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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.
170 lines
6.7 KiB
C#
170 lines
6.7 KiB
C#
using System.Linq;
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using System.Numerics;
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using System.Threading.Tasks;
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using NUnit.Framework;
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using Robust.Shared;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Network;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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namespace Robust.UnitTesting.Shared.Physics;
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internal sealed class BroadphaseNetworkingTest : RobustIntegrationTest
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{
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/// <summary>
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/// Check that the transform/broadphase is properly networked when a player moves to a newly spawned map/grid.
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/// </summary>
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/// <remarks>
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/// See PR #3919 or issue #3924
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/// </remarks>
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[Test]
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public async Task TestBroadphaseNetworking()
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{
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var server = StartServer();
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var client = StartClient();
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await Task.WhenAll(client.WaitIdleAsync(), server.WaitIdleAsync());
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var mapMan = server.ResolveDependency<IMapManager>();
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var sEntMan = server.ResolveDependency<IEntityManager>();
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var cEntMan = client.ResolveDependency<IEntityManager>();
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var netMan = client.ResolveDependency<IClientNetManager>();
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var confMan = server.ResolveDependency<IConfigurationManager>();
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var cPlayerMan = client.ResolveDependency<ISharedPlayerManager>();
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var sPlayerMan = server.ResolveDependency<ISharedPlayerManager>();
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var fixturesSystem = sEntMan.EntitySysManager.GetEntitySystem<FixtureSystem>();
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var physicsSystem = sEntMan.EntitySysManager.GetEntitySystem<SharedPhysicsSystem>();
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var mapSystem = sEntMan.EntitySysManager.GetEntitySystem<SharedMapSystem>();
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Assert.DoesNotThrow(() => client.SetConnectTarget(server));
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client.Post(() => netMan.ClientConnect(null!, 0, null!));
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server.Post(() => confMan.SetCVar(CVars.NetPVS, true));
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for (int i = 0; i < 10; i++)
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{
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await server.WaitRunTicks(1);
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await client.WaitRunTicks(1);
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}
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// Set up maps 1 & grid 1
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EntityUid grid1 = default;
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EntityUid map1 = default;
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await server.WaitPost(() =>
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{
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map1 = mapSystem.CreateMap(out var mapId);
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var gridEnt = mapMan.CreateGridEntity(mapId);
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mapSystem.SetTile(gridEnt, Vector2i.Zero, new Tile(1));
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grid1 = gridEnt.Owner;
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});
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var map1Net = sEntMan.GetNetEntity(map1);
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// Spawn player entity on grid 1
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EntityUid player = default;
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await server.WaitPost(() =>
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{
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var coords = new EntityCoordinates(grid1, new Vector2(0.5f, 0.5f));
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player = sEntMan.SpawnEntity(null, coords);
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// Enable physics
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var physics = sEntMan.AddComponent<PhysicsComponent>(player);
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var xform = sEntMan.GetComponent<TransformComponent>(player);
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var shape = new PolygonShape();
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shape.SetAsBox(0.5f, 0.5f);
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var fixture = new Fixture(shape, 0, 0, true);
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fixturesSystem.CreateFixture(player, "fix1", fixture, body: physics, xform: xform);
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physicsSystem.SetCanCollide(player, true, body: physics);
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physicsSystem.SetBodyType(player, BodyType.Dynamic);
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Assert.That(physics.CanCollide);
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// Attach player.
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var session = sPlayerMan.Sessions.First();
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server.PlayerMan.SetAttachedEntity(session, player);
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sPlayerMan.JoinGame(session);
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});
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var playerNet = sEntMan.GetNetEntity(player);
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for (int i = 0; i < 10; i++)
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{
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await server.WaitRunTicks(1);
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await client.WaitRunTicks(1);
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}
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// Check player got properly attached
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await client.WaitPost(() =>
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{
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var ent = cEntMan.GetNetEntity(cPlayerMan.LocalEntity);
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Assert.That(ent, Is.EqualTo(playerNet));
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});
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var sPlayerXform = sEntMan.GetComponent<TransformComponent>(player);
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var cPlayerXform = cEntMan.GetComponent<TransformComponent>(cEntMan.GetEntity(playerNet));
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// Client initially has correct transform data.
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var broadphase = new BroadphaseData(grid1, true, false);
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var grid1Net = sEntMan.GetNetEntity(grid1);
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Assert.That(cPlayerXform.GridUid, Is.EqualTo(cEntMan.GetEntity(grid1Net)));
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Assert.That(sPlayerXform.GridUid, Is.EqualTo(grid1));
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Assert.That(cPlayerXform.MapUid, Is.EqualTo(cEntMan.GetEntity(map1Net)));
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Assert.That(sPlayerXform.MapUid, Is.EqualTo(map1));
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Assert.That(cPlayerXform.Broadphase?.Uid, Is.EqualTo(cEntMan.GetEntity(sEntMan.GetNetEntity(broadphase.Uid))));
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Assert.That(cPlayerXform.Broadphase?.Static, Is.EqualTo(broadphase.Static));
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Assert.That(cPlayerXform.Broadphase?.CanCollide, Is.EqualTo(broadphase.CanCollide));
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Assert.That(sPlayerXform.Broadphase, Is.EqualTo(broadphase));
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// Set up maps 2 & grid 2 and move the player there (in the same tick).
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EntityUid grid2 = default;
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EntityUid map2 = default;
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await server.WaitPost(() =>
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{
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// Create grid
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map2 = mapSystem.CreateMap(out var mapId);
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var gridEnt = mapMan.CreateGridEntity(mapId);
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mapSystem.SetTile(gridEnt, Vector2i.Zero, new Tile(1));
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grid2 = gridEnt.Owner;
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// Move player
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var coords = new EntityCoordinates(grid2, Vector2.Zero);
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sEntMan.System<SharedTransformSystem>().SetCoordinates(player, coords);
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});
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var grid2Net = sEntMan.GetNetEntity(grid2);
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var map2Net = sEntMan.GetNetEntity(map2);
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for (int i = 0; i < 10; i++)
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{
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await server.WaitRunTicks(1);
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await client.WaitRunTicks(1);
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}
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// Player & server xforms should match.
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broadphase = new BroadphaseData(grid2, true, false);
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Assert.That(cEntMan.GetNetEntity(cPlayerXform.GridUid), Is.EqualTo(grid2Net));
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Assert.That(sPlayerXform.GridUid, Is.EqualTo(grid2));
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Assert.That(cEntMan.GetNetEntity(cPlayerXform.MapUid), Is.EqualTo(map2Net));
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Assert.That(sPlayerXform.MapUid, Is.EqualTo(map2));
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Assert.That(cPlayerXform.Broadphase?.Uid, Is.EqualTo(cEntMan.GetEntity(sEntMan.GetNetEntity(broadphase.Uid))));
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Assert.That(cPlayerXform.Broadphase?.Static, Is.EqualTo(broadphase.Static));
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Assert.That(cPlayerXform.Broadphase?.CanCollide, Is.EqualTo(broadphase.CanCollide));
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Assert.That(sPlayerXform.Broadphase, Is.EqualTo(broadphase));
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await client.WaitPost(() => netMan.ClientDisconnect(""));
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await server.WaitRunTicks(5);
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await client.WaitRunTicks(5);
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}
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}
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