mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 11:00:32 +00:00
NetworkBehaviourTests reuses MirrorTest
This commit is contained in:
parent
787a734ce5
commit
385facbe5c
@ -189,7 +189,7 @@ public override void OnStartLocalPlayer()
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}
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}
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public class NetworkBehaviourTests
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public class NetworkBehaviourTests : MirrorTest
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{
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GameObject gameObject;
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NetworkIdentity identity;
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@ -197,17 +197,14 @@ public class NetworkBehaviourTests
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EmptyBehaviour emptyBehaviour;
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[SetUp]
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public void SetUp()
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public override void SetUp()
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{
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gameObject = new GameObject();
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identity = gameObject.AddComponent<NetworkIdentity>();
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// add a behaviour for testing
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emptyBehaviour = gameObject.AddComponent<EmptyBehaviour>();
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base.SetUp();
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CreateNetworked(out gameObject, out identity, out emptyBehaviour);
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}
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[TearDown]
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public void TearDown()
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public override void TearDown()
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{
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// set isServer is false. otherwise Destroy instead of
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// DestroyImmediate is called internally, giving an error in Editor
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@ -216,6 +213,7 @@ public void TearDown()
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NetworkServer.RemoveLocalConnection();
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NetworkIdentity.spawned.Clear();
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base.TearDown();
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}
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[Test]
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@ -285,12 +283,6 @@ public void ComponentIndex()
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[Test]
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public void SendCommandInternal()
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{
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// transport is needed by server and client.
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// it needs to be on a gameobject because client.connect enables it,
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// which throws a NRE if not on a gameobject
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GameObject transportGO = new GameObject();
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Transport.activeTransport = transportGO.AddComponent<MemoryTransport>();
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// we need to start a server and connect a client in order to be
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// able to send commands
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// message handlers
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@ -386,8 +378,6 @@ public void SendCommandInternal()
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// clear clientscene.readyconnection
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NetworkClient.Shutdown();
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NetworkServer.Shutdown();
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Transport.activeTransport = null;
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GameObject.DestroyImmediate(transportGO);
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}
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// test to prevent https://github.com/vis2k/Mirror/issues/2629
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@ -399,12 +389,6 @@ public void SendCommandInternal()
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[Test]
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public void SendCommandInternal_RequiresAuthorityFalse_ForOtherObjectWithoutConnectionToServer()
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{
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// transport is needed by server and client.
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// it needs to be on a gameobject because client.connect enables it,
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// which throws a NRE if not on a gameobject
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GameObject transportGO = new GameObject();
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Transport.activeTransport = transportGO.AddComponent<MemoryTransport>();
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// we need to start a server and connect a client in order to be
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// able to send commands
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// message handlers
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@ -468,8 +452,6 @@ public void SendCommandInternal_RequiresAuthorityFalse_ForOtherObjectWithoutConn
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// clear clientscene.readyconnection
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NetworkClient.Shutdown();
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NetworkServer.Shutdown();
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Transport.activeTransport = null;
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GameObject.DestroyImmediate(transportGO);
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}
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[Test]
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@ -479,12 +461,6 @@ public void SendRPCInternal()
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NetworkBehaviourSendRPCInternalComponent comp = gameObject.AddComponent<NetworkBehaviourSendRPCInternalComponent>();
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Assert.That(comp.called, Is.EqualTo(0));
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// transport is needed by server and client.
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// it needs to be on a gameobject because client.connect enables it,
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// which throws a NRE if not on a gameobject
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GameObject transportGO = new GameObject();
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Transport.activeTransport = transportGO.AddComponent<MemoryTransport>();
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// calling rpc before server is active shouldn't work
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LogAssert.Expect(LogType.Error, "RPC Function " + nameof(NetworkBehaviourSendRPCInternalComponent.RPCGenerated) + " called on Client.");
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comp.CallSendRPCInternal();
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@ -550,8 +526,6 @@ public void SendRPCInternal()
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NetworkServer.RemoveLocalConnection();
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NetworkClient.Shutdown();
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NetworkServer.Shutdown();
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Transport.activeTransport = null;
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GameObject.DestroyImmediate(transportGO);
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}
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[Test]
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@ -561,12 +535,6 @@ public void SendTargetRPCInternal()
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NetworkBehaviourSendTargetRPCInternalComponent comp = gameObject.AddComponent<NetworkBehaviourSendTargetRPCInternalComponent>();
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Assert.That(comp.called, Is.EqualTo(0));
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// transport is needed by server and client.
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// it needs to be on a gameobject because client.connect enables it,
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// which throws a NRE if not on a gameobject
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GameObject transportGO = new GameObject();
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Transport.activeTransport = transportGO.AddComponent<MemoryTransport>();
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// calling rpc before server is active shouldn't work
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LogAssert.Expect(LogType.Error, $"TargetRPC {nameof(NetworkBehaviourSendTargetRPCInternalComponent.TargetRPCGenerated)} called when server not active");
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comp.CallSendTargetRPCInternal(null);
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@ -638,8 +606,6 @@ public void SendTargetRPCInternal()
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NetworkServer.RemoveLocalConnection();
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NetworkClient.Shutdown();
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NetworkServer.Shutdown();
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Transport.activeTransport = null;
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GameObject.DestroyImmediate(transportGO);
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}
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[Test]
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@ -773,15 +739,10 @@ public void SyncVarGameObjectEqualValidGOWithDifferentNetId()
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identity.netId = 42;
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// gameobject with valid networkidentity and netid that is different
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GameObject go = new GameObject();
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NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
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SyncVarGameObjectEqualExposedBehaviour comp = go.AddComponent<SyncVarGameObjectEqualExposedBehaviour>();
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CreateNetworked(out GameObject go, out NetworkIdentity ni, out SyncVarGameObjectEqualExposedBehaviour comp);
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ni.netId = 43;
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bool result = comp.SyncVarGameObjectEqualExposed(go, identity.netId);
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Assert.That(result, Is.False);
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// clean up
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GameObject.DestroyImmediate(go);
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}
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// NOTE: SyncVarGameObjectEqual should be static later
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@ -792,15 +753,10 @@ public void SyncVarGameObjectEqualValidGOWithSameNetId()
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identity.netId = 42;
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// gameobject with valid networkidentity and netid that is different
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GameObject go = new GameObject();
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NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
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SyncVarGameObjectEqualExposedBehaviour comp = go.AddComponent<SyncVarGameObjectEqualExposedBehaviour>();
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CreateNetworked(out GameObject go, out NetworkIdentity ni, out SyncVarGameObjectEqualExposedBehaviour comp);
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ni.netId = 42;
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bool result = comp.SyncVarGameObjectEqualExposed(go, identity.netId);
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Assert.That(result, Is.True);
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// clean up
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GameObject.DestroyImmediate(go);
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}
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// NOTE: SyncVarGameObjectEqual should be static later
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@ -811,15 +767,10 @@ public void SyncVarGameObjectEqualUnspawnedGO()
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identity.netId = 42;
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// gameobject with valid networkidentity and 0 netid that is unspawned
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GameObject go = new GameObject();
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go.AddComponent<NetworkIdentity>();
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SyncVarGameObjectEqualExposedBehaviour comp = go.AddComponent<SyncVarGameObjectEqualExposedBehaviour>();
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CreateNetworked(out GameObject go, out NetworkIdentity ni, out SyncVarGameObjectEqualExposedBehaviour comp);
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LogAssert.Expect(LogType.Warning, "SetSyncVarGameObject GameObject " + go + " has a zero netId. Maybe it is not spawned yet?");
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bool result = comp.SyncVarGameObjectEqualExposed(go, identity.netId);
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Assert.That(result, Is.False);
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// clean up
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GameObject.DestroyImmediate(go);
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}
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// NOTE: SyncVarGameObjectEqual should be static later
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@ -827,15 +778,10 @@ public void SyncVarGameObjectEqualUnspawnedGO()
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public void SyncVarGameObjectEqualUnspawnedGOZeroNetIdIsTrue()
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{
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// unspawned go and identity.netid==0 returns true (=equal)
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GameObject go = new GameObject();
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go.AddComponent<NetworkIdentity>();
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SyncVarGameObjectEqualExposedBehaviour comp = go.AddComponent<SyncVarGameObjectEqualExposedBehaviour>();
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CreateNetworked(out GameObject go, out NetworkIdentity ni, out SyncVarGameObjectEqualExposedBehaviour comp);
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LogAssert.Expect(LogType.Warning, "SetSyncVarGameObject GameObject " + go + " has a zero netId. Maybe it is not spawned yet?");
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bool result = comp.SyncVarGameObjectEqualExposed(go, identity.netId);
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Assert.That(result, Is.True);
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// clean up
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GameObject.DestroyImmediate(go);
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}
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// NOTE: SyncVarNetworkIdentityEqual should be static later
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@ -874,15 +820,10 @@ public void SyncVarNetworkIdentityEqualValidIdentityWithDifferentNetId()
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identity.netId = 42;
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// gameobject with valid networkidentity and netid that is different
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GameObject go = new GameObject();
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NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
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SyncVarNetworkIdentityEqualExposedBehaviour comp = go.AddComponent<SyncVarNetworkIdentityEqualExposedBehaviour>();
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CreateNetworked(out GameObject go, out NetworkIdentity ni, out SyncVarNetworkIdentityEqualExposedBehaviour comp);
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ni.netId = 43;
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bool result = comp.SyncVarNetworkIdentityEqualExposed(ni, identity.netId);
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Assert.That(result, Is.False);
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// clean up
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GameObject.DestroyImmediate(go);
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}
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// NOTE: SyncVarNetworkIdentityEqual should be static later
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@ -893,15 +834,10 @@ public void SyncVarNetworkIdentityEqualValidIdentityWithSameNetId()
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identity.netId = 42;
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// gameobject with valid networkidentity and netid that is different
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GameObject go = new GameObject();
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NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
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SyncVarNetworkIdentityEqualExposedBehaviour comp = go.AddComponent<SyncVarNetworkIdentityEqualExposedBehaviour>();
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CreateNetworked(out GameObject go, out NetworkIdentity ni, out SyncVarNetworkIdentityEqualExposedBehaviour comp);
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ni.netId = 42;
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bool result = comp.SyncVarNetworkIdentityEqualExposed(ni, identity.netId);
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Assert.That(result, Is.True);
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// clean up
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GameObject.DestroyImmediate(go);
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}
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// NOTE: SyncVarNetworkIdentityEqual should be static later
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@ -912,15 +848,10 @@ public void SyncVarNetworkIdentityEqualUnspawnedIdentity()
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identity.netId = 42;
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// gameobject with valid networkidentity and 0 netid that is unspawned
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GameObject go = new GameObject();
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NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
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SyncVarNetworkIdentityEqualExposedBehaviour comp = go.AddComponent<SyncVarNetworkIdentityEqualExposedBehaviour>();
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CreateNetworked(out GameObject go, out NetworkIdentity ni, out SyncVarNetworkIdentityEqualExposedBehaviour comp);
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LogAssert.Expect(LogType.Warning, "SetSyncVarNetworkIdentity NetworkIdentity " + ni + " has a zero netId. Maybe it is not spawned yet?");
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bool result = comp.SyncVarNetworkIdentityEqualExposed(ni, identity.netId);
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Assert.That(result, Is.False);
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// clean up
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GameObject.DestroyImmediate(go);
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}
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// NOTE: SyncVarNetworkIdentityEqual should be static later
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@ -928,15 +859,10 @@ public void SyncVarNetworkIdentityEqualUnspawnedIdentity()
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public void SyncVarNetworkIdentityEqualUnspawnedIdentityZeroNetIdIsTrue()
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{
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// unspawned go and identity.netid==0 returns true (=equal)
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GameObject go = new GameObject();
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NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
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SyncVarNetworkIdentityEqualExposedBehaviour comp = go.AddComponent<SyncVarNetworkIdentityEqualExposedBehaviour>();
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CreateNetworked(out GameObject go, out NetworkIdentity ni, out SyncVarNetworkIdentityEqualExposedBehaviour comp);
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LogAssert.Expect(LogType.Warning, "SetSyncVarNetworkIdentity NetworkIdentity " + ni + " has a zero netId. Maybe it is not spawned yet?");
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bool result = comp.SyncVarNetworkIdentityEqualExposed(ni, identity.netId);
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Assert.That(result, Is.True);
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// clean up
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GameObject.DestroyImmediate(go);
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}
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[Test]
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@ -948,8 +874,7 @@ public void SetSyncVarGameObjectWithValidObject()
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comp.syncInterval = 0;
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// create a valid GameObject with networkidentity and netid
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GameObject go = new GameObject();
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NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
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CreateNetworked(out GameObject go, out NetworkIdentity ni);
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ni.netId = 43;
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// set the GameObject SyncVar
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@ -958,9 +883,6 @@ public void SetSyncVarGameObjectWithValidObject()
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Assert.That(comp.test, Is.EqualTo(go));
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Assert.That(comp.testNetId, Is.EqualTo(ni.netId));
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Assert.That(comp.IsDirty(), Is.True);
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// clean up
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GameObject.DestroyImmediate(go);
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}
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[Test]
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@ -1040,8 +962,7 @@ public void SetSyncVarGameObjectZeroNetId()
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comp.testNetId = 43;
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// create test GO with networkidentity and zero netid
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GameObject test = new GameObject();
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NetworkIdentity ni = test.AddComponent<NetworkIdentity>();
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CreateNetworked(out GameObject test, out NetworkIdentity ni);
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Assert.That(ni.netId, Is.EqualTo(0));
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// set the GameObject SyncVar to 'test' GO with zero netId.
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@ -1061,7 +982,6 @@ public void SetSyncVarGameObjectZeroNetId()
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Assert.That(comp.IsDirty(), Is.True);
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// clean up
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GameObject.DestroyImmediate(test);
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GameObject.DestroyImmediate(go);
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}
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@ -1078,8 +998,7 @@ public void GetSyncVarGameObjectOnServer()
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comp.syncInterval = 0;
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// create a syncable GameObject
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GameObject go = new GameObject();
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NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
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CreateNetworked(out GameObject go, out NetworkIdentity ni);
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ni.netId = identity.netId + 1;
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// assign it in the component
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@ -1093,7 +1012,6 @@ public void GetSyncVarGameObjectOnServer()
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// clean up: set isServer false first, otherwise Destroy instead of DestroyImmediate is called
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identity.netId = 0;
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GameObject.DestroyImmediate(go);
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}
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[Test]
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@ -1126,8 +1044,7 @@ public void GetSyncVarGameObjectOnClient()
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comp.syncInterval = 0;
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// create a syncable GameObject
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GameObject go = new GameObject();
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NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
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CreateNetworked(out GameObject go, out NetworkIdentity ni);
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ni.netId = 43;
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// register in spawned dict because clients should look it up via
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@ -1147,8 +1064,6 @@ public void GetSyncVarGameObjectOnClient()
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// clean up
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NetworkServer.Shutdown();
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Transport.activeTransport = null;
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GameObject.DestroyImmediate(go);
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}
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[Test]
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@ -1169,7 +1084,6 @@ public void GetSyncVarGameObjectOnClientNull()
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// clean up
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NetworkServer.Shutdown();
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Transport.activeTransport = null;
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}
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[Test]
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@ -1181,8 +1095,7 @@ public void SetSyncVarNetworkIdentityWithValidObject()
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comp.syncInterval = 0;
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// create a valid GameObject with networkidentity and netid
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GameObject go = new GameObject();
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NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
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CreateNetworked(out GameObject go, out NetworkIdentity ni);
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ni.netId = 43;
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// set the NetworkIdentity SyncVar
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@ -1191,9 +1104,6 @@ public void SetSyncVarNetworkIdentityWithValidObject()
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Assert.That(comp.test, Is.EqualTo(ni));
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Assert.That(comp.testNetId, Is.EqualTo(ni.netId));
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Assert.That(comp.IsDirty(), Is.True);
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// clean up
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GameObject.DestroyImmediate(go);
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}
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[Test]
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@ -1206,8 +1116,7 @@ public void SetSyncVarNetworkIdentityNull()
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// set some existing NI+netId first to check if it is going to be
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// overwritten
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GameObject go = new GameObject();
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NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
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CreateNetworked(out GameObject go, out NetworkIdentity ni);
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comp.test = ni;
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comp.testNetId = 43;
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@ -1217,9 +1126,6 @@ public void SetSyncVarNetworkIdentityNull()
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Assert.That(comp.test, Is.EqualTo(null));
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Assert.That(comp.testNetId, Is.EqualTo(0));
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Assert.That(comp.IsDirty(), Is.True);
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// clean up
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GameObject.DestroyImmediate(go);
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}
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[Test]
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@ -1232,14 +1138,12 @@ public void SetSyncVarNetworkIdentityZeroNetId()
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// set some existing NI+netId first to check if it is going to be
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// overwritten
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GameObject go = new GameObject();
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NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
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CreateNetworked(out GameObject go, out NetworkIdentity ni);
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comp.test = ni;
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comp.testNetId = 43;
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// create test GO with networkidentity and zero netid
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GameObject test = new GameObject();
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NetworkIdentity testNi = test.AddComponent<NetworkIdentity>();
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CreateNetworked(out GameObject test, out NetworkIdentity testNi);
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Assert.That(testNi.netId, Is.EqualTo(0));
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// set the NetworkIdentity SyncVar to 'test' GO with zero netId.
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@ -1257,10 +1161,6 @@ public void SetSyncVarNetworkIdentityZeroNetId()
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Assert.That(comp.test, Is.EqualTo(testNi));
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Assert.That(comp.testNetId, Is.EqualTo(0));
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Assert.That(comp.IsDirty(), Is.True);
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// clean up
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GameObject.DestroyImmediate(test);
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GameObject.DestroyImmediate(go);
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}
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[Test]
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@ -1276,8 +1176,7 @@ public void GetSyncVarNetworkIdentityOnServer()
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comp.syncInterval = 0;
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// create a syncable GameObject
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GameObject go = new GameObject();
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NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
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CreateNetworked(out GameObject go, out NetworkIdentity ni);
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ni.netId = identity.netId + 1;
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// assign it in the component
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@ -1288,9 +1187,6 @@ public void GetSyncVarNetworkIdentityOnServer()
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// doing any netId lookup like on the client
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NetworkIdentity result = comp.GetSyncVarNetworkIdentityExposed();
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Assert.That(result, Is.EqualTo(ni));
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// clean up
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GameObject.DestroyImmediate(go);
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}
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[Test]
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@ -1323,8 +1219,7 @@ public void GetSyncVarNetworkIdentityOnClient()
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comp.syncInterval = 0;
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// create a syncable GameObject
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GameObject go = new GameObject();
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NetworkIdentity ni = go.AddComponent<NetworkIdentity>();
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CreateNetworked(out GameObject go, out NetworkIdentity ni);
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ni.netId = 43;
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// register in spawned dict because clients should look it up via
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@ -1344,8 +1239,6 @@ public void GetSyncVarNetworkIdentityOnClient()
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// clean up
|
||||
NetworkServer.Shutdown();
|
||||
Transport.activeTransport = null;
|
||||
GameObject.DestroyImmediate(go);
|
||||
}
|
||||
|
||||
[Test]
|
||||
@ -1366,7 +1259,6 @@ public void GetSyncVarNetworkIdentityOnClientNull()
|
||||
|
||||
// clean up
|
||||
NetworkServer.Shutdown();
|
||||
Transport.activeTransport = null;
|
||||
}
|
||||
|
||||
[Test]
|
||||
|
Loading…
Reference in New Issue
Block a user