generates a message containing the axial values that did not match /// the target/start local space values. /// private void AllChildrenLocalTransformValuesMatch(bool useSubChild, ChildrenTransformCheckType checkType) { // We don't assert on timeout here because we want to log this information during PostAllChildrenLocalTransformValuesMatch var success = WaitForConditionOrTimeOutWithTimeTravel(() => AllInstancesKeptLocalTransformValues(useSubChild), (int)GetTickRate() * 2); m_InfoMessage.Clear(); m_InfoMessage.AppendLine($"[{checkType}][{useSubChild}] Timed out waiting for all children to have the correct local space values:\n"); if (!success) { // If we timed out, then wait for 4 ticks to assure all data has been synchronized before declaring this a failed test. for (int j = 0; j < 4; j++) { var instances = useSubChild ? ChildObjectComponent.SubInstances : ChildObjectComponent.Instances; success = PostAllChildrenLocalTransformValuesMatch(useSubChild); TimeTravelAdvanceTick(); } } if (!success) { Assert.True(success, m_InfoMessage.ToString()); } } #if !MULTIPLAYER_TOOLS private void UpdateTransformLocal(Components.NetworkTransform networkTransformTestComponent) { networkTransformTestComponent.transform.localPosition += GetRandomVector3(0.5f, 2.0f); var rotation = networkTransformTestComponent.transform.localRotation; var eulerRotation = rotation.eulerAngles; eulerRotation += GetRandomVector3(0.5f, 5.0f); rotation.eulerAngles = eulerRotation; networkTransformTestComponent.transform.localRotation = rotation; } private void UpdateTransformWorld(Components.NetworkTransform networkTransformTestComponent) { networkTransformTestComponent.transform.position += GetRandomVector3(0.5f, 2.0f); var rotation = networkTransformTestComponent.transform.rotation; var eulerRotation = rotation.eulerAngles; eulerRotation += GetRandomVector3(0.5f, 5.0f); rotation.eulerAngles = eulerRotation; networkTransformTestComponent.transform.rotation = rotation; } /// /// This test validates the SwitchTransformSpaceWhenParented setting under all network topologies /// [Test] public void SwitchTransformSpaceWhenParentedTest([Values(0.5f, 1.0f, 5.0f)] float scale) { m_UseParentingThreshold = true; // 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]; } var childAuthorityNetworkManager = m_ClientNetworkManagers[0]; if (!isServerAuthority) { childAuthorityNetworkManager = m_ServerNetworkManager; } // Spawn a parent and children ChildObjectComponent.HasSubChild = true; // Modify our prefabs for this specific test m_ParentObject.GetComponent().TickSyncChildren = true; m_ChildObject.GetComponent().SwitchTransformSpaceWhenParented = true; m_ChildObject.GetComponent().TickSyncChildren = true; m_SubChildObject.GetComponent().SwitchTransformSpaceWhenParented = true; m_SubChildObject.GetComponent().TickSyncChildren = true; m_ChildObject.AllowOwnerToParent = true; m_SubChildObject.AllowOwnerToParent = true; var authoritySideParent = SpawnObject(m_ParentObject.gameObject, authorityNetworkManager).GetComponent(); var authoritySideChild = SpawnObject(m_ChildObject.gameObject, childAuthorityNetworkManager).GetComponent(); var authoritySideSubChild = SpawnObject(m_SubChildObject.gameObject, childAuthorityNetworkManager).GetComponent(); // Assure all of the child object instances are spawned before proceeding to parenting var success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned); Assert.True(success, "Timed out waiting for all child instances to be spawned!"); // Get the owner instance if in client-server mode with owner authority if (m_Authority == Authority.OwnerAuthority && !m_DistributedAuthority) { authoritySideParent = s_GlobalNetworkObjects[authoritySideParent.OwnerClientId][authoritySideParent.NetworkObjectId]; authoritySideChild = s_GlobalNetworkObjects[authoritySideChild.OwnerClientId][authoritySideChild.NetworkObjectId]; authoritySideSubChild = s_GlobalNetworkObjects[authoritySideSubChild.OwnerClientId][authoritySideSubChild.NetworkObjectId]; } // 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.UseHalfFloatPrecision = m_Precision == Precision.Half; ChildObjectComponent.AuthorityInstance.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion; ChildObjectComponent.AuthorityInstance.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress; 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 = true; m_AuthorityChildNetworkTransform = m_AuthorityChildObject.GetComponent(); m_AuthorityChildNetworkTransform.Interpolate = true; m_AuthoritySubChildNetworkTransform = m_AuthoritySubChildObject.GetComponent(); m_AuthoritySubChildNetworkTransform.Interpolate = true; // 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 TimeTravelAdvanceTick(); success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches); Assert.True(success, "All transform values did not match prior to parenting!"); success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches); Assert.True(success, "All transform values did not match prior to parenting!"); // Move things around while parenting and removing the parent // Not the absolute "perfect" test, but it validates the clients all synchronize // parenting and transform values. for (int i = 0; i < 30; i++) { // Provide two network ticks for interpolation to finalize TimeTravelAdvanceTick(); TimeTravelAdvanceTick(); // 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); // Parent while in motion if (i == 5) { // Parent the child under the parent with the current world position stays setting Assert.True(authoritySideChild.TrySetParent(authoritySideParent.transform), $"[Child][Client-{authoritySideChild.NetworkManagerOwner.LocalClientId}] Failed to set child's parent!"); // This waits for all child instances to be parented success = WaitForConditionOrTimeOutWithTimeTravel(AllFirstLevelChildObjectInstancesHaveChild, 300); Assert.True(success, "Timed out waiting for all instances to have parented a child!"); } if (i == 10) { // Parent the sub-child under the child with the current world position stays setting Assert.True(authoritySideSubChild.TrySetParent(authoritySideChild.transform), $"[Sub-Child][Client-{authoritySideSubChild.NetworkManagerOwner.LocalClientId}] Failed to set sub-child's parent!"); // This waits for all child instances to be parented success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild, 300); Assert.True(success, "Timed out waiting for all instances to have parented a child!"); } if (i == 15) { // 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) success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned, 300); Assert.True(success, "Timed out waiting for all child instances to be spawned!"); // This waits for all child instances to be parented success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild, 300); Assert.True(success, "Timed out waiting for all instances to have parented a child!"); // 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); } if (i == 20) { // Remove the parent Assert.True(authoritySideSubChild.TryRemoveParent(), $"[Sub-Child][Client-{authoritySideSubChild.NetworkManagerOwner.LocalClientId}] Failed to set sub-child's parent!"); // This waits for all child instances to have the parent removed success = WaitForConditionOrTimeOutWithTimeTravel(AllSubChildObjectInstancesHaveNoParent, 300); Assert.True(success, "Timed out waiting for all instances remove the parent!"); } if (i == 25) { // Parent the child under the parent with the current world position stays setting Assert.True(authoritySideChild.TryRemoveParent(), $"[Child][Client-{authoritySideChild.NetworkManagerOwner.LocalClientId}] Failed to remove parent!"); // This waits for all child instances to be parented success = WaitForConditionOrTimeOutWithTimeTravel(AllFirstLevelChildObjectInstancesHaveNoParent, 300); Assert.True(success, "Timed out waiting for all instances remove the parent!"); } UpdateTransformWorld(m_AuthorityParentNetworkTransform); if (m_AuthorityChildNetworkTransform.InLocalSpace) { UpdateTransformLocal(m_AuthorityChildNetworkTransform); } else { UpdateTransformWorld(m_AuthorityChildNetworkTransform); } if (m_AuthoritySubChildNetworkTransform.InLocalSpace) { UpdateTransformLocal(m_AuthoritySubChildNetworkTransform); } else { UpdateTransformWorld(m_AuthoritySubChildNetworkTransform); } } success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches, 300); Assert.True(success, "All transform values did not match prior to parenting!"); // Revert the modifications made for this specific test m_ParentObject.GetComponent().TickSyncChildren = false; m_ChildObject.GetComponent().SwitchTransformSpaceWhenParented = false; m_ChildObject.GetComponent().TickSyncChildren = false; m_ChildObject.AllowOwnerToParent = false; m_SubChildObject.AllowOwnerToParent = false; m_SubChildObject.GetComponent().SwitchTransformSpaceWhenParented = false; m_SubChildObject.GetComponent().TickSyncChildren = false; } /// /// 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) { m_UseParentingThreshold = true; // 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 var success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned); Assert.True(success, "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 TimeTravelAdvanceTick(); success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches); Assert.True(success, "All transform values did not match prior to parenting!"); success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches); Assert.True(success, "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 success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild); Assert.True(success, "Timed out waiting for all instances to have parented a child!"); // Provide two network ticks for interpolation to finalize TimeTravelAdvanceTick(); TimeTravelAdvanceTick(); // 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) success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned); Assert.True(success, "Timed out waiting for all child instances to be spawned!"); // This waits for all child instances to be parented success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild); Assert.True(success, "Timed out waiting for all instances to have parented a child!"); // 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] OverrideState overideState, [Values] Axis axis) { 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; // 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; 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; m_AuthoritativeTransform.StatePushed = false; // Wait for the deltas to be pushed WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed); // Allow the precision settings to propagate first as changing precision // causes a teleport event to occur 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 Assert.True(WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed && m_NonAuthoritativeTransform.StateUpdated), $"[Non-Interpolate {i}] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed}) or state to be updated ({m_NonAuthoritativeTransform.StateUpdated})!"); // 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 success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches); // Provide additional debug info about what failed (if it fails) if (!success) { m_EnableVerboseDebug = true; success = PositionRotationScaleMatches(); m_EnableVerboseDebug = false; } Assert.True(success, $"[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 th success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches); // Provide additional debug info about what failed (if it fails) if (!success) { m_EnableVerboseDebug = true; success = PositionRotationScaleMatches(); m_EnableVerboseDebug = false; } Assert.True(success, $"Timed out waiting for non-authority to match authority's position or rotation"); } } /// /// Checks scale of a late joining client for all instances of the late joining client's player /// [Test] public void LateJoiningPlayerInitialScaleValues([Values] TransformSpace testLocalTransform, [Values] Interpolation interpolation, [Values] OverrideState overideState) { var overrideUpdate = overideState == OverrideState.CommitToTransform; m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate; m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate; m_AuthoritativeTransform.InLocalSpace = testLocalTransform == TransformSpace.Local; var position = GetRandomVector3(0.25f, 1.75f); var rotation = GetRandomVector3(1f, 45f); var scale = GetRandomVector3(0.25f, 2.0f); // Make some changes to the currently connected clients m_NonAuthoritativeTransform.StateUpdated = false; m_AuthoritativeTransform.StatePushed = false; MoveRotateAndScaleAuthority(position, rotation, scale, overideState); // Wait for the deltas to be pushed and updated var success = WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed && m_NonAuthoritativeTransform.StateUpdated); Assert.True(success, $"[Interpolation {k_PositionRotationScaleIterations}] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed}) or state to be updated ({m_NonAuthoritativeTransform.StateUpdated})!"); WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches); // Validate the use of the prefab's transform values as opposed to the replicated state (which now is only the last deltas) CreateAndStartNewClientWithTimeTravel(); var newClientNetworkManager = m_ClientNetworkManagers[NumberOfClients]; foreach (var playerRelativeEntry in m_PlayerNetworkObjects) { foreach (var playerInstanceEntry in playerRelativeEntry.Value) { var playerInstance = playerInstanceEntry.Value; if (newClientNetworkManager.LocalClientId == playerInstance.OwnerClientId) { Assert.IsTrue(Approximately(m_PlayerPrefab.transform.localScale, playerInstance.transform.localScale), $"{playerInstance.name}'s cloned instance's scale does not match original scale!\n" + $"[ClientId-{playerRelativeEntry.Key} Relative] Player-{playerInstance.OwnerClientId}'s LocalScale ({playerInstance.transform.localScale}) vs Target Scale ({m_PlayerPrefab.transform.localScale})"); } } } } #endif /// /// Tests changing all axial values one at a time. /// These tests are performed: /// - While in local space and world space /// - While interpolation is enabled and disabled /// - Using the TryCommitTransformToServer "override" that can be used /// from a child derived or external class. /// [Test] public void TestAuthoritativeTransformChangeOneAtATime([Values] TransformSpace testLocalTransform, [Values] Interpolation interpolation, [Values] OverrideState overideState) { var overrideUpdate = overideState == OverrideState.CommitToTransform; m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate; m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate; m_AuthoritativeTransform.InLocalSpace = testLocalTransform == TransformSpace.Local; // test position var authPlayerTransform = overrideUpdate ? m_OwnerTransform.transform : m_AuthoritativeTransform.transform; Assert.AreEqual(Vector3.zero, m_NonAuthoritativeTransform.transform.position, "server side pos should be zero at first"); // sanity check TimeTravelAdvanceTick(); TimeTravelToNextTick(); m_AuthoritativeTransform.StatePushed = false; var nextPosition = GetRandomVector3(2f, 30f); switch (overideState) { case OverrideState.Update: { m_AuthoritativeTransform.transform.position = nextPosition; break; } case OverrideState.SetState: { m_OwnerTransform.SetState(nextPosition, null, null); break; } case OverrideState.CommitToTransform: { m_OwnerTransform.transform.position = nextPosition; m_OwnerTransform.CommitToTransform(); break; } } bool success; if (overideState == OverrideState.CommitToTransform) { // Wait for the deltas to be pushed success = WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed, 600); Assert.True(success, $"[Position] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed})!"); } success = WaitForConditionOrTimeOutWithTimeTravel(() => PositionsMatch(), 600); Assert.True(success, $"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.StatePushed = false; var nextRotation = Quaternion.Euler(GetRandomVector3(5, 60)); // using euler angles instead of quaternions directly to really see issues users might encounter switch (overideState) { case OverrideState.Update: { m_AuthoritativeTransform.transform.rotation = nextRotation; break; } case OverrideState.SetState: { m_OwnerTransform.SetState(null, nextRotation, null); break; } case OverrideState.CommitToTransform: { m_OwnerTransform.transform.rotation = nextRotation; m_OwnerTransform.CommitToTransform(); break; } } if (overideState == OverrideState.CommitToTransform) { // Wait for the deltas to be pushed success = WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed, 600); Assert.True(success, $"[Rotation] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed})!"); } // Make sure the values match success = WaitForConditionOrTimeOutWithTimeTravel(() => RotationsMatch(), 600); Assert.True(success, $"Timed out waiting for rotations to match"); m_AuthoritativeTransform.StatePushed = false; var nextScale = GetRandomVector3(1, 6); switch (overideState) { case OverrideState.Update: { m_AuthoritativeTransform.transform.localScale = nextScale; break; } case OverrideState.SetState: { m_OwnerTransform.SetState(null, null, nextScale); break; } case OverrideState.CommitToTransform: { m_OwnerTransform.transform.localScale = nextScale; m_OwnerTransform.CommitToTransform(); break; } } if (overideState == OverrideState.CommitToTransform) { // Wait for the deltas to be pushed success = WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed, 600); Assert.True(success, $"[Rotation] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed})!"); } // Make sure the scale values match success = WaitForConditionOrTimeOutWithTimeTravel(() => ScaleValuesMatch(), 600); Assert.True(success, $"Timed out waiting for scale values to match"); } /// /// The tests teleporting with and without interpolation /// [Test] public void TeleportTest([Values] Interpolation interpolation) { m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate; m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate; var authTransform = m_AuthoritativeTransform.transform; var nonAuthPosition = m_NonAuthoritativeTransform.transform.position; var currentTick = m_AuthoritativeTransform.NetworkManager.ServerTime.Tick; m_DetectedPotentialInterpolatedTeleport = 0.0f; var teleportDestination = GetRandomVector3(50.0f, 200.0f); m_NonAuthoritativeTransform.StateUpdated = false; m_AuthoritativeTransform.StatePushed = false; m_AuthoritativeTransform.Teleport(teleportDestination, authTransform.rotation, authTransform.localScale); // Wait for the deltas to be pushed and updated var success = WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed && m_NonAuthoritativeTransform.StateUpdated); Assert.True(success, $"[Teleport] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed}) or state to be updated ({m_NonAuthoritativeTransform.StateUpdated})!"); SimulateOneFrame(); Assert.True(TeleportPositionMatches(nonAuthPosition), $"NonAuthoritative position ({m_NonAuthoritativeTransform.GetSpaceRelativePosition()}) is not the same as the destination position {teleportDestination}!"); var targetDistance = 0.0f; if (!Approximately(m_DetectedPotentialInterpolatedTeleport, 0.0f)) { targetDistance = Mathf.Abs(Vector3.Distance(nonAuthPosition, teleportDestination)); } Assert.IsTrue(Approximately(m_DetectedPotentialInterpolatedTeleport, 0.0f), $"Detected possible interpolation on non-authority side! NonAuthority distance: {m_DetectedPotentialInterpolatedTeleport} | Target distance: {targetDistance}"); } } }