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). ## [1.4.0] - 2023-04-10 ### Added - Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437) - Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388) - Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388) - Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388) - Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388) - Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388) - Added `HalfVector3` used for scale when half float precision is enabled. (#2388) - Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388) - Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388) - Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388) - Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388) - Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383) - Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383) ### Changed - Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388) - Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388) - Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388) - Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383) ### Fixed - Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502) - Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492) - Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481) - Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441) - Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426) - Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423) - Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416) - Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416) - Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388) - Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388) - Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383) - Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
781 lines
41 KiB
C#
781 lines
41 KiB
C#
using NUnit.Framework;
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using Unity.Netcode.Components;
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using UnityEngine;
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namespace Unity.Netcode.RuntimeTests
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{
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[TestFixture(TransformSpace.World, Precision.Full, Rotation.Euler)]
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[TestFixture(TransformSpace.World, Precision.Half, Rotation.Euler)]
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[TestFixture(TransformSpace.Local, Precision.Full, Rotation.Euler)]
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[TestFixture(TransformSpace.Local, Precision.Half, Rotation.Euler)]
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[TestFixture(TransformSpace.World, Precision.Full, Rotation.Quaternion)]
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[TestFixture(TransformSpace.World, Precision.Half, Rotation.Quaternion)]
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[TestFixture(TransformSpace.Local, Precision.Full, Rotation.Quaternion)]
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[TestFixture(TransformSpace.Local, Precision.Half, Rotation.Quaternion)]
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public class NetworkTransformStateTests
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{
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public enum SyncAxis
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{
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SyncPosX,
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SyncPosY,
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SyncPosZ,
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SyncPosXY,
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SyncPosXZ,
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SyncPosYZ,
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SyncPosXYZ,
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SyncRotX,
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SyncRotY,
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SyncRotZ,
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SyncRotXY,
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SyncRotXZ,
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SyncRotYZ,
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SyncRotXYZ,
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SyncScaleX,
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SyncScaleY,
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SyncScaleZ,
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SyncScaleXY,
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SyncScaleXZ,
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SyncScaleYZ,
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SyncScaleXYZ,
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SyncAllX,
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SyncAllY,
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SyncAllZ,
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SyncAllXY,
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SyncAllXZ,
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SyncAllYZ,
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SyncAllXYZ
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}
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public enum TransformSpace
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{
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World,
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Local
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}
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public enum Rotation
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{
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Euler,
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Quaternion
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}
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public enum SynchronizationType
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{
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Delta,
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Teleport
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}
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public enum Precision
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{
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Half,
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Full
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}
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private TransformSpace m_TransformSpace;
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private Precision m_Precision;
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private Rotation m_Rotation;
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public NetworkTransformStateTests(TransformSpace transformSpace, Precision precision, Rotation rotation)
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{
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m_TransformSpace = transformSpace;
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m_Precision = precision;
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m_Rotation = rotation;
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}
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private bool WillAnAxisBeSynchronized(ref NetworkTransform networkTransform)
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{
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return networkTransform.SyncScaleX || networkTransform.SyncScaleY || networkTransform.SyncScaleZ ||
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networkTransform.SyncRotAngleX || networkTransform.SyncRotAngleY || networkTransform.SyncRotAngleZ ||
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networkTransform.SyncPositionX || networkTransform.SyncPositionY || networkTransform.SyncPositionZ;
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}
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[Test]
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public void TestSyncAxes([Values] SynchronizationType synchronizationType, [Values] SyncAxis syncAxis)
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{
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bool inLocalSpace = m_TransformSpace == TransformSpace.Local;
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bool isTeleporting = synchronizationType == SynchronizationType.Teleport;
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bool syncPosX = syncAxis == SyncAxis.SyncPosX || syncAxis == SyncAxis.SyncPosXY || syncAxis == SyncAxis.SyncPosXZ || syncAxis == SyncAxis.SyncPosXYZ || syncAxis == SyncAxis.SyncAllX || syncAxis == SyncAxis.SyncAllXY || syncAxis == SyncAxis.SyncAllXZ || syncAxis == SyncAxis.SyncAllXYZ;
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bool syncPosY = syncAxis == SyncAxis.SyncPosY || syncAxis == SyncAxis.SyncPosXY || syncAxis == SyncAxis.SyncPosYZ || syncAxis == SyncAxis.SyncPosXYZ || syncAxis == SyncAxis.SyncAllY || syncAxis == SyncAxis.SyncAllXY || syncAxis == SyncAxis.SyncAllYZ || syncAxis == SyncAxis.SyncAllXYZ;
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bool syncPosZ = syncAxis == SyncAxis.SyncPosZ || syncAxis == SyncAxis.SyncPosXZ || syncAxis == SyncAxis.SyncPosYZ || syncAxis == SyncAxis.SyncPosXYZ || syncAxis == SyncAxis.SyncAllZ || syncAxis == SyncAxis.SyncAllXZ || syncAxis == SyncAxis.SyncAllYZ || syncAxis == SyncAxis.SyncAllXYZ;
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bool syncRotX = syncAxis == SyncAxis.SyncRotX || syncAxis == SyncAxis.SyncRotXY || syncAxis == SyncAxis.SyncRotXZ || syncAxis == SyncAxis.SyncRotXYZ || syncAxis == SyncAxis.SyncRotX || syncAxis == SyncAxis.SyncAllXY || syncAxis == SyncAxis.SyncAllXZ || syncAxis == SyncAxis.SyncAllXYZ;
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bool syncRotY = syncAxis == SyncAxis.SyncRotY || syncAxis == SyncAxis.SyncRotXY || syncAxis == SyncAxis.SyncRotYZ || syncAxis == SyncAxis.SyncRotXYZ || syncAxis == SyncAxis.SyncRotY || syncAxis == SyncAxis.SyncAllXY || syncAxis == SyncAxis.SyncAllYZ || syncAxis == SyncAxis.SyncAllXYZ;
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bool syncRotZ = syncAxis == SyncAxis.SyncRotZ || syncAxis == SyncAxis.SyncRotXZ || syncAxis == SyncAxis.SyncRotYZ || syncAxis == SyncAxis.SyncRotXYZ || syncAxis == SyncAxis.SyncRotZ || syncAxis == SyncAxis.SyncAllXZ || syncAxis == SyncAxis.SyncAllYZ || syncAxis == SyncAxis.SyncAllXYZ;
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bool syncScaX = syncAxis == SyncAxis.SyncScaleX || syncAxis == SyncAxis.SyncScaleXY || syncAxis == SyncAxis.SyncScaleXZ || syncAxis == SyncAxis.SyncScaleXYZ || syncAxis == SyncAxis.SyncAllX || syncAxis == SyncAxis.SyncAllXY || syncAxis == SyncAxis.SyncAllXZ || syncAxis == SyncAxis.SyncAllXYZ;
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bool syncScaY = syncAxis == SyncAxis.SyncScaleY || syncAxis == SyncAxis.SyncScaleXY || syncAxis == SyncAxis.SyncScaleYZ || syncAxis == SyncAxis.SyncScaleXYZ || syncAxis == SyncAxis.SyncAllY || syncAxis == SyncAxis.SyncAllXY || syncAxis == SyncAxis.SyncAllYZ || syncAxis == SyncAxis.SyncAllXYZ;
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bool syncScaZ = syncAxis == SyncAxis.SyncScaleZ || syncAxis == SyncAxis.SyncScaleXZ || syncAxis == SyncAxis.SyncScaleYZ || syncAxis == SyncAxis.SyncScaleXYZ || syncAxis == SyncAxis.SyncAllZ || syncAxis == SyncAxis.SyncAllXZ || syncAxis == SyncAxis.SyncAllYZ || syncAxis == SyncAxis.SyncAllXYZ;
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var gameObject = new GameObject($"Test-{nameof(NetworkTransformStateTests)}.{nameof(TestSyncAxes)}");
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var networkObject = gameObject.AddComponent<NetworkObject>();
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var networkTransform = gameObject.AddComponent<NetworkTransform>();
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networkTransform.enabled = false; // do not tick `FixedUpdate()` or `Update()`
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var initialPosition = Vector3.zero;
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var initialRotAngles = Vector3.zero;
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var initialScale = Vector3.one;
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networkTransform.UseHalfFloatPrecision = m_Precision == Precision.Half;
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networkTransform.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
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networkTransform.transform.position = initialPosition;
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networkTransform.transform.eulerAngles = initialRotAngles;
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networkTransform.transform.localScale = initialScale;
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networkTransform.SyncPositionX = syncPosX;
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networkTransform.SyncPositionY = syncPosY;
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networkTransform.SyncPositionZ = syncPosZ;
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networkTransform.SyncRotAngleX = syncRotX;
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networkTransform.SyncRotAngleY = syncRotY;
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networkTransform.SyncRotAngleZ = syncRotZ;
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networkTransform.SyncScaleX = syncScaX;
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networkTransform.SyncScaleY = syncScaY;
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networkTransform.SyncScaleZ = syncScaZ;
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networkTransform.InLocalSpace = inLocalSpace;
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// We want a relatively clean networkTransform state before we try to apply the transform to it
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// We only preserve InLocalSpace and IsTeleportingNextFrame properties as they are the only things
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// needed when applying a transform to a NetworkTransformState
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var networkTransformState = new NetworkTransform.NetworkTransformState
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{
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InLocalSpace = inLocalSpace,
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IsTeleportingNextFrame = isTeleporting,
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NetworkDeltaPosition = new NetworkDeltaPosition(Vector3.zero, 0)
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};
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// Step 1: change properties, expect state to be dirty
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{
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networkTransform.transform.position = new Vector3(3, 4, 5);
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networkTransform.transform.eulerAngles = new Vector3(30, 45, 90);
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networkTransform.transform.localScale = new Vector3(1.1f, 0.5f, 2.5f);
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if (syncPosX || syncPosY || syncPosZ || syncRotX || syncRotY || syncRotZ || syncScaX || syncScaY || syncScaZ)
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{
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Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
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}
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}
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// We want to start with a fresh NetworkTransformState since it could have other state
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// information from the last time we applied the transform
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networkTransformState = new NetworkTransform.NetworkTransformState
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{
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InLocalSpace = inLocalSpace,
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IsTeleportingNextFrame = isTeleporting,
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};
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var position = networkTransform.transform.position;
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var rotAngles = networkTransform.transform.eulerAngles;
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var scale = networkTransform.transform.localScale;
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// Step 2: Verify the state changes in a tick are additive
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// TODO: This will need to change if we update NetworkTransform to send all of the
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// axis deltas that happened over a tick as a collection instead of collapsing them
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// as the changes are detected.
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{
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networkTransformState = new NetworkTransform.NetworkTransformState
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{
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InLocalSpace = inLocalSpace,
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IsTeleportingNextFrame = isTeleporting,
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};
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// SyncPositionX
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if (syncPosX)
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{
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position.x++;
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networkTransform.transform.position = position;
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Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
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Assert.IsTrue(networkTransformState.HasPositionX);
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}
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// SyncPositionY
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if (syncPosY)
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{
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position = networkTransform.transform.position;
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position.y++;
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networkTransform.transform.position = position;
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Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
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Assert.IsTrue(networkTransformState.HasPositionX || !syncPosX);
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Assert.IsTrue(networkTransformState.HasPositionY);
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}
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// SyncPositionZ
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if (syncPosZ)
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{
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position = networkTransform.transform.position;
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position.z++;
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networkTransform.transform.position = position;
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Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
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Assert.IsTrue(networkTransformState.HasPositionX || !syncPosX);
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Assert.IsTrue(networkTransformState.HasPositionY || !syncPosY);
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Assert.IsTrue(networkTransformState.HasPositionZ);
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}
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// SyncRotAngleX
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if (syncRotX)
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{
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rotAngles = networkTransform.transform.eulerAngles;
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rotAngles.x++;
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networkTransform.transform.eulerAngles = rotAngles;
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Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
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Assert.IsTrue(networkTransformState.HasPositionX || !syncPosX);
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Assert.IsTrue(networkTransformState.HasPositionY || !syncPosY);
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Assert.IsTrue(networkTransformState.HasPositionZ || !syncPosZ);
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Assert.IsTrue(networkTransformState.HasRotAngleX);
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}
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// SyncRotAngleY
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if (syncRotY)
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{
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rotAngles = networkTransform.transform.eulerAngles;
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rotAngles.y++;
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networkTransform.transform.eulerAngles = rotAngles;
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Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
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Assert.IsTrue(networkTransformState.HasPositionX || !syncPosX);
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Assert.IsTrue(networkTransformState.HasPositionY || !syncPosY);
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Assert.IsTrue(networkTransformState.HasPositionZ || !syncPosZ);
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Assert.IsTrue(networkTransformState.HasRotAngleX || !syncRotX);
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Assert.IsTrue(networkTransformState.HasRotAngleY);
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}
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// SyncRotAngleZ
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if (syncRotZ)
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{
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rotAngles = networkTransform.transform.eulerAngles;
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rotAngles.z++;
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networkTransform.transform.eulerAngles = rotAngles;
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Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
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Assert.IsTrue(networkTransformState.HasPositionX || !syncPosX);
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Assert.IsTrue(networkTransformState.HasPositionY || !syncPosY);
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Assert.IsTrue(networkTransformState.HasPositionZ || !syncPosZ);
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Assert.IsTrue(networkTransformState.HasRotAngleX || !syncRotX);
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Assert.IsTrue(networkTransformState.HasRotAngleY || !syncRotY);
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Assert.IsTrue(networkTransformState.HasRotAngleZ);
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}
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// SyncScaleX
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if (syncScaX)
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{
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scale = networkTransform.transform.localScale;
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scale.x++;
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networkTransform.transform.localScale = scale;
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Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
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Assert.IsTrue(networkTransformState.HasPositionX || !syncPosX);
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Assert.IsTrue(networkTransformState.HasPositionY || !syncPosY);
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Assert.IsTrue(networkTransformState.HasPositionZ || !syncPosZ);
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Assert.IsTrue(networkTransformState.HasRotAngleX || !syncRotX);
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Assert.IsTrue(networkTransformState.HasRotAngleY || !syncRotY);
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Assert.IsTrue(networkTransformState.HasRotAngleZ || !syncRotZ);
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Assert.IsTrue(networkTransformState.HasScaleX);
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}
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// SyncScaleY
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if (syncScaY)
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{
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scale = networkTransform.transform.localScale;
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scale.y++;
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networkTransform.transform.localScale = scale;
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Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
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Assert.IsTrue(networkTransformState.HasPositionX || !syncPosX);
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Assert.IsTrue(networkTransformState.HasPositionY || !syncPosY);
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Assert.IsTrue(networkTransformState.HasPositionZ || !syncPosZ);
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Assert.IsTrue(networkTransformState.HasRotAngleX || !syncRotX);
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Assert.IsTrue(networkTransformState.HasRotAngleY || !syncRotY);
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Assert.IsTrue(networkTransformState.HasRotAngleZ || !syncRotZ);
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Assert.IsTrue(networkTransformState.HasScaleX || !syncScaX);
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Assert.IsTrue(networkTransformState.HasScaleY);
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}
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// SyncScaleZ
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if (syncScaZ)
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{
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scale = networkTransform.transform.localScale;
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scale.z++;
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networkTransform.transform.localScale = scale;
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Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
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Assert.IsTrue(networkTransformState.HasPositionX || !syncPosX);
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Assert.IsTrue(networkTransformState.HasPositionY || !syncPosY);
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Assert.IsTrue(networkTransformState.HasPositionZ || !syncPosZ);
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Assert.IsTrue(networkTransformState.HasRotAngleX || !syncRotX);
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Assert.IsTrue(networkTransformState.HasRotAngleY || !syncRotY);
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Assert.IsTrue(networkTransformState.HasRotAngleZ || !syncRotZ);
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Assert.IsTrue(networkTransformState.HasScaleX || !syncScaX);
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Assert.IsTrue(networkTransformState.HasScaleY || !syncScaY);
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Assert.IsTrue(networkTransformState.HasScaleZ);
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}
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}
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// Step 3: disable a particular sync flag, expect state to be not dirty
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// We do this last because it changes which axis will be synchronized.
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{
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// Reset the NetworkTransformState since teleporting will preserve
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// any dirty values
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networkTransformState = new NetworkTransform.NetworkTransformState
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{
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InLocalSpace = inLocalSpace,
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IsTeleportingNextFrame = isTeleporting,
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};
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position = networkTransform.transform.position;
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rotAngles = networkTransform.transform.eulerAngles;
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scale = networkTransform.transform.localScale;
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// SyncPositionX
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if (syncPosX)
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{
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networkTransform.SyncPositionX = false;
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position.x++;
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networkTransform.transform.position = position;
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// If we are synchronizing more than 1 axis (teleporting impacts this too)
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if (syncAxis != SyncAxis.SyncPosX && WillAnAxisBeSynchronized(ref networkTransform))
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{
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// For the x axis position value We should expect the state to still be considered dirty (more than one axis is being synchronized and we are teleporting)
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Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
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// However, we expect it to not have applied the position x delta
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Assert.IsFalse(networkTransformState.HasPositionX);
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}
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else
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{
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Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
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}
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}
|
|
|
|
// Reset the NetworkTransformState since teleporting will preserve
|
|
// any dirty values
|
|
networkTransformState = new NetworkTransform.NetworkTransformState
|
|
{
|
|
InLocalSpace = inLocalSpace,
|
|
IsTeleportingNextFrame = isTeleporting,
|
|
};
|
|
// SyncPositionY
|
|
if (syncPosY)
|
|
{
|
|
networkTransform.SyncPositionY = false;
|
|
|
|
position.y++;
|
|
networkTransform.transform.position = position;
|
|
if (syncAxis != SyncAxis.SyncPosY && WillAnAxisBeSynchronized(ref networkTransform))
|
|
{
|
|
// We want to start with a fresh NetworkTransformState since it could have other state
|
|
// information from the last time we applied the transform
|
|
networkTransformState = new NetworkTransform.NetworkTransformState
|
|
{
|
|
InLocalSpace = inLocalSpace,
|
|
IsTeleportingNextFrame = isTeleporting,
|
|
};
|
|
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
Assert.IsFalse(networkTransformState.HasPositionY);
|
|
}
|
|
else
|
|
{
|
|
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
}
|
|
}
|
|
|
|
// Reset the NetworkTransformState since teleporting will preserve
|
|
// any dirty values
|
|
networkTransformState = new NetworkTransform.NetworkTransformState
|
|
{
|
|
InLocalSpace = inLocalSpace,
|
|
IsTeleportingNextFrame = isTeleporting,
|
|
};
|
|
// SyncPositionZ
|
|
if (syncPosZ)
|
|
{
|
|
networkTransform.SyncPositionZ = false;
|
|
|
|
position.z++;
|
|
networkTransform.transform.position = position;
|
|
if (syncAxis != SyncAxis.SyncPosZ && WillAnAxisBeSynchronized(ref networkTransform))
|
|
{
|
|
// We want to start with a fresh NetworkTransformState since it could have other state
|
|
// information from the last time we applied the transform
|
|
networkTransformState = new NetworkTransform.NetworkTransformState
|
|
{
|
|
InLocalSpace = inLocalSpace,
|
|
IsTeleportingNextFrame = isTeleporting,
|
|
};
|
|
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
Assert.IsFalse(networkTransformState.HasPositionZ);
|
|
}
|
|
else
|
|
{
|
|
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
}
|
|
}
|
|
|
|
// Reset the NetworkTransformState since teleporting will preserve
|
|
// any dirty values
|
|
networkTransformState = new NetworkTransform.NetworkTransformState
|
|
{
|
|
InLocalSpace = inLocalSpace,
|
|
IsTeleportingNextFrame = isTeleporting,
|
|
};
|
|
// SyncRotAngleX - Now test that we don't synchronize this specific axis as long as we are not using quaternion synchronization
|
|
if (syncRotX && m_Rotation == Rotation.Euler)
|
|
{
|
|
networkTransform.SyncRotAngleX = false;
|
|
|
|
rotAngles.x++;
|
|
networkTransform.transform.eulerAngles = rotAngles;
|
|
if (syncAxis != SyncAxis.SyncRotX && WillAnAxisBeSynchronized(ref networkTransform))
|
|
{
|
|
// We want to start with a fresh NetworkTransformState since it could have other state
|
|
// information from the last time we applied the transform
|
|
networkTransformState = new NetworkTransform.NetworkTransformState
|
|
{
|
|
InLocalSpace = inLocalSpace,
|
|
IsTeleportingNextFrame = isTeleporting,
|
|
};
|
|
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
Assert.IsFalse(networkTransformState.HasRotAngleX);
|
|
}
|
|
else
|
|
{
|
|
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
}
|
|
}
|
|
|
|
// Reset the NetworkTransformState since teleporting will preserve
|
|
// any dirty values
|
|
networkTransformState = new NetworkTransform.NetworkTransformState
|
|
{
|
|
InLocalSpace = inLocalSpace,
|
|
IsTeleportingNextFrame = isTeleporting,
|
|
};
|
|
// SyncRotAngleY - Now test that we don't synchronize this specific axis as long as we are not using quaternion synchronization
|
|
if (syncRotY && m_Rotation == Rotation.Euler)
|
|
{
|
|
networkTransform.SyncRotAngleY = false;
|
|
|
|
rotAngles.y++;
|
|
networkTransform.transform.eulerAngles = rotAngles;
|
|
if (syncAxis != SyncAxis.SyncRotY && WillAnAxisBeSynchronized(ref networkTransform))
|
|
{
|
|
// We want to start with a fresh NetworkTransformState since it could have other state
|
|
// information from the last time we applied the transform
|
|
networkTransformState = new NetworkTransform.NetworkTransformState
|
|
{
|
|
InLocalSpace = inLocalSpace,
|
|
IsTeleportingNextFrame = isTeleporting,
|
|
};
|
|
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
Assert.IsFalse(networkTransformState.HasRotAngleY);
|
|
}
|
|
else
|
|
{
|
|
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
}
|
|
}
|
|
|
|
// Reset the NetworkTransformState since teleporting will preserve
|
|
// any dirty values
|
|
networkTransformState = new NetworkTransform.NetworkTransformState
|
|
{
|
|
InLocalSpace = inLocalSpace,
|
|
IsTeleportingNextFrame = isTeleporting,
|
|
};
|
|
// SyncRotAngleZ - Now test that we don't synchronize this specific axis as long as we are not using quaternion synchronization
|
|
if (syncRotZ && m_Rotation == Rotation.Euler)
|
|
{
|
|
networkTransform.SyncRotAngleZ = false;
|
|
|
|
rotAngles.z++;
|
|
networkTransform.transform.eulerAngles = rotAngles;
|
|
if (syncAxis != SyncAxis.SyncRotZ && WillAnAxisBeSynchronized(ref networkTransform))
|
|
{
|
|
// We want to start with a fresh NetworkTransformState since it could have other state
|
|
// information from the last time we applied the transform
|
|
networkTransformState = new NetworkTransform.NetworkTransformState
|
|
{
|
|
InLocalSpace = inLocalSpace,
|
|
IsTeleportingNextFrame = isTeleporting,
|
|
};
|
|
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
Assert.IsFalse(networkTransformState.HasRotAngleZ);
|
|
}
|
|
else
|
|
{
|
|
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
}
|
|
}
|
|
|
|
// Reset the NetworkTransformState since teleporting will preserve
|
|
// any dirty values
|
|
networkTransformState = new NetworkTransform.NetworkTransformState
|
|
{
|
|
InLocalSpace = inLocalSpace,
|
|
IsTeleportingNextFrame = isTeleporting,
|
|
};
|
|
// SyncScaleX
|
|
if (syncScaX)
|
|
{
|
|
networkTransform.SyncScaleX = false;
|
|
|
|
scale.x++;
|
|
networkTransform.transform.localScale = scale;
|
|
if (syncAxis != SyncAxis.SyncScaleX && WillAnAxisBeSynchronized(ref networkTransform))
|
|
{
|
|
// We want to start with a fresh NetworkTransformState since it could have other state
|
|
// information from the last time we applied the transform
|
|
networkTransformState = new NetworkTransform.NetworkTransformState
|
|
{
|
|
InLocalSpace = inLocalSpace,
|
|
IsTeleportingNextFrame = isTeleporting,
|
|
};
|
|
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
Assert.IsFalse(networkTransformState.HasScaleX);
|
|
}
|
|
else
|
|
{
|
|
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
}
|
|
}
|
|
|
|
// Reset the NetworkTransformState since teleporting will preserve
|
|
// any dirty values
|
|
networkTransformState = new NetworkTransform.NetworkTransformState
|
|
{
|
|
InLocalSpace = inLocalSpace,
|
|
IsTeleportingNextFrame = isTeleporting,
|
|
};
|
|
// SyncScaleY
|
|
if (syncScaY)
|
|
{
|
|
networkTransform.SyncScaleY = false;
|
|
|
|
scale.y++;
|
|
networkTransform.transform.localScale = scale;
|
|
if (syncAxis != SyncAxis.SyncScaleY && WillAnAxisBeSynchronized(ref networkTransform))
|
|
{
|
|
// We want to start with a fresh NetworkTransformState since it could have other state
|
|
// information from the last time we applied the transform
|
|
networkTransformState = new NetworkTransform.NetworkTransformState
|
|
{
|
|
InLocalSpace = inLocalSpace,
|
|
IsTeleportingNextFrame = isTeleporting,
|
|
};
|
|
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
Assert.IsFalse(networkTransformState.HasScaleY);
|
|
}
|
|
else
|
|
{
|
|
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
}
|
|
}
|
|
|
|
// Reset the NetworkTransformState since teleporting will preserve
|
|
// any dirty values
|
|
networkTransformState = new NetworkTransform.NetworkTransformState
|
|
{
|
|
InLocalSpace = inLocalSpace,
|
|
IsTeleportingNextFrame = isTeleporting,
|
|
};
|
|
// SyncScaleZ
|
|
if (syncScaZ)
|
|
{
|
|
networkTransform.SyncScaleZ = false;
|
|
|
|
scale.z++;
|
|
networkTransform.transform.localScale = scale;
|
|
if (syncAxis != SyncAxis.SyncScaleZ && WillAnAxisBeSynchronized(ref networkTransform))
|
|
{
|
|
// We want to start with a fresh NetworkTransformState since it could have other state
|
|
// information from the last time we applied the transform
|
|
networkTransformState = new NetworkTransform.NetworkTransformState
|
|
{
|
|
InLocalSpace = inLocalSpace,
|
|
IsTeleportingNextFrame = isTeleporting,
|
|
};
|
|
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
Assert.IsFalse(networkTransformState.HasScaleZ);
|
|
}
|
|
else
|
|
{
|
|
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
Object.DestroyImmediate(gameObject);
|
|
}
|
|
|
|
|
|
[Test]
|
|
public void TestThresholds(
|
|
[Values(NetworkTransform.PositionThresholdDefault, 1.0f)] float positionThreshold,
|
|
[Values(NetworkTransform.RotAngleThresholdDefault, 1.0f)] float rotAngleThreshold,
|
|
[Values(NetworkTransform.ScaleThresholdDefault, 0.5f)] float scaleThreshold)
|
|
{
|
|
var inLocalSpace = m_TransformSpace == TransformSpace.Local;
|
|
var gameObject = new GameObject($"Test-{nameof(NetworkTransformStateTests)}.{nameof(TestThresholds)}");
|
|
var networkTransform = gameObject.AddComponent<NetworkTransform>();
|
|
networkTransform.enabled = false; // do not tick `FixedUpdate()` or `Update()`
|
|
|
|
var initialPosition = Vector3.zero;
|
|
var initialRotAngles = Vector3.zero;
|
|
var initialScale = Vector3.one;
|
|
|
|
networkTransform.transform.position = initialPosition;
|
|
networkTransform.transform.eulerAngles = initialRotAngles;
|
|
networkTransform.transform.localScale = initialScale;
|
|
networkTransform.SyncPositionX = true;
|
|
networkTransform.SyncPositionY = true;
|
|
networkTransform.SyncPositionZ = true;
|
|
networkTransform.SyncRotAngleX = true;
|
|
networkTransform.SyncRotAngleY = true;
|
|
networkTransform.SyncRotAngleZ = true;
|
|
networkTransform.SyncScaleX = true;
|
|
networkTransform.SyncScaleY = true;
|
|
networkTransform.SyncScaleZ = true;
|
|
networkTransform.InLocalSpace = inLocalSpace;
|
|
networkTransform.PositionThreshold = positionThreshold;
|
|
networkTransform.RotAngleThreshold = rotAngleThreshold;
|
|
networkTransform.ScaleThreshold = scaleThreshold;
|
|
|
|
var networkTransformState = new NetworkTransform.NetworkTransformState
|
|
{
|
|
PositionX = initialPosition.x,
|
|
PositionY = initialPosition.y,
|
|
PositionZ = initialPosition.z,
|
|
RotAngleX = initialRotAngles.x,
|
|
RotAngleY = initialRotAngles.y,
|
|
RotAngleZ = initialRotAngles.z,
|
|
ScaleX = initialScale.x,
|
|
ScaleY = initialScale.y,
|
|
ScaleZ = initialScale.z,
|
|
InLocalSpace = inLocalSpace
|
|
};
|
|
|
|
// Step 1: change properties, expect state to be dirty
|
|
{
|
|
networkTransform.transform.position = new Vector3(3, 4, 5);
|
|
networkTransform.transform.eulerAngles = new Vector3(30, 45, 90);
|
|
networkTransform.transform.localScale = new Vector3(1.1f, 0.5f, 2.5f);
|
|
|
|
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
}
|
|
|
|
// Step 2: make changes below and above thresholds
|
|
// changes below the threshold should not make `NetworkState` dirty
|
|
// changes above the threshold should make `NetworkState` dirty
|
|
{
|
|
// Position
|
|
if (!Mathf.Approximately(positionThreshold, 0.0f))
|
|
{
|
|
var position = networkTransform.transform.position;
|
|
|
|
// PositionX
|
|
{
|
|
position.x += positionThreshold / 2;
|
|
networkTransform.transform.position = position;
|
|
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
|
|
position.x += positionThreshold * 2;
|
|
networkTransform.transform.position = position;
|
|
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
}
|
|
|
|
// PositionY
|
|
{
|
|
position.y += positionThreshold / 2;
|
|
networkTransform.transform.position = position;
|
|
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
|
|
position.y += positionThreshold * 2;
|
|
networkTransform.transform.position = position;
|
|
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
}
|
|
|
|
// PositionZ
|
|
{
|
|
position.z += positionThreshold / 2;
|
|
networkTransform.transform.position = position;
|
|
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
|
|
position.z += positionThreshold * 2;
|
|
networkTransform.transform.position = position;
|
|
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
}
|
|
}
|
|
|
|
// RotAngles
|
|
if (!Mathf.Approximately(rotAngleThreshold, 0.0f))
|
|
{
|
|
var rotAngles = networkTransform.transform.eulerAngles;
|
|
|
|
// RotAngleX
|
|
{
|
|
rotAngles.x += rotAngleThreshold / 2;
|
|
networkTransform.transform.eulerAngles = rotAngles;
|
|
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
|
|
rotAngles.x += rotAngleThreshold * 2;
|
|
networkTransform.transform.eulerAngles = rotAngles;
|
|
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
}
|
|
|
|
// RotAngleY
|
|
{
|
|
rotAngles.y += rotAngleThreshold / 2;
|
|
networkTransform.transform.eulerAngles = rotAngles;
|
|
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
|
|
rotAngles.y += rotAngleThreshold * 2;
|
|
networkTransform.transform.eulerAngles = rotAngles;
|
|
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
}
|
|
|
|
// RotAngleZ
|
|
{
|
|
rotAngles.z += rotAngleThreshold / 2;
|
|
networkTransform.transform.eulerAngles = rotAngles;
|
|
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
|
|
rotAngles.z += rotAngleThreshold * 2;
|
|
networkTransform.transform.eulerAngles = rotAngles;
|
|
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
}
|
|
}
|
|
|
|
// Scale
|
|
if (!Mathf.Approximately(scaleThreshold, 0.0f) && inLocalSpace)
|
|
{
|
|
var scale = networkTransform.transform.localScale;
|
|
|
|
// ScaleX
|
|
{
|
|
scale.x += scaleThreshold / 2;
|
|
networkTransform.transform.localScale = scale;
|
|
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
|
|
scale.x += scaleThreshold * 2;
|
|
networkTransform.transform.localScale = scale;
|
|
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
}
|
|
|
|
// ScaleY
|
|
{
|
|
scale.y += scaleThreshold / 2;
|
|
networkTransform.transform.localScale = scale;
|
|
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
|
|
scale.y += scaleThreshold * 2;
|
|
networkTransform.transform.localScale = scale;
|
|
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
}
|
|
|
|
// ScaleZ
|
|
{
|
|
scale.z += scaleThreshold / 2;
|
|
networkTransform.transform.localScale = scale;
|
|
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
|
|
scale.z += scaleThreshold * 2;
|
|
networkTransform.transform.localScale = scale;
|
|
Assert.IsTrue(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
|
|
}
|
|
}
|
|
}
|
|
|
|
Object.DestroyImmediate(gameObject);
|
|
}
|
|
}
|
|
}
|