mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 11:00:32 +00:00
fix: Improved error checking for ClientScene.RegisterPrefab with handler (#1841)
* test for RegisterPrefab with handler * comments * finishing tests and ignore some cases * updating checks and log messages * more tests * removing test cases
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@ -330,6 +330,13 @@ public static void RegisterPrefab(GameObject prefab)
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/// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param>
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public static void RegisterPrefab(GameObject prefab, Guid newAssetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
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{
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// We need this check here because we don't want a null handler in the lambda expression below
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if (spawnHandler == null)
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{
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logger.LogError($"Can not Register null SpawnHandler for {newAssetId}");
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return;
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}
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RegisterPrefab(prefab, newAssetId, msg => spawnHandler(msg.position, msg.assetId), unspawnHandler);
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}
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@ -344,6 +351,40 @@ public static void RegisterPrefab(GameObject prefab, Guid newAssetId, SpawnDeleg
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/// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param>
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public static void RegisterPrefab(GameObject prefab, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
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{
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if (prefab == null)
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{
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logger.LogError("Could not register handler for prefab because the prefab was null");
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return;
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}
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NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
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if (identity == null)
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{
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logger.LogError("Could not register handler for '" + prefab.name + "' since it contains no NetworkIdentity component");
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return;
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}
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if (identity.sceneId != 0)
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{
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logger.LogError($"Can not Register '{prefab.name}' because it has a sceneId, make sure you are passing in the original prefab and not an instance in the scene.");
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return;
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}
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Guid assetId = identity.assetId;
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if (assetId == Guid.Empty)
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{
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logger.LogError($"Can not Register handler for '{prefab.name}' because it had empty assetid. If this is a scene Object use RegisterSpawnHandler instead");
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return;
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}
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// We need this check here because we don't want a null handler in the lambda expression below
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if (spawnHandler == null)
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{
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logger.LogError($"Can not Register null SpawnHandler for {assetId}");
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return;
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}
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RegisterPrefab(prefab, msg => spawnHandler(msg.position, msg.assetId), unspawnHandler);
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}
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@ -359,31 +400,73 @@ public static void RegisterPrefab(GameObject prefab, SpawnDelegate spawnHandler,
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/// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param>
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public static void RegisterPrefab(GameObject prefab, Guid newAssetId, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
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{
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if (newAssetId == Guid.Empty)
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{
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logger.LogError($"Could not register handler for '{prefab.name}' with new assetId because the new assetId was empty");
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return;
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}
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if (prefab == null)
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{
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logger.LogError("Could not register handler for prefab because the prefab was null");
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return;
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}
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NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
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if (identity == null)
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{
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logger.LogError("Could not register '" + prefab.name + "' since it contains no NetworkIdentity component");
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logger.LogError("Could not register handler for '" + prefab.name + "' since it contains no NetworkIdentity component");
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return;
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}
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if (identity.sceneId != 0)
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{
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logger.LogError($"Can not Register '{prefab.name}' because it has a sceneId, make sure you are passing in the original prefab and not an instance in the scene.");
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return;
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}
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identity.assetId = newAssetId;
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Guid assetId = identity.assetId;
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if (spawnHandler == null || unspawnHandler == null)
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if (spawnHandler == null)
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{
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logger.LogError("RegisterPrefab custom spawn function null for " + identity.assetId);
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logger.LogError($"Can not Register null SpawnHandler for {assetId}");
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return;
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}
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if (identity.assetId == Guid.Empty)
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if (unspawnHandler == null)
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{
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logger.LogError("RegisterPrefab game object " + prefab.name + " has no prefab. Use RegisterSpawnHandler() instead?");
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logger.LogError($"Can not Register null UnSpawnHandler for {assetId}");
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return;
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}
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if (logger.LogEnabled()) logger.Log("Registering custom prefab '" + prefab.name + "' as asset:" + identity.assetId + " " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName());
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if (assetId == Guid.Empty)
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{
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logger.LogError($"Can not Register handler for '{prefab.name}' because it had empty assetid. If this is a scene Object use RegisterSpawnHandler instead");
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return;
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}
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spawnHandlers[identity.assetId] = spawnHandler;
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unspawnHandlers[identity.assetId] = unspawnHandler;
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if (spawnHandlers.ContainsKey(assetId) || unspawnHandlers.ContainsKey(assetId))
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{
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logger.LogWarning($"Replacing existing spawnHandlers for prefab '{prefab.name}' with assetId '{assetId}'");
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}
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if (prefabs.ContainsKey(assetId))
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{
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// this is error because SpawnPrefab checks prefabs before handler
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logger.LogError($"assetId '{assetId}' is already used by prefab '{prefabs[assetId].name}', unregister the prefab first before trying to add handler");
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}
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NetworkIdentity[] identities = prefab.GetComponentsInChildren<NetworkIdentity>();
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if (identities.Length > 1)
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{
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logger.LogWarning($"Prefab '{prefab.name}' has multiple NetworkIdentity components. There should only be one NetworkIdentity on a prefab, and it must be on the root object.");
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}
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if (logger.LogEnabled()) logger.Log("Registering custom prefab '" + prefab.name + "' as asset:" + assetId + " " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName());
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spawnHandlers[assetId] = spawnHandler;
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unspawnHandlers[assetId] = unspawnHandler;
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}
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/// <summary>
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@ -397,29 +480,66 @@ public static void RegisterPrefab(GameObject prefab, Guid newAssetId, SpawnHandl
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/// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param>
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public static void RegisterPrefab(GameObject prefab, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
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{
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if (prefab == null)
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{
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logger.LogError("Could not register handler for prefab because the prefab was null");
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return;
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}
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NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
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if (identity == null)
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{
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logger.LogError("Could not register '" + prefab.name + "' since it contains no NetworkIdentity component");
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logger.LogError("Could not register handler for '" + prefab.name + "' since it contains no NetworkIdentity component");
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return;
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}
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if (spawnHandler == null || unspawnHandler == null)
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if (identity.sceneId != 0)
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{
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logger.LogError("RegisterPrefab custom spawn function null for " + identity.assetId);
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logger.LogError($"Can not Register '{prefab.name}' because it has a sceneId, make sure you are passing in the original prefab and not an instance in the scene.");
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return;
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}
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if (identity.assetId == Guid.Empty)
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Guid assetId = identity.assetId;
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if (assetId == Guid.Empty)
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{
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logger.LogError("RegisterPrefab game object " + prefab.name + " has no prefab. Use RegisterSpawnHandler() instead?");
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logger.LogError($"Can not Register handler for '{prefab.name}' because it had empty assetid. If this is a scene Object use RegisterSpawnHandler instead");
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return;
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}
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if (logger.LogEnabled()) logger.Log("Registering custom prefab '" + prefab.name + "' as asset:" + identity.assetId + " " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName());
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if (spawnHandler == null)
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{
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logger.LogError($"Can not Register null SpawnHandler for {assetId}");
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return;
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}
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spawnHandlers[identity.assetId] = spawnHandler;
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unspawnHandlers[identity.assetId] = unspawnHandler;
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if (unspawnHandler == null)
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{
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logger.LogError($"Can not Register null UnSpawnHandler for {assetId}");
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return;
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}
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if (spawnHandlers.ContainsKey(assetId) || unspawnHandlers.ContainsKey(assetId))
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{
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logger.LogWarning($"Replacing existing spawnHandlers for prefab '{prefab.name}' with assetId '{assetId}'");
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}
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if (prefabs.ContainsKey(assetId))
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{
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// this is error because SpawnPrefab checks prefabs before handler
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logger.LogError($"assetId '{assetId}' is already used by prefab '{prefabs[assetId].name}', unregister the prefab first before trying to add handler");
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}
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NetworkIdentity[] identities = prefab.GetComponentsInChildren<NetworkIdentity>();
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if (identities.Length > 1)
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{
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logger.LogWarning($"Prefab '{prefab.name}' has multiple NetworkIdentity components. There should only be one NetworkIdentity on a prefab, and it must be on the root object.");
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}
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if (logger.LogEnabled()) logger.Log("Registering custom prefab '" + prefab.name + "' as asset:" + assetId + " " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName());
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spawnHandlers[assetId] = spawnHandler;
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unspawnHandlers[assetId] = unspawnHandler;
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}
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/// <summary>
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@ -494,8 +614,6 @@ public static void RegisterSpawnHandler(Guid assetId, SpawnHandlerDelegate spawn
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return;
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}
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if (logger.LogEnabled()) logger.Log("RegisterSpawnHandler asset '" + assetId + "' " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName());
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if (spawnHandlers.ContainsKey(assetId) || unspawnHandlers.ContainsKey(assetId))
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{
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logger.LogWarning($"Replacing existing spawnHandlers for {assetId}");
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@ -507,6 +625,8 @@ public static void RegisterSpawnHandler(Guid assetId, SpawnHandlerDelegate spawn
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logger.LogError($"assetId '{assetId}' is already used by prefab '{prefabs[assetId].name}'");
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}
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if (logger.LogEnabled()) logger.Log("RegisterSpawnHandler asset '" + assetId + "' " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName());
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spawnHandlers[assetId] = spawnHandler;
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unspawnHandlers[assetId] = unspawnHandler;
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}
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@ -10,6 +10,8 @@ namespace Mirror.Tests
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[TestFixture]
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public class ClientSceneTests
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{
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const string NewAssetIdIgnoreMessage = "Ignoring this test till we know how to fix it, see https://github.com/vis2k/Mirror/issues/1831";
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// use guid to find asset so that the path does not matter
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const string ValidPrefabAssetGuid = "33169286da0313d45ab5bfccc6cf3775";
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const string PrefabWithChildrenAssetGuid = "a78e009e3f2dee44e8859516974ede43";
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@ -128,6 +130,19 @@ public void CheckOverloadWithAssetId(RegisterPrefabOverload overload, bool expec
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Assert.That(OverloadWithAssetId(overload), Is.EqualTo(expected));
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab, false)]
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[TestCase(RegisterPrefabOverload.Prefab_NewAssetId, false)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate, true)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId, true)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate, true)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId, true)]
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public void CheckOverloadWithHandler(RegisterPrefabOverload overload, bool expected)
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{
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// test to make sure OverloadWithAssetId correctly works with flags
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Assert.That(OverloadWithHandler(overload), Is.EqualTo(expected));
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}
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/// <summary>
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/// Allows TestCases to call different overloads for RegisterPrefab.
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/// Without this we would need duplicate tests for each overload
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@ -142,7 +157,8 @@ public enum RegisterPrefabOverload
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Prefab_SpawnHandlerDelegate = 16,
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Prefab_SpawnHandlerDelegate_NewAssetId = 32,
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WithAssetId = Prefab_NewAssetId | Prefab_SpawnDelegate_NewAssetId | Prefab_SpawnHandlerDelegate_NewAssetId
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WithAssetId = Prefab_NewAssetId | Prefab_SpawnDelegate_NewAssetId | Prefab_SpawnHandlerDelegate_NewAssetId,
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WithHandler = Prefab_SpawnDelegate | Prefab_SpawnDelegate_NewAssetId | Prefab_SpawnHandlerDelegate | Prefab_SpawnHandlerDelegate_NewAssetId
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}
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static bool OverloadWithAssetId(RegisterPrefabOverload overload)
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@ -150,6 +166,11 @@ static bool OverloadWithAssetId(RegisterPrefabOverload overload)
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return (overload & RegisterPrefabOverload.WithAssetId) != 0;
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}
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static bool OverloadWithHandler(RegisterPrefabOverload overload)
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{
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return (overload & RegisterPrefabOverload.WithHandler) != 0;
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}
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void CallRegisterPrefab(GameObject prefab, RegisterPrefabOverload overload)
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{
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SpawnDelegate spawnHandler = new SpawnDelegate((x, y) => null);
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@ -176,52 +197,136 @@ void CallRegisterPrefab(GameObject prefab, RegisterPrefabOverload overload)
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case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId:
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ClientScene.RegisterPrefab(prefab, anotherGuid, spawnHandlerDelegate, unspawnHandler);
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break;
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default:
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Debug.LogError("Overload not found");
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break;
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}
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}
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void CallRegisterPrefab(GameObject prefab, RegisterPrefabOverload overload, Guid guid)
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{
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SpawnDelegate spawnHandler = new SpawnDelegate((x, y) => null);
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SpawnHandlerDelegate spawnHandlerDelegate = new SpawnHandlerDelegate(x => null);
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UnSpawnDelegate unspawnHandler = new UnSpawnDelegate(x => { });
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switch (overload)
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{
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case RegisterPrefabOverload.Prefab_NewAssetId:
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ClientScene.RegisterPrefab(prefab, guid);
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break;
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case RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId:
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ClientScene.RegisterPrefab(prefab, guid, spawnHandler, unspawnHandler);
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break;
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case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId:
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ClientScene.RegisterPrefab(prefab, guid, spawnHandlerDelegate, unspawnHandler);
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break;
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case RegisterPrefabOverload.Prefab:
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case RegisterPrefabOverload.Prefab_SpawnDelegate:
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case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate:
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Debug.LogError("Overload did not have guid parameter");
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break;
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default:
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Debug.LogError("Overload not found");
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break;
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}
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}
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void CallRegisterPrefab(GameObject prefab, RegisterPrefabOverload overload, SpawnDelegate spawnHandler)
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{
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UnSpawnDelegate unspawnHandler = new UnSpawnDelegate(x => { });
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switch (overload)
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{
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case RegisterPrefabOverload.Prefab_SpawnDelegate:
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ClientScene.RegisterPrefab(prefab, spawnHandler, unspawnHandler);
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break;
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case RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId:
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ClientScene.RegisterPrefab(prefab, anotherGuid, spawnHandler, unspawnHandler);
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break;
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case RegisterPrefabOverload.Prefab:
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case RegisterPrefabOverload.Prefab_NewAssetId:
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case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate:
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case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId:
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Debug.LogError("Overload did not have SpawnDelegate parameter");
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break;
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default:
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Debug.LogError("Overload not found");
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break;
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}
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}
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void CallRegisterPrefab(GameObject prefab, RegisterPrefabOverload overload, SpawnHandlerDelegate spawnHandlerDelegate)
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{
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UnSpawnDelegate unspawnHandler = new UnSpawnDelegate(x => { });
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switch (overload)
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{
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case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate:
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ClientScene.RegisterPrefab(prefab, spawnHandlerDelegate, unspawnHandler);
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break;
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case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId:
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ClientScene.RegisterPrefab(prefab, anotherGuid, spawnHandlerDelegate, unspawnHandler);
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break;
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case RegisterPrefabOverload.Prefab:
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case RegisterPrefabOverload.Prefab_NewAssetId:
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case RegisterPrefabOverload.Prefab_SpawnDelegate:
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case RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId:
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Debug.LogError("Overload did not have SpawnDelegate parameter");
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break;
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default:
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Debug.LogError("Overload not found");
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break;
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}
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}
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void CallRegisterPrefab(GameObject prefab, RegisterPrefabOverload overload, UnSpawnDelegate unspawnHandler)
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{
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SpawnDelegate spawnHandler = new SpawnDelegate((x, y) => null);
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SpawnHandlerDelegate spawnHandlerDelegate = new SpawnHandlerDelegate(x => null);
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switch (overload)
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{
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case RegisterPrefabOverload.Prefab_SpawnDelegate:
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ClientScene.RegisterPrefab(prefab, spawnHandler, unspawnHandler);
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break;
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case RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId:
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ClientScene.RegisterPrefab(prefab, anotherGuid, spawnHandler, unspawnHandler);
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break;
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case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate:
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ClientScene.RegisterPrefab(prefab, spawnHandlerDelegate, unspawnHandler);
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break;
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case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId:
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ClientScene.RegisterPrefab(prefab, anotherGuid, spawnHandlerDelegate, unspawnHandler);
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break;
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case RegisterPrefabOverload.Prefab:
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case RegisterPrefabOverload.Prefab_NewAssetId:
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Debug.LogError("Overload did not have UnSpawnDelegate parameter");
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break;
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default:
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Debug.LogError("Overload not found");
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break;
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}
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}
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void CallRegisterPrefab_Handler(GameObject prefab, SpawnDelegate spawn, UnSpawnDelegate unspawn, RegisterPrefabOverload overload)
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{
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if (overload == RegisterPrefabOverload.Prefab_SpawnDelegate)
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{
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ClientScene.RegisterPrefab(prefab, spawn, unspawn);
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}
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else if (overload == RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId)
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{
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ClientScene.RegisterPrefab(prefab, anotherGuid, spawn, unspawn);
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}
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else
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{
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Debug.LogError("Overload did not have SpawnDelegate");
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}
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}
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Guid GuidForOverload(RegisterPrefabOverload overload) => OverloadWithAssetId(overload) ? anotherGuid : validPrefabGuid;
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void CallRegisterPrefab_Handler(GameObject prefab, SpawnHandlerDelegate spawn, UnSpawnDelegate unspawn, RegisterPrefabOverload overload)
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static void CreateSceneObject(out GameObject runtimeObject, out NetworkIdentity networkIdentity)
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{
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if (overload == RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)
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{
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ClientScene.RegisterPrefab(prefab, spawn, unspawn);
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}
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else if (overload == RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId)
|
||||
{
|
||||
ClientScene.RegisterPrefab(prefab, anotherGuid, spawn, unspawn);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Overload did not have SpawnHandlerDelegate");
|
||||
}
|
||||
runtimeObject = new GameObject("Runtime GameObject");
|
||||
networkIdentity = runtimeObject.AddComponent<NetworkIdentity>();
|
||||
// set sceneId to zero as it is set in onvalidate (does not set id at runtime)
|
||||
networkIdentity.sceneId = 0;
|
||||
}
|
||||
|
||||
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_NewAssetId)]
|
||||
[Ignore("Ignoring this test till we know how to fix it, see https://github.com/vis2k/Mirror/issues/1831")]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_NewAssetId, IgnoreReason = NewAssetIdIgnoreMessage)]
|
||||
public void RegisterPrefab_Prefab_AddsPrefabToDictionary(RegisterPrefabOverload overload)
|
||||
{
|
||||
Guid guid = OverloadWithAssetId(overload) ? anotherGuid : validPrefabGuid;
|
||||
Guid guid = GuidForOverload(overload);
|
||||
|
||||
CallRegisterPrefab(validPrefab, overload);
|
||||
|
||||
@ -230,11 +335,13 @@ public void RegisterPrefab_Prefab_AddsPrefabToDictionary(RegisterPrefabOverload
|
||||
}
|
||||
|
||||
[Test]
|
||||
[Ignore("Ignoring this test till we know how to fix it, see https://github.com/vis2k/Mirror/issues/1831")]
|
||||
public void RegisterPrefab_PrefabNewGuid_ChangePrefabsAssetId()
|
||||
[TestCase(RegisterPrefabOverload.Prefab_NewAssetId, IgnoreReason = NewAssetIdIgnoreMessage)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId, IgnoreReason = NewAssetIdIgnoreMessage)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId, IgnoreReason = NewAssetIdIgnoreMessage)]
|
||||
public void RegisterPrefab_NewGuid_ChangePrefabsAssetId(RegisterPrefabOverload overload)
|
||||
{
|
||||
Guid guid = anotherGuid;
|
||||
ClientScene.RegisterPrefab(validPrefab, guid);
|
||||
CallRegisterPrefab(validPrefab, overload);
|
||||
|
||||
Assert.IsTrue(prefabs.ContainsKey(guid));
|
||||
Assert.AreEqual(prefabs[guid], validPrefab);
|
||||
@ -247,70 +354,132 @@ public void RegisterPrefab_PrefabNewGuid_ChangePrefabsAssetId()
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_NewAssetId)]
|
||||
public void RegisterPrefab_Prefab_ErrorForNullPrefab(RegisterPrefabOverload overload)
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId)]
|
||||
public void RegisterPrefab_ErrorForNullPrefab(RegisterPrefabOverload overload)
|
||||
{
|
||||
LogAssert.Expect(LogType.Error, "Could not register prefab because it was null");
|
||||
string msg = OverloadWithHandler(overload)
|
||||
? "Could not register handler for prefab because the prefab was null"
|
||||
: "Could not register prefab because it was null";
|
||||
|
||||
LogAssert.Expect(LogType.Error, msg);
|
||||
CallRegisterPrefab(null, overload);
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_NewAssetId)]
|
||||
public void RegisterPrefab_Prefab_ErrorForPrefabWithoutNetworkIdentity(RegisterPrefabOverload overload)
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId)]
|
||||
public void RegisterPrefab_ErrorForPrefabWithoutNetworkIdentity(RegisterPrefabOverload overload)
|
||||
{
|
||||
LogAssert.Expect(LogType.Error, $"Could not register '{invalidPrefab.name}' since it contains no NetworkIdentity component");
|
||||
string msg = OverloadWithHandler(overload)
|
||||
? $"Could not register handler for '{invalidPrefab.name}' since it contains no NetworkIdentity component"
|
||||
: $"Could not register '{invalidPrefab.name}' since it contains no NetworkIdentity component";
|
||||
|
||||
LogAssert.Expect(LogType.Error, msg);
|
||||
CallRegisterPrefab(invalidPrefab, overload);
|
||||
}
|
||||
|
||||
static void CreateSceneObject(out GameObject runtimeObject, out NetworkIdentity networkIdentity)
|
||||
{
|
||||
runtimeObject = new GameObject("Runtime GameObject");
|
||||
networkIdentity = runtimeObject.AddComponent<NetworkIdentity>();
|
||||
// set sceneId to zero as it is set in onvalidate (does not set id at runtime)
|
||||
networkIdentity.sceneId = 0;
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void RegisterPrefab_Prefab_ErrorForEmptyGuid()
|
||||
[TestCase(RegisterPrefabOverload.Prefab)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
|
||||
public void RegisterPrefab_ErrorForEmptyGuid(RegisterPrefabOverload overload)
|
||||
{
|
||||
// setup
|
||||
CreateSceneObject(out GameObject runtimeObject, out NetworkIdentity networkIdentity);
|
||||
|
||||
//test
|
||||
LogAssert.Expect(LogType.Error, $"Can not Register '{runtimeObject.name}' because it had empty assetid. If this is a scene Object use RegisterSpawnHandler instead");
|
||||
ClientScene.RegisterPrefab(runtimeObject);
|
||||
string msg = OverloadWithHandler(overload)
|
||||
? $"Can not Register handler for '{runtimeObject.name}' because it had empty assetid. If this is a scene Object use RegisterSpawnHandler instead"
|
||||
: $"Can not Register '{runtimeObject.name}' because it had empty assetid. If this is a scene Object use RegisterSpawnHandler instead";
|
||||
|
||||
LogAssert.Expect(LogType.Error, msg);
|
||||
CallRegisterPrefab(runtimeObject, overload);
|
||||
|
||||
// teardown
|
||||
GameObject.DestroyImmediate(runtimeObject);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void RegisterPrefab_PrefabNewGuid_AddsRuntimeObjectToDictionary()
|
||||
[TestCase(RegisterPrefabOverload.Prefab_NewAssetId)]
|
||||
public void RegisterPrefab_PrefabNewGuid_AddsRuntimeObjectToDictionary(RegisterPrefabOverload overload)
|
||||
{
|
||||
// setup
|
||||
CreateSceneObject(out GameObject runtimeObject, out NetworkIdentity networkIdentity);
|
||||
|
||||
Guid guid = anotherGuid;
|
||||
ClientScene.RegisterPrefab(runtimeObject, guid);
|
||||
//test
|
||||
CallRegisterPrefab(runtimeObject, overload);
|
||||
|
||||
Assert.IsTrue(prefabs.ContainsKey(guid));
|
||||
Assert.AreEqual(prefabs[guid], runtimeObject);
|
||||
Assert.IsTrue(prefabs.ContainsKey(anotherGuid));
|
||||
Assert.AreEqual(prefabs[anotherGuid], runtimeObject);
|
||||
|
||||
Assert.AreEqual(networkIdentity.assetId, guid);
|
||||
Assert.AreEqual(networkIdentity.assetId, anotherGuid);
|
||||
|
||||
// teardown
|
||||
GameObject.DestroyImmediate(runtimeObject);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void RegisterPrefab_PrefabNewGuid_ErrorForEmptyGuid()
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId)]
|
||||
public void RegisterPrefab_Handler_AddsSpawnHandlerToDictionaryForRuntimeObject(RegisterPrefabOverload overload)
|
||||
{
|
||||
LogAssert.Expect(LogType.Error, $"Could not register '{validPrefab.name}' with new assetId because the new assetId was empty");
|
||||
ClientScene.RegisterPrefab(validPrefab, new Guid());
|
||||
// setup
|
||||
CreateSceneObject(out GameObject runtimeObject, out NetworkIdentity networkIdentity);
|
||||
|
||||
//test
|
||||
CallRegisterPrefab(runtimeObject, overload);
|
||||
|
||||
Assert.IsTrue(spawnHandlers.ContainsKey(anotherGuid));
|
||||
|
||||
// teardown
|
||||
GameObject.DestroyImmediate(runtimeObject);
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId)]
|
||||
public void RegisterPrefab_Handler_AddsUnSpawnHandlerToDictionaryForRuntimeObject(RegisterPrefabOverload overload)
|
||||
{
|
||||
// setup
|
||||
CreateSceneObject(out GameObject runtimeObject, out NetworkIdentity networkIdentity);
|
||||
|
||||
//test
|
||||
CallRegisterPrefab(runtimeObject, overload);
|
||||
|
||||
Assert.IsTrue(unspawnHandlers.ContainsKey(anotherGuid));
|
||||
|
||||
// teardown
|
||||
GameObject.DestroyImmediate(runtimeObject);
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_NewAssetId)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId)]
|
||||
public void RegisterPrefab_NewGuid_ErrorForEmptyGuid(RegisterPrefabOverload overload)
|
||||
{
|
||||
string msg = OverloadWithHandler(overload)
|
||||
? $"Could not register handler for '{validPrefab.name}' with new assetId because the new assetId was empty"
|
||||
: $"Could not register '{validPrefab.name}' with new assetId because the new assetId was empty";
|
||||
LogAssert.Expect(LogType.Error, msg);
|
||||
CallRegisterPrefab(validPrefab, overload, guid: new Guid());
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_NewAssetId)]
|
||||
public void RegisterPrefab_Prefab_ErrorIfPrefabHadSceneId(RegisterPrefabOverload overload)
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId)]
|
||||
public void RegisterPrefab_ErrorIfPrefabHadSceneId(RegisterPrefabOverload overload)
|
||||
{
|
||||
GameObject clone = GameObject.Instantiate(validPrefab);
|
||||
NetworkIdentity netId = clone.GetComponent<NetworkIdentity>();
|
||||
@ -326,7 +495,11 @@ public void RegisterPrefab_Prefab_ErrorIfPrefabHadSceneId(RegisterPrefabOverload
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_NewAssetId)]
|
||||
public void RegisterPrefab_Prefab_WarningForNetworkIdentityInChildren(RegisterPrefabOverload overload)
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId)]
|
||||
public void RegisterPrefab_WarningForNetworkIdentityInChildren(RegisterPrefabOverload overload)
|
||||
{
|
||||
LogAssert.Expect(LogType.Warning, $"Prefab '{prefabWithChildren.name}' has multiple NetworkIdentity components. There should only be one NetworkIdentity on a prefab, and it must be on the root object.");
|
||||
CallRegisterPrefab(prefabWithChildren, overload);
|
||||
@ -335,11 +508,10 @@ public void RegisterPrefab_Prefab_WarningForNetworkIdentityInChildren(RegisterPr
|
||||
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_NewAssetId)]
|
||||
[Ignore("Ignoring this test till we know how to fix it, see https://github.com/vis2k/Mirror/issues/1831")]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_NewAssetId, IgnoreReason = NewAssetIdIgnoreMessage)]
|
||||
public void RegisterPrefab_Prefab_WarningForAssetIdAlreadyExistingInPrefabsDictionary(RegisterPrefabOverload overload)
|
||||
{
|
||||
Guid guid = OverloadWithAssetId(overload) ? anotherGuid : validPrefabGuid;
|
||||
Guid guid = GuidForOverload(overload);
|
||||
|
||||
prefabs.Add(guid, validPrefab);
|
||||
|
||||
@ -348,21 +520,143 @@ public void RegisterPrefab_Prefab_WarningForAssetIdAlreadyExistingInPrefabsDicti
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_NewAssetId)]
|
||||
[Ignore("Ignoring this test till we know how to fix it, see https://github.com/vis2k/Mirror/issues/1831")]
|
||||
public void RegisterPrefab_Prefab_WarningForAssetIdAlreadyExistingInHandlersDictionary(RegisterPrefabOverload overload)
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId, IgnoreReason = NewAssetIdIgnoreMessage)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId, IgnoreReason = NewAssetIdIgnoreMessage)]
|
||||
public void RegisterPrefab_Handler_ErrorForAssetIdAlreadyExistingInPrefabsDictionary(RegisterPrefabOverload overload)
|
||||
{
|
||||
Guid guid = OverloadWithAssetId(overload) ? anotherGuid : validPrefabGuid;
|
||||
Guid guid = GuidForOverload(overload);
|
||||
|
||||
prefabs.Add(guid, validPrefab);
|
||||
|
||||
LogAssert.Expect(LogType.Error, $"assetId '{guid}' is already used by prefab '{validPrefab.name}', unregister the prefab first before trying to add handler");
|
||||
CallRegisterPrefab(validPrefab, overload);
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_NewAssetId, IgnoreReason = NewAssetIdIgnoreMessage)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId, IgnoreReason = NewAssetIdIgnoreMessage)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId, IgnoreReason = NewAssetIdIgnoreMessage)]
|
||||
public void RegisterPrefab_WarningForAssetIdAlreadyExistingInHandlersDictionary(RegisterPrefabOverload overload)
|
||||
{
|
||||
Guid guid = GuidForOverload(overload);
|
||||
|
||||
spawnHandlers.Add(guid, x => null);
|
||||
unspawnHandlers.Add(guid, x => { });
|
||||
|
||||
LogAssert.Expect(LogType.Warning, $"Adding prefab '{validPrefab.name}' with assetId '{guid}' when spawnHandlers with same assetId already exists.");
|
||||
string msg = OverloadWithHandler(overload)
|
||||
? $"Replacing existing spawnHandlers for prefab '{validPrefab.name}' with assetId '{guid}'"
|
||||
: $"Adding prefab '{validPrefab.name}' with assetId '{guid}' when spawnHandlers with same assetId already exists.";
|
||||
|
||||
LogAssert.Expect(LogType.Warning, msg);
|
||||
CallRegisterPrefab(validPrefab, overload);
|
||||
}
|
||||
|
||||
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId, IgnoreReason = NewAssetIdIgnoreMessage)]
|
||||
public void RegisterPrefab_SpawnDelegate_AddsHandlerToSpawnHandlers(RegisterPrefabOverload overload)
|
||||
{
|
||||
int handlerCalled = 0;
|
||||
|
||||
Guid guid = GuidForOverload(overload);
|
||||
SpawnDelegate handler = new SpawnDelegate((pos, rot) =>
|
||||
{
|
||||
handlerCalled++;
|
||||
return null;
|
||||
});
|
||||
|
||||
CallRegisterPrefab(validPrefab, overload, spawnHandler: handler);
|
||||
|
||||
|
||||
Assert.IsTrue(spawnHandlers.ContainsKey(guid));
|
||||
|
||||
// check spawnHandler above is called
|
||||
SpawnHandlerDelegate handlerInDictionary = spawnHandlers[guid];
|
||||
handlerInDictionary.Invoke(default);
|
||||
Assert.That(handlerCalled, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId, IgnoreReason = NewAssetIdIgnoreMessage)]
|
||||
public void RegisterPrefab_SpawnDelegate_AddsHandlerToSpawnHandlersWithCorrectArguments(RegisterPrefabOverload overload)
|
||||
{
|
||||
int handlerCalled = 0;
|
||||
Vector3 somePosition = new Vector3(10, 20, 3);
|
||||
|
||||
Guid guid = GuidForOverload(overload);
|
||||
SpawnDelegate handler = new SpawnDelegate((pos, assetId) =>
|
||||
{
|
||||
handlerCalled++;
|
||||
Assert.That(pos, Is.EqualTo(somePosition));
|
||||
Assert.That(assetId, Is.EqualTo(guid));
|
||||
return null;
|
||||
});
|
||||
|
||||
CallRegisterPrefab(validPrefab, overload, spawnHandler: handler);
|
||||
|
||||
Assert.IsTrue(spawnHandlers.ContainsKey(guid));
|
||||
|
||||
// check spawnHandler above is called
|
||||
SpawnHandlerDelegate handlerInDictionary = spawnHandlers[guid];
|
||||
handlerInDictionary.Invoke(new SpawnMessage { position = somePosition, assetId = guid });
|
||||
Assert.That(handlerCalled, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId)]
|
||||
public void RegisterPrefab_SpawnDelegate_ErrorWhenSpawnHandlerIsNull(RegisterPrefabOverload overload)
|
||||
{
|
||||
Guid guid = GuidForOverload(overload);
|
||||
LogAssert.Expect(LogType.Error, $"Can not Register null SpawnHandler for {guid}");
|
||||
CallRegisterPrefab(validPrefab, overload, spawnHandler: null);
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId, IgnoreReason = NewAssetIdIgnoreMessage)]
|
||||
public void RegisterPrefab_SpawnHandleDelegate_AddsHandlerToSpawnHandlers(RegisterPrefabOverload overload)
|
||||
{
|
||||
Guid guid = GuidForOverload(overload);
|
||||
|
||||
SpawnHandlerDelegate handler = new SpawnHandlerDelegate(x => null);
|
||||
|
||||
CallRegisterPrefab(validPrefab, overload, spawnHandlerDelegate: handler);
|
||||
|
||||
Assert.IsTrue(spawnHandlers.ContainsKey(guid));
|
||||
Assert.AreEqual(spawnHandlers[guid], handler);
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId, IgnoreReason = NewAssetIdIgnoreMessage)]
|
||||
public void RegisterPrefab_SpawnHandleDelegate_ErrorWhenSpawnHandlerIsNull(RegisterPrefabOverload overload)
|
||||
{
|
||||
Guid guid = GuidForOverload(overload);
|
||||
LogAssert.Expect(LogType.Error, $"Can not Register null SpawnHandler for {guid}");
|
||||
CallRegisterPrefab(validPrefab, overload, spawnHandlerDelegate: null);
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId, IgnoreReason = NewAssetIdIgnoreMessage)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId, IgnoreReason = NewAssetIdIgnoreMessage)]
|
||||
public void RegisterPrefab_Handler_ErrorWhenUnSpawnHandlerIsNull(RegisterPrefabOverload overload)
|
||||
{
|
||||
Guid guid = GuidForOverload(overload);
|
||||
LogAssert.Expect(LogType.Error, $"Can not Register null UnSpawnHandler for {guid}");
|
||||
CallRegisterPrefab(validPrefab, overload, unspawnHandler: null);
|
||||
}
|
||||
|
||||
|
||||
[Test]
|
||||
public void UnregisterPrefab_RemovesPrefabFromDictionary()
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user