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feat: users can set authority on network transform programmatically #868
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SamuelBellomo
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4427d35
base
SamuelBellomo 5eee587
base tests work, more tests incoming
SamuelBellomo 923b49c
authority tests work
SamuelBellomo 3a43905
adding server vs client authority tests
SamuelBellomo 2a496a6
Merge branch 'develop' into feature/adding-tests-for-network-transform
SamuelBellomo 794ca2f
wip
SamuelBellomo 293a28a
Merge branch 'develop' into feature/adding-tests-for-network-transform
SamuelBellomo 914bb35
Fixing issue where NetworkBehaviour had static attributes, making net…
SamuelBellomo 506e1a2
#
SamuelBellomo 3436084
revert useless changes
SamuelBellomo d4b6a24
#
SamuelBellomo 09eaf82
Merge branch 'develop' into feature/adding-tests-for-network-transform
SamuelBellomo 31e95a0
formatting
SamuelBellomo 16069f0
adding doc
SamuelBellomo 30d38a9
better comments
SamuelBellomo 7a73d66
Merge branch 'develop' into feature/adding-tests-for-network-transform
SamuelBellomo f0a7755
cleanup
SamuelBellomo d134e89
reverting change to move to a separate PR
SamuelBellomo b3d89cd
moving this to a separate PR
SamuelBellomo ac53d38
updating for base changes
SamuelBellomo a25a832
Merge branch 'develop' into feature/adding-tests-for-network-transform
SamuelBellomo 41362e7
Merge branch 'develop' into feature/adding-tests-for-network-transform
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151 changes: 151 additions & 0 deletions
151
com.unity.multiplayer.mlapi/Tests/Runtime/NetworkTransformTests.cs
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,151 @@ | ||
| using System; | ||
| using System.Collections; | ||
| using System.Text.RegularExpressions; | ||
| using MLAPI.Prototyping; | ||
| using NUnit.Framework; | ||
| using UnityEngine; | ||
| using UnityEngine.TestTools; | ||
| using static MLAPI.Prototyping.NetworkTransform; | ||
|
|
||
| namespace MLAPI.RuntimeTests | ||
| { | ||
| [TestFixture(true)] | ||
| [TestFixture(false)] | ||
| public class NetworkTransformTests : BaseMultiInstanceTest | ||
|
SamuelBellomo marked this conversation as resolved.
|
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| { | ||
| private NetworkObject m_ClientSideClientPlayer; | ||
| private NetworkObject m_ServerSideClientPlayer; | ||
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| private bool m_TestWithHost; | ||
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| public NetworkTransformTests(bool testWithHost) | ||
| { | ||
| m_TestWithHost = testWithHost; // from test fixture | ||
| } | ||
|
|
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| protected override int NbClients => 1; | ||
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| [UnitySetUp] | ||
| public override IEnumerator Setup() | ||
| { | ||
| yield return StartSomeClientsAndServerWithPlayers(useHost: m_TestWithHost, nbClients: NbClients, updatePlayerPrefab: playerPrefab => | ||
| { | ||
| var networkTransform = playerPrefab.AddComponent<NetworkTransform>(); | ||
| }); | ||
|
|
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| // This is the *SERVER VERSION* of the *CLIENT PLAYER* | ||
| var serverClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>(); | ||
| yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ServerNetworkManager, serverClientPlayerResult)); | ||
|
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| // This is the *CLIENT VERSION* of the *CLIENT PLAYER* | ||
| var clientClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>(); | ||
| yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ClientNetworkManagers[0], clientClientPlayerResult)); | ||
|
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| m_ServerSideClientPlayer = serverClientPlayerResult.Result; | ||
| m_ClientSideClientPlayer = clientClientPlayerResult.Result; | ||
| } | ||
|
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| [UnityTest] | ||
| [TestCase(true, Authority.Client, ExpectedResult = null)] | ||
| [TestCase(true, Authority.Server, ExpectedResult = null)] | ||
| [TestCase(false, Authority.Client, ExpectedResult = null)] | ||
| [TestCase(false, Authority.Server, ExpectedResult = null)] | ||
| public IEnumerator TestAuthoritativeTransformChangeOneAtATime(bool testLocalTransform, Authority authorityToTest) | ||
| { | ||
| var waitResult = new MultiInstanceHelpers.CoroutineResultWrapper<bool>(); | ||
|
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| var networkTransform = (authorityToTest == Authority.Client ? m_ClientSideClientPlayer : m_ServerSideClientPlayer).GetComponent<NetworkTransform>(); | ||
| networkTransform.SetAuthority(authorityToTest); | ||
|
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| var otherSideNetworkTransform = (authorityToTest == Authority.Client ? m_ServerSideClientPlayer : m_ClientSideClientPlayer).GetComponent<NetworkTransform>(); | ||
| otherSideNetworkTransform.SetAuthority(authorityToTest); | ||
|
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| bool HasAuthority(NetworkTransform transform) | ||
| { | ||
| return transform.NetworkObject.NetworkManager.IsServer && transform.TransformAuthority == Authority.Server || | ||
| transform.NetworkObject.NetworkManager.IsClient && transform.TransformAuthority == Authority.Client; | ||
| } | ||
|
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| if (HasAuthority(networkTransform)) | ||
| { | ||
| networkTransform.UseLocal = testLocalTransform; | ||
| } | ||
|
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| if (HasAuthority(otherSideNetworkTransform)) | ||
| { | ||
| otherSideNetworkTransform.UseLocal = testLocalTransform; | ||
| } | ||
|
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| float approximation = 0.05f; | ||
|
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| // test position | ||
| var playerTransform = networkTransform.transform; | ||
| playerTransform.position = new Vector3(10, 20, 30); | ||
| Assert.AreEqual(Vector3.zero, otherSideNetworkTransform.transform.position, "server side pos should be zero at first"); // sanity check | ||
| yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForCondition(() => otherSideNetworkTransform.transform.position.x > approximation, waitResult, maxFrames: 30)); | ||
| if (!waitResult.Result) | ||
| { | ||
| throw new Exception("timeout while waiting for position change"); | ||
| } | ||
| Assert.True(new Vector3(10, 20, 30) == otherSideNetworkTransform.transform.position, $"wrong position on ghost, {otherSideNetworkTransform.transform.position}"); // Vector3 already does float approximation with == | ||
|
|
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| // test rotation | ||
| playerTransform.rotation = Quaternion.Euler(45, 40, 35); // using euler angles instead of quaternions directly to really see issues users might encounter | ||
| Assert.AreEqual(Quaternion.identity, otherSideNetworkTransform.transform.rotation, "wrong initial value for rotation"); // sanity check | ||
| yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForCondition(() => otherSideNetworkTransform.transform.rotation.eulerAngles.x > approximation, waitResult, maxFrames: 30)); | ||
| if (!waitResult.Result) | ||
| { | ||
| throw new Exception("timeout while waiting for position change"); | ||
| } | ||
| // approximation needed here since eulerAngles isn't super precise. | ||
| Assert.LessOrEqual(Math.Abs(45 - otherSideNetworkTransform.transform.rotation.eulerAngles.x), approximation, $"wrong rotation on ghost on x, got {otherSideNetworkTransform.transform.rotation.eulerAngles.x}"); | ||
| Assert.LessOrEqual(Math.Abs(40 - otherSideNetworkTransform.transform.rotation.eulerAngles.y), approximation, $"wrong rotation on ghost on y, got {otherSideNetworkTransform.transform.rotation.eulerAngles.y}"); | ||
| Assert.LessOrEqual(Math.Abs(35 - otherSideNetworkTransform.transform.rotation.eulerAngles.z), approximation, $"wrong rotation on ghost on z, got {otherSideNetworkTransform.transform.rotation.eulerAngles.z}"); | ||
|
|
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| // test scale | ||
| UnityEngine.Assertions.Assert.AreApproximatelyEqual(1f, otherSideNetworkTransform.transform.lossyScale.x, "wrong initial value for scale"); // sanity check | ||
| UnityEngine.Assertions.Assert.AreApproximatelyEqual(1f, otherSideNetworkTransform.transform.lossyScale.y, "wrong initial value for scale"); // sanity check | ||
| UnityEngine.Assertions.Assert.AreApproximatelyEqual(1f, otherSideNetworkTransform.transform.lossyScale.z, "wrong initial value for scale"); // sanity check | ||
| playerTransform.localScale = new Vector3(2, 3, 4); | ||
| yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForCondition(() => otherSideNetworkTransform.transform.lossyScale.x > 1f + approximation, waitResult, maxFrames: 30)); | ||
| if (!waitResult.Result) | ||
| { | ||
| throw new Exception("timeout while waiting for position change"); | ||
| } | ||
| UnityEngine.Assertions.Assert.AreApproximatelyEqual(2f, otherSideNetworkTransform.transform.lossyScale.x, "wrong scale on ghost"); | ||
| UnityEngine.Assertions.Assert.AreApproximatelyEqual(3f, otherSideNetworkTransform.transform.lossyScale.y, "wrong scale on ghost"); | ||
| UnityEngine.Assertions.Assert.AreApproximatelyEqual(4f, otherSideNetworkTransform.transform.lossyScale.z, "wrong scale on ghost"); | ||
|
|
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| // todo reparent and test | ||
| // todo test all public API | ||
| } | ||
|
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| [UnityTest] | ||
| [TestCase(Authority.Client, ExpectedResult = null)] | ||
| [TestCase(Authority.Server, ExpectedResult = null)] | ||
| public IEnumerator TestCantChangeTransformFromOtherSideAuthority(Authority authorityToTest) | ||
| { | ||
| // test server can't change client authoritative transform | ||
| var networkTransform = (authorityToTest == Authority.Client ? m_ClientSideClientPlayer : m_ServerSideClientPlayer).GetComponent<NetworkTransform>(); | ||
| networkTransform.SetAuthority(authorityToTest); | ||
|
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| var otherSideNetworkTransform = (authorityToTest == Authority.Client ? m_ServerSideClientPlayer : m_ClientSideClientPlayer).GetComponent<NetworkTransform>(); | ||
| otherSideNetworkTransform.SetAuthority(authorityToTest); | ||
|
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| Assert.AreEqual(Vector3.zero, otherSideNetworkTransform.transform.position, "other side pos should be zero at first"); // sanity check | ||
| otherSideNetworkTransform.transform.position = new Vector3(4, 5, 6); | ||
|
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| yield return new WaitForFixedUpdate(); | ||
|
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| LogAssert.Expect(LogType.Error, new Regex(".*[Aa]uthority.*")); | ||
| Assert.AreEqual(Vector3.zero, otherSideNetworkTransform.transform.position, "got authority error, but other side still moved!"); | ||
| } | ||
|
|
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| [UnityTearDown] | ||
| public override IEnumerator Teardown() | ||
| { | ||
| yield return base.Teardown(); | ||
| UnityEngine.Object.Destroy(m_PlayerPrefab); | ||
| } | ||
| } | ||
| } | ||
3 changes: 3 additions & 0 deletions
3
com.unity.multiplayer.mlapi/Tests/Runtime/NetworkTransformTests.cs.meta
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