diff --git a/Assets/Mirror/Tests/Editor/SyncVarTest.cs b/Assets/Mirror/Tests/Editor/SyncVarTest.cs index 8367698e4..0a84de5d8 100644 --- a/Assets/Mirror/Tests/Editor/SyncVarTest.cs +++ b/Assets/Mirror/Tests/Editor/SyncVarTest.cs @@ -44,18 +44,12 @@ public abstract class MockMonsterBase : NetworkBehaviour public class MockZombie : MockMonsterBase { - public override string GetName() - { - return "Zombie"; - } + public override string GetName() => "Zombie"; } public class MockWolf : MockMonsterBase { - public override string GetName() - { - return "Wolf"; - } + public override string GetName() => "Wolf"; } [SyncVar] @@ -70,7 +64,7 @@ public class SyncVarTest : SyncVarTestBase [Test] public void TestSettingStruct() { - CreateNetworked(out GameObject gameObject, out NetworkIdentity identity, out MockPlayer player); + CreateNetworked(out _, out _, out MockPlayer player); // synchronize immediately player.syncInterval = 0f; @@ -96,7 +90,7 @@ public void TestSettingStruct() [Test] public void TestSyncIntervalAndClearDirtyComponents() { - CreateNetworked(out GameObject gameObject, out NetworkIdentity identity, out MockPlayer player); + CreateNetworked(out _, out _, out MockPlayer player); player.lastSyncTime = NetworkTime.localTime; // synchronize immediately player.syncInterval = 1f; @@ -122,7 +116,7 @@ public void TestSyncIntervalAndClearDirtyComponents() [Test] public void TestSyncIntervalAndClearAllComponents() { - CreateNetworked(out GameObject gameObject, out NetworkIdentity identity, out MockPlayer player); + CreateNetworked(out _, out _, out MockPlayer player); player.lastSyncTime = NetworkTime.localTime; // synchronize immediately player.syncInterval = 1f; @@ -149,7 +143,7 @@ public void TestSyncIntervalAndClearAllComponents() public void TestSynchronizingObjects() { // set up a "server" object - CreateNetworked(out GameObject gameObject1, out NetworkIdentity identity1, out MockPlayer player1); + CreateNetworked(out _, out NetworkIdentity identity1, out MockPlayer player1); MockPlayer.Guild myGuild = new MockPlayer.Guild { name = "Back street boys" @@ -178,8 +172,8 @@ public void TestSynchronizingObjects() [TestCase(false)] public void SyncsGameobject(bool initialState) { - CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarGameObject serverObject); - CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarGameObject clientObject); + CreateNetworked(out _, out _, out SyncVarGameObject serverObject); + CreateNetworked(out _, out _, out SyncVarGameObject clientObject); CreateNetworked(out GameObject serverValue, out NetworkIdentity serverIdentity); serverIdentity.netId = 2044; @@ -198,10 +192,10 @@ public void SyncsGameobject(bool initialState) [TestCase(false)] public void SyncIdentity(bool initialState) { - CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkIdentity serverObject); - CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkIdentity clientObject); + CreateNetworked(out _, out _, out SyncVarNetworkIdentity serverObject); + CreateNetworked(out _, out _, out SyncVarNetworkIdentity clientObject); - CreateNetworked(out GameObject _, out NetworkIdentity serverValue); + CreateNetworked(out _, out NetworkIdentity serverValue); serverValue.netId = 2045; NetworkIdentity.spawned[serverValue.netId] = serverValue; @@ -218,10 +212,10 @@ public void SyncIdentity(bool initialState) [TestCase(false)] public void SyncTransform(bool initialState) { - CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarTransform serverObject); - CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarTransform clientObject); + CreateNetworked(out _, out _, out SyncVarTransform serverObject); + CreateNetworked(out _, out _, out SyncVarTransform clientObject); - CreateNetworked(out GameObject _, out NetworkIdentity serverIdentity); + CreateNetworked(out _, out NetworkIdentity serverIdentity); serverIdentity.netId = 2045; NetworkIdentity.spawned[serverIdentity.netId] = serverIdentity; Transform serverValue = serverIdentity.transform; @@ -239,10 +233,10 @@ public void SyncTransform(bool initialState) [TestCase(false)] public void SyncsBehaviour(bool initialState) { - CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkBehaviour serverObject); - CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkBehaviour clientObject); + CreateNetworked(out _, out _, out SyncVarNetworkBehaviour serverObject); + CreateNetworked(out _, out _, out SyncVarNetworkBehaviour clientObject); - CreateNetworked(out GameObject _, out NetworkIdentity serverIdentity, out SyncVarNetworkBehaviour serverValue); + CreateNetworked(out _, out NetworkIdentity serverIdentity, out SyncVarNetworkBehaviour serverValue); serverIdentity.netId = 2046; NetworkIdentity.spawned[serverIdentity.netId] = serverIdentity; @@ -259,10 +253,10 @@ public void SyncsBehaviour(bool initialState) [TestCase(false)] public void SyncsMultipleBehaviour(bool initialState) { - CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkBehaviour serverObject); - CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkBehaviour clientObject); + CreateNetworked(out _, out _, out SyncVarNetworkBehaviour serverObject); + CreateNetworked(out _, out _, out SyncVarNetworkBehaviour clientObject); - CreateNetworked(out GameObject _, out NetworkIdentity identity, out SyncVarNetworkBehaviour behaviour1, out SyncVarNetworkBehaviour behaviour2); + CreateNetworked(out _, out NetworkIdentity identity, out SyncVarNetworkBehaviour behaviour1, out SyncVarNetworkBehaviour behaviour2); identity.netId = 2046; NetworkIdentity.spawned[identity.netId] = identity; @@ -297,8 +291,8 @@ public void SyncsMultipleBehaviour(bool initialState) [TestCase(false)] public void SyncVarCacheNetidForGameObject(bool initialState) { - CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarGameObject serverObject); - CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarGameObject clientObject); + CreateNetworked(out _, out _, out SyncVarGameObject serverObject); + CreateNetworked(out _, out _, out SyncVarGameObject clientObject); CreateNetworked(out GameObject serverValue, out NetworkIdentity identity); identity.netId = 2047; @@ -334,10 +328,10 @@ public void SyncVarCacheNetidForGameObject(bool initialState) [TestCase(false)] public void SyncVarCacheNetidForIdentity(bool initialState) { - CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkIdentity serverObject); - CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkIdentity clientObject); + CreateNetworked(out _, out _, out SyncVarNetworkIdentity serverObject); + CreateNetworked(out _, out _, out SyncVarNetworkIdentity clientObject); - CreateNetworked(out GameObject _, out NetworkIdentity serverValue); + CreateNetworked(out _, out NetworkIdentity serverValue); serverValue.netId = 2047; NetworkIdentity.spawned[serverValue.netId] = serverValue; @@ -371,10 +365,10 @@ public void SyncVarCacheNetidForIdentity(bool initialState) [TestCase(false)] public void SyncVarCacheNetidForBehaviour(bool initialState) { - CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkBehaviour serverObject); - CreateNetworked(out GameObject _, out NetworkIdentity _, out SyncVarNetworkBehaviour clientObject); + CreateNetworked(out _, out _, out SyncVarNetworkBehaviour serverObject); + CreateNetworked(out _, out _, out SyncVarNetworkBehaviour clientObject); - CreateNetworked(out GameObject _, out NetworkIdentity identity, out SyncVarNetworkBehaviour serverValue); + CreateNetworked(out _, out NetworkIdentity identity, out SyncVarNetworkBehaviour serverValue); identity.netId = 2047; NetworkIdentity.spawned[identity.netId] = identity; @@ -407,11 +401,11 @@ public void SyncVarCacheNetidForBehaviour(bool initialState) public void TestSyncingAbstractNetworkBehaviour() { // set up a "server" object - CreateNetworked(out GameObject _, out NetworkIdentity serverIdentity, out SyncVarAbstractNetworkBehaviour serverBehaviour); + CreateNetworked(out _, out NetworkIdentity serverIdentity, out SyncVarAbstractNetworkBehaviour serverBehaviour); // spawn syncvar targets - CreateNetworked(out GameObject _, out NetworkIdentity wolfIdentity, out SyncVarAbstractNetworkBehaviour.MockWolf wolf); - CreateNetworked(out GameObject _, out NetworkIdentity zombieIdentity, out SyncVarAbstractNetworkBehaviour.MockZombie zombie); + CreateNetworked(out _, out NetworkIdentity wolfIdentity, out SyncVarAbstractNetworkBehaviour.MockWolf wolf); + CreateNetworked(out _, out NetworkIdentity zombieIdentity, out SyncVarAbstractNetworkBehaviour.MockZombie zombie); wolfIdentity.netId = 135; zombieIdentity.netId = 246; @@ -426,7 +420,7 @@ public void TestSyncingAbstractNetworkBehaviour() serverIdentity.OnSerializeAllSafely(true, ownerWriter, out int ownerWritten, observersWriter, out int observersWritten); // set up a "client" object - CreateNetworked(out GameObject _, out NetworkIdentity clientIdentity, out SyncVarAbstractNetworkBehaviour clientBehaviour); + CreateNetworked(out _, out NetworkIdentity clientIdentity, out SyncVarAbstractNetworkBehaviour clientBehaviour); // apply all the data from the server object NetworkReader reader = new NetworkReader(ownerWriter.ToArray());