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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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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
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JUMP, 0xFFFFFFFC\r\n \r\n .export DelayedRespawn\r\n \r\n DelayedRespawn:\r\n
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