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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NUnit.Framework;
using Unity.Entities;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
using Unity.Physics.Systems;
using Unity.Mathematics;
using Unity.Jobs;
namespace Unity.Physics.Samples.Test
{
interface IDeterminismTestSystem
{
void BeginTest();
bool TestingFinished();
}
[UpdateAfter(typeof(ExportPhysicsWorld)), UpdateBefore(typeof(EndFramePhysicsSystem))]
class UnityPhysicsDeterminismTestSystem : SystemBase, IDeterminismTestSystem
{
protected BuildPhysicsWorld m_BuildPhysicsWorld;
protected StepPhysicsWorld m_StepPhysicsWorld;
protected ExportPhysicsWorld m_ExportPhysicsWorld;
protected bool m_TestingFinished = false;
public int SimulatedFramesInCurrentTest = 0;
public const int k_TestDurationInFrames = 100;
public void BeginTest()
{
SimulatedFramesInCurrentTest = 0;
Enabled = true;
m_ExportPhysicsWorld.Enabled = true;
m_StepPhysicsWorld.Enabled = true;
m_BuildPhysicsWorld.Enabled = true;
m_TestingFinished = false;
}
public bool TestingFinished() => m_TestingFinished;
protected override void OnCreate()
{
Enabled = false;
m_BuildPhysicsWorld = World.GetOrCreateSystem<BuildPhysicsWorld>();
m_StepPhysicsWorld = World.GetOrCreateSystem<StepPhysicsWorld>();
m_ExportPhysicsWorld = World.GetOrCreateSystem<ExportPhysicsWorld>();
}
protected void FinishTesting()
{
SimulatedFramesInCurrentTest = 0;
m_ExportPhysicsWorld.Enabled = false;
m_StepPhysicsWorld.Enabled = false;
m_BuildPhysicsWorld.Enabled = false;
Enabled = false;
m_TestingFinished = true;
}
protected override void OnUpdate()
{
SimulatedFramesInCurrentTest++;
var handle = JobHandle.CombineDependencies(Dependency, m_ExportPhysicsWorld.GetOutputDependency());
if (SimulatedFramesInCurrentTest == k_TestDurationInFrames)
{
handle.Complete();
FinishTesting();
}
Dependency = handle;
}
}
// Only works in standalone build, since it needs synchronous Burst compilation.
#if !UNITY_EDITOR && UNITY_PHYSICS_INCLUDE_SLOW_TESTS
[TestFixture]
#endif
class UnityPhysicsEndToEndDeterminismTest
{
private BuildPhysicsWorld m_BuildPhysicsWorld;
private StepPhysicsWorld m_StepPhysicsWorld;
private ExportPhysicsWorld m_ExportPhysicsWorld;
protected static World DefaultWorld => World.DefaultGameObjectInjectionWorld;
protected const int k_BusyWaitPeriodInSeconds = 1;
protected virtual IDeterminismTestSystem GetTestSystem() => DefaultWorld.GetOrCreateSystem<UnityPhysicsDeterminismTestSystem>();
protected static void SwitchWorlds()
{
var entityManager = DefaultWorld.EntityManager;
var entities = entityManager.GetAllEntities();
entityManager.DestroyEntity(entities);
entities.Dispose();
if (DefaultWorld.IsCreated)
{
var systems = DefaultWorld.Systems;
foreach (var s in systems)
{
s.Enabled = false;
}
DefaultWorld.Dispose();
}
DefaultWorldInitialization.Initialize("Default World", false);
}
// Demos that make no sense to be tested for determinism
private static string[] s_FilteredOutDemos =
{
"InitTestScene", "LoaderScene", "SingleThreadedRagdoll"
};
protected static IEnumerable GetScenes()
{
var sceneCount = SceneManager.sceneCountInBuildSettings;
var scenes = new List<string>();
for (int sceneIndex = 0; sceneIndex < sceneCount; ++sceneIndex)
{
var scenePath = SceneUtility.GetScenePathByBuildIndex(sceneIndex);
bool addScene = true;
for (int i = 0; i < s_FilteredOutDemos.Length; i++)
{
if (scenePath.Contains(s_FilteredOutDemos[i]))
{
addScene = false;
break;
}
}
if (addScene)
{
scenes.Add(scenePath);
}
}
scenes.Sort();
return scenes;
}
protected void DisablePhysicsSystems()
{
m_BuildPhysicsWorld.Enabled = false;
m_StepPhysicsWorld.Enabled = false;
m_ExportPhysicsWorld.Enabled = false;
}
public void StartTest(string scenePath)
{
SceneManager.LoadScene(scenePath);
GetTestSystem().BeginTest();
}
public List<RigidTransform> EndTest()
{
var world = m_BuildPhysicsWorld.PhysicsWorld;
List<RigidTransform> results = new List<RigidTransform>();
for (int i = 0; i < world.NumBodies; i++)
{
results.Add(world.Bodies[i].WorldFromBody);
}
SwitchWorlds();
return results;
}
[TearDown]
public void TearDown()
{
SwitchWorlds();
}
// Only works in standalone build, since it needs synchronous Burst compilation.
#if !UNITY_EDITOR && UNITY_PHYSICS_INCLUDE_SLOW_TESTS
[UnityTest]
#endif
public virtual IEnumerator LoadScenes([ValueSource(nameof(GetScenes))] string scenePath)
{
// Log scene name in case Unity crashes and test results aren't written out.
Debug.Log("Loading " + scenePath);
LogAssert.Expect(LogType.Log, "Loading " + scenePath);
List<RigidTransform> expected = null;
List<RigidTransform> actual = null;
// First run
{
m_BuildPhysicsWorld = DefaultWorld.GetOrCreateSystem<BuildPhysicsWorld>();
m_StepPhysicsWorld = DefaultWorld.GetOrCreateSystem<StepPhysicsWorld>();
m_ExportPhysicsWorld = DefaultWorld.GetOrCreateSystem<ExportPhysicsWorld>();
var testSystem = GetTestSystem();
// Disable the systems
DisablePhysicsSystems();
// Wait for running systems to finish
yield return null;
// Load the scene
StartTest(scenePath);
while (!testSystem.TestingFinished())
{
yield return new WaitForSeconds(k_BusyWaitPeriodInSeconds);
}
expected = EndTest();
}
// Second run
{
m_BuildPhysicsWorld = DefaultWorld.GetOrCreateSystem<BuildPhysicsWorld>();
m_StepPhysicsWorld = DefaultWorld.GetOrCreateSystem<StepPhysicsWorld>();
m_ExportPhysicsWorld = DefaultWorld.GetOrCreateSystem<ExportPhysicsWorld>();
var testSystem = GetTestSystem();
DisablePhysicsSystems();
yield return null;
// Load the scene
StartTest(scenePath);
while (!testSystem.TestingFinished())
{
yield return new WaitForSeconds(k_BusyWaitPeriodInSeconds);
}
actual = EndTest();
}
// Compare results
{
// Verification
int numSame = 0;
int numBodies = expected.Count;
for (int i = 0; i < numBodies; i++)
{
if (math.all(expected[i].pos == actual[i].pos) && math.all(expected[i].rot.value == actual[i].rot.value))
{
numSame++;
}
else
{
if (!math.all(expected[i].pos == actual[i].pos))
{
Debug.Log($"Expected Position: {expected[i].pos}, Actual: {actual[i].pos}, RigidBodyIndex: {i}");
}
if (!math.all(expected[i].rot.value == actual[i].rot.value))
{
Debug.Log($"Expected Rotation: {expected[i].rot.value}, Actual: {actual[i].rot.value}, RigidBodyIndex: {i}");
}
}
}
Assert.AreEqual(numBodies, numSame, "Not all bodies have the same transform!");
LogAssert.NoUnexpectedReceived();
}
}
}
}