Adds SimplePredictReconcileTest
This commit is contained in:
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Shared.GameObjects;
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using NUnit.Framework;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.GameStates;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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#nullable enable
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namespace Content.IntegrationTests.Tests.Networking
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{
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// This test checks that the prediction & reconciling system is working correctly with a simple boolean flag.
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// An entity system sets a flag on a networked component via a RaisePredictiveEvent,
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// so it runs predicted on client and eventually on server.
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// All the tick values are checked to ensure it arrives on client & server at the exact correct ticks.
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// On the client, the reconciling system is checked to ensure that the state correctly reset every tick,
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// until the server acknowledges it.
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// Then, the same test is performed again, but the server does not handle the message (it ignores it).
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// To simulate a mispredict.
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// This means the client is forced to reset it once it gets to the server tick where the server didn't do anything.
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// the tick where the server *should* have, but did not, acknowledge the state change.
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// Finally, we run two events inside the prediction area to ensure reconciling does for incremental stuff.
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[TestFixture]
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public class SimplePredictReconcileTest : ContentIntegrationTest
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{
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[Test]
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public async Task Test()
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{
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// Initialize client & server with text component and system registered.
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// They can't be registered/detected automatically.
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var (client, server) = await StartConnectedServerClientPair(
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new ClientContentIntegrationOption
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{
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ContentBeforeIoC = () =>
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{
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IoCManager.Resolve<IEntitySystemManager>().LoadExtraSystemType<PredictionTestEntitySystem>();
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IoCManager.Resolve<IComponentFactory>().Register<PredictionTestComponent>();
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}
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},
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new ServerContentIntegrationOption
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{
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ContentBeforeIoC = () =>
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{
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IoCManager.Resolve<IEntitySystemManager>().LoadExtraSystemType<PredictionTestEntitySystem>();
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IoCManager.Resolve<IComponentFactory>().Register<PredictionTestComponent>();
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}
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});
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// Pull in all dependencies we need.
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var sPlayerManager = server.ResolveDependency<IPlayerManager>();
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var sMapManager = server.ResolveDependency<IMapManager>();
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var sEntityManager = server.ResolveDependency<IEntityManager>();
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var cEntityManager = client.ResolveDependency<IEntityManager>();
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var sGameTiming = server.ResolveDependency<IGameTiming>();
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var cGameTiming = client.ResolveDependency<IGameTiming>();
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var cGameStateManager = client.ResolveDependency<IClientGameStateManager>();
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IEntity serverEnt = default!;
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PredictionTestComponent serverComponent = default!;
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PredictionTestComponent clientComponent = default!;
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var serverSystem = server.ResolveDependency<IEntitySystemManager>()
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.GetEntitySystem<PredictionTestEntitySystem>();
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var clientSystem = client.ResolveDependency<IEntitySystemManager>()
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.GetEntitySystem<PredictionTestEntitySystem>();
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server.Post(() =>
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{
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// Spawn dummy component entity.
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var map = sMapManager.CreateMap();
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var player = sPlayerManager.GetAllPlayers().Single();
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serverEnt = sEntityManager.SpawnEntity(null, new MapCoordinates((0, 0), map));
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serverComponent = serverEnt.AddComponent<PredictionTestComponent>();
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// Make client "join game" so they receive game state updates.
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player.JoinGame();
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});
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// Run some ticks so that
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await RunTicksSync(client, server, 3);
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// Due to technical things with the game state processor it has an extra state in the buffer here.
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// This burns through it real quick, but I'm not sure it should be there?
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// Under normal operation (read: not integration test) this gets corrected for via tick time adjustment,
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// so it's probably not an issue?
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await client.WaitRunTicks(1);
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// 2 is target buffer size.
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Assert.That(cGameStateManager.CurrentBufferSize, Is.EqualTo(2));
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await client.WaitPost(() =>
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{
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clientComponent = cEntityManager.GetEntity(serverEnt.Uid)
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.GetComponent<PredictionTestComponent>();
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});
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Assert.That(clientComponent.Foo, Is.False);
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// KEEP IN MIND WHEN READING THIS.
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// The game loop increments CurTick AFTER running the tick.
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// So when reading CurTick inside an Assert or Post or whatever, the tick reported is the NEXT one to run.
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Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(14)));
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Assert.That(serverComponent.Foo, Is.False);
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// Client last ran tick 15 meaning it's ahead of the last server tick it processed (12)
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Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(16)));
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Assert.That(cGameStateManager.CurServerTick, Is.EqualTo(new GameTick(12)));
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// *** I am using block scopes to visually distinguish these sections of the test to make it more readable.
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// Send an event to change the flag and instantly see the effect replicate client side,
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// while it's queued on server and reconciling works (constantly needs re-firing on client).
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{
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await client.WaitPost(() =>
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{
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cEntityManager.RaisePredictiveEvent(new SetFooMessage(serverEnt.Uid, true));
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Assert.That(clientComponent.Foo, Is.True);
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});
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// Event correctly arrived on client system.
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Assert.That(clientSystem.EventTriggerList,
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Is.EquivalentTo(new[] {(new GameTick(16), true, false, true, true)}));
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clientSystem.EventTriggerList.Clear();
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// Two ticks happen on both sides with nothing really "changing".
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// Server doesn't receive it yet,
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// client is still replaying the past prediction.
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for (var i = 0; i < 2; i++)
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{
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await server.WaitRunTicks(1);
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// Event did not arrive on server.
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Assert.That(serverSystem.EventTriggerList, Is.Empty);
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await client.WaitRunTicks(1);
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// Event got repeated on client as a past prediction.
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Assert.That(clientSystem.EventTriggerList,
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Is.EquivalentTo(new[] {(new GameTick(16), false, false, true, true)}));
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clientSystem.EventTriggerList.Clear();
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}
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{
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await server.WaitRunTicks(1);
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// Event arrived on server at tick 16.
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Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(17)));
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Assert.That(serverSystem.EventTriggerList,
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Is.EquivalentTo(new[] {(new GameTick(16), true, false, true, true)}));
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serverSystem.EventTriggerList.Clear();
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await client.WaitRunTicks(1);
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// Event got repeated on client as a past prediction.
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Assert.That(clientSystem.EventTriggerList,
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Is.EquivalentTo(new[] {(new GameTick(16), false, false, true, true)}));
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clientSystem.EventTriggerList.Clear();
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}
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{
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await server.WaitRunTicks(1);
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// Nothing happened on server.
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Assert.That(serverSystem.EventTriggerList, Is.Empty);
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await client.WaitRunTicks(1);
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// Event got repeated on client as a past prediction.
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Assert.That(clientSystem.EventTriggerList, Is.Empty);
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Assert.That(clientComponent.Foo, Is.True);
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clientSystem.EventTriggerList.Clear();
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}
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}
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// Disallow changes to simulate a misprediction.
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serverSystem.Allow = false;
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// Assert timing is still correct, should be but it's a good reference for the rest of the test.
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Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(18)));
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Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(20)));
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Assert.That(cGameStateManager.CurServerTick, Is.EqualTo(new GameTick(16)));
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{
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// Send event to server to change flag again, this time to disable it..
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await client.WaitPost(() =>
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{
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cEntityManager.RaisePredictiveEvent(new SetFooMessage(serverEnt.Uid, false));
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Assert.That(clientComponent.Foo, Is.False);
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});
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// Event correctly arrived on client system.
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Assert.That(clientSystem.EventTriggerList,
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Is.EquivalentTo(new[] {(new GameTick(20), true, true, false, false)}));
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clientSystem.EventTriggerList.Clear();
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for (var i = 0; i < 2; i++)
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{
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await server.WaitRunTicks(1);
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// Event did not arrive on server.
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Assert.That(serverSystem.EventTriggerList, Is.Empty);
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await client.WaitRunTicks(1);
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// Event got repeated on client as a past prediction.
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Assert.That(clientSystem.EventTriggerList,
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Is.EquivalentTo(new[] {(new GameTick(20), false, true, false, false)}));
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clientSystem.EventTriggerList.Clear();
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}
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{
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await server.WaitRunTicks(1);
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// Event arrived on server at tick 20.
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Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(21)));
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// But the server didn't listen!
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Assert.That(serverSystem.EventTriggerList,
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Is.EquivalentTo(new[] {(new GameTick(20), true, true, true, false)}));
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serverSystem.EventTriggerList.Clear();
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await client.WaitRunTicks(1);
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// Event got repeated on client as a past prediction.
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Assert.That(clientSystem.EventTriggerList,
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Is.EquivalentTo(new[] {(new GameTick(20), false, true, false, false)}));
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clientSystem.EventTriggerList.Clear();
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}
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{
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await server.WaitRunTicks(1);
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// Nothing happened on server.
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Assert.That(serverSystem.EventTriggerList, Is.Empty);
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await client.WaitRunTicks(1);
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// Event no longer got repeated and flag was *not* set by server state.
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// Mispredict gracefully handled!
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Assert.That(clientSystem.EventTriggerList, Is.Empty);
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Assert.That(clientComponent.Foo, Is.True);
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clientSystem.EventTriggerList.Clear();
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}
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}
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// Re-allow changes to make everything work correctly again.
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serverSystem.Allow = true;
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// Assert timing is still correct.
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Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(22)));
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Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(24)));
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Assert.That(cGameStateManager.CurServerTick, Is.EqualTo(new GameTick(20)));
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{
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// Send first event to disable the flag (reminder: it never got accepted by the server).
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await client.WaitPost(() =>
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{
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cEntityManager.RaisePredictiveEvent(new SetFooMessage(serverEnt.Uid, false));
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Assert.That(clientComponent.Foo, Is.False);
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});
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// Event correctly arrived on client system.
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Assert.That(clientSystem.EventTriggerList,
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Is.EquivalentTo(new[] {(new GameTick(24), true, true, false, false)}));
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clientSystem.EventTriggerList.Clear();
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// Run one tick, everything checks out.
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{
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await server.WaitRunTicks(1);
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// Event did not arrive on server.
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Assert.That(serverSystem.EventTriggerList, Is.Empty);
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await client.WaitRunTicks(1);
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// Event got repeated on client as a past prediction.
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Assert.That(clientSystem.EventTriggerList,
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Is.EquivalentTo(new[] {(new GameTick(24), false, true, false, false)}));
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clientSystem.EventTriggerList.Clear();
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}
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// Send another event, to re-enable it.
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await client.WaitPost(() =>
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{
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cEntityManager.RaisePredictiveEvent(new SetFooMessage(serverEnt.Uid, true));
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Assert.That(clientComponent.Foo, Is.True);
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});
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// Event correctly arrived on client system.
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Assert.That(clientSystem.EventTriggerList,
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Is.EquivalentTo(new[] {(new GameTick(25), true, false, true, true)}));
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clientSystem.EventTriggerList.Clear();
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// Next tick we run, both events come in, but at different times.
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{
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await server.WaitRunTicks(1);
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// Event did not arrive on server.
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Assert.That(serverSystem.EventTriggerList, Is.Empty);
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await client.WaitRunTicks(1);
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// Event got repeated on client as a past prediction.
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Assert.That(clientSystem.EventTriggerList,
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Is.EquivalentTo(new[]
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{
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(new GameTick(24), false, true, false, false), (new GameTick(25), false, false, true, true)
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}));
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clientSystem.EventTriggerList.Clear();
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}
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// FIRST event arrives on server!
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{
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await server.WaitRunTicks(1);
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Assert.That(serverSystem.EventTriggerList,
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Is.EquivalentTo(new[] {(new GameTick(24), true, true, false, false)}));
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serverSystem.EventTriggerList.Clear();
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await client.WaitRunTicks(1);
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// Event got repeated on client as a past prediction.
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Assert.That(clientSystem.EventTriggerList,
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Is.EquivalentTo(new[]
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{
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(new GameTick(24), false, true, false, false), (new GameTick(25), false, false, true, true)
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}));
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clientSystem.EventTriggerList.Clear();
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}
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// SECOND event arrived on server, client receives ack for first event,
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// still runs second event as past prediction.
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{
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await server.WaitRunTicks(1);
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Assert.That(serverSystem.EventTriggerList,
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Is.EquivalentTo(new[] {(new GameTick(25), true, false, true, true)}));
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serverSystem.EventTriggerList.Clear();
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await client.WaitRunTicks(1);
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// Event got repeated on client as a past prediction.
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Assert.That(clientSystem.EventTriggerList,
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Is.EquivalentTo(new[]
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{
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(new GameTick(25), false, false, true, true)
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}));
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clientSystem.EventTriggerList.Clear();
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}
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// Finally, second event acknowledged on client and we're good.
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{
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await server.WaitRunTicks(1);
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Assert.That(serverSystem.EventTriggerList, Is.Empty);
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await client.WaitRunTicks(1);
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// Event got repeated on client as a past prediction.
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Assert.That(clientSystem.EventTriggerList, Is.Empty);
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Assert.That(clientComponent.Foo, Is.True);
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}
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}
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}
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private sealed class PredictionTestComponent : Component
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{
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public override string Name => "PredictionTest";
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public override uint? NetID => ContentNetIDs.PREDICTION_TEST;
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private bool _foo;
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public bool Foo
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{
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get => _foo;
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set
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{
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_foo = value;
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Dirty();
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}
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (!(curState is PredictionComponentState pred))
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{
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return;
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}
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Foo = pred.Foo;
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}
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public override ComponentState GetComponentState()
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{
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return new PredictionComponentState(Foo);
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}
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private sealed class PredictionComponentState : ComponentState
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{
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public bool Foo { get; }
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public PredictionComponentState(bool foo) : base(ContentNetIDs.PREDICTION_TEST)
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{
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Foo = foo;
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}
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}
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}
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private sealed class PredictionTestEntitySystem : EntitySystem
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{
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public bool Allow { get; set; } = true;
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// Queue of all the events that come in so we can test that they come in perfectly as expected.
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public List<(GameTick tick, bool firstPredict, bool old, bool @new, bool value)> EventTriggerList { get; } =
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new List<(GameTick, bool, bool, bool, bool)>();
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<SetFooMessage>(HandleMessage);
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SubscribeLocalEvent<SetFooMessage>(HandleMessage);
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}
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private void HandleMessage(SetFooMessage message, EntitySessionEventArgs args)
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{
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var entity = EntityManager.GetEntity(message.Uid);
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var component = entity.GetComponent<PredictionTestComponent>();
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var old = component.Foo;
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if (Allow)
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{
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component.Foo = message.NewFoo;
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}
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EventTriggerList.Add((_gameTiming.CurTick, _gameTiming.IsFirstTimePredicted, old, component.Foo, message.NewFoo));
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}
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}
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private sealed class SetFooMessage : EntitySystemMessage
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{
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public SetFooMessage(EntityUid uid, bool newFoo)
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{
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Uid = uid;
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NewFoo = newFoo;
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}
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public EntityUid Uid { get; }
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public bool NewFoo { get; }
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}
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}
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}
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Reference in New Issue
Block a user