单帧测试进行中
This commit is contained in:
@@ -99,7 +99,7 @@ namespace Tests.EditMode.Network
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Assert.That(serverRuntime.AuthoritativeMovementCadence, Is.EqualTo(TimeSpan.FromMilliseconds(50)));
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Assert.That(serverRuntime.TryGetAuthoritativeMovementState(ClientPeer, out var localServerState), Is.True);
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Assert.That(localServerState.PlayerId, Is.EqualTo("player-a"));
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Assert.That(localServerState.PositionX, Is.EqualTo(0.5f).Within(0.0001f));
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Assert.That(localServerState.PositionZ, Is.EqualTo(0.5f).Within(0.0001f));
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Assert.That(serverRuntime.TryGetAuthoritativeCombatState(RemotePeer, out var remoteCombatState), Is.True);
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Assert.That(remoteCombatState.PlayerId, Is.EqualTo("player-b"));
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Assert.That(remoteCombatState.Hp, Is.EqualTo(70));
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@@ -107,7 +107,7 @@ namespace Tests.EditMode.Network
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Assert.That(clientHarness.TryGetState("player-a", out var localClientState), Is.True);
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Assert.That(localClientState.Tick, Is.EqualTo(1));
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Assert.That(localClientState.AcknowledgedMoveTick, Is.EqualTo(1));
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Assert.That(localClientState.Position.x, Is.EqualTo(0.5f).Within(0.0001f));
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Assert.That(localClientState.Position.z, Is.EqualTo(0.5f).Within(0.0001f));
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Assert.That(clientHarness.TryGetState("player-b", out var remoteClientState), Is.True);
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Assert.That(remoteClientState.Hp, Is.EqualTo(70));
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Assert.That(clientHarness.TryGetCombatPresentation("player-b", out var remoteCombatPresentation), Is.True);
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@@ -228,7 +228,6 @@ namespace Tests.EditMode.Network
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Assert.That(serverRuntime.TryGetAuthoritativeMovementState(ClientPeer, out var localMovementState), Is.True);
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Assert.That(localMovementState.PlayerId, Is.EqualTo("player-a"));
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Assert.That(localMovementState.LastAcceptedMoveTick, Is.EqualTo(0));
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Assert.That(localMovementState.PositionX, Is.EqualTo(0f).Within(0.0001f));
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Assert.That(localMovementState.PositionZ, Is.EqualTo(0f).Within(0.0001f));
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Assert.That(serverRuntime.TryGetAuthoritativeCombatState(ClientPeer, out var localCombatState), Is.True);
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Assert.That(localCombatState.LastAcceptedShootTick, Is.EqualTo(3));
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@@ -0,0 +1,277 @@
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using System;
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using Network.Defines;
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using NUnit.Framework;
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using UnityEngine;
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namespace Tests.EditMode.Network
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{
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/// <summary>
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/// 验证客户端 ApplyTankMovement 和服务端 IntegrateState
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/// 在相同输入下产生相同的移动结果。
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///
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/// 使用纯函数对比,不依赖任何状态对象。
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/// </summary>
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public class MovementAlgorithmConsistencyTests
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{
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private const float MoveSpeed = 4f;
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private const float TurnSpeed = 180f;
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private const float DeltaTime = 0.05f; // 50ms
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[Test]
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public void ServerForward_ZeroRotation_MovesInPositiveZ()
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{
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// Arrange: 服务端 rotation=0,throttle=1
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float rotation = 0f;
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float throttleInput = 1f;
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// Act: 服务端 forward 计算(新公式)
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var rotationRadians = rotation * (MathF.PI / 180f);
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var forwardX = MathF.Sin(rotationRadians); // 新公式
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var forwardZ = MathF.Cos(rotationRadians); // 新公式
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var velocityX = forwardX * (throttleInput * MoveSpeed);
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var velocityZ = forwardZ * (throttleInput * MoveSpeed);
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// Assert: rotation=0° → forward=(0,0,1) = +Z
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Assert.That(forwardX, Is.EqualTo(0f).Within(0.0001f));
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Assert.That(forwardZ, Is.EqualTo(1f).Within(0.0001f));
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Assert.That(velocityX, Is.EqualTo(0f).Within(0.0001f));
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Assert.That(velocityZ, Is.EqualTo(4f).Within(0.0001f));
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}
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[Test]
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public void ServerForward_90DegreeRotation_MovesInPositiveX()
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{
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// Arrange: 服务端 rotation=90°,throttle=1
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float rotation = 90f;
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float throttleInput = 1f;
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// Act: 服务端 forward 计算(新公式)
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var rotationRadians = rotation * (MathF.PI / 180f);
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var forwardX = MathF.Sin(rotationRadians); // 新公式
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var forwardZ = MathF.Cos(rotationRadians); // 新公式
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var velocityX = forwardX * (throttleInput * MoveSpeed);
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var velocityZ = forwardZ * (throttleInput * MoveSpeed);
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// Assert: rotation=90° → forward=(1,0,0) = +X
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Assert.That(forwardX, Is.EqualTo(1f).Within(0.0001f));
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Assert.That(forwardZ, Is.EqualTo(0f).Within(0.0001f));
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Assert.That(velocityX, Is.EqualTo(4f).Within(0.0001f));
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Assert.That(velocityZ, Is.EqualTo(0f).Within(0.0001f));
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}
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[Test]
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public void ClientForward_UnityYawZero_MovesInPositiveZ()
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{
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// Arrange: Unity Yaw = 0°,客户端转换后 heading = 90°
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float unityYaw = 0f;
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float throttleInput = 1f;
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// Act: 客户端 heading 计算
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var heading = NormalizeDegrees(UnityYawToHeading(unityYaw));
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// 客户端 ResolveHeadingForward: forward = (cos, 0, sin)
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var rotationRadians = heading * Mathf.Deg2Rad;
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var forwardX = Mathf.Cos(rotationRadians);
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var forwardZ = Mathf.Sin(rotationRadians);
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var velocityX = forwardX * throttleInput * MoveSpeed;
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var velocityZ = forwardZ * throttleInput * MoveSpeed;
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// Assert: Unity Yaw=0 → heading=90° → forward=(cos(90°), sin(90°))=(0,1) = +Z
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Assert.That(heading, Is.EqualTo(90f).Within(0.0001f));
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Assert.That(forwardX, Is.EqualTo(0f).Within(0.0001f));
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Assert.That(forwardZ, Is.EqualTo(1f).Within(0.0001f));
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Assert.That(velocityX, Is.EqualTo(0f).Within(0.0001f));
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Assert.That(velocityZ, Is.EqualTo(4f).Within(0.0001f));
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}
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[Test]
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public void ClientServer_IdenticalInputs_ProduceIdenticalOutput()
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{
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// 这个测试验证:相同的输入在客户端和服务端产生相同的最终位置
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//
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// 场景:初始位置 (0,0,0),初始 heading=90°(Unity Yaw=0),
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// 向前移动 4 个 50ms 步长
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// ===== 共享参数 =====
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float moveSpeed = MoveSpeed;
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float turnSpeed = TurnSpeed;
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float dt = DeltaTime;
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// ===== 服务端计算 =====
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float serverPosX = 0f, serverPosZ = 0f;
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float serverRotation = 0f; // 服务端 rotation 直接是 heading
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float serverThrottle = 1f;
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for (int i = 0; i < 4; i++)
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{
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// 速度计算(服务端新 forward 公式:forwardX = sin, forwardZ = cos)
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var rotRad = serverRotation * (MathF.PI / 180f);
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var fwdX = MathF.Sin(rotRad);
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var fwdZ = MathF.Cos(rotRad);
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var velX = fwdX * (serverThrottle * moveSpeed);
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var velZ = fwdZ * (serverThrottle * moveSpeed);
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// 位置积分
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serverPosX += velX * dt;
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serverPosZ += velZ * dt;
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}
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// ===== 客户端计算 =====
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float clientPosX = 0f, clientPosZ = 0f;
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float clientUnityYaw = 0f; // Unity Yaw = 0 → heading = 90°
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float clientThrottle = 1f;
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for (int i = 0; i < 4; i++)
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{
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// 旋转(客户端需要转换)
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var heading = NormalizeDegrees(UnityYawToHeading(clientUnityYaw) + (0f * turnSpeed * dt));
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clientUnityYaw = HeadingToUnityYaw(heading);
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// 客户端 ResolveHeadingForward: forward = (cos, 0, sin)
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var headingRad = heading * Mathf.Deg2Rad;
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var fwdX = Mathf.Cos(headingRad);
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var fwdZ = Mathf.Sin(headingRad);
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var velX = fwdX * (clientThrottle * moveSpeed);
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var velZ = fwdZ * (clientThrottle * moveSpeed);
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// 位置积分
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clientPosX += velX * dt;
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clientPosZ += velZ * dt;
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}
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// ===== 对比 =====
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// 服务端期望:rotation=0° → forward=(0,0,1) → velocity=(0,0,4) → 每步 0.2
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// 4步后:pos = (0, 0, 0.8)
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Assert.That(serverPosX, Is.EqualTo(0f).Within(0.0001f));
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Assert.That(serverPosZ, Is.EqualTo(0.8f).Within(0.0001f));
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// 客户端应与服务端一致
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Assert.That(clientPosX, Is.EqualTo(serverPosX).Within(0.0001f),
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$"Client X ({clientPosX}) should match Server X ({serverPosX})");
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Assert.That(clientPosZ, Is.EqualTo(serverPosZ).Within(0.0001f),
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$"Client Z ({clientPosZ}) should match Server Z ({serverPosZ})");
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}
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[Test]
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public void ClientServer_TurnRight90Degrees_ThenMove_ProduceIdenticalOutput()
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{
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// 场景:初始向前走,然后右转90°,再走
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// 验证转向后的方向一致
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float moveSpeed = MoveSpeed;
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float turnSpeed = TurnSpeed;
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float dt = DeltaTime;
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// ===== 服务端计算 =====
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float serverPosX = 0f, serverPosZ = 0f;
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float serverRotation = 0f; // heading=0°,向前走
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float serverThrottle = 1f;
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float serverTurnInput = 1f; // 右转
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// 先走2步
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for (int i = 0; i < 2; i++)
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{
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var rotRad = serverRotation * (MathF.PI / 180f);
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var fwdX = MathF.Sin(rotRad);
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var fwdZ = MathF.Cos(rotRad);
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var velX = fwdX * serverThrottle * moveSpeed;
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var velZ = fwdZ * serverThrottle * moveSpeed;
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serverPosX += velX * dt;
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serverPosZ += velZ * dt;
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}
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// 右转1步(turnInput=1,转 180*0.05=9°)
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serverRotation = NormalizeDegreesServer(serverRotation + (serverTurnInput * turnSpeed * dt));
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// 再走2步
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for (int i = 0; i < 2; i++)
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{
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var rotRad = serverRotation * (MathF.PI / 180f);
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var fwdX = MathF.Sin(rotRad);
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var fwdZ = MathF.Cos(rotRad);
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var velX = fwdX * serverThrottle * moveSpeed;
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var velZ = fwdZ * serverThrottle * moveSpeed;
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serverPosX += velX * dt;
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serverPosZ += velZ * dt;
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}
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// ===== 客户端计算 =====
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float clientPosX = 0f, clientPosZ = 0f;
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float clientUnityYaw = 0f; // 初始朝前
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float clientThrottle = 1f;
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float clientTurnInput = -1f; // Unity 中右转 = -input.x
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// 先走2步
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for (int i = 0; i < 2; i++)
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{
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var heading = NormalizeDegrees(UnityYawToHeading(clientUnityYaw));
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var headingRad = heading * Mathf.Deg2Rad;
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var fwdX = Mathf.Cos(headingRad);
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var fwdZ = Mathf.Sin(headingRad);
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var velX = fwdX * clientThrottle * moveSpeed;
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var velZ = fwdZ * clientThrottle * moveSpeed;
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clientPosX += velX * dt;
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clientPosZ += velZ * dt;
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}
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// 右转1步
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var newHeading = NormalizeDegrees(UnityYawToHeading(clientUnityYaw) + (clientTurnInput * turnSpeed * dt));
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clientUnityYaw = HeadingToUnityYaw(newHeading);
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// 再走2步
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for (int i = 0; i < 2; i++)
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{
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var heading = NormalizeDegrees(UnityYawToHeading(clientUnityYaw));
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var headingRad = heading * Mathf.Deg2Rad;
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var fwdX = Mathf.Cos(headingRad);
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var fwdZ = Mathf.Sin(headingRad);
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var velX = fwdX * clientThrottle * moveSpeed;
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var velZ = fwdZ * clientThrottle * moveSpeed;
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clientPosX += velX * dt;
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clientPosZ += velZ * dt;
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}
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// ===== 对比 =====
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Assert.That(clientPosX, Is.EqualTo(serverPosX).Within(0.0001f),
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$"Client X ({clientPosX}) should match Server X ({serverPosX})");
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Assert.That(clientPosZ, Is.EqualTo(serverPosZ).Within(0.0001f),
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$"Client Z ({clientPosZ}) should match Server Z ({serverPosZ})");
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}
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// ===== 辅助方法(从 MovementComponent 复制) =====
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private static float UnityYawToHeading(float unityYawDegrees)
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{
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return NormalizeDegrees(90f - unityYawDegrees);
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}
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private static float HeadingToUnityYaw(float headingDegrees)
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{
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return NormalizeDegrees(90f - headingDegrees);
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}
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private static float NormalizeDegrees(float degrees)
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{
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var normalized = degrees % 360f;
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if (normalized < 0f)
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{
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normalized += 360f;
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}
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return normalized;
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}
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private static float NormalizeDegreesServer(float degrees)
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{
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var normalized = degrees % 360f;
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if (normalized <= -180f)
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{
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normalized += 360f;
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}
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else if (normalized > 180f)
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{
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normalized -= 360f;
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}
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return normalized;
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 351f8ed6c1e2cf047bb173a387d41942
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -55,13 +55,13 @@ namespace Tests.EditMode.Network
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runtime.UpdateAuthoritativeMovement(TimeSpan.FromMilliseconds(1));
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Assert.That(runtime.TryGetAuthoritativeMovementState(PeerA, out var stateAfterFirstStep), Is.True);
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Assert.That(stateAfterFirstStep.PositionX, Is.EqualTo(0.2f).Within(0.0001f));
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Assert.That(stateAfterFirstStep.PositionZ, Is.EqualTo(0.2f).Within(0.0001f));
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Assert.That(createdTransports[9000].BroadcastMessages.Count, Is.EqualTo(0));
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runtime.UpdateAuthoritativeMovement(TimeSpan.FromMilliseconds(50));
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Assert.That(runtime.TryGetAuthoritativeMovementState(PeerA, out var stateAfterSecondStep), Is.True);
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Assert.That(stateAfterSecondStep.PositionX, Is.EqualTo(0.4f).Within(0.0001f));
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Assert.That(stateAfterSecondStep.PositionZ, Is.EqualTo(0.4f).Within(0.0001f));
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Assert.That(createdTransports[9000].BroadcastMessages.Count, Is.EqualTo(1));
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}
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@@ -116,12 +116,12 @@ namespace Tests.EditMode.Network
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Assert.That(runtime.TryGetAuthoritativeMovementState(PeerB, out var stateB), Is.True);
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Assert.That(stateA.PlayerId, Is.EqualTo("player-a"));
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Assert.That(stateA.LastAcceptedMoveTick, Is.EqualTo(10));
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Assert.That(stateA.PositionX, Is.EqualTo(0.2f).Within(0.0001f));
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Assert.That(stateA.PositionZ, Is.EqualTo(0f).Within(0.0001f));
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Assert.That(stateA.PositionZ, Is.EqualTo(0.2f).Within(0.0001f));
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Assert.That(stateA.PositionX, Is.EqualTo(0f).Within(0.0001f));
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Assert.That(stateB.PlayerId, Is.EqualTo("player-b"));
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Assert.That(stateB.LastAcceptedMoveTick, Is.EqualTo(3));
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Assert.That(stateB.PositionX, Is.EqualTo(-0.2f).Within(0.0001f));
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Assert.That(stateB.PositionZ, Is.EqualTo(0f).Within(0.0001f));
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Assert.That(stateB.PositionZ, Is.EqualTo(-0.2f).Within(0.0001f));
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Assert.That(stateB.PositionX, Is.EqualTo(0f).Within(0.0001f));
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Assert.That(createdTransports[9000].BroadcastMessages.Count, Is.EqualTo(2));
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}
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@@ -168,9 +168,9 @@ namespace Tests.EditMode.Network
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Assert.That(firstBroadcast.PlayerId, Is.EqualTo("player-a"));
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Assert.That(firstBroadcast.Tick, Is.EqualTo(1));
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Assert.That(firstBroadcast.AcknowledgedMoveTick, Is.EqualTo(1));
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Assert.That(firstBroadcast.Position.X, Is.EqualTo(1f).Within(0.0001f));
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Assert.That(firstBroadcast.Velocity.X, Is.EqualTo(10f).Within(0.0001f));
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Assert.That(firstBroadcast.Velocity.Z, Is.EqualTo(0f).Within(0.0001f));
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Assert.That(firstBroadcast.Position.Z, Is.EqualTo(1f).Within(0.0001f));
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Assert.That(firstBroadcast.Velocity.Z, Is.EqualTo(10f).Within(0.0001f));
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Assert.That(firstBroadcast.Velocity.X, Is.EqualTo(0f).Within(0.0001f));
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createdTransports[9001].EmitReceive(BuildEnvelope(MessageType.MoveInput, new MoveInput
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{
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@@ -192,9 +192,9 @@ namespace Tests.EditMode.Network
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var secondBroadcast = ParsePlayerState(createdTransports[9001].BroadcastMessages[1]);
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Assert.That(secondBroadcast.Tick, Is.EqualTo(2));
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Assert.That(secondBroadcast.AcknowledgedMoveTick, Is.EqualTo(2));
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Assert.That(secondBroadcast.Position.X, Is.EqualTo(1f).Within(0.0001f));
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Assert.That(secondBroadcast.Velocity.X, Is.EqualTo(0f).Within(0.0001f));
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Assert.That(secondBroadcast.Position.Z, Is.EqualTo(1f).Within(0.0001f));
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Assert.That(secondBroadcast.Velocity.Z, Is.EqualTo(0f).Within(0.0001f));
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Assert.That(secondBroadcast.Velocity.X, Is.EqualTo(0f).Within(0.0001f));
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}
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[Test]
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||||
@@ -281,9 +281,9 @@ namespace Tests.EditMode.Network
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var broadcast = ParsePlayerState(createdTransports[9000].BroadcastMessages[0]);
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Assert.That(broadcast.Tick, Is.EqualTo(1));
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Assert.That(broadcast.AcknowledgedMoveTick, Is.EqualTo(5));
|
||||
Assert.That(broadcast.Position.X, Is.EqualTo(-0.3f).Within(0.0001f));
|
||||
Assert.That(broadcast.Position.Z, Is.EqualTo(0f).Within(0.0001f));
|
||||
Assert.That(broadcast.Velocity.X, Is.EqualTo(-6f).Within(0.0001f));
|
||||
Assert.That(broadcast.Position.Z, Is.EqualTo(-0.3f).Within(0.0001f));
|
||||
Assert.That(broadcast.Position.X, Is.EqualTo(0f).Within(0.0001f));
|
||||
Assert.That(broadcast.Velocity.Z, Is.EqualTo(-6f).Within(0.0001f));
|
||||
}
|
||||
|
||||
private static FakeTransport CreateTransport(IDictionary<int, FakeTransport> createdTransports, int port)
|
||||
|
||||
Reference in New Issue
Block a user