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test_AI_simulation.cpp
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407 lines (331 loc) · 15.7 KB
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#include "test_AI_simulation.h"
#include "../core/core.h"
#include "../core/data_buffer.h"
#include "../core/net_utilities.h"
#include "../core/processor.h"
#include "../core/var_data.h"
#include "../tests/local_network.h"
#include "../tests/local_scene.h"
#include "../tests/test_math_lib.h"
#include "local_scene.h"
#include "test_math_lib.h"
#include <chrono>
#include <string>
#include <thread>
namespace NS_Test {
namespace NS_AI_Test {
int frames_per_seconds = 60;
std::shared_ptr<NS::LocalSceneSynchronizerNoSubTicks> SceneSyncNoSubTicks_Obj1;
std::shared_ptr<NS::LocalSceneSynchronizerNoSubTicks> SceneSyncNoSubTicks_Obj2;
std::shared_ptr<NS::LocalSceneSynchronizerNoSubTicks> SceneSyncNoSubTicks_Obj3;
std::shared_ptr<NS::LocalSceneSynchronizer> SceneSync_Obj1;
std::shared_ptr<NS::LocalSceneSynchronizer> SceneSync_Obj2;
std::shared_ptr<NS::LocalSceneSynchronizer> SceneSync_Obj3;
class TAIControlledObject : public NS::LocalSceneObject {
public:
NS::ObjectLocalId local_id = NS::ObjectLocalId::NONE;
bool modify_input_on_next_frame = false;
NS::VarData xy;
TAIControlledObject() :
LocalSceneObject("TAIControlledObject") {
}
virtual void on_scene_entry() override {
if (get_scene()->scene_sync->is_server()) {
get_scene()->scene_sync->register_app_object(get_scene()->scene_sync->to_handle(this));
}
}
virtual void on_scene_exit() override {
get_scene()->scene_sync->unregister_app_object(local_id);
}
virtual void setup_synchronizer(NS::LocalSceneSynchronizer &p_scene_sync, NS::ObjectLocalId p_id) override {
local_id = p_id;
p_scene_sync.setup_controller(
p_id,
std::bind(&TAIControlledObject::collect_inputs, this, std::placeholders::_1, std::placeholders::_2),
std::bind(&TAIControlledObject::are_inputs_different, this, std::placeholders::_1, std::placeholders::_2),
std::bind(&TAIControlledObject::controller_process, this, std::placeholders::_1, std::placeholders::_2));
if (p_scene_sync.is_server()) {
p_scene_sync.set_controlled_by_peer(
p_id,
authoritative_peer_id);
}
p_scene_sync.register_variable(
p_id,
"xy",
[](NS::SynchronizerManager &p_synchronizer_manager, NS::ObjectHandle p_handle, const std::string &p_var_name, const NS::VarData &p_value) {
static_cast<TAIControlledObject *>(NS::LocalSceneSynchronizer::from_handle(p_handle))->set_xy(p_value.data.vec.x, p_value.data.vec.y);
},
[](const NS::SynchronizerManager &p_synchronizer_manager, NS::ObjectHandle p_handle, const std::string &p_var_name, NS::VarData &r_value) {
r_value.copy(static_cast<const TAIControlledObject *>(NS::LocalSceneSynchronizer::from_handle(p_handle))->xy);
});
}
void set_xy(double x, double y) {
xy = NS::VarData(x, y);
}
NS::VarData get_xy() const {
return NS::VarData::make_copy(xy);
}
// ------------------------------------------------- NetController interface
bool previous_input = true;
void collect_inputs(float p_delta, NS::DataBuffer &r_buffer) {
// Write true or false alternating each other.
r_buffer.add(!previous_input);
previous_input = !previous_input;
}
void controller_process(float p_delta, NS::DataBuffer &p_buffer) {
bool advance_or_turn;
p_buffer.read(advance_or_turn);
if (modify_input_on_next_frame) {
modify_input_on_next_frame = false;
advance_or_turn = !advance_or_turn;
}
NS::VarData current = get_xy();
if (advance_or_turn) {
// Advance
set_xy(current.data.vec.x + 1.0, current.data.vec.y);
} else {
// Turn
set_xy(current.data.vec.x, current.data.vec.y + 1.0);
}
}
bool are_inputs_different(NS::DataBuffer &p_buffer_A, NS::DataBuffer &p_buffer_B) {
const bool v1 = p_buffer_A.read_bool();
const bool v2 = p_buffer_B.read_bool();
return v1 != v2;
}
};
/// This class is responsible to verify the doll simulation.
/// This class is made in a way which allows to be overriden to test the sync
/// still works under bad network conditions.
struct TestAISimulationBase {
std::vector<NS::FrameIndex> peer1_desync_detected;
std::vector<NS::FrameIndex> peer2_desync_detected;
NS::LocalNetworkProps network_properties;
/// Set this to true to ensure the sub_ticks doesn't cause de-syncs.
bool disable_sub_ticks = false;
NS::LocalScene server_scene;
NS::LocalScene peer_1_scene;
NS::LocalScene peer_2_scene;
TAIControlledObject *controlled_0_serv = nullptr;
TAIControlledObject *controlled_0_peer1 = nullptr;
TAIControlledObject *controlled_0_peer2 = nullptr;
float frame_confirmation_timespan = 1.f / 60.f;
private:
virtual void on_scenes_initialized() {
}
virtual void on_server_process(float p_delta) {
}
virtual void on_client_1_process(float p_delta) {
}
virtual void on_client_2_process(float p_delta) {
}
virtual void on_scenes_processed(float p_delta) {
}
public:
TestAISimulationBase() {
}
virtual ~TestAISimulationBase() {
}
void init_test(bool p_no_sub_ticks = false) {
disable_sub_ticks = p_no_sub_ticks;
server_scene.get_network().network_properties = &network_properties;
peer_1_scene.get_network().network_properties = &network_properties;
peer_2_scene.get_network().network_properties = &network_properties;
// Create a server
server_scene.start_as_server();
// and a client connected to the server.
peer_1_scene.start_as_client(server_scene);
// and a client connected to the server.
peer_2_scene.start_as_client(server_scene);
// Add the scene sync
if (p_no_sub_ticks) {
server_scene.scene_sync =
server_scene.add_existing_object(SceneSyncNoSubTicks_Obj1, "sync", server_scene.get_peer());
peer_1_scene.scene_sync =
peer_1_scene.add_existing_object(SceneSyncNoSubTicks_Obj2, "sync", server_scene.get_peer());
peer_2_scene.scene_sync =
peer_2_scene.add_existing_object(SceneSyncNoSubTicks_Obj3, "sync", server_scene.get_peer());
} else {
server_scene.scene_sync =
server_scene.add_existing_object(SceneSync_Obj1, "sync", server_scene.get_peer());
peer_1_scene.scene_sync =
peer_1_scene.add_existing_object(SceneSync_Obj2, "sync", server_scene.get_peer());
peer_2_scene.scene_sync =
peer_2_scene.add_existing_object(SceneSync_Obj3, "sync", server_scene.get_peer());
}
server_scene.scene_sync->set_frames_per_seconds(frames_per_seconds);
peer_1_scene.scene_sync->set_frames_per_seconds(frames_per_seconds);
peer_2_scene.scene_sync->set_frames_per_seconds(frames_per_seconds);
server_scene.scene_sync->set_frame_confirmation_timespan(frame_confirmation_timespan);
// Then compose the scene: 3 controllers.
controlled_0_serv = server_scene.add_object<TAIControlledObject>("controller_0", server_scene.get_peer());
controlled_0_peer1 = peer_1_scene.add_object<TAIControlledObject>("controller_0", server_scene.get_peer());
controlled_0_peer2 = peer_2_scene.add_object<TAIControlledObject>("controller_0", server_scene.get_peer());
server_scene.add_object<TAIControlledObject>("controller_1", peer_1_scene.get_peer());
peer_1_scene.add_object<TAIControlledObject>("controller_1", peer_1_scene.get_peer());
peer_2_scene.add_object<TAIControlledObject>("controller_1", peer_1_scene.get_peer());
server_scene.add_object<TAIControlledObject>("controller_2", peer_2_scene.get_peer());
peer_1_scene.add_object<TAIControlledObject>("controller_2", peer_2_scene.get_peer());
peer_2_scene.add_object<TAIControlledObject>("controller_2", peer_2_scene.get_peer());
server_scene.scene_sync->register_process(server_scene.scene_sync->find_local_id(), PROCESS_PHASE_LATE, [=](float p_delta) -> void {
on_server_process(p_delta);
});
peer_1_scene.scene_sync->register_process(peer_1_scene.scene_sync->find_local_id(), PROCESS_PHASE_LATE, [=](float p_delta) -> void {
on_client_1_process(p_delta);
});
peer_2_scene.scene_sync->register_process(peer_2_scene.scene_sync->find_local_id(), PROCESS_PHASE_LATE, [=](float p_delta) -> void {
on_client_2_process(p_delta);
});
peer_1_scene.scene_sync->event_state_validated.bind([this](NS::FrameIndex fi, bool p_desync_detected) -> void {
if (p_desync_detected) {
peer1_desync_detected.push_back(fi);
}
});
peer_2_scene.scene_sync->event_state_validated.bind([this](NS::FrameIndex fi, bool p_desync_detected) -> void {
if (p_desync_detected) {
peer2_desync_detected.push_back(fi);
}
});
// Set the position of each object:
controlled_0_serv->set_xy(-100., 0.);
controlled_0_peer1->set_xy(-100., 0.);
controlled_0_peer2->set_xy(-100., 0.);
on_scenes_initialized();
}
float rand_range(float M, float N) {
return float(M + (float(rand()) / (float(RAND_MAX) / (N - M))));
}
void do_test(const int p_frames_count, bool p_wait_for_time_pass = false, bool p_process_server = true, bool p_process_peer1 = true, bool p_process_peer2 = true) {
NS_ASSERT_COND(server_scene.scene_sync->get_frames_per_seconds()==peer_1_scene.scene_sync->get_frames_per_seconds());
NS_ASSERT_COND(server_scene.scene_sync->get_frames_per_seconds()==peer_2_scene.scene_sync->get_frames_per_seconds());
for (int i = 0; i < p_frames_count; i++) {
float sim_delta = server_scene.scene_sync->get_fixed_frame_delta();
float processed_time = 0.0f;
while (sim_delta > 0.0001f) {
const float rand_delta = disable_sub_ticks ? sim_delta : rand_range(0.005f, sim_delta);
sim_delta -= std::min(rand_delta, sim_delta);
processed_time += rand_delta;
if (p_process_server) {
server_scene.process(rand_delta);
}
if (p_process_peer1) {
peer_1_scene.process(rand_delta);
}
if (p_process_peer2) {
peer_2_scene.process(rand_delta);
}
}
on_scenes_processed(processed_time);
if (p_wait_for_time_pass) {
const int ms = int(processed_time * 1000.0f);
std::this_thread::sleep_for(std::chrono::milliseconds(ms));
}
}
}
};
struct TestAISimulationWithPositionCheck : public TestAISimulationBase {
virtual void on_scenes_initialized() override {
// Ensure the controllers are at their initial location as defined by the doll simulation class.
NS_ASSERT_COND(NS::LocalSceneSynchronizer::var_data_compare(controlled_0_serv->get_xy(), NS::VarData(-100., 0.)));
NS_ASSERT_COND(NS::LocalSceneSynchronizer::var_data_compare(controlled_0_peer1->get_xy(), NS::VarData(-100., 0.)));
NS_ASSERT_COND(NS::LocalSceneSynchronizer::var_data_compare(controlled_0_peer2->get_xy(), NS::VarData(-100., 0.)));
}
std::vector<NS::VarData> controlled_0_positions_on_server;
std::vector<NS::VarData> controlled_0_positions_on_peer_1;
std::vector<NS::VarData> controlled_0_positions_on_peer_2;
virtual void on_server_process(float p_delta) override {
// Nothing to do.
const NS::FrameIndex frame_index = server_scene.scene_sync->get_controller_for_peer(server_scene.get_peer())->get_current_frame_index();
if (controlled_0_positions_on_server.size() <= frame_index.id) {
controlled_0_positions_on_server.resize(frame_index.id + 1);
}
controlled_0_positions_on_server[frame_index.id] = controlled_0_serv->get_xy();
}
virtual void on_client_1_process(float p_delta) override {
// Store the player 1 inputs.
const NS::FrameIndex frame_index = peer_1_scene.scene_sync->get_controller_for_peer(server_scene.get_peer())->get_current_frame_index();
if (frame_index != NS::FrameIndex::NONE) {
if (controlled_0_positions_on_peer_1.size() <= frame_index.id) {
controlled_0_positions_on_peer_1.resize(frame_index.id + 1);
}
controlled_0_positions_on_peer_1[frame_index.id] = controlled_0_peer1->get_xy();
}
}
virtual void on_client_2_process(float p_delta) override {
// Store the player 2 inputs.
const NS::FrameIndex frame_index = peer_2_scene.scene_sync->get_controller_for_peer(server_scene.get_peer())->get_current_frame_index();
if (frame_index != NS::FrameIndex::NONE) {
if (controlled_0_positions_on_peer_2.size() <= frame_index.id) {
controlled_0_positions_on_peer_2.resize(frame_index.id + 1);
}
controlled_0_positions_on_peer_2[frame_index.id] = controlled_0_peer2->get_xy();
}
}
virtual void on_scenes_processed(float p_delta) override {
NS_ASSERT_COND(peer1_desync_detected.size() == 0);
NS_ASSERT_COND(peer2_desync_detected.size() == 0);
const NS::FrameIndex controller_0_frame_index_on_server = server_scene.scene_sync->get_controller_for_peer(server_scene.get_peer())->get_current_frame_index();
const NS::FrameIndex controller_0_frame_index_on_peer1 = peer_1_scene.scene_sync->get_controller_for_peer(server_scene.get_peer())->get_current_frame_index();
const NS::FrameIndex controller_0_frame_index_on_peer2 = peer_2_scene.scene_sync->get_controller_for_peer(server_scene.get_peer())->get_current_frame_index();
// The server start processing the controllers right away, so this is supposed to be always false.
NS_ASSERT_COND(controller_0_frame_index_on_server != NS::FrameIndex::NONE);
const NS::VarData &server_0_position = controlled_0_positions_on_server[controller_0_frame_index_on_server.id];
if (controller_0_frame_index_on_peer1 != NS::FrameIndex::NONE) {
// Make sure the players are always ahead the dolls.
NS_ASSERT_COND(controller_0_frame_index_on_server >= controller_0_frame_index_on_peer1);
// Verify the doll are at the exact location they were on the player.
const NS::VarData doll_0_position = controlled_0_peer1->get_xy();
NS_ASSERT_COND(NS::LocalSceneSynchronizer::var_data_compare(server_0_position, doll_0_position));
}
if (controller_0_frame_index_on_peer2 != NS::FrameIndex::NONE) {
// Make sure the players are always ahead the dolls.
NS_ASSERT_COND(controller_0_frame_index_on_server >= controller_0_frame_index_on_peer2);
// Verify the doll are at the exact location they were on the player.
const NS::VarData doll_0_position = controlled_0_peer2->get_xy();
NS_ASSERT_COND(NS::LocalSceneSynchronizer::var_data_compare(server_0_position, doll_0_position));
}
}
};
// Test the ability to process a doll without causing any
// reconciliation or miss any input.
void test_AI_replication(float p_frame_confirmation_timespan) {
TestAISimulationWithPositionCheck test;
test.frame_confirmation_timespan = p_frame_confirmation_timespan;
// NOTICE: Disabling sub ticks because these cause some desync
// desync that invalidate this test.
test.init_test(true);
test.do_test(100);
NS_ASSERT_COND(test.peer1_desync_detected.size() == 0);
NS_ASSERT_COND(test.peer2_desync_detected.size() == 0);
NS_ASSERT_COND(test.controlled_0_positions_on_server.size() >= 100);
NS_ASSERT_COND(test.controlled_0_positions_on_peer_1.size() > 90);
NS_ASSERT_COND(test.controlled_0_positions_on_peer_2.size() > 90);
}
void test_AI_simulation() {
SceneSyncNoSubTicks_Obj1 = std::make_shared<NS::LocalSceneSynchronizerNoSubTicks>();
SceneSyncNoSubTicks_Obj2 = std::make_shared<NS::LocalSceneSynchronizerNoSubTicks>();
SceneSyncNoSubTicks_Obj3 = std::make_shared<NS::LocalSceneSynchronizerNoSubTicks>();
SceneSync_Obj1 = std::make_shared<NS::LocalSceneSynchronizer>();
SceneSync_Obj2 = std::make_shared<NS::LocalSceneSynchronizer>();
SceneSync_Obj3 = std::make_shared<NS::LocalSceneSynchronizer>();
const int initial_frames_per_seconds = frames_per_seconds;
for (int i = 0; i < 2; i++) {
test_AI_replication(0.0f);
frames_per_seconds *= 2;
}
frames_per_seconds = initial_frames_per_seconds;
SceneSyncNoSubTicks_Obj1->clear_scene();
SceneSyncNoSubTicks_Obj2->clear_scene();
SceneSyncNoSubTicks_Obj3->clear_scene();
SceneSync_Obj1->clear_scene();
SceneSync_Obj2->clear_scene();
SceneSync_Obj3->clear_scene();
SceneSyncNoSubTicks_Obj1 = std::shared_ptr<NS::LocalSceneSynchronizerNoSubTicks>();
SceneSyncNoSubTicks_Obj2 = std::shared_ptr<NS::LocalSceneSynchronizerNoSubTicks>();
SceneSyncNoSubTicks_Obj3 = std::shared_ptr<NS::LocalSceneSynchronizerNoSubTicks>();
SceneSync_Obj1 = std::shared_ptr<NS::LocalSceneSynchronizer>();
SceneSync_Obj2 = std::shared_ptr<NS::LocalSceneSynchronizer>();
SceneSync_Obj3 = std::shared_ptr<NS::LocalSceneSynchronizer>();
}
};
};