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17 Commits

Author SHA1 Message Date
Robin Rolf
cf83f90251
Merge b0fa0c50b9 into 451c297a43 2024-11-15 00:49:24 +00:00
miwarnec
451c297a43 NTHybrid: fix name and Unity 2019 support
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2024-11-11 16:58:42 +01:00
JesusLuvsYooh
1e04c9833b
Updated Server/Client attribute help text. (#3942)
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Hopefully adds additional support in preventing confusion.
2024-11-11 13:06:29 +01:00
Robin Rolf
1187a59b18
fix: NetworkIdentity component bitmask shifting overflows (#3941)
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* Failing test for netid bitmask shifting

* Fix netid bitmask shifting typing

Otherwise it uses ints and overflows when shifting more than 32
2024-11-09 17:45:35 +01:00
mischa
499e4daea3
feat: NetworkTransformHybrid - Hybrid Sync Part 1 (#3937)
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* hybrid nt

* fix mrg grid issue; fix unreliable sending just because baseline changed

* comment onserialize baseline

* Update Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>

* Update Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>

* Update Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>

* Update Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>

* Update Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>

* Update Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>

* nthybrid: debug draw data points

* debug draw: drops

* nthybrid: OnServerToClient checks for host mode first to avoid noise!

* nthybrid: OnClientToServer check ordering

* fix: don't apply any hybrid rpcs in host mode, fixes overwriting client's data points

* icon

* syntax

* don't pass Vector3? and QUaternion?

* remove unused

* comments

* cleanup

* cleanups

* comments

* cleanup: remove ContructSnapshot

* syncScale

* comment

* remove custom change

---------

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
2024-11-07 17:59:34 +01:00
Robin Rolf
b0fa0c50b9 test todos 2024-01-30 03:30:04 +01:00
Robin Rolf
d04e0b1f06 cleanup 2024-01-30 03:28:04 +01:00
Robin Rolf
d09f5ef008 periodic rebuilds 2024-01-30 03:22:01 +01:00
Robin Rolf
a14d094bc5 Code cleanup 2024-01-30 03:21:51 +01:00
Robin Rolf
ae9ecf3483 fix test on older unity 2024-01-30 02:52:46 +01:00
Robin Rolf
bf49b6c923 More ForceShown fixes 2024-01-30 02:51:02 +01:00
Robin Rolf
477d430a3f Test fixes & ForceShown test 2024-01-30 02:48:02 +01:00
Robin Rolf
12ce588711 comment 2024-01-30 02:20:55 +01:00
Robin Rolf
ebdd36f6fc comment 2024-01-30 02:19:54 +01:00
Robin Rolf
5ede69c025 code cleanup, visibility handling, better tests 2024-01-30 02:18:48 +01:00
Robin Rolf
338c0634a5 move test to correct folder 2024-01-29 18:53:58 +01:00
Robin Rolf
7e1156a4d6 wip faster spatial aoi using imbase 2024-01-29 18:53:58 +01:00
11 changed files with 2333 additions and 19 deletions

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@ -0,0 +1,369 @@
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Mirror;
using UnityEngine;
public class FastSpatialInterestManagement : InterestManagementBase
{
Vector2Int InvalidPosition => new Vector2Int(int.MaxValue,
int.MaxValue);
[Tooltip("The maximum range that objects will be visible at.")]
public int visRange = 30;
[Tooltip("Rebuild all every 'rebuildInterval' seconds.")]
public float rebuildInterval = 1;
double lastRebuildTime;
// we use a 9 neighbour grid.
// so we always see in a distance of 2 grids.
// for example, our own grid and then one on top / below / left / right.
//
// this means that grid resolution needs to be distance / 2.
// so for example, for distance = 30 we see 2 cells = 15 * 2 distance.
//
// on first sight, it seems we need distance / 3 (we see left/us/right).
// but that's not the case.
// resolution would be 10, and we only see 1 cell far, so 10+10=20.
int TileSize => visRange / 2;
// the grid
Dictionary<Vector2Int, HashSet<NetworkIdentity>> grid =
new Dictionary<Vector2Int, HashSet<NetworkIdentity>>();
class Tracked
{
public Vector2Int Position;
public Transform Transform;
public NetworkIdentity Identity;
public Visibility PreviousVisibility;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Vector2Int GridPosition(int tileSize)
{
Vector3 transformPos = Transform.position;
return Vector2Int.RoundToInt(new Vector2(transformPos.x, transformPos.z) / tileSize);
}
}
Dictionary<NetworkIdentity, Tracked> trackedIdentities = new Dictionary<NetworkIdentity, Tracked>();
public override void Rebuild(NetworkIdentity identity, bool initialize)
{
// do nothing, we rebuild globally and individually in OnSpawned
}
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
{
// do nothing, we rebuild globally and individually in OnSpawned
return false;
}
internal void LateUpdate()
{
// only on server
if (!NetworkServer.active) return;
// rebuild all spawned entities' observers every 'interval'
// this will call OnRebuildObservers which then returns the
// observers at grid[position] for each entity.
if (NetworkTime.localTime >= lastRebuildTime + rebuildInterval)
{
RebuildAll();
lastRebuildTime = NetworkTime.localTime;
}
}
// When a new identity is spawned
public override void OnSpawned(NetworkIdentity identity)
{
// host visibility shim to make sure unseen entities are hidden, we initialize actual visibility later
if (NetworkClient.active)
{
SetHostVisibility(identity, false);
}
if (identity.connectionToClient != null)
{
// client always sees itself
AddObserver(identity.connectionToClient, identity);
}
Tracked tracked = new Tracked
{
Transform = identity.transform, Identity = identity, PreviousVisibility = identity.visibility,
};
// set initial position
tracked.Position = tracked.GridPosition(TileSize);
// add to tracked
trackedIdentities.Add(identity, tracked);
// initialize in grid
RebuildAdd(identity, InvalidPosition, tracked.Position, true);
}
// when an identity is despawned/destroyed
public override void OnDestroyed(NetworkIdentity identity)
{
Tracked obj = trackedIdentities[identity];
trackedIdentities.Remove(identity);
// observers are cleaned up automatically when destroying, we just need to remove it from our grid
grid[obj.Position].Remove(identity);
}
private void RebuildAll()
{
// loop over all identities and check if their position has changed
foreach (Tracked tracked in trackedIdentities.Values)
{
// Check if visibility has changed, this should usually be false
bool visibilityChanged = tracked.Identity.visibility != tracked.PreviousVisibility;
// Visibility change *to* default needs to be handled before the normal grid update
// since observers are manipulated in RebuildAdd/RebuildRemove if visibility == Default
if (visibilityChanged && tracked.Identity.visibility == Visibility.Default)
{
switch (tracked.PreviousVisibility)
{
case Visibility.ForceHidden:
// Hidden To Default
AddObserversHiddenToDefault(tracked.Identity, tracked.Position);
break;
case Visibility.ForceShown:
// Shown To Default
RemoveObserversShownToDefault(tracked.Identity, tracked.Position);
break;
case Visibility.Default:
default:
throw new ArgumentOutOfRangeException();
}
}
Vector2Int currentPosition = tracked.GridPosition(TileSize);
// if the position changed, move the identity in the grid and update observers accordingly
if (currentPosition != tracked.Position)
{
Vector2Int oldPosition = tracked.Position;
tracked.Position = currentPosition;
// First remove from old grid position
RebuildRemove(tracked.Identity, oldPosition, currentPosition);
// Then add to new grid position
RebuildAdd(tracked.Identity, oldPosition, currentPosition, false);
}
// after updating the grid, if the visibility has changed
if (visibilityChanged)
{
switch (tracked.Identity.visibility)
{
case Visibility.ForceHidden:
ClearObservers(tracked.Identity);
break;
case Visibility.ForceShown:
AddObserversAllReady(tracked.Identity);
break;
case Visibility.Default:
break;
default:
throw new ArgumentOutOfRangeException();
}
tracked.PreviousVisibility = tracked.Identity.visibility;
}
}
}
private void RebuildRemove(NetworkIdentity changedIdentity, Vector2Int oldPosition, Vector2Int newPosition)
{
// sanity check
if (!grid[oldPosition].Remove(changedIdentity))
{
throw new InvalidOperationException("changedIdentity was not in the provided grid");
}
// for all tiles the changedIdentity could see at the old position
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
Vector2Int tilePos = oldPosition + new Vector2Int(x, y);
// Skip grid tiles that are still visible
if (Mathf.Abs(tilePos.x - newPosition.x) <= 1 &&
Mathf.Abs(tilePos.y - newPosition.y) <= 1)
{
continue;
}
if (!grid.TryGetValue(tilePos, out HashSet<NetworkIdentity> tile))
{
continue;
}
foreach (NetworkIdentity gridIdentity in tile)
{
if (gridIdentity == changedIdentity)
{
// Don't do anything with yourself
continue;
}
// we only modify observers here if the visibility is default, ForceShown/ForceHidden are handled in RebuildAll
// if the gridIdentity is a player, it can't see changedIdentity anymore
if (gridIdentity.connectionToClient != null && changedIdentity.visibility == Visibility.Default)
{
RemoveObserver(gridIdentity.connectionToClient, changedIdentity);
}
// if the changedIdentity is a player, it can't see gridIdentity anymore
if (changedIdentity.connectionToClient != null && gridIdentity.visibility == Visibility.Default)
{
RemoveObserver(changedIdentity.connectionToClient, gridIdentity);
}
}
}
}
}
private void RebuildAdd(NetworkIdentity changedIdentity, Vector2Int oldPosition, Vector2Int newPosition,
bool initialize)
{
// for all tiles the changedIdentity now sees at the new position
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
Vector2Int tilePos = newPosition + new Vector2Int(x, y);
// Skip grid tiles that were already visible before moving
if (!initialize && (Mathf.Abs(tilePos.x - oldPosition.x) <= 1 &&
Mathf.Abs(tilePos.y - oldPosition.y) <= 1))
{
continue;
}
if (!grid.TryGetValue(tilePos, out HashSet<NetworkIdentity> tile))
{
continue;
}
foreach (NetworkIdentity gridIdentity in tile)
{
if (gridIdentity == changedIdentity)
{
// Don't do anything with yourself
continue;
}
// we only modify observers here if the visibility is default, ForceShown/ForceHidden are handled in RebuildAll
// if the gridIdentity is a player, it can now see changedIdentity
if (gridIdentity.connectionToClient != null && changedIdentity.visibility == Visibility.Default)
{
AddObserver(gridIdentity.connectionToClient, changedIdentity);
}
// if the changedIdentity is a player, it can now see gridIdentity
if (changedIdentity.connectionToClient != null && gridIdentity.visibility == Visibility.Default)
{
AddObserver(changedIdentity.connectionToClient, gridIdentity);
}
}
}
}
// add ourselves to the new grid position
if (!grid.TryGetValue(newPosition, out HashSet<NetworkIdentity> addTile))
{
addTile = new HashSet<NetworkIdentity>();
grid[newPosition] = addTile;
}
if (!addTile.Add(changedIdentity))
{
throw new InvalidOperationException("identity was already in the grid");
}
}
/// Adds observers to the NI, but not the other way around. This is used when a NI changes from ForceHidden to Default
private void AddObserversHiddenToDefault(NetworkIdentity changed, Vector2Int gridPosition)
{
// for all tiles around the changedIdentity
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
Vector2Int tilePos = gridPosition + new Vector2Int(x, y);
if (!grid.TryGetValue(tilePos, out HashSet<NetworkIdentity> tile))
{
continue;
}
foreach (NetworkIdentity gridIdentity in tile)
{
if (gridIdentity == changed)
{
// Don't do anything with yourself
continue;
}
// if the gridIdentity is a player, it can now see changedIdentity
if (gridIdentity.connectionToClient != null)
{
AddObserver(gridIdentity.connectionToClient, changed);
}
}
}
}
}
// Temp hashset to avoid runtime allocation
private HashSet<NetworkConnectionToClient> tempShownToDefaultSet = new HashSet<NetworkConnectionToClient>();
/// Removes observers from the NI, but doesn't change observing. This is used when a NI changes from ForceShown to Default
private void RemoveObserversShownToDefault(NetworkIdentity changedIdentity, Vector2Int gridPosition)
{
tempShownToDefaultSet.Clear();
// copy over all current connections that are seeing the NI
foreach (NetworkConnectionToClient observer in changedIdentity.observers.Values)
{
tempShownToDefaultSet.Add(observer);
}
// for all tiles around the changedIdentity, remove any connections that can still see it
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
Vector2Int tilePos = gridPosition + new Vector2Int(x, y);
if (!grid.TryGetValue(tilePos, out HashSet<NetworkIdentity> tile))
{
continue;
}
foreach (NetworkIdentity gridIdentity in tile)
{
// if the gridIdentity is a player, it can see changedIdentity
// (also yourself! don't need the extra check here)
if (gridIdentity.connectionToClient != null)
{
tempShownToDefaultSet.Remove(gridIdentity.connectionToClient);
}
}
}
}
// any left over connections can't see changedIdentity - thus need removing
foreach (NetworkConnectionToClient connection in tempShownToDefaultSet)
{
RemoveObserver(connection, changedIdentity);
}
// clear when done
tempShownToDefaultSet.Clear();
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
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timeCreated: 1676129828

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8f63ea2e505fd484193fb31c5c55ca73
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
userData:
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@ -48,28 +48,28 @@ public class TargetRpcAttribute : Attribute
} }
/// <summary> /// <summary>
/// Prevents clients from running this method. /// Only an active server will run this method.
/// <para>Prints a warning if a client tries to execute this method.</para> /// <para>Prints a warning if a client or in-active server tries to execute this method.</para>
/// </summary> /// </summary>
[AttributeUsage(AttributeTargets.Method)] [AttributeUsage(AttributeTargets.Method)]
public class ServerAttribute : Attribute {} public class ServerAttribute : Attribute {}
/// <summary> /// <summary>
/// Prevents clients from running this method. /// Only an active server will run this method.
/// <para>No warning is thrown.</para> /// <para>No warning is thrown.</para>
/// </summary> /// </summary>
[AttributeUsage(AttributeTargets.Method)] [AttributeUsage(AttributeTargets.Method)]
public class ServerCallbackAttribute : Attribute {} public class ServerCallbackAttribute : Attribute {}
/// <summary> /// <summary>
/// Prevents the server from running this method. /// Only an active client will run this method.
/// <para>Prints a warning if the server tries to execute this method.</para> /// <para>Prints a warning if the server or in-active client tries to execute this method.</para>
/// </summary> /// </summary>
[AttributeUsage(AttributeTargets.Method)] [AttributeUsage(AttributeTargets.Method)]
public class ClientAttribute : Attribute {} public class ClientAttribute : Attribute {}
/// <summary> /// <summary>
/// Prevents the server from running this method. /// Only an active client will run this method.
/// <para>No warning is printed.</para> /// <para>No warning is printed.</para>
/// </summary> /// </summary>
[AttributeUsage(AttributeTargets.Method)] [AttributeUsage(AttributeTargets.Method)]

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@ -1,6 +1,7 @@
// interest management component for custom solutions like // interest management component for custom solutions like
// distance based, spatial hashing, raycast based, etc. // distance based, spatial hashing, raycast based, etc.
// low level base class allows for low level spatial hashing etc., which is 3-5x faster. // low level base class allows for low level spatial hashing etc., which is 3-5x faster.
using UnityEngine; using UnityEngine;
namespace Mirror namespace Mirror
@ -73,5 +74,39 @@ protected void RemoveObserver(NetworkConnectionToClient connection, NetworkIdent
connection.RemoveFromObserving(identity, false); connection.RemoveFromObserving(identity, false);
identity.observers.Remove(connection.connectionId); identity.observers.Remove(connection.connectionId);
} }
/// For ForceShown: Makes sure all ready connections (that aren't already) are added to observers
protected void AddObserversAllReady(NetworkIdentity identity)
{
foreach (NetworkConnectionToClient connection in NetworkServer.connections.Values)
{
if (connection.isReady && !identity.observers.ContainsKey(connection.connectionId))
{
connection.AddToObserving(identity);
identity.observers.Add(connection.connectionId, connection);
}
}
}
/// For ForceHidden: Removes all observers from this identity
protected void ClearObservers(NetworkIdentity identity)
{
foreach (NetworkConnectionToClient connection in identity.observers.Values)
{
// Don't remove the client from observing its owned objects
if (connection != identity.connectionToClient)
{
connection.RemoveFromObserving(identity, false);
}
}
// Clear..
identity.observers.Clear();
// If the object is owned by a client, add it's connection back to the observing set
if (identity.connectionToClient != null)
{
identity.observers.Add(identity.connectionToClient.connectionId, identity.connectionToClient);
}
}
} }
} }

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@ -863,7 +863,7 @@ internal void OnStopLocalPlayer()
for (int i = 0; i < components.Length; ++i) for (int i = 0; i < components.Length; ++i)
{ {
NetworkBehaviour component = components[i]; NetworkBehaviour component = components[i];
ulong nthBit = (1u << i); ulong nthBit = 1ul << i;
bool dirty = component.IsDirty(); bool dirty = component.IsDirty();
@ -910,7 +910,7 @@ ulong ClientDirtyMask()
// on client, only consider owned components with SyncDirection to server // on client, only consider owned components with SyncDirection to server
NetworkBehaviour component = components[i]; NetworkBehaviour component = components[i];
ulong nthBit = (1u << i); ulong nthBit = 1ul << i;
if (isOwned && component.syncDirection == SyncDirection.ClientToServer) if (isOwned && component.syncDirection == SyncDirection.ClientToServer)
{ {
@ -928,7 +928,7 @@ ulong ClientDirtyMask()
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static bool IsDirty(ulong mask, int index) internal static bool IsDirty(ulong mask, int index)
{ {
ulong nthBit = (ulong)(1 << index); ulong nthBit = 1ul << index;
return (mask & nthBit) != 0; return (mask & nthBit) != 0;
} }

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@ -1,4 +1,5 @@
// base class for networking tests to make things easier. // base class for networking tests to make things easier.
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using NUnit.Framework; using NUnit.Framework;
@ -81,6 +82,18 @@ protected void CreateNetworked(out GameObject go, out NetworkIdentity identity)
instantiated.Add(go); instantiated.Add(go);
} }
protected void CreateNetworked(out GameObject go, out NetworkIdentity identity, Action<NetworkIdentity> preAwake)
{
go = new GameObject();
identity = go.AddComponent<NetworkIdentity>();
preAwake(identity);
// Awake is only called in play mode.
// call manually for initialization.
identity.Awake();
// track
instantiated.Add(go);
}
// create GameObject + NetworkIdentity + NetworkBehaviour<T> // create GameObject + NetworkIdentity + NetworkBehaviour<T>
// add to tracker list if needed (useful for cleanups afterwards) // add to tracker list if needed (useful for cleanups afterwards)
protected void CreateNetworked<T>(out GameObject go, out NetworkIdentity identity, out T component) protected void CreateNetworked<T>(out GameObject go, out NetworkIdentity identity, out T component)
@ -269,6 +282,44 @@ protected void CreateNetworkedAndSpawn(
Assert.That(NetworkClient.spawned.ContainsKey(serverIdentity.netId)); Assert.That(NetworkClient.spawned.ContainsKey(serverIdentity.netId));
} }
// create GameObject + NetworkIdentity + NetworkBehaviour & SPAWN
// => preAwake callbacks can be used to add network behaviours to the NI
// => ownerConnection can be NetworkServer.localConnection if needed.
// => returns objects from client and from server.
// will be same in host mode.
protected void CreateNetworkedAndSpawn(
out GameObject serverGO, out NetworkIdentity serverIdentity, Action<NetworkIdentity> serverPreAwake,
out GameObject clientGO, out NetworkIdentity clientIdentity, Action<NetworkIdentity> clientPreAwake,
NetworkConnectionToClient ownerConnection = null)
{
// server & client need to be active before spawning
Debug.Assert(NetworkClient.active, "NetworkClient needs to be active before spawning.");
Debug.Assert(NetworkServer.active, "NetworkServer needs to be active before spawning.");
// create one on server, one on client
// (spawning has to find it on client, it doesn't create it)
CreateNetworked(out serverGO, out serverIdentity, serverPreAwake);
CreateNetworked(out clientGO, out clientIdentity, clientPreAwake);
// give both a scene id and register it on client for spawnables
clientIdentity.sceneId = serverIdentity.sceneId = (ulong)serverGO.GetHashCode();
NetworkClient.spawnableObjects[clientIdentity.sceneId] = clientIdentity;
// spawn
NetworkServer.Spawn(serverGO, ownerConnection);
ProcessMessages();
// double check isServer/isClient. avoids debugging headaches.
Assert.That(serverIdentity.isServer, Is.True);
Assert.That(clientIdentity.isClient, Is.True);
// double check that we have authority if we passed an owner connection
if (ownerConnection != null)
Debug.Assert(clientIdentity.isOwned == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
// make sure the client really spawned it.
Assert.That(NetworkClient.spawned.ContainsKey(serverIdentity.netId));
}
// create GameObject + NetworkIdentity + NetworkBehaviour & SPAWN // create GameObject + NetworkIdentity + NetworkBehaviour & SPAWN
// => ownerConnection can be NetworkServer.localConnection if needed. // => ownerConnection can be NetworkServer.localConnection if needed.
protected void CreateNetworkedAndSpawn<T>(out GameObject go, out NetworkIdentity identity, out T component, NetworkConnectionToClient ownerConnection = null) protected void CreateNetworkedAndSpawn<T>(out GameObject go, out NetworkIdentity identity, out T component, NetworkConnectionToClient ownerConnection = null)

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@ -0,0 +1,223 @@
// TODO: test despawning
// TODO: test non-player ni's
// TODO: test grid size changing at runtime
using System;
using NUnit.Framework;
using UnityEngine;
namespace Mirror.Tests.InterestManagement
{
public class InterestManagementTests_FastSpatialHashing : MirrorEditModeTest
{
FastSpatialInterestManagement aoi;
protected NetworkIdentity CreateNI(Action<NetworkIdentity> prespawn = null)
{
CreateNetworked(out var gameObject, out var identity);
prespawn?.Invoke(identity);
NetworkServer.Spawn(gameObject);
return identity;
}
protected NetworkIdentity CreatePlayerNI(int connectionId, Action<NetworkIdentity> prespawn = null)
{
CreateNetworked(out var gameObject, out var identity);
prespawn?.Invoke(identity);
NetworkConnectionToClient connection = new NetworkConnectionToClient(connectionId);
connection.isAuthenticated = true;
connection.identity = identity;
NetworkServer.connections.Add(connectionId, connection);
NetworkServer.Spawn(gameObject, connection);
NetworkServer.SetClientReady(connection); // AddPlayerForConnection also calls this!
return identity;
}
[SetUp]
public override void SetUp()
{
base.SetUp();
// need to start server so that interest management works
NetworkServer.Listen(10);
aoi = holder.AddComponent<FastSpatialInterestManagement>();
aoi.visRange = 10;
aoi.rebuildInterval = -1; // rebuild every call :)
// setup server aoi since InterestManagement Awake isn't called
NetworkServer.aoi = aoi;
}
[TearDown]
public override void TearDown()
{
foreach (GameObject go in instantiated)
{
if (go.TryGetComponent(out NetworkIdentity ni))
{
// set isServer is false. otherwise Destroy instead of
// DestroyImmediate is called internally, giving an error in Editor
ni.isServer = false;
}
}
// clear connections first. calling OnDisconnect wouldn't work since
// we have no real clients.
NetworkServer.connections.Clear();
base.TearDown();
// clear server aoi again
NetworkServer.aoi = null;
}
private void AssertSelfVisible(NetworkIdentity id)
{
// identities ALWAYS see themselves, if they have a player
if (id.connectionToClient != null)
{
Assert.That(id.observers.ContainsKey(id.connectionToClient.connectionId), Is.True);
}
}
[Test]
public void ForceHidden()
{
// A and B are at (0,0,0) so within range!
var a = CreatePlayerNI(1, ni => ni.visibility = Visibility.ForceHidden);
var b = CreatePlayerNI(2);
// no rebuild required here due to initial state :)
AssertSelfVisible(a);
AssertSelfVisible(b);
// A should not be seen by B because A is force hidden
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.False);
// B should be seen by A
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
// If we now set a to default, and rebuild, they should both see each other!
a.visibility = Visibility.Default;
aoi.LateUpdate();
AssertSelfVisible(a);
AssertSelfVisible(b);
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
// If we now set both hidden, and rebuild, they both won't see each other!
a.visibility = Visibility.ForceHidden;
b.visibility = Visibility.ForceHidden;
aoi.LateUpdate();
AssertSelfVisible(a);
AssertSelfVisible(b);
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.False);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.False);
}
[Test]
public void ForceShown()
{
// A and B are at (0,0,0) so within range!
var a = CreatePlayerNI(1, ni => ni.visibility = Visibility.ForceShown);
var b = CreatePlayerNI(2);
// no rebuild required here due to initial state :)
AssertSelfVisible(a);
AssertSelfVisible(b);
// A&B should see each other
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
aoi.LateUpdate();
// rebuild doesnt change that
// no rebuild required here due to initial state :)
AssertSelfVisible(a);
AssertSelfVisible(b);
// A&B should see each other
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
// If we now move A out of range of B
a.transform.position = new Vector3(aoi.visRange * 100, 0, 0);
aoi.LateUpdate();
AssertSelfVisible(a);
AssertSelfVisible(b);
// a will be seen by B still
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
// But B is out of range of A
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.False);
// B to ForceShown:
b.visibility = Visibility.ForceShown;
aoi.LateUpdate();
AssertSelfVisible(a);
AssertSelfVisible(b);
// A&B should see each other
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
// A&B to default
a.visibility = Visibility.Default;
b.visibility = Visibility.Default;
aoi.LateUpdate();
AssertSelfVisible(a);
AssertSelfVisible(b);
// and they can't see each other anymore
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.False);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.False);
}
[Test]
public void InRangeInitial_To_OutRange()
{
// A and B are at (0,0,0) so within range!
var a = CreatePlayerNI(1);
var b = CreatePlayerNI(2);
AssertSelfVisible(a);
AssertSelfVisible(b);
// both should see each other because they are in range
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
// update won't change that
aoi.LateUpdate();
AssertSelfVisible(a);
AssertSelfVisible(b);
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
// move out of range
a.transform.position = new Vector3(aoi.visRange * 100, 0, 0);
aoi.LateUpdate();
AssertSelfVisible(a);
AssertSelfVisible(b);
// and they'll see not each other anymore
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.False);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.False);
}
[Test]
public void OutRangeInitial_To_InRange()
{
// A and B are not in range
var a = CreatePlayerNI(1,
ni => ni.transform.position = new Vector3(aoi.visRange * 100, 0, 0));
var b = CreatePlayerNI(2);
AssertSelfVisible(a);
AssertSelfVisible(b);
// both should not see each other because they aren't in range
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.False);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.False);
aoi.LateUpdate();
AssertSelfVisible(a);
AssertSelfVisible(b);
// update won't change that
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.False);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.False);
// move into range
a.transform.position = Vector3.zero;
aoi.LateUpdate();
AssertSelfVisible(a);
AssertSelfVisible(b);
// and they'll see each other
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d74fcd64861c40f8856d3479137f49f2
timeCreated: 1676129959

View File

@ -1,4 +1,5 @@
// OnDe/SerializeSafely tests. // OnDe/SerializeSafely tests.
using System.Collections.Generic;
using System.Text.RegularExpressions; using System.Text.RegularExpressions;
using Mirror.Tests.EditorBehaviours.NetworkIdentities; using Mirror.Tests.EditorBehaviours.NetworkIdentities;
using NUnit.Framework; using NUnit.Framework;
@ -42,7 +43,7 @@ public void SerializeAndDeserializeAll()
); );
// set sync modes // set sync modes
serverOwnerComp.syncMode = clientOwnerComp.syncMode = SyncMode.Owner; serverOwnerComp.syncMode = clientOwnerComp.syncMode = SyncMode.Owner;
serverObserversComp.syncMode = clientObserversComp.syncMode = SyncMode.Observers; serverObserversComp.syncMode = clientObserversComp.syncMode = SyncMode.Observers;
// set unique values on server components // set unique values on server components
@ -65,10 +66,127 @@ public void SerializeAndDeserializeAll()
// deserialize client object with OBSERVERS payload // deserialize client object with OBSERVERS payload
reader = new NetworkReader(observersWriter.ToArray()); reader = new NetworkReader(observersWriter.ToArray());
clientIdentity.DeserializeClient(reader, true); clientIdentity.DeserializeClient(reader, true);
Assert.That(clientOwnerComp.value, Is.EqualTo(null)); // owner mode shouldn't be in data Assert.That(clientOwnerComp.value, Is.EqualTo(null)); // owner mode shouldn't be in data
Assert.That(clientObserversComp.value, Is.EqualTo(42)); // observers mode should be in data Assert.That(clientObserversComp.value, Is.EqualTo(42)); // observers mode should be in data
} }
// test serialize -> deserialize of any supported number of components
[Test]
public void SerializeAndDeserializeN([NUnit.Framework.Range(1, 64)] int numberOfNBs)
{
List<SerializeTest1NetworkBehaviour> serverNBs = new List<SerializeTest1NetworkBehaviour>();
List<SerializeTest1NetworkBehaviour> clientNBs = new List<SerializeTest1NetworkBehaviour>();
// need two of both versions so we can serialize -> deserialize
CreateNetworkedAndSpawn(
out _, out NetworkIdentity serverIdentity, ni =>
{
for (int i = 0; i < numberOfNBs; i++)
{
SerializeTest1NetworkBehaviour nb = ni.gameObject.AddComponent<SerializeTest1NetworkBehaviour>();
nb.syncInterval = 0;
nb.syncMode = SyncMode.Observers;
serverNBs.Add(nb);
}
},
out _, out NetworkIdentity clientIdentity, ni =>
{
for (int i = 0; i < numberOfNBs; i++)
{
SerializeTest1NetworkBehaviour nb = ni.gameObject.AddComponent<SerializeTest1NetworkBehaviour>();
nb.syncInterval = 0;
nb.syncMode = SyncMode.Observers;
clientNBs.Add(nb);
}
}
);
// INITIAL SYNC
// set unique values on server components
for (int i = 0; i < serverNBs.Count; i++)
{
serverNBs[i].value = (i + 1) * 3;
serverNBs[i].SetDirty();
}
// serialize server object
serverIdentity.SerializeServer(true, ownerWriter, observersWriter);
// deserialize client object with OBSERVERS payload
NetworkReader reader = new NetworkReader(observersWriter.ToArray());
clientIdentity.DeserializeClient(reader, true);
for (int i = 0; i < clientNBs.Count; i++)
{
int expected = (i + 1) * 3;
Assert.That(clientNBs[i].value, Is.EqualTo(expected), $"Expected the clientNBs[{i}] to have a value of {expected}");
}
// clear dirty bits for incremental sync
foreach (SerializeTest1NetworkBehaviour serverNB in serverNBs)
serverNB.ClearAllDirtyBits();
// INCREMENTAL SYNC ALL
// set unique values on server components
for (int i = 0; i < serverNBs.Count; i++)
{
serverNBs[i].value = (i + 1) * 11;
serverNBs[i].SetDirty();
}
ownerWriter.Reset();
observersWriter.Reset();
// serialize server object
serverIdentity.SerializeServer(false, ownerWriter, observersWriter);
// deserialize client object with OBSERVERS payload
reader = new NetworkReader(observersWriter.ToArray());
clientIdentity.DeserializeClient(reader, false);
for (int i = 0; i < clientNBs.Count; i++)
{
int expected = (i + 1) * 11;
Assert.That(clientNBs[i].value, Is.EqualTo(expected), $"Expected the clientNBs[{i}] to have a value of {expected}");
}
// clear dirty bits for incremental sync
foreach (SerializeTest1NetworkBehaviour serverNB in serverNBs)
serverNB.ClearAllDirtyBits();
// INCREMENTAL SYNC INDIVIDUAL
for (int i = 0; i < numberOfNBs; i++)
{
// reset all client nbs
foreach (SerializeTest1NetworkBehaviour clientNB in clientNBs)
clientNB.value = 0;
int expected = (i + 1) * 7;
// set unique value on server components
serverNBs[i].value = expected;
serverNBs[i].SetDirty();
ownerWriter.Reset();
observersWriter.Reset();
// serialize server object
serverIdentity.SerializeServer(false, ownerWriter, observersWriter);
// deserialize client object with OBSERVERS payload
reader = new NetworkReader(observersWriter.ToArray());
clientIdentity.DeserializeClient(reader, false);
for (int index = 0; index < clientNBs.Count; index++)
{
SerializeTest1NetworkBehaviour clientNB = clientNBs[index];
if (index == i)
{
Assert.That(clientNB.value, Is.EqualTo(expected), $"Expected the clientNBs[{index}] to have a value of {expected}");
}
else
{
Assert.That(clientNB.value, Is.EqualTo(0), $"Expected the clientNBs[{index}] to have a value of 0 since we're not syncing that index (on sync of #{i})");
}
}
}
}
// serialization should work even if a component throws an exception. // serialization should work even if a component throws an exception.
// so if first component throws, second should still be serialized fine. // so if first component throws, second should still be serialized fine.
[Test] [Test]
@ -150,20 +268,20 @@ public void TooManyComponents()
public void ErrorCorrection() public void ErrorCorrection()
{ {
int original = 0x12345678; int original = 0x12345678;
byte safety = 0x78; // last byte byte safety = 0x78; // last byte
// correct size shouldn't be corrected // correct size shouldn't be corrected
Assert.That(NetworkBehaviour.ErrorCorrection(original + 0, safety), Is.EqualTo(original)); Assert.That(NetworkBehaviour.ErrorCorrection(original + 0, safety), Is.EqualTo(original));
// read a little too much // read a little too much
Assert.That(NetworkBehaviour.ErrorCorrection(original + 1, safety), Is.EqualTo(original)); Assert.That(NetworkBehaviour.ErrorCorrection(original + 1, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original + 2, safety), Is.EqualTo(original)); Assert.That(NetworkBehaviour.ErrorCorrection(original + 2, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original + 42, safety), Is.EqualTo(original)); Assert.That(NetworkBehaviour.ErrorCorrection(original + 42, safety), Is.EqualTo(original));
// read a little too less // read a little too less
Assert.That(NetworkBehaviour.ErrorCorrection(original - 1, safety), Is.EqualTo(original)); Assert.That(NetworkBehaviour.ErrorCorrection(original - 1, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original - 2, safety), Is.EqualTo(original)); Assert.That(NetworkBehaviour.ErrorCorrection(original - 2, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original - 42, safety), Is.EqualTo(original)); Assert.That(NetworkBehaviour.ErrorCorrection(original - 42, safety), Is.EqualTo(original));
// reading way too much / less is expected to fail. // reading way too much / less is expected to fail.
// we can only correct the last byte, not more. // we can only correct the last byte, not more.