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com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformTests.cs
Unity Technologies 143a6cbd34 com.unity.netcode.gameobjects@2.0.0-exp.2
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)
2024-04-02 00:00:00 +00:00

553 lines
31 KiB
C#

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