mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
449 lines
19 KiB
C#
449 lines
19 KiB
C#
#nullable enable
|
|
using System.Collections.Generic;
|
|
using System.Numerics;
|
|
using Robust.Client.GameStates;
|
|
using Robust.Client.Timing;
|
|
using Robust.Shared;
|
|
using Robust.Shared.Analyzers;
|
|
using Robust.Shared.Configuration;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Timing;
|
|
|
|
namespace Content.IntegrationTests.Tests.Networking
|
|
{
|
|
// This test checks that the prediction & reconciling system is working correctly with a simple boolean flag.
|
|
// An entity system sets a flag on a networked component via a RaisePredictiveEvent,
|
|
// so it runs predicted on client and eventually on server.
|
|
// All the tick values are checked to ensure it arrives on client & server at the exact correct ticks.
|
|
// On the client, the reconciling system is checked to ensure that the state correctly reset every tick,
|
|
// until the server acknowledges it.
|
|
// Then, the same test is performed again, but the server does not handle the message (it ignores it).
|
|
// To simulate a mispredict.
|
|
// This means the client is forced to reset it once it gets to the server tick where the server didn't do anything.
|
|
// the tick where the server *should* have, but did not, acknowledge the state change.
|
|
// Finally, we run two events inside the prediction area to ensure reconciling does for incremental stuff.
|
|
[TestFixture]
|
|
public sealed class SimplePredictReconcileTest
|
|
{
|
|
[Test]
|
|
public async Task Test()
|
|
{
|
|
await using var pair = await PoolManager.GetServerClient(new PoolSettings { Connected = true });
|
|
var server = pair.Server;
|
|
var client = pair.Client;
|
|
|
|
var sMapManager = server.ResolveDependency<IMapManager>();
|
|
var sEntityManager = server.ResolveDependency<IEntityManager>();
|
|
var cEntityManager = client.ResolveDependency<IEntityManager>();
|
|
var sGameTiming = server.ResolveDependency<IGameTiming>();
|
|
var cGameTiming = client.ResolveDependency<IClientGameTiming>();
|
|
var cGameStateManager = client.ResolveDependency<IClientGameStateManager>();
|
|
var cfg = client.ResolveDependency<IConfigurationManager>();
|
|
var log = cfg.GetCVar(CVars.NetLogging);
|
|
Assert.That(cfg.GetCVar(CVars.NetInterp), Is.True);
|
|
|
|
EntityUid serverEnt = default;
|
|
PredictionTestComponent serverComponent = default!;
|
|
PredictionTestComponent clientComponent = default!;
|
|
var serverSystem = sEntityManager.System<PredictionTestEntitySystem>();
|
|
var clientSystem = cEntityManager.System<PredictionTestEntitySystem>();
|
|
var sMapSys = sEntityManager.System<SharedMapSystem>();
|
|
|
|
await server.WaitPost(() =>
|
|
{
|
|
// Spawn dummy component entity.
|
|
sMapSys.CreateMap(out var map);
|
|
serverEnt = sEntityManager.SpawnEntity(null, new MapCoordinates(new Vector2(0, 0), map));
|
|
serverComponent = sEntityManager.AddComponent<PredictionTestComponent>(serverEnt);
|
|
});
|
|
|
|
// Run some ticks and ensure that the buffer has filled up.
|
|
await pair.SyncTicks();
|
|
await pair.RunTicksSync(25);
|
|
Assert.That(cGameTiming.TickTimingAdjustment, Is.EqualTo(0));
|
|
Assert.That(sGameTiming.TickTimingAdjustment, Is.EqualTo(0));
|
|
|
|
// Check client buffer is full
|
|
Assert.That(cGameStateManager.GetApplicableStateCount(), Is.EqualTo(cGameStateManager.TargetBufferSize));
|
|
Assert.That(cGameStateManager.TargetBufferSize, Is.EqualTo(2));
|
|
|
|
// This isn't required anymore, but the test had this for the sake of "technical things", and I cbf shifting
|
|
// all the tick times over. So it stays.
|
|
// For the record, the old comment on this test literally just mumbled something about "Due to technical things ...".
|
|
// I love helpful comments.
|
|
await client.WaitRunTicks(1);
|
|
|
|
await client.WaitPost(() =>
|
|
{
|
|
clientComponent = cEntityManager.GetComponent<PredictionTestComponent>(cEntityManager.GetEntity(sEntityManager.GetNetEntity(serverEnt)));
|
|
});
|
|
|
|
var baseTick = sGameTiming.CurTick.Value;
|
|
var delta = cGameTiming.CurTick.Value - baseTick;
|
|
Assert.That(delta, Is.EqualTo(2));
|
|
|
|
// When we expect the client to receive the message.
|
|
var expected = new GameTick(baseTick + delta);
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(clientComponent.Foo, Is.False);
|
|
|
|
// KEEP IN MIND WHEN READING THIS.
|
|
// The game loop increments CurTick AFTER running the tick.
|
|
// So when reading CurTick inside an Assert or Post or whatever, the tick reported is the NEXT one to run.
|
|
Assert.That(serverComponent.Foo, Is.False);
|
|
|
|
// Client last ran tick 15 meaning it's ahead of the last server tick it processed (12)
|
|
Assert.That(cGameTiming.CurTick, Is.EqualTo(expected));
|
|
Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick((uint) (baseTick - cGameStateManager.TargetBufferSize))));
|
|
});
|
|
|
|
// *** I am using block scopes to visually distinguish these sections of the test to make it more readable.
|
|
|
|
|
|
// Send an event to change the flag and instantly see the effect replicate client side,
|
|
// while it's queued on server and reconciling works (constantly needs re-firing on client).
|
|
{
|
|
Assert.That(clientComponent.Foo, Is.False);
|
|
await client.WaitPost(() =>
|
|
{
|
|
cEntityManager.RaisePredictiveEvent(new SetFooMessage(sEntityManager.GetNetEntity(serverEnt), true));
|
|
});
|
|
Assert.That(clientComponent.Foo, Is.True);
|
|
|
|
// Event correctly arrived on client system.
|
|
Assert.That(clientSystem.EventTriggerList,
|
|
Is.EquivalentTo(new[] { (clientReceive: expected, true, false, true, true) }));
|
|
clientSystem.EventTriggerList.Clear();
|
|
|
|
// Two ticks happen on both sides with nothing really "changing".
|
|
// Server doesn't receive it yet,
|
|
// client is still replaying the past prediction.
|
|
for (var i = 0; i < 2; i++)
|
|
{
|
|
await server.WaitRunTicks(1);
|
|
|
|
// Event did not arrive on server.
|
|
Assert.That(serverSystem.EventTriggerList, Is.Empty);
|
|
|
|
await client.WaitRunTicks(1);
|
|
|
|
// Event got repeated on client as a past prediction.
|
|
Assert.That(clientSystem.EventTriggerList,
|
|
Is.EquivalentTo(new[] { (clientReceive: expected, false, false, true, true) }));
|
|
clientSystem.EventTriggerList.Clear();
|
|
}
|
|
|
|
{
|
|
await server.WaitRunTicks(1);
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
// Event arrived on server at tick 16.
|
|
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(baseTick + 3)));
|
|
Assert.That(serverSystem.EventTriggerList,
|
|
Is.EquivalentTo(new[] { (clientReceive: expected, true, false, true, true) }));
|
|
});
|
|
serverSystem.EventTriggerList.Clear();
|
|
|
|
await client.WaitRunTicks(1);
|
|
|
|
// Event got repeated on client as a past prediction.
|
|
Assert.That(clientSystem.EventTriggerList,
|
|
Is.EquivalentTo(new[] { (clientReceive: expected, false, false, true, true) }));
|
|
clientSystem.EventTriggerList.Clear();
|
|
}
|
|
|
|
{
|
|
await server.WaitRunTicks(1);
|
|
|
|
// Nothing happened on server.
|
|
Assert.That(serverSystem.EventTriggerList, Is.Empty);
|
|
|
|
await client.WaitRunTicks(1);
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
// Event got repeated on client as a past prediction.
|
|
Assert.That(clientSystem.EventTriggerList, Is.Empty);
|
|
Assert.That(clientComponent.Foo, Is.True);
|
|
});
|
|
clientSystem.EventTriggerList.Clear();
|
|
}
|
|
}
|
|
|
|
// Disallow changes to simulate a misprediction.
|
|
serverSystem.Allow = false;
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
// Assert timing is still correct, should be but it's a good reference for the rest of the test.
|
|
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(baseTick + 4)));
|
|
Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(baseTick + 4 + delta)));
|
|
Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(expected));
|
|
});
|
|
|
|
{
|
|
// Send event to server to change flag again, this time to disable it..
|
|
await client.WaitPost(() =>
|
|
{
|
|
cEntityManager.RaisePredictiveEvent(new SetFooMessage(sEntityManager.GetNetEntity(serverEnt), false));
|
|
|
|
Assert.That(clientComponent.Foo, Is.False);
|
|
});
|
|
|
|
// Event correctly arrived on client system.
|
|
Assert.That(clientSystem.EventTriggerList,
|
|
Is.EquivalentTo(new[] { (new GameTick(baseTick + 6), true, true, false, false) }));
|
|
clientSystem.EventTriggerList.Clear();
|
|
|
|
for (var i = 0; i < 2; i++)
|
|
{
|
|
await server.WaitRunTicks(1);
|
|
|
|
// Event did not arrive on server.
|
|
Assert.That(serverSystem.EventTriggerList, Is.Empty);
|
|
|
|
await client.WaitRunTicks(1);
|
|
|
|
// Event got repeated on client as a past prediction.
|
|
Assert.That(clientSystem.EventTriggerList,
|
|
Is.EquivalentTo(new[] { (new GameTick(baseTick + 6), false, true, false, false) }));
|
|
clientSystem.EventTriggerList.Clear();
|
|
}
|
|
|
|
{
|
|
await server.WaitRunTicks(1);
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
// Event arrived on server at tick 20.
|
|
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(baseTick + 7)));
|
|
// But the server didn't listen!
|
|
Assert.That(serverSystem.EventTriggerList,
|
|
Is.EquivalentTo(new[] { (new GameTick(baseTick + 6), true, true, true, false) }));
|
|
});
|
|
serverSystem.EventTriggerList.Clear();
|
|
|
|
await client.WaitRunTicks(1);
|
|
|
|
// Event got repeated on client as a past prediction.
|
|
Assert.That(clientSystem.EventTriggerList,
|
|
Is.EquivalentTo(new[] { (new GameTick(baseTick + 6), false, true, false, false) }));
|
|
clientSystem.EventTriggerList.Clear();
|
|
}
|
|
|
|
{
|
|
await server.WaitRunTicks(1);
|
|
|
|
// Nothing happened on server.
|
|
Assert.That(serverSystem.EventTriggerList, Is.Empty);
|
|
|
|
await client.WaitRunTicks(1);
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
// Event no longer got repeated and flag was *not* set by server state.
|
|
// Mispredict gracefully handled!
|
|
Assert.That(clientSystem.EventTriggerList, Is.Empty);
|
|
Assert.That(clientComponent.Foo, Is.True);
|
|
});
|
|
clientSystem.EventTriggerList.Clear();
|
|
}
|
|
}
|
|
|
|
// Re-allow changes to make everything work correctly again.
|
|
serverSystem.Allow = true;
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
// Assert timing is still correct.
|
|
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(baseTick + 8)));
|
|
Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(baseTick + 8 + delta)));
|
|
Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick((uint) (baseTick + 8 - cGameStateManager.TargetBufferSize))));
|
|
});
|
|
|
|
{
|
|
// Send first event to disable the flag (reminder: it never got accepted by the server).
|
|
await client.WaitPost(() =>
|
|
{
|
|
cEntityManager.RaisePredictiveEvent(new SetFooMessage(sEntityManager.GetNetEntity(serverEnt), false));
|
|
|
|
Assert.That(clientComponent.Foo, Is.False);
|
|
});
|
|
|
|
// Event correctly arrived on client system.
|
|
Assert.That(clientSystem.EventTriggerList,
|
|
Is.EquivalentTo(new[] { (new GameTick(baseTick + 10), true, true, false, false) }));
|
|
clientSystem.EventTriggerList.Clear();
|
|
|
|
// Run one tick, everything checks out.
|
|
{
|
|
await server.WaitRunTicks(1);
|
|
|
|
// Event did not arrive on server.
|
|
Assert.That(serverSystem.EventTriggerList, Is.Empty);
|
|
|
|
await client.WaitRunTicks(1);
|
|
|
|
// Event got repeated on client as a past prediction.
|
|
Assert.That(clientSystem.EventTriggerList,
|
|
Is.EquivalentTo(new[] { (new GameTick(baseTick + 10), false, true, false, false) }));
|
|
clientSystem.EventTriggerList.Clear();
|
|
}
|
|
|
|
// Send another event, to re-enable it.
|
|
await client.WaitPost(() =>
|
|
{
|
|
cEntityManager.RaisePredictiveEvent(new SetFooMessage(sEntityManager.GetNetEntity(serverEnt), true));
|
|
|
|
Assert.That(clientComponent.Foo, Is.True);
|
|
});
|
|
|
|
// Event correctly arrived on client system.
|
|
Assert.That(clientSystem.EventTriggerList,
|
|
Is.EquivalentTo(new[] { (new GameTick(baseTick + 11), true, false, true, true) }));
|
|
clientSystem.EventTriggerList.Clear();
|
|
|
|
// Next tick we run, both events come in, but at different times.
|
|
{
|
|
await server.WaitRunTicks(1);
|
|
|
|
// Event did not arrive on server.
|
|
Assert.That(serverSystem.EventTriggerList, Is.Empty);
|
|
|
|
await client.WaitRunTicks(1);
|
|
|
|
// Event got repeated on client as a past prediction.
|
|
Assert.That(clientSystem.EventTriggerList,
|
|
Is.EquivalentTo(new[]
|
|
{
|
|
(new GameTick(baseTick + 10), false, true, false, false), (new GameTick(baseTick + 11), false, false, true, true)
|
|
}));
|
|
clientSystem.EventTriggerList.Clear();
|
|
}
|
|
|
|
// FIRST event arrives on server!
|
|
{
|
|
await server.WaitRunTicks(1);
|
|
|
|
Assert.That(serverSystem.EventTriggerList,
|
|
Is.EquivalentTo(new[] { (new GameTick(baseTick + 10), true, true, false, false) }));
|
|
serverSystem.EventTriggerList.Clear();
|
|
|
|
await client.WaitRunTicks(1);
|
|
|
|
// Event got repeated on client as a past prediction.
|
|
Assert.That(clientSystem.EventTriggerList,
|
|
Is.EquivalentTo(new[]
|
|
{
|
|
(new GameTick(baseTick + 10), false, true, false, false), (new GameTick(baseTick + 11), false, false, true, true)
|
|
}));
|
|
clientSystem.EventTriggerList.Clear();
|
|
}
|
|
|
|
// SECOND event arrived on server, client receives ack for first event,
|
|
// still runs second event as past prediction.
|
|
{
|
|
await server.WaitRunTicks(1);
|
|
|
|
Assert.That(serverSystem.EventTriggerList,
|
|
Is.EquivalentTo(new[] { (new GameTick(baseTick + 11), true, false, true, true) }));
|
|
serverSystem.EventTriggerList.Clear();
|
|
|
|
await client.WaitRunTicks(1);
|
|
|
|
// Event got repeated on client as a past prediction.
|
|
Assert.That(clientSystem.EventTriggerList,
|
|
Is.EquivalentTo(new[]
|
|
{
|
|
(new GameTick(baseTick + 11), false, false, true, true)
|
|
}));
|
|
clientSystem.EventTriggerList.Clear();
|
|
}
|
|
|
|
// Finally, second event acknowledged on client and we're good.
|
|
{
|
|
await server.WaitRunTicks(1);
|
|
|
|
Assert.That(serverSystem.EventTriggerList, Is.Empty);
|
|
|
|
await client.WaitRunTicks(1);
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
// Event got repeated on client as a past prediction.
|
|
Assert.That(clientSystem.EventTriggerList, Is.Empty);
|
|
|
|
Assert.That(clientComponent.Foo, Is.True);
|
|
});
|
|
}
|
|
}
|
|
|
|
cfg.SetCVar(CVars.NetLogging, log);
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
|
|
public sealed class PredictionTestEntitySystem : EntitySystem
|
|
{
|
|
public bool Allow { get; set; } = true;
|
|
|
|
// Queue of all the events that come in so we can test that they come in perfectly as expected.
|
|
public List<(GameTick tick, bool firstPredict, bool old, bool @new, bool value)> EventTriggerList { get; } =
|
|
new();
|
|
|
|
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeAllEvent<SetFooMessage>(HandleMessage);
|
|
}
|
|
|
|
private void HandleMessage(SetFooMessage message, EntitySessionEventArgs args)
|
|
{
|
|
var uid = GetEntity(message.Uid);
|
|
|
|
var component = Comp<PredictionTestComponent>(uid);
|
|
var old = component.Foo;
|
|
if (Allow)
|
|
{
|
|
component.Foo = message.NewFoo;
|
|
Dirty(uid, component);
|
|
}
|
|
|
|
EventTriggerList.Add((_gameTiming.CurTick, _gameTiming.IsFirstTimePredicted, old, component.Foo, message.NewFoo));
|
|
}
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public sealed class SetFooMessage : EntityEventArgs
|
|
{
|
|
public SetFooMessage(NetEntity uid, bool newFoo)
|
|
{
|
|
Uid = uid;
|
|
NewFoo = newFoo;
|
|
}
|
|
|
|
public NetEntity Uid { get; }
|
|
public bool NewFoo { get; }
|
|
}
|
|
}
|
|
|
|
// Must be directly located in the namespace or the sourcegen can't find it.
|
|
[NetworkedComponent]
|
|
[AutoGenerateComponentState]
|
|
[RegisterComponent]
|
|
public sealed partial class PredictionTestComponent : Component
|
|
{
|
|
[AutoNetworkedField]
|
|
public bool Foo;
|
|
}
|
|
}
|