This repository has been archived on 2025-04-22. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
com.unity.netcode.gameobjects/Tests/Runtime/Timing/TimeIntegrationTest.cs
Unity Technologies 63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.4
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [2.0.0-exp.4] - 2024-05-31

### Added

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

### Fixed

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

### Changed

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

204 lines
8.8 KiB
C#

#if !MULTIPLAYER_TOOLS
using System;
using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// Tests the times of two clients connecting to a server using the SIPTransport (returns 50ms RTT but has no latency simulation)
/// </summary>
internal class TimeIntegrationTest : NetcodeIntegrationTest
{
private const double k_AdditionalTimeTolerance = 0.3333d; // magic number and in theory not needed but without this mac os test fail in Yamato because it looks like we get random framerate drops during unit test.
private NetworkTimeState m_ServerState;
private NetworkTimeState m_Client1State;
private NetworkTimeState m_Client2State;
protected override int NumberOfClients => 2;
protected override NetworkManagerInstatiationMode OnSetIntegrationTestMode()
{
return NetworkManagerInstatiationMode.DoNotCreate;
}
private void UpdateTimeStates()
{
m_ServerState = new NetworkTimeState(m_ServerNetworkManager);
m_Client1State = new NetworkTimeState(m_ClientNetworkManagers[0]);
m_Client2State = new NetworkTimeState(m_ClientNetworkManagers[1]);
}
[UnityTest]
[TestCase(60, 30u, ExpectedResult = null)]
[TestCase(30, 30u, ExpectedResult = null)]
[TestCase(40, 30u, ExpectedResult = null)]
[TestCase(10, 30u, ExpectedResult = null)]
[TestCase(60, 60u, ExpectedResult = null)]
[TestCase(60, 10u, ExpectedResult = null)]
public IEnumerator TestTimeIntegrationTest(int targetFrameRate, uint tickRate)
{
yield return StartSomeClientsAndServerWithPlayersCustom(true, NumberOfClients, targetFrameRate, tickRate);
var additionalTimeTolerance = k_AdditionalTimeTolerance;
// Mac can dip down below 10fps when set at a 10fps range (i.e. known to hit as low as 8.85 fps)
// With the really low frame rate, add some additional time tolerance
if (targetFrameRate == 10)
{
additionalTimeTolerance += 0.0333333333333f;
}
double frameInterval = 1d / targetFrameRate;
double tickInterval = 1d / tickRate;
var server = m_ServerNetworkManager;
var firstClient = m_ClientNetworkManagers[0];
var secondClient = m_ClientNetworkManagers[1];
// increase the buffer time of client 2 // the values for client 1 are 0.0333/0.0333 here
secondClient.NetworkTimeSystem.LocalBufferSec = 0.2;
secondClient.NetworkTimeSystem.ServerBufferSec = 0.1;
UpdateTimeStates();
// wait for a few ticks to pass
for (int i = 0; i < 4; i++)
{
yield return s_DefaultWaitForTick;
}
var framesToRun = 3d / frameInterval;
var waitForNextFrame = new WaitForFixedUpdate();
for (int i = 0; i < framesToRun; i++)
{
// Assure we wait for 1 frame to get the current frame time to check for low frame rates relative to expected frame rates
yield return waitForNextFrame;
// Adjust the time tolerance based on slower than expected FPS
var currentFPS = 1.0f / Time.deltaTime;
var fpsAdjustment = 1.0f;
var currentAdjustment = additionalTimeTolerance;
if (currentFPS < targetFrameRate)
{
// Get the % slower and increase the time tolerance based on that %
var fpsDelta = targetFrameRate - currentFPS;
fpsAdjustment = 1.0f / fpsDelta;
currentAdjustment += additionalTimeTolerance * fpsAdjustment;
}
UpdateTimeStates();
// compares whether client times have the correct offset to server
m_ServerState.AssertCheckDifference(m_Client1State, tickInterval, tickInterval, tickInterval * 2 + frameInterval * 2 + currentAdjustment);
m_ServerState.AssertCheckDifference(m_Client2State, 0.2, 0.1, tickInterval * 2 + frameInterval * 2 + currentAdjustment);
// compares the two client times, only difference should be based on buffering.
m_Client1State.AssertCheckDifference(m_Client2State, 0.2 - tickInterval, (0.1 - tickInterval), tickInterval * 2 + frameInterval * 2 + currentAdjustment);
}
}
protected override IEnumerator OnTearDown()
{
// Always "shutdown in a tear-down" otherwise you can cause all proceeding tests to fail
ShutdownAndCleanUp();
yield return base.OnTearDown();
}
// This is from NetcodeIntegrationTest but we need a custom version of this to modifiy the config
private IEnumerator StartSomeClientsAndServerWithPlayersCustom(bool useHost, int nbClients, int targetFrameRate, uint tickRate)
{
// Create multiple NetworkManager instances
if (!NetcodeIntegrationTestHelpers.Create(nbClients, out NetworkManager server, out NetworkManager[] clients, targetFrameRate))
{
Debug.LogError("Failed to create instances");
Assert.Fail("Failed to create instances");
}
m_ClientNetworkManagers = clients;
m_ServerNetworkManager = server;
// Create playerPrefab
m_PlayerPrefab = new GameObject("Player");
NetworkObject networkObject = m_PlayerPrefab.AddComponent<NetworkObject>();
/*
* Normally we would only allow player prefabs to be set to a prefab. Not runtime created objects.
* In order to prevent having a Resource folder full of a TON of prefabs that we have to maintain,
* NetcodeIntegrationTestHelpers has a helper function that lets you mark a runtime created object to be
* treated as a prefab by the Netcode. That's how we can get away with creating the player prefab
* at runtime without it being treated as a SceneObject or causing other conflicts with the Netcode.
*/
// Make it a prefab
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
// Set the player prefab
server.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
for (int i = 0; i < clients.Length; i++)
{
clients[i].NetworkConfig.PlayerPrefab = m_PlayerPrefab;
clients[i].NetworkConfig.TickRate = tickRate;
}
server.NetworkConfig.TickRate = tickRate;
// Start the instances
if (!NetcodeIntegrationTestHelpers.Start(useHost, server, clients))
{
Debug.LogError("Failed to start instances");
Assert.Fail("Failed to start instances");
}
// Wait for connection on client and server side
yield return WaitForClientsConnectedOrTimeOut();
AssertOnTimeout($"Timed-out waiting for all clients to connect!");
}
private readonly struct NetworkTimeState : IEquatable<NetworkTimeState>
{
public NetworkTime LocalTime { get; }
public NetworkTime ServerTime { get; }
public NetworkTimeState(NetworkManager manager)
{
LocalTime = manager.NetworkTickSystem.LocalTime;
ServerTime = manager.NetworkTickSystem.ServerTime;
}
public void AssertCheckDifference(NetworkTimeState clientState, double localBufferDifference, double serverBufferDifference, double tolerance)
{
var difLocalAbs = Math.Abs(clientState.LocalTime.Time - LocalTime.Time - localBufferDifference);
var difServerAbs = Math.Abs(ServerTime.Time - clientState.ServerTime.Time - serverBufferDifference);
Assert.True(difLocalAbs < tolerance, $"localtime difference: {difLocalAbs} bigger than tolerance: {tolerance}");
Assert.True(difServerAbs < tolerance, $"servertime difference: {difServerAbs} bigger than tolerance: {tolerance}");
}
public bool Equals(NetworkTimeState other)
{
return LocalTime.Time.Equals(other.LocalTime.Time) && ServerTime.Time.Equals(other.ServerTime.Time);
}
public override bool Equals(object obj)
{
return obj is NetworkTimeState other && Equals(other);
}
public override int GetHashCode()
{
unchecked
{
return (LocalTime.Time.GetHashCode() * 397) ^ ServerTime.Time.GetHashCode();
}
}
}
}
}
#endif