using System.Linq;
using System.Threading.Tasks;
using NUnit.Framework;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Player;
namespace Robust.UnitTesting.Server.GameStates;
public sealed class MissingParentTest : RobustIntegrationTest
{
///
/// Check that PVS & clients can handle entities being sent before their parents are.
///
[Test]
public async Task TestMissingParent()
{
var server = StartServer();
var client = StartClient();
await Task.WhenAll(client.WaitIdleAsync(), server.WaitIdleAsync());
var mapMan = server.ResolveDependency();
var sEntMan = server.ResolveDependency();
var confMan = server.ResolveDependency();
var sPlayerMan = server.ResolveDependency();
var cEntMan = client.ResolveDependency();
var netMan = client.ResolveDependency();
var cPlayerMan = client.ResolveDependency();
var cConfMan = client.ResolveDependency();
Assert.DoesNotThrow(() => client.SetConnectTarget(server));
client.Post(() => netMan.ClientConnect(null!, 0, null!));
server.Post(() => confMan.SetCVar(CVars.NetPVS, true));
for (int i = 0; i < 10; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
// Limit client to receiving at most 1 entity per tick.
cConfMan.SetCVar(CVars.NetPVSEntityBudget, 1);
for (int i = 0; i < 10; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
// Ensure client & server ticks are synced.
// Client runs 1 tick ahead
{
var sTick = (int)server.Timing.CurTick.Value;
var cTick = (int)client.Timing.CurTick.Value;
var delta = cTick - sTick;
if (delta > 1)
await server.WaitRunTicks(delta - 1);
else if (delta < 1)
await client.WaitRunTicks(1 - delta);
sTick = (int)server.Timing.CurTick.Value;
cTick = (int)client.Timing.CurTick.Value;
delta = cTick - sTick;
Assert.That(delta, Is.EqualTo(1));
}
// Set up map and spawn player
NetEntity player = default;
NetEntity entity = default;
EntityCoordinates coords = default;
NetCoordinates nCoords = default;
await server.WaitPost(() =>
{
var map = server.System().CreateMap();
coords = new(map, default);
var playerUid = sEntMan.SpawnEntity(null, coords);
var entUid = sEntMan.SpawnEntity(null, coords);
entity = sEntMan.GetNetEntity(entUid);
player = sEntMan.GetNetEntity(playerUid);
nCoords = sEntMan.GetNetCoordinates(coords);
// Attach player.
var session = sPlayerMan.Sessions.First();
server.PlayerMan.SetAttachedEntity(session, playerUid);
sPlayerMan.JoinGame(session);
});
for (int i = 0; i < 10; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
Assert.That(player, Is.Not.EqualTo(NetEntity.Invalid));
Assert.That(entity, Is.Not.EqualTo(NetEntity.Invalid));
// Check player got properly attached, and has received the other entity.
Assert.That(cEntMan.TryGetEntityData(entity, out _, out var meta));
Assert.That(cEntMan.TryGetEntity(player, out var cPlayerUid));
Assert.That(cPlayerMan.LocalEntity, Is.EqualTo(cPlayerUid));
Assert.That(server.Transform(player).Coordinates, Is.EqualTo(coords));
Assert.That(client.Transform(player).Coordinates, Is.EqualTo(client.EntMan.GetCoordinates(nCoords)));
Assert.That(client.Transform(entity).ParentUid.IsValid(), Is.True);
Assert.That(client.MetaData(entity).Flags & MetaDataFlags.Detached, Is.EqualTo(MetaDataFlags.None));
// Spawn 20 new entities
NetEntity first = default;
NetEntity last = default;
await server.WaitPost(() =>
{
first = sEntMan.GetNetEntity(sEntMan.SpawnEntity(null, coords));
for (var i = 0; i < 18; i++)
{
sEntMan.SpawnEntity(null, coords);
}
last = sEntMan.GetNetEntity(sEntMan.SpawnEntity(null, coords));
});
// Wait for the client to receive some, but not all, of the entities
for (int i = 0; i < 8; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
Assert.That(cEntMan.TryGetEntity(first, out _), Is.True);
Assert.That(cEntMan.TryGetEntity(last, out _), Is.False);
// Re-parent the known entity to an entity that the client has not received yet.
await server.WaitPost(() =>
{
var newCoords = new EntityCoordinates(sEntMan.GetEntity(last), default);
server.System().SetCoordinates(sEntMan.GetEntity(entity), newCoords);
});
// Wait a few more ticks
for (int i = 0; i < 8; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
// Client should still not have received the new parent, however this shouldn't cause any issues.
// The already known entity should just have been moved to nullspace.
Assert.That(cEntMan.TryGetEntity(last, out _), Is.False);
Assert.That(client.Transform(entity).ParentUid.IsValid(), Is.False);
Assert.That(client.MetaData(entity).Flags & MetaDataFlags.Detached, Is.EqualTo(MetaDataFlags.None));
// Wait untill the client receives the parent entity
for (int i = 0; i < 10; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
// now that the parent was received the entity should no longer be in nullspace.
Assert.That(cEntMan.TryGetEntity(last, out var newParent), Is.True);
Assert.That(client.Transform(entity).ParentUid.IsValid(), Is.True);
Assert.That(client.Transform(entity).ParentUid, Is.EqualTo(newParent));
Assert.That(client.MetaData(entity).Flags & MetaDataFlags.Detached, Is.EqualTo(MetaDataFlags.None));
await client.WaitPost(() => netMan.ClientDisconnect(""));
await server.WaitRunTicks(5);
await client.WaitRunTicks(5);
}
}