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com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformTests.cs
Unity Technologies 48c6a6121c com.unity.netcode.gameobjects@2.0.0
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [2.0.0] - 2024-09-12

### Added

- Added tooltips for all of the `NetworkObject` component's properties. (#3052)
- Added message size validation to named and unnamed message sending functions for better error messages. (#3049)
- Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031)
- Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013)
- Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013)
- Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013)
- Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013)
- Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013)

### Fixed

- Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057)
- Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052)
- Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051)
- Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045)
- Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042)
- Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030)
- Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026)
- Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013)
- Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013)

### Changed

- Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052)
- Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052)
- Changed  when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052)
- Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
2024-09-12 00:00:00 +00:00

773 lines
44 KiB
C#

using System.Collections;
using NUnit.Framework;
using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// Integration tests for NetworkTransform that will test both
/// server and host operating modes and will test both authoritative
/// models for each operating mode.
/// </summary>
[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;
/// <summary>
/// Constructor
/// </summary>
/// <param name="hostOrServer">Determines if we are running as a server or host</param>
/// <param name="authority">Determines if we are using server or owner authority</param>
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();
}
/// <summary>
/// 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.
/// </summary>
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;
}
/// <summary>
/// This test validates the SwitchTransformSpaceWhenParented setting under all network topologies
/// </summary>
[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<NetworkTransformTestComponent>().TickSyncChildren = true;
m_ChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = true;
m_ChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = true;
m_SubChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = true;
m_SubChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = true;
m_ChildObject.AllowOwnerToParent = true;
m_SubChildObject.AllowOwnerToParent = true;
var authoritySideParent = SpawnObject(m_ParentObject.gameObject, authorityNetworkManager).GetComponent<NetworkObject>();
var authoritySideChild = SpawnObject(m_ChildObject.gameObject, childAuthorityNetworkManager).GetComponent<NetworkObject>();
var authoritySideSubChild = SpawnObject(m_SubChildObject.gameObject, childAuthorityNetworkManager).GetComponent<NetworkObject>();
// 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<NetworkTransformTestComponent>();
m_AuthorityParentNetworkTransform.Interpolate = true;
m_AuthorityChildNetworkTransform = m_AuthorityChildObject.GetComponent<ChildObjectComponent>();
m_AuthorityChildNetworkTransform.Interpolate = true;
m_AuthoritySubChildNetworkTransform = m_AuthoritySubChildObject.GetComponent<ChildObjectComponent>();
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<NetworkTransformTestComponent>().TickSyncChildren = false;
m_ChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = false;
m_ChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = false;
m_ChildObject.AllowOwnerToParent = false;
m_SubChildObject.AllowOwnerToParent = false;
m_SubChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = false;
m_SubChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = false;
}
/// <summary>
/// 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.
/// </summary>
[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<NetworkObject>();
var serverSideChild = SpawnObject(m_ChildObject.gameObject, authorityNetworkManager).GetComponent<NetworkObject>();
var serverSideSubChild = SpawnObject(m_SubChildObject.gameObject, authorityNetworkManager).GetComponent<NetworkObject>();
// 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<NetworkTransformTestComponent>();
m_AuthorityParentNetworkTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_AuthorityChildNetworkTransform = m_AuthorityChildObject.GetComponent<ChildObjectComponent>();
m_AuthorityChildNetworkTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_AuthoritySubChildNetworkTransform = m_AuthoritySubChildObject.GetComponent<ChildObjectComponent>();
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);
}
/// <summary>
/// This validates that multiple changes can occur within the same tick or over
/// several ticks while still keeping non-authoritative instances synchronized.
/// </summary>
/// <remarks>
/// 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.
/// </remarks>
[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");
}
}
/// <summary>
/// Checks scale of a late joining client for all instances of the late joining client's player
/// </summary>
[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
/// <summary>
/// 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.
/// </summary>
[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");
}
/// <summary>
/// The tests teleporting with and without interpolation
/// </summary>
[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}");
}
}
}