Comments (2)
I'd love to contribute for this.
In general can we get a conversation going on what should be tested instead?
As a person integrating this library into their bevy game I'd like to see that:
- Systems in the Rollback stage should run.
- Rollback Components get synced between two applications with active session between each other.
- Test simple integration (great for documentation) between bevy and the plugin.
- Enough test that make us feel confident on improving the code and internal systems.
The test in the link provided would be a good start, I would remove line
bevy_ggrs/tests/example_integration.rs
Line 29 in de32619
It is not expected that the two systems are completely in sync only that both system are being scheduled and executed.
Additionally the second test would be a good candidate for the integration test and rollback behavior's:
bevy_ggrs/tests/example_integration.rs
Line 35 in de32619
Now with thanks to this helper function or something very similar, we can now also test frame by frame scenarios/edge cases:
fn tick_60_fps(app: &mut App) {
let mut update_strategy = app.world.resource_mut::<TimeUpdateStrategy>();
let TimeUpdateStrategy::ManualInstant(prev_time) = *update_strategy else { unimplemented!() };
*update_strategy =
TimeUpdateStrategy::ManualInstant(prev_time + Duration::from_secs_f64(1. / 60.));
app.update();
}
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solved in #69 . we now have a nice basis to extend integration tests from if we wish to do so!
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Related Issues (20)
- [Question] How to sync elapsed time since startup among peers? HOT 4
- 3d example, and other questions HOT 4
- Update entity IDs in Children/Parent components on rollback. HOT 2
- Update to Bevy 0.13
- Document idiomatic way to sort rollback related queries
- Synctest session doesn't detect all desyncs that it could/should
- Adding players after p2p session already started HOT 3
- Support synchronizing parts of world state, since Rust isn't deterministic. HOT 15
- Potential Scalability Refactor HOT 6
- Sessions `.with_desync_detection(DesyncDetection::On)` always reports false positives HOT 1
- More idiomatic component/resource checksums for float types?
- Adding non-rollbacked children to rollbacked entities break the hierarchy HOT 1
- Desync detection appears to compare the checksum of predicted frames to confirmed frames HOT 8
- Sprite Component doesn't get respawned after rollback HOT 5
- panic: `Rollback requested was not created using AddRollbackCommand!`
- When rollbacks happen across entity spawning, desyncs are reported HOT 1
- Despawned entities are not restored HOT 2
- Convenient way to end a session HOT 5
- Checksums are not portable HOT 5
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