using NUnit.Framework; using UnityEngine; namespace Unity.Netcode.EditorTests { internal class ServerNetworkTimeSystemTests { /// /// On the server local time should always be equal to server time. This test ensures that this is the case. /// [Test] public void LocalTimeEqualServerTimeTest() { var steps = TimingTestHelper.GetRandomTimeSteps(100f, 0.01f, 0.1f, 42); var serverTimeSystem = NetworkTimeSystem.ServerTimeSystem(); var serverTickSystem = new NetworkTickSystem(60, 0, 0); serverTimeSystem.Reset(0.5d, 0); TimingTestHelper.ApplySteps(serverTimeSystem, serverTickSystem, steps, step => { Assert.IsTrue(Mathf.Approximately((float)serverTimeSystem.LocalTime, (float)serverTimeSystem.ServerTime)); Assert.IsTrue(Mathf.Approximately((float)serverTickSystem.LocalTime.Time, (float)serverTimeSystem.ServerTime)); }); Assert.IsTrue(serverTimeSystem.LocalTime > 1d); } } }