mirror of
https://github.com/space-wizards/RobustToolbox.git
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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.
473 lines
20 KiB
C#
473 lines
20 KiB
C#
using System.Numerics;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Timing;
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using Robust.UnitTesting;
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namespace Robust.Server.IntegrationTests.GameObjects.Components
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{
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[TestFixture]
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[TestOf(typeof(TransformComponent))]
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internal sealed class Transform_Test : RobustUnitTest
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{
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public override UnitTestProject Project => UnitTestProject.Server;
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private IEntityManager EntityManager = default!;
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private IMapManager MapManager = default!;
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private SharedTransformSystem XformSystem => EntityManager.System<SharedTransformSystem>();
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const string Prototypes = @"
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- type: entity
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name: dummy
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id: mapDummy
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components:
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- type: Transform
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- type: Map
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index: 123
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# Due to the map getting initialised last this seemed easiest to fix the test while removing the mocks.
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- type: Broadphase
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";
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private MapId MapA;
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private Entity<MapGridComponent> GridA;
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private MapId MapB;
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private Entity<MapGridComponent> GridB;
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private static readonly EntityCoordinates InitialPos = new(EntityUid.FirstUid, new Vector2(0, 0));
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[OneTimeSetUp]
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public void Setup()
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{
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IoCManager.Resolve<IComponentFactory>().GenerateNetIds();
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EntityManager = IoCManager.Resolve<IEntityManager>();
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MapManager = IoCManager.Resolve<IMapManager>();
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IoCManager.Resolve<ISerializationManager>().Initialize();
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var manager = IoCManager.Resolve<IPrototypeManager>();
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manager.RegisterKind(typeof(EntityPrototype), typeof(EntityCategoryPrototype));
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manager.LoadFromStream(new StringReader(Prototypes));
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manager.ResolveResults();
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var mapSys = EntityManager.System<SharedMapSystem>();
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// build the net dream
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mapSys.CreateMap(out MapA);
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mapSys.CreateMap(out MapB);
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GridA = MapManager.CreateGridEntity(MapA);
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GridB = MapManager.CreateGridEntity(MapB);
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//NOTE: The grids have not moved, so we can assert worldpos == localpos for the test
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}
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[SetUp]
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public void ClearSimulation()
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{
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// One of the tests changes this so we use this to ensure it doesn't get passed to other tests.
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IoCManager.Resolve<IGameTiming>().InSimulation = false;
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}
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[Test]
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public void ParentMapSwitchTest()
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{
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// two entities
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var parent = EntityManager.SpawnEntity(null, InitialPos);
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var child = EntityManager.SpawnEntity(null, InitialPos);
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var parentTrans = EntityManager.GetComponent<TransformComponent>(parent);
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var childTrans = EntityManager.GetComponent<TransformComponent>(child);
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// that are not on the same map
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XformSystem.SetCoordinates(parent, parentTrans, new EntityCoordinates(GridA, new Vector2(5, 5)));
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XformSystem.SetCoordinates(child, childTrans, new EntityCoordinates(GridB, new Vector2(4, 4)));
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// if they are parented, the child keeps its world position, but moves to the parents map
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XformSystem.SetParent(child, childTrans, parent, parentXform: parentTrans);
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Assert.Multiple(() =>
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{
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Assert.That(childTrans.MapID, NUnit.Framework.Is.EqualTo(parentTrans.MapID));
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Assert.That(childTrans.GridUid, NUnit.Framework.Is.EqualTo(parentTrans.GridUid));
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Assert.That(childTrans.Coordinates, NUnit.Framework.Is.EqualTo(new EntityCoordinates(parent, new Vector2(-1, -1))));
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Assert.That(XformSystem.GetWorldPosition(childTrans), NUnit.Framework.Is.EqualTo(new Vector2(4, 4)));
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});
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// move the parent, and the child should move with it
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XformSystem.SetLocalPosition(child, new Vector2(6, 6), childTrans);
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XformSystem.SetWorldPosition(parent, new Vector2(-8, -8));
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Assert.That(XformSystem.GetWorldPosition(childTrans), NUnit.Framework.Is.EqualTo(new Vector2(-2, -2)));
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// if we detach parent, the child should be left where it was, still relative to parents grid
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var oldLpos = new Vector2(-2, -2);
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var oldWpos = XformSystem.GetWorldPosition(childTrans);
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XformSystem.AttachToGridOrMap(child, childTrans);
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// the gridId won't match, because we just detached from the grid entity
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Assert.Multiple(() =>
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{
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Assert.That(childTrans.Coordinates.Position, NUnit.Framework.Is.EqualTo(oldLpos));
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Assert.That(XformSystem.GetWorldPosition(childTrans), NUnit.Framework.Is.EqualTo(oldWpos));
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});
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}
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/// <summary>
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/// Tests that a child entity does not move when attaching to a parent.
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/// </summary>
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[Test]
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public void ParentAttachMoveTest()
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{
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// Arrange
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var parent = EntityManager.SpawnEntity(null, InitialPos);
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var child = EntityManager.SpawnEntity(null, InitialPos);
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var parentTrans = EntityManager.GetComponent<TransformComponent>(parent);
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var childTrans = EntityManager.GetComponent<TransformComponent>(child);
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XformSystem.SetWorldPosition(parent, new Vector2(5, 5));
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XformSystem.SetWorldPosition(child, new Vector2(6, 6));
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// Act
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var oldWpos = XformSystem.GetWorldPosition(childTrans);
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XformSystem.SetParent(child, childTrans, parent, parentXform: parentTrans);
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var newWpos = XformSystem.GetWorldPosition(childTrans);
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// Assert
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Assert.That(oldWpos, NUnit.Framework.Is.EqualTo(newWpos));
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}
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/// <summary>
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/// Tests that a child entity does not move when attaching to a parent.
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/// </summary>
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[Test]
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public void ParentDoubleAttachMoveTest()
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{
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// Arrange
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var parent = EntityManager.SpawnEntity(null, InitialPos);
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var childOne = EntityManager.SpawnEntity(null, InitialPos);
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var childTwo = EntityManager.SpawnEntity(null, InitialPos);
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var parentTrans = EntityManager.GetComponent<TransformComponent>(parent);
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var childOneTrans = EntityManager.GetComponent<TransformComponent>(childOne);
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var childTwoTrans = EntityManager.GetComponent<TransformComponent>(childTwo);
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XformSystem.SetWorldPosition(parent, new Vector2(1, 1));
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XformSystem.SetWorldPosition(childOne, new Vector2(2, 2));
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XformSystem.SetWorldPosition(childTwo, new Vector2(3, 3));
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// Act
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var oldWpos = XformSystem.GetWorldPosition(childOneTrans);
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XformSystem.SetParent(childOne, childOneTrans, parent, parentXform: parentTrans);
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var newWpos = XformSystem.GetWorldPosition(childOneTrans);
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Assert.That(oldWpos, NUnit.Framework.Is.EqualTo(newWpos));
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oldWpos = XformSystem.GetWorldPosition(childTwoTrans);
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XformSystem.SetParent(childOne, childOneTrans, parent, parentXform: parentTrans);
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newWpos = XformSystem.GetWorldPosition(childTwoTrans);
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Assert.That(oldWpos, NUnit.Framework.Is.EqualTo(newWpos));
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oldWpos = XformSystem.GetWorldPosition(childTwoTrans);
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XformSystem.SetParent(childTwo, childTwoTrans, childOne, parentXform: childOneTrans);
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newWpos = XformSystem.GetWorldPosition(childTwoTrans);
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Assert.That(oldWpos, NUnit.Framework.Is.EqualTo(newWpos));
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}
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/// <summary>
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/// Tests that the entity orbits properly when the parent rotates.
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/// </summary>
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[Test]
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public void ParentRotateTest()
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{
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// Arrange
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var parent = EntityManager.SpawnEntity(null, InitialPos);
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var child = EntityManager.SpawnEntity(null, InitialPos);
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var parentTrans = EntityManager.GetComponent<TransformComponent>(parent);
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var childTrans = EntityManager.GetComponent<TransformComponent>(child);
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XformSystem.SetWorldPosition(parent, new Vector2(0, 0));
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XformSystem.SetWorldPosition(child, new Vector2(2, 0));
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XformSystem.SetParent(child, childTrans, parent, parentXform: parentTrans);
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//Act
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parentTrans.LocalRotation = new Angle(MathHelper.Pi / 2);
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//Assert
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var result = XformSystem.GetWorldPosition(childTrans);
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Assert.Multiple(() =>
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{
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Assert.That(MathHelper.CloseToPercent(result.X, 0));
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Assert.That(MathHelper.CloseToPercent(result.Y, 2));
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});
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}
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/// <summary>
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/// Tests that the entity orbits properly when the parent rotates and is not at the origin.
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/// </summary>
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[Test]
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public void ParentTransRotateTest()
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{
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// Arrange
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var parent = EntityManager.SpawnEntity(null, InitialPos);
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var child = EntityManager.SpawnEntity(null, InitialPos);
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var parentTrans = EntityManager.GetComponent<TransformComponent>(parent);
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var childTrans = EntityManager.GetComponent<TransformComponent>(child);
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XformSystem.SetWorldPosition(parent, new Vector2(1, 1));
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XformSystem.SetWorldPosition(child, new Vector2(2, 1));
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XformSystem.SetParent(child, childTrans, parent, parentXform: parentTrans);
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//Act
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parentTrans.LocalRotation = new Angle(MathHelper.Pi / 2);
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//Assert
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var result = XformSystem.GetWorldPosition(childTrans);
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Assert.Multiple(() =>
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{
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Assert.That(MathHelper.CloseToPercent(result.X, 1));
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Assert.That(MathHelper.CloseToPercent(result.Y, 2));
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});
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}
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/// <summary>
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/// Tests to see if parenting multiple entities with WorldPosition places the leaf properly.
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/// </summary>
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[Test]
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public void PositionCompositionTest()
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{
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// Arrange
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var node1 = EntityManager.SpawnEntity(null, InitialPos);
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var node2 = EntityManager.SpawnEntity(null, InitialPos);
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var node3 = EntityManager.SpawnEntity(null, InitialPos);
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var node4 = EntityManager.SpawnEntity(null, InitialPos);
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var node1Trans = EntityManager.GetComponent<TransformComponent>(node1);
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var node2Trans = EntityManager.GetComponent<TransformComponent>(node2);
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var node3Trans = EntityManager.GetComponent<TransformComponent>(node3);
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var node4Trans = EntityManager.GetComponent<TransformComponent>(node4);
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XformSystem.SetWorldPosition(node1, new Vector2(0, 0));
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XformSystem.SetWorldPosition(node2, new Vector2(1, 1));
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XformSystem.SetWorldPosition(node3, new Vector2(2, 2));
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XformSystem.SetWorldPosition(node4, new Vector2(0, 2));
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XformSystem.SetParent(node2, node2Trans, node1, parentXform: node1Trans);
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XformSystem.SetParent(node3, node3Trans, node2, parentXform: node2Trans);
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XformSystem.SetParent(node4, node4Trans, node3, parentXform: node3Trans);
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//Act
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node1Trans.LocalRotation = new Angle(MathHelper.Pi / 2);
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//Assert
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var result = XformSystem.GetWorldPosition(node4Trans);
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Assert.Multiple(() =>
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{
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Assert.That(result.X, new ApproxEqualityConstraint(-2f));
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Assert.That(result.Y, new ApproxEqualityConstraint(0f));
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});
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}
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/// <summary>
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/// Tests to see if setting the world position of a child causes position rounding errors.
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/// </summary>
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[Test]
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public void ParentLocalPositionRoundingErrorTest()
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{
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// Arrange
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var node1 = EntityManager.SpawnEntity(null, InitialPos);
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var node2 = EntityManager.SpawnEntity(null, InitialPos);
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var node3 = EntityManager.SpawnEntity(null, InitialPos);
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var node1Trans = EntityManager.GetComponent<TransformComponent>(node1);
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var node2Trans = EntityManager.GetComponent<TransformComponent>(node2);
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var node3Trans = EntityManager.GetComponent<TransformComponent>(node3);
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XformSystem.SetWorldPosition(node1, new Vector2(0, 0));
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XformSystem.SetWorldPosition(node2, new Vector2(1, 1));
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XformSystem.SetWorldPosition(node3, new Vector2(2, 2));
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XformSystem.SetParent(node1, node1Trans, node2, parentXform: node2Trans);
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XformSystem.SetParent(node2, node2Trans, node3, parentXform: node3Trans);
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// Act
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var oldWpos = XformSystem.GetWorldPosition(node3Trans);
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for (var i = 0; i < 10000; i++)
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{
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var dx = i % 2 == 0 ? 5 : -5;
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XformSystem.SetLocalPosition(node1, node1Trans.LocalPosition + new Vector2(dx, dx), node1Trans);
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XformSystem.SetLocalPosition(node2, node2Trans.LocalPosition + new Vector2(dx, dx), node2Trans);
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XformSystem.SetLocalPosition(node3, node3Trans.LocalPosition + new Vector2(dx, dx), node3Trans);
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}
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var newWpos = XformSystem.GetWorldPosition(node3Trans);
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// Assert
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Assert.Multiple(() =>
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{
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Assert.That(MathHelper.CloseToPercent(oldWpos.X, newWpos.Y), $"{oldWpos.X} should be {newWpos.Y}");
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Assert.That(MathHelper.CloseToPercent(oldWpos.Y, newWpos.Y), newWpos.ToString);
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});
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}
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/// <summary>
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/// Tests to see if rotating a parent causes major child position rounding errors.
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/// </summary>
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[Test]
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public void ParentRotationRoundingErrorTest()
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{
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IoCManager.Resolve<IGameTiming>().InSimulation = true;
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// Arrange
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var node1 = EntityManager.SpawnEntity(null, InitialPos);
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var node2 = EntityManager.SpawnEntity(null, InitialPos);
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var node3 = EntityManager.SpawnEntity(null, InitialPos);
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var node1Trans = EntityManager.GetComponent<TransformComponent>(node1);
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var node2Trans = EntityManager.GetComponent<TransformComponent>(node2);
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var node3Trans = EntityManager.GetComponent<TransformComponent>(node3);
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XformSystem.SetWorldPosition(node1, new Vector2(0, 0));
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XformSystem.SetWorldPosition(node2, new Vector2(1, 1));
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XformSystem.SetWorldPosition(node3, new Vector2(2, 2));
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XformSystem.SetParent(node2, node2Trans, node1, parentXform: node1Trans);
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XformSystem.SetParent(node3, node3Trans, node2, parentXform: node2Trans);
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// Act
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var oldWpos = XformSystem.GetWorldPosition(node3Trans);
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for (var i = 0; i < 100; i++)
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{
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node1Trans.LocalRotation += new Angle(MathHelper.Pi);
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node2Trans.LocalRotation += new Angle(MathHelper.Pi);
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node3Trans.LocalRotation += new Angle(MathHelper.Pi);
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}
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var newWpos = XformSystem.GetWorldPosition(node3Trans);
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//NOTE: Yes, this does cause a non-zero error
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// Assert
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Assert.Multiple(() =>
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{
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Assert.That(MathHelper.CloseToPercent(oldWpos.X, newWpos.Y, 0.0001f));
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Assert.That(MathHelper.CloseToPercent(oldWpos.Y, newWpos.Y, 0.0001f));
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});
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}
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/// <summary>
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/// Tests that the world and inverse world transforms are built properly.
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/// </summary>
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[Test]
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public void TreeComposeWorldMatricesTest()
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{
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// Arrange
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var control = Matrix3x2.Identity;
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var node1 = EntityManager.SpawnEntity(null, InitialPos);
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var node2 = EntityManager.SpawnEntity(null, InitialPos);
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var node3 = EntityManager.SpawnEntity(null, InitialPos);
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var node4 = EntityManager.SpawnEntity(null, InitialPos);
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var node1Trans = EntityManager.GetComponent<TransformComponent>(node1);
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var node2Trans = EntityManager.GetComponent<TransformComponent>(node2);
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var node3Trans = EntityManager.GetComponent<TransformComponent>(node3);
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var node4Trans = EntityManager.GetComponent<TransformComponent>(node4);
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XformSystem.SetWorldPosition(node1, new Vector2(0, 0));
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XformSystem.SetWorldPosition(node2, new Vector2(1, 1));
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XformSystem.SetWorldPosition(node3, new Vector2(2, 2));
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XformSystem.SetWorldPosition(node4, new Vector2(0, 2));
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XformSystem.SetParent(node2, node2Trans, node1, parentXform: node1Trans);
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XformSystem.SetParent(node3, node3Trans, node2, parentXform: node2Trans);
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XformSystem.SetParent(node4, node4Trans, node3, parentXform: node3Trans);
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//Act
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node1Trans.LocalRotation = new Angle(MathHelper.Pi / 6.37);
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XformSystem.SetWorldPosition(node1, new Vector2(1, 1));
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var worldMat = XformSystem.GetWorldMatrix(node4Trans);
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var invWorldMat = XformSystem.GetInvWorldMatrix(node4Trans);
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var leftVerifyMatrix = Matrix3x2.Multiply(worldMat, invWorldMat);
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var rightVerifyMatrix = Matrix3x2.Multiply(invWorldMat, worldMat);
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//Assert
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Assert.Multiple(() =>
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{
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// these should be the same (A × A-1 = A-1 × A = I)
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Assert.That(leftVerifyMatrix, new ApproxEqualityConstraint(rightVerifyMatrix));
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// verify matrix == identity matrix (or very close to because float precision)
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Assert.That(leftVerifyMatrix, new ApproxEqualityConstraint(control));
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});
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}
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/// <summary>
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/// Tests that world rotation is built properly
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/// </summary>
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[Test]
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public void WorldRotationTest()
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{
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// Arrange
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var node1 = EntityManager.SpawnEntity(null, InitialPos);
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var node2 = EntityManager.SpawnEntity(null, InitialPos);
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var node3 = EntityManager.SpawnEntity(null, InitialPos);
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var node1Trans = EntityManager.GetComponent<TransformComponent>(node1);
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var node2Trans = EntityManager.GetComponent<TransformComponent>(node2);
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var node3Trans = EntityManager.GetComponent<TransformComponent>(node3);
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XformSystem.SetParent(node2, node2Trans, node1, parentXform: node1Trans);
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XformSystem.SetParent(node3, node3Trans, node2, parentXform: node2Trans);
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node1Trans.LocalRotation = Angle.FromDegrees(0);
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node2Trans.LocalRotation = Angle.FromDegrees(45);
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node3Trans.LocalRotation = Angle.FromDegrees(45);
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// Act
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node1Trans.LocalRotation = Angle.FromDegrees(135);
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// Assert (135 + 45 + 45 = 225)
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var result = XformSystem.GetWorldRotation(node3Trans);
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Assert.That(result, new ApproxEqualityConstraint(Angle.FromDegrees(225)));
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}
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/// <summary>
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/// Test that, in a chain A -> B -> C, if A is moved C's world position correctly updates.
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/// </summary>
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[Test]
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public void MatrixUpdateTest()
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{
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var node1 = EntityManager.SpawnEntity(null, InitialPos);
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var node2 = EntityManager.SpawnEntity(null, InitialPos);
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var node3 = EntityManager.SpawnEntity(null, InitialPos);
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var node1Trans = EntityManager.GetComponent<TransformComponent>(node1);
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var node2Trans = EntityManager.GetComponent<TransformComponent>(node2);
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var node3Trans = EntityManager.GetComponent<TransformComponent>(node3);
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XformSystem.SetParent(node2, node2Trans, node1, parentXform: node1Trans);
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XformSystem.SetParent(node3, node3Trans, node2, parentXform: node2Trans);
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||
|
||
XformSystem.SetLocalPosition(node3, new Vector2(5, 5), node3Trans);
|
||
XformSystem.SetLocalPosition(node2, new Vector2(5, 5), node2Trans);
|
||
XformSystem.SetLocalPosition(node1, new Vector2(5, 5), node1Trans);
|
||
|
||
Assert.That(XformSystem.GetWorldPosition(node3Trans), new ApproxEqualityConstraint(new Vector2(15, 15)));
|
||
}
|
||
|
||
/*
|
||
* There used to be a TestMapInitOrder test here. The problem is that the actual game will probably explode if
|
||
* you start initialising children before parents and the test only worked because of specific setup being done
|
||
* to prevent this in its use case.
|
||
*/
|
||
}
|
||
}
|