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137 行
5.7 KiB
137 行
5.7 KiB
using System.Collections;
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using Unity.Netcode.Components;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Unity.Netcode.TestHelpers.Runtime;
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namespace Unity.Netcode.RuntimeTests
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{
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public class TransformInterpolationObject : NetworkBehaviour
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{
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// Set the minimum threshold which we will use as our margin of error
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public const float MinThreshold = 0.005f;
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public bool CheckPosition;
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public bool IsMoving;
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public bool IsFixed;
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private void Update()
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{
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// Check the position of the nested object on the client
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if (CheckPosition)
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{
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if (transform.position.y < -MinThreshold || transform.position.y > 100.0f + MinThreshold)
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{
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Debug.LogError($"Interpolation failure. transform.position.y is {transform.position.y}. Should be between 0.0 and 100.0. Current threshold is [+/- {MinThreshold}].");
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}
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}
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// Move the nested object on the server
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if (IsMoving)
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{
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var y = Time.realtimeSinceStartup % 10.0f;
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// change the space between local and global every second
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GetComponent<NetworkTransform>().InLocalSpace = ((int)y % 2 == 0);
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transform.position = new Vector3(0.0f, y * 10, 0.0f);
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}
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// On the server, make sure to keep the parent object at a fixed position
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if (IsFixed)
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{
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transform.position = new Vector3(1000.0f, 1000.0f, 1000.0f);
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}
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}
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}
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public class TransformInterpolationTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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private GameObject m_PrefabToSpawn;
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private NetworkObject m_SpawnedAsNetworkObject;
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private NetworkObject m_SpawnedObjectOnClient;
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private NetworkObject m_BaseAsNetworkObject;
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private NetworkObject m_BaseOnClient;
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protected override void OnServerAndClientsCreated()
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{
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m_PrefabToSpawn = CreateNetworkObjectPrefab("InterpTestObject");
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var networkTransform = m_PrefabToSpawn.AddComponent<NetworkTransform>();
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networkTransform.PositionThreshold = TransformInterpolationObject.MinThreshold;
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m_PrefabToSpawn.AddComponent<TransformInterpolationObject>();
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}
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private IEnumerator RefreshNetworkObjects()
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{
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var clientId = m_ClientNetworkManagers[0].LocalClientId;
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yield return WaitForConditionOrTimeOut(() => s_GlobalNetworkObjects.ContainsKey(clientId) &&
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s_GlobalNetworkObjects[clientId].ContainsKey(m_BaseAsNetworkObject.NetworkObjectId) &&
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s_GlobalNetworkObjects[clientId].ContainsKey(m_SpawnedAsNetworkObject.NetworkObjectId));
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client side {nameof(NetworkObject)} ID of {m_SpawnedAsNetworkObject.NetworkObjectId}");
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m_BaseOnClient = s_GlobalNetworkObjects[clientId][m_BaseAsNetworkObject.NetworkObjectId];
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// make sure the objects are set with the right network manager
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m_BaseOnClient.NetworkManagerOwner = m_ClientNetworkManagers[0];
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m_SpawnedObjectOnClient = s_GlobalNetworkObjects[clientId][m_SpawnedAsNetworkObject.NetworkObjectId];
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// make sure the objects are set with the right network manager
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m_SpawnedObjectOnClient.NetworkManagerOwner = m_ClientNetworkManagers[0];
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}
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[UnityTest]
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public IEnumerator TransformInterpolationTest()
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{
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// create an object
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var spawnedObject = Object.Instantiate(m_PrefabToSpawn);
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var baseObject = Object.Instantiate(m_PrefabToSpawn);
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baseObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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baseObject.GetComponent<NetworkObject>().Spawn();
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m_SpawnedAsNetworkObject = spawnedObject.GetComponent<NetworkObject>();
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m_SpawnedAsNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
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m_BaseAsNetworkObject = baseObject.GetComponent<NetworkObject>();
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m_BaseAsNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
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m_SpawnedAsNetworkObject.TrySetParent(baseObject);
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m_SpawnedAsNetworkObject.Spawn();
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yield return RefreshNetworkObjects();
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m_SpawnedAsNetworkObject.TrySetParent(baseObject);
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baseObject.GetComponent<TransformInterpolationObject>().IsFixed = true;
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spawnedObject.GetComponent<TransformInterpolationObject>().IsMoving = true;
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spawnedObject.GetComponent<NetworkTransform>().SetMaxInterpolationBound(1.0f);
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const float maxPlacementError = 0.01f;
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// Wait for the base object to place itself on both instances
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while (m_BaseOnClient.transform.position.y < 1000 - maxPlacementError ||
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m_BaseOnClient.transform.position.y > 1000 + maxPlacementError ||
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baseObject.transform.position.y < 1000 - maxPlacementError ||
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baseObject.transform.position.y > 1000 + maxPlacementError)
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{
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yield return new WaitForSeconds(0.01f);
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}
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m_SpawnedObjectOnClient.GetComponent<NetworkTransform>().SetMaxInterpolationBound(1.0f);
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m_SpawnedObjectOnClient.GetComponent<TransformInterpolationObject>().CheckPosition = true;
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// Test that interpolation works correctly for 10 seconds
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// Increasing this duration gives you the opportunity to go check in the Editor how the objects are setup
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// and how they move
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yield return new WaitForSeconds(10.0f);
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}
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}
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}
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