Files
tbd-station-14/Content.IntegrationTests/Tests/Networking/SimplePredictReconcileTest.cs
ShadowCommander 7a842f7c22 Fix tests (#3707)
* First pass

* Fix access and rename banananium to bananium

* Fix captialization of CookTimeInfoLabel

* Fix InteractUsing calls

* Remove unused [Dependency]

* Replace obsolete references to Anchored with BodyType

* Assign default value to shoving someone in disposals

* Fix naming

* Replace Initialize TryGetComponents with EnsureComponent

* Rework AnchorableComponent

* Fix singularity component

* Replace obsolete usages of Angle.South

* Fix efcore warning

* Fix container tests

* Fix DebugPressurePump invalid PressurePump yaml

* Fix getting pathfinding region of grid 0

* Fix atmos plaque missing layer and add info message when it happens

* Fix AiSteeringSystem steering in an invalid grid in entity test

* Make content able to choose which log level leads to test failures

* Revert container test fix for Acruid

* Fix sprite, pipe and saving errors
Make EntityTest print all errors instead of stopping on the first

* Reorder singularity visualizer

* Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-03-31 21:41:23 +02:00

485 lines
20 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Content.Shared.GameObjects;
using NUnit.Framework;
using Robust.Client.GameObjects;
using Robust.Client.GameStates;
using Robust.Server.Player;
using Robust.Shared;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Players;
using Robust.Shared.Reflection;
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 class SimplePredictReconcileTest : ContentIntegrationTest
{
[Test]
public async Task Test()
{
// Initialize client & server with text component and system registered.
// They can't be registered/detected automatically.
var (client, server) = await StartConnectedServerDummyTickerClientPair(
new ClientContentIntegrationOption
{
// This test is designed around specific timing values and when I wrote it interpolation was off.
// As such, I would have to update half this test to make sure it works with interpolation.
// I'm kinda lazy.
CVarOverrides =
{
{CVars.NetInterp.Name, "false"},
{CVars.NetPVS.Name, "false"}
},
ContentBeforeIoC = () =>
{
IoCManager.Resolve<IEntitySystemManager>().LoadExtraSystemType<PredictionTestEntitySystem>();
IoCManager.Resolve<IComponentFactory>().RegisterClass<PredictionTestComponent>();
}
},
new ServerContentIntegrationOption
{
CVarOverrides =
{
{CVars.NetPVS.Name, "false"}
},
ContentBeforeIoC = () =>
{
IoCManager.Resolve<IEntitySystemManager>().LoadExtraSystemType<PredictionTestEntitySystem>();
IoCManager.Resolve<IComponentFactory>().RegisterClass<PredictionTestComponent>();
}
});
// Pull in all dependencies we need.
var sPlayerManager = server.ResolveDependency<IPlayerManager>();
var sMapManager = server.ResolveDependency<IMapManager>();
var sEntityManager = server.ResolveDependency<IEntityManager>();
var cEntityManager = client.ResolveDependency<IEntityManager>();
var sGameTiming = server.ResolveDependency<IGameTiming>();
var cGameTiming = client.ResolveDependency<IGameTiming>();
var cGameStateManager = client.ResolveDependency<IClientGameStateManager>();
IEntity serverEnt = default!;
PredictionTestComponent serverComponent = default!;
PredictionTestComponent clientComponent = default!;
var serverSystem = server.ResolveDependency<IEntitySystemManager>()
.GetEntitySystem<PredictionTestEntitySystem>();
var clientSystem = client.ResolveDependency<IEntitySystemManager>()
.GetEntitySystem<PredictionTestEntitySystem>();
server.Post(() =>
{
// Spawn dummy component entity.
var map = sMapManager.CreateMap();
var player = sPlayerManager.GetAllPlayers().Single();
serverEnt = sEntityManager.SpawnEntity(null, new MapCoordinates((0, 0), map));
serverComponent = serverEnt.AddComponent<PredictionTestComponent>();
// Make client "join game" so they receive game state updates.
player.JoinGame();
});
// Run some ticks so that
await RunTicksSync(client, server, 3);
// Due to technical things with the game state processor it has an extra state in the buffer here.
// This burns through it real quick, but I'm not sure it should be there?
// Under normal operation (read: not integration test) this gets corrected for via tick time adjustment,
// so it's probably not an issue?
await client.WaitRunTicks(1);
// 2 is target buffer size.
Assert.That(cGameStateManager.CurrentBufferSize, Is.EqualTo(2));
await client.WaitPost(() =>
{
clientComponent = cEntityManager.GetEntity(serverEnt.Uid)
.GetComponent<PredictionTestComponent>();
});
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(sGameTiming.CurTick, Is.EqualTo(new GameTick(14)));
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(new GameTick(16)));
Assert.That(cGameStateManager.CurServerTick, Is.EqualTo(new GameTick(12)));
// *** 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).
{
await client.WaitPost(() =>
{
cEntityManager.RaisePredictiveEvent(new SetFooMessage(serverEnt.Uid, true));
Assert.That(clientComponent.Foo, Is.True);
});
// Event correctly arrived on client system.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] {(new GameTick(16), 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[] {(new GameTick(16), false, false, true, true)}));
clientSystem.EventTriggerList.Clear();
}
{
await server.WaitRunTicks(1);
// Event arrived on server at tick 16.
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(17)));
Assert.That(serverSystem.EventTriggerList,
Is.EquivalentTo(new[] {(new GameTick(16), 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(16), 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);
// 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 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(18)));
Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(20)));
Assert.That(cGameStateManager.CurServerTick, Is.EqualTo(new GameTick(16)));
{
// Send event to server to change flag again, this time to disable it..
await client.WaitPost(() =>
{
cEntityManager.RaisePredictiveEvent(new SetFooMessage(serverEnt.Uid, false));
Assert.That(clientComponent.Foo, Is.False);
});
// Event correctly arrived on client system.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] {(new GameTick(20), 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(20), false, true, false, false)}));
clientSystem.EventTriggerList.Clear();
}
{
await server.WaitRunTicks(1);
// Event arrived on server at tick 20.
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(21)));
// But the server didn't listen!
Assert.That(serverSystem.EventTriggerList,
Is.EquivalentTo(new[] {(new GameTick(20), 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(20), 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);
// 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 timing is still correct.
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(22)));
Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(24)));
Assert.That(cGameStateManager.CurServerTick, Is.EqualTo(new GameTick(20)));
{
// Send first event to disable the flag (reminder: it never got accepted by the server).
await client.WaitPost(() =>
{
cEntityManager.RaisePredictiveEvent(new SetFooMessage(serverEnt.Uid, false));
Assert.That(clientComponent.Foo, Is.False);
});
// Event correctly arrived on client system.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] {(new GameTick(24), 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(24), false, true, false, false)}));
clientSystem.EventTriggerList.Clear();
}
// Send another event, to re-enable it.
await client.WaitPost(() =>
{
cEntityManager.RaisePredictiveEvent(new SetFooMessage(serverEnt.Uid, true));
Assert.That(clientComponent.Foo, Is.True);
});
// Event correctly arrived on client system.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] {(new GameTick(25), 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(24), false, true, false, false), (new GameTick(25), 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(24), 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(24), false, true, false, false), (new GameTick(25), 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(25), 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(25), 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);
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList, Is.Empty);
Assert.That(clientComponent.Foo, Is.True);
}
}
}
private sealed class PredictionTestComponent : Component
{
public override string Name => "PredictionTest";
public override uint? NetID => ContentNetIDs.PREDICTION_TEST;
private bool _foo;
public bool Foo
{
get => _foo;
set
{
_foo = value;
Dirty();
}
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState is not PredictionComponentState pred)
{
return;
}
Foo = pred.Foo;
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new PredictionComponentState(Foo);
}
[Serializable, NetSerializable]
private sealed class PredictionComponentState : ComponentState
{
public bool Foo { get; }
public PredictionComponentState(bool foo) : base(ContentNetIDs.PREDICTION_TEST)
{
Foo = foo;
}
}
}
[Reflect(false)]
private 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();
SubscribeNetworkEvent<SetFooMessage>(HandleMessage);
SubscribeLocalEvent<SetFooMessage>(HandleMessage);
}
private void HandleMessage(SetFooMessage message, EntitySessionEventArgs args)
{
var entity = EntityManager.GetEntity(message.Uid);
var component = entity.GetComponent<PredictionTestComponent>();
var old = component.Foo;
if (Allow)
{
component.Foo = message.NewFoo;
}
EventTriggerList.Add((_gameTiming.CurTick, _gameTiming.IsFirstTimePredicted, old, component.Foo,
message.NewFoo));
}
}
private sealed class SetFooMessage : EntityEventArgs
{
public SetFooMessage(EntityUid uid, bool newFoo)
{
Uid = uid;
NewFoo = newFoo;
}
public EntityUid Uid { get; }
public bool NewFoo { get; }
}
}
}