Files
Delta-v/Content.IntegrationTests/Tests/Networking/SimplePredictReconcileTest.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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...
2025-11-06 18:22:39 +00:00

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;
}
}