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com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformStateTests.cs
Unity Technologies 63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.4
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-exp.4] - 2024-05-31

### Added

- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)

### Fixed

- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)

### Changed

- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
2024-05-31 00:00:00 +00:00

912 lines
48 KiB
C#

#if !MULTIPLAYER_TOOLS
using NUnit.Framework;
using Unity.Netcode.Components;
using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(TransformSpace.World, Precision.Full, Rotation.Euler)]
[TestFixture(TransformSpace.World, Precision.Half, Rotation.Euler)]
[TestFixture(TransformSpace.Local, Precision.Full, Rotation.Euler)]
[TestFixture(TransformSpace.Local, Precision.Half, Rotation.Euler)]
[TestFixture(TransformSpace.World, Precision.Full, Rotation.Quaternion)]
[TestFixture(TransformSpace.World, Precision.Half, Rotation.Quaternion)]
[TestFixture(TransformSpace.Local, Precision.Full, Rotation.Quaternion)]
[TestFixture(TransformSpace.Local, Precision.Half, Rotation.Quaternion)]
internal class NetworkTransformStateTests
{
public enum SyncAxis
{
SyncPosX,
SyncPosY,
SyncPosZ,
SyncPosXY,
SyncPosXZ,
SyncPosYZ,
SyncPosXYZ,
SyncRotX,
SyncRotY,
SyncRotZ,
SyncRotXY,
SyncRotXZ,
SyncRotYZ,
SyncRotXYZ,
SyncScaleX,
SyncScaleY,
SyncScaleZ,
SyncScaleXY,
SyncScaleXZ,
SyncScaleYZ,
SyncScaleXYZ,
SyncAllX,
SyncAllY,
SyncAllZ,
SyncAllXY,
SyncAllXZ,
SyncAllYZ,
SyncAllXYZ
}
public enum TransformSpace
{
World,
Local
}
public enum Rotation
{
Euler,
Quaternion
}
public enum SynchronizationType
{
Delta,
Teleport
}
public enum Precision
{
Half,
Full
}
private TransformSpace m_TransformSpace;
private Precision m_Precision;
private Rotation m_Rotation;
public NetworkTransformStateTests(TransformSpace transformSpace, Precision precision, Rotation rotation)
{
m_TransformSpace = transformSpace;
m_Precision = precision;
m_Rotation = rotation;
}
private bool WillAnAxisBeSynchronized(ref NetworkTransform networkTransform)
{
return networkTransform.SyncScaleX || networkTransform.SyncScaleY || networkTransform.SyncScaleZ ||
networkTransform.SyncRotAngleX || networkTransform.SyncRotAngleY || networkTransform.SyncRotAngleZ ||
networkTransform.SyncPositionX || networkTransform.SyncPositionY || networkTransform.SyncPositionZ;
}
[Test]
public void NetworkTransformStateFlags()
{
var indexValues = new System.Collections.Generic.List<uint>();
var currentFlag = (uint)0x00000001;
for (int j = 0; j < 18; j++)
{
indexValues.Add(currentFlag);
currentFlag = currentFlag << 1;
}
// TrackByStateId is unique
indexValues.Add(0x10000000);
var boolSet = new System.Collections.Generic.List<bool>();
var transformState = new NetworkTransform.NetworkTransformState();
// Test setting one at a time.
for (int j = 0; j < 19; j++)
{
boolSet = new System.Collections.Generic.List<bool>();
for (int i = 0; i < 19; i++)
{
if (i == j)
{
boolSet.Add(true);
}
else
{
boolSet.Add(false);
}
}
transformState = new NetworkTransform.NetworkTransformState()
{
InLocalSpace = boolSet[0],
HasPositionX = boolSet[1],
HasPositionY = boolSet[2],
HasPositionZ = boolSet[3],
HasRotAngleX = boolSet[4],
HasRotAngleY = boolSet[5],
HasRotAngleZ = boolSet[6],
HasScaleX = boolSet[7],
HasScaleY = boolSet[8],
HasScaleZ = boolSet[9],
IsTeleportingNextFrame = boolSet[10],
UseInterpolation = boolSet[11],
QuaternionSync = boolSet[12],
QuaternionCompression = boolSet[13],
UseHalfFloatPrecision = boolSet[14],
IsSynchronizing = boolSet[15],
UsePositionSlerp = boolSet[16],
IsParented = boolSet[17],
TrackByStateId = boolSet[18],
};
Assert.True((transformState.BitSet & indexValues[j]) == indexValues[j], $"[FlagTest][Individual] Set flag value {indexValues[j]} at index {j}, but BitSet value did not match!");
}
// Test setting all flag values
boolSet = new System.Collections.Generic.List<bool>();
for (int i = 0; i < 19; i++)
{
boolSet.Add(true);
}
transformState = new NetworkTransform.NetworkTransformState()
{
InLocalSpace = boolSet[0],
HasPositionX = boolSet[1],
HasPositionY = boolSet[2],
HasPositionZ = boolSet[3],
HasRotAngleX = boolSet[4],
HasRotAngleY = boolSet[5],
HasRotAngleZ = boolSet[6],
HasScaleX = boolSet[7],
HasScaleY = boolSet[8],
HasScaleZ = boolSet[9],
IsTeleportingNextFrame = boolSet[10],
UseInterpolation = boolSet[11],
QuaternionSync = boolSet[12],
QuaternionCompression = boolSet[13],
UseHalfFloatPrecision = boolSet[14],
IsSynchronizing = boolSet[15],
UsePositionSlerp = boolSet[16],
IsParented = boolSet[17],
TrackByStateId = boolSet[18],
};
for (int j = 0; j < 19; j++)
{
Assert.True((transformState.BitSet & indexValues[j]) == indexValues[j], $"[FlagTest][All] All flag values are set but failed to detect flag value {indexValues[j]}!");
}
// Test getting all flag values
transformState = new NetworkTransform.NetworkTransformState();
for (int i = 0; i < 19; i++)
{
transformState.BitSet |= indexValues[i];
}
Assert.True(transformState.InLocalSpace, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.InLocalSpace)}!");
Assert.True(transformState.HasPositionX, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.HasPositionX)}!");
Assert.True(transformState.HasPositionY, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.HasPositionY)}!");
Assert.True(transformState.HasPositionZ, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.HasPositionZ)}!");
Assert.True(transformState.HasRotAngleX, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.HasRotAngleX)}!");
Assert.True(transformState.HasRotAngleY, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.HasRotAngleY)}!");
Assert.True(transformState.HasRotAngleZ, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.HasRotAngleZ)}!");
Assert.True(transformState.HasScaleX, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.HasScaleX)}!");
Assert.True(transformState.HasScaleY, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.HasScaleY)}!");
Assert.True(transformState.HasScaleZ, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.HasScaleZ)}!");
Assert.True(transformState.IsTeleportingNextFrame, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.IsTeleportingNextFrame)}!");
Assert.True(transformState.UseInterpolation, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.UseInterpolation)}!");
Assert.True(transformState.QuaternionSync, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.QuaternionSync)}!");
Assert.True(transformState.QuaternionCompression, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.QuaternionCompression)}!");
Assert.True(transformState.UseHalfFloatPrecision, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.UseHalfFloatPrecision)}!");
Assert.True(transformState.IsSynchronizing, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.IsSynchronizing)}!");
Assert.True(transformState.UsePositionSlerp, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.UsePositionSlerp)}!");
Assert.True(transformState.IsParented, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.IsParented)}!");
Assert.True(transformState.TrackByStateId, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.TrackByStateId)}!");
}
[Test]
public void TestSyncAxes([Values] SynchronizationType synchronizationType, [Values] SyncAxis syncAxis)
{
bool inLocalSpace = m_TransformSpace == TransformSpace.Local;
bool isTeleporting = synchronizationType == SynchronizationType.Teleport;
bool syncPosX = syncAxis == SyncAxis.SyncPosX || syncAxis == SyncAxis.SyncPosXY || syncAxis == SyncAxis.SyncPosXZ || syncAxis == SyncAxis.SyncPosXYZ || syncAxis == SyncAxis.SyncAllX || syncAxis == SyncAxis.SyncAllXY || syncAxis == SyncAxis.SyncAllXZ || syncAxis == SyncAxis.SyncAllXYZ;
bool syncPosY = syncAxis == SyncAxis.SyncPosY || syncAxis == SyncAxis.SyncPosXY || syncAxis == SyncAxis.SyncPosYZ || syncAxis == SyncAxis.SyncPosXYZ || syncAxis == SyncAxis.SyncAllY || syncAxis == SyncAxis.SyncAllXY || syncAxis == SyncAxis.SyncAllYZ || syncAxis == SyncAxis.SyncAllXYZ;
bool syncPosZ = syncAxis == SyncAxis.SyncPosZ || syncAxis == SyncAxis.SyncPosXZ || syncAxis == SyncAxis.SyncPosYZ || syncAxis == SyncAxis.SyncPosXYZ || syncAxis == SyncAxis.SyncAllZ || syncAxis == SyncAxis.SyncAllXZ || syncAxis == SyncAxis.SyncAllYZ || syncAxis == SyncAxis.SyncAllXYZ;
bool syncRotX = syncAxis == SyncAxis.SyncRotX || syncAxis == SyncAxis.SyncRotXY || syncAxis == SyncAxis.SyncRotXZ || syncAxis == SyncAxis.SyncRotXYZ || syncAxis == SyncAxis.SyncRotX || syncAxis == SyncAxis.SyncAllXY || syncAxis == SyncAxis.SyncAllXZ || syncAxis == SyncAxis.SyncAllXYZ;
bool syncRotY = syncAxis == SyncAxis.SyncRotY || syncAxis == SyncAxis.SyncRotXY || syncAxis == SyncAxis.SyncRotYZ || syncAxis == SyncAxis.SyncRotXYZ || syncAxis == SyncAxis.SyncRotY || syncAxis == SyncAxis.SyncAllXY || syncAxis == SyncAxis.SyncAllYZ || syncAxis == SyncAxis.SyncAllXYZ;
bool syncRotZ = syncAxis == SyncAxis.SyncRotZ || syncAxis == SyncAxis.SyncRotXZ || syncAxis == SyncAxis.SyncRotYZ || syncAxis == SyncAxis.SyncRotXYZ || syncAxis == SyncAxis.SyncRotZ || syncAxis == SyncAxis.SyncAllXZ || syncAxis == SyncAxis.SyncAllYZ || syncAxis == SyncAxis.SyncAllXYZ;
bool syncScaX = syncAxis == SyncAxis.SyncScaleX || syncAxis == SyncAxis.SyncScaleXY || syncAxis == SyncAxis.SyncScaleXZ || syncAxis == SyncAxis.SyncScaleXYZ || syncAxis == SyncAxis.SyncAllX || syncAxis == SyncAxis.SyncAllXY || syncAxis == SyncAxis.SyncAllXZ || syncAxis == SyncAxis.SyncAllXYZ;
bool syncScaY = syncAxis == SyncAxis.SyncScaleY || syncAxis == SyncAxis.SyncScaleXY || syncAxis == SyncAxis.SyncScaleYZ || syncAxis == SyncAxis.SyncScaleXYZ || syncAxis == SyncAxis.SyncAllY || syncAxis == SyncAxis.SyncAllXY || syncAxis == SyncAxis.SyncAllYZ || syncAxis == SyncAxis.SyncAllXYZ;
bool syncScaZ = syncAxis == SyncAxis.SyncScaleZ || syncAxis == SyncAxis.SyncScaleXZ || syncAxis == SyncAxis.SyncScaleYZ || syncAxis == SyncAxis.SyncScaleXYZ || syncAxis == SyncAxis.SyncAllZ || syncAxis == SyncAxis.SyncAllXZ || syncAxis == SyncAxis.SyncAllYZ || syncAxis == SyncAxis.SyncAllXYZ;
var gameObject = new GameObject($"Test-{nameof(NetworkTransformStateTests)}.{nameof(TestSyncAxes)}");
var networkObject = gameObject.AddComponent<NetworkObject>();
var networkTransform = gameObject.AddComponent<NetworkTransform>();
var manager = new GameObject($"Test-{nameof(NetworkManager)}.{nameof(TestSyncAxes)}");
var networkManager = manager.AddComponent<NetworkManager>();
networkManager.NetworkConfig = new NetworkConfig();
networkObject.NetworkManagerOwner = networkManager;
networkTransform.enabled = false; // do not tick `FixedUpdate()` or `Update()`
var initialPosition = Vector3.zero;
var initialRotAngles = Vector3.zero;
var initialScale = Vector3.one;
networkTransform.UseHalfFloatPrecision = m_Precision == Precision.Half;
networkTransform.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
networkTransform.transform.position = initialPosition;
networkTransform.transform.eulerAngles = initialRotAngles;
networkTransform.transform.localScale = initialScale;
networkTransform.SyncPositionX = syncPosX;
networkTransform.SyncPositionY = syncPosY;
networkTransform.SyncPositionZ = syncPosZ;
networkTransform.SyncRotAngleX = syncRotX;
networkTransform.SyncRotAngleY = syncRotY;
networkTransform.SyncRotAngleZ = syncRotZ;
networkTransform.SyncScaleX = syncScaX;
networkTransform.SyncScaleY = syncScaY;
networkTransform.SyncScaleZ = syncScaZ;
networkTransform.InLocalSpace = inLocalSpace;
// We want a relatively clean networkTransform state before we try to apply the transform to it
// We only preserve InLocalSpace and IsTeleportingNextFrame properties as they are the only things
// needed when applying a transform to a NetworkTransformState
var networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
NetworkDeltaPosition = new NetworkDeltaPosition(Vector3.zero, 0)
};
// Step 1: change properties, expect state to be dirty
{
networkTransform.transform.position = new Vector3(3, 4, 5);
networkTransform.transform.eulerAngles = new Vector3(30, 45, 90);
networkTransform.transform.localScale = new Vector3(1.1f, 0.5f, 2.5f);
if (syncPosX || syncPosY || syncPosZ || syncRotX || syncRotY || syncRotZ || syncScaX || syncScaY || syncScaZ)
{
Assert.NotNull(networkTransform.NetworkManager, "NetworkManager is NULL!");
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
// We want to start with a fresh NetworkTransformState since it could have other state
// information from the last time we applied the transform
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
var position = networkTransform.transform.position;
var rotAngles = networkTransform.transform.eulerAngles;
var scale = networkTransform.transform.localScale;
// Step 2: Verify the state changes in a tick are additive
// TODO: This will need to change if we update NetworkTransform to send all of the
// axis deltas that happened over a tick as a collection instead of collapsing them
// as the changes are detected.
{
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncPositionX
if (syncPosX)
{
position.x++;
networkTransform.transform.position = position;
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
Assert.IsTrue(networkTransformState.HasPositionX);
}
// SyncPositionY
if (syncPosY)
{
position = networkTransform.transform.position;
position.y++;
networkTransform.transform.position = position;
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
Assert.IsTrue(networkTransformState.HasPositionX || !syncPosX);
Assert.IsTrue(networkTransformState.HasPositionY);
}
// SyncPositionZ
if (syncPosZ)
{
position = networkTransform.transform.position;
position.z++;
networkTransform.transform.position = position;
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
Assert.IsTrue(networkTransformState.HasPositionX || !syncPosX);
Assert.IsTrue(networkTransformState.HasPositionY || !syncPosY);
Assert.IsTrue(networkTransformState.HasPositionZ);
}
// SyncRotAngleX
if (syncRotX)
{
rotAngles = networkTransform.transform.eulerAngles;
rotAngles.x++;
networkTransform.transform.eulerAngles = rotAngles;
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
Assert.IsTrue(networkTransformState.HasPositionX || !syncPosX);
Assert.IsTrue(networkTransformState.HasPositionY || !syncPosY);
Assert.IsTrue(networkTransformState.HasPositionZ || !syncPosZ);
Assert.IsTrue(networkTransformState.HasRotAngleX);
}
// SyncRotAngleY
if (syncRotY)
{
rotAngles = networkTransform.transform.eulerAngles;
rotAngles.y++;
networkTransform.transform.eulerAngles = rotAngles;
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
Assert.IsTrue(networkTransformState.HasPositionX || !syncPosX);
Assert.IsTrue(networkTransformState.HasPositionY || !syncPosY);
Assert.IsTrue(networkTransformState.HasPositionZ || !syncPosZ);
Assert.IsTrue(networkTransformState.HasRotAngleX || !syncRotX);
Assert.IsTrue(networkTransformState.HasRotAngleY);
}
// SyncRotAngleZ
if (syncRotZ)
{
rotAngles = networkTransform.transform.eulerAngles;
rotAngles.z++;
networkTransform.transform.eulerAngles = rotAngles;
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
Assert.IsTrue(networkTransformState.HasPositionX || !syncPosX);
Assert.IsTrue(networkTransformState.HasPositionY || !syncPosY);
Assert.IsTrue(networkTransformState.HasPositionZ || !syncPosZ);
Assert.IsTrue(networkTransformState.HasRotAngleX || !syncRotX);
Assert.IsTrue(networkTransformState.HasRotAngleY || !syncRotY);
Assert.IsTrue(networkTransformState.HasRotAngleZ);
}
// SyncScaleX
if (syncScaX)
{
scale = networkTransform.transform.localScale;
scale.x++;
networkTransform.transform.localScale = scale;
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
Assert.IsTrue(networkTransformState.HasPositionX || !syncPosX);
Assert.IsTrue(networkTransformState.HasPositionY || !syncPosY);
Assert.IsTrue(networkTransformState.HasPositionZ || !syncPosZ);
Assert.IsTrue(networkTransformState.HasRotAngleX || !syncRotX);
Assert.IsTrue(networkTransformState.HasRotAngleY || !syncRotY);
Assert.IsTrue(networkTransformState.HasRotAngleZ || !syncRotZ);
Assert.IsTrue(networkTransformState.HasScaleX);
}
// SyncScaleY
if (syncScaY)
{
scale = networkTransform.transform.localScale;
scale.y++;
networkTransform.transform.localScale = scale;
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
Assert.IsTrue(networkTransformState.HasPositionX || !syncPosX);
Assert.IsTrue(networkTransformState.HasPositionY || !syncPosY);
Assert.IsTrue(networkTransformState.HasPositionZ || !syncPosZ);
Assert.IsTrue(networkTransformState.HasRotAngleX || !syncRotX);
Assert.IsTrue(networkTransformState.HasRotAngleY || !syncRotY);
Assert.IsTrue(networkTransformState.HasRotAngleZ || !syncRotZ);
Assert.IsTrue(networkTransformState.HasScaleX || !syncScaX);
Assert.IsTrue(networkTransformState.HasScaleY);
}
// SyncScaleZ
if (syncScaZ)
{
scale = networkTransform.transform.localScale;
scale.z++;
networkTransform.transform.localScale = scale;
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
Assert.IsTrue(networkTransformState.HasPositionX || !syncPosX);
Assert.IsTrue(networkTransformState.HasPositionY || !syncPosY);
Assert.IsTrue(networkTransformState.HasPositionZ || !syncPosZ);
Assert.IsTrue(networkTransformState.HasRotAngleX || !syncRotX);
Assert.IsTrue(networkTransformState.HasRotAngleY || !syncRotY);
Assert.IsTrue(networkTransformState.HasRotAngleZ || !syncRotZ);
Assert.IsTrue(networkTransformState.HasScaleX || !syncScaX);
Assert.IsTrue(networkTransformState.HasScaleY || !syncScaY);
Assert.IsTrue(networkTransformState.HasScaleZ);
}
}
// Step 3: disable a particular sync flag, expect state to be not dirty
// We do this last because it changes which axis will be synchronized.
{
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
position = networkTransform.transform.position;
rotAngles = networkTransform.transform.eulerAngles;
scale = networkTransform.transform.localScale;
// SyncPositionX
if (syncPosX)
{
networkTransform.SyncPositionX = false;
position.x++;
networkTransform.transform.position = position;
// If we are synchronizing more than 1 axis (teleporting impacts this too)
if (syncAxis != SyncAxis.SyncPosX && WillAnAxisBeSynchronized(ref networkTransform))
{
// For the x axis position value We should expect the state to still be considered dirty (more than one axis is being synchronized and we are teleporting)
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
// However, we expect it to not have applied the position x delta
Assert.IsFalse(networkTransformState.HasPositionX);
}
else
{
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncPositionY
if (syncPosY)
{
networkTransform.SyncPositionY = false;
position.y++;
networkTransform.transform.position = position;
if (syncAxis != SyncAxis.SyncPosY && WillAnAxisBeSynchronized(ref networkTransform))
{
// We want to start with a fresh NetworkTransformState since it could have other state
// information from the last time we applied the transform
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
Assert.IsFalse(networkTransformState.HasPositionY);
}
else
{
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncPositionZ
if (syncPosZ)
{
networkTransform.SyncPositionZ = false;
position.z++;
networkTransform.transform.position = position;
if (syncAxis != SyncAxis.SyncPosZ && WillAnAxisBeSynchronized(ref networkTransform))
{
// We want to start with a fresh NetworkTransformState since it could have other state
// information from the last time we applied the transform
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
Assert.IsFalse(networkTransformState.HasPositionZ);
}
else
{
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncRotAngleX - Now test that we don't synchronize this specific axis as long as we are not using quaternion synchronization
if (syncRotX && m_Rotation == Rotation.Euler)
{
networkTransform.SyncRotAngleX = false;
rotAngles.x++;
networkTransform.transform.eulerAngles = rotAngles;
if (syncAxis != SyncAxis.SyncRotX && WillAnAxisBeSynchronized(ref networkTransform))
{
// We want to start with a fresh NetworkTransformState since it could have other state
// information from the last time we applied the transform
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
Assert.IsFalse(networkTransformState.HasRotAngleX);
}
else
{
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncRotAngleY - Now test that we don't synchronize this specific axis as long as we are not using quaternion synchronization
if (syncRotY && m_Rotation == Rotation.Euler)
{
networkTransform.SyncRotAngleY = false;
rotAngles.y++;
networkTransform.transform.eulerAngles = rotAngles;
if (syncAxis != SyncAxis.SyncRotY && WillAnAxisBeSynchronized(ref networkTransform))
{
// We want to start with a fresh NetworkTransformState since it could have other state
// information from the last time we applied the transform
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
Assert.IsFalse(networkTransformState.HasRotAngleY);
}
else
{
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncRotAngleZ - Now test that we don't synchronize this specific axis as long as we are not using quaternion synchronization
if (syncRotZ && m_Rotation == Rotation.Euler)
{
networkTransform.SyncRotAngleZ = false;
rotAngles.z++;
networkTransform.transform.eulerAngles = rotAngles;
if (syncAxis != SyncAxis.SyncRotZ && WillAnAxisBeSynchronized(ref networkTransform))
{
// We want to start with a fresh NetworkTransformState since it could have other state
// information from the last time we applied the transform
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
Assert.IsFalse(networkTransformState.HasRotAngleZ);
}
else
{
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncScaleX
if (syncScaX)
{
networkTransform.SyncScaleX = false;
scale.x++;
networkTransform.transform.localScale = scale;
if (syncAxis != SyncAxis.SyncScaleX && WillAnAxisBeSynchronized(ref networkTransform))
{
// We want to start with a fresh NetworkTransformState since it could have other state
// information from the last time we applied the transform
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
Assert.IsFalse(networkTransformState.HasScaleX);
}
else
{
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncScaleY
if (syncScaY)
{
networkTransform.SyncScaleY = false;
scale.y++;
networkTransform.transform.localScale = scale;
if (syncAxis != SyncAxis.SyncScaleY && WillAnAxisBeSynchronized(ref networkTransform))
{
// We want to start with a fresh NetworkTransformState since it could have other state
// information from the last time we applied the transform
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
Assert.IsFalse(networkTransformState.HasScaleY);
}
else
{
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncScaleZ
if (syncScaZ)
{
networkTransform.SyncScaleZ = false;
scale.z++;
networkTransform.transform.localScale = scale;
if (syncAxis != SyncAxis.SyncScaleZ && WillAnAxisBeSynchronized(ref networkTransform))
{
// We want to start with a fresh NetworkTransformState since it could have other state
// information from the last time we applied the transform
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
Assert.IsFalse(networkTransformState.HasScaleZ);
}
else
{
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
}
Object.DestroyImmediate(gameObject);
Object.DestroyImmediate(manager);
}
[Test]
public void TestThresholds(
[Values(NetworkTransform.PositionThresholdDefault, 1.0f)] float positionThreshold,
[Values(NetworkTransform.RotAngleThresholdDefault, 1.0f)] float rotAngleThreshold,
[Values(NetworkTransform.ScaleThresholdDefault, 0.5f)] float scaleThreshold)
{
var inLocalSpace = m_TransformSpace == TransformSpace.Local;
var gameObject = new GameObject($"Test-{nameof(NetworkTransformStateTests)}.{nameof(TestThresholds)}");
var networkTransform = gameObject.AddComponent<NetworkTransform>();
networkTransform.enabled = false; // do not tick `FixedUpdate()` or `Update()`
var initialPosition = Vector3.zero;
var initialRotAngles = Vector3.zero;
var initialScale = Vector3.one;
networkTransform.transform.position = initialPosition;
networkTransform.transform.eulerAngles = initialRotAngles;
networkTransform.transform.localScale = initialScale;
networkTransform.SyncPositionX = true;
networkTransform.SyncPositionY = true;
networkTransform.SyncPositionZ = true;
networkTransform.SyncRotAngleX = true;
networkTransform.SyncRotAngleY = true;
networkTransform.SyncRotAngleZ = true;
networkTransform.SyncScaleX = true;
networkTransform.SyncScaleY = true;
networkTransform.SyncScaleZ = true;
networkTransform.InLocalSpace = inLocalSpace;
networkTransform.PositionThreshold = positionThreshold;
networkTransform.RotAngleThreshold = rotAngleThreshold;
networkTransform.ScaleThreshold = scaleThreshold;
var networkTransformState = new NetworkTransform.NetworkTransformState
{
PositionX = initialPosition.x,
PositionY = initialPosition.y,
PositionZ = initialPosition.z,
RotAngleX = initialRotAngles.x,
RotAngleY = initialRotAngles.y,
RotAngleZ = initialRotAngles.z,
ScaleX = initialScale.x,
ScaleY = initialScale.y,
ScaleZ = initialScale.z,
InLocalSpace = inLocalSpace
};
// Step 1: change properties, expect state to be dirty
{
networkTransform.transform.position = new Vector3(3, 4, 5);
networkTransform.transform.eulerAngles = new Vector3(30, 45, 90);
networkTransform.transform.localScale = new Vector3(1.1f, 0.5f, 2.5f);
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
// Step 2: make changes below and above thresholds
// changes below the threshold should not make `NetworkState` dirty
// changes above the threshold should make `NetworkState` dirty
{
// Position
if (!Mathf.Approximately(positionThreshold, 0.0f))
{
var position = networkTransform.transform.position;
// PositionX
{
position.x += positionThreshold / 2;
networkTransform.transform.position = position;
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
position.x += positionThreshold * 2;
networkTransform.transform.position = position;
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
// PositionY
{
position.y += positionThreshold / 2;
networkTransform.transform.position = position;
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
position.y += positionThreshold * 2;
networkTransform.transform.position = position;
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
// PositionZ
{
position.z += positionThreshold / 2;
networkTransform.transform.position = position;
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
position.z += positionThreshold * 2;
networkTransform.transform.position = position;
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
// RotAngles
if (!Mathf.Approximately(rotAngleThreshold, 0.0f))
{
var rotAngles = networkTransform.transform.eulerAngles;
// RotAngleX
{
rotAngles.x += rotAngleThreshold / 2;
networkTransform.transform.eulerAngles = rotAngles;
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
rotAngles.x += rotAngleThreshold * 2;
networkTransform.transform.eulerAngles = rotAngles;
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
// RotAngleY
{
rotAngles.y += rotAngleThreshold / 2;
networkTransform.transform.eulerAngles = rotAngles;
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
rotAngles.y += rotAngleThreshold * 2;
networkTransform.transform.eulerAngles = rotAngles;
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
// RotAngleZ
{
rotAngles.z += rotAngleThreshold / 2;
networkTransform.transform.eulerAngles = rotAngles;
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
rotAngles.z += rotAngleThreshold * 2;
networkTransform.transform.eulerAngles = rotAngles;
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
// Scale
if (!Mathf.Approximately(scaleThreshold, 0.0f) && inLocalSpace)
{
var scale = networkTransform.transform.localScale;
// ScaleX
{
scale.x += scaleThreshold / 2;
networkTransform.transform.localScale = scale;
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
scale.x += scaleThreshold * 2;
networkTransform.transform.localScale = scale;
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
// ScaleY
{
scale.y += scaleThreshold / 2;
networkTransform.transform.localScale = scale;
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
scale.y += scaleThreshold * 2;
networkTransform.transform.localScale = scale;
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
// ScaleZ
{
scale.z += scaleThreshold / 2;
networkTransform.transform.localScale = scale;
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
scale.z += scaleThreshold * 2;
networkTransform.transform.localScale = scale;
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
}
Object.DestroyImmediate(gameObject);
}
}
}
#endif