清理测试样例
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@@ -1,4 +1,3 @@
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using System.Collections;
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using System.Collections.Generic;
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using Network.Defines;
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using UnityEngine;
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@@ -18,10 +17,6 @@ public class MainUI : MonoBehaviour
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[SerializeField] private Text _correctionText;
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[SerializeField] private Text _acknowledgedTickText;
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[Header("测试按钮")] [SerializeField] private Button _testOneFrameButton;
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[SerializeField] private Button _testFiveFramesButton;
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[SerializeField] private Button _testIntermittentButton;
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public UnityAction<Vector3> OnServerPosChanged;
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public UnityAction<Vector3> OnClientPosChanged;
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public UnityAction<long> OnServerTickChanged;
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@@ -30,10 +25,6 @@ public class MainUI : MonoBehaviour
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public UnityAction<Vector3, Vector3, float, float> OnCorrectionMagnitudeChanged;
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public UnityAction<long> OnAcknowledgedMoveTickChanged;
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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 模拟步长
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private void Awake()
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{
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Instance = this;
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@@ -48,10 +39,6 @@ public class MainUI : MonoBehaviour
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OnStartTickOffsetChanged += UpdateStartTickOffsetText;
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OnCorrectionMagnitudeChanged += UpdateCorrectionText;
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OnAcknowledgedMoveTickChanged += UpdateAcknowledgedTickText;
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_testOneFrameButton?.onClick.AddListener(OnTestOneFrameClicked);
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_testFiveFramesButton?.onClick.AddListener(OnTestFiveFramesClicked);
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_testIntermittentButton?.onClick.AddListener(OnTestIntermittentClicked);
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}
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private void OnDisable()
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@@ -63,128 +50,8 @@ public class MainUI : MonoBehaviour
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OnStartTickOffsetChanged -= UpdateStartTickOffsetText;
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OnCorrectionMagnitudeChanged -= UpdateCorrectionText;
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OnAcknowledgedMoveTickChanged -= UpdateAcknowledgedTickText;
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_testOneFrameButton?.onClick.RemoveListener(OnTestOneFrameClicked);
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_testFiveFramesButton?.onClick.RemoveListener(OnTestFiveFramesClicked);
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_testIntermittentButton?.onClick.RemoveListener(OnTestIntermittentClicked);
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}
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// ========== 测试按钮事件 ==========
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private void OnTestOneFrameClicked()
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{
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StartCoroutine(RunMovementTestCoroutine(
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playerId: MasterManager.Instance?.LocalPlayerId ?? "player",
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inputSequence: new[] { (0f, 1f) }, // 1帧:前进
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expectedTotalMovement: MoveSpeed * DeltaTime // 0.2
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));
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}
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private void OnTestFiveFramesClicked()
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{
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StartCoroutine(RunMovementTestCoroutine(
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playerId: MasterManager.Instance?.LocalPlayerId ?? "player",
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inputSequence: new[]
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{
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(0f, 1f),
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(0f, 1f),
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(0f, 1f),
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(0f, 1f),
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(0f, 1f)
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}, // 5帧:连续前进
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expectedTotalMovement: MoveSpeed * DeltaTime * 5 // 1.0
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));
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}
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private void OnTestIntermittentClicked()
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{
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StartCoroutine(RunMovementTestCoroutine(
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playerId: MasterManager.Instance?.LocalPlayerId ?? "player",
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inputSequence: new[]
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{
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(0f, 1f), // 帧1:前进
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(0f, 1f), // 帧2:前进
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(0f, 0f), // 帧3:停止
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(0f, 1f), // 帧4:前进
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(0f, 1f), // 帧5:前进
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},
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expectedTotalMovement: MoveSpeed * DeltaTime * 4 // 0.8(只有4帧在移动)
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));
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}
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private IEnumerator RunMovementTestCoroutine(
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string playerId,
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(float turn, float throttle)[] inputSequence,
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float expectedTotalMovement)
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{
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if (NetworkManager.Instance == null)
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{
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Debug.LogError("[Test] NetworkManager.Instance is null");
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yield break;
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}
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var player = MasterManager.Instance?.GetCurrentPlayer();
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if (player == null)
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{
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Debug.LogError("[Test] Current player is null, make sure you're logged in");
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yield break;
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}
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var movementComponent = player.GetComponent<MovementComponent>();
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if (movementComponent == null)
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{
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Debug.LogError("[Test] MovementComponent not found on player");
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yield break;
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}
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var inputComponent = player.GetComponent<InputComponent>();
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if (inputComponent == null)
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{
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Debug.LogError("[Test] InputComponent not found on player");
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yield break;
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}
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// 关闭服务器校正,只打印日志不应用位置
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//movementComponent.SetApplyServerCorrection(false);
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// 保存原始输入源并替换为模拟输入源
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var originalInputSource = inputComponent.GetInputSource();
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var simulatedInputSource = new SimulatedInputSource(inputSequence);
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inputComponent.SetInputSource(simulatedInputSource);
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//inputComponent.ResetTick(1); // 从 tick 1 开始
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// ========== 运行帧模拟 ==========
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// 每个输入需要两帧:一帧 Update() 发送 MoveInput,一帧 Advance() 推进
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for (int i = 0; i < inputSequence.Length; i++)
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{
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var (turnInput, throttleInput) = inputSequence[i];
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// yield return null 会触发一帧 Update(),SimulatedInputSource 提供当前输入
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yield return null;
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Debug.Log($"[Test Tick {i + 1}] Turn={turnInput}, Throttle={throttleInput}");
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// 发送后推进到下一个输入
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simulatedInputSource.Advance();
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}
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// 等待一段时间让服务器返回状态
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yield return new WaitForSeconds(0.5f);
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// 恢复原始输入源
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inputComponent.SetInputSource(originalInputSource);
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// 恢复服务器校正
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//movementComponent.SetApplyServerCorrection(true);
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Debug.Log($"========================================");
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Debug.Log($"[Test: {playerId}]");
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Debug.Log($"Expected Z Movement: {expectedTotalMovement:F4}");
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Debug.Log($"Client Position: {player.transform.position}");
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Debug.Log($"========================================");
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}
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private void UpdateServerPositionText(Vector3 pos)
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{
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_serverPositionText.text = "服务端位置:" + pos.ToString();
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