Files
PJB3005 788e9386fd Split up test project
Robust.UnitTesting was both ALL tests for RT, and also API surface for content tests.

Tests are now split into separate projects as appropriate, and the API side has also been split off.
2025-12-16 01:36:53 +01:00

214 lines
8.3 KiB
C#

using System.Linq;
using System.Numerics;
using System.Threading.Tasks;
using NUnit.Framework;
using Robust.Client.GameStates;
using Robust.Client.Timing;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Robust.UnitTesting.Server.GameStates;
public sealed class PvsReEntryTest : RobustIntegrationTest
{
#if DEBUG
/// <summary>
/// Checks that there are no issues when an entity enters, leaves, then enters pvs while the client drops packets.
/// </summary>
[Test]
public async Task TestLossyReEntry()
{
var server = StartServer();
var client = StartClient();
await Task.WhenAll(client.WaitIdleAsync(), server.WaitIdleAsync());
var mapMan = server.ResolveDependency<IMapManager>();
var sEntMan = server.ResolveDependency<IEntityManager>();
var confMan = server.ResolveDependency<IConfigurationManager>();
var sPlayerMan = server.ResolveDependency<ISharedPlayerManager>();
var xforms = sEntMan.System<SharedTransformSystem>();
var stateMan = (ClientGameStateManager) client.ResolveDependency<IClientGameStateManager>();
var cEntMan = client.ResolveDependency<IEntityManager>();
var netMan = client.ResolveDependency<IClientNetManager>();
var cPlayerMan = client.ResolveDependency<ISharedPlayerManager>();
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);
}
// 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
EntityUid map = default;
NetEntity player = default;
NetEntity entity = default;
EntityCoordinates coords = default;
await server.WaitPost(() =>
{
map = server.System<SharedMapSystem>().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);
// 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.
MetaDataComponent? meta = default!;
await client.WaitPost(() =>
{
Assert.That(cEntMan.TryGetEntityData(entity, out _, out meta));
Assert.That(cEntMan.TryGetEntity(player, out var cPlayerUid));
Assert.That(cPlayerMan.LocalEntity, Is.EqualTo(cPlayerUid));
Assert.That(meta!.Flags & MetaDataFlags.Detached, Is.EqualTo(MetaDataFlags.None));
Assert.That(stateMan.IsQueuedForDetach(entity), Is.False);
});
var lastDirty = meta.LastModifiedTick;
Assert.That(lastDirty, Is.GreaterThan(GameTick.Zero));
// Move the player outside of the entity's PVS range
// note that we move the PLAYER not the entity, as we don't want to dirty the entity.
var farAway = new EntityCoordinates(map, new Vector2(100, 100));
await server.WaitPost( () => xforms.SetCoordinates(sEntMan.GetEntity(player), farAway));
for (int i = 0; i < 10; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
// Client should have detached the entity to null space.
Assert.That(meta!.Flags & MetaDataFlags.Detached, Is.EqualTo(MetaDataFlags.Detached));
Assert.That(stateMan.IsQueuedForDetach(entity), Is.False);
// Move the player back into range
await server.WaitPost( () => xforms.SetCoordinates(sEntMan.GetEntity(player), coords));
for (int i = 0; i < 10; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
// Entity is back in pvs range
Assert.That(meta!.Flags & MetaDataFlags.Detached, Is.EqualTo(MetaDataFlags.None));
Assert.That(stateMan.IsQueuedForDetach(entity), Is.False);
// Oh no, the client is going through a tunnel!
stateMan.DropStates = true;
var timing = client.ResolveDependency<IClientGameTiming>();
var lastRealTick = timing.LastRealTick;
for (int i = 0; i < 5; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
// Even though the client is receiving no new states, it will still have applied some from the state buffer.
Assert.That(timing.LastRealTick, Is.GreaterThan(lastRealTick));
lastRealTick = timing.LastRealTick;
// Move the player outside of pvs range.
Assert.That(meta!.Flags & MetaDataFlags.Detached, Is.EqualTo(MetaDataFlags.None));
await server.WaitPost(() => xforms.SetCoordinates(sEntMan.GetEntity(player), farAway));
for (int i = 0; i < 5; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
// Client should have exhausted the buffer -- client has not been applying any states.
Assert.That(timing.LastRealTick, Is.EqualTo(lastRealTick));
Assert.That(meta!.Flags & MetaDataFlags.Detached, Is.EqualTo(MetaDataFlags.None));
// However pvs-leave messages are sent separately, and are sent reliably. So they are still being received.
// Though in a realistic scenario they should probably be delayed somewhat.
Assert.That(stateMan.IsQueuedForDetach(entity), Is.True);
// Move the entity back into range
await server.WaitPost( () => xforms.SetCoordinates(sEntMan.GetEntity(player), coords));
for (int i = 0; i < 5; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
// Still hasn't been applying states.
Assert.That(timing.LastRealTick, Is.EqualTo(lastRealTick));
Assert.That(meta!.Flags & MetaDataFlags.Detached, Is.EqualTo(MetaDataFlags.None));
// The pvs-leave message has not yet been processed, detaching is still queued.
Assert.That(stateMan.IsQueuedForDetach(entity), Is.True);
// Client clears the tunnel, starts receiving states again.
stateMan.DropStates = false;
for (int i = 0; i < 10; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
// Entity should be in PVS range, client should know about it:
Assert.That(timing.LastRealTick, Is.GreaterThan(lastRealTick));
Assert.That(meta!.Flags & MetaDataFlags.Detached, Is.EqualTo(MetaDataFlags.None));
Assert.That(stateMan.IsQueuedForDetach(entity), Is.False);
// The entity itself should not have been dirtied since creation -- only the player has been moving.
// If the test moves the entity instead of the player, then the test doesn't actually work.
Assert.That(meta.LastModifiedTick, Is.EqualTo(lastDirty));
await client.WaitPost(() => netMan.ClientDisconnect(""));
await server.WaitRunTicks(5);
await client.WaitRunTicks(5);
}
#endif
}