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com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformBase.cs
Unity Technologies 48c6a6121c com.unity.netcode.gameobjects@2.0.0
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] - 2024-09-12

### Added

- Added tooltips for all of the `NetworkObject` component's properties. (#3052)
- Added message size validation to named and unnamed message sending functions for better error messages. (#3049)
- Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031)
- Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013)
- Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013)
- Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013)
- Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013)
- Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013)

### Fixed

- Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057)
- Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052)
- Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051)
- Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045)
- Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042)
- Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030)
- Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026)
- Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013)
- Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013)

### Changed

- Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052)
- Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052)
- Changed  when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052)
- Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
2024-09-12 00:00:00 +00:00

1043 lines
43 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.Components;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
internal class NetworkTransformBase : IntegrationTestWithApproximation
{
// The number of iterations to change position, rotation, and scale for NetworkTransformMultipleChangesOverTime
protected const int k_PositionRotationScaleIterations = 3;
protected const int k_PositionRotationScaleIterations3Axis = 8;
protected float m_CurrentHalfPrecision = 0.0f;
protected const float k_HalfPrecisionPosScale = 0.1256f;
protected const float k_HalfPrecisionRot = 0.725f;
protected NetworkObject m_AuthoritativePlayer;
protected NetworkObject m_NonAuthoritativePlayer;
protected NetworkObject m_ChildObject;
protected NetworkObject m_SubChildObject;
protected NetworkObject m_ParentObject;
protected NetworkTransformTestComponent m_AuthoritativeTransform;
protected NetworkTransformTestComponent m_NonAuthoritativeTransform;
protected NetworkTransformTestComponent m_OwnerTransform;
protected int m_OriginalTargetFrameRate;
protected Axis m_CurrentAxis;
protected bool m_AxisExcluded;
protected float m_DetectedPotentialInterpolatedTeleport;
protected StringBuilder m_InfoMessage = new StringBuilder();
protected Rotation m_Rotation = Rotation.Euler;
protected Precision m_Precision = Precision.Full;
protected RotationCompression m_RotationCompression = RotationCompression.None;
protected Authority m_Authority;
// To test that local position, rotation, and scale remain the same when parented.
protected Vector3 m_ChildObjectLocalPosition = new Vector3(5.0f, 0.0f, -5.0f);
protected Vector3 m_ChildObjectLocalRotation = new Vector3(-35.0f, 90.0f, 270.0f);
protected Vector3 m_ChildObjectLocalScale = new Vector3(0.1f, 0.5f, 0.4f);
protected Vector3 m_SubChildObjectLocalPosition = new Vector3(2.0f, 1.0f, -1.0f);
protected Vector3 m_SubChildObjectLocalRotation = new Vector3(5.0f, 15.0f, 124.0f);
protected Vector3 m_SubChildObjectLocalScale = new Vector3(1.0f, 0.15f, 0.75f);
protected NetworkObject m_AuthorityParentObject;
protected NetworkTransformTestComponent m_AuthorityParentNetworkTransform;
protected NetworkObject m_AuthorityChildObject;
protected NetworkObject m_AuthoritySubChildObject;
protected ChildObjectComponent m_AuthorityChildNetworkTransform;
protected ChildObjectComponent m_AuthoritySubChildNetworkTransform;
public enum Authority
{
ServerAuthority,
OwnerAuthority
}
public enum Interpolation
{
DisableInterpolate,
EnableInterpolate
}
public enum Precision
{
Half,
Full
}
public enum Rotation
{
Euler,
Quaternion
}
public enum RotationCompression
{
None,
QuaternionCompress
}
public enum TransformSpace
{
World,
Local
}
public enum OverrideState
{
Update,
CommitToTransform,
SetState
}
public enum Axis
{
X,
Y,
Z,
XY,
XZ,
YZ,
XYZ
}
protected enum ChildrenTransformCheckType
{
Connected_Clients,
Late_Join_Client
}
protected override int NumberOfClients => OnNumberOfClients();
protected override float GetDeltaVarianceThreshold()
{
if (m_Precision == Precision.Half || m_RotationCompression == RotationCompression.QuaternionCompress)
{
return m_CurrentHalfPrecision;
}
return 0.055f;
}
/// <summary>
/// Override to provide the number of clients
/// </summary>
/// <returns></returns>
protected virtual int OnNumberOfClients()
{
return 1;
}
/// <summary>
/// Determines whether the test will use unreliable delivery for implicit state updates or not
/// </summary>
protected virtual bool UseUnreliableDeltas()
{
return false;
}
protected virtual void Setup()
{
NetworkTransformTestComponent.AuthorityInstance = null;
m_Precision = Precision.Full;
ChildObjectComponent.Reset();
}
protected virtual void Teardown()
{
m_EnableVerboseDebug = false;
Object.DestroyImmediate(m_PlayerPrefab);
}
/// <summary>
/// Handles the Setup for time travel enabled child derived tests
/// </summary>
protected override void OnInlineSetup()
{
Setup();
base.OnInlineSetup();
}
/// <summary>
/// Handles the Teardown for time travel enabled child derived tests
/// </summary>
protected override void OnInlineTearDown()
{
Teardown();
base.OnInlineTearDown();
}
/// <summary>
/// Handles the Setup for coroutine based derived tests
/// </summary>
protected override IEnumerator OnSetup()
{
Setup();
return base.OnSetup();
}
/// <summary>
/// Handles the Teardown for coroutine based derived tests
/// </summary>
protected override IEnumerator OnTearDown()
{
Teardown();
return base.OnTearDown();
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="testWithHost">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 NetworkTransformBase(HostOrServer testWithHost, Authority authority, RotationCompression rotationCompression, Rotation rotation, Precision precision) : base(testWithHost)
{
m_Authority = authority;
m_Precision = precision;
m_RotationCompression = rotationCompression;
m_Rotation = rotation;
}
protected virtual int TargetFrameRate()
{
return 120;
}
protected override void OnOneTimeSetup()
{
m_OriginalTargetFrameRate = Application.targetFrameRate;
Application.targetFrameRate = TargetFrameRate();
base.OnOneTimeSetup();
}
protected override void OnOneTimeTearDown()
{
Application.targetFrameRate = m_OriginalTargetFrameRate;
base.OnOneTimeTearDown();
}
protected override void OnCreatePlayerPrefab()
{
var networkTransformTestComponent = m_PlayerPrefab.AddComponent<NetworkTransformTestComponent>();
networkTransformTestComponent.ServerAuthority = m_Authority == Authority.ServerAuthority;
}
protected override void OnServerAndClientsCreated()
{
var subChildObject = CreateNetworkObjectPrefab("SubChildObject");
var subChildNetworkTransform = subChildObject.AddComponent<SubChildObjectComponent>();
subChildNetworkTransform.ServerAuthority = m_Authority == Authority.ServerAuthority;
m_SubChildObject = subChildObject.GetComponent<NetworkObject>();
var childObject = CreateNetworkObjectPrefab("ChildObject");
var childNetworkTransform = childObject.AddComponent<ChildObjectComponent>();
childNetworkTransform.ServerAuthority = m_Authority == Authority.ServerAuthority;
m_ChildObject = childObject.GetComponent<NetworkObject>();
var parentObject = CreateNetworkObjectPrefab("ParentObject");
var parentNetworkTransform = parentObject.AddComponent<NetworkTransformTestComponent>();
parentNetworkTransform.ServerAuthority = m_Authority == Authority.ServerAuthority;
m_ParentObject = parentObject.GetComponent<NetworkObject>();
// Now apply local transform values
m_ChildObject.transform.position = m_ChildObjectLocalPosition;
var childRotation = m_ChildObject.transform.rotation;
childRotation.eulerAngles = m_ChildObjectLocalRotation;
m_ChildObject.transform.rotation = childRotation;
m_ChildObject.transform.localScale = m_ChildObjectLocalScale;
m_SubChildObject.transform.position = m_SubChildObjectLocalPosition;
var subChildRotation = m_SubChildObject.transform.rotation;
subChildRotation.eulerAngles = m_SubChildObjectLocalRotation;
m_SubChildObject.transform.rotation = childRotation;
m_SubChildObject.transform.localScale = m_SubChildObjectLocalScale;
if (m_EnableVerboseDebug)
{
m_ServerNetworkManager.LogLevel = LogLevel.Developer;
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
clientNetworkManager.LogLevel = LogLevel.Developer;
}
}
m_ServerNetworkManager.NetworkConfig.TickRate = GetTickRate();
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
clientNetworkManager.NetworkConfig.TickRate = GetTickRate();
}
}
protected virtual void OnClientsAndServerConnectedSetup()
{
// Get the client player representation on both the server and the client side
var serverSideClientPlayer = m_PlayerNetworkObjects[0][m_ClientNetworkManagers[0].LocalClientId];
var clientSideClientPlayer = m_PlayerNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][m_ClientNetworkManagers[0].LocalClientId];
m_AuthoritativePlayer = m_Authority == Authority.ServerAuthority ? serverSideClientPlayer : clientSideClientPlayer;
m_NonAuthoritativePlayer = m_Authority == Authority.ServerAuthority ? clientSideClientPlayer : serverSideClientPlayer;
// Get the NetworkTransformTestComponent to make sure the client side is ready before starting test
m_AuthoritativeTransform = m_AuthoritativePlayer.GetComponent<NetworkTransformTestComponent>();
m_NonAuthoritativeTransform = m_NonAuthoritativePlayer.GetComponent<NetworkTransformTestComponent>();
// Setup whether we are or are not using unreliable deltas
m_AuthoritativeTransform.UseUnreliableDeltas = UseUnreliableDeltas();
m_NonAuthoritativeTransform.UseUnreliableDeltas = UseUnreliableDeltas();
m_AuthoritativeTransform.UseHalfFloatPrecision = m_Precision == Precision.Half;
m_AuthoritativeTransform.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
m_AuthoritativeTransform.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
m_NonAuthoritativeTransform.UseHalfFloatPrecision = m_Precision == Precision.Half;
m_NonAuthoritativeTransform.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
m_NonAuthoritativeTransform.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
m_OwnerTransform = m_AuthoritativeTransform.IsOwner ? m_AuthoritativeTransform : m_NonAuthoritativeTransform;
}
protected override void OnTimeTravelServerAndClientsConnected()
{
OnClientsAndServerConnectedSetup();
// Wait for the client-side to notify it is finished initializing and spawning.
var success = WaitForConditionOrTimeOutWithTimeTravel(() => m_NonAuthoritativeTransform.ReadyToReceivePositionUpdate == true);
Assert.True(success, "Timed out waiting for client-side to notify it is ready!");
Assert.True(m_AuthoritativeTransform.CanCommitToTransform);
Assert.False(m_NonAuthoritativeTransform.CanCommitToTransform);
// Just wait for at least one tick for NetworkTransforms to finish synchronization
TimeTravelAdvanceTick();
}
/// <summary>
/// Handles the OnServerAndClientsConnected for coroutine based derived tests
/// </summary>
protected override IEnumerator OnServerAndClientsConnected()
{
// Wait for the client-side to notify it is finished initializing and spawning.
yield return WaitForClientsConnectedOrTimeOut();
AssertOnTimeout("Timed out waiting for client-side to notify it is ready!");
OnClientsAndServerConnectedSetup();
yield return base.OnServerAndClientsConnected();
}
/// <summary>
/// Handles setting a new client being connected
/// </summary>
protected override void OnNewClientCreated(NetworkManager networkManager)
{
networkManager.NetworkConfig.Prefabs = m_ServerNetworkManager.NetworkConfig.Prefabs;
networkManager.NetworkConfig.TickRate = GetTickRate();
if (m_EnableVerboseDebug)
{
networkManager.LogLevel = LogLevel.Developer;
}
base.OnNewClientCreated(networkManager);
}
/// <summary>
/// Returns true when the server-host and all clients have
/// instantiated the child object to be used in <see cref="NetworkTransformParentingLocalSpaceOffsetTests"/>
/// </summary>
/// <returns></returns>
protected bool AllChildObjectInstancesAreSpawned()
{
if (ChildObjectComponent.AuthorityInstance == null)
{
return false;
}
if (ChildObjectComponent.HasSubChild && ChildObjectComponent.AuthoritySubInstance == null)
{
return false;
}
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
if (!ChildObjectComponent.ClientInstances.ContainsKey(clientNetworkManager.LocalClientId))
{
return false;
}
}
return true;
}
protected bool AllFirstLevelChildObjectInstancesHaveChild()
{
foreach (var instance in ChildObjectComponent.ClientInstances.Values)
{
if (instance.transform.parent == null)
{
return false;
}
}
return true;
}
protected bool AllChildObjectInstancesHaveChild()
{
foreach (var instance in ChildObjectComponent.ClientInstances.Values)
{
if (instance.transform.parent == null)
{
return false;
}
}
if (ChildObjectComponent.HasSubChild)
{
foreach (var instance in ChildObjectComponent.ClientSubChildInstances.Values)
{
if (instance.transform.parent == null)
{
return false;
}
}
}
return true;
}
protected bool AllFirstLevelChildObjectInstancesHaveNoParent()
{
foreach (var instance in ChildObjectComponent.ClientInstances.Values)
{
if (instance.transform.parent != null)
{
return false;
}
}
return true;
}
protected bool AllSubChildObjectInstancesHaveNoParent()
{
if (ChildObjectComponent.HasSubChild)
{
foreach (var instance in ChildObjectComponent.ClientSubChildInstances.Values)
{
if (instance.transform.parent != null)
{
return false;
}
}
}
return true;
}
/// <summary>
/// A wait condition specific method that assures the local space coordinates
/// are not impacted by NetworkTransform when parented.
/// </summary>
protected bool AllInstancesKeptLocalTransformValues(bool useSubChild)
{
var authorityObjectLocalPosition = useSubChild ? m_AuthoritySubChildObject.transform.localPosition : m_AuthorityChildObject.transform.localPosition;
var authorityObjectLocalRotation = useSubChild ? m_AuthoritySubChildObject.transform.localRotation.eulerAngles : m_AuthorityChildObject.transform.localRotation.eulerAngles;
var authorityObjectLocalScale = useSubChild ? m_AuthoritySubChildObject.transform.localScale : m_AuthorityChildObject.transform.localScale;
var instances = useSubChild ? ChildObjectComponent.SubInstances : ChildObjectComponent.Instances;
foreach (var childInstance in instances)
{
var childLocalPosition = childInstance.transform.localPosition;
var childLocalRotation = childInstance.transform.localRotation.eulerAngles;
var childLocalScale = childInstance.transform.localScale;
// Adjust approximation based on precision
if (m_Precision == Precision.Half)
{
m_CurrentHalfPrecision = k_HalfPrecisionPosScale;
}
if (!Approximately(childLocalPosition, authorityObjectLocalPosition))
{
return false;
}
if (!Approximately(childLocalScale, authorityObjectLocalScale))
{
return false;
}
// Adjust approximation based on precision
if (m_Precision == Precision.Half || m_RotationCompression == RotationCompression.QuaternionCompress)
{
m_CurrentHalfPrecision = k_HalfPrecisionRot;
}
if (!ApproximatelyEuler(childLocalRotation, authorityObjectLocalRotation))
{
return false;
}
}
return true;
}
protected bool PostAllChildrenLocalTransformValuesMatch(bool useSubChild)
{
var success = !s_GlobalTimeoutHelper.TimedOut;
var authorityObjectLocalPosition = useSubChild ? m_AuthoritySubChildObject.transform.localPosition : m_AuthorityChildObject.transform.localPosition;
var authorityObjectLocalRotation = useSubChild ? m_AuthoritySubChildObject.transform.localRotation.eulerAngles : m_AuthorityChildObject.transform.localRotation.eulerAngles;
var authorityObjectLocalScale = useSubChild ? m_AuthoritySubChildObject.transform.localScale : m_AuthorityChildObject.transform.localScale;
if (s_GlobalTimeoutHelper.TimedOut)
{
// If we timed out, then wait for a full range of ticks (plus 1) to assure it sent synchronization data.
for (int j = 0; j < m_ServerNetworkManager.NetworkConfig.TickRate; j++)
{
var instances = useSubChild ? ChildObjectComponent.SubInstances : ChildObjectComponent.Instances;
foreach (var childInstance in instances)
{
var childParentName = "invalid";
try
{
childParentName = useSubChild ? childInstance.transform.parent.parent.name : childInstance.transform.name;
}
catch (System.Exception ex)
{
Debug.Log(ex.Message);
}
var childLocalPosition = childInstance.transform.localPosition;
var childLocalRotation = childInstance.transform.localRotation.eulerAngles;
var childLocalScale = childInstance.transform.localScale;
// Adjust approximation based on precision
if (m_Precision == Precision.Half || m_RotationCompression == RotationCompression.QuaternionCompress)
{
m_CurrentHalfPrecision = k_HalfPrecisionPosScale;
}
if (!Approximately(childLocalPosition, authorityObjectLocalPosition))
{
m_InfoMessage.AppendLine($"[{childParentName}][{childInstance.name}] Child's Local Position ({GetVector3Values(childLocalPosition)}) | Authority Local Position ({GetVector3Values(authorityObjectLocalPosition)})");
success = false;
}
if (!Approximately(childLocalScale, authorityObjectLocalScale))
{
m_InfoMessage.AppendLine($"[{childParentName}][{childInstance.name}] Child's Local Scale ({GetVector3Values(childLocalScale)}) | Authority Local Scale ({GetVector3Values(authorityObjectLocalScale)})");
success = false;
}
// Adjust approximation based on precision
if (m_Precision == Precision.Half || m_RotationCompression == RotationCompression.QuaternionCompress)
{
m_CurrentHalfPrecision = k_HalfPrecisionRot;
}
if (!ApproximatelyEuler(childLocalRotation, authorityObjectLocalRotation))
{
m_InfoMessage.AppendLine($"[{childParentName}][{childInstance.name}] Child's Local Rotation ({GetVector3Values(childLocalRotation)}) | Authority Local Rotation ({GetVector3Values(authorityObjectLocalRotation)})");
success = false;
}
}
}
}
return success;
}
/// <summary>
/// Validates that moving, rotating, and scaling the authority side with a single
/// tick will properly synchronize the non-authoritative side with the same values.
/// </summary>
protected void MoveRotateAndScaleAuthority(Vector3 position, Vector3 rotation, Vector3 scale, OverrideState overrideState)
{
switch (overrideState)
{
case OverrideState.SetState:
{
var authoritativeRotation = m_AuthoritativeTransform.GetSpaceRelativeRotation();
authoritativeRotation.eulerAngles = rotation;
if (m_Authority == Authority.OwnerAuthority)
{
// Under the scenario where the owner is not the server, and non-auth is the server we set the state from the server
// to be updated to the owner.
if (m_AuthoritativeTransform.IsOwner && !m_AuthoritativeTransform.IsServer && m_NonAuthoritativeTransform.IsServer)
{
m_NonAuthoritativeTransform.SetState(position, authoritativeRotation, scale);
}
else
{
m_AuthoritativeTransform.SetState(position, authoritativeRotation, scale);
}
}
else
{
m_AuthoritativeTransform.SetState(position, authoritativeRotation, scale);
}
break;
}
case OverrideState.Update:
default:
{
m_AuthoritativeTransform.transform.position = position;
var authoritativeRotation = m_AuthoritativeTransform.GetSpaceRelativeRotation();
authoritativeRotation.eulerAngles = rotation;
m_AuthoritativeTransform.transform.rotation = authoritativeRotation;
m_AuthoritativeTransform.transform.localScale = scale;
break;
}
}
}
/// <summary>
/// Randomly determine if an axis should be excluded.
/// If so, then randomly pick one of the axis to be excluded.
/// </summary>
protected Vector3 RandomlyExcludeAxis(Vector3 delta)
{
if (Random.Range(0.0f, 1.0f) >= 0.5f)
{
m_AxisExcluded = true;
var axisToIgnore = Random.Range(0, 2);
switch (axisToIgnore)
{
case 0:
{
delta.x = 0;
break;
}
case 1:
{
delta.y = 0;
break;
}
case 2:
{
delta.z = 0;
break;
}
}
}
return delta;
}
protected bool PositionRotationScaleMatches()
{
return RotationsMatch() && PositionsMatch() && ScaleValuesMatch();
}
protected bool PositionRotationScaleMatches(Vector3 position, Vector3 eulerRotation, Vector3 scale)
{
return PositionsMatchesValue(position) && RotationMatchesValue(eulerRotation) && ScaleMatchesValue(scale);
}
protected bool PositionsMatchesValue(Vector3 positionToMatch)
{
var authorityPosition = m_AuthoritativeTransform.transform.position;
var nonAuthorityPosition = m_NonAuthoritativeTransform.transform.position;
var auhtorityIsEqual = Approximately(authorityPosition, positionToMatch);
var nonauthorityIsEqual = Approximately(nonAuthorityPosition, positionToMatch);
if (!auhtorityIsEqual)
{
VerboseDebug($"Authority position {authorityPosition} != position to match: {positionToMatch}!");
}
if (!nonauthorityIsEqual)
{
VerboseDebug($"NonAuthority position {nonAuthorityPosition} != position to match: {positionToMatch}!");
}
return auhtorityIsEqual && nonauthorityIsEqual;
}
protected bool RotationMatchesValue(Vector3 rotationEulerToMatch)
{
var authorityRotationEuler = m_AuthoritativeTransform.transform.rotation.eulerAngles;
var nonAuthorityRotationEuler = m_NonAuthoritativeTransform.transform.rotation.eulerAngles;
var auhtorityIsEqual = Approximately(authorityRotationEuler, rotationEulerToMatch);
var nonauthorityIsEqual = Approximately(nonAuthorityRotationEuler, rotationEulerToMatch);
if (!auhtorityIsEqual)
{
VerboseDebug($"Authority rotation {authorityRotationEuler} != rotation to match: {rotationEulerToMatch}!");
}
if (!nonauthorityIsEqual)
{
VerboseDebug($"NonAuthority rotation {nonAuthorityRotationEuler} != rotation to match: {rotationEulerToMatch}!");
}
return auhtorityIsEqual && nonauthorityIsEqual;
}
protected bool ScaleMatchesValue(Vector3 scaleToMatch)
{
var authorityScale = m_AuthoritativeTransform.transform.localScale;
var nonAuthorityScale = m_NonAuthoritativeTransform.transform.localScale;
var auhtorityIsEqual = Approximately(authorityScale, scaleToMatch);
var nonauthorityIsEqual = Approximately(nonAuthorityScale, scaleToMatch);
if (!auhtorityIsEqual)
{
VerboseDebug($"Authority scale {authorityScale} != scale to match: {scaleToMatch}!");
}
if (!nonauthorityIsEqual)
{
VerboseDebug($"NonAuthority scale {nonAuthorityScale} != scale to match: {scaleToMatch}!");
}
return auhtorityIsEqual && nonauthorityIsEqual;
}
protected bool TeleportPositionMatches(Vector3 nonAuthorityOriginalPosition)
{
var nonAuthorityPosition = m_NonAuthoritativeTransform.transform.position;
var authorityPosition = m_AuthoritativeTransform.transform.position;
var targetDistance = Mathf.Abs(Vector3.Distance(nonAuthorityOriginalPosition, authorityPosition));
var nonAuthorityCurrentDistance = Mathf.Abs(Vector3.Distance(nonAuthorityPosition, nonAuthorityOriginalPosition));
// If we are not within our target distance range
if (!Approximately(targetDistance, nonAuthorityCurrentDistance))
{
// Apply the non-authority's distance that is checked at the end of the teleport test
m_DetectedPotentialInterpolatedTeleport = nonAuthorityCurrentDistance;
return false;
}
else
{
// Otherwise, if we are within our target distance range then reset any already set value
m_DetectedPotentialInterpolatedTeleport = 0.0f;
}
var xIsEqual = Approximately(authorityPosition.x, nonAuthorityPosition.x);
var yIsEqual = Approximately(authorityPosition.y, nonAuthorityPosition.y);
var zIsEqual = Approximately(authorityPosition.z, nonAuthorityPosition.z);
if (!xIsEqual || !yIsEqual || !zIsEqual)
{
VerboseDebug($"[{m_AuthoritativeTransform.gameObject.name}] Authority position {authorityPosition} != [{m_NonAuthoritativeTransform.gameObject.name}] NonAuthority position {nonAuthorityPosition}");
}
return xIsEqual && yIsEqual && zIsEqual;
}
protected bool RotationsMatch(bool printDeltas = false)
{
m_CurrentHalfPrecision = k_HalfPrecisionRot;
var authorityEulerRotation = m_AuthoritativeTransform.GetSpaceRelativeRotation().eulerAngles;
var nonAuthorityEulerRotation = m_NonAuthoritativeTransform.GetSpaceRelativeRotation().eulerAngles;
var xIsEqual = ApproximatelyEuler(authorityEulerRotation.x, nonAuthorityEulerRotation.x) || !m_AuthoritativeTransform.SyncRotAngleX;
var yIsEqual = ApproximatelyEuler(authorityEulerRotation.y, nonAuthorityEulerRotation.y) || !m_AuthoritativeTransform.SyncRotAngleY;
var zIsEqual = ApproximatelyEuler(authorityEulerRotation.z, nonAuthorityEulerRotation.z) || !m_AuthoritativeTransform.SyncRotAngleZ;
if (!xIsEqual || !yIsEqual || !zIsEqual)
{
VerboseDebug($"[{m_AuthoritativeTransform.gameObject.name}][X-{xIsEqual} | Y-{yIsEqual} | Z-{zIsEqual}][{m_CurrentAxis}]" +
$"[Sync: X-{m_AuthoritativeTransform.SyncRotAngleX} | Y-{m_AuthoritativeTransform.SyncRotAngleY} | Z-{m_AuthoritativeTransform.SyncRotAngleZ}] Authority rotation {authorityEulerRotation} != [{m_NonAuthoritativeTransform.gameObject.name}] NonAuthority rotation {nonAuthorityEulerRotation}");
}
if (printDeltas)
{
Debug.Log($"[Rotation Match] Euler Delta {EulerDelta(authorityEulerRotation, nonAuthorityEulerRotation)}");
}
return xIsEqual && yIsEqual && zIsEqual;
}
protected bool PositionsMatch(bool printDeltas = false)
{
m_CurrentHalfPrecision = k_HalfPrecisionPosScale;
var authorityPosition = m_AuthoritativeTransform.GetSpaceRelativePosition();
var nonAuthorityPosition = m_NonAuthoritativeTransform.GetSpaceRelativePosition();
var xIsEqual = Approximately(authorityPosition.x, nonAuthorityPosition.x) || !m_AuthoritativeTransform.SyncPositionX;
var yIsEqual = Approximately(authorityPosition.y, nonAuthorityPosition.y) || !m_AuthoritativeTransform.SyncPositionY;
var zIsEqual = Approximately(authorityPosition.z, nonAuthorityPosition.z) || !m_AuthoritativeTransform.SyncPositionZ;
if (!xIsEqual || !yIsEqual || !zIsEqual)
{
VerboseDebug($"[{m_AuthoritativeTransform.gameObject.name}] Authority position {authorityPosition} != [{m_NonAuthoritativeTransform.gameObject.name}] NonAuthority position {nonAuthorityPosition}");
}
return xIsEqual && yIsEqual && zIsEqual;
}
protected bool ScaleValuesMatch(bool printDeltas = false)
{
m_CurrentHalfPrecision = k_HalfPrecisionPosScale;
var authorityScale = m_AuthoritativeTransform.transform.localScale;
var nonAuthorityScale = m_NonAuthoritativeTransform.transform.localScale;
var xIsEqual = Approximately(authorityScale.x, nonAuthorityScale.x) || !m_AuthoritativeTransform.SyncScaleX;
var yIsEqual = Approximately(authorityScale.y, nonAuthorityScale.y) || !m_AuthoritativeTransform.SyncScaleY;
var zIsEqual = Approximately(authorityScale.z, nonAuthorityScale.z) || !m_AuthoritativeTransform.SyncScaleZ;
if (!xIsEqual || !yIsEqual || !zIsEqual)
{
VerboseDebug($"[{m_AuthoritativeTransform.gameObject.name}] Authority scale {authorityScale} != [{m_NonAuthoritativeTransform.gameObject.name}] NonAuthority scale {nonAuthorityScale}");
}
return xIsEqual && yIsEqual && zIsEqual;
}
private void PrintPositionRotationScaleDeltas()
{
RotationsMatch(true);
PositionsMatch(true);
ScaleValuesMatch(true);
}
}
/// <summary>
/// Helper component for all NetworkTransformTests
/// </summary>
internal class NetworkTransformTestComponent : NetworkTransform
{
public bool ServerAuthority;
public bool ReadyToReceivePositionUpdate = false;
public NetworkTransformState AuthorityLastSentState;
public bool StatePushed { get; internal set; }
public delegate void AuthorityPushedTransformStateDelegateHandler(ref NetworkTransformState networkTransformState);
public event AuthorityPushedTransformStateDelegateHandler AuthorityPushedTransformState;
protected override void OnAuthorityPushTransformState(ref NetworkTransformState networkTransformState)
{
StatePushed = true;
AuthorityLastSentState = networkTransformState;
AuthorityPushedTransformState?.Invoke(ref networkTransformState);
base.OnAuthorityPushTransformState(ref networkTransformState);
}
public bool StateUpdated { get; internal set; }
protected override void OnNetworkTransformStateUpdated(ref NetworkTransformState oldState, ref NetworkTransformState newState)
{
StateUpdated = true;
base.OnNetworkTransformStateUpdated(ref oldState, ref newState);
}
protected override bool OnIsServerAuthoritative()
{
return ServerAuthority;
}
public static NetworkTransformTestComponent AuthorityInstance;
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
if (CanCommitToTransform)
{
AuthorityInstance = this;
}
ReadyToReceivePositionUpdate = true;
}
public void CommitToTransform()
{
TryCommitTransformToServer(transform, NetworkManager.LocalTime.Time);
}
public (bool isDirty, bool isPositionDirty, bool isRotationDirty, bool isScaleDirty) ApplyState()
{
var transformState = ApplyLocalNetworkState(transform);
return (transformState.IsDirty, transformState.HasPositionChange, transformState.HasRotAngleChange, transformState.HasScaleChange);
}
}
/// <summary>
/// Helper component for NetworkTransform parenting tests when
/// a child is a parent of another child (i.e. "sub child")
/// </summary>
internal class SubChildObjectComponent : ChildObjectComponent
{
protected override bool IsSubChild()
{
return true;
}
}
/// <summary>
/// Helper component for NetworkTransform parenting tests
/// </summary>
internal class ChildObjectComponent : NetworkTransform
{
public static int TestCount;
public static bool EnableChildLog;
public static readonly List<ChildObjectComponent> Instances = new List<ChildObjectComponent>();
public static readonly List<ChildObjectComponent> SubInstances = new List<ChildObjectComponent>();
public static ChildObjectComponent AuthorityInstance { get; internal set; }
public static ChildObjectComponent AuthoritySubInstance { get; internal set; }
public static readonly Dictionary<ulong, NetworkObject> ClientInstances = new Dictionary<ulong, NetworkObject>();
public static readonly Dictionary<ulong, NetworkObject> ClientSubChildInstances = new Dictionary<ulong, NetworkObject>();
public static readonly List<ChildObjectComponent> InstancesWithLogging = new List<ChildObjectComponent>();
public static bool HasSubChild;
private StringBuilder m_ChildTransformLog = new StringBuilder();
private StringBuilder m_ChildStateLog = new StringBuilder();
public static void Reset()
{
AuthorityInstance = null;
AuthoritySubInstance = null;
HasSubChild = false;
ClientInstances.Clear();
ClientSubChildInstances.Clear();
Instances.Clear();
SubInstances.Clear();
}
public bool ServerAuthority;
protected virtual bool IsSubChild()
{
return false;
}
protected override bool OnIsServerAuthoritative()
{
return ServerAuthority;
}
public override void OnNetworkSpawn()
{
LogTransform();
base.OnNetworkSpawn();
LogTransform();
if (CanCommitToTransform)
{
if (!IsSubChild())
{
AuthorityInstance = this;
}
else
{
AuthoritySubInstance = this;
}
}
else
{
if (!IsSubChild())
{
Instances.Add(this);
}
else
{
SubInstances.Add(this);
}
}
if (HasSubChild && IsSubChild())
{
ClientSubChildInstances.Add(NetworkManager.LocalClientId, NetworkObject);
}
else
{
ClientInstances.Add(NetworkManager.LocalClientId, NetworkObject);
}
}
public override void OnNetworkDespawn()
{
LogToConsole();
base.OnNetworkDespawn();
}
public override void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject)
{
base.OnNetworkObjectParentChanged(parentNetworkObject);
LogTransform();
}
protected override void OnAuthorityPushTransformState(ref NetworkTransformState networkTransformState)
{
base.OnAuthorityPushTransformState(ref networkTransformState);
LogState(ref networkTransformState, true);
}
protected override void OnNetworkTransformStateUpdated(ref NetworkTransformState oldState, ref NetworkTransformState newState)
{
base.OnNetworkTransformStateUpdated(ref oldState, ref newState);
LogState(ref newState, false);
}
protected override void OnSynchronize<T>(ref BufferSerializer<T> serializer)
{
base.OnSynchronize(ref serializer);
var localState = SynchronizeState;
LogState(ref localState, serializer.IsWriter);
}
private void LogTransform()
{
if (!EnableChildLog)
{
return;
}
if (m_ChildTransformLog.Length == 0)
{
m_ChildTransformLog.AppendLine($"[{TestCount}][{name}] Begin Child Transform Log (Authority: {CanCommitToTransform})-------------->");
}
m_ChildTransformLog.AppendLine($"POS-SR:{GetSpaceRelativePosition()} POS-W: {transform.position} POS-L: {transform.position}");
m_ChildTransformLog.AppendLine($"SCA-SR:{GetScale()} SCA-LS: {transform.lossyScale} SCA-L: {transform.localScale}");
}
private void LogState(ref NetworkTransformState state, bool isPush)
{
if (!EnableChildLog)
{
return;
}
if (m_ChildStateLog.Length == 0)
{
m_ChildStateLog.AppendLine($"[{TestCount}][{name}] Begin Child State Log (Authority: {CanCommitToTransform})-------------->");
}
var tick = 0;
if (NetworkManager != null && !NetworkManager.ShutdownInProgress)
{
tick = NetworkManager.ServerTime.Tick;
}
m_ChildStateLog.AppendLine($"[{state.NetworkTick}][{tick}] Tele:{state.IsTeleportingNextFrame} Sync: {state.IsSynchronizing} Reliable: {state.IsReliableStateUpdate()} IsParented: {state.IsParented} HasPos: {state.HasPositionChange} Pos: {state.GetPosition()}");
m_ChildStateLog.AppendLine($"Lossy:{state.LossyScale} Scale: {state.GetScale()} Rotation: {state.GetRotation()}");
}
private void LogToConsole()
{
if (!EnableChildLog)
{
return;
}
LogBuilder(m_ChildTransformLog);
LogBuilder(m_ChildStateLog);
}
private void LogBuilder(StringBuilder builder)
{
if (builder.Length == 0)
{
return;
}
var contents = builder.ToString();
var lines = contents.Split('\n');
if (lines.Length > 45)
{
var count = 0;
var tempBuilder = new StringBuilder();
for (int i = 0; i < lines.Length; i++)
{
if ((i % 45) == 0)
{
if (count > 0)
{
Debug.Log(tempBuilder.ToString());
tempBuilder.Clear();
}
tempBuilder.AppendLine($"{count}{lines[i]}");
count++;
}
else
{
tempBuilder.AppendLine($"{lines[i]}");
}
}
}
else
{
Debug.Log(builder.ToString());
}
}
}
} // Unity.Netcode.RuntimeTests