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)
553 lines
31 KiB
C#
553 lines
31 KiB
C#
using System.Collections;
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using NUnit.Framework;
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using UnityEngine;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// Integration tests for NetworkTransform that will test both
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/// server and host operating modes and will test both authoritative
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/// models for each operating mode.
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/// </summary>
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[TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.None, Rotation.Euler, Precision.Full)]
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#if !MULTIPLAYER_TOOLS
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[TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.None, Rotation.Euler, Precision.Half)]
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[TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Full)]
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[TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Half)]
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[TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Full)]
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[TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Half)]
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#endif
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[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.None, Rotation.Euler, Precision.Full)]
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#if !MULTIPLAYER_TOOLS
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[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.None, Rotation.Euler, Precision.Half)]
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[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Full)]
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[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Half)]
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[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Full)]
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[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Half)]
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#endif
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[TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.None, Rotation.Euler, Precision.Full)]
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#if !MULTIPLAYER_TOOLS
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[TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.None, Rotation.Euler, Precision.Half)]
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[TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Full)]
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[TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Half)]
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[TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Full)]
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[TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Half)]
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#endif
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public class NetworkTransformTests : NetworkTransformBase
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{
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protected const int k_TickRate = 60;
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="hostOrServer">Determines if we are running as a server or host</param>
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/// <param name="authority">Determines if we are using server or owner authority</param>
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public NetworkTransformTests(HostOrServer testWithHost, Authority authority, RotationCompression rotationCompression, Rotation rotation, Precision precision) :
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base(testWithHost, authority, rotationCompression, rotation, precision)
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{ }
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protected override bool m_EnableTimeTravel => true;
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protected override bool m_SetupIsACoroutine => false;
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protected override bool m_TearDownIsACoroutine => false;
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protected override uint GetTickRate()
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{
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return k_TickRate;
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}
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private bool m_UseParentingThreshold;
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private const float k_ParentingThreshold = 0.25f;
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protected override float GetDeltaVarianceThreshold()
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{
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if (m_UseParentingThreshold)
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{
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return k_ParentingThreshold;
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}
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return base.GetDeltaVarianceThreshold();
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}
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protected override IEnumerator OnSetup()
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{
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m_UseParentingThreshold = false;
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return base.OnSetup();
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}
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/// <summary>
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/// Handles validating the local space values match the original local space values.
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/// If not, it generates a message containing the axial values that did not match
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/// the target/start local space values.
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/// </summary>
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private void AllChildrenLocalTransformValuesMatch(bool useSubChild, ChildrenTransformCheckType checkType)
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{
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// We don't assert on timeout here because we want to log this information during PostAllChildrenLocalTransformValuesMatch
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var success = WaitForConditionOrTimeOutWithTimeTravel(() => AllInstancesKeptLocalTransformValues(useSubChild), (int)GetTickRate() * 2);
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m_InfoMessage.Clear();
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m_InfoMessage.AppendLine($"[{checkType}][{useSubChild}] Timed out waiting for all children to have the correct local space values:\n");
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if (!success)
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{
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// If we timed out, then wait for 4 ticks to assure all data has been synchronized before declaring this a failed test.
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for (int j = 0; j < 4; j++)
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{
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var instances = useSubChild ? ChildObjectComponent.SubInstances : ChildObjectComponent.Instances;
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success = PostAllChildrenLocalTransformValuesMatch(useSubChild);
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TimeTravelAdvanceTick();
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}
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}
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if (!success)
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{
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Assert.True(success, m_InfoMessage.ToString());
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}
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}
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#if !MULTIPLAYER_TOOLS
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/// <summary>
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/// Validates that transform values remain the same when a NetworkTransform is
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/// parented under another NetworkTransform under all of the possible axial conditions
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/// as well as when the parent has a varying scale.
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/// </summary>
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[Test]
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public void ParentedNetworkTransformTest([Values] Interpolation interpolation, [Values] bool worldPositionStays, [Values(0.5f, 1.0f, 5.0f)] float scale)
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{
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m_UseParentingThreshold = true;
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// Get the NetworkManager that will have authority in order to spawn with the correct authority
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var isServerAuthority = m_Authority == Authority.ServerAuthority;
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var authorityNetworkManager = m_ServerNetworkManager;
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if (!isServerAuthority)
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{
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authorityNetworkManager = m_ClientNetworkManagers[0];
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}
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// Spawn a parent and children
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ChildObjectComponent.HasSubChild = true;
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var serverSideParent = SpawnObject(m_ParentObject.gameObject, authorityNetworkManager).GetComponent<NetworkObject>();
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var serverSideChild = SpawnObject(m_ChildObject.gameObject, authorityNetworkManager).GetComponent<NetworkObject>();
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var serverSideSubChild = SpawnObject(m_SubChildObject.gameObject, authorityNetworkManager).GetComponent<NetworkObject>();
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// Assure all of the child object instances are spawned before proceeding to parenting
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var success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned);
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Assert.True(success, "Timed out waiting for all child instances to be spawned!");
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// Get the authority parent and child instances
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m_AuthorityParentObject = NetworkTransformTestComponent.AuthorityInstance.NetworkObject;
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m_AuthorityChildObject = ChildObjectComponent.AuthorityInstance.NetworkObject;
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m_AuthoritySubChildObject = ChildObjectComponent.AuthoritySubInstance.NetworkObject;
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// The child NetworkTransform will use world space when world position stays and
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// local space when world position does not stay when parenting.
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ChildObjectComponent.AuthorityInstance.InLocalSpace = !worldPositionStays;
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ChildObjectComponent.AuthorityInstance.UseHalfFloatPrecision = m_Precision == Precision.Half;
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ChildObjectComponent.AuthorityInstance.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
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ChildObjectComponent.AuthorityInstance.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
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ChildObjectComponent.AuthoritySubInstance.InLocalSpace = !worldPositionStays;
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ChildObjectComponent.AuthoritySubInstance.UseHalfFloatPrecision = m_Precision == Precision.Half;
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ChildObjectComponent.AuthoritySubInstance.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
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ChildObjectComponent.AuthoritySubInstance.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
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// Set whether we are interpolating or not
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m_AuthorityParentNetworkTransform = m_AuthorityParentObject.GetComponent<NetworkTransformTestComponent>();
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m_AuthorityParentNetworkTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
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m_AuthorityChildNetworkTransform = m_AuthorityChildObject.GetComponent<ChildObjectComponent>();
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m_AuthorityChildNetworkTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
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m_AuthoritySubChildNetworkTransform = m_AuthoritySubChildObject.GetComponent<ChildObjectComponent>();
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m_AuthoritySubChildNetworkTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
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// Apply a scale to the parent object to make sure the scale on the child is properly updated on
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// non-authority instances.
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var halfScale = scale * 0.5f;
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m_AuthorityParentObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
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m_AuthorityChildObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
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m_AuthoritySubChildObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
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// Allow one tick for authority to update these changes
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TimeTravelAdvanceTick();
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success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
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Assert.True(success, "All transform values did not match prior to parenting!");
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success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
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Assert.True(success, "All transform values did not match prior to parenting!");
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// Parent the child under the parent with the current world position stays setting
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Assert.True(serverSideChild.TrySetParent(serverSideParent.transform, worldPositionStays), "[Server-Side Child] Failed to set child's parent!");
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// Parent the sub-child under the child with the current world position stays setting
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Assert.True(serverSideSubChild.TrySetParent(serverSideChild.transform, worldPositionStays), "[Server-Side SubChild] Failed to set sub-child's parent!");
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// This waits for all child instances to be parented
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success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild);
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Assert.True(success, "Timed out waiting for all instances to have parented a child!");
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// Provide two network ticks for interpolation to finalize
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TimeTravelAdvanceTick();
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TimeTravelAdvanceTick();
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// This validates each child instance has preserved their local space values
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AllChildrenLocalTransformValuesMatch(false, ChildrenTransformCheckType.Connected_Clients);
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// This validates each sub-child instance has preserved their local space values
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AllChildrenLocalTransformValuesMatch(true, ChildrenTransformCheckType.Connected_Clients);
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// Verify that a late joining client will synchronize to the parented NetworkObjects properly
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CreateAndStartNewClientWithTimeTravel();
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// Assure all of the child object instances are spawned (basically for the newly connected client)
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success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned);
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Assert.True(success, "Timed out waiting for all child instances to be spawned!");
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// This waits for all child instances to be parented
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success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild);
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Assert.True(success, "Timed out waiting for all instances to have parented a child!");
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// This validates each child instance has preserved their local space values
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AllChildrenLocalTransformValuesMatch(false, ChildrenTransformCheckType.Late_Join_Client);
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// This validates each sub-child instance has preserved their local space values
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AllChildrenLocalTransformValuesMatch(true, ChildrenTransformCheckType.Late_Join_Client);
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}
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/// <summary>
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/// This validates that multiple changes can occur within the same tick or over
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/// several ticks while still keeping non-authoritative instances synchronized.
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/// </summary>
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/// <remarks>
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/// When testing < 3 axis: Interpolation is disabled and only 3 delta updates are applied per unique test
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/// When testing 3 axis: Interpolation is enabled, sometimes an axis is intentionally excluded during a
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/// delta update, and it runs through 8 delta updates per unique test.
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/// </remarks>
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[Test]
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public void NetworkTransformMultipleChangesOverTime([Values] TransformSpace testLocalTransform, [Values] OverrideState overideState, [Values] Axis axis)
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{
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m_AuthoritativeTransform.InLocalSpace = testLocalTransform == TransformSpace.Local;
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bool axisX = axis == Axis.X || axis == Axis.XY || axis == Axis.XZ || axis == Axis.XYZ;
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bool axisY = axis == Axis.Y || axis == Axis.XY || axis == Axis.YZ || axis == Axis.XYZ;
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bool axisZ = axis == Axis.Z || axis == Axis.XZ || axis == Axis.YZ || axis == Axis.XYZ;
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var axisCount = axisX ? 1 : 0;
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axisCount += axisY ? 1 : 0;
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axisCount += axisZ ? 1 : 0;
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// Enable interpolation when all 3 axis are selected to make sure we are synchronizing properly
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// when interpolation is enabled.
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m_AuthoritativeTransform.Interpolate = axisCount == 3 ? true : false;
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m_CurrentAxis = axis;
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m_AuthoritativeTransform.SyncPositionX = axisX;
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m_AuthoritativeTransform.SyncPositionY = axisY;
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m_AuthoritativeTransform.SyncPositionZ = axisZ;
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if (!m_AuthoritativeTransform.UseQuaternionSynchronization)
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{
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m_AuthoritativeTransform.SyncRotAngleX = axisX;
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m_AuthoritativeTransform.SyncRotAngleY = axisY;
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m_AuthoritativeTransform.SyncRotAngleZ = axisZ;
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}
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else
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{
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// This is not required for usage (setting the value should not matter when quaternion synchronization is enabled)
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// but is required for this test so we don't get a failure on an axis that is marked to not be synchronized when
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// validating the authority's values on non-authority instances.
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m_AuthoritativeTransform.SyncRotAngleX = true;
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m_AuthoritativeTransform.SyncRotAngleY = true;
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m_AuthoritativeTransform.SyncRotAngleZ = true;
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}
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m_AuthoritativeTransform.SyncScaleX = axisX;
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m_AuthoritativeTransform.SyncScaleY = axisY;
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m_AuthoritativeTransform.SyncScaleZ = axisZ;
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var positionStart = GetRandomVector3(0.25f, 1.75f);
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var rotationStart = GetRandomVector3(1f, 15f);
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var scaleStart = GetRandomVector3(0.25f, 2.0f);
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var position = positionStart;
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var rotation = rotationStart;
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var scale = scaleStart;
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var success = false;
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m_AuthoritativeTransform.StatePushed = false;
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// Wait for the deltas to be pushed
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WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed);
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// Allow the precision settings to propagate first as changing precision
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// causes a teleport event to occur
|
|
TimeTravelAdvanceTick();
|
|
var iterations = axisCount == 3 ? k_PositionRotationScaleIterations3Axis : k_PositionRotationScaleIterations;
|
|
|
|
// Move and rotate within the same tick, validate the non-authoritative instance updates
|
|
// to each set of changes. Repeat several times.
|
|
for (int i = 0; i < iterations; i++)
|
|
{
|
|
// Always reset this per delta update pass
|
|
m_AxisExcluded = false;
|
|
var deltaPositionDelta = GetRandomVector3(-1.5f, 1.5f);
|
|
var deltaRotationDelta = GetRandomVector3(-3.5f, 3.5f);
|
|
var deltaScaleDelta = GetRandomVector3(-0.5f, 0.5f);
|
|
|
|
m_NonAuthoritativeTransform.StateUpdated = false;
|
|
m_AuthoritativeTransform.StatePushed = false;
|
|
|
|
// With two or more axis, excluding one of them while chaging another will validate that
|
|
// full precision updates are maintaining their target state value(s) to interpolate towards
|
|
if (axisCount == 3)
|
|
{
|
|
position += RandomlyExcludeAxis(deltaPositionDelta);
|
|
rotation += RandomlyExcludeAxis(deltaRotationDelta);
|
|
scale += RandomlyExcludeAxis(deltaScaleDelta);
|
|
}
|
|
else
|
|
{
|
|
position += deltaPositionDelta;
|
|
rotation += deltaRotationDelta;
|
|
scale += deltaScaleDelta;
|
|
}
|
|
|
|
// Apply delta between ticks
|
|
MoveRotateAndScaleAuthority(position, rotation, scale, overideState);
|
|
|
|
// Wait for the deltas to be pushed
|
|
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed && m_NonAuthoritativeTransform.StateUpdated), $"[Non-Interpolate {i}] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed}) or state to be updated ({m_NonAuthoritativeTransform.StateUpdated})!");
|
|
|
|
// For 3 axis, we will skip validating that the non-authority interpolates to its target point at least once.
|
|
// This will validate that non-authoritative updates are maintaining their target state axis values if only 2
|
|
// of the axis are being updated to assure interpolation maintains the targeted axial value per axis.
|
|
// For 2 and 1 axis tests we always validate per delta update
|
|
if (m_AxisExcluded || axisCount < 3)
|
|
{
|
|
// Wait for deltas to synchronize on non-authoritative side
|
|
success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
|
|
// Provide additional debug info about what failed (if it fails)
|
|
if (!success)
|
|
{
|
|
m_EnableVerboseDebug = true;
|
|
success = PositionRotationScaleMatches();
|
|
m_EnableVerboseDebug = false;
|
|
}
|
|
Assert.True(success, $"[Non-Interpolate {i}] Timed out waiting for non-authority to match authority's position or rotation");
|
|
}
|
|
}
|
|
|
|
if (axisCount == 3)
|
|
{
|
|
// As a final test, wait for deltas to synchronize on non-authoritative side to assure it interpolates to th
|
|
success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
|
|
// Provide additional debug info about what failed (if it fails)
|
|
if (!success)
|
|
{
|
|
m_EnableVerboseDebug = true;
|
|
success = PositionRotationScaleMatches();
|
|
m_EnableVerboseDebug = false;
|
|
}
|
|
Assert.True(success, $"Timed out waiting for non-authority to match authority's position or rotation");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks scale of a late joining client for all instances of the late joining client's player
|
|
/// </summary>
|
|
[Test]
|
|
public void LateJoiningPlayerInitialScaleValues([Values] TransformSpace testLocalTransform, [Values] Interpolation interpolation, [Values] OverrideState overideState)
|
|
{
|
|
var overrideUpdate = overideState == OverrideState.CommitToTransform;
|
|
m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
|
|
m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
|
|
m_AuthoritativeTransform.InLocalSpace = testLocalTransform == TransformSpace.Local;
|
|
|
|
var position = GetRandomVector3(0.25f, 1.75f);
|
|
var rotation = GetRandomVector3(1f, 45f);
|
|
var scale = GetRandomVector3(0.25f, 2.0f);
|
|
|
|
// Make some changes to the currently connected clients
|
|
m_NonAuthoritativeTransform.StateUpdated = false;
|
|
m_AuthoritativeTransform.StatePushed = false;
|
|
MoveRotateAndScaleAuthority(position, rotation, scale, overideState);
|
|
|
|
// Wait for the deltas to be pushed and updated
|
|
var success = WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed && m_NonAuthoritativeTransform.StateUpdated);
|
|
Assert.True(success, $"[Interpolation {k_PositionRotationScaleIterations}] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed}) or state to be updated ({m_NonAuthoritativeTransform.StateUpdated})!");
|
|
|
|
WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
|
|
|
|
// Validate the use of the prefab's transform values as opposed to the replicated state (which now is only the last deltas)
|
|
CreateAndStartNewClientWithTimeTravel();
|
|
var newClientNetworkManager = m_ClientNetworkManagers[NumberOfClients];
|
|
foreach (var playerRelativeEntry in m_PlayerNetworkObjects)
|
|
{
|
|
foreach (var playerInstanceEntry in playerRelativeEntry.Value)
|
|
{
|
|
var playerInstance = playerInstanceEntry.Value;
|
|
if (newClientNetworkManager.LocalClientId == playerInstance.OwnerClientId)
|
|
{
|
|
Assert.IsTrue(Approximately(m_PlayerPrefab.transform.localScale, playerInstance.transform.localScale), $"{playerInstance.name}'s cloned instance's scale does not match original scale!\n" +
|
|
$"[ClientId-{playerRelativeEntry.Key} Relative] Player-{playerInstance.OwnerClientId}'s LocalScale ({playerInstance.transform.localScale}) vs Target Scale ({m_PlayerPrefab.transform.localScale})");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/// <summary>
|
|
/// Tests changing all axial values one at a time.
|
|
/// These tests are performed:
|
|
/// - While in local space and world space
|
|
/// - While interpolation is enabled and disabled
|
|
/// - Using the TryCommitTransformToServer "override" that can be used
|
|
/// from a child derived or external class.
|
|
/// </summary>
|
|
[Test]
|
|
public void TestAuthoritativeTransformChangeOneAtATime([Values] TransformSpace testLocalTransform, [Values] Interpolation interpolation, [Values] OverrideState overideState)
|
|
{
|
|
var overrideUpdate = overideState == OverrideState.CommitToTransform;
|
|
m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
|
|
m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
|
|
m_AuthoritativeTransform.InLocalSpace = testLocalTransform == TransformSpace.Local;
|
|
|
|
// test position
|
|
var authPlayerTransform = overrideUpdate ? m_OwnerTransform.transform : m_AuthoritativeTransform.transform;
|
|
|
|
Assert.AreEqual(Vector3.zero, m_NonAuthoritativeTransform.transform.position, "server side pos should be zero at first"); // sanity check
|
|
|
|
TimeTravelAdvanceTick();
|
|
|
|
m_AuthoritativeTransform.StatePushed = false;
|
|
var nextPosition = GetRandomVector3(2f, 30f);
|
|
|
|
switch (overideState)
|
|
{
|
|
case OverrideState.Update:
|
|
{
|
|
m_AuthoritativeTransform.transform.position = nextPosition;
|
|
break;
|
|
}
|
|
case OverrideState.SetState:
|
|
{
|
|
m_OwnerTransform.SetState(nextPosition, null, null);
|
|
break;
|
|
}
|
|
case OverrideState.CommitToTransform:
|
|
{
|
|
m_OwnerTransform.transform.position = nextPosition;
|
|
m_OwnerTransform.CommitToTransform();
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool success;
|
|
if (overideState == OverrideState.CommitToTransform)
|
|
{
|
|
// Wait for the deltas to be pushed
|
|
success = WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed, 600);
|
|
Assert.True(success, $"[Position] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed})!");
|
|
}
|
|
|
|
success = WaitForConditionOrTimeOutWithTimeTravel(() => PositionsMatch(), 600);
|
|
Assert.True(success, $"Timed out waiting for positions to match {m_AuthoritativeTransform.transform.position} | {m_NonAuthoritativeTransform.transform.position}");
|
|
|
|
// test rotation
|
|
Assert.AreEqual(Quaternion.identity, m_NonAuthoritativeTransform.transform.rotation, "wrong initial value for rotation"); // sanity check
|
|
|
|
m_AuthoritativeTransform.StatePushed = false;
|
|
var nextRotation = Quaternion.Euler(GetRandomVector3(5, 60)); // using euler angles instead of quaternions directly to really see issues users might encounter
|
|
switch (overideState)
|
|
{
|
|
case OverrideState.Update:
|
|
{
|
|
m_AuthoritativeTransform.transform.rotation = nextRotation;
|
|
break;
|
|
}
|
|
case OverrideState.SetState:
|
|
{
|
|
m_OwnerTransform.SetState(null, nextRotation, null);
|
|
break;
|
|
}
|
|
case OverrideState.CommitToTransform:
|
|
{
|
|
m_OwnerTransform.transform.rotation = nextRotation;
|
|
m_OwnerTransform.CommitToTransform();
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (overideState == OverrideState.CommitToTransform)
|
|
{
|
|
// Wait for the deltas to be pushed
|
|
success = WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed, 600);
|
|
Assert.True(success, $"[Rotation] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed})!");
|
|
}
|
|
|
|
// Make sure the values match
|
|
success = WaitForConditionOrTimeOutWithTimeTravel(() => RotationsMatch(), 600);
|
|
Assert.True(success, $"Timed out waiting for rotations to match");
|
|
|
|
m_AuthoritativeTransform.StatePushed = false;
|
|
var nextScale = GetRandomVector3(1, 6);
|
|
|
|
switch (overideState)
|
|
{
|
|
case OverrideState.Update:
|
|
{
|
|
m_AuthoritativeTransform.transform.localScale = nextScale;
|
|
break;
|
|
}
|
|
case OverrideState.SetState:
|
|
{
|
|
m_OwnerTransform.SetState(null, null, nextScale);
|
|
break;
|
|
}
|
|
case OverrideState.CommitToTransform:
|
|
{
|
|
m_OwnerTransform.transform.localScale = nextScale;
|
|
m_OwnerTransform.CommitToTransform();
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (overideState == OverrideState.CommitToTransform)
|
|
{
|
|
// Wait for the deltas to be pushed
|
|
success = WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed, 600);
|
|
Assert.True(success, $"[Rotation] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed})!");
|
|
}
|
|
|
|
// Make sure the scale values match
|
|
success = WaitForConditionOrTimeOutWithTimeTravel(() => ScaleValuesMatch(), 600);
|
|
Assert.True(success, $"Timed out waiting for scale values to match");
|
|
}
|
|
|
|
/// <summary>
|
|
/// The tests teleporting with and without interpolation
|
|
/// </summary>
|
|
[Test]
|
|
public void TeleportTest([Values] Interpolation interpolation)
|
|
{
|
|
m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
|
|
m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
|
|
var authTransform = m_AuthoritativeTransform.transform;
|
|
var nonAuthPosition = m_NonAuthoritativeTransform.transform.position;
|
|
var currentTick = m_AuthoritativeTransform.NetworkManager.ServerTime.Tick;
|
|
m_DetectedPotentialInterpolatedTeleport = 0.0f;
|
|
var teleportDestination = GetRandomVector3(50.0f, 200.0f);
|
|
m_NonAuthoritativeTransform.StateUpdated = false;
|
|
m_AuthoritativeTransform.StatePushed = false;
|
|
m_AuthoritativeTransform.Teleport(teleportDestination, authTransform.rotation, authTransform.localScale);
|
|
|
|
// Wait for the deltas to be pushed and updated
|
|
var success = WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed && m_NonAuthoritativeTransform.StateUpdated);
|
|
Assert.True(success, $"[Teleport] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed}) or state to be updated ({m_NonAuthoritativeTransform.StateUpdated})!");
|
|
|
|
SimulateOneFrame();
|
|
Assert.True(TeleportPositionMatches(nonAuthPosition), $"NonAuthoritative position ({m_NonAuthoritativeTransform.GetSpaceRelativePosition()}) is not the same as the destination position {teleportDestination}!");
|
|
|
|
var targetDistance = 0.0f;
|
|
if (!Approximately(m_DetectedPotentialInterpolatedTeleport, 0.0f))
|
|
{
|
|
targetDistance = Mathf.Abs(Vector3.Distance(nonAuthPosition, teleportDestination));
|
|
}
|
|
Assert.IsTrue(Approximately(m_DetectedPotentialInterpolatedTeleport, 0.0f), $"Detected possible interpolation on non-authority side! NonAuthority distance: {m_DetectedPotentialInterpolatedTeleport} | Target distance: {targetDistance}");
|
|
}
|
|
|
|
}
|
|
}
|