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)
502 lines
29 KiB
C#
502 lines
29 KiB
C#
// TODO: Rewrite test to use the tools package. Debug simulator not available in UTP 2.X.
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#if !UTP_TRANSPORT_2_0_ABOVE
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using System.Collections;
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using NUnit.Framework;
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using Unity.Netcode.Components;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// Integration tests for NetworkTransform that will test both
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/// server and host operating modes and will test both authoritative
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/// models for each operating mode when packet loss and latency is
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/// present.
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/// </summary>
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[TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.None, Rotation.Euler, Precision.Full)]
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[TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.None, Rotation.Euler, Precision.Half)]
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[TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Full)]
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[TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Half)]
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[TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Full)]
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[TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Half)]
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[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.None, Rotation.Euler, Precision.Full)]
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[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.None, Rotation.Euler, Precision.Half)]
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[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Full)]
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[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Half)]
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[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Full)]
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[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Half)]
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internal class NetworkTransformPacketLossTests : NetworkTransformBase
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{
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private const int k_Latency = 50;
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private const int k_PacketLoss = 2;
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private Vector3 m_RandomPosition;
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private Vector3 m_TeleportOffset = new Vector3(-1024f, 0f, 0f);
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private bool m_Teleported;
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="testWithHost">Determines if we are running as a server or host</param>
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/// <param name="authority">Determines if we are using server or owner authority</param>
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public NetworkTransformPacketLossTests(HostOrServer testWithHost, Authority authority, RotationCompression rotationCompression, Rotation rotation, Precision precision) :
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base(testWithHost, authority, rotationCompression, rotation, precision)
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{ }
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protected override void OnServerAndClientsCreated()
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{
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base.OnServerAndClientsCreated();
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var unityTransport = m_ServerNetworkManager.NetworkConfig.NetworkTransport as Transports.UTP.UnityTransport;
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unityTransport.SetDebugSimulatorParameters(k_Latency, 0, k_PacketLoss);
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}
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/// <summary>
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/// Handles validating all children of the test objects have matching local and global space vaues.
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/// </summary>
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private IEnumerator AllChildrenLocalTransformValuesMatch(bool useSubChild, ChildrenTransformCheckType checkType)
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{
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// We don't assert on timeout here because we want to log this information during PostAllChildrenLocalTransformValuesMatch
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yield return WaitForConditionOrTimeOut(() => AllInstancesKeptLocalTransformValues(useSubChild));
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var success = true;
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if (s_GlobalTimeoutHelper.TimedOut)
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{
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var waitForMs = new WaitForSeconds(0.0025f);
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if (m_Precision == Precision.Half)
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{
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m_CurrentHalfPrecision = 0.2156f;
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}
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// If we timed out, then wait for a full range of ticks to assure all data has been synchronized before declaring this a failed test.
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for (int j = 0; j < m_ServerNetworkManager.NetworkConfig.TickRate; j++)
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{
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m_InfoMessage.Clear();
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m_InfoMessage.AppendLine($"[{checkType}][{useSubChild}] Timed out waiting for all children to have the correct local space values:\n");
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var instances = useSubChild ? ChildObjectComponent.SubInstances : ChildObjectComponent.Instances;
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success = PostAllChildrenLocalTransformValuesMatch(useSubChild);
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yield return waitForMs;
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}
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}
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if (!success)
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{
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Assert.True(success, m_InfoMessage.ToString());
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}
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}
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/// <summary>
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/// Validates that transform values remain the same when a NetworkTransform is
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/// parented under another NetworkTransform under all of the possible axial conditions
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/// as well as when the parent has a varying scale.
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/// </summary>
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[UnityTest]
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public IEnumerator ParentedNetworkTransformTest([Values] Interpolation interpolation, [Values] bool worldPositionStays, [Values(0.5f, 1.0f, 5.0f)] float scale)
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{
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ChildObjectComponent.EnableChildLog = m_EnableVerboseDebug;
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if (m_EnableVerboseDebug)
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{
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ChildObjectComponent.TestCount++;
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}
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// Get the NetworkManager that will have authority in order to spawn with the correct authority
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var isServerAuthority = m_Authority == Authority.ServerAuthority;
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var authorityNetworkManager = m_ServerNetworkManager;
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if (!isServerAuthority)
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{
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authorityNetworkManager = m_ClientNetworkManagers[0];
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}
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// Spawn a parent and children
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ChildObjectComponent.HasSubChild = true;
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var serverSideParent = SpawnObject(m_ParentObject.gameObject, authorityNetworkManager).GetComponent<NetworkObject>();
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var serverSideChild = SpawnObject(m_ChildObject.gameObject, authorityNetworkManager).GetComponent<NetworkObject>();
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var serverSideSubChild = SpawnObject(m_SubChildObject.gameObject, authorityNetworkManager).GetComponent<NetworkObject>();
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yield return s_DefaultWaitForTick;
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yield return s_DefaultWaitForTick;
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yield return s_DefaultWaitForTick;
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yield return s_DefaultWaitForTick;
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// Assure all of the child object instances are spawned before proceeding to parenting
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yield return WaitForConditionOrTimeOut(AllChildObjectInstancesAreSpawned);
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AssertOnTimeout("Timed out waiting for all child instances to be spawned!");
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// Get the authority parent and child instances
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m_AuthorityParentObject = NetworkTransformTestComponent.AuthorityInstance.NetworkObject;
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m_AuthorityChildObject = ChildObjectComponent.AuthorityInstance.NetworkObject;
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m_AuthoritySubChildObject = ChildObjectComponent.AuthoritySubInstance.NetworkObject;
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// The child NetworkTransform will use world space when world position stays and
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// local space when world position does not stay when parenting.
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ChildObjectComponent.AuthorityInstance.InLocalSpace = !worldPositionStays;
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ChildObjectComponent.AuthorityInstance.UseHalfFloatPrecision = m_Precision == Precision.Half;
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ChildObjectComponent.AuthorityInstance.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
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ChildObjectComponent.AuthorityInstance.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
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ChildObjectComponent.AuthoritySubInstance.InLocalSpace = !worldPositionStays;
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ChildObjectComponent.AuthoritySubInstance.UseHalfFloatPrecision = m_Precision == Precision.Half;
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ChildObjectComponent.AuthoritySubInstance.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
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ChildObjectComponent.AuthoritySubInstance.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
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// Set whether we are interpolating or not
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m_AuthorityParentNetworkTransform = m_AuthorityParentObject.GetComponent<NetworkTransformTestComponent>();
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m_AuthorityParentNetworkTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
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m_AuthorityChildNetworkTransform = m_AuthorityChildObject.GetComponent<ChildObjectComponent>();
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m_AuthorityChildNetworkTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
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m_AuthoritySubChildNetworkTransform = m_AuthoritySubChildObject.GetComponent<ChildObjectComponent>();
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m_AuthoritySubChildNetworkTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
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// Apply a scale to the parent object to make sure the scale on the child is properly updated on
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// non-authority instances.
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var halfScale = scale * 0.5f;
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m_AuthorityParentObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
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m_AuthorityChildObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
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m_AuthoritySubChildObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
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// Allow one tick for authority to update these changes
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yield return WaitForConditionOrTimeOut(PositionRotationScaleMatches);
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AssertOnTimeout("All transform values did not match prior to parenting!");
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// Parent the child under the parent with the current world position stays setting
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Assert.True(serverSideChild.TrySetParent(serverSideParent.transform, worldPositionStays), "[Server-Side Child] Failed to set child's parent!");
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// Parent the sub-child under the child with the current world position stays setting
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Assert.True(serverSideSubChild.TrySetParent(serverSideChild.transform, worldPositionStays), "[Server-Side SubChild] Failed to set sub-child's parent!");
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// This waits for all child instances to be parented
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yield return WaitForConditionOrTimeOut(AllChildObjectInstancesHaveChild);
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AssertOnTimeout("Timed out waiting for all instances to have parented a child!");
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var latencyWait = new WaitForSeconds(k_Latency * 0.003f);
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// Wait for at least 3x designated latency period
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yield return latencyWait;
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// This validates each child instance has preserved their local space values
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yield return AllChildrenLocalTransformValuesMatch(false, ChildrenTransformCheckType.Connected_Clients);
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// This validates each sub-child instance has preserved their local space values
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yield return AllChildrenLocalTransformValuesMatch(true, ChildrenTransformCheckType.Connected_Clients);
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// Verify that a late joining client will synchronize to the parented NetworkObjects properly
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yield return CreateAndStartNewClient();
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// Assure all of the child object instances are spawned (basically for the newly connected client)
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yield return WaitForConditionOrTimeOut(AllChildObjectInstancesAreSpawned);
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AssertOnTimeout("Timed out waiting for all child instances to be spawned!");
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// This waits for all child instances to be parented
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yield return WaitForConditionOrTimeOut(AllChildObjectInstancesHaveChild);
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AssertOnTimeout("Timed out waiting for all instances to have parented a child!");
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// Wait for at least 3x designated latency period
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yield return latencyWait;
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// This validates each child instance has preserved their local space values
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yield return AllChildrenLocalTransformValuesMatch(false, ChildrenTransformCheckType.Late_Join_Client);
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// This validates each sub-child instance has preserved their local space values
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yield return AllChildrenLocalTransformValuesMatch(true, ChildrenTransformCheckType.Late_Join_Client);
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}
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/// <summary>
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/// This validates that multiple changes can occur within the same tick or over
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/// several ticks while still keeping non-authoritative instances synchronized.
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/// </summary>
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/// <remarks>
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/// When testing < 3 axis: Interpolation is disabled and only 3 delta updates are applied per unique test
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/// When testing 3 axis: Interpolation is enabled, sometimes an axis is intentionally excluded during a
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/// delta update, and it runs through 8 delta updates per unique test.
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/// </remarks>
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[UnityTest]
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public IEnumerator NetworkTransformMultipleChangesOverTime([Values] TransformSpace testLocalTransform, [Values] Axis axis)
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{
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yield return s_DefaultWaitForTick;
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// Just test for OverrideState.Update (they are already being tested for functionality in normal NetworkTransformTests)
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var overideState = OverrideState.Update;
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var tickRelativeTime = new WaitForSeconds(1.0f / m_ServerNetworkManager.NetworkConfig.TickRate);
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m_AuthoritativeTransform.InLocalSpace = testLocalTransform == TransformSpace.Local;
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bool axisX = axis == Axis.X || axis == Axis.XY || axis == Axis.XZ || axis == Axis.XYZ;
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bool axisY = axis == Axis.Y || axis == Axis.XY || axis == Axis.YZ || axis == Axis.XYZ;
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bool axisZ = axis == Axis.Z || axis == Axis.XZ || axis == Axis.YZ || axis == Axis.XYZ;
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var axisCount = axisX ? 1 : 0;
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axisCount += axisY ? 1 : 0;
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axisCount += axisZ ? 1 : 0;
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m_AuthoritativeTransform.StatePushed = false;
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// Enable interpolation when all 3 axis are selected to make sure we are synchronizing properly
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// when interpolation is enabled.
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m_AuthoritativeTransform.Interpolate = axisCount == 3 ? true : false;
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m_CurrentAxis = axis;
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// Authority dictates what is synchronized and what the precision is going to be
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// so we only need to set this on the authoritative side.
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m_AuthoritativeTransform.UseHalfFloatPrecision = m_Precision == Precision.Half;
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m_AuthoritativeTransform.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
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m_AuthoritativeTransform.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
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m_AuthoritativeTransform.SyncPositionX = axisX;
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m_AuthoritativeTransform.SyncPositionY = axisY;
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m_AuthoritativeTransform.SyncPositionZ = axisZ;
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if (!m_AuthoritativeTransform.UseQuaternionSynchronization)
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{
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m_AuthoritativeTransform.SyncRotAngleX = axisX;
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m_AuthoritativeTransform.SyncRotAngleY = axisY;
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m_AuthoritativeTransform.SyncRotAngleZ = axisZ;
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}
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else
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{
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// This is not required for usage (setting the value should not matter when quaternion synchronization is enabled)
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// but is required for this test so we don't get a failure on an axis that is marked to not be synchronized when
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// validating the authority's values on non-authority instances.
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m_AuthoritativeTransform.SyncRotAngleX = true;
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m_AuthoritativeTransform.SyncRotAngleY = true;
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m_AuthoritativeTransform.SyncRotAngleZ = true;
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}
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m_AuthoritativeTransform.SyncScaleX = axisX;
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m_AuthoritativeTransform.SyncScaleY = axisY;
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m_AuthoritativeTransform.SyncScaleZ = axisZ;
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var positionStart = GetRandomVector3(0.25f, 1.75f);
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var rotationStart = GetRandomVector3(1f, 15f);
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var scaleStart = GetRandomVector3(0.25f, 2.0f);
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var position = positionStart;
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var rotation = rotationStart;
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var scale = scaleStart;
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var success = false;
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// Wait for the deltas to be pushed
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yield return WaitForConditionOrTimeOut(() => m_AuthoritativeTransform.StatePushed);
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// Just in case we drop the first few state updates
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if (s_GlobalTimeoutHelper.TimedOut)
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{
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// Set the local state to not reflect the authority state's local space settings
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// to trigger the state update (it would eventually get there, but this is an integration test)
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var state = m_AuthoritativeTransform.LocalAuthoritativeNetworkState;
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state.InLocalSpace = !m_AuthoritativeTransform.InLocalSpace;
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m_AuthoritativeTransform.LocalAuthoritativeNetworkState = state;
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// Wait for the deltas to be pushed
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yield return WaitForConditionOrTimeOut(() => m_AuthoritativeTransform.StatePushed);
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}
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AssertOnTimeout("State was never pushed!");
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// Allow the precision settings to propagate first as changing precision
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// causes a teleport event to occur
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yield return s_DefaultWaitForTick;
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yield return s_DefaultWaitForTick;
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yield return s_DefaultWaitForTick;
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yield return s_DefaultWaitForTick;
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yield return s_DefaultWaitForTick;
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var iterations = axisCount == 3 ? k_PositionRotationScaleIterations3Axis : k_PositionRotationScaleIterations;
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// Move and rotate within the same tick, validate the non-authoritative instance updates
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// to each set of changes. Repeat several times.
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for (int i = 0; i < iterations; i++)
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{
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// Always reset this per delta update pass
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m_AxisExcluded = false;
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var deltaPositionDelta = GetRandomVector3(-1.5f, 1.5f);
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var deltaRotationDelta = GetRandomVector3(-3.5f, 3.5f);
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var deltaScaleDelta = GetRandomVector3(-0.5f, 0.5f);
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m_NonAuthoritativeTransform.StateUpdated = false;
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m_AuthoritativeTransform.StatePushed = false;
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// With two or more axis, excluding one of them while chaging another will validate that
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// full precision updates are maintaining their target state value(s) to interpolate towards
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if (axisCount == 3)
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{
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position += RandomlyExcludeAxis(deltaPositionDelta);
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rotation += RandomlyExcludeAxis(deltaRotationDelta);
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scale += RandomlyExcludeAxis(deltaScaleDelta);
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}
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else
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{
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position += deltaPositionDelta;
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rotation += deltaRotationDelta;
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scale += deltaScaleDelta;
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}
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// Apply delta between ticks
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MoveRotateAndScaleAuthority(position, rotation, scale, overideState);
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// Wait for the deltas to be pushed (unlike the original test, we don't wait for state to be updated as that could be dropped here)
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yield return WaitForConditionOrTimeOut(() => m_AuthoritativeTransform.StatePushed);
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AssertOnTimeout($"[Non-Interpolate {i}] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed})!");
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// For 3 axis, we will skip validating that the non-authority interpolates to its target point at least once.
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// This will validate that non-authoritative updates are maintaining their target state axis values if only 2
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// of the axis are being updated to assure interpolation maintains the targeted axial value per axis.
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// For 2 and 1 axis tests we always validate per delta update
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if (m_AxisExcluded || axisCount < 3)
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{
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// Wait for deltas to synchronize on non-authoritative side
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yield return WaitForConditionOrTimeOut(PositionRotationScaleMatches);
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// Provide additional debug info about what failed (if it fails)
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if (s_GlobalTimeoutHelper.TimedOut)
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{
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Debug.Log("[Synch Issue Start - 1]");
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// If we timed out, then wait for a full range of ticks (plus 1) to assure it sent synchronization data.
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for (int j = 0; j < m_ServerNetworkManager.NetworkConfig.TickRate * 2; j++)
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{
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success = PositionRotationScaleMatches();
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if (success)
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{
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// If we matched, then something was dropped and recovered when synchronized
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break;
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}
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yield return s_DefaultWaitForTick;
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}
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// Only if we still didn't match
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if (!success)
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{
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m_EnableVerboseDebug = true;
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success = PositionRotationScaleMatches();
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m_EnableVerboseDebug = false;
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Debug.Log("[Synch Issue END - 1]");
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AssertOnTimeout($"[Non-Interpolate {i}] Timed out waiting for non-authority to match authority's position or rotation");
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}
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}
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}
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}
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if (axisCount == 3)
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{
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// As a final test, wait for deltas to synchronize on non-authoritative side to assure it interpolates to the correct values
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yield return WaitForConditionOrTimeOut(PositionRotationScaleMatches);
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// Provide additional debug info about what failed (if it fails)
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if (s_GlobalTimeoutHelper.TimedOut)
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{
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Debug.Log("[Synch Issue Start - 2]");
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// If we timed out, then wait for a full range of ticks (plus 1) to assure it sent synchronization data.
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for (int j = 0; j < m_ServerNetworkManager.NetworkConfig.TickRate * 2; j++)
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{
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success = PositionRotationScaleMatches();
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if (success)
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{
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// If we matched, then something was dropped and recovered when synchronized
|
|
break;
|
|
}
|
|
yield return s_DefaultWaitForTick;
|
|
}
|
|
|
|
// Only if we still didn't match
|
|
if (!success)
|
|
{
|
|
m_EnableVerboseDebug = true;
|
|
PositionRotationScaleMatches();
|
|
m_EnableVerboseDebug = false;
|
|
Debug.Log("[Synch Issue END - 2]");
|
|
AssertOnTimeout("Timed out waiting for non-authority to match authority's position or rotation");
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tests changing all axial values one at a time with packet loss
|
|
/// These tests are performed:
|
|
/// - While in local space and world space
|
|
/// - While interpolation is enabled and disabled
|
|
/// </summary>
|
|
[UnityTest]
|
|
public IEnumerator TestAuthoritativeTransformChangeOneAtATime([Values] TransformSpace testLocalTransform, [Values] Interpolation interpolation)
|
|
{
|
|
// Just test for OverrideState.Update (they are already being tested for functionality in normal NetworkTransformTests)
|
|
m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
|
|
m_AuthoritativeTransform.InLocalSpace = testLocalTransform == TransformSpace.Local;
|
|
m_AuthoritativeTransform.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
|
|
m_AuthoritativeTransform.UseHalfFloatPrecision = m_Precision == Precision.Half;
|
|
m_AuthoritativeTransform.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
|
|
m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
|
|
|
|
|
|
// test position
|
|
var authPlayerTransform = m_AuthoritativeTransform.transform;
|
|
|
|
Assert.AreEqual(Vector3.zero, m_NonAuthoritativeTransform.transform.position, "server side pos should be zero at first"); // sanity check
|
|
|
|
m_AuthoritativeTransform.transform.position = GetRandomVector3(2f, 30f);
|
|
|
|
yield return WaitForConditionOrTimeOut(() => PositionsMatch());
|
|
AssertOnTimeout($"Timed out waiting for positions to match {m_AuthoritativeTransform.transform.position} | {m_NonAuthoritativeTransform.transform.position}");
|
|
|
|
// test rotation
|
|
Assert.AreEqual(Quaternion.identity, m_NonAuthoritativeTransform.transform.rotation, "wrong initial value for rotation"); // sanity check
|
|
|
|
m_AuthoritativeTransform.transform.rotation = Quaternion.Euler(GetRandomVector3(5, 60)); // using euler angles instead of quaternions directly to really see issues users might encounter
|
|
|
|
// Make sure the values match
|
|
yield return WaitForConditionOrTimeOut(() => RotationsMatch());
|
|
AssertOnTimeout($"Timed out waiting for rotations to match");
|
|
|
|
m_AuthoritativeTransform.StatePushed = false;
|
|
m_AuthoritativeTransform.transform.localScale = GetRandomVector3(1, 6);
|
|
|
|
// Make sure the scale values match
|
|
yield return WaitForConditionOrTimeOut(() => ScaleValuesMatch());
|
|
AssertOnTimeout($"Timed out waiting for scale values to match");
|
|
}
|
|
|
|
[UnityTest]
|
|
public IEnumerator TestSameFrameDeltaStateAndTeleport([Values] TransformSpace testLocalTransform, [Values] Interpolation interpolation)
|
|
{
|
|
m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
|
|
|
|
m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
|
|
|
|
m_AuthoritativeTransform.InLocalSpace = testLocalTransform == TransformSpace.Local;
|
|
|
|
// test position
|
|
var authPlayerTransform = m_AuthoritativeTransform.transform;
|
|
|
|
Assert.AreEqual(Vector3.zero, m_NonAuthoritativeTransform.transform.position, "server side pos should be zero at first"); // sanity check
|
|
|
|
m_AuthoritativeTransform.AuthorityPushedTransformState += OnAuthorityPushedTransformState;
|
|
m_RandomPosition = GetRandomVector3(2f, 30f);
|
|
m_AuthoritativeTransform.transform.position = m_RandomPosition;
|
|
m_Teleported = false;
|
|
yield return WaitForConditionOrTimeOut(() => m_Teleported);
|
|
AssertOnTimeout($"Timed out waiting for random position to be pushed!");
|
|
|
|
yield return WaitForConditionOrTimeOut(() => PositionsMatch());
|
|
AssertOnTimeout($"Timed out waiting for positions to match {m_AuthoritativeTransform.transform.position} | {m_NonAuthoritativeTransform.transform.position}");
|
|
|
|
var authPosition = m_AuthoritativeTransform.GetSpaceRelativePosition();
|
|
var nonAuthPosition = m_NonAuthoritativeTransform.GetSpaceRelativePosition();
|
|
|
|
var finalPosition = m_TeleportOffset + m_RandomPosition;
|
|
Assert.True(Approximately(authPosition, finalPosition), $"Authority did not set its position ({authPosition}) to the teleport position ({finalPosition})!");
|
|
Assert.True(Approximately(nonAuthPosition, finalPosition), $"NonAuthority did not set its position ({nonAuthPosition}) to the teleport position ({finalPosition})!");
|
|
}
|
|
|
|
/// <summary>
|
|
/// For the TestSameFrameDeltaStateAndTeleport test, we want to teleport on the same frame that we had a delta state update when
|
|
/// using unreliable delta state updates (i.e. we want the unreliable packet to be sent first and then the teleport to be sent on
|
|
/// the next tick. Store off both states when invoked
|
|
/// </summary>
|
|
/// <param name="networkTransformState"></param>
|
|
private void OnAuthorityPushedTransformState(ref NetworkTransform.NetworkTransformState networkTransformState)
|
|
{
|
|
// Match the first position update
|
|
if (Approximately(m_RandomPosition, networkTransformState.GetPosition()))
|
|
{
|
|
// Teleport to the m_RandomPosition plus the
|
|
m_AuthoritativeTransform.SetState(m_TeleportOffset + m_RandomPosition, null, null, false);
|
|
m_AuthoritativeTransform.AuthorityPushedTransformState -= OnAuthorityPushedTransformState;
|
|
m_Teleported = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|