using NUnit.Framework;
using Unity.Netcode.Components;
using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(HostOrServer.Host, Authority.OwnerAuthority)]
[TestFixture(HostOrServer.Host, Authority.ServerAuthority)]
public class NetworkTransformGeneral : NetworkTransformBase
{
public NetworkTransformGeneral(HostOrServer testWithHost, Authority authority) :
base(testWithHost, authority, RotationCompression.None, Rotation.Euler, Precision.Full)
{ }
protected override bool m_EnableTimeTravel => true;
protected override bool m_SetupIsACoroutine => false;
protected override bool m_TearDownIsACoroutine => false;
///
/// Test to verify nonAuthority cannot change the transform directly
///
[Test]
public void VerifyNonAuthorityCantChangeTransform([Values] Interpolation interpolation)
{
m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
Assert.AreEqual(Vector3.zero, m_NonAuthoritativeTransform.transform.position, "other side pos should be zero at first"); // sanity check
m_NonAuthoritativeTransform.transform.position = new Vector3(4, 5, 6);
TimeTravelAdvanceTick();
TimeTravelAdvanceTick();
Assert.AreEqual(Vector3.zero, m_NonAuthoritativeTransform.transform.position, "[Position] NonAuthority was able to change the position!");
var nonAuthorityRotation = m_NonAuthoritativeTransform.transform.rotation;
var originalNonAuthorityEulerRotation = nonAuthorityRotation.eulerAngles;
var nonAuthorityEulerRotation = originalNonAuthorityEulerRotation;
// Verify rotation is not marked dirty when rotated by half of the threshold
nonAuthorityEulerRotation.y += 20.0f;
nonAuthorityRotation.eulerAngles = nonAuthorityEulerRotation;
m_NonAuthoritativeTransform.transform.rotation = nonAuthorityRotation;
TimeTravelAdvanceTick();
var nonAuthorityCurrentEuler = m_NonAuthoritativeTransform.transform.rotation.eulerAngles;
Assert.True(originalNonAuthorityEulerRotation.Equals(nonAuthorityCurrentEuler), "[Rotation] NonAuthority was able to change the rotation!");
var nonAuthorityScale = m_NonAuthoritativeTransform.transform.localScale;
m_NonAuthoritativeTransform.transform.localScale = nonAuthorityScale * 100;
TimeTravelAdvanceTick();
Assert.True(nonAuthorityScale.Equals(m_NonAuthoritativeTransform.transform.localScale), "[Scale] NonAuthority was able to change the scale!");
}
///
/// Validates that rotation checks don't produce false positive
/// results when rolling over between 0 and 360 degrees
///
[Test]
public void TestRotationThresholdDeltaCheck([Values] Interpolation interpolation)
{
m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_NonAuthoritativeTransform.RotAngleThreshold = m_AuthoritativeTransform.RotAngleThreshold = 5.0f;
var halfThreshold = m_AuthoritativeTransform.RotAngleThreshold * 0.5001f;
// Apply the current state prior to getting reference rotations which assures we have
// applied the most current rotation deltas and that all bitset flags are updated
var results = m_AuthoritativeTransform.ApplyState();
TimeTravelAdvanceTick();
// Get the current rotation values;
var authorityRotation = m_AuthoritativeTransform.transform.rotation;
var authorityEulerRotation = authorityRotation.eulerAngles;
// Verify rotation is not marked dirty when rotated by half of the threshold
authorityEulerRotation.y += halfThreshold;
authorityRotation.eulerAngles = authorityEulerRotation;
m_AuthoritativeTransform.transform.rotation = authorityRotation;
results = m_AuthoritativeTransform.ApplyState();
Assert.IsFalse(results.isRotationDirty, $"Rotation is dirty when rotation threshold is {m_AuthoritativeTransform.RotAngleThreshold} degrees and only adjusted by {halfThreshold} degrees!");
// Now allow the delta state to be processed and sent (just allow for two ticks to cover edge cases with time travel and the testing environment)
TimeTravelAdvanceTick();
TimeTravelAdvanceTick();
// Verify rotation is marked dirty when rotated by another half threshold value
authorityEulerRotation.y += halfThreshold;
authorityRotation.eulerAngles = authorityEulerRotation;
m_AuthoritativeTransform.transform.rotation = authorityRotation;
results = m_AuthoritativeTransform.ApplyState();
Assert.IsTrue(results.isRotationDirty, $"Rotation was not dirty when rotated by the threshold value: {m_AuthoritativeTransform.RotAngleThreshold} degrees!");
// Now allow the delta state to be processed and sent (just allow for two ticks to cover edge cases with time travel and the testing environment)
TimeTravelAdvanceTick();
TimeTravelAdvanceTick();
//Reset rotation back to zero on all axis
authorityRotation.eulerAngles = authorityEulerRotation = Vector3.zero;
m_AuthoritativeTransform.transform.rotation = authorityRotation;
// Now allow the delta state to be processed and sent (just allow for two ticks to cover edge cases with time travel and the testing environment)
TimeTravelAdvanceTick();
TimeTravelAdvanceTick();
// Rotate by 360 minus halfThreshold (which is really just negative halfThreshold) and verify rotation is not marked dirty
authorityEulerRotation.y = 360 - halfThreshold;
authorityRotation.eulerAngles = authorityEulerRotation;
m_AuthoritativeTransform.transform.rotation = authorityRotation;
results = m_AuthoritativeTransform.ApplyState();
Assert.IsFalse(results.isRotationDirty, $"Rotation is dirty when rotation threshold is {m_AuthoritativeTransform.RotAngleThreshold} degrees and only adjusted by " +
$"{Mathf.DeltaAngle(0, authorityEulerRotation.y)} degrees!");
// Now allow the delta state to be processed and sent (just allow for two ticks to cover edge cases with time travel and the testing environment)
TimeTravelAdvanceTick();
TimeTravelAdvanceTick();
// Now apply one more minor decrement that should trigger a dirty flag
authorityEulerRotation.y -= halfThreshold;
authorityRotation.eulerAngles = authorityEulerRotation;
m_AuthoritativeTransform.transform.rotation = authorityRotation;
results = m_AuthoritativeTransform.ApplyState();
Assert.IsTrue(results.isRotationDirty, $"Rotation was not dirty when rotated by {Mathf.DeltaAngle(0, authorityEulerRotation.y)} degrees!");
//Reset rotation back to zero on all axis
authorityRotation.eulerAngles = authorityEulerRotation = Vector3.zero;
m_AuthoritativeTransform.transform.rotation = authorityRotation;
// Now allow the delta state to be processed and sent (just allow for two ticks to cover edge cases with time travel and the testing environment)
TimeTravelAdvanceTick();
TimeTravelAdvanceTick();
// Minor decrement again under the threshold value
authorityEulerRotation.y -= halfThreshold;
authorityRotation.eulerAngles = authorityEulerRotation;
m_AuthoritativeTransform.transform.rotation = authorityRotation;
results = m_AuthoritativeTransform.ApplyState();
Assert.IsFalse(results.isRotationDirty, $"Rotation is dirty when rotation threshold is {m_AuthoritativeTransform.RotAngleThreshold} degrees and only adjusted by " +
$"{Mathf.DeltaAngle(0, authorityEulerRotation.y)} degrees!");
// Now allow the delta state to be processed and sent (just allow for two ticks to cover edge cases with time travel and the testing environment)
TimeTravelAdvanceTick();
TimeTravelAdvanceTick();
// Now decrement another half threshold which should trigger the dirty flag
authorityEulerRotation.y -= halfThreshold;
authorityRotation.eulerAngles = authorityEulerRotation;
m_AuthoritativeTransform.transform.rotation = authorityRotation;
results = m_AuthoritativeTransform.ApplyState();
Assert.IsTrue(results.isRotationDirty, $"Rotation was not dirty when rotated by {Mathf.DeltaAngle(0, authorityEulerRotation.y)} degrees!");
}
private bool ValidateBitSetValues()
{
var serverState = m_AuthoritativeTransform.AuthorityLastSentState;
var clientState = m_NonAuthoritativeTransform.LocalAuthoritativeNetworkState;
if (serverState.HasPositionX == clientState.HasPositionX && serverState.HasPositionY == clientState.HasPositionY && serverState.HasPositionZ == clientState.HasPositionZ &&
serverState.HasRotAngleX == clientState.HasRotAngleX && serverState.HasRotAngleY == clientState.HasRotAngleY && serverState.HasRotAngleZ == clientState.HasRotAngleZ &&
serverState.HasScaleX == clientState.HasScaleX && serverState.HasScaleY == clientState.HasScaleY && serverState.HasScaleZ == clientState.HasScaleZ)
{
return true;
}
return false;
}
///
/// Test to make sure that the bitset value is updated properly
///
[Test]
public void TestBitsetValue([Values] Interpolation interpolation)
{
m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_NonAuthoritativeTransform.RotAngleThreshold = m_AuthoritativeTransform.RotAngleThreshold = 0.1f;
m_AuthoritativeTransform.transform.rotation = Quaternion.Euler(1, 2, 3);
TimeTravelAdvanceTick();
var success = WaitForConditionOrTimeOutWithTimeTravel(ValidateBitSetValues);
Assert.True(success, $"Timed out waiting for Authoritative Bitset state to equal NonAuthoritative replicated Bitset state!");
success = WaitForConditionOrTimeOutWithTimeTravel(() => RotationsMatch());
Assert.True(success, $"[Timed-Out] Authoritative rotation {m_AuthoritativeTransform.transform.rotation.eulerAngles} != Non-Authoritative rotation {m_NonAuthoritativeTransform.transform.rotation.eulerAngles}");
}
///
/// This validates that you can perform multiple explicit calls
/// within the same fractional tick period without the loss of the states applied.
///
[Test]
public void TestMultipleExplicitSetStates([Values] Interpolation interpolation)
{
var interpolate = interpolation == Interpolation.EnableInterpolate;
m_AuthoritativeTransform.Interpolate = interpolate;
var updatedPosition = GetRandomVector3(-5.0f, 5.0f);
m_AuthoritativeTransform.SetState(updatedPosition, null, null, !interpolate);
// Advance to next frame
TimeTravel(0.001f, 1);
updatedPosition += GetRandomVector3(-5.0f, 5.0f);
m_AuthoritativeTransform.SetState(updatedPosition, null, null, !interpolate);
TimeTravelAdvanceTick();
var success = WaitForConditionOrTimeOutWithTimeTravel(() => PositionsMatch());
Assert.True(success, $"[Timed-Out] Authoritative position {m_AuthoritativeTransform.transform.position} != Non-Authoritative position {m_NonAuthoritativeTransform.transform.position}");
Assert.True(Approximately(updatedPosition, m_NonAuthoritativeTransform.transform.position), $"NonAuthority position {m_NonAuthoritativeTransform.transform.position} does not equal the calculated position {updatedPosition}!");
var updatedRotation = m_AuthoritativeTransform.transform.rotation;
updatedRotation.eulerAngles += GetRandomVector3(-30.0f, 30.0f);
m_AuthoritativeTransform.SetState(null, updatedRotation, null, !interpolate);
// Advance to next frame
TimeTravel(0.001f, 1);
updatedRotation.eulerAngles += GetRandomVector3(-30.0f, 30.0f);
m_AuthoritativeTransform.SetState(null, updatedRotation, null, !interpolate);
TimeTravelAdvanceTick();
success = WaitForConditionOrTimeOutWithTimeTravel(() => RotationsMatch());
Assert.True(success, $"[Timed-Out] Authoritative rotation {m_AuthoritativeTransform.transform.rotation.eulerAngles} != Non-Authoritative rotation {m_NonAuthoritativeTransform.transform.rotation.eulerAngles}");
Assert.True(Approximately(updatedRotation.eulerAngles, m_NonAuthoritativeTransform.transform.rotation.eulerAngles), $"NonAuthority rotation {m_NonAuthoritativeTransform.transform.rotation.eulerAngles} does not equal the calculated rotation {updatedRotation.eulerAngles}!");
var updatedScale = m_AuthoritativeTransform.transform.localScale;
updatedScale += GetRandomVector3(-2.0f, 2.0f);
m_AuthoritativeTransform.SetState(null, null, updatedScale, !interpolate);
// Advance to next frame
TimeTravel(0.001f, 1);
updatedScale += GetRandomVector3(-2.0f, 2.0f);
m_AuthoritativeTransform.SetState(null, null, updatedScale, !interpolate);
TimeTravelAdvanceTick();
success = WaitForConditionOrTimeOutWithTimeTravel(() => ScaleValuesMatch());
Assert.True(success, $"[Timed-Out] Authoritative rotation {m_AuthoritativeTransform.transform.localScale} != Non-Authoritative rotation {m_NonAuthoritativeTransform.transform.localScale}");
Assert.True(Approximately(updatedScale, m_NonAuthoritativeTransform.transform.localScale), $"NonAuthority scale {m_NonAuthoritativeTransform.transform.localScale} does not equal the calculated scale {updatedScale}!");
// Now test explicitly setting all axis of transform multiple times during a fractional tick period
updatedPosition += GetRandomVector3(-5.0f, 5.0f);
updatedRotation.eulerAngles += GetRandomVector3(-30.0f, 30.0f);
updatedScale += GetRandomVector3(-2.0f, 2.0f);
m_AuthoritativeTransform.SetState(updatedPosition, updatedRotation, updatedScale, !interpolate);
// Advance to next frame
TimeTravel(0.001f, 1);
updatedPosition += GetRandomVector3(-5.0f, 5.0f);
updatedRotation.eulerAngles += GetRandomVector3(-30.0f, 30.0f);
updatedScale += GetRandomVector3(-2.0f, 2.0f);
m_AuthoritativeTransform.SetState(updatedPosition, updatedRotation, updatedScale, !interpolate);
// Advance to next frame
TimeTravel(0.001f, 1);
updatedPosition += GetRandomVector3(-5.0f, 5.0f);
updatedRotation.eulerAngles += GetRandomVector3(-30.0f, 30.0f);
updatedScale += GetRandomVector3(-2.0f, 2.0f);
m_AuthoritativeTransform.SetState(updatedPosition, updatedRotation, updatedScale, !interpolate);
// Advance to next frame
TimeTravel(0.001f, 1);
TimeTravelAdvanceTick();
success = WaitForConditionOrTimeOutWithTimeTravel(() => PositionsMatch() && RotationsMatch() && ScaleValuesMatch());
Assert.True(success, $"[Timed-Out] Authoritative transform != Non-Authoritative transform!");
Assert.True(Approximately(updatedPosition, m_NonAuthoritativeTransform.transform.position), $"NonAuthority position {m_NonAuthoritativeTransform.transform.position} does not equal the calculated position {updatedPosition}!");
Assert.True(Approximately(updatedRotation.eulerAngles, m_NonAuthoritativeTransform.transform.rotation.eulerAngles), $"NonAuthority rotation {m_NonAuthoritativeTransform.transform.rotation.eulerAngles} does not equal the calculated rotation {updatedRotation.eulerAngles}!");
Assert.True(Approximately(updatedScale, m_NonAuthoritativeTransform.transform.localScale), $"NonAuthority scale {m_NonAuthoritativeTransform.transform.localScale} does not equal the calculated scale {updatedScale}!");
}
///
/// This test validates the method
/// usage for the non-authoritative side. It will either be the owner or the server making/requesting state changes.
/// This validates that:
/// - The owner authoritative mode can still be controlled by the server (i.e. owner authoritative with server authority override capabilities)
/// - The server authoritative mode can still be directed by the client owner.
///
///
/// This also tests that the original server authoritative model with client-owner driven NetworkTransforms is preserved.
///
[Test]
public void NonAuthorityOwnerSettingStateTest([Values] Interpolation interpolation)
{
var interpolate = interpolation != Interpolation.EnableInterpolate;
m_AuthoritativeTransform.Interpolate = interpolate;
m_NonAuthoritativeTransform.Interpolate = interpolate;
m_NonAuthoritativeTransform.RotAngleThreshold = m_AuthoritativeTransform.RotAngleThreshold = 0.1f;
// Test one parameter at a time first
var newPosition = new Vector3(125f, 35f, 65f);
var newRotation = Quaternion.Euler(1, 2, 3);
var newScale = new Vector3(2.0f, 2.0f, 2.0f);
m_NonAuthoritativeTransform.SetState(newPosition, null, null, interpolate);
var success = WaitForConditionOrTimeOutWithTimeTravel(() => PositionsMatchesValue(newPosition));
Assert.True(success, $"Timed out waiting for non-authoritative position state request to be applied!");
Assert.True(Approximately(newPosition, m_AuthoritativeTransform.transform.position), "Authoritative position does not match!");
Assert.True(Approximately(newPosition, m_NonAuthoritativeTransform.transform.position), "Non-Authoritative position does not match!");
m_NonAuthoritativeTransform.SetState(null, newRotation, null, interpolate);
success = WaitForConditionOrTimeOutWithTimeTravel(() => RotationMatchesValue(newRotation.eulerAngles));
Assert.True(success, $"Timed out waiting for non-authoritative rotation state request to be applied!");
Assert.True(Approximately(newRotation.eulerAngles, m_AuthoritativeTransform.transform.rotation.eulerAngles), "Authoritative rotation does not match!");
Assert.True(Approximately(newRotation.eulerAngles, m_NonAuthoritativeTransform.transform.rotation.eulerAngles), "Non-Authoritative rotation does not match!");
m_NonAuthoritativeTransform.SetState(null, null, newScale, interpolate);
success = WaitForConditionOrTimeOutWithTimeTravel(() => ScaleMatchesValue(newScale));
Assert.True(success, $"Timed out waiting for non-authoritative scale state request to be applied!");
Assert.True(Approximately(newScale, m_AuthoritativeTransform.transform.localScale), "Authoritative scale does not match!");
Assert.True(Approximately(newScale, m_NonAuthoritativeTransform.transform.localScale), "Non-Authoritative scale does not match!");
// Test all parameters at once
newPosition = new Vector3(55f, 95f, -25f);
newRotation = Quaternion.Euler(20, 5, 322);
newScale = new Vector3(0.5f, 0.5f, 0.5f);
m_NonAuthoritativeTransform.SetState(newPosition, newRotation, newScale, interpolate);
success = WaitForConditionOrTimeOutWithTimeTravel(() => PositionRotationScaleMatches(newPosition, newRotation.eulerAngles, newScale));
Assert.True(success, $"Timed out waiting for non-authoritative position, rotation, and scale state request to be applied!");
Assert.True(Approximately(newPosition, m_AuthoritativeTransform.transform.position), "Authoritative position does not match!");
Assert.True(Approximately(newPosition, m_NonAuthoritativeTransform.transform.position), "Non-Authoritative position does not match!");
Assert.True(Approximately(newRotation.eulerAngles, m_AuthoritativeTransform.transform.rotation.eulerAngles), "Authoritative rotation does not match!");
Assert.True(Approximately(newRotation.eulerAngles, m_NonAuthoritativeTransform.transform.rotation.eulerAngles), "Non-Authoritative rotation does not match!");
Assert.True(Approximately(newScale, m_AuthoritativeTransform.transform.localScale), "Authoritative scale does not match!");
Assert.True(Approximately(newScale, m_NonAuthoritativeTransform.transform.localScale), "Non-Authoritative scale does not match!");
}
///
/// Validates that the unreliable frame synchronization is correct on the
/// non-authority side when using half float precision.
///
[Test]
public void UnreliableHalfPrecisionTest([Values] Interpolation interpolation)
{
var interpolate = interpolation != Interpolation.EnableInterpolate;
m_AuthoritativeTransform.Interpolate = interpolate;
m_NonAuthoritativeTransform.Interpolate = interpolate;
m_AuthoritativeTransform.UseHalfFloatPrecision = true;
m_NonAuthoritativeTransform.UseHalfFloatPrecision = true;
m_AuthoritativeTransform.UseUnreliableDeltas = true;
m_NonAuthoritativeTransform.UseUnreliableDeltas = true;
m_AuthoritativeTransform.AuthorityPushedTransformState += AuthorityPushedTransformState;
m_NonAuthoritativeTransform.NonAuthorityReceivedTransformState += NonAuthorityReceivedTransformState;
m_AuthoritativeTransform.MoveSpeed = 6.325f;
m_AuthoritativeTransform.AuthorityMove = true;
m_AuthoritativeTransform.DirectionToMove = GetRandomVector3(-1.0f, 1.0f);
// Iterate several times so the authority moves around enough where we get 10 frame synchs to compare against.
for (int i = 0; i < 10; i++)
{
m_AuthorityFrameSync = false;
m_NonAuthorityFrameSync = false;
VerboseDebug($"Starting with authority ({m_AuthoritativeTransform.transform.position}) and nonauthority({m_NonAuthoritativeTransform.transform.position})");
var success = WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthorityFrameSync && m_NonAuthorityFrameSync, 320);
Assert.True(success, $"Timed out waiting for authority or nonauthority frame state synchronization!");
VerboseDebug($"Comparing authority ({m_AuthorityPosition}) with nonauthority({m_NonAuthorityPosition})");
Assert.True(Approximately(m_AuthorityPosition, m_NonAuthorityPosition), $"Non-Authoritative position {m_AuthorityPosition} does not match authortative position {m_NonAuthorityPosition}!");
}
m_AuthoritativeTransform.AuthorityMove = false;
m_AuthoritativeTransform.AuthorityPushedTransformState -= AuthorityPushedTransformState;
m_NonAuthoritativeTransform.NonAuthorityReceivedTransformState -= NonAuthorityReceivedTransformState;
}
private bool m_AuthorityFrameSync;
private Vector3 m_AuthorityPosition;
private bool m_NonAuthorityFrameSync;
private Vector3 m_NonAuthorityPosition;
private void AuthorityPushedTransformState(ref NetworkTransform.NetworkTransformState networkTransformState)
{
if (networkTransformState.UnreliableFrameSync)
{
m_AuthorityPosition = m_AuthoritativeTransform.GetSpaceRelativePosition();
m_AuthorityFrameSync = true;
}
}
private void NonAuthorityReceivedTransformState(ref NetworkTransform.NetworkTransformState networkTransformState)
{
if (networkTransformState.UnreliableFrameSync)
{
m_NonAuthorityPosition = networkTransformState.NetworkDeltaPosition.GetFullPosition();
m_NonAuthorityFrameSync = true;
}
}
}
}