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com.unity.netcode.gameobjects/Tests/Editor/Timing/NetworkTimeTests.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

241 lines
8.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using Random = System.Random;
namespace Unity.Netcode.EditorTests
{
internal class NetworkTimeTests
{
[Test]
[TestCase(0d, 0u)]
[TestCase(5d, 0u)]
[TestCase(-5d, 0u)]
public void TestFailCreateInvalidTime(double time, uint tickrate)
{
Assert.Throws<UnityEngine.Assertions.AssertionException>(() => new NetworkTime(tickrate, time));
}
[Test]
[TestCase(0d, 0f, 20u)]
[TestCase(0d, 0f, 30u)]
[TestCase(0d, 0f, 60u)]
[TestCase(201d, 201f, 20u)]
[TestCase(201d, 201f, 30u)]
[TestCase(201d, 201f, 60u)]
[TestCase(-4301d, -4301f, 20u)]
[TestCase(-4301d, -4301f, 30u)]
[TestCase(-4301d, -4301f, 60u)]
[TestCase(float.MaxValue, float.MaxValue, 20u)]
[TestCase(float.MaxValue, float.MaxValue, 30u)]
[TestCase(float.MaxValue, float.MaxValue, 60u)]
public void TestTimeAsFloat(double d, float f, uint tickRate)
{
var networkTime = new NetworkTime(tickRate, d);
Assert.True(Mathf.Approximately(networkTime.TimeAsFloat, f));
}
[Test]
[TestCase(53.55d, 53.5d, 10u)]
[TestCase(1013553.55d, 1013553.5d, 10u)]
[TestCase(0d, 0d, 10u)]
[TestCase(-27.41d, -27.5d, 10u)]
[TestCase(53.55d, 53.54d, 50u)]
[TestCase(1013553.55d, 1013553.54d, 50u)]
[TestCase(0d, 0d, 50u)]
[TestCase(-27.4133d, -27.42d, 50u)]
public void TestToFixedTime(double time, double expectedFixedTime, uint tickRate)
{
Assert.AreEqual(expectedFixedTime, new NetworkTime(tickRate, time).ToFixedTime().Time);
}
[Test]
[TestCase(34d, 0)]
[TestCase(17.32d, 0.2d / 60d)]
[TestCase(-42.44d, 1d / 60d - 0.4d / 60d)]
[TestCase(-6d, 0)]
[TestCase(int.MaxValue / 61d, 0.00082, 10d)] // Int.Max / 61 / (1/60) to get divisor then: Int.Max - divisor * 1 / 60
public void NetworkTimeCreate(double time, double tickOffset, double epsilon = 0.0001d)
{
var networkTime = new NetworkTime(60, time);
Assert.IsTrue(Approximately(time, networkTime.Time));
Assert.IsTrue(Approximately(networkTime.Tick * networkTime.FixedDeltaTime + networkTime.TickOffset, networkTime.Time, epsilon));
Assert.IsTrue(Approximately(networkTime.TickOffset, tickOffset));
}
[Test]
public void NetworkTimeDefault()
{
NetworkTime defaultTime = default;
Assert.IsTrue(defaultTime.Time == 0f);
}
[Test]
[TestCase(17.32d)]
[TestCase(34d)]
[TestCase(-42.4d)]
[TestCase(-6d)]
[TestCase(int.MaxValue / 61d)]
public void NetworkTimeAddFloatTest(double time)
{
double a = 34d;
double floatResultB = a + time;
var timeA = new NetworkTime(60, a);
NetworkTime timeB = timeA + time;
Assert.IsTrue(Approximately(floatResultB, timeB.Time));
}
[Test]
[TestCase(17.32d)]
[TestCase(34d)]
[TestCase(-42.4d)]
[TestCase(-6d)]
[TestCase(int.MaxValue / 61d)]
public void NetworkTimeSubFloatTest(double time)
{
double a = 34d;
double floatResultB = a - time;
var timeA = new NetworkTime(60, a);
NetworkTime timeB = timeA - time;
Assert.IsTrue(Approximately(floatResultB, timeB.Time));
}
[Test]
[TestCase(17.32d)]
[TestCase(34d)]
[TestCase(-42.4d)]
[TestCase(-6d)]
[TestCase(int.MaxValue / 61d)]
public void NetworkTimeAddNetworkTimeTest(double time)
{
double a = 34d;
double floatResultB = a + time;
var timeA = new NetworkTime(60, a);
NetworkTime timeB = timeA + new NetworkTime(60, time);
Assert.IsTrue(Approximately(floatResultB, timeB.Time));
}
[Test]
[TestCase(17.32d)]
[TestCase(34d)]
[TestCase(-42.4d)]
[TestCase(-6d)]
[TestCase(int.MaxValue / 61d)]
public void NetworkTimeSubNetworkTimeTest(double time)
{
double a = 34d;
double floatResultB = a - time;
var timeA = new NetworkTime(60, a);
NetworkTime timeB = timeA - new NetworkTime(60, time);
Assert.IsTrue(Approximately(floatResultB, timeB.Time));
}
[Test]
public void NetworkTimeAdvanceTest()
{
var random = new Random(42);
var randomSteps = Enumerable.Repeat(0f, 1000).Select(t => Mathf.Lerp(1 / 25f, 1.80f, (float)random.NextDouble())).ToList();
NetworkTimeAdvanceTestInternal(randomSteps, 60, 0f);
NetworkTimeAdvanceTestInternal(randomSteps, 1, 0f);
NetworkTimeAdvanceTestInternal(randomSteps, 10, 0f);
NetworkTimeAdvanceTestInternal(randomSteps, 20, 0f);
NetworkTimeAdvanceTestInternal(randomSteps, 30, 0f);
NetworkTimeAdvanceTestInternal(randomSteps, 144, 0f);
NetworkTimeAdvanceTestInternal(randomSteps, 60, 23132.231f);
NetworkTimeAdvanceTestInternal(randomSteps, 1, 23132.231f);
NetworkTimeAdvanceTestInternal(randomSteps, 10, 23132.231f);
NetworkTimeAdvanceTestInternal(randomSteps, 20, 23132.231f);
NetworkTimeAdvanceTestInternal(randomSteps, 30, 23132.231f);
NetworkTimeAdvanceTestInternal(randomSteps, 30, 23132.231f);
NetworkTimeAdvanceTestInternal(randomSteps, 144, 23132.231f);
var shortSteps = Enumerable.Repeat(1 / 30f, 1000);
NetworkTimeAdvanceTestInternal(shortSteps, 60, 0f);
NetworkTimeAdvanceTestInternal(shortSteps, 1, 0f);
NetworkTimeAdvanceTestInternal(shortSteps, 10, 0f);
NetworkTimeAdvanceTestInternal(shortSteps, 20, 0f);
NetworkTimeAdvanceTestInternal(shortSteps, 30, 0f);
NetworkTimeAdvanceTestInternal(shortSteps, 144, 0f);
NetworkTimeAdvanceTestInternal(shortSteps, 60, 1000000f);
NetworkTimeAdvanceTestInternal(shortSteps, 60, 1000000f);
NetworkTimeAdvanceTestInternal(shortSteps, 1, 1000000f);
NetworkTimeAdvanceTestInternal(shortSteps, 10, 1000000f);
NetworkTimeAdvanceTestInternal(shortSteps, 20, 1000000f);
NetworkTimeAdvanceTestInternal(shortSteps, 30, 1000000f);
NetworkTimeAdvanceTestInternal(shortSteps, 144, 1000000f);
}
private void NetworkTimeAdvanceTestInternal(IEnumerable<float> steps, uint tickRate, float start, float start2 = 0f)
{
float maxAcceptableTotalOffset = 0.005f;
var startTime = new NetworkTime(tickRate, start);
var startTime2 = new NetworkTime(tickRate, start2);
NetworkTime dif = startTime2 - startTime;
foreach (var step in steps)
{
startTime += step;
startTime2 += step;
Assert.IsTrue(Approximately(startTime.Time, (startTime2 - dif).Time));
}
Assert.IsTrue(Approximately(startTime.Time, (startTime2 - dif).Time, maxAcceptableTotalOffset));
}
[Test]
public void NetworkTickAdvanceTest()
{
var shortSteps = Enumerable.Repeat(1 / 30f, 1000);
NetworkTickAdvanceTestInternal(shortSteps, 30, 0.0f, 0.0f);
}
private NetworkTickSystem m_TickSystem;
private NetworkTimeSystem m_TimeSystem;
private int m_PreviousTick;
private void NetworkTickAdvanceTestInternal(IEnumerable<float> steps, uint tickRate, float start, float start2 = 0f)
{
m_PreviousTick = 0;
m_TickSystem = new NetworkTickSystem(tickRate, start, start2);
m_TimeSystem = NetworkTimeSystem.ServerTimeSystem();
m_TickSystem.Tick += TickUpdate;
foreach (var step in steps)
{
m_TimeSystem.Advance(step);
m_TickSystem.UpdateTick(m_TimeSystem.LocalTime, m_TimeSystem.ServerTime);
}
}
private void TickUpdate()
{
// Make sure our tick is precisely 1 + m_PreviousTick
Assert.IsTrue(m_TickSystem.LocalTime.Tick == m_PreviousTick + 1);
// Assign the m_PreviousTick value for next tick check
m_PreviousTick = m_TickSystem.LocalTime.Tick;
}
private static bool Approximately(double a, double b, double epsilon = 0.000001d)
{
var dif = Math.Abs(a - b);
return dif <= epsilon;
}
}
}