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com.unity.netcode.gameobjects/Tests/Runtime/Timing/NetworkTimeSystemTests.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

228 lines
9.0 KiB
C#

using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.Assertions.Comparers;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// Runtime tests to test the network time system with the Unity player loop.
/// </summary>
internal class NetworkTimeSystemTests
{
private MonoBehaviourTest<PlayerLoopFixedTimeTestComponent> m_PlayerLoopFixedTimeTestComponent; // cache for teardown
private MonoBehaviourTest<PlayerLoopTimeTestComponent> m_PlayerLoopTimeTestComponent; // cache for teardown
private float m_OriginalTimeScale = 1.0f;
[SetUp]
public void Setup()
{
m_OriginalTimeScale = Time.timeScale;
// Create, instantiate, and host
Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _));
}
/// <summary>
/// Tests whether time is accessible and has correct values inside Update/FixedUpdate.
/// This test applies only when <see cref="Time.timeScale"> is 1.
/// </summary>
/// <returns></returns>
[UnityTest]
public IEnumerator PlayerLoopFixedTimeTest()
{
m_PlayerLoopFixedTimeTestComponent = new MonoBehaviourTest<PlayerLoopFixedTimeTestComponent>();
yield return m_PlayerLoopFixedTimeTestComponent;
}
/// <summary>
/// Tests whether time is accessible and has correct values inside Update, for multiples <see cref="Time.timeScale"/> values.
/// </summary>
/// <returns></returns>
[UnityTest]
public IEnumerator PlayerLoopTimeTest_WithDifferentTimeScale([Values(0.0f, 0.1f, 0.5f, 1.0f, 2.0f, 5.0f)] float timeScale)
{
Time.timeScale = timeScale;
m_PlayerLoopTimeTestComponent = new MonoBehaviourTest<PlayerLoopTimeTestComponent>();
yield return m_PlayerLoopTimeTestComponent;
}
/// <summary>
/// Tests whether the time system invokes the correct amount of ticks over a period of time.
/// Note we cannot test against Time.Time directly because of floating point precision. Our time is more precise leading to different results.
/// </summary>
/// <returns></returns>
[UnityTest]
public IEnumerator CorrectAmountTicksTest()
{
NetworkTickSystem tickSystem = NetworkManager.Singleton.NetworkTickSystem;
float delta = tickSystem.LocalTime.FixedDeltaTime;
int previous_localTickCalculated = 0;
int previous_serverTickCalculated = 0;
while (tickSystem.LocalTime.Time < 3f)
{
yield return null;
var tickCalculated = tickSystem.LocalTime.Time / delta;
previous_localTickCalculated = (int)tickCalculated;
// This check is needed due to double division imprecision of large numbers
if ((tickCalculated - previous_localTickCalculated) >= 0.999999999999)
{
previous_localTickCalculated++;
}
tickCalculated = NetworkManager.Singleton.ServerTime.Time / delta;
previous_serverTickCalculated = (int)tickCalculated;
// This check is needed due to double division imprecision of large numbers
if ((tickCalculated - previous_serverTickCalculated) >= 0.999999999999)
{
previous_serverTickCalculated++;
}
Assert.AreEqual(previous_localTickCalculated, NetworkManager.Singleton.LocalTime.Tick, $"Calculated local tick {previous_localTickCalculated} does not match local tick {NetworkManager.Singleton.LocalTime.Tick}!");
Assert.AreEqual(previous_serverTickCalculated, NetworkManager.Singleton.ServerTime.Tick, $"Calculated server tick {previous_serverTickCalculated} does not match server tick {NetworkManager.Singleton.ServerTime.Tick}!");
Assert.AreEqual((float)NetworkManager.Singleton.LocalTime.Time, (float)NetworkManager.Singleton.ServerTime.Time, $"Local time {(float)NetworkManager.Singleton.LocalTime.Time} is not approximately server time {(float)NetworkManager.Singleton.ServerTime.Time}!", FloatComparer.s_ComparerWithDefaultTolerance);
}
}
[TearDown]
public void TearDown()
{
// Stop, shutdown, and destroy
NetworkManagerHelper.ShutdownNetworkManager();
Time.timeScale = m_OriginalTimeScale;
if (m_PlayerLoopFixedTimeTestComponent != null)
{
Object.DestroyImmediate(m_PlayerLoopFixedTimeTestComponent.gameObject);
m_PlayerLoopFixedTimeTestComponent = null;
}
if (m_PlayerLoopTimeTestComponent != null)
{
Object.DestroyImmediate(m_PlayerLoopTimeTestComponent.gameObject);
m_PlayerLoopTimeTestComponent = null;
}
}
}
internal class PlayerLoopFixedTimeTestComponent : MonoBehaviour, IMonoBehaviourTest
{
public const int Passes = 100;
private int m_UpdatePasses = 0;
private int m_LastFixedUpdateTick = 0;
private int m_TickOffset = -1;
private NetworkTime m_LocalTimePreviousUpdate;
private NetworkTime m_ServerTimePreviousUpdate;
private NetworkTime m_LocalTimePreviousFixedUpdate;
private void Start()
{
// Run fixed update at same rate as network tick
Time.fixedDeltaTime = NetworkManager.Singleton.LocalTime.FixedDeltaTime;
// Uncap fixed time else we might skip fixed updates
Time.maximumDeltaTime = float.MaxValue;
}
private void Update()
{
// This must run first else it wont run if there is an exception
m_UpdatePasses++;
NetworkTime localTime = NetworkManager.Singleton.LocalTime;
NetworkTime serverTime = NetworkManager.Singleton.ServerTime;
// time should have advanced on the host/server
Assert.Less(m_LocalTimePreviousUpdate.Time, localTime.Time);
Assert.Less(m_ServerTimePreviousUpdate.Time, serverTime.Time);
// time should be further then last fixed step in update
Assert.Less(m_LocalTimePreviousFixedUpdate.FixedTime, localTime.Time);
// we should be in same or further tick then fixed update
Assert.LessOrEqual(m_LocalTimePreviousFixedUpdate.Tick, localTime.Tick);
// fixed update should result in same amounts of tick as network time
if (m_TickOffset == -1)
{
m_TickOffset = serverTime.Tick - m_LastFixedUpdateTick;
}
else
{
// offset of 1 is ok, this happens due to different tick duration offsets
Assert.LessOrEqual(Mathf.Abs(serverTime.Tick - m_TickOffset - m_LastFixedUpdateTick), 1);
}
m_LocalTimePreviousUpdate = localTime;
m_ServerTimePreviousUpdate = serverTime;
}
private void FixedUpdate()
{
m_LocalTimePreviousFixedUpdate = NetworkManager.Singleton.LocalTime;
Assert.AreEqual(Time.fixedDeltaTime, m_LocalTimePreviousFixedUpdate.FixedDeltaTime);
Assert.AreEqual((float)NetworkManager.Singleton.LocalTime.Time, (float)NetworkManager.Singleton.ServerTime.Time, null, FloatComparer.s_ComparerWithDefaultTolerance);
m_LastFixedUpdateTick++;
}
public bool IsTestFinished => m_UpdatePasses >= Passes;
}
internal class PlayerLoopTimeTestComponent : MonoBehaviour, IMonoBehaviourTest
{
public const int Passes = 100;
private int m_UpdatePasses = 0;
private NetworkTime m_LocalTimePreviousUpdate;
private NetworkTime m_ServerTimePreviousUpdate;
private NetworkTime m_LocalTimePreviousFixedUpdate;
private void Update()
{
// This must run first else it wont run if there is an exception
m_UpdatePasses++;
NetworkTime localTime = NetworkManager.Singleton.LocalTime;
NetworkTime serverTime = NetworkManager.Singleton.ServerTime;
// time should have advanced on the host/server
Assert.Less(m_LocalTimePreviousUpdate.Time, localTime.Time);
Assert.Less(m_ServerTimePreviousUpdate.Time, serverTime.Time);
// time should be further then last fixed step in update
Assert.Less(m_LocalTimePreviousFixedUpdate.FixedTime, localTime.Time);
// we should be in same or further tick then fixed update
Assert.LessOrEqual(m_LocalTimePreviousFixedUpdate.Tick, localTime.Tick);
m_LocalTimePreviousUpdate = localTime;
m_ServerTimePreviousUpdate = serverTime;
}
private void FixedUpdate()
{
m_LocalTimePreviousFixedUpdate = NetworkManager.Singleton.LocalTime;
}
public bool IsTestFinished => m_UpdatePasses >= Passes;
}
}