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NetworkIdentityTests: OnStartServer isServer/isClient/isLocalPlayer test added
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commit
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@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Mirror;
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using Mirror;
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using NSubstitute;
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using NUnit.Framework;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.TestTools;
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using UnityEngine.TestTools;
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@ -38,5 +39,88 @@ public void OnStartServerTest()
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Assert.That(component2.onStartServerInvoked);
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Assert.That(component2.onStartServerInvoked);
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}
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}
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class IsClientServerCheckComponent : NetworkBehaviour
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{
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// OnStartClient
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internal bool OnStartClient_isClient;
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internal bool OnStartClient_isServer;
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internal bool OnStartClient_isLocalPlayer;
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public override void OnStartClient()
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{
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OnStartClient_isClient = isClient;
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OnStartClient_isServer = isServer;
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OnStartClient_isLocalPlayer = isLocalPlayer;
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}
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// OnStartServer
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internal bool OnStartServer_isClient;
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internal bool OnStartServer_isServer;
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internal bool OnStartServer_isLocalPlayer;
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public override void OnStartServer()
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{
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OnStartServer_isClient = isClient;
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OnStartServer_isServer = isServer;
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OnStartServer_isLocalPlayer = isLocalPlayer;
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}
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// OnStartLocalPlayer
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internal bool OnStartLocalPlayer_isClient;
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internal bool OnStartLocalPlayer_isServer;
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internal bool OnStartLocalPlayer_isLocalPlayer;
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public override void OnStartLocalPlayer()
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{
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OnStartLocalPlayer_isClient = isClient;
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OnStartLocalPlayer_isServer = isServer;
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OnStartLocalPlayer_isLocalPlayer = isLocalPlayer;
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}
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// Start
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internal bool Start_isClient;
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internal bool Start_isServer;
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internal bool Start_isLocalPlayer;
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public void Start()
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{
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Start_isClient = isClient;
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Start_isServer = isServer;
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Start_isLocalPlayer = isLocalPlayer;
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}
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// OnDestroy
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internal bool OnDestroy_isClient;
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internal bool OnDestroy_isServer;
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internal bool OnDestroy_isLocalPlayer;
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public void OnDestroy()
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{
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OnDestroy_isClient = isClient;
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OnDestroy_isServer = isServer;
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OnDestroy_isLocalPlayer = isLocalPlayer;
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}
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}
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// check isClient/isServer/isLocalPlayer in server-only mode
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[Test]
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public void ServerMode_IsFlags_Test()
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{
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// start the server
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Transport.activeTransport = Substitute.For<Transport>();
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NetworkServer.Listen(1000);
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// create a networkidentity+component
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GameObject gameObject = new GameObject();
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NetworkIdentity identity = gameObject.AddComponent<NetworkIdentity>();
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IsClientServerCheckComponent component = gameObject.AddComponent<IsClientServerCheckComponent>();
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// spawn it
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NetworkServer.Spawn(gameObject);
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// OnStartServer should have been called. check the flags.
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Assert.That(component.OnStartServer_isClient, Is.EqualTo(false));
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Assert.That(component.OnStartServer_isLocalPlayer, Is.EqualTo(false));
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Assert.That(component.OnStartServer_isServer, Is.EqualTo(true));
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// stop the server
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NetworkServer.Shutdown();
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Transport.activeTransport = null;
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}
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}
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}
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}
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}
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