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com.unity.netcode.gameobjects/Tests/Runtime/Timing/TimeMultiInstanceTest.cs
Unity Technologies 36d07fad5e com.unity.netcode.gameobjects@1.0.0-pre.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).

## [1.0.0-pre.4] - 2021-01-04

### Added

- Added `com.unity.modules.physics` and `com.unity.modules.physics2d` package dependencies (#1565)

### Removed

- Removed `com.unity.modules.ai` package dependency (#1565)
- Removed `FixedQueue`, `StreamExtensions`, `TypeExtensions` (#1398)

### Fixed
- Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354)
- Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393)
- Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379)
- Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402)
- NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385)
- Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383)
- Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434)
- Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390)
- Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500)
- Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511)
- Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323)

### Changed
- The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384)
- Updated com.unity.collections to 1.1.0 (#1451)
2021-01-04 00:00:00 +00:00

192 lines
8.4 KiB
C#

using System;
using System.Collections;
using System.Linq;
using NUnit.Framework;
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>
public class TimeMultiInstanceTest : BaseMultiInstanceTest
{
private const double k_AdditionalTimeTolerance = 0.3d; // 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 NbClients => 2;
// we need to change frame rate which is done in startup so removing this from here and moving into the test.
public override IEnumerator Setup()
{
yield break;
}
private void UpdateTimeStates(NetworkManager[] networkManagers)
{
var server = networkManagers.First(t => t.IsServer);
var firstClient = networkManagers.First(t => t.IsClient);
var secondClient = networkManagers.Last(t => t.IsClient);
Assert.AreNotEqual(firstClient, secondClient);
m_ServerState = new NetworkTimeState(server);
m_Client1State = new NetworkTimeState(firstClient);
m_Client2State = new NetworkTimeState(secondClient);
}
[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 TestTimeMultiInstance(int targetFrameRate, uint tickRate)
{
yield return StartSomeClientsAndServerWithPlayersCustom(true, NbClients, targetFrameRate, tickRate);
double frameInterval = 1d / targetFrameRate;
double tickInterval = 1d / tickRate;
var networkManagers = MultiInstanceHelpers.NetworkManagerInstances.ToArray();
var server = networkManagers.First(t => t.IsServer);
var firstClient = networkManagers.First(t => !t.IsServer);
var secondClient = networkManagers.Last(t => !t.IsServer);
Assert.AreNotEqual(firstClient, secondClient);
// 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(networkManagers);
// wait for at least one tick to pass
yield return new WaitUntil(() => m_ServerState.LocalTime.Tick != server.NetworkTickSystem.LocalTime.Tick);
yield return new WaitUntil(() => m_Client1State.LocalTime.Tick != firstClient.NetworkTickSystem.LocalTime.Tick);
yield return new WaitUntil(() => m_Client2State.LocalTime.Tick != secondClient.NetworkTickSystem.LocalTime.Tick);
var framesToRun = 3d / frameInterval;
for (int i = 0; i < framesToRun; i++)
{
yield return null;
UpdateTimeStates(networkManagers);
// compares whether client times have the correct offset to server
m_ServerState.AssertCheckDifference(m_Client1State, tickInterval, tickInterval, tickInterval * 2 + frameInterval * 2 + k_AdditionalTimeTolerance);
m_ServerState.AssertCheckDifference(m_Client2State, 0.2, 0.1, tickInterval * 2 + frameInterval * 2 + k_AdditionalTimeTolerance);
// 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 + k_AdditionalTimeTolerance);
}
}
// This is from BaseMultiInstanceTest 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 (!MultiInstanceHelpers.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,
* MultiInstanceHelper 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
MultiInstanceHelpers.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 (!MultiInstanceHelpers.Start(useHost, server, clients))
{
Debug.LogError("Failed to start instances");
Assert.Fail("Failed to start instances");
}
// Wait for connection on client side
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnected(clients));
// Wait for connection on server side
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnectedToServer(server, useHost ? nbClients + 1 : nbClients));
}
private IEnumerator WaitForFrames(int count)
{
int nextFrameNumber = Time.frameCount + count;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
}
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();
}
}
}
}
}