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172 lines
7.0 KiB
C#
172 lines
7.0 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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public 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, map1, 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?.PhysicsMap, Is.EqualTo(cEntMan.GetEntity(sEntMan.GetNetEntity(broadphase.PhysicsMap))));
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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, map2, 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?.PhysicsMap, Is.EqualTo(cEntMan.GetEntity(sEntMan.GetNetEntity(broadphase.PhysicsMap))));
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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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