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using System;
using System.Collections;
using System.IO;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
using UnityEngine.TestTools;
using VRC.SDK3.ClientSim;
using VRC.SDK3.ClientSim.Tests.WorldTests;
using VRC.SDKBase;
using Object = UnityEngine.Object;
namespace ClientSimTest.Tests.WorldTests
{
public class ClientSimIssue3RespawnTest : ClientSimWorldTestBase
{
private static readonly string _sceneName = "ClientSimIssue3RespawnTest";
private static readonly string _samplesDirectory = Path.Combine("Assets", "Samples", "VRChat Client Simulator");
private static readonly string _programVariableRespawned = "respawned";
private static readonly string _programVariableDelay = "delay";
private static bool _sceneExists;
protected override ClientSimSettings GetTestSettings()
{
return new ClientSimSettings
{
enableClientSim = true,
initializationDelay = 0.5f, // Helps catch Udon errors that run in Start()
spawnPlayer = true,
deleteEditorOnly = false, // Ensure test helpers still exist in the scene.
localPlayerIsMaster = true,
};
}
protected override void SetupScene()
{
string[] guids = AssetDatabase.FindAssets($"t:scene {_sceneName}", new[] { _samplesDirectory });
if (guids.Length == 0)
{
_sceneExists = false;
return;
}
string scenePath = AssetDatabase.GUIDToAssetPath(guids[0]);
SceneAsset sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath);
_sceneExists = sceneAsset != null;
if (_sceneExists)
{
LoadSceneFromPath(scenePath);
}
}
[SetUp]
public void CheckIfSceneExists()
{
Assert.IsTrue(_sceneExists, $"Failed to find Scene {_sceneName}! Please re-import the ClientSimWorldTestExample.");
}
// Test will have the Player walk into a trigger which calls Respawn
[UnityTest]
public IEnumerator Player_WalkingIntoRespawnObject_ShouldRespawnAndTriggerRespawnEvent()
{
yield return WaitForClientSimStartup();
// Verify initial state of objects in the scene.
var testHelpers = Object.FindFirstObjectByType<ClientSimIssue3RespawnTestObjectReferences>();
Assert.IsNotNull(testHelpers, "Could not find Test helper reference.");
// Listen for OnPlayerRespawn event through dispatcher
bool respawnEventFromDispatcherTriggered = false;
void OnPlayerRespawn(ClientSimOnPlayerRespawnEvent respawnEvent)
{
respawnEventFromDispatcherTriggered = true;
}
EventDispatcher.Subscribe<ClientSimOnPlayerRespawnEvent>(OnPlayerRespawn);
// Close the menu before doing anything.
Helper.CloseMenu();
// Walk into the respawn cube.
Helper.TestInput.SetInputRun(true);
yield return Helper.WalkToPoint(testHelpers.respawnCube.gameObject.transform, "Didn't reach RespawnCube");
// Wait for the same amount of time the UdonBehaviour uses to delay the Respawn call
yield return new WaitForSeconds(testHelpers.respawnCube.GetProgramVariable<float>(_programVariableDelay));
// Verify that the player is very close to Spawn
Vector3 playerPosition = Networking.LocalPlayer.GetPosition();
float distance = Vector3.Distance(playerPosition, testHelpers.spawn1.position);
Assert.IsTrue(distance < 0.25f, "Player failed to respawn.");
// Ensure OnPlayerRespawn event fired by checking variable set by this event
Assert.IsTrue(testHelpers.respawnCube.GetProgramVariable<bool>(_programVariableRespawned));
// Ensure OnPlayerRespawn fired by EventDispatcher
Assert.IsTrue(respawnEventFromDispatcherTriggered);
EventDispatcher.Unsubscribe<ClientSimOnPlayerRespawnEvent>(OnPlayerRespawn);
}
// Test will have the Player walk into a trigger which calls Respawn with Index
[UnityTest]
public IEnumerator Player_WalkingIntoRespawnWithIndexObject_ShouldRespawnAndTriggerRespawnEvent()
{
yield return WaitForClientSimStartup();
// Verify initial state of objects in the scene.
var testHelpers = Object.FindFirstObjectByType<ClientSimIssue3RespawnTestObjectReferences>();
Assert.IsNotNull(testHelpers, "Could not find Test helper reference.");
// Listen for OnPlayerRespawn event through dispatcher
bool respawnEventFromDispatcherTriggered = false;
void OnPlayerRespawn(ClientSimOnPlayerRespawnEvent respawnEvent)
{
respawnEventFromDispatcherTriggered = true;
}
EventDispatcher.Subscribe<ClientSimOnPlayerRespawnEvent>(OnPlayerRespawn);
// Close the menu before doing anything.
Helper.CloseMenu();
// Walk into the respawn cube.
Helper.TestInput.SetInputRun(true);
yield return Helper.WalkToPoint(testHelpers.respawnWithIndexCube.gameObject.transform, "Didn't reach RespawnWithIndexCube");
// Wait for the same amount of time the UdonBehaviour uses to delay the Respawn call
yield return new WaitForSeconds(testHelpers.respawnWithIndexCube.GetProgramVariable<float>(_programVariableDelay));
// Verify that the player is very close to Spawn
Vector3 playerPosition = Networking.LocalPlayer.GetPosition();
float distance = Vector3.Distance(playerPosition, testHelpers.spawn2.position);
Assert.IsTrue(distance < 0.25f, "Player failed to respawn.");
// Ensure OnPlayerRespawn event fired by checking variable set by this event
Assert.IsTrue(testHelpers.respawnWithIndexCube.GetProgramVariable<bool>(_programVariableRespawned));
// Ensure OnPlayerRespawn fired by EventDispatcher
Assert.IsTrue(respawnEventFromDispatcherTriggered);
EventDispatcher.Unsubscribe<ClientSimOnPlayerRespawnEvent>(OnPlayerRespawn);
}
[UnityTest]
public IEnumerator Player_RespawnedWithInvalidIndex_RespawnsAtIndex0()
{
yield return WaitForClientSimStartup();
// Verify initial state of objects in the scene.
var testHelpers = Object.FindFirstObjectByType<ClientSimIssue3RespawnTestObjectReferences>();
Assert.IsNotNull(testHelpers, "Could not find Test helper reference.");
// Listen for OnPlayerRespawn event through dispatcher
bool respawnEventFromDispatcherTriggered = false;
void OnPlayerRespawn(ClientSimOnPlayerRespawnEvent respawnEvent)
{
respawnEventFromDispatcherTriggered = true;
}
EventDispatcher.Subscribe<ClientSimOnPlayerRespawnEvent>(OnPlayerRespawn);
// Call Respawn with invalid index
ClientSimPlayerManager.RespawnWithIndex(Networking.LocalPlayer, -1);
// Ensure OnPlayerRespawn fired by EventDispatcher
Assert.IsTrue(respawnEventFromDispatcherTriggered);
EventDispatcher.Unsubscribe<ClientSimOnPlayerRespawnEvent>(OnPlayerRespawn);
// Check if Player is near spawn 0
Vector3 playerPosition = Networking.LocalPlayer.GetPosition();
float distance = Vector3.Distance(playerPosition, testHelpers.spawn1.position);
Assert.IsTrue(distance < 0.25f, "Player failed to respawn.");
}
}
}

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using UnityEngine;
using VRC.Udon;
namespace ClientSimTest
{
// This class is only to make getting references to objects in the scene easier.
// This can also be done without a dedicated MonoBehaviour and search the scene based on object names.
[AddComponentMenu("")]
public class ClientSimIssue3RespawnTestObjectReferences : MonoBehaviour
{
public UdonBehaviour respawnCube;
public UdonBehaviour respawnWithIndexCube;
public Transform spawn1;
public Transform spawn2;
}
}

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udonAssembly: ".data_start\r\n\r\n .export respawned\r\n .export delay\r\n
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null\r\n delay: %SystemSingle, null\r\n\r\n.data_end\r\n\r\n.code_start\r\n\r\n
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PUSH, __instance_0\r\n PUSH, __eventName_0\r\n PUSH, delay\r\n
PUSH, __eventTiming_0\r\n EXTERN, \"VRCUdonCommonInterfacesIUdonEventReceiver.__SendCustomEventDelayedSeconds__SystemString_SystemSingle_VRCUdonCommonEnumsEventTiming__SystemVoid\"\r\n
JUMP, 0xFFFFFFFC\r\n \r\n .export _onPlayerRespawn\r\n \r\n _onPlayerRespawn:\r\n
\r\n PUSH, __Boolean_0\r\n PUSH, respawned\r\n COPY\r\n
JUMP, 0xFFFFFFFC\r\n \r\n .export DelayedRespawn\r\n \r\n DelayedRespawn:\r\n
\r\n PUSH, __instance_1\r\n EXTERN, \"VRCSDKBaseNetworking.__get_LocalPlayer__VRCSDKBaseVRCPlayerApi\"\r\n
PUSH, __instance_1\r\n EXTERN, \"VRCSDKBaseVRCPlayerApi.__Respawn__SystemVoid\"\r\n
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using System.Collections;
using System.IO;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
using UnityEngine.TestTools;
using UnityEngine.UI;
using VRC.SDK3.ClientSim;
using VRC.SDK3.ClientSim.Tests.WorldTests;
using VRC.Udon.Common;
namespace ClientSimTest.Examples
{
public class ClientSimWorldTestExampleScene : ClientSimWorldTestBase
{
private static readonly string _sceneName = "ClientSimWorldTestExample";
private static readonly string _samplesDirectory = Path.Combine("Assets", "Samples", "VRChat Client Simulator");
private static bool _sceneExists;
protected override ClientSimSettings GetTestSettings()
{
return new ClientSimSettings
{
enableClientSim = true,
initializationDelay = 0,
spawnPlayer = true,
deleteEditorOnly = false, // Ensure test helpers still exist in the scene.
localPlayerIsMaster = true,
};
}
protected override void SetupScene()
{
string[] guids = AssetDatabase.FindAssets($"t:scene {_sceneName}", new[] { _samplesDirectory });
if (guids.Length == 0)
{
_sceneExists = false;
return;
}
string scenePath = AssetDatabase.GUIDToAssetPath(guids[0]);
SceneAsset sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath);
_sceneExists = sceneAsset != null;
if (_sceneExists)
{
LoadSceneFromPath(scenePath);
}
}
[SetUp]
public void CheckIfSceneExists()
{
Assert.IsTrue(_sceneExists, $"Failed to find Scene {_sceneName}! Please re-import the ClientSimWorldTestExample.");
}
// Test will go through the example scene. This scene is a small "puzzle" requiring multiple steps to reach the end area.
[UnityTest]
public IEnumerator TestExampleScene()
{
yield return WaitForClientSimStartup();
// Verify initial state of objects in the scene.
var testHelpers = Object.FindFirstObjectByType<ClientSimWorldTestObjectReferences>();
Assert.IsNotNull(testHelpers, "Could not find Test helper reference.");
// Assert that some objects are disabled.
Assert.IsFalse(testHelpers.menu.activeInHierarchy, "Station Menu is enabled when it should be disabled.");
Assert.IsFalse(testHelpers.endCredits.activeInHierarchy, "End Credits are enabled when it should be disabled.");
// Assert that some objects are enabled.
Assert.IsTrue(testHelpers.door1.activeInHierarchy, "Door 1 is disabled when it should be enabled.");
Assert.IsTrue(testHelpers.door2.activeInHierarchy, "Door 2 is disabled when it should be enabled.");
Assert.IsTrue(testHelpers.pickup.activeInHierarchy, "Pickup is disabled when it should be enabled.");
bool door1Activated;
string doorActivatedVariableName = "DoorOpen";
Assert.IsTrue(testHelpers.doorController1.TryGetProgramVariable(doorActivatedVariableName, out door1Activated), $"Door Controller udon program did not have variable named {doorActivatedVariableName}.");
Assert.IsFalse(door1Activated, "Door 1 controller has door activated when it should not be.");
// Begin test walkthrough for the world
// Close the menu before doing anything.
Helper.CloseMenu();
// Look at the station to try to enter it.
Helper.LookAtObject(testHelpers.station.transform);
// Wait for the station to be hovered, to know it can be interacted with.
yield return Helper.WaitUntilObjectHovered(testHelpers.station, HandType.RIGHT);
// Begin interact with station
Helper.TestInput.SetInputUseGrab(true);
yield return null;
// Verify that the player interacted with the station and entered it.
var lastInteract = Helper.GetLastInteractResults(HandType.RIGHT, true);
Assert.IsNotNull(lastInteract, "Station was not interacted with.");
Assert.IsTrue(lastInteract.interactObject == testHelpers.station, $"Last interacted object was not expected station: {lastInteract.interactObject}");
var enteredStation = Helper.GetLastEnteredStation(true);
Assert.IsNotNull(enteredStation, "Player did not enter the station.");
Assert.IsTrue(enteredStation.gameObject == testHelpers.station, $"Player did not enter the expected station: {enteredStation.gameObject}");
// Finish Interact with station
Helper.TestInput.SetInputUseGrab(false);
yield return null;
// Behaviour after entering the station should be to enable the menu. Check if menu is now enabled.
Assert.IsTrue(testHelpers.menu.activeInHierarchy, "Station Menu is not enabled after entering the station.");
// Get button object and look at it to begin interact.
var button = testHelpers.menu.GetComponentInChildren<Button>();
Helper.LookAtObject(button.transform);
// Wait for the menu canvas to be hovered.
yield return Helper.WaitUntilObjectHovered(testHelpers.menu, HandType.RIGHT);
// Begin interact with the button
Helper.TestInput.SetInputUseGrab(true);
yield return null;
// Finish Interact with the button
Helper.TestInput.SetInputUseGrab(false);
yield return null;
// UI objects require use down and use up to interact
// Verify button was pressed.
Assert.IsFalse(testHelpers.door1.activeInHierarchy, "Door 1 is still disabled after clicking the button.");
Assert.IsTrue(testHelpers.door2.activeInHierarchy, "Door 2 should still be disabled after clicking the button.");
// Get the variable from the udon program and verify it is now true.
Assert.IsTrue(testHelpers.doorController1.TryGetProgramVariable(doorActivatedVariableName, out door1Activated), $"Door Controller udon program did not have variable named {doorActivatedVariableName}.");
Assert.IsTrue(door1Activated, "Door 1 controller door is not activated after clicking the button.");
// Respawn to exit the station.
Helper.RespawnPlayer();
var exitedStation = Helper.GetLastExitedStation(true);
Assert.IsNotNull(exitedStation, "Player did not exit the station.");
Assert.IsTrue(exitedStation.gameObject == testHelpers.station, $"Player did not exit the expected station: {enteredStation.gameObject}");
// Menu should be closed after exiting the station.
Assert.IsFalse(testHelpers.menu.activeInHierarchy, "Station Menu is still enabled after exiting the station.");
// Walk through the door and in front of the pickup using the helper walk locations.
// Note that walking here is not important for this test and could be replaced with Teleportation.
Helper.TestInput.SetInputRun(true);
Transform[] path1 =
{
testHelpers.walkLocations[0],
testHelpers.walkLocations[1],
testHelpers.walkLocations[2]
};
yield return Helper.WalkThroughPoints(path1, "Player failed to walk through the door and to the pickup.", 2f);
// Look at the pickup to grab it.
Helper.LookAtObject(testHelpers.pickup.transform);
// Wait for the pickup to be hovered.
yield return Helper.WaitUntilObjectHovered(testHelpers.pickup, HandType.RIGHT);
// Grab the pickup
Helper.TestInput.SetInputUseGrab(true);
yield return null;
// Verify we grabbed the pickup
var lastPickup = Helper.GetLastPickupPickedUp(HandType.RIGHT, true);
Assert.IsNotNull(lastPickup, "Failed to grab pickup.");
Assert.IsTrue(lastPickup.gameObject == testHelpers.pickup, $"Object picked up was not the expected pickup. {lastPickup.gameObject}");
// Release grab since pickup is auto hold.
Helper.TestInput.SetInputUseGrab(false);
yield return null;
// Verify the pickup was not dropped after releasing grab.
lastPickup = Helper.GetLastPickupDropped(HandType.RIGHT, true);
Assert.IsNull(lastPickup, "Pickup should not have dropped after releasing grab.");
// Walk in front of next door.
Transform[] path2 =
{
testHelpers.walkLocations[3],
testHelpers.walkLocations[4],
};
yield return Helper.WalkThroughPoints(path2, "Player failed to walk back from pickup area into next door.", 3f);
// Path should have placed player within range of pickup detector. Expect that the pickup is now disabled and the second door is open.
lastPickup = Helper.GetLastPickupDropped(HandType.RIGHT, true);
Assert.IsNotNull(lastPickup, "Pickup was not dropped on entering pickup detection area.");
Assert.IsFalse(testHelpers.pickup.activeInHierarchy, "Pickup was not disabled after entering detection area.");
// Door should now be disabled.
Assert.IsFalse(testHelpers.door2.activeInHierarchy, "Door 2 should be disabled after pickup entered detection area.");
bool door2Activated;
Assert.IsTrue(testHelpers.doorController2.TryGetProgramVariable(doorActivatedVariableName, out door2Activated), $"Door 2 Controller udon program did not have variable named {doorActivatedVariableName}.");
Assert.IsTrue(door2Activated, "Door 2 controller door is not activated after pickup entered detection area.");
// Verify credits have not yet been enabled.
Assert.IsFalse(testHelpers.endCredits.activeInHierarchy, "End Credits are enabled after pickup detected when it should be disabled.");
// Walk into player detector to enable end credits
yield return Helper.WalkToPoint(testHelpers.walkLocations[5], "Player failed to walk to end area.");
Assert.IsTrue(testHelpers.endCredits.activeInHierarchy, "End Credits are not enabled after player walked to end area.");
// World has now been tested for one test case. It would be good to also verify other cases, such as player
// walking towards end credits door without the pickup to ensure the door doesn't open and the player can't
// walk through it.
}
}
}

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using UnityEngine;
using VRC.Udon;
namespace ClientSimTest.Examples
{
// This class is only to make getting references to objects in the scene easier.
// This can also be done without a dedicated MonoBehaviour and search the scene based on object names.
[AddComponentMenu("")]
public class ClientSimWorldTestObjectReferences : MonoBehaviour
{
public GameObject station;
public GameObject menu;
public GameObject pickup;
public GameObject endCredits;
public GameObject door1;
public GameObject door2;
public UdonBehaviour doorController1;
public UdonBehaviour doorController2;
public Transform[] walkLocations;
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__value_1: %SystemBoolean, null\r\n __instance_3: %UnityEngineGameObject,
this\r\n __value_2: %SystemBoolean, null\r\n Menu: %UnityEngineGameObject,
this\r\n\r\n.data_end\r\n\r\n.code_start\r\n\r\n .export _interact\r\n
\r\n _interact:\r\n \r\n PUSH, __instance_0\r\n EXTERN, \"VRCSDKBaseNetworking.__get_LocalPlayer__VRCSDKBaseVRCPlayerApi\"\r\n
PUSH, __instance_0\r\n EXTERN, \"VRCSDKBaseVRCPlayerApi.__UseAttachedStation__SystemVoid\"\r\n
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COPY\r\n PUSH, __VRCPlayerApi_0\r\n PUSH, __Boolean_0\r\n
EXTERN, \"VRCSDKBaseVRCPlayerApi.__get_isLocal__SystemBoolean\"\r\n PUSH,
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PUSH, __instance_1\r\n COPY\r\n PUSH, __instance_1\r\n PUSH,
__value_0\r\n EXTERN, \"UnityEngineGameObject.__SetActive__SystemBoolean__SystemVoid\"\r\n
JUMP, 0x00000098\r\n JUMP, 0xFFFFFFFC\r\n \r\n .export _onStationExited\r\n
\r\n _onStationExited:\r\n \r\n PUSH, onStationExitedPlayer\r\n
PUSH, __VRCPlayerApi_1\r\n COPY\r\n PUSH, __VRCPlayerApi_1\r\n
PUSH, __Boolean_1\r\n EXTERN, \"VRCSDKBaseVRCPlayerApi.__get_isLocal__SystemBoolean\"\r\n
PUSH, __Boolean_1\r\n JUMP_IF_FALSE, 0x00000110\r\n PUSH, Menu\r\n
PUSH, __instance_2\r\n COPY\r\n PUSH, __instance_2\r\n PUSH,
__value_1\r\n EXTERN, \"UnityEngineGameObject.__SetActive__SystemBoolean__SystemVoid\"\r\n
JUMP, 0x00000110\r\n JUMP, 0xFFFFFFFC\r\n \r\n .export _start\r\n
\r\n _start:\r\n \r\n PUSH, Menu\r\n PUSH, __instance_3\r\n
COPY\r\n PUSH, __instance_3\r\n PUSH, __value_2\r\n EXTERN,
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