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com.unity.netcode.gameobjects/TestHelpers/Runtime/IntegrationTestWithApproximation.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

97 lines
3.4 KiB
C#

using System;
using System.Runtime.CompilerServices;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Unity.Netcode.TestHelpers.Runtime
{
public abstract class IntegrationTestWithApproximation : NetcodeIntegrationTest
{
private const float k_AproximateDeltaVariance = 0.016f;
protected string GetVector3Values(ref Vector3 vector3)
{
return $"({vector3.x:F6},{vector3.y:F6},{vector3.z:F6})";
}
protected string GetVector3Values(Vector3 vector3)
{
return GetVector3Values(ref vector3);
}
protected virtual float GetDeltaVarianceThreshold()
{
return k_AproximateDeltaVariance;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected float EulerDelta(float a, float b)
{
return Mathf.DeltaAngle(a, b);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected Vector3 EulerDelta(Vector3 a, Vector3 b)
{
return new Vector3(Mathf.DeltaAngle(a.x, b.x), Mathf.DeltaAngle(a.y, b.y), Mathf.DeltaAngle(a.z, b.z));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected bool ApproximatelyEuler(float a, float b)
{
return Mathf.Abs(EulerDelta(a, b)) <= GetDeltaVarianceThreshold();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected bool Approximately(float a, float b)
{
return Mathf.Abs(a - b) <= GetDeltaVarianceThreshold();
}
protected bool Approximately(Vector2 a, Vector2 b)
{
var deltaVariance = GetDeltaVarianceThreshold();
return Math.Round(Mathf.Abs(a.x - b.x), 2) <= deltaVariance &&
Math.Round(Mathf.Abs(a.y - b.y), 2) <= deltaVariance;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected bool Approximately(Vector3 a, Vector3 b)
{
var deltaVariance = GetDeltaVarianceThreshold();
return Math.Round(Mathf.Abs(a.x - b.x), 2) <= deltaVariance &&
Math.Round(Mathf.Abs(a.y - b.y), 2) <= deltaVariance &&
Math.Round(Mathf.Abs(a.z - b.z), 2) <= deltaVariance;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected bool Approximately(Quaternion a, Quaternion b)
{
var deltaVariance = GetDeltaVarianceThreshold();
return Mathf.Abs(a.x - b.x) <= deltaVariance &&
Mathf.Abs(a.y - b.y) <= deltaVariance &&
Mathf.Abs(a.z - b.z) <= deltaVariance &&
Mathf.Abs(a.w - b.w) <= deltaVariance;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected bool ApproximatelyEuler(Vector3 a, Vector3 b)
{
return ApproximatelyEuler(a.x, b.x) && ApproximatelyEuler(a.y, b.y) && ApproximatelyEuler(a.z, b.z);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected Vector3 GetRandomVector3(float min, float max)
{
return new Vector3(Random.Range(min, max), Random.Range(min, max), Random.Range(min, max));
}
public IntegrationTestWithApproximation(NetworkTopologyTypes networkTopologyType) : base(networkTopologyType) { }
public IntegrationTestWithApproximation(HostOrServer hostOrServer) : base(hostOrServer) { }
public IntegrationTestWithApproximation() : base() { }
}
}