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.2] - 2024-04-02 ### Added - Added updates to all internal messages to account for a distributed authority network session connection. (#2863) - Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863) - For a customized `NetworkRigidbodyBase` class: - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes. - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned. - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to: - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`. - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use. - Provides additional public methods: - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting). - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping. - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep. - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic. - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state. - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized. - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863) - Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863) - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority. - Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863) - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation. - Added distributed authority mode support to `NetworkAnimator`. (#2863) - Added session mode selection to `NetworkManager` inspector view. (#2863) - Added distributed authority permissions feature. (#2863) - Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863) - Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863) - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example). - Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863) - Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863) - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true. - Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863) - Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863) ### Fixed - 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 client side awareness of other clients is now the same as a server or host. (#2863) - Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863) - Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863) - Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863) - Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863) - Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863) - 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)
502 lines
29 KiB
C#
502 lines
29 KiB
C#
// TODO: Rewrite test to use the tools package. Debug simulator not available in UTP 2.X.
|
|
#if !UTP_TRANSPORT_2_0_ABOVE
|
|
using System.Collections;
|
|
using NUnit.Framework;
|
|
using Unity.Netcode.Components;
|
|
using UnityEngine;
|
|
using UnityEngine.TestTools;
|
|
|
|
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 when packet loss and latency is
|
|
/// present.
|
|
/// </summary>
|
|
[TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.None, Rotation.Euler, Precision.Full)]
|
|
[TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.None, Rotation.Euler, Precision.Half)]
|
|
[TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Full)]
|
|
[TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Half)]
|
|
[TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Full)]
|
|
[TestFixture(HostOrServer.DAHost, Authority.OwnerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Half)]
|
|
[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)]
|
|
public class NetworkTransformPacketLossTests : NetworkTransformBase
|
|
{
|
|
private const int k_Latency = 50;
|
|
private const int k_PacketLoss = 2;
|
|
|
|
private Vector3 m_RandomPosition;
|
|
private Vector3 m_TeleportOffset = new Vector3(-1024f, 0f, 0f);
|
|
private bool m_Teleported;
|
|
|
|
/// <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 NetworkTransformPacketLossTests(HostOrServer testWithHost, Authority authority, RotationCompression rotationCompression, Rotation rotation, Precision precision) :
|
|
base(testWithHost, authority, rotationCompression, rotation, precision)
|
|
{ }
|
|
|
|
protected override void OnServerAndClientsCreated()
|
|
{
|
|
base.OnServerAndClientsCreated();
|
|
|
|
var unityTransport = m_ServerNetworkManager.NetworkConfig.NetworkTransport as Transports.UTP.UnityTransport;
|
|
unityTransport.SetDebugSimulatorParameters(k_Latency, 0, k_PacketLoss);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handles validating all children of the test objects have matching local and global space vaues.
|
|
/// </summary>
|
|
private IEnumerator AllChildrenLocalTransformValuesMatch(bool useSubChild, ChildrenTransformCheckType checkType)
|
|
{
|
|
// We don't assert on timeout here because we want to log this information during PostAllChildrenLocalTransformValuesMatch
|
|
yield return WaitForConditionOrTimeOut(() => AllInstancesKeptLocalTransformValues(useSubChild));
|
|
var success = true;
|
|
if (s_GlobalTimeoutHelper.TimedOut)
|
|
{
|
|
var waitForMs = new WaitForSeconds(0.0025f);
|
|
if (m_Precision == Precision.Half)
|
|
{
|
|
m_CurrentHalfPrecision = 0.2156f;
|
|
}
|
|
// If we timed out, then wait for a full range of ticks to assure all data has been synchronized before declaring this a failed test.
|
|
for (int j = 0; j < m_ServerNetworkManager.NetworkConfig.TickRate; j++)
|
|
{
|
|
m_InfoMessage.Clear();
|
|
m_InfoMessage.AppendLine($"[{checkType}][{useSubChild}] Timed out waiting for all children to have the correct local space values:\n");
|
|
var instances = useSubChild ? ChildObjectComponent.SubInstances : ChildObjectComponent.Instances;
|
|
success = PostAllChildrenLocalTransformValuesMatch(useSubChild);
|
|
yield return waitForMs;
|
|
}
|
|
}
|
|
|
|
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>
|
|
[UnityTest]
|
|
public IEnumerator ParentedNetworkTransformTest([Values] Interpolation interpolation, [Values] bool worldPositionStays, [Values(0.5f, 1.0f, 5.0f)] float scale)
|
|
{
|
|
ChildObjectComponent.EnableChildLog = m_EnableVerboseDebug;
|
|
if (m_EnableVerboseDebug)
|
|
{
|
|
ChildObjectComponent.TestCount++;
|
|
}
|
|
// 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>();
|
|
|
|
yield return s_DefaultWaitForTick;
|
|
yield return s_DefaultWaitForTick;
|
|
yield return s_DefaultWaitForTick;
|
|
yield return s_DefaultWaitForTick;
|
|
|
|
// Assure all of the child object instances are spawned before proceeding to parenting
|
|
yield return WaitForConditionOrTimeOut(AllChildObjectInstancesAreSpawned);
|
|
AssertOnTimeout("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
|
|
|
|
yield return WaitForConditionOrTimeOut(PositionRotationScaleMatches);
|
|
|
|
AssertOnTimeout("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
|
|
yield return WaitForConditionOrTimeOut(AllChildObjectInstancesHaveChild);
|
|
AssertOnTimeout("Timed out waiting for all instances to have parented a child!");
|
|
var latencyWait = new WaitForSeconds(k_Latency * 0.003f);
|
|
// Wait for at least 3x designated latency period
|
|
yield return latencyWait;
|
|
|
|
// This validates each child instance has preserved their local space values
|
|
yield return AllChildrenLocalTransformValuesMatch(false, ChildrenTransformCheckType.Connected_Clients);
|
|
|
|
// This validates each sub-child instance has preserved their local space values
|
|
yield return AllChildrenLocalTransformValuesMatch(true, ChildrenTransformCheckType.Connected_Clients);
|
|
|
|
// Verify that a late joining client will synchronize to the parented NetworkObjects properly
|
|
yield return CreateAndStartNewClient();
|
|
|
|
// Assure all of the child object instances are spawned (basically for the newly connected client)
|
|
yield return WaitForConditionOrTimeOut(AllChildObjectInstancesAreSpawned);
|
|
AssertOnTimeout("Timed out waiting for all child instances to be spawned!");
|
|
|
|
// This waits for all child instances to be parented
|
|
yield return WaitForConditionOrTimeOut(AllChildObjectInstancesHaveChild);
|
|
AssertOnTimeout("Timed out waiting for all instances to have parented a child!");
|
|
|
|
// Wait for at least 3x designated latency period
|
|
yield return latencyWait;
|
|
|
|
// This validates each child instance has preserved their local space values
|
|
yield return AllChildrenLocalTransformValuesMatch(false, ChildrenTransformCheckType.Late_Join_Client);
|
|
|
|
// This validates each sub-child instance has preserved their local space values
|
|
yield return 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>
|
|
[UnityTest]
|
|
public IEnumerator NetworkTransformMultipleChangesOverTime([Values] TransformSpace testLocalTransform, [Values] Axis axis)
|
|
{
|
|
yield return s_DefaultWaitForTick;
|
|
// Just test for OverrideState.Update (they are already being tested for functionality in normal NetworkTransformTests)
|
|
var overideState = OverrideState.Update;
|
|
var tickRelativeTime = new WaitForSeconds(1.0f / m_ServerNetworkManager.NetworkConfig.TickRate);
|
|
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;
|
|
|
|
m_AuthoritativeTransform.StatePushed = false;
|
|
// 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;
|
|
|
|
// Authority dictates what is synchronized and what the precision is going to be
|
|
// so we only need to set this on the authoritative side.
|
|
m_AuthoritativeTransform.UseHalfFloatPrecision = m_Precision == Precision.Half;
|
|
m_AuthoritativeTransform.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
|
|
m_AuthoritativeTransform.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
|
|
|
|
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;
|
|
|
|
|
|
// Wait for the deltas to be pushed
|
|
yield return WaitForConditionOrTimeOut(() => m_AuthoritativeTransform.StatePushed);
|
|
|
|
// Just in case we drop the first few state updates
|
|
if (s_GlobalTimeoutHelper.TimedOut)
|
|
{
|
|
// Set the local state to not reflect the authority state's local space settings
|
|
// to trigger the state update (it would eventually get there, but this is an integration test)
|
|
var state = m_AuthoritativeTransform.LocalAuthoritativeNetworkState;
|
|
state.InLocalSpace = !m_AuthoritativeTransform.InLocalSpace;
|
|
m_AuthoritativeTransform.LocalAuthoritativeNetworkState = state;
|
|
// Wait for the deltas to be pushed
|
|
yield return WaitForConditionOrTimeOut(() => m_AuthoritativeTransform.StatePushed);
|
|
}
|
|
AssertOnTimeout("State was never pushed!");
|
|
|
|
// Allow the precision settings to propagate first as changing precision
|
|
// causes a teleport event to occur
|
|
yield return s_DefaultWaitForTick;
|
|
yield return s_DefaultWaitForTick;
|
|
yield return s_DefaultWaitForTick;
|
|
yield return s_DefaultWaitForTick;
|
|
yield return s_DefaultWaitForTick;
|
|
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 (unlike the original test, we don't wait for state to be updated as that could be dropped here)
|
|
yield return WaitForConditionOrTimeOut(() => m_AuthoritativeTransform.StatePushed);
|
|
AssertOnTimeout($"[Non-Interpolate {i}] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed})!");
|
|
|
|
// 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
|
|
yield return WaitForConditionOrTimeOut(PositionRotationScaleMatches);
|
|
// Provide additional debug info about what failed (if it fails)
|
|
if (s_GlobalTimeoutHelper.TimedOut)
|
|
{
|
|
Debug.Log("[Synch Issue Start - 1]");
|
|
// If we timed out, then wait for a full range of ticks (plus 1) to assure it sent synchronization data.
|
|
for (int j = 0; j < m_ServerNetworkManager.NetworkConfig.TickRate * 2; j++)
|
|
{
|
|
success = PositionRotationScaleMatches();
|
|
if (success)
|
|
{
|
|
// If we matched, then something was dropped and recovered when synchronized
|
|
break;
|
|
}
|
|
yield return s_DefaultWaitForTick;
|
|
}
|
|
|
|
// Only if we still didn't match
|
|
if (!success)
|
|
{
|
|
m_EnableVerboseDebug = true;
|
|
success = PositionRotationScaleMatches();
|
|
m_EnableVerboseDebug = false;
|
|
Debug.Log("[Synch Issue END - 1]");
|
|
AssertOnTimeout($"[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 the correct values
|
|
yield return WaitForConditionOrTimeOut(PositionRotationScaleMatches);
|
|
// Provide additional debug info about what failed (if it fails)
|
|
if (s_GlobalTimeoutHelper.TimedOut)
|
|
{
|
|
Debug.Log("[Synch Issue Start - 2]");
|
|
// If we timed out, then wait for a full range of ticks (plus 1) to assure it sent synchronization data.
|
|
for (int j = 0; j < m_ServerNetworkManager.NetworkConfig.TickRate * 2; j++)
|
|
{
|
|
success = PositionRotationScaleMatches();
|
|
if (success)
|
|
{
|
|
// If we matched, then something was dropped and recovered when synchronized
|
|
break;
|
|
}
|
|
yield return s_DefaultWaitForTick;
|
|
}
|
|
|
|
// Only if we still didn't match
|
|
if (!success)
|
|
{
|
|
m_EnableVerboseDebug = true;
|
|
PositionRotationScaleMatches();
|
|
m_EnableVerboseDebug = false;
|
|
Debug.Log("[Synch Issue END - 2]");
|
|
AssertOnTimeout("Timed out waiting for non-authority to match authority's position or rotation");
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tests changing all axial values one at a time with packet loss
|
|
/// These tests are performed:
|
|
/// - While in local space and world space
|
|
/// - While interpolation is enabled and disabled
|
|
/// </summary>
|
|
[UnityTest]
|
|
public IEnumerator TestAuthoritativeTransformChangeOneAtATime([Values] TransformSpace testLocalTransform, [Values] Interpolation interpolation)
|
|
{
|
|
// Just test for OverrideState.Update (they are already being tested for functionality in normal NetworkTransformTests)
|
|
m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
|
|
m_AuthoritativeTransform.InLocalSpace = testLocalTransform == TransformSpace.Local;
|
|
m_AuthoritativeTransform.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
|
|
m_AuthoritativeTransform.UseHalfFloatPrecision = m_Precision == Precision.Half;
|
|
m_AuthoritativeTransform.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
|
|
m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
|
|
|
|
|
|
// test position
|
|
var authPlayerTransform = m_AuthoritativeTransform.transform;
|
|
|
|
Assert.AreEqual(Vector3.zero, m_NonAuthoritativeTransform.transform.position, "server side pos should be zero at first"); // sanity check
|
|
|
|
m_AuthoritativeTransform.transform.position = GetRandomVector3(2f, 30f);
|
|
|
|
yield return WaitForConditionOrTimeOut(() => PositionsMatch());
|
|
AssertOnTimeout($"Timed out waiting for positions to match {m_AuthoritativeTransform.transform.position} | {m_NonAuthoritativeTransform.transform.position}");
|
|
|
|
// test rotation
|
|
Assert.AreEqual(Quaternion.identity, m_NonAuthoritativeTransform.transform.rotation, "wrong initial value for rotation"); // sanity check
|
|
|
|
m_AuthoritativeTransform.transform.rotation = Quaternion.Euler(GetRandomVector3(5, 60)); // using euler angles instead of quaternions directly to really see issues users might encounter
|
|
|
|
// Make sure the values match
|
|
yield return WaitForConditionOrTimeOut(() => RotationsMatch());
|
|
AssertOnTimeout($"Timed out waiting for rotations to match");
|
|
|
|
m_AuthoritativeTransform.StatePushed = false;
|
|
m_AuthoritativeTransform.transform.localScale = GetRandomVector3(1, 6);
|
|
|
|
// Make sure the scale values match
|
|
yield return WaitForConditionOrTimeOut(() => ScaleValuesMatch());
|
|
AssertOnTimeout($"Timed out waiting for scale values to match");
|
|
}
|
|
|
|
[UnityTest]
|
|
public IEnumerator TestSameFrameDeltaStateAndTeleport([Values] TransformSpace testLocalTransform, [Values] Interpolation interpolation)
|
|
{
|
|
m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
|
|
|
|
m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
|
|
|
|
m_AuthoritativeTransform.InLocalSpace = testLocalTransform == TransformSpace.Local;
|
|
|
|
// test position
|
|
var authPlayerTransform = m_AuthoritativeTransform.transform;
|
|
|
|
Assert.AreEqual(Vector3.zero, m_NonAuthoritativeTransform.transform.position, "server side pos should be zero at first"); // sanity check
|
|
|
|
m_AuthoritativeTransform.AuthorityPushedTransformState += OnAuthorityPushedTransformState;
|
|
m_RandomPosition = GetRandomVector3(2f, 30f);
|
|
m_AuthoritativeTransform.transform.position = m_RandomPosition;
|
|
m_Teleported = false;
|
|
yield return WaitForConditionOrTimeOut(() => m_Teleported);
|
|
AssertOnTimeout($"Timed out waiting for random position to be pushed!");
|
|
|
|
yield return WaitForConditionOrTimeOut(() => PositionsMatch());
|
|
AssertOnTimeout($"Timed out waiting for positions to match {m_AuthoritativeTransform.transform.position} | {m_NonAuthoritativeTransform.transform.position}");
|
|
|
|
var authPosition = m_AuthoritativeTransform.GetSpaceRelativePosition();
|
|
var nonAuthPosition = m_NonAuthoritativeTransform.GetSpaceRelativePosition();
|
|
|
|
var finalPosition = m_TeleportOffset + m_RandomPosition;
|
|
Assert.True(Approximately(authPosition, finalPosition), $"Authority did not set its position ({authPosition}) to the teleport position ({finalPosition})!");
|
|
Assert.True(Approximately(nonAuthPosition, finalPosition), $"NonAuthority did not set its position ({nonAuthPosition}) to the teleport position ({finalPosition})!");
|
|
}
|
|
|
|
/// <summary>
|
|
/// For the TestSameFrameDeltaStateAndTeleport test, we want to teleport on the same frame that we had a delta state update when
|
|
/// using unreliable delta state updates (i.e. we want the unreliable packet to be sent first and then the teleport to be sent on
|
|
/// the next tick. Store off both states when invoked
|
|
/// </summary>
|
|
/// <param name="networkTransformState"></param>
|
|
private void OnAuthorityPushedTransformState(ref NetworkTransform.NetworkTransformState networkTransformState)
|
|
{
|
|
// Match the first position update
|
|
if (Approximately(m_RandomPosition, networkTransformState.GetPosition()))
|
|
{
|
|
// Teleport to the m_RandomPosition plus the
|
|
m_AuthoritativeTransform.SetState(m_TeleportOffset + m_RandomPosition, null, null, false);
|
|
m_AuthoritativeTransform.AuthorityPushedTransformState -= OnAuthorityPushedTransformState;
|
|
m_Teleported = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|