RUDPFramework/Assets/Tests/EditMode/Network/SyncStrategyTests.cs

898 lines
39 KiB
C#

using System.Collections.Generic;
using System.Net;
using System.Reflection;
using Google.Protobuf;
using Network.Defines;
using Network.NetworkApplication;
using Network.NetworkHost;
using Network.NetworkTransport;
using NUnit.Framework;
using UnityEngine;
using Vector3 = UnityEngine.Vector3;
namespace Tests.EditMode.Network
{
public class SyncStrategyTests
{
[Test]
public void ClientGameplayInputFlow_StopTransition_EmitsSingleZeroVectorMoveInput()
{
var released = ClientGameplayInputFlow.TryCreateMoveInput(
"player-1",
8,
Vector3.zero,
true,
out var stopInput);
var continuedIdle = ClientGameplayInputFlow.TryCreateMoveInput(
"player-1",
9,
Vector3.zero,
false,
out var idleInput);
Assert.That(released, Is.True);
Assert.That(stopInput, Is.Not.Null);
Assert.That(stopInput.PlayerId, Is.EqualTo("player-1"));
Assert.That(stopInput.Tick, Is.EqualTo(8));
Assert.That(stopInput.TurnInput, Is.EqualTo(0f));
Assert.That(stopInput.ThrottleInput, Is.EqualTo(0f));
Assert.That(continuedIdle, Is.False);
Assert.That(idleInput, Is.Null);
}
[Test]
public void ClientGameplayInputFlow_CreateShootInput_UsesSplitShootMessageFields()
{
var shootInput = ClientGameplayInputFlow.CreateShootInput(
"player-1",
21,
new Vector3(2f, 0f, 0f));
Assert.That(shootInput.PlayerId, Is.EqualTo("player-1"));
Assert.That(shootInput.Tick, Is.EqualTo(21));
Assert.That(shootInput.DirX, Is.EqualTo(1f));
Assert.That(shootInput.DirY, Is.EqualTo(0f));
Assert.That(shootInput.TargetId, Is.EqualTo(string.Empty));
}
[Test]
public void ClientGameplayInputFlow_TryCreateShootInput_LocalFirePathKeepsTargetOptional()
{
var created = ClientGameplayInputFlow.TryCreateShootInput(
"player-1",
21,
true,
new Vector3(2f, 0f, 0f),
out var shootInput);
var ignored = ClientGameplayInputFlow.TryCreateShootInput(
"player-1",
22,
false,
Vector3.forward,
out var ignoredShootInput);
Assert.That(created, Is.True);
Assert.That(shootInput, Is.Not.Null);
Assert.That(shootInput.PlayerId, Is.EqualTo("player-1"));
Assert.That(shootInput.Tick, Is.EqualTo(21));
Assert.That(shootInput.DirX, Is.EqualTo(1f));
Assert.That(shootInput.DirY, Is.EqualTo(0f));
Assert.That(shootInput.TargetId, Is.EqualTo(string.Empty));
Assert.That(ignored, Is.False);
Assert.That(ignoredShootInput, Is.Null);
}
[Test]
public void ClientPredictionBuffer_AuthoritativeState_PrunesAcknowledgedMoveInputs()
{
var buffer = new ClientPredictionBuffer();
buffer.Record(new MoveInput { PlayerId = "player-1", Tick = 10, ThrottleInput = 1f });
buffer.Record(new MoveInput { PlayerId = "player-1", Tick = 11, ThrottleInput = 1f });
buffer.Record(new MoveInput { PlayerId = "player-1", Tick = 12, ThrottleInput = 1f });
var accepted = buffer.TryApplyAuthoritativeState(
new PlayerState { PlayerId = "player-1", Tick = 11, AcknowledgedMoveTick = 11 },
0f,
out var replayInputs);
Assert.That(accepted, Is.True);
Assert.That(buffer.LastAuthoritativeTick, Is.EqualTo(11));
Assert.That(buffer.LastAcknowledgedMoveTick, Is.EqualTo(11));
Assert.That(replayInputs.Count, Is.EqualTo(1));
Assert.That(replayInputs[0].Input.Tick, Is.EqualTo(12));
Assert.That(replayInputs[0].SimulatedDurationSeconds, Is.EqualTo(0f));
Assert.That(buffer.PendingInputs.Count, Is.EqualTo(1));
}
[Test]
public void ClientPredictionBuffer_StaleAuthoritativeState_IsIgnored()
{
var buffer = new ClientPredictionBuffer();
buffer.Record(new MoveInput { PlayerId = "player-1", Tick = 10, ThrottleInput = 1f });
buffer.TryApplyAuthoritativeState(new PlayerState { PlayerId = "player-1", Tick = 10, AcknowledgedMoveTick = 10 }, 0f, out _);
var accepted = buffer.TryApplyAuthoritativeState(
new PlayerState { PlayerId = "player-1", Tick = 9, AcknowledgedMoveTick = 9 },
0f,
out var replayInputs);
Assert.That(accepted, Is.False);
Assert.That(replayInputs, Is.Empty);
Assert.That(buffer.LastAuthoritativeTick, Is.EqualTo(10));
Assert.That(buffer.LastAcknowledgedMoveTick, Is.EqualTo(10));
}
[Test]
public void ClientMovementBootstrap_LoginResponse_UsesServerConfirmedMovementParameters()
{
var bootstrap = ClientMovementBootstrap.FromLoginResponse(new LoginResponse
{
Speed = 12,
ServerTick = 34
});
Assert.That(bootstrap.AuthoritativeMoveSpeed, Is.EqualTo(12));
Assert.That(bootstrap.ServerTick, Is.EqualTo(34));
}
[Test]
public void ControlledPlayerCorrection_SmallError_UsesBoundedCorrection()
{
var result = ControlledPlayerCorrection.Resolve(
Vector3.zero,
Quaternion.identity,
new Vector3(0.75f, 0f, 0f),
Quaternion.Euler(0f, 15f, 0f),
new ControlledPlayerCorrectionSettings(0.05f, 10f, 180f));
Assert.That(result.UsedHardSnap, Is.False);
Assert.That(result.Position, Is.EqualTo(new Vector3(0.5f, 0f, 0f)));
Assert.That(result.Rotation.eulerAngles.y, Is.EqualTo(9f).Within(0.01f));
}
[Test]
public void ControlledPlayerCorrection_LargeError_UsesHardSnap()
{
var targetRotation = Quaternion.Euler(0f, 40f, 0f);
var result = ControlledPlayerCorrection.Resolve(
Vector3.zero,
Quaternion.identity,
new Vector3(2f, 0f, 0f),
targetRotation,
new ControlledPlayerCorrectionSettings(0.05f, 10f, 180f));
Assert.That(result.UsedHardSnap, Is.True);
Assert.That(result.Position, Is.EqualTo(new Vector3(2f, 0f, 0f)));
Assert.That(result.Rotation.eulerAngles.y, Is.EqualTo(targetRotation.eulerAngles.y).Within(0.01f));
Assert.That(result.NextState.IsActive, Is.False);
}
[Test]
public void ControlledPlayerCorrection_RepeatedSmallCorrections_UpdateActiveCorrectionState()
{
var settings = new ControlledPlayerCorrectionSettings(0.05f, 10f, 180f);
var first = ControlledPlayerCorrection.Resolve(
Vector3.zero,
Quaternion.identity,
new Vector3(0.75f, 0f, 0f),
Quaternion.identity,
settings);
var second = ControlledPlayerCorrection.Resolve(
first.Position,
first.Rotation,
new Vector3(1f, 0f, 0f),
Quaternion.identity,
settings,
first.NextState);
Assert.That(first.UsedHardSnap, Is.False);
Assert.That(first.NextState.IsActive, Is.True);
Assert.That(first.NextState.RemainingStepBudget, Is.EqualTo(2));
Assert.That(second.UsedHardSnap, Is.False);
Assert.That(second.Position.x, Is.EqualTo(1f).Within(0.0001f));
Assert.That(second.NextState.IsActive, Is.False);
}
[Test]
public void ControlledPlayerCorrection_RepeatedNonConvergentSmallCorrections_EventuallyUseHardSnap()
{
var settings = new ControlledPlayerCorrectionSettings(0.05f, 10f, 180f);
var first = ControlledPlayerCorrection.Resolve(
Vector3.zero,
Quaternion.identity,
new Vector3(0.75f, 0f, 0f),
Quaternion.identity,
settings);
var second = ControlledPlayerCorrection.Resolve(
first.Position,
first.Rotation,
new Vector3(1.25f, 0f, 0f),
Quaternion.identity,
settings,
first.NextState);
var third = ControlledPlayerCorrection.Resolve(
second.Position,
second.Rotation,
new Vector3(1.75f, 0f, 0f),
Quaternion.identity,
settings,
second.NextState);
Assert.That(first.UsedHardSnap, Is.False);
Assert.That(second.UsedHardSnap, Is.False);
Assert.That(second.NextState.IsActive, Is.True);
Assert.That(second.NextState.RemainingStepBudget, Is.EqualTo(1));
Assert.That(third.UsedHardSnap, Is.True);
Assert.That(third.Position.x, Is.EqualTo(1.75f).Within(0.0001f));
Assert.That(third.NextState.IsActive, Is.False);
}
[Test]
public void ClientAuthoritativePlayerState_NewerSnapshot_ReplacesOwnedStateAndPreservesFields()
{
var owner = new ClientAuthoritativePlayerState();
var accepted = owner.TryAccept(
new PlayerState
{
PlayerId = "player-1",
Tick = 14,
Position = new global::Network.Defines.Vector3 { X = 5f, Y = 0f, Z = -3f },
Velocity = new global::Network.Defines.Vector3 { X = 1.5f, Y = 0f, Z = 0.25f },
Rotation = 90f,
Hp = 73,
AcknowledgedMoveTick = 9
},
out var snapshot);
Assert.That(accepted, Is.True);
Assert.That(owner.Current, Is.SameAs(snapshot));
Assert.That(snapshot.PlayerId, Is.EqualTo("player-1"));
Assert.That(snapshot.Tick, Is.EqualTo(14));
Assert.That(snapshot.AcknowledgedMoveTick, Is.EqualTo(9));
Assert.That(snapshot.Position, Is.EqualTo(new Vector3(5f, 0f, -3f)));
Assert.That(snapshot.Velocity, Is.EqualTo(new Vector3(1.5f, 0f, 0.25f)));
Assert.That(snapshot.Rotation, Is.EqualTo(90f));
Assert.That(snapshot.RotationQuaternion.eulerAngles.y, Is.EqualTo(0f).Within(0.01f));
Assert.That(snapshot.Hp, Is.EqualTo(73));
}
[Test]
public void ClientAuthoritativePlayerState_StaleSnapshot_IsRejected()
{
var owner = new ClientAuthoritativePlayerState();
owner.TryAccept(new PlayerState { PlayerId = "player-1", Tick = 10, Hp = 95 }, out var current);
var accepted = owner.TryAccept(
new PlayerState { PlayerId = "player-1", Tick = 9, Hp = 10 },
out var staleResult);
Assert.That(accepted, Is.False);
Assert.That(owner.Current, Is.SameAs(current));
Assert.That(staleResult, Is.SameAs(current));
Assert.That(owner.Current.Hp, Is.EqualTo(95));
}
[Test]
public void ClientAuthoritativePlayerStateSnapshot_ClonesSourceMessage()
{
var source = new PlayerState
{
PlayerId = "player-1",
Tick = 3,
Position = new global::Network.Defines.Vector3 { X = 1f, Y = 0f, Z = 2f },
Rotation = 45f,
Hp = 88
};
var snapshot = new ClientAuthoritativePlayerStateSnapshot(source);
source.Tick = 4;
source.Hp = 10;
source.Position.X = 99f;
Assert.That(snapshot.Tick, Is.EqualTo(3));
Assert.That(snapshot.Hp, Is.EqualTo(88));
Assert.That(snapshot.Position, Is.EqualTo(new Vector3(1f, 0f, 2f)));
Assert.That(snapshot.SourceState.Tick, Is.EqualTo(3));
Assert.That(snapshot.SourceState.Hp, Is.EqualTo(88));
}
[Test]
public void ClientCombatEventRouting_DamageEvent_RoutesToTargetPlayer()
{
var routed = ClientCombatEventRouting.TryGetAffectedPlayerId(
new CombatEvent
{
EventType = CombatEventType.DamageApplied,
AttackerId = "player-a",
TargetId = "player-b",
Damage = 15
},
out var playerId);
Assert.That(routed, Is.True);
Assert.That(playerId, Is.EqualTo("player-b"));
}
[Test]
public void ClientCombatEventRouting_ShootRejected_RoutesToAttackerPlayer()
{
var routed = ClientCombatEventRouting.TryGetAffectedPlayerId(
new CombatEvent
{
EventType = CombatEventType.ShootRejected,
AttackerId = "player-a",
TargetId = "player-b"
},
out var playerId);
Assert.That(routed, Is.True);
Assert.That(playerId, Is.EqualTo("player-a"));
}
[Test]
public void ClientAuthoritativePlayerState_DamageCombatEvent_ReducesHpAndRecordsCombatResult()
{
var owner = new ClientAuthoritativePlayerState();
owner.TryAccept(new PlayerState { PlayerId = "player-1", Tick = 10, Hp = 100 }, out _);
var applied = owner.TryApplyCombatEvent(
new CombatEvent
{
Tick = 11,
EventType = CombatEventType.DamageApplied,
AttackerId = "player-2",
TargetId = "player-1",
Damage = 30
},
"player-1",
out var snapshot,
out var combatSnapshot);
Assert.That(applied, Is.True);
Assert.That(snapshot, Is.Not.Null);
Assert.That(snapshot.Hp, Is.EqualTo(70));
Assert.That(owner.Current.Hp, Is.EqualTo(70));
Assert.That(combatSnapshot.HasLastEvent, Is.True);
Assert.That(combatSnapshot.LastEventType, Is.EqualTo(CombatEventType.DamageApplied));
Assert.That(combatSnapshot.LastDamage, Is.EqualTo(30));
Assert.That(combatSnapshot.IsDead, Is.False);
}
[Test]
public void ClientAuthoritativePlayerState_ShootRejected_LeavesHpUnchangedAndRecordsVisibility()
{
var owner = new ClientAuthoritativePlayerState();
owner.TryAccept(new PlayerState { PlayerId = "player-1", Tick = 10, Hp = 90 }, out _);
var applied = owner.TryApplyCombatEvent(
new CombatEvent
{
Tick = 12,
EventType = CombatEventType.ShootRejected,
AttackerId = "player-1",
TargetId = "player-2"
},
"player-1",
out var snapshot,
out var combatSnapshot);
Assert.That(applied, Is.True);
Assert.That(snapshot.Hp, Is.EqualTo(90));
Assert.That(combatSnapshot.LastEventType, Is.EqualTo(CombatEventType.ShootRejected));
Assert.That(combatSnapshot.LastDamage, Is.EqualTo(0));
Assert.That(combatSnapshot.IsDead, Is.False);
}
[Test]
public void ClientAuthoritativePlayerState_DeathCombatEvent_MarksPlayerDeadAndAllowsLaterSnapshotRefresh()
{
var owner = new ClientAuthoritativePlayerState();
owner.TryAccept(new PlayerState { PlayerId = "player-1", Tick = 10, Hp = 20 }, out _);
owner.TryApplyCombatEvent(
new CombatEvent
{
Tick = 11,
EventType = CombatEventType.Death,
AttackerId = "player-2",
TargetId = "player-1"
},
"player-1",
out var deathSnapshot,
out var deathCombatSnapshot);
var accepted = owner.TryAccept(new PlayerState { PlayerId = "player-1", Tick = 12, Hp = 55 }, out var refreshedSnapshot);
Assert.That(deathSnapshot.Hp, Is.EqualTo(0));
Assert.That(deathCombatSnapshot.IsDead, Is.True);
Assert.That(accepted, Is.True);
Assert.That(refreshedSnapshot.Hp, Is.EqualTo(55));
Assert.That(owner.CombatPresentation.IsDead, Is.False);
}
[Test]
public void RemotePlayerSnapshotInterpolator_StaleOrDuplicateSnapshots_AreRejected()
{
var interpolator = new RemotePlayerSnapshotInterpolator();
var firstAccepted = interpolator.TryAddSnapshot(CreateSnapshot(10, new Vector3(1f, 0f, 0f)), 1f);
var duplicateAccepted = interpolator.TryAddSnapshot(CreateSnapshot(10, new Vector3(2f, 0f, 0f)), 1.1f);
var staleAccepted = interpolator.TryAddSnapshot(CreateSnapshot(9, new Vector3(3f, 0f, 0f)), 1.2f);
Assert.That(firstAccepted, Is.True);
Assert.That(duplicateAccepted, Is.False);
Assert.That(staleAccepted, Is.False);
Assert.That(interpolator.BufferedSnapshotCount, Is.EqualTo(1));
Assert.That(interpolator.LatestBufferedTick, Is.EqualTo(10));
}
[Test]
public void RemotePlayerSnapshotInterpolator_BufferOverflow_TrimsOldestSnapshots()
{
var interpolator = new RemotePlayerSnapshotInterpolator(maxBufferedSnapshots: 3);
interpolator.TryAddSnapshot(CreateSnapshot(1, new Vector3(1f, 0f, 0f)), 0f);
interpolator.TryAddSnapshot(CreateSnapshot(2, new Vector3(2f, 0f, 0f)), 0.05f);
interpolator.TryAddSnapshot(CreateSnapshot(3, new Vector3(3f, 0f, 0f)), 0.1f);
interpolator.TryAddSnapshot(CreateSnapshot(4, new Vector3(4f, 0f, 0f)), 0.15f);
Assert.That(interpolator.BufferedSnapshotCount, Is.EqualTo(3));
Assert.That(interpolator.LatestBufferedTick, Is.EqualTo(4));
var sample = interpolator.Sample(0.3f);
Assert.That(interpolator.BufferedSnapshotCount, Is.EqualTo(1));
Assert.That(sample.LatestSnapshot.Tick, Is.EqualTo(4));
Assert.That(sample.UsedInterpolation, Is.False);
}
[Test]
public void RemotePlayerSnapshotInterpolator_BracketedRenderTime_InterpolatesBetweenSnapshots()
{
var interpolator = new RemotePlayerSnapshotInterpolator();
interpolator.TryAddSnapshot(CreateSnapshot(10, new Vector3(0f, 0f, 0f), 0f), 0f);
interpolator.TryAddSnapshot(CreateSnapshot(11, new Vector3(10f, 0f, 0f), 90f), 0.05f);
var sample = interpolator.Sample(0.125f);
Assert.That(sample.HasValue, Is.True);
Assert.That(sample.UsedInterpolation, Is.True);
Assert.That(sample.Position.x, Is.EqualTo(5f).Within(0.001f));
Assert.That(sample.Alpha, Is.EqualTo(0.5f).Within(0.001f));
Assert.That(sample.Rotation.eulerAngles.y, Is.EqualTo(45f).Within(0.01f));
Assert.That(sample.LatestSnapshot.Tick, Is.EqualTo(11));
}
[Test]
public void RemotePlayerSnapshotInterpolator_WithoutUsableBracket_ClampsToLatestSnapshot()
{
var interpolator = new RemotePlayerSnapshotInterpolator();
interpolator.TryAddSnapshot(CreateSnapshot(12, new Vector3(2f, 0f, -1f), 15f), 0.2f);
var sample = interpolator.Sample(0.35f);
Assert.That(sample.HasValue, Is.True);
Assert.That(sample.UsedInterpolation, Is.False);
Assert.That(sample.Position, Is.EqualTo(new Vector3(2f, 0f, -1f)));
Assert.That(sample.Rotation.eulerAngles.y, Is.EqualTo(75f).Within(0.01f));
Assert.That(sample.LatestSnapshot.Tick, Is.EqualTo(12));
}
[Test]
public void ClockSyncState_RejectsOlderSamples()
{
var clockSync = new ClockSyncState();
var acceptedFirst = clockSync.ObserveSample(42);
var acceptedSecond = clockSync.ObserveSample(41);
Assert.That(acceptedFirst, Is.True);
Assert.That(acceptedSecond, Is.False);
Assert.That(clockSync.CurrentServerTick, Is.EqualTo(42));
}
[Test]
public void SharedNetworkRuntime_AuthoritativeStateUpdatesClockWithoutChangingLifecycle()
{
var transport = new FakeTransport();
var runtime = new SharedNetworkRuntime(transport, new ImmediateNetworkMessageDispatcher());
runtime.StartAsync().GetAwaiter().GetResult();
runtime.NotifyLoginStarted();
runtime.NotifyLoginSucceeded();
runtime.ObserveAuthoritativeState(88);
Assert.That(runtime.SessionManager.State, Is.EqualTo(ConnectionState.LoggedIn));
Assert.That(runtime.ClockSync.CurrentServerTick, Is.EqualTo(88));
}
[Test]
public void ReplayPendingInputs_StepByStepMatchesAccumulated_ForZeroTurnInput()
{
// Arrange: set up MovementComponent with initial state.
var gameObject = new GameObject("replay-test");
try
{
var rigidbody = gameObject.AddComponent<Rigidbody>();
rigidbody.useGravity = false;
var movement = gameObject.AddComponent<MovementComponent>();
typeof(MovementComponent)
.GetField("_rigid", BindingFlags.Instance | BindingFlags.NonPublic)
.SetValue(movement, rigidbody);
movement.Init(true, master: null, speed: 10, serverTick: 0);
ResetMovementState(rigidbody, Vector3.zero, Quaternion.identity);
var turnInput = 0f;
var throttleInput = 1f;
var stepDuration = 0.05f;
var totalDuration = stepDuration * 3; // 0.15s
// Act — step-by-step path (live prediction shape).
ApplyTankMovementStepByStep(movement, turnInput, throttleInput, stepDuration, steps: 3);
var stepByStepPosition = rigidbody.position;
var stepByStepRotation = rigidbody.rotation;
// Reset to initial state.
ResetMovementState(rigidbody, Vector3.zero, Quaternion.identity);
// Act — accumulated replay shape.
var accumulatedReplayInputs = new List<PredictedMoveStep>
{
new PredictedMoveStep(
new MoveInput { PlayerId = "player-1", Tick = 1, TurnInput = turnInput, ThrottleInput = throttleInput },
totalDuration)
};
InvokeReplayPendingInputs(movement, accumulatedReplayInputs);
var accumulatedPosition = rigidbody.position;
var accumulatedRotation = rigidbody.rotation;
// Assert: for straight movement (turn=0), both paths should be identical.
Assert.That(Vector3.Distance(accumulatedPosition, stepByStepPosition), Is.LessThan(0.0001f),
"Accumulated replay produced a different position than step-by-step for straight movement.");
Assert.That(Quaternion.Angle(accumulatedRotation, stepByStepRotation), Is.LessThan(0.01f),
"Accumulated replay produced a different rotation than step-by-step for straight movement.");
}
finally
{
Object.DestroyImmediate(gameObject);
}
}
[Test]
public void ReplayPendingInputs_StepByStepDiffersFromAccumulated_ForNonZeroTurnInput()
{
// Arrange: use many small steps and a large turn input to make non-linearity visible.
var gameObject = new GameObject("replay-test");
try
{
var rigidbody = gameObject.AddComponent<Rigidbody>();
rigidbody.useGravity = false;
var movement = gameObject.AddComponent<MovementComponent>();
typeof(MovementComponent)
.GetField("_rigid", BindingFlags.Instance | BindingFlags.NonPublic)
.SetValue(movement, rigidbody);
movement.Init(true, master: null, speed: 10, serverTick: 0);
ResetMovementState(rigidbody, Vector3.zero, Quaternion.identity);
// Use 20 substeps of 0.05s (1 second total) with full turn.
// This amplifies the non-linearity so the one-shot and step-by-step diverge.
var turnInput = 1f;
var throttleInput = 1f;
var stepDuration = 0.05f;
var steps = 20;
var totalDuration = stepDuration * steps;
// Act — step-by-step (correct approach).
ApplyTankMovementStepByStep(movement, turnInput, throttleInput, stepDuration, steps);
var stepByStepPosition = rigidbody.position;
// Reset.
ResetMovementState(rigidbody, Vector3.zero, Quaternion.identity);
// Act — ONE big step simulating the old buggy accumulated behavior.
ApplyTankMovementStepByStep(movement, turnInput, throttleInput, totalDuration, steps: 1);
var oneShotPosition = rigidbody.position;
// Assert: for non-zero turn with many steps, the old one-shot and correct step-by-step MUST differ.
Assert.That(Vector3.Distance(oneShotPosition, stepByStepPosition), Is.GreaterThan(0.001f),
"One-shot accumulated and step-by-step produced the same result for turn input — " +
"the non-linearity should cause a visible divergence with many steps.");
}
finally
{
Object.DestroyImmediate(gameObject);
}
}
[Test]
public void ReplayPendingInputs_NonZeroTurn_MatchesLivePrediction()
{
// Arrange: verify that live step-by-step prediction and ReplayPendingInputs
// produce identical trajectories for non-zero turn input (turn=0.5, throttle=1, 0.10s).
var gameObject = new GameObject("replay-test");
try
{
var rigidbody = gameObject.AddComponent<Rigidbody>();
rigidbody.useGravity = false;
var movement = gameObject.AddComponent<MovementComponent>();
typeof(MovementComponent)
.GetField("_rigid", BindingFlags.Instance | BindingFlags.NonPublic)
.SetValue(movement, rigidbody);
movement.Init(true, master: null, speed: 10, serverTick: 0);
ResetMovementState(rigidbody, Vector3.zero, Quaternion.identity);
var turnInput = 0.5f;
var throttleInput = 1f;
var stepDuration = 0.05f;
var steps = 2; // 0.10s total
// Act — live prediction: step-by-step ApplyTankMovement (correct shape).
ApplyTankMovementStepByStep(movement, turnInput, throttleInput, stepDuration, steps);
var livePosition = rigidbody.position;
var liveRotation = rigidbody.rotation;
// Reset.
ResetMovementState(rigidbody, Vector3.zero, Quaternion.identity);
// Act — replay path: ReplayPendingInputs with same total duration.
var replayInputs = new List<PredictedMoveStep>
{
new PredictedMoveStep(
new MoveInput { PlayerId = "player-1", Tick = 1, TurnInput = turnInput, ThrottleInput = throttleInput },
stepDuration * steps)
};
InvokeReplayPendingInputs(movement, replayInputs);
var replayPosition = rigidbody.position;
var replayRotation = rigidbody.rotation;
// Assert: both paths must produce identical trajectories.
Assert.That(Vector3.Distance(replayPosition, livePosition), Is.LessThan(0.0001f),
"Replay produced a different position than live prediction for non-zero turn input.");
Assert.That(Quaternion.Angle(replayRotation, liveRotation), Is.LessThan(0.01f),
"Replay produced a different rotation than live prediction for non-zero turn input.");
}
finally
{
Object.DestroyImmediate(gameObject);
}
}
[Test]
public void ClientPredictionBuffer_LastAcknowledgedMoveTick_IsExposed()
{
// Arrange: buffer with inputs at ticks 10, 11, 12.
var buffer = new ClientPredictionBuffer();
buffer.Record(new MoveInput { PlayerId = "player-1", Tick = 10, ThrottleInput = 1f });
buffer.Record(new MoveInput { PlayerId = "player-1", Tick = 11, ThrottleInput = 1f });
buffer.Record(new MoveInput { PlayerId = "player-1", Tick = 12, ThrottleInput = 1f });
// Act: apply authoritative state acknowledging tick 11.
buffer.TryApplyAuthoritativeState(
new PlayerState { PlayerId = "player-1", Tick = 11, AcknowledgedMoveTick = 11 },
0f,
out _);
// Assert: LastAcknowledgedMoveTick is correctly exposed.
Assert.That(buffer.LastAcknowledgedMoveTick, Is.EqualTo(11),
"LastAcknowledgedMoveTick was not correctly set after authoritative state application.");
}
[Test]
public void ControlledPlayerCorrection_CorrectionMagnitude_IsExposed()
{
// Arrange: small position and rotation error.
var currentPos = Vector3.zero;
var currentRot = Quaternion.identity;
var targetPos = new Vector3(0.5f, 0f, 0f);
var targetRot = Quaternion.Euler(0f, 10f, 0f);
var settings = new ControlledPlayerCorrectionSettings(0.05f, 10f, 180f);
// Act.
var result = ControlledPlayerCorrection.Resolve(currentPos, currentRot, targetPos, targetRot, settings);
// Assert: PositionError and RotationErrorDegrees are exposed and meaningful.
Assert.That(result.PositionError, Is.GreaterThan(0f),
"PositionError should be greater than zero for non-zero position divergence.");
Assert.That(result.RotationErrorDegrees, Is.GreaterThan(0f),
"RotationErrorDegrees should be greater than zero for non-zero rotation divergence.");
Assert.That(result.PositionError, Is.EqualTo(Vector3.Distance(currentPos, targetPos)).Within(0.0001f),
"PositionError should equal the distance between current and target positions.");
Assert.That(result.RotationErrorDegrees, Is.EqualTo(Quaternion.Angle(currentRot, targetRot)).Within(0.01f),
"RotationErrorDegrees should equal the angle between current and target rotations.");
}
[Test]
public void MovementComponent_SetServerTick_DoesNotOscillateWithinDeadBand()
{
// Arrange: set up MovementComponent and initialize controlled state.
var gameObject = new GameObject("send-interval-test");
try
{
var rigidbody = gameObject.AddComponent<Rigidbody>();
rigidbody.useGravity = false;
rigidbody.interpolation = RigidbodyInterpolation.None;
var movement = gameObject.AddComponent<MovementComponent>();
typeof(MovementComponent)
.GetField("_rigid", BindingFlags.Instance | BindingFlags.NonPublic)
.SetValue(movement, rigidbody);
movement.Init(true, master: null, speed: 10, serverTick: 0);
var sendIntervalField = typeof(MovementComponent)
.GetField("_sendInterval", BindingFlags.Instance | BindingFlags.NonPublic);
// Set an initial interval as baseline.
sendIntervalField.SetValue(movement, 0.05f);
// Act/Assert: offsets within [-2, +2] dead-band do not change the interval.
// Simulate offset hovering around zero.
for (var i = -2; i <= 2; i++)
{
movement.SetServerTick(i); // Tick=0, so offset = i - 0 - 0 = i
var interval = (float)sendIntervalField.GetValue(movement);
Assert.That(interval, Is.EqualTo(0.05f).Within(0.0001f),
$"Offset {i} should not trigger send interval correction within dead-band.");
}
}
finally
{
Object.DestroyImmediate(gameObject);
}
}
[Test]
public void ReplayPendingInputs_NonMultipleOfCadence_HandlesRemainingDuration()
{
// Arrange: simulate 0.12s — not a multiple of 50ms.
var gameObject = new GameObject("replay-test");
try
{
var rigidbody = gameObject.AddComponent<Rigidbody>();
rigidbody.useGravity = false;
var movement = gameObject.AddComponent<MovementComponent>();
typeof(MovementComponent)
.GetField("_rigid", BindingFlags.Instance | BindingFlags.NonPublic)
.SetValue(movement, rigidbody);
movement.Init(true, master: null, speed: 10, serverTick: 0);
ResetMovementState(rigidbody, Vector3.zero, Quaternion.identity);
var turnInput = 0f;
var throttleInput = 1f;
var totalDuration = 0.12f; // 0.05 + 0.05 + 0.02
var replayInputs = new List<PredictedMoveStep>
{
new PredictedMoveStep(
new MoveInput { PlayerId = "player-1", Tick = 1, TurnInput = turnInput, ThrottleInput = throttleInput },
totalDuration)
};
InvokeReplayPendingInputs(movement, replayInputs);
var finalPosition = rigidbody.position;
// Expected: 0.12s at speed=10 → 1.2 units forward.
var expectedPosition = new Vector3(0f, 0f, 1.2f);
Assert.That(finalPosition.z, Is.EqualTo(expectedPosition.z).Within(0.0001f),
"Non-multiple of cadence (0.12s) had remaining duration lost or misapplied.");
}
finally
{
Object.DestroyImmediate(gameObject);
}
}
private static void ApplyTankMovementStepByStep(MovementComponent movement, float turnInput, float throttleInput, float stepDuration, int steps)
{
var method = typeof(MovementComponent)
.GetMethod("ApplyTankMovement", BindingFlags.Instance | BindingFlags.NonPublic);
for (var i = 0; i < steps; i++)
{
method.Invoke(movement, new object[] { turnInput, throttleInput, stepDuration });
}
}
private static void ResetMovementState(Rigidbody rigidbody, Vector3 position, Quaternion rotation)
{
rigidbody.position = position;
rigidbody.rotation = rotation;
rigidbody.velocity = Vector3.zero;
rigidbody.angularVelocity = Vector3.zero;
}
private static void InvokeReplayPendingInputs(MovementComponent movement, IReadOnlyList<PredictedMoveStep> inputs)
{
typeof(MovementComponent)
.GetMethod("ReplayPendingInputs", BindingFlags.Instance | BindingFlags.NonPublic)
.Invoke(movement, new object[] { inputs });
}
[Test]
public void ServerNetworkHost_RejectsStaleMoveInputPerPeerWithoutCrossPeerInterference()
{
var transport = new FakeTransport();
var host = new ServerNetworkHost(transport);
var peerA = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 5001);
var peerB = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 5002);
var handledTicksByPeer = new Dictionary<string, List<long>>();
host.MessageManager.RegisterHandler(MessageType.MoveInput, (payload, sender) =>
{
var key = sender.ToString();
if (!handledTicksByPeer.TryGetValue(key, out var ticks))
{
ticks = new List<long>();
handledTicksByPeer.Add(key, ticks);
}
ticks.Add(MoveInput.Parser.ParseFrom(payload).Tick);
});
transport.EmitReceive(
BuildEnvelope(MessageType.MoveInput, new MoveInput { PlayerId = "player-a", Tick = 5, ThrottleInput = 1f }),
peerA);
transport.EmitReceive(
BuildEnvelope(MessageType.MoveInput, new MoveInput { PlayerId = "player-a", Tick = 4, ThrottleInput = -1f }),
peerA);
transport.EmitReceive(
BuildEnvelope(MessageType.MoveInput, new MoveInput { PlayerId = "player-b", Tick = 4, TurnInput = 1f }),
peerB);
Assert.That(handledTicksByPeer[peerA.ToString()], Is.EqualTo(new long[] { 5 }));
Assert.That(handledTicksByPeer[peerB.ToString()], Is.EqualTo(new long[] { 4 }));
}
private static byte[] BuildEnvelope(MessageType type, IMessage payload)
{
return new Envelope
{
Type = (int)type,
Payload = payload.ToByteString()
}.ToByteArray();
}
private static ClientAuthoritativePlayerStateSnapshot CreateSnapshot(long tick, Vector3 position, float rotation = 0f)
{
return new ClientAuthoritativePlayerStateSnapshot(new PlayerState
{
PlayerId = "player-1",
Tick = tick,
Position = new global::Network.Defines.Vector3 { X = position.x, Y = position.y, Z = position.z },
Velocity = new global::Network.Defines.Vector3 { X = 0f, Y = 0f, Z = 0f },
Rotation = rotation,
Hp = 100
});
}
private sealed class FakeTransport : ITransport
{
public event System.Action<byte[], IPEndPoint> OnReceive;
public System.Threading.Tasks.Task StartAsync()
{
return System.Threading.Tasks.Task.CompletedTask;
}
public void Stop()
{
}
public void Send(byte[] data)
{
}
public void SendTo(byte[] data, IPEndPoint target)
{
}
public void SendToAll(byte[] data)
{
}
public void EmitReceive(byte[] data, IPEndPoint sender)
{
OnReceive?.Invoke(data, sender);
}
}
}
}