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com.unity.netcode.gameobjects/Tests/Runtime/Timing/TimeIntegrationTest.cs
Unity Technologies b5abc3ff7c com.unity.netcode.gameobjects@1.4.0
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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)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events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)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)
2023-04-10 00:00:00 +00:00

214 lines
9.5 KiB
C#

using System;
using System.Collections;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// Tests the times of two clients connecting to a server using the SIPTransport (returns 50ms RTT but has no latency simulation)
/// </summary>
public class TimeIntegrationTest : NetcodeIntegrationTest
{
private const double k_AdditionalTimeTolerance = 0.3d; // magic number and in theory not needed but without this mac os test fail in Yamato because it looks like we get random framerate drops during unit test.
private NetworkTimeState m_ServerState;
private NetworkTimeState m_Client1State;
private NetworkTimeState m_Client2State;
protected override int NumberOfClients => 2;
protected override NetworkManagerInstatiationMode OnSetIntegrationTestMode()
{
return NetworkManagerInstatiationMode.DoNotCreate;
}
private void UpdateTimeStates(NetworkManager[] networkManagers)
{
var server = networkManagers.First(t => t.IsServer);
var firstClient = networkManagers.First(t => t.IsClient);
var secondClient = networkManagers.Last(t => t.IsClient);
Assert.AreNotEqual(firstClient, secondClient);
m_ServerState = new NetworkTimeState(server);
m_Client1State = new NetworkTimeState(firstClient);
m_Client2State = new NetworkTimeState(secondClient);
}
[UnityTest]
[TestCase(60, 30u, ExpectedResult = null)]
[TestCase(30, 30u, ExpectedResult = null)]
[TestCase(40, 30u, ExpectedResult = null)]
[TestCase(10, 30u, ExpectedResult = null)]
[TestCase(60, 60u, ExpectedResult = null)]
[TestCase(60, 10u, ExpectedResult = null)]
public IEnumerator TestTimeIntegrationTest(int targetFrameRate, uint tickRate)
{
yield return StartSomeClientsAndServerWithPlayersCustom(true, NumberOfClients, targetFrameRate, tickRate);
var additionalTimeTolerance = k_AdditionalTimeTolerance;
// Mac can dip down below 10fps when set at a 10fps range (i.e. known to hit as low as 8.85 fps)
// With the really low frame rate, add some additional time tolerance
if (targetFrameRate == 10)
{
additionalTimeTolerance += 0.0333333333333f;
}
double frameInterval = 1d / targetFrameRate;
double tickInterval = 1d / tickRate;
var networkManagers = NetcodeIntegrationTestHelpers.NetworkManagerInstances.ToArray();
var server = networkManagers.First(t => t.IsServer);
var firstClient = networkManagers.First(t => !t.IsServer);
var secondClient = networkManagers.Last(t => !t.IsServer);
Assert.AreNotEqual(firstClient, secondClient);
// increase the buffer time of client 2 // the values for client 1 are 0.0333/0.0333 here
secondClient.NetworkTimeSystem.LocalBufferSec = 0.2;
secondClient.NetworkTimeSystem.ServerBufferSec = 0.1;
UpdateTimeStates(networkManagers);
// wait for at least one tick to pass
yield return new WaitUntil(() => m_ServerState.LocalTime.Tick != server.NetworkTickSystem.LocalTime.Tick);
yield return new WaitUntil(() => m_Client1State.LocalTime.Tick != firstClient.NetworkTickSystem.LocalTime.Tick);
yield return new WaitUntil(() => m_Client2State.LocalTime.Tick != secondClient.NetworkTickSystem.LocalTime.Tick);
var framesToRun = 3d / frameInterval;
var waitForNextFrame = new WaitForFixedUpdate();
for (int i = 0; i < framesToRun; i++)
{
// Assure we wait for 1 frame to get the current frame time to check for low frame rates relative to expected frame rates
yield return waitForNextFrame;
// Adjust the time tolerance based on slower than expected FPS
var currentFPS = 1.0f / Time.deltaTime;
var fpsAdjustment = 1.0f;
var currentAdjustment = additionalTimeTolerance;
if (currentFPS < targetFrameRate)
{
// Get the % slower and increase the time tolerance based on that %
var fpsDelta = targetFrameRate - currentFPS;
fpsAdjustment = 1.0f / fpsDelta;
currentAdjustment += additionalTimeTolerance * fpsAdjustment;
}
UpdateTimeStates(networkManagers);
// compares whether client times have the correct offset to server
m_ServerState.AssertCheckDifference(m_Client1State, tickInterval, tickInterval, tickInterval * 2 + frameInterval * 2 + currentAdjustment);
m_ServerState.AssertCheckDifference(m_Client2State, 0.2, 0.1, tickInterval * 2 + frameInterval * 2 + currentAdjustment);
// compares the two client times, only difference should be based on buffering.
m_Client1State.AssertCheckDifference(m_Client2State, 0.2 - tickInterval, (0.1 - tickInterval), tickInterval * 2 + frameInterval * 2 + currentAdjustment);
}
}
protected override IEnumerator OnTearDown()
{
// Always "shutdown in a tear-down" otherwise you can cause all proceeding tests to fail
ShutdownAndCleanUp();
yield return base.OnTearDown();
}
// This is from NetcodeIntegrationTest but we need a custom version of this to modifiy the config
private IEnumerator StartSomeClientsAndServerWithPlayersCustom(bool useHost, int nbClients, int targetFrameRate, uint tickRate)
{
// Create multiple NetworkManager instances
if (!NetcodeIntegrationTestHelpers.Create(nbClients, out NetworkManager server, out NetworkManager[] clients, targetFrameRate))
{
Debug.LogError("Failed to create instances");
Assert.Fail("Failed to create instances");
}
m_ClientNetworkManagers = clients;
m_ServerNetworkManager = server;
// Create playerPrefab
m_PlayerPrefab = new GameObject("Player");
NetworkObject networkObject = m_PlayerPrefab.AddComponent<NetworkObject>();
/*
* Normally we would only allow player prefabs to be set to a prefab. Not runtime created objects.
* In order to prevent having a Resource folder full of a TON of prefabs that we have to maintain,
* NetcodeIntegrationTestHelpers has a helper function that lets you mark a runtime created object to be
* treated as a prefab by the Netcode. That's how we can get away with creating the player prefab
* at runtime without it being treated as a SceneObject or causing other conflicts with the Netcode.
*/
// Make it a prefab
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
// Set the player prefab
server.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
for (int i = 0; i < clients.Length; i++)
{
clients[i].NetworkConfig.PlayerPrefab = m_PlayerPrefab;
clients[i].NetworkConfig.TickRate = tickRate;
}
server.NetworkConfig.TickRate = tickRate;
// Start the instances
if (!NetcodeIntegrationTestHelpers.Start(useHost, server, clients))
{
Debug.LogError("Failed to start instances");
Assert.Fail("Failed to start instances");
}
// Wait for connection on client and server side
yield return WaitForClientsConnectedOrTimeOut();
AssertOnTimeout($"Timed-out waiting for all clients to connect!");
}
private readonly struct NetworkTimeState : IEquatable<NetworkTimeState>
{
public NetworkTime LocalTime { get; }
public NetworkTime ServerTime { get; }
public NetworkTimeState(NetworkManager manager)
{
LocalTime = manager.NetworkTickSystem.LocalTime;
ServerTime = manager.NetworkTickSystem.ServerTime;
}
public void AssertCheckDifference(NetworkTimeState clientState, double localBufferDifference, double serverBufferDifference, double tolerance)
{
var difLocalAbs = Math.Abs(clientState.LocalTime.Time - LocalTime.Time - localBufferDifference);
var difServerAbs = Math.Abs(ServerTime.Time - clientState.ServerTime.Time - serverBufferDifference);
Assert.True(difLocalAbs < tolerance, $"localtime difference: {difLocalAbs} bigger than tolerance: {tolerance}");
Assert.True(difServerAbs < tolerance, $"servertime difference: {difServerAbs} bigger than tolerance: {tolerance}");
}
public bool Equals(NetworkTimeState other)
{
return LocalTime.Time.Equals(other.LocalTime.Time) && ServerTime.Time.Equals(other.ServerTime.Time);
}
public override bool Equals(object obj)
{
return obj is NetworkTimeState other && Equals(other);
}
public override int GetHashCode()
{
unchecked
{
return (LocalTime.Time.GetHashCode() * 397) ^ ServerTime.Time.GetHashCode();
}
}
}
}
}