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| 1 | +using System.Collections; |
| 2 | +using System.Collections.Generic; |
| 3 | +using NUnit.Framework; |
| 4 | +using Unity.Netcode.Components; |
| 5 | +using Unity.Netcode.TestHelpers.Runtime; |
| 6 | +using UnityEngine; |
| 7 | +using UnityEngine.TestTools; |
| 8 | + |
| 9 | +namespace Unity.Netcode.RuntimeTests |
| 10 | +{ |
| 11 | + /// <summary> |
| 12 | + /// Validates that the render time a non-authority instance interpolates towards is derived from the same |
| 13 | + /// clock that the state updates it is interpolating between are stamped on. |
| 14 | + /// </summary> |
| 15 | + /// <remarks> |
| 16 | + /// A <see cref="NetworkTransform"/> state's SentTime is derived from its NetworkTick, which is a server |
| 17 | + /// tick, so the render time has to be measured from ServerTime. Measuring it from LocalTime mixes two |
| 18 | + /// clocks: LocalTime leads ServerTime, so subtracting the tick latency from LocalTime lands the render time |
| 19 | + /// back at approximately ServerTime rather than a whole tick latency behind it. The interpolator is then |
| 20 | + /// asked to render a point in time at (or ahead of) the newest state that can possibly exist, so it has |
| 21 | + /// nothing left to interpolate towards. |
| 22 | + /// |
| 23 | + /// What this test measures is how far behind ServerTime the state currently being interpolated towards was |
| 24 | + /// sent. Because the target is selected against the render time, this has to be at least the tick latency: |
| 25 | + /// the render time is ServerTime minus the tick latency, and only states sent at or before the render time |
| 26 | + /// are eligible. Deriving the render time from LocalTime instead eats into that margin by however far the |
| 27 | + /// two clocks are apart, and can push the target past ServerTime entirely (a negative value below, meaning |
| 28 | + /// the interpolator is chasing a state that the server clock says has not happened yet). |
| 29 | + /// </remarks> |
| 30 | + [TestFixture(HostOrServer.Host, NetworkTransform.InterpolationTypes.Lerp)] |
| 31 | + [TestFixture(HostOrServer.Host, NetworkTransform.InterpolationTypes.SmoothDampening)] |
| 32 | + internal class NetworkTransformInterpolationRenderTimeTests : IntegrationTestWithApproximation |
| 33 | + { |
| 34 | + protected override int NumberOfClients => 1; |
| 35 | + |
| 36 | + // How far LocalTime is pushed ahead of ServerTime, in ticks. An in-process integration test has |
| 37 | + // effectively no round trip time and the separation between the two clocks is |
| 38 | + // (half RTT + LocalBufferSec + ServerBufferSec), so without widening the local buffer the two clocks |
| 39 | + // sit close enough together that which one is used barely shows. This is deliberately large enough to |
| 40 | + // exceed NetworkTimeSystem's hard reset threshold (0.2s) so the offset snaps rather than converging at |
| 41 | + // the default adjustment ratio of 0.01s per second, which would take over ten seconds. |
| 42 | + private const int k_LocalBufferTicks = 12; |
| 43 | + |
| 44 | + // The separation the clocks must actually reach before any measurement is taken. |
| 45 | + private const double k_RequiredLeadTicks = 8.0d; |
| 46 | + |
| 47 | + // Ticks of authority motion after the clocks have separated, so the interpolator reaches steady state. |
| 48 | + private const int k_WarmUpTicks = 20; |
| 49 | + |
| 50 | + // The number of rendered frames sampled once the warm up has completed. |
| 51 | + private const int k_SampledFrames = 90; |
| 52 | + |
| 53 | + // The distance the authority moves each tick. Large enough that every tick produces a state update |
| 54 | + // rather than being filtered out by the position threshold. |
| 55 | + private const float k_DistancePerTick = 1.37f; |
| 56 | + |
| 57 | + private readonly NetworkTransform.InterpolationTypes m_InterpolationType; |
| 58 | + |
| 59 | + private GameObject m_TestPrefab; |
| 60 | + private NetworkManager m_AuthorityNetworkManager; |
| 61 | + private NetworkTransform m_AuthorityInstance; |
| 62 | + private Vector3 m_Direction; |
| 63 | + private int m_TickCount; |
| 64 | + |
| 65 | + public NetworkTransformInterpolationRenderTimeTests(HostOrServer hostOrServer, NetworkTransform.InterpolationTypes interpolationType) : base(hostOrServer) |
| 66 | + { |
| 67 | + m_InterpolationType = interpolationType; |
| 68 | + } |
| 69 | + |
| 70 | + // TODO: [CmbServiceTests] ServerTime's meaning under a CMB service session has not been verified. |
| 71 | + protected override bool UseCMBService() |
| 72 | + { |
| 73 | + return false; |
| 74 | + } |
| 75 | + |
| 76 | + protected override void OnServerAndClientsCreated() |
| 77 | + { |
| 78 | + m_TestPrefab = CreateNetworkObjectPrefab("RenderTimeTestObj"); |
| 79 | + var networkTransform = m_TestPrefab.AddComponent<NetworkTransform>(); |
| 80 | + networkTransform.PositionInterpolationType = m_InterpolationType; |
| 81 | + base.OnServerAndClientsCreated(); |
| 82 | + } |
| 83 | + |
| 84 | + private static double GetTickInterval(NetworkManager networkManager) |
| 85 | + { |
| 86 | + return 1.0d / networkManager.NetworkTickSystem.TickRate; |
| 87 | + } |
| 88 | + |
| 89 | + /// <summary> |
| 90 | + /// How far LocalTime currently leads ServerTime, expressed in ticks. |
| 91 | + /// </summary> |
| 92 | + private static double GetClockLeadInTicks(NetworkManager networkManager) |
| 93 | + { |
| 94 | + return (networkManager.LocalTime.Time - networkManager.ServerTime.Time) / GetTickInterval(networkManager); |
| 95 | + } |
| 96 | + |
| 97 | + /// <summary> |
| 98 | + /// Moves the authority instance once per tick so that a state update is generated every tick. |
| 99 | + /// </summary> |
| 100 | + private void OnNetworkTick() |
| 101 | + { |
| 102 | + m_TickCount++; |
| 103 | + m_AuthorityInstance.transform.position += m_Direction * k_DistancePerTick; |
| 104 | + } |
| 105 | + |
| 106 | + private bool AllClientsSpawnedInstance() |
| 107 | + { |
| 108 | + foreach (var networkManager in m_NetworkManagers) |
| 109 | + { |
| 110 | + if (networkManager == m_AuthorityNetworkManager) |
| 111 | + { |
| 112 | + continue; |
| 113 | + } |
| 114 | + |
| 115 | + if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(m_AuthorityInstance.NetworkObject.NetworkObjectId)) |
| 116 | + { |
| 117 | + return false; |
| 118 | + } |
| 119 | + } |
| 120 | + return true; |
| 121 | + } |
| 122 | + |
| 123 | + private List<NetworkTransform> GetNonAuthorityInstances() |
| 124 | + { |
| 125 | + var instances = new List<NetworkTransform>(); |
| 126 | + foreach (var networkManager in m_NetworkManagers) |
| 127 | + { |
| 128 | + if (networkManager == m_AuthorityNetworkManager) |
| 129 | + { |
| 130 | + continue; |
| 131 | + } |
| 132 | + |
| 133 | + var spawnedObject = networkManager.SpawnManager.SpawnedObjects[m_AuthorityInstance.NetworkObject.NetworkObjectId]; |
| 134 | + instances.Add(spawnedObject.GetComponent<NetworkTransform>()); |
| 135 | + } |
| 136 | + return instances; |
| 137 | + } |
| 138 | + |
| 139 | + [UnityTest] |
| 140 | + public IEnumerator RenderTimeTrailsTheServerClock() |
| 141 | + { |
| 142 | + m_AuthorityNetworkManager = GetAuthorityNetworkManager(); |
| 143 | + m_AuthorityInstance = SpawnObject(m_TestPrefab, m_AuthorityNetworkManager).GetComponent<NetworkTransform>(); |
| 144 | + |
| 145 | + yield return WaitForConditionOrTimeOut(AllClientsSpawnedInstance); |
| 146 | + AssertOnTimeout($"Not all clients spawned {m_AuthorityInstance.name}!"); |
| 147 | + |
| 148 | + var nonAuthorityInstances = GetNonAuthorityInstances(); |
| 149 | + Assert.IsNotEmpty(nonAuthorityInstances, "There were no non-authority instances to measure!"); |
| 150 | + |
| 151 | + // Separate the two clocks by a known amount so that which one the render time is derived from is |
| 152 | + // actually distinguishable. |
| 153 | + foreach (var instance in nonAuthorityInstances) |
| 154 | + { |
| 155 | + var networkManager = instance.NetworkManager; |
| 156 | + networkManager.NetworkTimeSystem.LocalBufferSec = k_LocalBufferTicks * GetTickInterval(networkManager); |
| 157 | + } |
| 158 | + |
| 159 | + // Start continuous motion on the authority. |
| 160 | + m_Direction = GetRandomVector3(-10, 10).normalized; |
| 161 | + m_TickCount = 0; |
| 162 | + m_AuthorityNetworkManager.NetworkTickSystem.Tick += OnNetworkTick; |
| 163 | + |
| 164 | + // The offset only moves when the client next receives a time sync, so wait for the separation to |
| 165 | + // actually take hold rather than assuming it has. |
| 166 | + yield return WaitForConditionOrTimeOut(() => |
| 167 | + { |
| 168 | + foreach (var instance in nonAuthorityInstances) |
| 169 | + { |
| 170 | + if (GetClockLeadInTicks(instance.NetworkManager) < k_RequiredLeadTicks) |
| 171 | + { |
| 172 | + return false; |
| 173 | + } |
| 174 | + } |
| 175 | + return true; |
| 176 | + }); |
| 177 | + AssertOnTimeout($"The client clocks never separated by {k_RequiredLeadTicks} ticks, so this test " + |
| 178 | + $"cannot tell the two clocks apart and would pass regardless of which one is used."); |
| 179 | + |
| 180 | + // Let the interpolator settle at the new separation before measuring. |
| 181 | + var warmUpTarget = m_TickCount + k_WarmUpTicks; |
| 182 | + yield return WaitForConditionOrTimeOut(() => m_TickCount >= warmUpTarget); |
| 183 | + AssertOnTimeout("Timed out waiting for the authority to keep moving!"); |
| 184 | + |
| 185 | + // Sample how far behind ServerTime the state being interpolated towards was sent. |
| 186 | + var totalTargetLagTicks = new Dictionary<NetworkTransform, double>(); |
| 187 | + var totalBuffered = new Dictionary<NetworkTransform, int>(); |
| 188 | + var samples = new Dictionary<NetworkTransform, int>(); |
| 189 | + foreach (var instance in nonAuthorityInstances) |
| 190 | + { |
| 191 | + totalTargetLagTicks.Add(instance, 0.0d); |
| 192 | + totalBuffered.Add(instance, 0); |
| 193 | + samples.Add(instance, 0); |
| 194 | + } |
| 195 | + |
| 196 | + for (int frame = 0; frame < k_SampledFrames; frame++) |
| 197 | + { |
| 198 | + foreach (var instance in nonAuthorityInstances) |
| 199 | + { |
| 200 | + var interpolator = instance.GetPositionInterpolator(); |
| 201 | + if (!interpolator.InterpolateState.Target.HasValue) |
| 202 | + { |
| 203 | + continue; |
| 204 | + } |
| 205 | + |
| 206 | + var networkManager = instance.NetworkManager; |
| 207 | + var targetLag = networkManager.ServerTime.Time - interpolator.InterpolateState.Target.Value.TimeSent; |
| 208 | + totalTargetLagTicks[instance] += targetLag / GetTickInterval(networkManager); |
| 209 | + totalBuffered[instance] += interpolator.m_BufferQueue.Count; |
| 210 | + samples[instance]++; |
| 211 | + } |
| 212 | + yield return null; |
| 213 | + } |
| 214 | + |
| 215 | + m_AuthorityNetworkManager.NetworkTickSystem.Tick -= OnNetworkTick; |
| 216 | + |
| 217 | + foreach (var instance in nonAuthorityInstances) |
| 218 | + { |
| 219 | + Assert.Greater(samples[instance], 0, $"{instance.name} never had a state to interpolate towards!"); |
| 220 | + |
| 221 | + var networkManager = instance.NetworkManager; |
| 222 | + var meanTargetLagTicks = totalTargetLagTicks[instance] / samples[instance]; |
| 223 | + var meanBuffered = totalBuffered[instance] / (float)samples[instance]; |
| 224 | + var tickLatency = networkManager.NetworkTimeSystem.TickLatency; |
| 225 | + |
| 226 | + // Only states sent at or before the render time are eligible to be interpolated towards, and the |
| 227 | + // render time is the server clock minus the tick latency, so the target can never be newer than |
| 228 | + // that. Anything less means the render time was taken from a clock that runs ahead of the one |
| 229 | + // the states are stamped on. |
| 230 | + Assert.GreaterOrEqual(meanTargetLagTicks, tickLatency, |
| 231 | + $"[{m_InterpolationType}] {instance.name} was interpolating towards a state sent " + |
| 232 | + $"{meanTargetLagTicks:F3} ticks behind the server clock, but the render time is the server " + |
| 233 | + $"clock minus a tick latency of {tickLatency}, so it should never be less than that. " + |
| 234 | + $"(clock lead {GetClockLeadInTicks(networkManager):F3} ticks, mean buffered {meanBuffered:F3}). " + |
| 235 | + $"The render time is being derived from a clock that leads the one state updates are stamped on."); |
| 236 | + } |
| 237 | + } |
| 238 | + } |
| 239 | +} |
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