单帧测试进行中

This commit is contained in:
SepComet
2026-04-07 16:06:46 +08:00
parent 90f1832397
commit 1e90de11ce
23 changed files with 2063 additions and 205 deletions
@@ -99,7 +99,7 @@ namespace Tests.EditMode.Network
Assert.That(serverRuntime.AuthoritativeMovementCadence, Is.EqualTo(TimeSpan.FromMilliseconds(50)));
Assert.That(serverRuntime.TryGetAuthoritativeMovementState(ClientPeer, out var localServerState), Is.True);
Assert.That(localServerState.PlayerId, Is.EqualTo("player-a"));
Assert.That(localServerState.PositionX, Is.EqualTo(0.5f).Within(0.0001f));
Assert.That(localServerState.PositionZ, Is.EqualTo(0.5f).Within(0.0001f));
Assert.That(serverRuntime.TryGetAuthoritativeCombatState(RemotePeer, out var remoteCombatState), Is.True);
Assert.That(remoteCombatState.PlayerId, Is.EqualTo("player-b"));
Assert.That(remoteCombatState.Hp, Is.EqualTo(70));
@@ -107,7 +107,7 @@ namespace Tests.EditMode.Network
Assert.That(clientHarness.TryGetState("player-a", out var localClientState), Is.True);
Assert.That(localClientState.Tick, Is.EqualTo(1));
Assert.That(localClientState.AcknowledgedMoveTick, Is.EqualTo(1));
Assert.That(localClientState.Position.x, Is.EqualTo(0.5f).Within(0.0001f));
Assert.That(localClientState.Position.z, Is.EqualTo(0.5f).Within(0.0001f));
Assert.That(clientHarness.TryGetState("player-b", out var remoteClientState), Is.True);
Assert.That(remoteClientState.Hp, Is.EqualTo(70));
Assert.That(clientHarness.TryGetCombatPresentation("player-b", out var remoteCombatPresentation), Is.True);
@@ -228,7 +228,6 @@ namespace Tests.EditMode.Network
Assert.That(serverRuntime.TryGetAuthoritativeMovementState(ClientPeer, out var localMovementState), Is.True);
Assert.That(localMovementState.PlayerId, Is.EqualTo("player-a"));
Assert.That(localMovementState.LastAcceptedMoveTick, Is.EqualTo(0));
Assert.That(localMovementState.PositionX, Is.EqualTo(0f).Within(0.0001f));
Assert.That(localMovementState.PositionZ, Is.EqualTo(0f).Within(0.0001f));
Assert.That(serverRuntime.TryGetAuthoritativeCombatState(ClientPeer, out var localCombatState), Is.True);
Assert.That(localCombatState.LastAcceptedShootTick, Is.EqualTo(3));
@@ -0,0 +1,277 @@
using System;
using Network.Defines;
using NUnit.Framework;
using UnityEngine;
namespace Tests.EditMode.Network
{
/// <summary>
/// 验证客户端 ApplyTankMovement 和服务端 IntegrateState
/// 在相同输入下产生相同的移动结果。
///
/// 使用纯函数对比,不依赖任何状态对象。
/// </summary>
public class MovementAlgorithmConsistencyTests
{
private const float MoveSpeed = 4f;
private const float TurnSpeed = 180f;
private const float DeltaTime = 0.05f; // 50ms
[Test]
public void ServerForward_ZeroRotation_MovesInPositiveZ()
{
// Arrange: 服务端 rotation=0,throttle=1
float rotation = 0f;
float throttleInput = 1f;
// Act: 服务端 forward 计算(新公式)
var rotationRadians = rotation * (MathF.PI / 180f);
var forwardX = MathF.Sin(rotationRadians); // 新公式
var forwardZ = MathF.Cos(rotationRadians); // 新公式
var velocityX = forwardX * (throttleInput * MoveSpeed);
var velocityZ = forwardZ * (throttleInput * MoveSpeed);
// Assert: rotation=0° → forward=(0,0,1) = +Z
Assert.That(forwardX, Is.EqualTo(0f).Within(0.0001f));
Assert.That(forwardZ, Is.EqualTo(1f).Within(0.0001f));
Assert.That(velocityX, Is.EqualTo(0f).Within(0.0001f));
Assert.That(velocityZ, Is.EqualTo(4f).Within(0.0001f));
}
[Test]
public void ServerForward_90DegreeRotation_MovesInPositiveX()
{
// Arrange: 服务端 rotation=90°,throttle=1
float rotation = 90f;
float throttleInput = 1f;
// Act: 服务端 forward 计算(新公式)
var rotationRadians = rotation * (MathF.PI / 180f);
var forwardX = MathF.Sin(rotationRadians); // 新公式
var forwardZ = MathF.Cos(rotationRadians); // 新公式
var velocityX = forwardX * (throttleInput * MoveSpeed);
var velocityZ = forwardZ * (throttleInput * MoveSpeed);
// Assert: rotation=90° → forward=(1,0,0) = +X
Assert.That(forwardX, Is.EqualTo(1f).Within(0.0001f));
Assert.That(forwardZ, Is.EqualTo(0f).Within(0.0001f));
Assert.That(velocityX, Is.EqualTo(4f).Within(0.0001f));
Assert.That(velocityZ, Is.EqualTo(0f).Within(0.0001f));
}
[Test]
public void ClientForward_UnityYawZero_MovesInPositiveZ()
{
// Arrange: Unity Yaw = 0°,客户端转换后 heading = 90°
float unityYaw = 0f;
float throttleInput = 1f;
// Act: 客户端 heading 计算
var heading = NormalizeDegrees(UnityYawToHeading(unityYaw));
// 客户端 ResolveHeadingForward: forward = (cos, 0, sin)
var rotationRadians = heading * Mathf.Deg2Rad;
var forwardX = Mathf.Cos(rotationRadians);
var forwardZ = Mathf.Sin(rotationRadians);
var velocityX = forwardX * throttleInput * MoveSpeed;
var velocityZ = forwardZ * throttleInput * MoveSpeed;
// Assert: Unity Yaw=0 → heading=90° → forward=(cos(90°), sin(90°))=(0,1) = +Z
Assert.That(heading, Is.EqualTo(90f).Within(0.0001f));
Assert.That(forwardX, Is.EqualTo(0f).Within(0.0001f));
Assert.That(forwardZ, Is.EqualTo(1f).Within(0.0001f));
Assert.That(velocityX, Is.EqualTo(0f).Within(0.0001f));
Assert.That(velocityZ, Is.EqualTo(4f).Within(0.0001f));
}
[Test]
public void ClientServer_IdenticalInputs_ProduceIdenticalOutput()
{
// 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
//
// 场景:初始位置 (0,0,0),初始 heading=90°(Unity Yaw=0),
// 向前移动 4 个 50ms 步长
// ===== 共享参数 =====
float moveSpeed = MoveSpeed;
float turnSpeed = TurnSpeed;
float dt = DeltaTime;
// ===== 服务端计算 =====
float serverPosX = 0f, serverPosZ = 0f;
float serverRotation = 0f; // 服务端 rotation 直接是 heading
float serverThrottle = 1f;
for (int i = 0; i < 4; i++)
{
// 速度计算(服务端新 forward 公式:forwardX = sin, forwardZ = cos)
var rotRad = serverRotation * (MathF.PI / 180f);
var fwdX = MathF.Sin(rotRad);
var fwdZ = MathF.Cos(rotRad);
var velX = fwdX * (serverThrottle * moveSpeed);
var velZ = fwdZ * (serverThrottle * moveSpeed);
// 位置积分
serverPosX += velX * dt;
serverPosZ += velZ * dt;
}
// ===== 客户端计算 =====
float clientPosX = 0f, clientPosZ = 0f;
float clientUnityYaw = 0f; // Unity Yaw = 0 → heading = 90°
float clientThrottle = 1f;
for (int i = 0; i < 4; i++)
{
// 旋转(客户端需要转换)
var heading = NormalizeDegrees(UnityYawToHeading(clientUnityYaw) + (0f * turnSpeed * dt));
clientUnityYaw = HeadingToUnityYaw(heading);
// 客户端 ResolveHeadingForward: forward = (cos, 0, sin)
var headingRad = heading * Mathf.Deg2Rad;
var fwdX = Mathf.Cos(headingRad);
var fwdZ = Mathf.Sin(headingRad);
var velX = fwdX * (clientThrottle * moveSpeed);
var velZ = fwdZ * (clientThrottle * moveSpeed);
// 位置积分
clientPosX += velX * dt;
clientPosZ += velZ * dt;
}
// ===== 对比 =====
// 服务端期望:rotation=0° → forward=(0,0,1) → velocity=(0,0,4) → 每步 0.2
// 4步后:pos = (0, 0, 0.8)
Assert.That(serverPosX, Is.EqualTo(0f).Within(0.0001f));
Assert.That(serverPosZ, Is.EqualTo(0.8f).Within(0.0001f));
// 客户端应与服务端一致
Assert.That(clientPosX, Is.EqualTo(serverPosX).Within(0.0001f),
$"Client X ({clientPosX}) should match Server X ({serverPosX})");
Assert.That(clientPosZ, Is.EqualTo(serverPosZ).Within(0.0001f),
$"Client Z ({clientPosZ}) should match Server Z ({serverPosZ})");
}
[Test]
public void ClientServer_TurnRight90Degrees_ThenMove_ProduceIdenticalOutput()
{
// 场景:初始向前走,然后右转90°,再走
// 验证转向后的方向一致
float moveSpeed = MoveSpeed;
float turnSpeed = TurnSpeed;
float dt = DeltaTime;
// ===== 服务端计算 =====
float serverPosX = 0f, serverPosZ = 0f;
float serverRotation = 0f; // heading=0°,向前走
float serverThrottle = 1f;
float serverTurnInput = 1f; // 右转
// 先走2步
for (int i = 0; i < 2; i++)
{
var rotRad = serverRotation * (MathF.PI / 180f);
var fwdX = MathF.Sin(rotRad);
var fwdZ = MathF.Cos(rotRad);
var velX = fwdX * serverThrottle * moveSpeed;
var velZ = fwdZ * serverThrottle * moveSpeed;
serverPosX += velX * dt;
serverPosZ += velZ * dt;
}
// 右转1步(turnInput=1,转 180*0.05=9°)
serverRotation = NormalizeDegreesServer(serverRotation + (serverTurnInput * turnSpeed * dt));
// 再走2步
for (int i = 0; i < 2; i++)
{
var rotRad = serverRotation * (MathF.PI / 180f);
var fwdX = MathF.Sin(rotRad);
var fwdZ = MathF.Cos(rotRad);
var velX = fwdX * serverThrottle * moveSpeed;
var velZ = fwdZ * serverThrottle * moveSpeed;
serverPosX += velX * dt;
serverPosZ += velZ * dt;
}
// ===== 客户端计算 =====
float clientPosX = 0f, clientPosZ = 0f;
float clientUnityYaw = 0f; // 初始朝前
float clientThrottle = 1f;
float clientTurnInput = -1f; // Unity 中右转 = -input.x
// 先走2步
for (int i = 0; i < 2; i++)
{
var heading = NormalizeDegrees(UnityYawToHeading(clientUnityYaw));
var headingRad = heading * Mathf.Deg2Rad;
var fwdX = Mathf.Cos(headingRad);
var fwdZ = Mathf.Sin(headingRad);
var velX = fwdX * clientThrottle * moveSpeed;
var velZ = fwdZ * clientThrottle * moveSpeed;
clientPosX += velX * dt;
clientPosZ += velZ * dt;
}
// 右转1步
var newHeading = NormalizeDegrees(UnityYawToHeading(clientUnityYaw) + (clientTurnInput * turnSpeed * dt));
clientUnityYaw = HeadingToUnityYaw(newHeading);
// 再走2步
for (int i = 0; i < 2; i++)
{
var heading = NormalizeDegrees(UnityYawToHeading(clientUnityYaw));
var headingRad = heading * Mathf.Deg2Rad;
var fwdX = Mathf.Cos(headingRad);
var fwdZ = Mathf.Sin(headingRad);
var velX = fwdX * clientThrottle * moveSpeed;
var velZ = fwdZ * clientThrottle * moveSpeed;
clientPosX += velX * dt;
clientPosZ += velZ * dt;
}
// ===== 对比 =====
Assert.That(clientPosX, Is.EqualTo(serverPosX).Within(0.0001f),
$"Client X ({clientPosX}) should match Server X ({serverPosX})");
Assert.That(clientPosZ, Is.EqualTo(serverPosZ).Within(0.0001f),
$"Client Z ({clientPosZ}) should match Server Z ({serverPosZ})");
}
// ===== 辅助方法(从 MovementComponent 复制) =====
private static float UnityYawToHeading(float unityYawDegrees)
{
return NormalizeDegrees(90f - unityYawDegrees);
}
private static float HeadingToUnityYaw(float headingDegrees)
{
return NormalizeDegrees(90f - headingDegrees);
}
private static float NormalizeDegrees(float degrees)
{
var normalized = degrees % 360f;
if (normalized < 0f)
{
normalized += 360f;
}
return normalized;
}
private static float NormalizeDegreesServer(float degrees)
{
var normalized = degrees % 360f;
if (normalized <= -180f)
{
normalized += 360f;
}
else if (normalized > 180f)
{
normalized -= 360f;
}
return normalized;
}
}
}
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@@ -55,13 +55,13 @@ namespace Tests.EditMode.Network
runtime.UpdateAuthoritativeMovement(TimeSpan.FromMilliseconds(1));
Assert.That(runtime.TryGetAuthoritativeMovementState(PeerA, out var stateAfterFirstStep), Is.True);
Assert.That(stateAfterFirstStep.PositionX, Is.EqualTo(0.2f).Within(0.0001f));
Assert.That(stateAfterFirstStep.PositionZ, Is.EqualTo(0.2f).Within(0.0001f));
Assert.That(createdTransports[9000].BroadcastMessages.Count, Is.EqualTo(0));
runtime.UpdateAuthoritativeMovement(TimeSpan.FromMilliseconds(50));
Assert.That(runtime.TryGetAuthoritativeMovementState(PeerA, out var stateAfterSecondStep), Is.True);
Assert.That(stateAfterSecondStep.PositionX, Is.EqualTo(0.4f).Within(0.0001f));
Assert.That(stateAfterSecondStep.PositionZ, Is.EqualTo(0.4f).Within(0.0001f));
Assert.That(createdTransports[9000].BroadcastMessages.Count, Is.EqualTo(1));
}
@@ -116,12 +116,12 @@ namespace Tests.EditMode.Network
Assert.That(runtime.TryGetAuthoritativeMovementState(PeerB, out var stateB), Is.True);
Assert.That(stateA.PlayerId, Is.EqualTo("player-a"));
Assert.That(stateA.LastAcceptedMoveTick, Is.EqualTo(10));
Assert.That(stateA.PositionX, Is.EqualTo(0.2f).Within(0.0001f));
Assert.That(stateA.PositionZ, Is.EqualTo(0f).Within(0.0001f));
Assert.That(stateA.PositionZ, Is.EqualTo(0.2f).Within(0.0001f));
Assert.That(stateA.PositionX, Is.EqualTo(0f).Within(0.0001f));
Assert.That(stateB.PlayerId, Is.EqualTo("player-b"));
Assert.That(stateB.LastAcceptedMoveTick, Is.EqualTo(3));
Assert.That(stateB.PositionX, Is.EqualTo(-0.2f).Within(0.0001f));
Assert.That(stateB.PositionZ, Is.EqualTo(0f).Within(0.0001f));
Assert.That(stateB.PositionZ, Is.EqualTo(-0.2f).Within(0.0001f));
Assert.That(stateB.PositionX, Is.EqualTo(0f).Within(0.0001f));
Assert.That(createdTransports[9000].BroadcastMessages.Count, Is.EqualTo(2));
}
@@ -168,9 +168,9 @@ namespace Tests.EditMode.Network
Assert.That(firstBroadcast.PlayerId, Is.EqualTo("player-a"));
Assert.That(firstBroadcast.Tick, Is.EqualTo(1));
Assert.That(firstBroadcast.AcknowledgedMoveTick, Is.EqualTo(1));
Assert.That(firstBroadcast.Position.X, Is.EqualTo(1f).Within(0.0001f));
Assert.That(firstBroadcast.Velocity.X, Is.EqualTo(10f).Within(0.0001f));
Assert.That(firstBroadcast.Velocity.Z, Is.EqualTo(0f).Within(0.0001f));
Assert.That(firstBroadcast.Position.Z, Is.EqualTo(1f).Within(0.0001f));
Assert.That(firstBroadcast.Velocity.Z, Is.EqualTo(10f).Within(0.0001f));
Assert.That(firstBroadcast.Velocity.X, Is.EqualTo(0f).Within(0.0001f));
createdTransports[9001].EmitReceive(BuildEnvelope(MessageType.MoveInput, new MoveInput
{
@@ -192,9 +192,9 @@ namespace Tests.EditMode.Network
var secondBroadcast = ParsePlayerState(createdTransports[9001].BroadcastMessages[1]);
Assert.That(secondBroadcast.Tick, Is.EqualTo(2));
Assert.That(secondBroadcast.AcknowledgedMoveTick, Is.EqualTo(2));
Assert.That(secondBroadcast.Position.X, Is.EqualTo(1f).Within(0.0001f));
Assert.That(secondBroadcast.Velocity.X, Is.EqualTo(0f).Within(0.0001f));
Assert.That(secondBroadcast.Position.Z, Is.EqualTo(1f).Within(0.0001f));
Assert.That(secondBroadcast.Velocity.Z, Is.EqualTo(0f).Within(0.0001f));
Assert.That(secondBroadcast.Velocity.X, Is.EqualTo(0f).Within(0.0001f));
}
[Test]
@@ -281,9 +281,9 @@ namespace Tests.EditMode.Network
var broadcast = ParsePlayerState(createdTransports[9000].BroadcastMessages[0]);
Assert.That(broadcast.Tick, Is.EqualTo(1));
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)
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@@ -0,0 +1,244 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Threading.Tasks;
using Google.Protobuf;
using Network.Defines;
using Network.NetworkApplication;
using Network.NetworkHost;
using Network.NetworkTransport;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Vector3 = UnityEngine.Vector3;
namespace Tests.PlayMode.Network
{
/// <summary>
/// PlayMode 测试:使用协程控制帧推进,验证客户端移动与服务端 authoritative state 的一致性。
/// 使用真实的 ServerRuntimeEntryPoint,直接获取服务端的 authoritative state 进行对比。
/// </summary>
public class MovementConsistencyPlayModeTests
{
private static readonly IPEndPoint ClientPeer = new(IPAddress.Loopback, 9701);
// 测试参数
private const float MoveSpeed = 4f;
private const float TurnSpeed = 180f;
private const float DeltaTime = 0.05f; // 50ms 模拟步长
[UnityTest]
public IEnumerator OneFrame_MoveForward_ClientAndServerPositionMatch()
{
yield return RunMovementTest(
playerId: "player-1frame",
inputSequence: new[] { (0f, 1f) }, // 1帧:前进
expectedTotalMovement: MoveSpeed * DeltaTime // 4 * 0.05 = 0.2
);
}
[UnityTest]
public IEnumerator FiveFrames_MoveForward_ClientAndServerPositionMatch()
{
yield return RunMovementTest(
playerId: "player-5frames",
inputSequence: new[] { (0f, 1f), (0f, 1f), (0f, 1f), (0f, 1f), (0f, 1f) }, // 5帧:连续前进
expectedTotalMovement: MoveSpeed * DeltaTime * 5 // 4 * 0.05 * 5 = 1.0
);
}
[UnityTest]
public IEnumerator IntermittentMovement_StartStopStart_ClientAndServerPositionMatch()
{
// 场景:前进2帧 -> 停止1帧 -> 前进2帧
yield return RunMovementTest(
playerId: "player-intermittent",
inputSequence: new[]
{
(0f, 1f), // 帧1:前进
(0f, 1f), // 帧2:前进
(0f, 0f), // 帧3:停止
(0f, 1f), // 帧4:前进
(0f, 1f), // 帧5:前进
},
expectedTotalMovement: MoveSpeed * DeltaTime * 4 // 4 * 0.05 * 4 = 0.8(只有4帧在移动)
);
}
private IEnumerator RunMovementTest(
string playerId,
(float turn, float throttle)[] inputSequence,
float expectedTotalMovement)
{
// ========== 创建服务器 ==========
var serverTransports = new Dictionary<int, FakeTestTransport>();
var configuration = new ServerRuntimeConfiguration(9700)
{
SyncPort = 9701,
Dispatcher = new MainThreadNetworkDispatcher(),
TransportFactory = port =>
{
var transport = new FakeTestTransport();
serverTransports[port] = transport;
return transport;
},
AuthoritativeMovement = new ServerAuthoritativeMovementConfiguration
{
MoveSpeed = MoveSpeed,
SimulationInterval = TimeSpan.FromMilliseconds(50),
BroadcastInterval = TimeSpan.FromMilliseconds(50)
}
};
var serverRuntime = ServerRuntimeEntryPoint.StartAsync(configuration).GetAwaiter().GetResult();
// ========== 登录 ==========
serverRuntime.Host.NotifyLoginStarted(ClientPeer);
serverRuntime.Host.NotifyLoginSucceeded(ClientPeer, playerId, MoveSpeed);
yield return null; // 让服务器初始化
serverRuntime.DrainPendingMessagesAsync().GetAwaiter().GetResult();
serverRuntime.UpdateAuthoritativeMovement(TimeSpan.FromMilliseconds(50));
Debug.Log($"[Setup] Login complete. BroadcastMessages on sync transport: {serverTransports[9701].BroadcastMessages.Count}");
// ========== 客户端本地计算状态 ==========
float clientRotation = 0f; // Unity Yaw = 0 -> heading = 90
Vector3 clientPosition = Vector3.zero;
// ========== 运行帧模拟 ==========
int tick = 1;
List<Vector3> serverPositions = new List<Vector3>();
List<Vector3> clientPositions = new List<Vector3>();
foreach (var (turnInput, throttleInput) in inputSequence)
{
// --- 构造 MoveInput ---
var moveInput = new MoveInput
{
PlayerId = playerId,
Tick = tick,
TurnInput = turnInput,
ThrottleInput = throttleInput
};
// --- 发送到服务器 ---
var envelope = new Envelope
{
Type = (int)MessageType.MoveInput,
Payload = ByteString.CopyFrom(moveInput.ToByteArray())
};
Debug.Log($"[Tick {tick}] EmitReceive MoveInput to sync transport (turn={turnInput}, throttle={throttleInput}), BroadcastMessages before: {serverTransports[9701].BroadcastMessages.Count}");
serverTransports[9701].EmitReceive(envelope.ToByteArray(), ClientPeer);
// --- 服务器处理 ---
Debug.Log($"[Tick {tick}] Before DrainPendingMessagesAsync, BroadcastMessages: {serverTransports[9701].BroadcastMessages.Count}");
serverRuntime.DrainPendingMessagesAsync().GetAwaiter().GetResult();
serverRuntime.UpdateAuthoritativeMovement(TimeSpan.FromMilliseconds(50));
Debug.Log($"[Tick {tick}] After DrainPendingMessagesAsync + UpdateAuthoritativeMovement, BroadcastMessages: {serverTransports[9701].BroadcastMessages.Count}");
// --- 获取服务端 authoritative state(不需要等待广播)---
Assert.That(serverRuntime.TryGetAuthoritativeMovementState(ClientPeer, out var serverState), Is.True);
var serverPos = new Vector3(serverState.PositionX, serverState.PositionY, serverState.PositionZ);
serverPositions.Add(serverPos);
// --- 客户端本地计算(与服务端相同的算法) ---
var clampedTurnInput = Mathf.Clamp(turnInput, -1f, 1f);
var clampedThrottleInput = Mathf.Clamp(throttleInput, -1f, 1f);
// 旋转(客户端 Tank Control)
var heading = NormalizeDegrees(UnityYawToHeading(clientRotation) + (clampedTurnInput * TurnSpeed * DeltaTime));
clientRotation = HeadingToUnityYaw(heading);
// 速度(客户端 ResolveHeadingForward: forward = (cos, 0, sin))
var headingRad = heading * Mathf.Deg2Rad;
var forwardX = Mathf.Cos(headingRad);
var forwardZ = Mathf.Sin(headingRad);
var velocityX = forwardX * (clampedThrottleInput * MoveSpeed);
var velocityZ = forwardZ * (clampedThrottleInput * MoveSpeed);
clientPosition.x += velocityX * DeltaTime;
clientPosition.z += velocityZ * DeltaTime;
clientPositions.Add(clientPosition);
Debug.Log($"[Tick {tick}] Turn={turnInput}, Throttle={throttleInput} | " +
$"Client=({clientPosition.x:F3}, {clientPosition.y:F3}, {clientPosition.z:F3}) | " +
$"Server=({serverPos.x:F3}, {serverPos.y:F3}, {serverPos.z:F3})");
tick++;
yield return null; // 推进一帧
}
// ========== 验证 ==========
var finalClientPos = clientPositions[^1];
var finalServerPos = serverPositions[^1];
Debug.Log($"========================================");
Debug.Log($"[Test: {playerId}]");
Debug.Log($"Expected Z Movement: {expectedTotalMovement}");
Debug.Log($"Client Final Z: {finalClientPos.z:F4}");
Debug.Log($"Server Final Z: {finalServerPos.z:F4}");
Debug.Log($"Server Final Full: ({finalServerPos.x:F4}, {finalServerPos.y:F4}, {finalServerPos.z:F4})");
Debug.Log($"========================================");
float clientMovement = finalClientPos.z;
float serverMovement = finalServerPos.z;
Assert.That(Math.Abs(clientMovement - serverMovement), Is.LessThan(0.01f),
$"Client Z movement ({clientMovement:F4}) should match Server Z movement ({serverMovement:F4})");
Assert.That(Math.Abs(clientMovement - expectedTotalMovement), Is.LessThan(0.01f),
$"Movement ({clientMovement:F4}) should match expected ({expectedTotalMovement:F4})");
// ========== 清理 ==========
serverRuntime.Stop();
}
private static float NormalizeDegrees(float degrees)
{
var normalized = degrees % 360f;
if (normalized < 0f) normalized += 360f;
return normalized;
}
private static float UnityYawToHeading(float unityYawDegrees)
{
return NormalizeDegrees(90f - unityYawDegrees);
}
private static float HeadingToUnityYaw(float headingDegrees)
{
return NormalizeDegrees(90f - headingDegrees);
}
}
// ========== 测试辅助类 ==========
/// <summary>
/// 用于 PlayMode 测试的 FakeTransport
/// </summary>
public class FakeTestTransport : ITransport
{
private readonly List<byte[]> _receivedMessages = new();
public List<byte[]> BroadcastMessages { get; } = new();
public event Action<byte[], IPEndPoint> OnReceive;
public void EmitReceive(byte[] data, IPEndPoint sender)
{
_receivedMessages.Add(data);
OnReceive?.Invoke(data, sender);
}
public void Send(byte[] data) { }
public void SendTo(byte[] data, IPEndPoint target) { }
public void SendToAll(byte[] data)
{
BroadcastMessages.Add(data);
OnReceive?.Invoke(data, new IPEndPoint(IPAddress.Loopback, 0));
}
public Task StartAsync() => Task.CompletedTask;
public void Stop() { }
}
}
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"name": "Network.PlayMode.Tests",
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