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.2] - 2024-04-02 ### Added - Added updates to all internal messages to account for a distributed authority network session connection. (#2863) - Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863) - For a customized `NetworkRigidbodyBase` class: - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes. - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned. - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to: - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`. - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use. - Provides additional public methods: - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting). - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping. - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep. - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic. - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state. - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized. - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863) - Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863) - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority. - Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863) - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation. - Added distributed authority mode support to `NetworkAnimator`. (#2863) - Added session mode selection to `NetworkManager` inspector view. (#2863) - Added distributed authority permissions feature. (#2863) - Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863) - Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863) - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example). - Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863) - Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863) - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true. - Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863) - Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863) ### Fixed - Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807) - Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796) ### Changed - Changed client side awareness of other clients is now the same as a server or host. (#2863) - Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863) - Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863) - Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863) - Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863) - Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863) - Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810) - Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
912 lines
48 KiB
C#
912 lines
48 KiB
C#
#if !MULTIPLAYER_TOOLS
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using NUnit.Framework;
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using Unity.Netcode.Components;
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using UnityEngine;
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namespace Unity.Netcode.RuntimeTests
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{
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[TestFixture(TransformSpace.World, Precision.Full, Rotation.Euler)]
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[TestFixture(TransformSpace.World, Precision.Half, Rotation.Euler)]
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[TestFixture(TransformSpace.Local, Precision.Full, Rotation.Euler)]
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[TestFixture(TransformSpace.Local, Precision.Half, Rotation.Euler)]
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[TestFixture(TransformSpace.World, Precision.Full, Rotation.Quaternion)]
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[TestFixture(TransformSpace.World, Precision.Half, Rotation.Quaternion)]
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[TestFixture(TransformSpace.Local, Precision.Full, Rotation.Quaternion)]
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[TestFixture(TransformSpace.Local, Precision.Half, Rotation.Quaternion)]
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public class NetworkTransformStateTests
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{
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public enum SyncAxis
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{
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SyncPosX,
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SyncPosY,
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SyncPosZ,
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SyncPosXY,
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SyncPosXZ,
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SyncPosYZ,
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SyncPosXYZ,
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SyncRotX,
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SyncRotY,
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SyncRotZ,
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SyncRotXY,
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SyncRotXZ,
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SyncRotYZ,
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SyncRotXYZ,
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SyncScaleX,
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SyncScaleY,
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SyncScaleZ,
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SyncScaleXY,
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SyncScaleXZ,
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SyncScaleYZ,
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SyncScaleXYZ,
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SyncAllX,
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SyncAllY,
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SyncAllZ,
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SyncAllXY,
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SyncAllXZ,
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SyncAllYZ,
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SyncAllXYZ
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}
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public enum TransformSpace
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{
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World,
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Local
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}
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public enum Rotation
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{
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Euler,
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Quaternion
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}
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public enum SynchronizationType
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{
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Delta,
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Teleport
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}
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public enum Precision
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{
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Half,
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Full
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}
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private TransformSpace m_TransformSpace;
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private Precision m_Precision;
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private Rotation m_Rotation;
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public NetworkTransformStateTests(TransformSpace transformSpace, Precision precision, Rotation rotation)
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{
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m_TransformSpace = transformSpace;
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m_Precision = precision;
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m_Rotation = rotation;
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}
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private bool WillAnAxisBeSynchronized(ref NetworkTransform networkTransform)
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{
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return networkTransform.SyncScaleX || networkTransform.SyncScaleY || networkTransform.SyncScaleZ ||
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networkTransform.SyncRotAngleX || networkTransform.SyncRotAngleY || networkTransform.SyncRotAngleZ ||
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networkTransform.SyncPositionX || networkTransform.SyncPositionY || networkTransform.SyncPositionZ;
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}
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[Test]
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public void NetworkTransformStateFlags()
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{
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var indexValues = new System.Collections.Generic.List<uint>();
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var currentFlag = (uint)0x00000001;
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for (int j = 0; j < 18; j++)
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{
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indexValues.Add(currentFlag);
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currentFlag = currentFlag << 1;
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}
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// TrackByStateId is unique
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indexValues.Add(0x10000000);
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var boolSet = new System.Collections.Generic.List<bool>();
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var transformState = new NetworkTransform.NetworkTransformState();
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// Test setting one at a time.
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for (int j = 0; j < 19; j++)
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{
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boolSet = new System.Collections.Generic.List<bool>();
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for (int i = 0; i < 19; i++)
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{
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if (i == j)
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{
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boolSet.Add(true);
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}
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else
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{
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boolSet.Add(false);
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}
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}
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transformState = new NetworkTransform.NetworkTransformState()
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{
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InLocalSpace = boolSet[0],
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HasPositionX = boolSet[1],
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HasPositionY = boolSet[2],
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HasPositionZ = boolSet[3],
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HasRotAngleX = boolSet[4],
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HasRotAngleY = boolSet[5],
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HasRotAngleZ = boolSet[6],
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HasScaleX = boolSet[7],
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HasScaleY = boolSet[8],
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HasScaleZ = boolSet[9],
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IsTeleportingNextFrame = boolSet[10],
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UseInterpolation = boolSet[11],
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QuaternionSync = boolSet[12],
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QuaternionCompression = boolSet[13],
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UseHalfFloatPrecision = boolSet[14],
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IsSynchronizing = boolSet[15],
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UsePositionSlerp = boolSet[16],
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IsParented = boolSet[17],
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TrackByStateId = boolSet[18],
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};
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Assert.True((transformState.BitSet & indexValues[j]) == indexValues[j], $"[FlagTest][Individual] Set flag value {indexValues[j]} at index {j}, but BitSet value did not match!");
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}
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// Test setting all flag values
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boolSet = new System.Collections.Generic.List<bool>();
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for (int i = 0; i < 19; i++)
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{
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boolSet.Add(true);
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}
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transformState = new NetworkTransform.NetworkTransformState()
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{
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InLocalSpace = boolSet[0],
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HasPositionX = boolSet[1],
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HasPositionY = boolSet[2],
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HasPositionZ = boolSet[3],
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HasRotAngleX = boolSet[4],
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HasRotAngleY = boolSet[5],
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HasRotAngleZ = boolSet[6],
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HasScaleX = boolSet[7],
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HasScaleY = boolSet[8],
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HasScaleZ = boolSet[9],
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IsTeleportingNextFrame = boolSet[10],
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UseInterpolation = boolSet[11],
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QuaternionSync = boolSet[12],
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QuaternionCompression = boolSet[13],
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UseHalfFloatPrecision = boolSet[14],
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IsSynchronizing = boolSet[15],
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UsePositionSlerp = boolSet[16],
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IsParented = boolSet[17],
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TrackByStateId = boolSet[18],
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};
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for (int j = 0; j < 19; j++)
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{
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Assert.True((transformState.BitSet & indexValues[j]) == indexValues[j], $"[FlagTest][All] All flag values are set but failed to detect flag value {indexValues[j]}!");
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}
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// Test getting all flag values
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transformState = new NetworkTransform.NetworkTransformState();
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for (int i = 0; i < 19; i++)
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{
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transformState.BitSet |= indexValues[i];
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}
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Assert.True(transformState.InLocalSpace, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.InLocalSpace)}!");
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Assert.True(transformState.HasPositionX, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.HasPositionX)}!");
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Assert.True(transformState.HasPositionY, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.HasPositionY)}!");
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Assert.True(transformState.HasPositionZ, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.HasPositionZ)}!");
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Assert.True(transformState.HasRotAngleX, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.HasRotAngleX)}!");
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Assert.True(transformState.HasRotAngleY, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.HasRotAngleY)}!");
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Assert.True(transformState.HasRotAngleZ, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.HasRotAngleZ)}!");
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Assert.True(transformState.HasScaleX, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.HasScaleX)}!");
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Assert.True(transformState.HasScaleY, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.HasScaleY)}!");
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Assert.True(transformState.HasScaleZ, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.HasScaleZ)}!");
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Assert.True(transformState.IsTeleportingNextFrame, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.IsTeleportingNextFrame)}!");
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Assert.True(transformState.UseInterpolation, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.UseInterpolation)}!");
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Assert.True(transformState.QuaternionSync, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.QuaternionSync)}!");
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Assert.True(transformState.QuaternionCompression, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.QuaternionCompression)}!");
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Assert.True(transformState.UseHalfFloatPrecision, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.UseHalfFloatPrecision)}!");
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Assert.True(transformState.IsSynchronizing, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.IsSynchronizing)}!");
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Assert.True(transformState.UsePositionSlerp, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.UsePositionSlerp)}!");
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Assert.True(transformState.IsParented, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.IsParented)}!");
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Assert.True(transformState.TrackByStateId, $"[FlagTest][Get] Failed to detect {nameof(NetworkTransform.NetworkTransformState.TrackByStateId)}!");
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}
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[Test]
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public void TestSyncAxes([Values] SynchronizationType synchronizationType, [Values] SyncAxis syncAxis)
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{
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bool inLocalSpace = m_TransformSpace == TransformSpace.Local;
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bool isTeleporting = synchronizationType == SynchronizationType.Teleport;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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var gameObject = new GameObject($"Test-{nameof(NetworkTransformStateTests)}.{nameof(TestSyncAxes)}");
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var networkObject = gameObject.AddComponent<NetworkObject>();
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var networkTransform = gameObject.AddComponent<NetworkTransform>();
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var manager = new GameObject($"Test-{nameof(NetworkManager)}.{nameof(TestSyncAxes)}");
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var networkManager = manager.AddComponent<NetworkManager>();
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networkManager.NetworkConfig = new NetworkConfig();
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networkObject.NetworkManagerOwner = networkManager;
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networkTransform.enabled = false; // do not tick `FixedUpdate()` or `Update()`
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var initialPosition = Vector3.zero;
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var initialRotAngles = Vector3.zero;
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var initialScale = Vector3.one;
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networkTransform.UseHalfFloatPrecision = m_Precision == Precision.Half;
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networkTransform.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
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networkTransform.transform.position = initialPosition;
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networkTransform.transform.eulerAngles = initialRotAngles;
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networkTransform.transform.localScale = initialScale;
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networkTransform.SyncPositionX = syncPosX;
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networkTransform.SyncPositionY = syncPosY;
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networkTransform.SyncPositionZ = syncPosZ;
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networkTransform.SyncRotAngleX = syncRotX;
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networkTransform.SyncRotAngleY = syncRotY;
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networkTransform.SyncRotAngleZ = syncRotZ;
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networkTransform.SyncScaleX = syncScaX;
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networkTransform.SyncScaleY = syncScaY;
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networkTransform.SyncScaleZ = syncScaZ;
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networkTransform.InLocalSpace = inLocalSpace;
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// We want a relatively clean networkTransform state before we try to apply the transform to it
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// We only preserve InLocalSpace and IsTeleportingNextFrame properties as they are the only things
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// needed when applying a transform to a NetworkTransformState
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var networkTransformState = new NetworkTransform.NetworkTransformState
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{
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InLocalSpace = inLocalSpace,
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IsTeleportingNextFrame = isTeleporting,
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NetworkDeltaPosition = new NetworkDeltaPosition(Vector3.zero, 0)
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};
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// Step 1: change properties, expect state to be dirty
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{
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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;
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networkTransform.RotAngleThreshold = rotAngleThreshold;
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networkTransform.ScaleThreshold = scaleThreshold;
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|
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var networkTransformState = new NetworkTransform.NetworkTransformState
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{
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PositionX = initialPosition.x,
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PositionY = initialPosition.y,
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PositionZ = initialPosition.z,
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RotAngleX = initialRotAngles.x,
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RotAngleY = initialRotAngles.y,
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|
RotAngleZ = initialRotAngles.z,
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|
ScaleX = initialScale.x,
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|
ScaleY = initialScale.y,
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ScaleZ = initialScale.z,
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InLocalSpace = inLocalSpace
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};
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|
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// Step 1: change properties, expect state to be dirty
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{
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|
networkTransform.transform.position = new Vector3(3, 4, 5);
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networkTransform.transform.eulerAngles = new Vector3(30, 45, 90);
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networkTransform.transform.localScale = new Vector3(1.1f, 0.5f, 2.5f);
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|
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Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
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|
}
|
|
|
|
// Step 2: make changes below and above thresholds
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|
// changes below the threshold should not make `NetworkState` dirty
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|
// changes above the threshold should make `NetworkState` dirty
|
|
{
|
|
// Position
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|
if (!Mathf.Approximately(positionThreshold, 0.0f))
|
|
{
|
|
var position = networkTransform.transform.position;
|
|
|
|
// PositionX
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|
{
|
|
position.x += positionThreshold / 2;
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|
networkTransform.transform.position = position;
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|
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
|