Files
RobustToolbox/Robust.UnitTesting/Shared/Physics/CollisionPredictionTest.cs
2025-04-20 17:53:55 +10:00

520 lines
23 KiB
C#

using System;
using System.Linq;
using System.Numerics;
using System.Threading.Tasks;
using NUnit.Framework;
using Robust.Client.Physics;
using Robust.Shared;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Robust.UnitTesting.Shared.Physics;
/// <summary>
/// This test is meant to check that collision start & stop events are raised correctly by the client.
/// The expectation is that start & stop events are only raised if the client predicts that two entities will move into
/// contact. They do not get raised as a result of applying component states received from the server.
/// I.e., the assumption is that if a collision results in changes to data on a component, then that data will already
/// have been sent to clients in the component's state, so we don't want to "double count" collisions.
/// </summary>
public sealed class CollisionPredictionTest : RobustIntegrationTest
{
private static readonly string Prototypes = @"
- type: entity
id: CollisionTest1
components:
- type: CollisionPredictionTest
- type: Physics
bodyType: Dynamic
sleepingAllowed: false
- type: entity
id: CollisionTest2
components:
- type: Physics
bodyType: Dynamic
sleepingAllowed: false
";
[Test]
[TestCase(true, true)]
[TestCase(true, false)]
[TestCase(false, true)]
[TestCase(false, false)]
public async Task TestCollisionPrediction(bool hard1, bool hard2)
{
var serverOpts = new ServerIntegrationOptions { Pool = false, ExtraPrototypes = Prototypes };
var clientOpts = new ClientIntegrationOptions { Pool = false, ExtraPrototypes = Prototypes };
var server = StartServer(serverOpts);
var client = StartClient(clientOpts);
await Task.WhenAll(client.WaitIdleAsync(), server.WaitIdleAsync());
var netMan = client.ResolveDependency<IClientNetManager>();
Assert.DoesNotThrow(() => client.SetConnectTarget(server));
await server.WaitPost(() => server.CfgMan.SetCVar(CVars.NetPVS, false));
await client.WaitPost(() => netMan.ClientConnect(null!, 0, null!));
var sFix = server.System<FixtureSystem>();
var sPhys = server.System<SharedPhysicsSystem>();
var sSys = server.System<CollisionPredictionTestSystem>();
// Set up entities
EntityUid map = default;
EntityUid sEntity1 = default;
EntityUid sEntity2 = default;
MapCoordinates coords1 = default;
MapCoordinates coords2 = default;
await server.WaitPost(() =>
{
var radius = 0.25f;
map = server.System<SharedMapSystem>().CreateMap(out var mapId);
coords1 = new(default, mapId);
coords2 = new(Vector2.One, mapId);
sEntity1 = server.EntMan.Spawn("CollisionTest1", coords1);
sEntity2 = server.EntMan.Spawn("CollisionTest2", new MapCoordinates(coords2.Position + new Vector2(0, radius), mapId));
sFix.CreateFixture(sEntity1, "a", new Fixture(new PhysShapeCircle(radius), 1, 1, hard1));
sFix.CreateFixture(sEntity2, "a", new Fixture(new PhysShapeCircle(radius), 1, 1, hard2));
sPhys.SetCanCollide(sEntity1, true);
sPhys.SetCanCollide(sEntity2, true);
sPhys.SetAwake((sEntity1, server.EntMan.GetComponent<PhysicsComponent>(sEntity1)), true);
sPhys.SetAwake((sEntity2, server.EntMan.GetComponent<PhysicsComponent>(sEntity2)), true);
});
for (var i = 0; i < 10; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
await server.WaitPost(() => server.PlayerMan.JoinGame(server.PlayerMan.Sessions.First()));
for (var i = 0; i < 10; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
// Ensure client & server ticks are synced.
// Client runs 2 tick ahead
{
var targetDelta = 2;
var sTick = (int)server.Timing.CurTick.Value;
var cTick = (int)client.Timing.CurTick.Value;
var delta = cTick - sTick;
if (delta > targetDelta)
await server.WaitRunTicks(delta - targetDelta);
else if (delta < targetDelta)
await client.WaitRunTicks(targetDelta - delta);
sTick = (int)server.Timing.CurTick.Value;
cTick = (int)client.Timing.CurTick.Value;
delta = cTick - sTick;
Assert.That(delta, Is.EqualTo(targetDelta));
}
var cPhys = client.System<SharedPhysicsSystem>();
var cSys = client.System<CollisionPredictionTestSystem>();
void ResetSystem()
{
sSys.CollisionEnded = false;
sSys.CollisionStarted = false;
cSys.CollisionEnded = false;
cSys.CollisionStarted = false;
}
async Task Tick()
{
ResetSystem();
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
var nEntity1 = server.EntMan.GetNetEntity(sEntity1);
var nEntity2 = server.EntMan.GetNetEntity(sEntity2);
var cEntity1 = client.EntMan.GetEntity(nEntity1);
var cEntity2 = client.EntMan.GetEntity(nEntity2);
var sComp = server.EntMan.GetComponent<CollisionPredictionTestComponent>(sEntity1);
var cComp = client.EntMan.GetComponent<CollisionPredictionTestComponent>(cEntity1);
cPhys.UpdateIsPredicted(cEntity1);
// Initially, the objects are not colliding.
{
Assert.That(sComp.IsTouching, Is.False);
Assert.That(cComp.IsTouching, Is.False);
Assert.That(cComp.WasTouching, Is.False);
Assert.That(cComp.LastState, Is.False);
Assert.That(sPhys.GetContactingEntities(sEntity1), Is.Empty);
Assert.That(sPhys.GetContactingEntities(sEntity2), Is.Empty);
Assert.That(cPhys.GetContactingEntities(cEntity1), Is.Empty);
Assert.That(cPhys.GetContactingEntities(cEntity2), Is.Empty);
Assert.That(sSys.CollisionStarted, Is.False);
Assert.That(cSys.CollisionStarted, Is.False);
Assert.That(sSys.CollisionEnded, Is.False);
Assert.That(cSys.CollisionEnded, Is.False);
}
// We now simulate a predictive event that gets raised due to some client-side input, causing the entities to
// move and start colliding. Instead of setting up a proper input / keybind handler, The predictive event will
// just be raised in the system update method, which updates before the physics system does.
{
cSys.Ev = new CollisionTestMoveEvent(nEntity1, coords2);
await Tick();
Assert.That(sComp.IsTouching, Is.False);
Assert.That(cComp.IsTouching, Is.True);
Assert.That(cComp.WasTouching, Is.False);
Assert.That(cComp.LastState, Is.False);
Assert.That(sPhys.GetContactingEntities(sEntity1), Is.Empty);
Assert.That(sPhys.GetContactingEntities(sEntity2), Is.Empty);
Assert.That(cPhys.GetContactingEntities(cEntity1), Is.EquivalentTo(new []{ cEntity2 }));
Assert.That(cPhys.GetContactingEntities(cEntity2), Is.EquivalentTo(new []{ cEntity1 }));
Assert.That(sSys.CollisionStarted, Is.False);
Assert.That(cSys.CollisionStarted, Is.True);
Assert.That(sSys.CollisionEnded, Is.False);
Assert.That(cSys.CollisionEnded, Is.False);
}
// Run another tick. Client should reset states, and re-predict the event.
{
await Tick();
Assert.That(sComp.IsTouching, Is.False);
Assert.That(cComp.IsTouching, Is.True);
Assert.That(cComp.WasTouching, Is.True);
Assert.That(cComp.LastState, Is.False);
Assert.That(sPhys.GetContactingEntities(sEntity1), Is.Empty);
Assert.That(sPhys.GetContactingEntities(sEntity2), Is.Empty);
Assert.That(cPhys.GetContactingEntities(cEntity1), Is.EquivalentTo(new []{ cEntity2 }));
Assert.That(cPhys.GetContactingEntities(cEntity2), Is.EquivalentTo(new []{ cEntity1 }));
Assert.That(sSys.CollisionStarted, Is.False);
Assert.That(cSys.CollisionStarted, Is.True);
Assert.That(sSys.CollisionEnded, Is.False);
Assert.That(cSys.CollisionEnded, Is.False);
}
// Next tick the server should raise the event received from the client, which will raise a serve-side
// collide-start event.
{
await Tick();
Assert.That(sComp.IsTouching, Is.True);
Assert.That(cComp.IsTouching, Is.True);
Assert.That(cComp.StartTick, Is.EqualTo(sComp.StartTick));
Assert.That(cComp.WasTouching, Is.True);
Assert.That(cComp.LastState, Is.False);
Assert.That(sPhys.GetContactingEntities(sEntity1), Is.EquivalentTo(new []{ sEntity2 }));
Assert.That(sPhys.GetContactingEntities(sEntity2), Is.EquivalentTo(new []{ sEntity1 }));
Assert.That(cPhys.GetContactingEntities(cEntity1), Is.EquivalentTo(new []{ cEntity2 }));
Assert.That(cPhys.GetContactingEntities(cEntity2), Is.EquivalentTo(new []{ cEntity1 }));
Assert.That(sSys.CollisionStarted, Is.True);
Assert.That(cSys.CollisionStarted, Is.True);
Assert.That(sSys.CollisionEnded, Is.False);
Assert.That(cSys.CollisionEnded, Is.False);
}
// The client will have received the server-state, but will take some time for it to leave the state buffer.
// In the meantime, the client will keep predicting that the collision will "starts"
for (var i = 0; i < 2; i ++)
{
await Tick();
Assert.That(sComp.IsTouching, Is.True);
Assert.That(cComp.IsTouching, Is.True);
Assert.That(cComp.StartTick, Is.EqualTo(sComp.StartTick));
Assert.That(cComp.WasTouching, Is.True);
Assert.That(cComp.LastState, Is.False);
Assert.That(sPhys.GetContactingEntities(sEntity1), Is.EquivalentTo(new []{ sEntity2 }));
Assert.That(sPhys.GetContactingEntities(sEntity2), Is.EquivalentTo(new []{ sEntity1 }));
Assert.That(cPhys.GetContactingEntities(cEntity1), Is.EquivalentTo(new []{ cEntity2 }));
Assert.That(cPhys.GetContactingEntities(cEntity2), Is.EquivalentTo(new []{ cEntity1 }));
Assert.That(sSys.CollisionStarted, Is.False);
Assert.That(cSys.CollisionStarted, Is.True);
Assert.That(sSys.CollisionEnded, Is.False);
Assert.That(cSys.CollisionEnded, Is.False);
}
// Then in the next tick the client should apply the new server state, wherein the contacts were already touching.
// I.e., the contact start event never actually gets raised.
{
await Tick();
Assert.That(sComp.IsTouching, Is.True);
Assert.That(cComp.IsTouching, Is.True);
Assert.That(cComp.StartTick, Is.EqualTo(sComp.StartTick));
Assert.That(cComp.WasTouching, Is.False); // IsTouching gets resets to false before server state is applied
Assert.That(cComp.LastState, Is.True);
Assert.That(sPhys.GetContactingEntities(sEntity1), Is.EquivalentTo(new []{ sEntity2 }));
Assert.That(sPhys.GetContactingEntities(sEntity2), Is.EquivalentTo(new []{ sEntity1 }));
Assert.That(cPhys.GetContactingEntities(cEntity1), Is.EquivalentTo(new []{ cEntity2 }));
Assert.That(cPhys.GetContactingEntities(cEntity2), Is.EquivalentTo(new []{ cEntity1 }));
Assert.That(sSys.CollisionStarted, Is.False);
Assert.That(cSys.CollisionStarted, Is.False);
Assert.That(sSys.CollisionEnded, Is.False);
Assert.That(cSys.CollisionEnded, Is.False);
}
// for the next few ticks, nothing should change
for (var i = 0; i < 10; i ++)
{
await Tick();
Assert.That(sComp.IsTouching, Is.True);
Assert.That(cComp.IsTouching, Is.True);
Assert.That(cComp.StartTick, Is.EqualTo(sComp.StartTick));
Assert.That(cComp.WasTouching, Is.False);
Assert.That(cComp.LastState, Is.True);
Assert.That(sPhys.GetContactingEntities(sEntity1), Is.EquivalentTo(new []{ sEntity2 }));
Assert.That(sPhys.GetContactingEntities(sEntity2), Is.EquivalentTo(new []{ sEntity1 }));
Assert.That(cPhys.GetContactingEntities(cEntity1), Is.EquivalentTo(new []{ cEntity2 }));
Assert.That(cPhys.GetContactingEntities(cEntity2), Is.EquivalentTo(new []{ cEntity1 }));
Assert.That(sSys.CollisionStarted, Is.False);
Assert.That(cSys.CollisionStarted, Is.False);
Assert.That(sSys.CollisionEnded, Is.False);
Assert.That(cSys.CollisionEnded, Is.False);
}
// Next we move the entity away again, so the contact should stop
{
cSys.Ev = new CollisionTestMoveEvent(nEntity1, coords1);
await Tick();
Assert.That(sComp.IsTouching, Is.True);
Assert.That(cComp.IsTouching, Is.False);
Assert.That(cComp.StartTick, Is.EqualTo(sComp.StartTick));
Assert.That(cComp.WasTouching, Is.False);
Assert.That(cComp.LastState, Is.True);
Assert.That(sPhys.GetContactingEntities(sEntity1), Is.EquivalentTo(new []{ sEntity2 }));
Assert.That(sPhys.GetContactingEntities(sEntity2), Is.EquivalentTo(new []{ sEntity1 }));
Assert.That(cPhys.GetContactingEntities(cEntity1), Is.Empty);
Assert.That(cPhys.GetContactingEntities(cEntity2), Is.Empty);
Assert.That(sSys.CollisionStarted, Is.False);
Assert.That(cSys.CollisionStarted, Is.False);
Assert.That(sSys.CollisionEnded, Is.False);
Assert.That(cSys.CollisionEnded, Is.True);
}
// Next tick, the client should reset to a state where the entities were touching, and then re-predict the stop-collide events
{
await Tick();
Assert.That(sComp.IsTouching, Is.True);
Assert.That(cComp.IsTouching, Is.False);
Assert.That(cComp.StartTick, Is.EqualTo(sComp.StartTick));
Assert.That(cComp.WasTouching, Is.False);
Assert.That(cComp.LastState, Is.True);
Assert.That(sPhys.GetContactingEntities(sEntity1), Is.EquivalentTo(new []{ sEntity2 }));
Assert.That(sPhys.GetContactingEntities(sEntity2), Is.EquivalentTo(new []{ sEntity1 }));
Assert.That(cPhys.GetContactingEntities(cEntity1), Is.Empty);
Assert.That(cPhys.GetContactingEntities(cEntity2), Is.Empty);
Assert.That(sSys.CollisionStarted, Is.False);
Assert.That(cSys.CollisionStarted, Is.False);
Assert.That(sSys.CollisionEnded, Is.False);
Assert.That(cSys.CollisionEnded, Is.True);
}
// Next, the server should receive the networked event
{
await Tick();
Assert.That(sComp.IsTouching, Is.False);
Assert.That(cComp.IsTouching, Is.False);
Assert.That(cComp.StartTick, Is.EqualTo(sComp.StartTick));
Assert.That(cComp.StopTick, Is.EqualTo(sComp.StopTick));
Assert.That(cComp.WasTouching, Is.False);
Assert.That(cComp.LastState, Is.True);
Assert.That(sPhys.GetContactingEntities(sEntity1), Is.Empty);
Assert.That(sPhys.GetContactingEntities(sEntity2), Is.Empty);
Assert.That(cPhys.GetContactingEntities(cEntity1), Is.Empty);
Assert.That(cPhys.GetContactingEntities(cEntity2), Is.Empty);
Assert.That(sSys.CollisionStarted, Is.False);
Assert.That(cSys.CollisionStarted, Is.False);
Assert.That(sSys.CollisionEnded, Is.True);
Assert.That(cSys.CollisionEnded, Is.True);
}
// nothing changes while waiting for the client to apply the new server state
for (var i = 0; i < 2; i ++)
{
await Tick();
Assert.That(sComp.IsTouching, Is.False);
Assert.That(cComp.IsTouching, Is.False);
Assert.That(cComp.StartTick, Is.EqualTo(sComp.StartTick));
Assert.That(cComp.StopTick, Is.EqualTo(sComp.StopTick));
Assert.That(cComp.WasTouching, Is.False);
Assert.That(cComp.LastState, Is.True);
Assert.That(sPhys.GetContactingEntities(sEntity1), Is.Empty);
Assert.That(sPhys.GetContactingEntities(sEntity2), Is.Empty);
Assert.That(cPhys.GetContactingEntities(cEntity1), Is.Empty);
Assert.That(cPhys.GetContactingEntities(cEntity2), Is.Empty);
Assert.That(sSys.CollisionStarted, Is.False);
Assert.That(cSys.CollisionStarted, Is.False);
Assert.That(sSys.CollisionEnded, Is.False);
Assert.That(cSys.CollisionEnded, Is.True);
}
// And then the client should apply the new server state
{
await Tick();
Assert.That(sComp.IsTouching, Is.False);
Assert.That(cComp.IsTouching, Is.False);
Assert.That(cComp.StartTick, Is.EqualTo(sComp.StartTick));
Assert.That(cComp.StopTick, Is.EqualTo(sComp.StopTick));
Assert.That(cComp.WasTouching, Is.True);
Assert.That(cComp.LastState, Is.False);
Assert.That(sPhys.GetContactingEntities(sEntity1), Is.Empty);
Assert.That(sPhys.GetContactingEntities(sEntity2), Is.Empty);
Assert.That(cPhys.GetContactingEntities(cEntity1), Is.Empty);
Assert.That(cPhys.GetContactingEntities(cEntity2), Is.Empty);
Assert.That(sSys.CollisionStarted, Is.False);
Assert.That(cSys.CollisionStarted, Is.False);
Assert.That(sSys.CollisionEnded, Is.False);
Assert.That(cSys.CollisionEnded, Is.False);
}
// Nothing should change in the next few ticks
for (var i = 0; i < 10; i ++)
{
await Tick();
Assert.That(sComp.IsTouching, Is.False);
Assert.That(cComp.IsTouching, Is.False);
Assert.That(cComp.StartTick, Is.EqualTo(sComp.StartTick));
Assert.That(cComp.StopTick, Is.EqualTo(sComp.StopTick));
Assert.That(cComp.WasTouching, Is.True);
Assert.That(cComp.LastState, Is.False);
Assert.That(sPhys.GetContactingEntities(sEntity1), Is.Empty);
Assert.That(sPhys.GetContactingEntities(sEntity2), Is.Empty);
Assert.That(cPhys.GetContactingEntities(cEntity1), Is.Empty);
Assert.That(cPhys.GetContactingEntities(cEntity2), Is.Empty);
Assert.That(sSys.CollisionStarted, Is.False);
Assert.That(cSys.CollisionStarted, Is.False);
Assert.That(sSys.CollisionEnded, Is.False);
Assert.That(cSys.CollisionEnded, Is.False);
}
await client.WaitPost(() => netMan.ClientDisconnect(""));
await server.WaitRunTicks(5);
await client.WaitRunTicks(5);
}
}
[RegisterComponent, NetworkedComponent]
public sealed partial class CollisionPredictionTestComponent : Component
{
public bool IsTouching;
public bool WasTouching;
public bool LastState;
public GameTick StartTick;
public GameTick StopTick;
[Serializable, NetSerializable]
public sealed class State(bool isTouching) : ComponentState
{
public bool IsTouching = isTouching;
}
}
[Serializable, NetSerializable]
public sealed class CollisionTestMoveEvent(NetEntity ent, MapCoordinates coords) : EntityEventArgs
{
public NetEntity Ent = ent;
public MapCoordinates Coords = coords;
}
public sealed class CollisionPredictionTestSystem : EntitySystem
{
[Dependency] private readonly SharedTransformSystem _xform = default!;
[Dependency] private readonly IGameTiming _timing = default!;
public bool CollisionStarted;
public bool CollisionEnded;
public override void Initialize()
{
SubscribeLocalEvent<CollisionPredictionTestComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<CollisionPredictionTestComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<CollisionPredictionTestComponent, StartCollideEvent>(OnStartCollide);
SubscribeLocalEvent<CollisionPredictionTestComponent, EndCollideEvent>(OnEndCollide);
SubscribeLocalEvent<CollisionPredictionTestComponent, UpdateIsPredictedEvent>(OnIsPredicted);
SubscribeAllEvent<CollisionTestMoveEvent>(OnMove);
// Updates before physics to simulate input events.
// inputs are processed before systems update, but I CBF setting up a proper input / keybinding.
UpdatesBefore.Add(typeof(SharedPhysicsSystem));
}
public CollisionTestMoveEvent? Ev;
public override void Update(float frameTime)
{
if (Ev == null || !_timing.IsFirstTimePredicted)
return;
RaisePredictiveEvent(Ev);
Ev = null;
}
private void OnIsPredicted(Entity<CollisionPredictionTestComponent> ent, ref UpdateIsPredictedEvent args)
{
args.IsPredicted = true;
}
private void OnMove(CollisionTestMoveEvent ev)
{
_xform.SetMapCoordinates(GetEntity(ev.Ent), ev.Coords);
}
private void OnEndCollide(Entity<CollisionPredictionTestComponent> ent, ref EndCollideEvent args)
{
// TODO PHYSICS Collision Mispredicts
// Currently the client will raise collision start/stop events multiple times for each collision
// If this ever gets fixed, re-add the assert:
// Assert.That(ent.Comp.IsTouching, Is.True);
if (!ent.Comp.IsTouching)
return;
Assert.That(CollisionEnded, Is.False);
ent.Comp.StopTick = _timing.CurTick;
ent.Comp.IsTouching = false;
CollisionEnded = true;
Dirty(ent);
}
private void OnStartCollide(Entity<CollisionPredictionTestComponent> ent, ref StartCollideEvent args)
{
// TODO PHYSICS Collision Mispredicts
// Currently the client will raise collision start/stop events multiple times for each collision
// If this ever gets fixed, re-add the assert:
// Assert.That(ent.Comp.IsTouching, Is.False);
if (ent.Comp.IsTouching)
return;
Assert.That(CollisionStarted, Is.False);
ent.Comp.StartTick = _timing.CurTick;
ent.Comp.IsTouching = true;
CollisionStarted = true;
Dirty(ent);
}
private void OnGetState(Entity<CollisionPredictionTestComponent> ent, ref ComponentGetState args)
{
args.State = new CollisionPredictionTestComponent.State(ent.Comp.IsTouching);
}
private void OnHandleState(Entity<CollisionPredictionTestComponent> ent, ref ComponentHandleState args)
{
if (args.Current is not CollisionPredictionTestComponent.State state)
return;
ent.Comp.WasTouching = ent.Comp.IsTouching;
ent.Comp.LastState = state.IsTouching;
ent.Comp.IsTouching = state.IsTouching;
}
}