Files
tbd-station-14/Content.IntegrationTests/Tests/Networking/SimplePredictReconcileTest.cs
Tayrtahn cfc0247e5c Code Cleanup: Integration Tests (#29584)
* Cleanup PuddleTest

* Cleanup GravityGridTest

* Cleanup PowerTest

* Cleanup SaveLoadMapTest

* Cleanup Body tests

* Cleanup ContainerOcclusionTest

* Cleanup AirlockTest

* Cleanup DamageableTest

* Cleanup EntityTest

* Cleanup FluidSpillTest

* Cleanup FollowerSystemTest

* Cleanup HandCuffTest

* Cleanup InteractionSystemTests

* Cleanup InRangeUnobstructed

* Cleanup SimplePredictReconcileTest

* Cleanup PostMapInitTest

* Cleanup SalvageTest

* Cleanup SaveLoadSaveTest

* Cleanup ShuttleTest

* Cleanup MaterialArbitrageTest

* Cleanup PrototypeSaveTest

* Fix ShuttleTest

* Bunch of small ones

* Move JobTests to Station directory

* More small fixes

* Cleanup InteractionTest.Helpers
Had to change a method signature, so some callers were modified too.

* Missed one
2024-07-03 10:01:37 +10:00

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 = EntityManager.GetComponent<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;
}
}