Files
RobustToolbox/Robust.UnitTesting/Shared/Physics/Broadphase_Test.cs
2023-08-23 18:50:48 +10:00

379 lines
18 KiB
C#

using System.Linq;
using System.Numerics;
using NUnit.Framework;
using Robust.Client.UserInterface.CustomControls;
using Robust.Server.GameStates;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Systems;
using Robust.UnitTesting.Server;
namespace Robust.UnitTesting.Shared.Physics;
[TestFixture]
public sealed class Broadphase_Test
{
/// <summary>
/// If we reparent a sundries entity to another broadphase does it correctly update.
/// </summary>
[Test]
public void ReparentSundries()
{
var sim = RobustServerSimulation.NewSimulation().InitializeInstance();
var entManager = sim.Resolve<IEntityManager>();
var mapManager = sim.Resolve<IMapManager>();
var mapId = mapManager.CreateMap();
var mapEnt = mapManager.GetMapEntityId(mapId);
var grid = mapManager.CreateGrid(mapId);
grid.SetTile(Vector2i.Zero, new Tile(1));
Assert.That(entManager.HasComponent<BroadphaseComponent>(grid.Owner));
var broadphase = entManager.GetComponent<BroadphaseComponent>(grid.Owner);
var ent = entManager.SpawnEntity(null, new EntityCoordinates(grid.Owner, new Vector2(0.5f, 0.5f)));
var xform = entManager.GetComponent<TransformComponent>(ent);
Assert.That(broadphase.SundriesTree, Does.Contain(ent));
var broadphaseData = xform.Broadphase;
Assert.That(broadphaseData!.Value.Uid, Is.EqualTo(grid.Owner));
xform.Coordinates = new EntityCoordinates(mapEnt, Vector2.One);
Assert.That(broadphase.SundriesTree, Does.Not.Contain(ent));
Assert.That(entManager.GetComponent<BroadphaseComponent>(mapEnt).SundriesTree, Does.Contain(ent));
broadphaseData = xform.Broadphase;
Assert.That(broadphaseData!.Value.Uid, Is.EqualTo(mapEnt));
}
/// <summary>
/// If we reparent a colliding physics entity to another broadphase does it correctly update.
/// </summary>
[Test]
public void ReparentBroadphase()
{
var sim = RobustServerSimulation.NewSimulation().InitializeInstance();
var entManager = sim.Resolve<IEntityManager>();
var mapManager = sim.Resolve<IMapManager>();
var fixturesSystem = entManager.EntitySysManager.GetEntitySystem<FixtureSystem>();
var physicsSystem = entManager.EntitySysManager.GetEntitySystem<SharedPhysicsSystem>();
var mapId = mapManager.CreateMap();
var mapEnt = mapManager.GetMapEntityId(mapId);
var grid = mapManager.CreateGrid(mapId);
var gridUid = grid.Owner;
grid.SetTile(Vector2i.Zero, new Tile(1));
Assert.That(entManager.HasComponent<BroadphaseComponent>(gridUid));
var broadphase = entManager.GetComponent<BroadphaseComponent>(gridUid);
var ent = entManager.SpawnEntity(null, new EntityCoordinates(gridUid, new Vector2(0.5f, 0.5f)));
var physics = entManager.AddComponent<PhysicsComponent>(ent);
var xform = entManager.GetComponent<TransformComponent>(ent);
// If we're not collidable we're still on the sundries tree.
Assert.That(broadphase.StaticSundriesTree, Does.Contain(ent));
Assert.That(xform.Broadphase!.Value.Uid, Is.EqualTo(gridUid));
var shape = new PolygonShape();
shape.SetAsBox(0.5f, 0.5f);
var fixture = new Fixture(shape, 0, 0, true);
fixturesSystem.CreateFixture(ent, "fix1", fixture, body: physics, xform: xform);
physicsSystem.SetCanCollide(ent, true, body: physics);
Assert.That(physics.CanCollide);
// Now that we're collidable should be correctly on the grid's tree.
Assert.That(fixture.ProxyCount, Is.EqualTo(1));
Assert.That(broadphase.StaticSundriesTree, Does.Not.Contain(ent));
Assert.That(broadphase.StaticTree.GetProxy(fixture.Proxies[0].ProxyId)!.Equals(fixture.Proxies[0]));
// Now check we go to the map's tree correctly.
xform.Coordinates = new EntityCoordinates(mapEnt, Vector2.One);
Assert.That(entManager.GetComponent<BroadphaseComponent>(mapEnt).StaticTree.GetProxy(fixture.Proxies[0].ProxyId)!.Equals(fixture.Proxies[0]));
Assert.That(xform.Broadphase!.Value.Uid.Equals(mapEnt));
}
/// <summary>
/// If we change a grid's map does it still remain not on the general broadphase.
/// </summary>
/// <remarks>
/// Grids are stored on their own broadphase because moving them is costly.
/// </remarks>
[Test]
public void GridMapUpdate()
{
var sim = RobustServerSimulation.NewSimulation().InitializeInstance();
var entManager = sim.Resolve<IEntityManager>();
var mapManager = sim.Resolve<IMapManager>();
var mapId1 = mapManager.CreateMap();
var mapId2 = mapManager.CreateMap();
var grid = mapManager.CreateGrid(mapId1);
var xform = entManager.GetComponent<TransformComponent>(grid.Owner);
grid.SetTile(Vector2i.Zero, new Tile(1));
var mapBroadphase1 = entManager.GetComponent<BroadphaseComponent>(mapManager.GetMapEntityId(mapId1));
var mapBroadphase2 = entManager.GetComponent<BroadphaseComponent>(mapManager.GetMapEntityId(mapId2));
entManager.TickUpdate(0.016f, false);
#pragma warning disable NUnit2046
Assert.That(mapBroadphase1.DynamicTree.Count, Is.EqualTo(0));
#pragma warning restore NUnit2046
xform.Coordinates = new EntityCoordinates(mapManager.GetMapEntityId(mapId2), Vector2.Zero);
entManager.TickUpdate(0.016f, false);
#pragma warning disable NUnit2046
Assert.That(mapBroadphase2.DynamicTree.Count, Is.EqualTo(0));
#pragma warning restore NUnit2046
}
/// <summary>
/// If an entity's broadphase is changed are its children's broadphases recursively changed.
/// </summary>
[Test]
public void BroadphaseRecursiveUpdate()
{
var sim = RobustServerSimulation.NewSimulation().InitializeInstance();
var entManager = sim.Resolve<IEntityManager>();
var mapManager = sim.Resolve<IMapManager>();
var system = entManager.EntitySysManager;
var physicsSystem = system.GetEntitySystem<SharedPhysicsSystem>();
var lookup = system.GetEntitySystem<EntityLookupSystem>();
var mapId = mapManager.CreateMap();
var grid = mapManager.CreateGrid(mapId);
grid.SetTile(Vector2i.Zero, new Tile(1));
var gridBroadphase = entManager.GetComponent<BroadphaseComponent>(grid.Owner);
var mapBroadphase = entManager.GetComponent<BroadphaseComponent>(mapManager.GetMapEntityId(mapId));
Assert.That(entManager.EntityQuery<BroadphaseComponent>(true).Count(), Is.EqualTo(2));
var parent = entManager.SpawnEntity(null, new EntityCoordinates(grid.Owner, new Vector2(0.5f, 0.5f)));
var child1 = entManager.SpawnEntity(null, new EntityCoordinates(parent, Vector2.Zero));
var child1Xform = entManager.GetComponent<TransformComponent>(child1);
// Have a non-collidable child and check it doesn't get added too.
var child2 = entManager.SpawnEntity(null, new EntityCoordinates(child1, Vector2.Zero));
var child2Xform = entManager.GetComponent<TransformComponent>(child2);
var child2Body = entManager.AddComponent<PhysicsComponent>(child2);
physicsSystem.SetCanCollide(child2, false, body: child2Body);
Assert.That(!child2Body.CanCollide);
Assert.That(child1Xform.ParentUid, Is.EqualTo(parent));
Assert.That(child2Xform.ParentUid, Is.EqualTo(child1));
Assert.That(lookup.FindBroadphase(parent), Is.EqualTo(gridBroadphase));
Assert.That(lookup.FindBroadphase(child1), Is.EqualTo(gridBroadphase));
// They should get deparented to the map and updated to the map's broadphase instead.
grid.SetTile(Vector2i.Zero, Tile.Empty);
Assert.That(lookup.FindBroadphase(parent), Is.EqualTo(mapBroadphase));
Assert.That(lookup.FindBroadphase(child1), Is.EqualTo(mapBroadphase));
Assert.That(lookup.FindBroadphase(child2), Is.EqualTo(mapBroadphase));
}
/// <summary>
/// Check that broadphases properly recursively update when entities move between maps and grids. The broadphase
/// updating handles grids separately from other entities, this is intended to be an exhaustive check that the
/// broadphase always gets updated. E.g., this previously failed when a grid moved from one map to another
/// </summary>
[Test]
public void EntMapChangeRecursiveUpdate()
{
var sim = RobustServerSimulation.NewSimulation().InitializeInstance();
var entManager = sim.Resolve<IEntityManager>();
var mapManager = sim.Resolve<IMapManager>();
var system = entManager.EntitySysManager;
var lookup = system.GetEntitySystem<EntityLookupSystem>();
var xforms = system.GetEntitySystem<SharedTransformSystem>();
var physSystem = system.GetEntitySystem<SharedPhysicsSystem>();
var fixtures = system.GetEntitySystem<FixtureSystem>();
// setup maps
var mapAId = mapManager.CreateMap();
var mapA = mapManager.GetMapEntityId(mapAId);
var mapBId = mapManager.CreateMap();
var mapB = mapManager.GetMapEntityId(mapBId);
// setup grids
var gridAComp = mapManager.CreateGrid(mapAId);
var gridBComp = mapManager.CreateGrid(mapBId);
var gridCComp = mapManager.CreateGrid(mapAId);
var gridA = gridAComp.Owner;
var gridB = gridBComp.Owner;
var gridC = gridCComp.Owner;
xforms.SetLocalPosition(gridC, new Vector2(10, 10));
gridAComp.SetTile(Vector2i.Zero, new Tile(1));
gridBComp.SetTile(Vector2i.Zero, new Tile(1));
gridCComp.SetTile(Vector2i.Zero, new Tile(1));
// set up test entities
var parent = entManager.SpawnEntity(null, new EntityCoordinates(mapA, new Vector2(200,200)));
var parentXform = entManager.GetComponent<TransformComponent>(parent);
var child = entManager.SpawnEntity(null, new EntityCoordinates(parent, Vector2.Zero));
var childXform = entManager.GetComponent<TransformComponent>(child);
var childBody = entManager.AddComponent<PhysicsComponent>(child);
var childFixtures = entManager.GetComponent<FixturesComponent>(child);
// enable collision for the child
var shape = new PolygonShape();
shape.SetAsBox(0.5f, 0.5f);
fixtures.CreateFixture(child, "fix1", new Fixture(shape, 0, 0, false), body: childBody, xform: childXform);
physSystem.SetCanCollide(child, true, body: childBody);
Assert.That(childBody.CanCollide);
// Initially on mapA
var AssertMap = (EntityUid map, EntityUid otherMap) =>
{
var broadphase = entManager.GetComponent<BroadphaseComponent>(map);
var physMap = entManager.GetComponent<PhysicsMapComponent>(map);
Assert.That(parentXform.ParentUid == map);
Assert.That(parentXform.MapUid == map);
Assert.That(childXform.MapUid == map);
Assert.That(lookup.FindBroadphase(parent), Is.EqualTo(broadphase));
Assert.That(lookup.FindBroadphase(child), Is.EqualTo(broadphase));
Assert.That(parentXform.Broadphase == new BroadphaseData(map, default, false, false));
Assert.That(childXform.Broadphase == new BroadphaseData(map, map, true, true));
Assert.That(physMap.MoveBuffer.ContainsKey(childFixtures.Fixtures.First().Value.Proxies.First()));
var otherPhysMap = entManager.GetComponent<PhysicsMapComponent>(otherMap);
Assert.That(otherPhysMap.MoveBuffer.Count == 0);
};
AssertMap(mapA, mapB);
// we are now going to test several broadphase updates where we relocate the parent entity such that it moves:
// - map to map with a map change
// - map to grid with a map change
// - grid to grid with a map change
// - grid to map with a map change
// - map to grid without a map change
// - grid to grid without a map change
// - grid to map without a map change
// Move to map B (map to map with a map change)
xforms.SetCoordinates(parent, new EntityCoordinates(mapB, new Vector2(200, 200)));
AssertMap(mapB, mapA);
// Move to gridA on mapA (map to grid with a map change)
xforms.SetCoordinates(parent, new EntityCoordinates(gridA, default));
var AssertGrid = (EntityUid grid, EntityUid map, EntityUid otherMap) =>
{
var broadphase = entManager.GetComponent<BroadphaseComponent>(grid);
var physMap = entManager.GetComponent<PhysicsMapComponent>(map);
var gridXform = entManager.GetComponent<TransformComponent>(grid);
Assert.That(gridXform.ParentUid == map);
Assert.That(gridXform.MapUid == map);
Assert.That(parentXform.ParentUid == grid);
Assert.That(parentXform.MapUid == map);
Assert.That(childXform.MapUid == map);
Assert.That(lookup.FindBroadphase(parent), Is.EqualTo(broadphase));
Assert.That(lookup.FindBroadphase(child), Is.EqualTo(broadphase));
Assert.That(parentXform.Broadphase == new BroadphaseData(grid, default, false, false));
Assert.That(childXform.Broadphase == new BroadphaseData(grid, map, true, true));
Assert.That(physMap.MoveBuffer.ContainsKey(childFixtures.Fixtures.First().Value.Proxies.First()));
var otherPhysMap = entManager.GetComponent<PhysicsMapComponent>(otherMap);
Assert.That(otherPhysMap.MoveBuffer.Count == 0);
};
AssertGrid(gridA, mapA, mapB);
// Move to gridB on mapB (grid to grid with a map change)
xforms.SetCoordinates(parent, new EntityCoordinates(gridB, default));
AssertGrid(gridB, mapB, mapA);
// move to mapA (grid to map with a map change)
xforms.SetCoordinates(parent, new EntityCoordinates(mapA, new Vector2(200, 200)));
AssertMap(mapA, mapB);
// move to gridA on mapA (map to grid without a map change)
xforms.SetCoordinates(parent, new EntityCoordinates(gridA, default));
AssertGrid(gridA, mapA, mapB);
// move to gridC on mapA (grid to grid without a map change)
xforms.SetCoordinates(parent, new EntityCoordinates(gridC, default));
AssertGrid(gridC, mapA, mapB);
// move to gridC on mapA (grid to map without a map change)
xforms.SetCoordinates(parent, new EntityCoordinates(mapA, new Vector2(200, 200)));
AssertMap(mapA, mapB);
// Finally, we check if the broadphase updates if the whole grid moves, instead of just the entity
// first, move it to a grid:
xforms.SetCoordinates(parent, new EntityCoordinates(gridC, default));
AssertGrid(gridC, mapA, mapB);
// then move the grid to a new map:
xforms.SetCoordinates(gridC, new EntityCoordinates(mapB, new Vector2(200,200)));
AssertGrid(gridC, mapB, mapA);
}
/// <summary>
/// If an entity's broadphase is changed to nullspace are its children updated.
/// </summary>
[Test]
public void BroadphaseRecursiveNullspaceUpdate()
{
var sim = RobustServerSimulation.NewSimulation().InitializeInstance();
var entManager = sim.Resolve<IEntityManager>();
var system = entManager.EntitySysManager;
var xformSystem = system.GetEntitySystem<SharedTransformSystem>();
var physSystem = system.GetEntitySystem<SharedPhysicsSystem>();
var lookup = system.GetEntitySystem<EntityLookupSystem>();
var fixtures = system.GetEntitySystem<FixtureSystem>();
var mapManager = sim.Resolve<IMapManager>();
var mapId = mapManager.CreateMap();
var mapUid = mapManager.GetMapEntityId(mapId);
var mapBroadphase = entManager.GetComponent<BroadphaseComponent>(mapUid);
Assert.That(entManager.EntityQuery<BroadphaseComponent>(true).Count(), Is.EqualTo(1));
var parent = entManager.SpawnEntity(null, new MapCoordinates(Vector2.Zero, mapId));
var parentXform = entManager.GetComponent<TransformComponent>(parent);
entManager.AddComponent<PhysicsComponent>(parent);
var child1 = entManager.SpawnEntity(null, new EntityCoordinates(parent, Vector2.Zero));
var child1Xform = entManager.GetComponent<TransformComponent>(child1);
var child1Body = entManager.AddComponent<PhysicsComponent>(child1);
var shape = new PolygonShape();
shape.SetAsBox(0.5f, 0.5f);
fixtures.CreateFixture(child1, "fix1", new Fixture(shape, 0, 0, false), body: child1Body, xform: child1Xform);
physSystem.SetCanCollide(child1, true, body: child1Body);
Assert.That(child1Body.CanCollide);
// Have a non-collidable child and check it doesn't get added too.
var child2 = entManager.SpawnEntity(null, new EntityCoordinates(child1, Vector2.Zero));
var child2Xform = entManager.GetComponent<TransformComponent>(child2);
var child2Body = entManager.AddComponent<PhysicsComponent>(child2);
physSystem.SetCanCollide(child2, false, body: child2Body);
Assert.That(!child2Body.CanCollide);
Assert.That(child1Xform.ParentUid, Is.EqualTo(parent));
Assert.That(child2Xform.ParentUid, Is.EqualTo(child1));
Assert.That(lookup.FindBroadphase(parent), Is.EqualTo(mapBroadphase));
Assert.That(lookup.FindBroadphase(child1), Is.EqualTo(mapBroadphase));
Assert.That(lookup.FindBroadphase(child2), Is.EqualTo(mapBroadphase));
// They should get deparented to the map and updated to the map's broadphase instead.
xformSystem.DetachParentToNull(parent, parentXform);
Assert.That(lookup.FindBroadphase(parent), Is.EqualTo(null));
Assert.That(lookup.FindBroadphase(child1), Is.EqualTo(null));
Assert.That(lookup.FindBroadphase(child2), Is.EqualTo(null));
// Can't assert CanCollide because they may still want to be valid when coming out of nullspace.
// Check it goes back to normal
xformSystem.SetParent(parent, parentXform, mapUid);
Assert.That(lookup.FindBroadphase(parent), Is.EqualTo(mapBroadphase));
Assert.That(lookup.FindBroadphase(child1), Is.EqualTo(mapBroadphase));
Assert.That(lookup.FindBroadphase(child2), Is.EqualTo(mapBroadphase));
}
}