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NetworkIdentityTests: RebuildObserversAddsOwnReadyPlayer
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@ -215,6 +215,16 @@ public override bool OnRebuildObservers(HashSet<NetworkConnection> observers, bo
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}
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}
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class RebuildEmptyObserversNetworkBehaviour : NetworkBehaviour
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{
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public override bool OnRebuildObservers(HashSet<NetworkConnection> observers, bool initialize)
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{
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// return true so that caller knows we implemented
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// OnRebuildObservers, but return no observers
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return true;
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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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@ -1305,5 +1315,28 @@ public void GetNewObserversFalseIfNoComponents()
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bool result = identity.GetNewObservers(observers, true);
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Assert.That(result, Is.False);
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}
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// RebuildObservers should always add the own ready connection
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// (if any). fixes https://github.com/vis2k/Mirror/issues/692
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[Test]
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public void RebuildObserversAddsOwnReadyPlayer()
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{
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// add at least one observers component, otherwise it will just add
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// all server connections
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gameObject.AddComponent<RebuildEmptyObserversNetworkBehaviour>();
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// add own player connection
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ULocalConnectionToClient connection = new ULocalConnectionToClient();
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connection.connectionToServer = new ULocalConnectionToServer();
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connection.isReady = true;
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identity.connectionToClient = connection;
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// call OnStartServer so that observers dict is created
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identity.OnStartServer();
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// rebuild should at least add own ready player
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identity.RebuildObservers(true);
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Assert.That(identity.observers.ContainsKey(identity.connectionToClient.connectionId));
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}
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}
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}
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