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)
521 lines
28 KiB
C#
521 lines
28 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using Unity.Netcode.Components;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode.RuntimeTests
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{
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internal class NetworkTransformAnticipationComponent : NetworkBehaviour
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{
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[Rpc(SendTo.Server)]
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public void MoveRpc(Vector3 newPosition)
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{
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transform.position = newPosition;
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}
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[Rpc(SendTo.Server)]
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public void ScaleRpc(Vector3 newScale)
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{
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transform.localScale = newScale;
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}
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[Rpc(SendTo.Server)]
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public void RotateRpc(Quaternion newRotation)
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{
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transform.rotation = newRotation;
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}
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public bool ShouldSmooth = false;
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public bool ShouldMove = false;
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public override void OnReanticipate(double lastRoundTripTime)
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{
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var transform_ = GetComponent<AnticipatedNetworkTransform>();
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if (transform_.ShouldReanticipate)
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{
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if (ShouldSmooth)
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{
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transform_.Smooth(transform_.PreviousAnticipatedState, transform_.AuthoritativeState, 1);
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}
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if (ShouldMove)
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{
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transform_.AnticipateMove(transform_.AuthoritativeState.Position + new Vector3(0, 5, 0));
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}
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}
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}
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}
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internal class NetworkTransformAnticipationTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 2;
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protected override bool m_EnableTimeTravel => true;
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protected override bool m_SetupIsACoroutine => false;
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protected override bool m_TearDownIsACoroutine => false;
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protected override void OnPlayerPrefabGameObjectCreated()
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{
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m_PlayerPrefab.AddComponent<AnticipatedNetworkTransform>();
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m_PlayerPrefab.AddComponent<NetworkTransformAnticipationComponent>();
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}
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protected override void OnTimeTravelServerAndClientsConnected()
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{
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var serverComponent = GetServerComponent();
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var testComponent = GetTestComponent();
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var otherClientComponent = GetOtherClientComponent();
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serverComponent.transform.position = Vector3.zero;
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serverComponent.transform.localScale = Vector3.one;
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serverComponent.transform.rotation = Quaternion.LookRotation(Vector3.forward);
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testComponent.transform.position = Vector3.zero;
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testComponent.transform.localScale = Vector3.one;
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testComponent.transform.rotation = Quaternion.LookRotation(Vector3.forward);
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otherClientComponent.transform.position = Vector3.zero;
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otherClientComponent.transform.localScale = Vector3.one;
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otherClientComponent.transform.rotation = Quaternion.LookRotation(Vector3.forward);
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}
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public AnticipatedNetworkTransform GetTestComponent()
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{
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return m_ClientNetworkManagers[0].LocalClient.PlayerObject.GetComponent<AnticipatedNetworkTransform>();
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}
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public AnticipatedNetworkTransform GetServerComponent()
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{
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foreach (var obj in Object.FindObjectsByType<AnticipatedNetworkTransform>(FindObjectsSortMode.None))
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{
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if (obj.NetworkManager == m_ServerNetworkManager && obj.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId)
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{
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return obj;
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}
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}
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return null;
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}
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public AnticipatedNetworkTransform GetOtherClientComponent()
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{
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foreach (var obj in Object.FindObjectsByType<AnticipatedNetworkTransform>(FindObjectsSortMode.None))
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{
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if (obj.NetworkManager == m_ClientNetworkManagers[1] && obj.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId)
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{
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return obj;
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}
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}
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return null;
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}
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[Test]
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public void WhenAnticipating_ValueChangesImmediately()
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{
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var testComponent = GetTestComponent();
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testComponent.AnticipateMove(new Vector3(0, 1, 2));
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testComponent.AnticipateScale(new Vector3(1, 2, 3));
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testComponent.AnticipateRotate(Quaternion.LookRotation(new Vector3(2, 3, 4)));
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Assert.AreEqual(new Vector3(0, 1, 2), testComponent.transform.position);
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Assert.AreEqual(new Vector3(1, 2, 3), testComponent.transform.localScale);
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Assert.AreEqual(Quaternion.LookRotation(new Vector3(2, 3, 4)), testComponent.transform.rotation);
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Assert.AreEqual(new Vector3(0, 1, 2), testComponent.AnticipatedState.Position);
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Assert.AreEqual(new Vector3(1, 2, 3), testComponent.AnticipatedState.Scale);
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Assert.AreEqual(Quaternion.LookRotation(new Vector3(2, 3, 4)), testComponent.AnticipatedState.Rotation);
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}
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[Test]
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public void WhenAnticipating_AuthoritativeValueDoesNotChange()
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{
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var testComponent = GetTestComponent();
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var startPosition = testComponent.transform.position;
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var startScale = testComponent.transform.localScale;
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var startRotation = testComponent.transform.rotation;
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testComponent.AnticipateMove(new Vector3(0, 1, 2));
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testComponent.AnticipateScale(new Vector3(1, 2, 3));
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testComponent.AnticipateRotate(Quaternion.LookRotation(new Vector3(2, 3, 4)));
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Assert.AreEqual(startPosition, testComponent.AuthoritativeState.Position);
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Assert.AreEqual(startScale, testComponent.AuthoritativeState.Scale);
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Assert.AreEqual(startRotation, testComponent.AuthoritativeState.Rotation);
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}
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[Test]
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public void WhenAnticipating_ServerDoesNotChange()
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{
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var testComponent = GetTestComponent();
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var startPosition = testComponent.transform.position;
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var startScale = testComponent.transform.localScale;
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var startRotation = testComponent.transform.rotation;
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testComponent.AnticipateMove(new Vector3(0, 1, 2));
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testComponent.AnticipateScale(new Vector3(1, 2, 3));
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testComponent.AnticipateRotate(Quaternion.LookRotation(new Vector3(2, 3, 4)));
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var serverComponent = GetServerComponent();
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Assert.AreEqual(startPosition, serverComponent.AuthoritativeState.Position);
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Assert.AreEqual(startScale, serverComponent.AuthoritativeState.Scale);
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Assert.AreEqual(startRotation, serverComponent.AuthoritativeState.Rotation);
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Assert.AreEqual(startPosition, serverComponent.AnticipatedState.Position);
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Assert.AreEqual(startScale, serverComponent.AnticipatedState.Scale);
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Assert.AreEqual(startRotation, serverComponent.AnticipatedState.Rotation);
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TimeTravel(2, 120);
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Assert.AreEqual(startPosition, serverComponent.AuthoritativeState.Position);
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Assert.AreEqual(startScale, serverComponent.AuthoritativeState.Scale);
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Assert.AreEqual(startRotation, serverComponent.AuthoritativeState.Rotation);
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Assert.AreEqual(startPosition, serverComponent.AnticipatedState.Position);
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Assert.AreEqual(startScale, serverComponent.AnticipatedState.Scale);
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Assert.AreEqual(startRotation, serverComponent.AnticipatedState.Rotation);
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}
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[Test]
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public void WhenAnticipating_OtherClientDoesNotChange()
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{
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var testComponent = GetTestComponent();
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var startPosition = testComponent.transform.position;
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var startScale = testComponent.transform.localScale;
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var startRotation = testComponent.transform.rotation;
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testComponent.AnticipateMove(new Vector3(0, 1, 2));
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testComponent.AnticipateScale(new Vector3(1, 2, 3));
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testComponent.AnticipateRotate(Quaternion.LookRotation(new Vector3(2, 3, 4)));
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var otherClientComponent = GetOtherClientComponent();
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Assert.AreEqual(startPosition, otherClientComponent.AuthoritativeState.Position);
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Assert.AreEqual(startScale, otherClientComponent.AuthoritativeState.Scale);
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Assert.AreEqual(startRotation, otherClientComponent.AuthoritativeState.Rotation);
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Assert.AreEqual(startPosition, otherClientComponent.AnticipatedState.Position);
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Assert.AreEqual(startScale, otherClientComponent.AnticipatedState.Scale);
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Assert.AreEqual(startRotation, otherClientComponent.AnticipatedState.Rotation);
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TimeTravel(2, 120);
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Assert.AreEqual(startPosition, otherClientComponent.AuthoritativeState.Position);
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Assert.AreEqual(startScale, otherClientComponent.AuthoritativeState.Scale);
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Assert.AreEqual(startRotation, otherClientComponent.AuthoritativeState.Rotation);
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Assert.AreEqual(startPosition, otherClientComponent.AnticipatedState.Position);
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Assert.AreEqual(startScale, otherClientComponent.AnticipatedState.Scale);
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Assert.AreEqual(startRotation, otherClientComponent.AnticipatedState.Rotation);
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}
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[Test]
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public void WhenServerChangesSnapValue_ValuesAreUpdated()
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{
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var testComponent = GetTestComponent();
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var serverComponent = GetServerComponent();
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serverComponent.Interpolate = false;
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testComponent.AnticipateMove(new Vector3(0, 1, 2));
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testComponent.AnticipateScale(new Vector3(1, 2, 3));
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testComponent.AnticipateRotate(Quaternion.LookRotation(new Vector3(2, 3, 4)));
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var rpcComponent = testComponent.GetComponent<NetworkTransformAnticipationComponent>();
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rpcComponent.MoveRpc(new Vector3(2, 3, 4));
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WaitForMessageReceivedWithTimeTravel<RpcMessage>(new List<NetworkManager> { m_ServerNetworkManager });
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var otherClientComponent = GetOtherClientComponent();
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WaitForConditionOrTimeOutWithTimeTravel(() => testComponent.AuthoritativeState.Position == serverComponent.transform.position && otherClientComponent.AuthoritativeState.Position == serverComponent.transform.position);
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Assert.AreEqual(serverComponent.transform.position, testComponent.transform.position);
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Assert.AreEqual(serverComponent.transform.position, testComponent.AnticipatedState.Position);
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Assert.AreEqual(serverComponent.transform.position, testComponent.AuthoritativeState.Position);
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Assert.AreEqual(serverComponent.transform.position, otherClientComponent.transform.position);
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Assert.AreEqual(serverComponent.transform.position, otherClientComponent.AnticipatedState.Position);
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Assert.AreEqual(serverComponent.transform.position, otherClientComponent.AuthoritativeState.Position);
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}
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public void AssertQuaternionsAreEquivalent(Quaternion a, Quaternion b)
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{
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var aAngles = a.eulerAngles;
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var bAngles = b.eulerAngles;
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Assert.AreEqual(aAngles.x, bAngles.x, 0.001, $"Quaternions were not equal. Expected: {a}, but was {b}");
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Assert.AreEqual(aAngles.y, bAngles.y, 0.001, $"Quaternions were not equal. Expected: {a}, but was {b}");
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Assert.AreEqual(aAngles.z, bAngles.z, 0.001, $"Quaternions were not equal. Expected: {a}, but was {b}");
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}
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public void AssertVectorsAreEquivalent(Vector3 a, Vector3 b)
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{
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Assert.AreEqual(a.x, b.x, 0.001, $"Vectors were not equal. Expected: {a}, but was {b}");
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Assert.AreEqual(a.y, b.y, 0.001, $"Vectors were not equal. Expected: {a}, but was {b}");
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Assert.AreEqual(a.z, b.z, 0.001, $"Vectors were not equal. Expected: {a}, but was {b}");
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}
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[Test]
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public void WhenServerChangesSmoothValue_ValuesAreLerped()
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{
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var testComponent = GetTestComponent();
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var otherClientComponent = GetOtherClientComponent();
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testComponent.StaleDataHandling = StaleDataHandling.Ignore;
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otherClientComponent.StaleDataHandling = StaleDataHandling.Ignore;
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var serverComponent = GetServerComponent();
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serverComponent.Interpolate = false;
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testComponent.GetComponent<NetworkTransformAnticipationComponent>().ShouldSmooth = true;
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otherClientComponent.GetComponent<NetworkTransformAnticipationComponent>().ShouldSmooth = true;
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var startPosition = testComponent.transform.position;
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var startScale = testComponent.transform.localScale;
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var startRotation = testComponent.transform.rotation;
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var anticipePosition = new Vector3(0, 1, 2);
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var anticipeScale = new Vector3(1, 2, 3);
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var anticipeRotation = Quaternion.LookRotation(new Vector3(2, 3, 4));
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var serverSetPosition = new Vector3(3, 4, 5);
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var serverSetScale = new Vector3(4, 5, 6);
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var serverSetRotation = Quaternion.LookRotation(new Vector3(5, 6, 7));
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testComponent.AnticipateMove(anticipePosition);
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testComponent.AnticipateScale(anticipeScale);
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testComponent.AnticipateRotate(anticipeRotation);
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var rpcComponent = testComponent.GetComponent<NetworkTransformAnticipationComponent>();
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rpcComponent.MoveRpc(serverSetPosition);
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rpcComponent.RotateRpc(serverSetRotation);
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rpcComponent.ScaleRpc(serverSetScale);
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WaitForMessagesReceivedWithTimeTravel(new List<Type>
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{
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typeof(RpcMessage),
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typeof(RpcMessage),
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typeof(RpcMessage),
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}, new List<NetworkManager> { m_ServerNetworkManager });
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WaitForMessageReceivedWithTimeTravel<NetworkTransformMessage>(m_ClientNetworkManagers.ToList());
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var percentChanged = 1f / 60f;
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AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.transform.position);
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AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.transform.localScale);
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AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.transform.rotation);
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AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.AnticipatedState.Position);
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AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.AnticipatedState.Scale);
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AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.AnticipatedState.Rotation);
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AssertVectorsAreEquivalent(serverSetPosition, testComponent.AuthoritativeState.Position);
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AssertVectorsAreEquivalent(serverSetScale, testComponent.AuthoritativeState.Scale);
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AssertQuaternionsAreEquivalent(serverSetRotation, testComponent.AuthoritativeState.Rotation);
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AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.transform.position);
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AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.transform.localScale);
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AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.transform.rotation);
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AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.AnticipatedState.Position);
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AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.AnticipatedState.Scale);
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AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.AnticipatedState.Rotation);
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AssertVectorsAreEquivalent(serverSetPosition, otherClientComponent.AuthoritativeState.Position);
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AssertVectorsAreEquivalent(serverSetScale, otherClientComponent.AuthoritativeState.Scale);
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AssertQuaternionsAreEquivalent(serverSetRotation, otherClientComponent.AuthoritativeState.Rotation);
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for (var i = 1; i < 60; ++i)
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{
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TimeTravel(1f / 60f, 1);
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percentChanged = 1f / 60f * (i + 1);
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AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.transform.position);
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AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.transform.localScale);
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AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.transform.rotation);
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AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.AnticipatedState.Position);
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AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.AnticipatedState.Scale);
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AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.AnticipatedState.Rotation);
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AssertVectorsAreEquivalent(serverSetPosition, testComponent.AuthoritativeState.Position);
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AssertVectorsAreEquivalent(serverSetScale, testComponent.AuthoritativeState.Scale);
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AssertQuaternionsAreEquivalent(serverSetRotation, testComponent.AuthoritativeState.Rotation);
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AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.transform.position);
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AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.transform.localScale);
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AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.transform.rotation);
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AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.AnticipatedState.Position);
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AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.AnticipatedState.Scale);
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AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.AnticipatedState.Rotation);
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AssertVectorsAreEquivalent(serverSetPosition, otherClientComponent.AuthoritativeState.Position);
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AssertVectorsAreEquivalent(serverSetScale, otherClientComponent.AuthoritativeState.Scale);
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AssertQuaternionsAreEquivalent(serverSetRotation, otherClientComponent.AuthoritativeState.Rotation);
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}
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TimeTravel(1f / 60f, 1);
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AssertVectorsAreEquivalent(serverSetPosition, testComponent.transform.position);
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AssertVectorsAreEquivalent(serverSetScale, testComponent.transform.localScale);
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AssertQuaternionsAreEquivalent(serverSetRotation, testComponent.transform.rotation);
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AssertVectorsAreEquivalent(serverSetPosition, testComponent.AnticipatedState.Position);
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AssertVectorsAreEquivalent(serverSetScale, testComponent.AnticipatedState.Scale);
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AssertQuaternionsAreEquivalent(serverSetRotation, testComponent.AnticipatedState.Rotation);
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AssertVectorsAreEquivalent(serverSetPosition, testComponent.AuthoritativeState.Position);
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AssertVectorsAreEquivalent(serverSetScale, testComponent.AuthoritativeState.Scale);
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AssertQuaternionsAreEquivalent(serverSetRotation, testComponent.AuthoritativeState.Rotation);
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AssertVectorsAreEquivalent(serverSetPosition, otherClientComponent.transform.position);
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AssertVectorsAreEquivalent(serverSetScale, otherClientComponent.transform.localScale);
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AssertQuaternionsAreEquivalent(serverSetRotation, otherClientComponent.transform.rotation);
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AssertVectorsAreEquivalent(serverSetPosition, otherClientComponent.AnticipatedState.Position);
|
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AssertVectorsAreEquivalent(serverSetScale, otherClientComponent.AnticipatedState.Scale);
|
|
AssertQuaternionsAreEquivalent(serverSetRotation, otherClientComponent.AnticipatedState.Rotation);
|
|
|
|
AssertVectorsAreEquivalent(serverSetPosition, otherClientComponent.AuthoritativeState.Position);
|
|
AssertVectorsAreEquivalent(serverSetScale, otherClientComponent.AuthoritativeState.Scale);
|
|
AssertQuaternionsAreEquivalent(serverSetRotation, otherClientComponent.AuthoritativeState.Rotation);
|
|
}
|
|
|
|
[Test]
|
|
public void WhenServerChangesReanticipeValue_ValuesAreReanticiped()
|
|
{
|
|
var testComponent = GetTestComponent();
|
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var otherClientComponent = GetOtherClientComponent();
|
|
|
|
testComponent.GetComponent<NetworkTransformAnticipationComponent>().ShouldMove = true;
|
|
otherClientComponent.GetComponent<NetworkTransformAnticipationComponent>().ShouldMove = true;
|
|
|
|
var serverComponent = GetServerComponent();
|
|
serverComponent.Interpolate = false;
|
|
serverComponent.transform.position = new Vector3(0, 1, 2);
|
|
var rpcComponent = testComponent.GetComponent<NetworkTransformAnticipationComponent>();
|
|
rpcComponent.MoveRpc(new Vector3(0, 1, 2));
|
|
|
|
WaitForMessageReceivedWithTimeTravel<RpcMessage>(new List<NetworkManager> { m_ServerNetworkManager });
|
|
|
|
WaitForMessageReceivedWithTimeTravel<NetworkTransformMessage>(m_ClientNetworkManagers.ToList());
|
|
|
|
Assert.AreEqual(new Vector3(0, 6, 2), testComponent.transform.position);
|
|
Assert.AreEqual(new Vector3(0, 6, 2), testComponent.AnticipatedState.Position);
|
|
Assert.AreEqual(new Vector3(0, 1, 2), testComponent.AuthoritativeState.Position);
|
|
|
|
Assert.AreEqual(new Vector3(0, 6, 2), otherClientComponent.transform.position);
|
|
Assert.AreEqual(new Vector3(0, 6, 2), otherClientComponent.AnticipatedState.Position);
|
|
Assert.AreEqual(new Vector3(0, 1, 2), otherClientComponent.AuthoritativeState.Position);
|
|
}
|
|
|
|
[Test]
|
|
public void WhenStaleDataArrivesToIgnoreVariable_ItIsIgnored([Values(10u, 30u, 60u)] uint tickRate, [Values(0u, 1u, 2u)] uint skipFrames)
|
|
{
|
|
m_ServerNetworkManager.NetworkConfig.TickRate = tickRate;
|
|
m_ServerNetworkManager.NetworkTickSystem.TickRate = tickRate;
|
|
|
|
for (var i = 0; i < skipFrames; ++i)
|
|
{
|
|
TimeTravel(1 / 60f, 1);
|
|
}
|
|
|
|
var serverComponent = GetServerComponent();
|
|
serverComponent.Interpolate = false;
|
|
|
|
var testComponent = GetTestComponent();
|
|
testComponent.StaleDataHandling = StaleDataHandling.Ignore;
|
|
testComponent.Interpolate = false;
|
|
|
|
var otherClientComponent = GetOtherClientComponent();
|
|
otherClientComponent.StaleDataHandling = StaleDataHandling.Ignore;
|
|
otherClientComponent.Interpolate = false;
|
|
|
|
var rpcComponent = testComponent.GetComponent<NetworkTransformAnticipationComponent>();
|
|
rpcComponent.MoveRpc(new Vector3(1, 2, 3));
|
|
|
|
WaitForMessageReceivedWithTimeTravel<RpcMessage>(new List<NetworkManager> { m_ServerNetworkManager });
|
|
|
|
testComponent.AnticipateMove(new Vector3(0, 5, 0));
|
|
rpcComponent.MoveRpc(new Vector3(4, 5, 6));
|
|
|
|
// Depending on tick rate, one of these two things will happen.
|
|
// The assertions are different based on this... either the tick rate is slow enough that the second RPC is received
|
|
// before the next update and we move to 4, 5, 6, or the tick rate is fast enough that the next update is sent out
|
|
// before the RPC is received and we get the update for the move to 1, 2, 3. Both are valid, what we want to assert
|
|
// here is that the anticipated state never becomes 1, 2, 3.
|
|
WaitForConditionOrTimeOutWithTimeTravel(() => testComponent.AuthoritativeState.Position == new Vector3(1, 2, 3) || testComponent.AuthoritativeState.Position == new Vector3(4, 5, 6));
|
|
|
|
if (testComponent.AnticipatedState.Position == new Vector3(4, 5, 6))
|
|
{
|
|
// Anticiped client received this data for a time earlier than its anticipation, and should have prioritized the anticiped value
|
|
Assert.AreEqual(new Vector3(4, 5, 6), testComponent.transform.position);
|
|
Assert.AreEqual(new Vector3(4, 5, 6), testComponent.AnticipatedState.Position);
|
|
// However, the authoritative value still gets updated
|
|
Assert.AreEqual(new Vector3(4, 5, 6), testComponent.AuthoritativeState.Position);
|
|
|
|
// Other client got the server value and had made no anticipation, so it applies it to the anticiped value as well.
|
|
Assert.AreEqual(new Vector3(4, 5, 6), otherClientComponent.transform.position);
|
|
Assert.AreEqual(new Vector3(4, 5, 6), otherClientComponent.AnticipatedState.Position);
|
|
Assert.AreEqual(new Vector3(4, 5, 6), otherClientComponent.AuthoritativeState.Position);
|
|
}
|
|
else
|
|
{
|
|
// Anticiped client received this data for a time earlier than its anticipation, and should have prioritized the anticiped value
|
|
Assert.AreEqual(new Vector3(0, 5, 0), testComponent.transform.position);
|
|
Assert.AreEqual(new Vector3(0, 5, 0), testComponent.AnticipatedState.Position);
|
|
// However, the authoritative value still gets updated
|
|
Assert.AreEqual(new Vector3(1, 2, 3), testComponent.AuthoritativeState.Position);
|
|
|
|
// Other client got the server value and had made no anticipation, so it applies it to the anticiped value as well.
|
|
Assert.AreEqual(new Vector3(1, 2, 3), otherClientComponent.transform.position);
|
|
Assert.AreEqual(new Vector3(1, 2, 3), otherClientComponent.AnticipatedState.Position);
|
|
Assert.AreEqual(new Vector3(1, 2, 3), otherClientComponent.AuthoritativeState.Position);
|
|
}
|
|
}
|
|
|
|
|
|
[Test]
|
|
public void WhenNonStaleDataArrivesToIgnoreVariable_ItIsNotIgnored([Values(10u, 30u, 60u)] uint tickRate, [Values(0u, 1u, 2u)] uint skipFrames)
|
|
{
|
|
m_ServerNetworkManager.NetworkConfig.TickRate = tickRate;
|
|
m_ServerNetworkManager.NetworkTickSystem.TickRate = tickRate;
|
|
|
|
for (var i = 0; i < skipFrames; ++i)
|
|
{
|
|
TimeTravel(1 / 60f, 1);
|
|
}
|
|
|
|
var serverComponent = GetServerComponent();
|
|
serverComponent.Interpolate = false;
|
|
|
|
var testComponent = GetTestComponent();
|
|
testComponent.StaleDataHandling = StaleDataHandling.Ignore;
|
|
testComponent.Interpolate = false;
|
|
|
|
var otherClientComponent = GetOtherClientComponent();
|
|
otherClientComponent.StaleDataHandling = StaleDataHandling.Ignore;
|
|
otherClientComponent.Interpolate = false;
|
|
|
|
testComponent.AnticipateMove(new Vector3(0, 5, 0));
|
|
var rpcComponent = testComponent.GetComponent<NetworkTransformAnticipationComponent>();
|
|
rpcComponent.MoveRpc(new Vector3(1, 2, 3));
|
|
|
|
WaitForMessageReceivedWithTimeTravel<RpcMessage>(new List<NetworkManager> { m_ServerNetworkManager });
|
|
|
|
WaitForConditionOrTimeOutWithTimeTravel(() => testComponent.AuthoritativeState.Position == serverComponent.transform.position && otherClientComponent.AuthoritativeState.Position == serverComponent.transform.position);
|
|
|
|
// Anticiped client received this data for a time earlier than its anticipation, and should have prioritized the anticiped value
|
|
Assert.AreEqual(new Vector3(1, 2, 3), testComponent.transform.position);
|
|
Assert.AreEqual(new Vector3(1, 2, 3), testComponent.AnticipatedState.Position);
|
|
// However, the authoritative value still gets updated
|
|
Assert.AreEqual(new Vector3(1, 2, 3), testComponent.AuthoritativeState.Position);
|
|
|
|
// Other client got the server value and had made no anticipation, so it applies it to the anticiped value as well.
|
|
Assert.AreEqual(new Vector3(1, 2, 3), otherClientComponent.transform.position);
|
|
Assert.AreEqual(new Vector3(1, 2, 3), otherClientComponent.AnticipatedState.Position);
|
|
Assert.AreEqual(new Vector3(1, 2, 3), otherClientComponent.AuthoritativeState.Position);
|
|
}
|
|
}
|
|
}
|