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Tests: remove redundant NetworkServer.Shutdowns
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@ -69,9 +69,6 @@ public override void TearDown()
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// we have no real clients.
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NetworkServer.connections.Clear();
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// stop server
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NetworkServer.Shutdown();
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base.TearDown();
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}
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@ -747,9 +747,6 @@ public void SendToClientOfPlayer()
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// was it send to and handled by the connection?
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Assert.That(called, Is.EqualTo(1));
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// clean up
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NetworkServer.Shutdown();
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}
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[Test]
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@ -22,10 +22,6 @@ public override IEnumerator UnitySetUp()
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[UnityTearDown]
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public override IEnumerator UnityTearDown()
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{
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if (NetworkServer.active)
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{
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NetworkServer.Shutdown();
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}
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yield return base.UnityTearDown();
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}
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