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com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformTests.cs
Unity Technologies 158f26b913 com.unity.netcode.gameobjects@1.9.1
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [1.9.1] - 2024-04-18

### Added
- Added AnticipatedNetworkVariable<T>, which adds support for client anticipation of NetworkVariable values, allowing for more responsive gameplay (#2820)
- Added AnticipatedNetworkTransform, which adds support for client anticipation of NetworkTransforms (#2820)
- Added NetworkVariableBase.ExceedsDirtinessThreshold to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in NetworkVariable<T> with the callback NetworkVariable<T>.CheckExceedsDirtinessThreshold) (#2820)
- Added NetworkVariableUpdateTraits, which add additional throttling support: MinSecondsBetweenUpdates will prevent the NetworkVariable from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while MaxSecondsBetweenUpdates will force a dirty NetworkVariable to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2820)
- Added virtual method NetworkVariableBase.OnInitialize() which can be used by NetworkVariable subclasses to add initialization code (#2820)
- Added virtual method NetworkVariableBase.Update(), which is called once per frame to support behaviors such as interpolation between an anticipated value and an authoritative one. (#2820)
- Added NetworkTime.TickWithPartial, which represents the current tick as a double that includes the fractional/partial tick value. (#2820)
- Added NetworkTickSystem.AnticipationTick, which can be helpful with implementation of client anticipation. This value represents the tick the current local client was at at the beginning of the most recent network round trip, which enables it to correlate server update ticks with the client tick that may have triggered them. (#2820)
- `NetworkVariable` now includes built-in support for `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, and `Dictionary` (#2813)
- `NetworkVariable` now includes delta compression for collection values (`NativeList`, `NativeArray`, `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, `Dictionary`, and `FixedString` types) to save bandwidth by only sending the values that changed. (Note: For `NativeList`, `NativeArray`, and `List`, this algorithm works differently than that used in `NetworkList`. This algorithm will use less bandwidth for "set" and "add" operations, but `NetworkList` is more bandwidth-efficient if you are performing frequent "insert" operations.) (#2813)
- `UserNetworkVariableSerialization` now has optional callbacks for `WriteDelta` and `ReadDelta`. If both are provided, they will be used for all serialization operations on NetworkVariables of that type except for the first one for each client. If either is missing, the existing `Write` and `Read` will always be used. (#2813)
- Network variables wrapping `INetworkSerializable` types can perform delta serialization by setting `UserNetworkVariableSerialization<T>.WriteDelta` and `UserNetworkVariableSerialization<T>.ReadDelta` for those types. The built-in `INetworkSerializable` serializer will continue to be used for all other serialization operations, but if those callbacks are set, it will call into them on all but the initial serialization to perform delta serialization. (This could be useful if you have a large struct where most values do not change regularly and you want to send only the fields that did change.) (#2813)

### Fixed

- Fixed issue where NetworkTransformEditor would throw and exception if you excluded the physics package. (#2871)
- Fixed issue where `NetworkTransform` could not properly synchronize its base position when using half float precision. (#2845)
- Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822)
- Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
- Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)

### Changed

- Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2874)
- Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2872)
- Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810)
- Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
2024-04-18 00:00:00 +00:00

535 lines
30 KiB
C#

using System.Collections;
using NUnit.Framework;
using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// Integration tests for NetworkTransform that will test both
/// server and host operating modes and will test both authoritative
/// models for each operating mode.
/// </summary>
[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.None, Rotation.Euler, Precision.Full)]
[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.None, Rotation.Euler, Precision.Half)]
[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Full)]
[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Half)]
[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Full)]
[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Half)]
[TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.None, Rotation.Euler, Precision.Full)]
[TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.None, Rotation.Euler, Precision.Half)]
[TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Full)]
[TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Half)]
[TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Full)]
[TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Half)]
public class NetworkTransformTests : NetworkTransformBase
{
protected const int k_TickRate = 60;
/// <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 NetworkTransformTests(HostOrServer testWithHost, Authority authority, RotationCompression rotationCompression, Rotation rotation, Precision precision) :
base(testWithHost, authority, rotationCompression, rotation, precision)
{ }
protected override bool m_EnableTimeTravel => true;
protected override bool m_SetupIsACoroutine => false;
protected override bool m_TearDownIsACoroutine => false;
protected override uint GetTickRate()
{
return k_TickRate;
}
private bool m_UseParentingThreshold;
private const float k_ParentingThreshold = 0.25f;
protected override float GetDeltaVarianceThreshold()
{
if (m_UseParentingThreshold)
{
return k_ParentingThreshold;
}
return base.GetDeltaVarianceThreshold();
}
protected override IEnumerator OnSetup()
{
m_UseParentingThreshold = false;
return base.OnSetup();
}
/// <summary>
/// Handles validating the local space values match the original local space values.
/// If not, it generates a message containing the axial values that did not match
/// the target/start local space values.
/// </summary>
private void AllChildrenLocalTransformValuesMatch(bool useSubChild, ChildrenTransformCheckType checkType)
{
// We don't assert on timeout here because we want to log this information during PostAllChildrenLocalTransformValuesMatch
var success = WaitForConditionOrTimeOutWithTimeTravel(() => AllInstancesKeptLocalTransformValues(useSubChild), (int)GetTickRate() * 2);
m_InfoMessage.Clear();
m_InfoMessage.AppendLine($"[{checkType}][{useSubChild}] Timed out waiting for all children to have the correct local space values:\n");
if (!success)
{
// If we timed out, then wait for 4 ticks to assure all data has been synchronized before declaring this a failed test.
for (int j = 0; j < 4; j++)
{
var instances = useSubChild ? ChildObjectComponent.SubInstances : ChildObjectComponent.Instances;
success = PostAllChildrenLocalTransformValuesMatch(useSubChild);
TimeTravelAdvanceTick();
}
}
if (!success)
{
Assert.True(success, m_InfoMessage.ToString());
}
}
/// <summary>
/// Validates that transform values remain the same when a NetworkTransform is
/// parented under another NetworkTransform under all of the possible axial conditions
/// as well as when the parent has a varying scale.
/// </summary>
[Test]
public void ParentedNetworkTransformTest([Values] Interpolation interpolation, [Values] bool worldPositionStays, [Values(0.5f, 1.0f, 5.0f)] float scale)
{
m_UseParentingThreshold = true;
// Get the NetworkManager that will have authority in order to spawn with the correct authority
var isServerAuthority = m_Authority == Authority.ServerAuthority;
var authorityNetworkManager = m_ServerNetworkManager;
if (!isServerAuthority)
{
authorityNetworkManager = m_ClientNetworkManagers[0];
}
// Spawn a parent and children
ChildObjectComponent.HasSubChild = true;
var serverSideParent = SpawnObject(m_ParentObject.gameObject, authorityNetworkManager).GetComponent<NetworkObject>();
var serverSideChild = SpawnObject(m_ChildObject.gameObject, authorityNetworkManager).GetComponent<NetworkObject>();
var serverSideSubChild = SpawnObject(m_SubChildObject.gameObject, authorityNetworkManager).GetComponent<NetworkObject>();
// Assure all of the child object instances are spawned before proceeding to parenting
var success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned);
Assert.True(success, "Timed out waiting for all child instances to be spawned!");
// Get the authority parent and child instances
m_AuthorityParentObject = NetworkTransformTestComponent.AuthorityInstance.NetworkObject;
m_AuthorityChildObject = ChildObjectComponent.AuthorityInstance.NetworkObject;
m_AuthoritySubChildObject = ChildObjectComponent.AuthoritySubInstance.NetworkObject;
// The child NetworkTransform will use world space when world position stays and
// local space when world position does not stay when parenting.
ChildObjectComponent.AuthorityInstance.InLocalSpace = !worldPositionStays;
ChildObjectComponent.AuthorityInstance.UseHalfFloatPrecision = m_Precision == Precision.Half;
ChildObjectComponent.AuthorityInstance.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
ChildObjectComponent.AuthorityInstance.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
ChildObjectComponent.AuthoritySubInstance.InLocalSpace = !worldPositionStays;
ChildObjectComponent.AuthoritySubInstance.UseHalfFloatPrecision = m_Precision == Precision.Half;
ChildObjectComponent.AuthoritySubInstance.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
ChildObjectComponent.AuthoritySubInstance.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
// Set whether we are interpolating or not
m_AuthorityParentNetworkTransform = m_AuthorityParentObject.GetComponent<NetworkTransformTestComponent>();
m_AuthorityParentNetworkTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_AuthorityChildNetworkTransform = m_AuthorityChildObject.GetComponent<ChildObjectComponent>();
m_AuthorityChildNetworkTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_AuthoritySubChildNetworkTransform = m_AuthoritySubChildObject.GetComponent<ChildObjectComponent>();
m_AuthoritySubChildNetworkTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
// Apply a scale to the parent object to make sure the scale on the child is properly updated on
// non-authority instances.
var halfScale = scale * 0.5f;
m_AuthorityParentObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
m_AuthorityChildObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
m_AuthoritySubChildObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
// Allow one tick for authority to update these changes
TimeTravelAdvanceTick();
success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
Assert.True(success, "All transform values did not match prior to parenting!");
// Parent the child under the parent with the current world position stays setting
Assert.True(serverSideChild.TrySetParent(serverSideParent.transform, worldPositionStays), "[Server-Side Child] Failed to set child's parent!");
// Parent the sub-child under the child with the current world position stays setting
Assert.True(serverSideSubChild.TrySetParent(serverSideChild.transform, worldPositionStays), "[Server-Side SubChild] Failed to set sub-child's parent!");
// This waits for all child instances to be parented
success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild);
Assert.True(success, "Timed out waiting for all instances to have parented a child!");
// Provide two network ticks for interpolation to finalize
TimeTravelAdvanceTick();
TimeTravelAdvanceTick();
// This validates each child instance has preserved their local space values
AllChildrenLocalTransformValuesMatch(false, ChildrenTransformCheckType.Connected_Clients);
// This validates each sub-child instance has preserved their local space values
AllChildrenLocalTransformValuesMatch(true, ChildrenTransformCheckType.Connected_Clients);
// Verify that a late joining client will synchronize to the parented NetworkObjects properly
CreateAndStartNewClientWithTimeTravel();
// Assure all of the child object instances are spawned (basically for the newly connected client)
success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned);
Assert.True(success, "Timed out waiting for all child instances to be spawned!");
// This waits for all child instances to be parented
success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild);
Assert.True(success, "Timed out waiting for all instances to have parented a child!");
// This validates each child instance has preserved their local space values
AllChildrenLocalTransformValuesMatch(false, ChildrenTransformCheckType.Late_Join_Client);
// This validates each sub-child instance has preserved their local space values
AllChildrenLocalTransformValuesMatch(true, ChildrenTransformCheckType.Late_Join_Client);
}
/// <summary>
/// This validates that multiple changes can occur within the same tick or over
/// several ticks while still keeping non-authoritative instances synchronized.
/// </summary>
/// <remarks>
/// When testing < 3 axis: Interpolation is disabled and only 3 delta updates are applied per unique test
/// When testing 3 axis: Interpolation is enabled, sometimes an axis is intentionally excluded during a
/// delta update, and it runs through 8 delta updates per unique test.
/// </remarks>
[Test]
public void NetworkTransformMultipleChangesOverTime([Values] TransformSpace testLocalTransform, [Values] OverrideState overideState, [Values] Axis axis)
{
m_AuthoritativeTransform.InLocalSpace = testLocalTransform == TransformSpace.Local;
bool axisX = axis == Axis.X || axis == Axis.XY || axis == Axis.XZ || axis == Axis.XYZ;
bool axisY = axis == Axis.Y || axis == Axis.XY || axis == Axis.YZ || axis == Axis.XYZ;
bool axisZ = axis == Axis.Z || axis == Axis.XZ || axis == Axis.YZ || axis == Axis.XYZ;
var axisCount = axisX ? 1 : 0;
axisCount += axisY ? 1 : 0;
axisCount += axisZ ? 1 : 0;
// Enable interpolation when all 3 axis are selected to make sure we are synchronizing properly
// when interpolation is enabled.
m_AuthoritativeTransform.Interpolate = axisCount == 3 ? true : false;
m_CurrentAxis = axis;
m_AuthoritativeTransform.SyncPositionX = axisX;
m_AuthoritativeTransform.SyncPositionY = axisY;
m_AuthoritativeTransform.SyncPositionZ = axisZ;
if (!m_AuthoritativeTransform.UseQuaternionSynchronization)
{
m_AuthoritativeTransform.SyncRotAngleX = axisX;
m_AuthoritativeTransform.SyncRotAngleY = axisY;
m_AuthoritativeTransform.SyncRotAngleZ = axisZ;
}
else
{
// This is not required for usage (setting the value should not matter when quaternion synchronization is enabled)
// but is required for this test so we don't get a failure on an axis that is marked to not be synchronized when
// validating the authority's values on non-authority instances.
m_AuthoritativeTransform.SyncRotAngleX = true;
m_AuthoritativeTransform.SyncRotAngleY = true;
m_AuthoritativeTransform.SyncRotAngleZ = true;
}
m_AuthoritativeTransform.SyncScaleX = axisX;
m_AuthoritativeTransform.SyncScaleY = axisY;
m_AuthoritativeTransform.SyncScaleZ = axisZ;
var positionStart = GetRandomVector3(0.25f, 1.75f);
var rotationStart = GetRandomVector3(1f, 15f);
var scaleStart = GetRandomVector3(0.25f, 2.0f);
var position = positionStart;
var rotation = rotationStart;
var scale = scaleStart;
var success = false;
m_AuthoritativeTransform.StatePushed = false;
// Wait for the deltas to be pushed
WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed);
// Allow the precision settings to propagate first as changing precision
// causes a teleport event to occur
TimeTravelAdvanceTick();
var iterations = axisCount == 3 ? k_PositionRotationScaleIterations3Axis : k_PositionRotationScaleIterations;
// Move and rotate within the same tick, validate the non-authoritative instance updates
// to each set of changes. Repeat several times.
for (int i = 0; i < iterations; i++)
{
// Always reset this per delta update pass
m_AxisExcluded = false;
var deltaPositionDelta = GetRandomVector3(-1.5f, 1.5f);
var deltaRotationDelta = GetRandomVector3(-3.5f, 3.5f);
var deltaScaleDelta = GetRandomVector3(-0.5f, 0.5f);
m_NonAuthoritativeTransform.StateUpdated = false;
m_AuthoritativeTransform.StatePushed = false;
// With two or more axis, excluding one of them while chaging another will validate that
// full precision updates are maintaining their target state value(s) to interpolate towards
if (axisCount == 3)
{
position += RandomlyExcludeAxis(deltaPositionDelta);
rotation += RandomlyExcludeAxis(deltaRotationDelta);
scale += RandomlyExcludeAxis(deltaScaleDelta);
}
else
{
position += deltaPositionDelta;
rotation += deltaRotationDelta;
scale += deltaScaleDelta;
}
// Apply delta between ticks
MoveRotateAndScaleAuthority(position, rotation, scale, overideState);
// Wait for the deltas to be pushed
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed && m_NonAuthoritativeTransform.StateUpdated), $"[Non-Interpolate {i}] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed}) or state to be updated ({m_NonAuthoritativeTransform.StateUpdated})!");
// For 3 axis, we will skip validating that the non-authority interpolates to its target point at least once.
// This will validate that non-authoritative updates are maintaining their target state axis values if only 2
// of the axis are being updated to assure interpolation maintains the targeted axial value per axis.
// For 2 and 1 axis tests we always validate per delta update
if (m_AxisExcluded || axisCount < 3)
{
// Wait for deltas to synchronize on non-authoritative side
success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
// Provide additional debug info about what failed (if it fails)
if (!success)
{
m_EnableVerboseDebug = true;
success = PositionRotationScaleMatches();
m_EnableVerboseDebug = false;
}
Assert.True(success, $"[Non-Interpolate {i}] Timed out waiting for non-authority to match authority's position or rotation");
}
}
if (axisCount == 3)
{
// As a final test, wait for deltas to synchronize on non-authoritative side to assure it interpolates to th
success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
// Provide additional debug info about what failed (if it fails)
if (!success)
{
m_EnableVerboseDebug = true;
success = PositionRotationScaleMatches();
m_EnableVerboseDebug = false;
}
Assert.True(success, $"Timed out waiting for non-authority to match authority's position or rotation");
}
}
/// <summary>
/// Checks scale of a late joining client for all instances of the late joining client's player
/// </summary>
[Test]
public void LateJoiningPlayerInitialScaleValues([Values] TransformSpace testLocalTransform, [Values] Interpolation interpolation, [Values] OverrideState overideState)
{
var overrideUpdate = overideState == OverrideState.CommitToTransform;
m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_AuthoritativeTransform.InLocalSpace = testLocalTransform == TransformSpace.Local;
var position = GetRandomVector3(0.25f, 1.75f);
var rotation = GetRandomVector3(1f, 45f);
var scale = GetRandomVector3(0.25f, 2.0f);
// Make some changes to the currently connected clients
m_NonAuthoritativeTransform.StateUpdated = false;
m_AuthoritativeTransform.StatePushed = false;
MoveRotateAndScaleAuthority(position, rotation, scale, overideState);
// Wait for the deltas to be pushed and updated
var success = WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed && m_NonAuthoritativeTransform.StateUpdated);
Assert.True(success, $"[Interpolation {k_PositionRotationScaleIterations}] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed}) or state to be updated ({m_NonAuthoritativeTransform.StateUpdated})!");
WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
// Validate the use of the prefab's transform values as opposed to the replicated state (which now is only the last deltas)
CreateAndStartNewClientWithTimeTravel();
var newClientNetworkManager = m_ClientNetworkManagers[NumberOfClients];
foreach (var playerRelativeEntry in m_PlayerNetworkObjects)
{
foreach (var playerInstanceEntry in playerRelativeEntry.Value)
{
var playerInstance = playerInstanceEntry.Value;
if (newClientNetworkManager.LocalClientId == playerInstance.OwnerClientId)
{
Assert.IsTrue(Approximately(m_PlayerPrefab.transform.localScale, playerInstance.transform.localScale), $"{playerInstance.name}'s cloned instance's scale does not match original scale!\n" +
$"[ClientId-{playerRelativeEntry.Key} Relative] Player-{playerInstance.OwnerClientId}'s LocalScale ({playerInstance.transform.localScale}) vs Target Scale ({m_PlayerPrefab.transform.localScale})");
}
}
}
}
/// <summary>
/// Tests changing all axial values one at a time.
/// These tests are performed:
/// - While in local space and world space
/// - While interpolation is enabled and disabled
/// - Using the TryCommitTransformToServer "override" that can be used
/// from a child derived or external class.
/// </summary>
[Test]
public void TestAuthoritativeTransformChangeOneAtATime([Values] TransformSpace testLocalTransform, [Values] Interpolation interpolation, [Values] OverrideState overideState)
{
var overrideUpdate = overideState == OverrideState.CommitToTransform;
m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_AuthoritativeTransform.InLocalSpace = testLocalTransform == TransformSpace.Local;
// test position
var authPlayerTransform = overrideUpdate ? m_OwnerTransform.transform : m_AuthoritativeTransform.transform;
Assert.AreEqual(Vector3.zero, m_NonAuthoritativeTransform.transform.position, "server side pos should be zero at first"); // sanity check
TimeTravelAdvanceTick();
m_AuthoritativeTransform.StatePushed = false;
var nextPosition = GetRandomVector3(2f, 30f);
switch (overideState)
{
case OverrideState.Update:
{
m_AuthoritativeTransform.transform.position = nextPosition;
break;
}
case OverrideState.SetState:
{
m_OwnerTransform.SetState(nextPosition, null, null);
break;
}
case OverrideState.CommitToTransform:
{
m_OwnerTransform.transform.position = nextPosition;
m_OwnerTransform.CommitToTransform();
break;
}
}
bool success;
if (overideState == OverrideState.CommitToTransform)
{
// Wait for the deltas to be pushed
success = WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed, 600);
Assert.True(success, $"[Position] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed})!");
}
success = WaitForConditionOrTimeOutWithTimeTravel(() => PositionsMatch(), 600);
Assert.True(success, $"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.StatePushed = false;
var nextRotation = Quaternion.Euler(GetRandomVector3(5, 60)); // using euler angles instead of quaternions directly to really see issues users might encounter
switch (overideState)
{
case OverrideState.Update:
{
m_AuthoritativeTransform.transform.rotation = nextRotation;
break;
}
case OverrideState.SetState:
{
m_OwnerTransform.SetState(null, nextRotation, null);
break;
}
case OverrideState.CommitToTransform:
{
m_OwnerTransform.transform.rotation = nextRotation;
m_OwnerTransform.CommitToTransform();
break;
}
}
if (overideState == OverrideState.CommitToTransform)
{
// Wait for the deltas to be pushed
success = WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed, 600);
Assert.True(success, $"[Rotation] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed})!");
}
// Make sure the values match
success = WaitForConditionOrTimeOutWithTimeTravel(() => RotationsMatch(), 600);
Assert.True(success, $"Timed out waiting for rotations to match");
m_AuthoritativeTransform.StatePushed = false;
var nextScale = GetRandomVector3(1, 6);
switch (overideState)
{
case OverrideState.Update:
{
m_AuthoritativeTransform.transform.localScale = nextScale;
break;
}
case OverrideState.SetState:
{
m_OwnerTransform.SetState(null, null, nextScale);
break;
}
case OverrideState.CommitToTransform:
{
m_OwnerTransform.transform.localScale = nextScale;
m_OwnerTransform.CommitToTransform();
break;
}
}
if (overideState == OverrideState.CommitToTransform)
{
// Wait for the deltas to be pushed
success = WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed, 600);
Assert.True(success, $"[Rotation] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed})!");
}
// Make sure the scale values match
success = WaitForConditionOrTimeOutWithTimeTravel(() => ScaleValuesMatch(), 600);
Assert.True(success, $"Timed out waiting for scale values to match");
}
/// <summary>
/// The tests teleporting with and without interpolation
/// </summary>
[Test]
public void TeleportTest([Values] Interpolation interpolation)
{
m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
var authTransform = m_AuthoritativeTransform.transform;
var nonAuthPosition = m_NonAuthoritativeTransform.transform.position;
var currentTick = m_AuthoritativeTransform.NetworkManager.ServerTime.Tick;
m_DetectedPotentialInterpolatedTeleport = 0.0f;
var teleportDestination = GetRandomVector3(50.0f, 200.0f);
m_NonAuthoritativeTransform.StateUpdated = false;
m_AuthoritativeTransform.StatePushed = false;
m_AuthoritativeTransform.Teleport(teleportDestination, authTransform.rotation, authTransform.localScale);
// Wait for the deltas to be pushed and updated
var success = WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed && m_NonAuthoritativeTransform.StateUpdated);
Assert.True(success, $"[Teleport] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed}) or state to be updated ({m_NonAuthoritativeTransform.StateUpdated})!");
SimulateOneFrame();
Assert.True(TeleportPositionMatches(nonAuthPosition), $"NonAuthoritative position ({m_NonAuthoritativeTransform.GetSpaceRelativePosition()}) is not the same as the destination position {teleportDestination}!");
var targetDistance = 0.0f;
if (!Approximately(m_DetectedPotentialInterpolatedTeleport, 0.0f))
{
targetDistance = Mathf.Abs(Vector3.Distance(nonAuthPosition, teleportDestination));
}
Assert.IsTrue(Approximately(m_DetectedPotentialInterpolatedTeleport, 0.0f), $"Detected possible interpolation on non-authority side! NonAuthority distance: {m_DetectedPotentialInterpolatedTeleport} | Target distance: {targetDistance}");
}
}
}