fix: Fallback and Multiplex now disable their transports when they are disabled (#2048)

* test to check if fallbacks disables other transport

* using ondisable to disable other transport

* fixing teardown

* adding test for Multiplex

* using ondisable to disable other transport

* fixing NSubstitute for 2019
This commit is contained in:
James Frowen 2020-06-28 23:49:36 +01:00 committed by GitHub
parent ab1b92f74b
commit 61d44b2d80
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 148 additions and 2 deletions

View File

@ -27,6 +27,16 @@ public void Awake()
Debug.Log("FallbackTransport available: " + available.GetType());
}
void OnEnable()
{
available.enabled = true;
}
void OnDisable()
{
available.enabled = false;
}
// The client just uses the first transport available
Transport GetAvailableTransport()
{

View File

@ -26,6 +26,22 @@ public void Awake()
InitServer();
}
void OnEnable()
{
foreach (Transport transport in transports)
{
transport.enabled = true;
}
}
void OnDisable()
{
foreach (Transport transport in transports)
{
transport.enabled = false;
}
}
public override bool Available()
{
// available if any of the transports is available

View File

@ -0,0 +1,105 @@
using NSubstitute;
using NUnit.Framework;
using UnityEngine;
namespace Mirror.Tests.Runtime.TransportEnableTest
{
public class FallbackTransportEnableTest
{
Transport transport1;
MemoryTransport transport2;
FallbackTransport transport;
[SetUp]
public void Setup()
{
GameObject gameObject = new GameObject();
// set inactive so that awake isnt called
gameObject.SetActive(false);
transport1 = Substitute.For<Transport>();
transport2 = gameObject.AddComponent<MemoryTransport>();
transport = gameObject.AddComponent<FallbackTransport>();
transport.transports = new[] { transport1, transport2 };
gameObject.SetActive(true);
}
[TearDown]
public void TearDown()
{
GameObject.DestroyImmediate(transport.gameObject);
}
[Test]
public void DisableShouldDisableAvailableTransport()
{
// make transport2 the active transport
transport1.Available().Returns(false);
transport.Awake();
// starts enabled
Assert.That(transport2.enabled, Is.True);
// disabling FallbackTransport
transport.enabled = false;
Assert.That(transport2.enabled, Is.False);
// enabling FallbackTransport
transport.enabled = true;
Assert.That(transport2.enabled, Is.True);
}
}
public class MultiplexTransportEnableTest
{
MemoryTransport transport1;
MemoryTransport transport2;
MultiplexTransport transport;
[SetUp]
public void Setup()
{
GameObject gameObject = new GameObject();
// set inactive so that awake isnt called
gameObject.SetActive(false);
transport1 = gameObject.AddComponent<MemoryTransport>();
transport2 = gameObject.AddComponent<MemoryTransport>();
transport = gameObject.AddComponent<MultiplexTransport>();
transport.transports = new[] { transport1, transport2 };
gameObject.SetActive(true);
}
[TearDown]
public void TearDown()
{
GameObject.DestroyImmediate(transport.gameObject);
}
[Test]
public void DisableShouldDisableAllTransports()
{
transport.Awake();
// starts enabled
Assert.That(transport1.enabled, Is.True);
Assert.That(transport2.enabled, Is.True);
// disabling MultiplexTransport
transport.enabled = false;
Assert.That(transport1.enabled, Is.False);
Assert.That(transport2.enabled, Is.False);
// enabling MultiplexTransport
transport.enabled = true;
Assert.That(transport1.enabled, Is.True);
Assert.That(transport2.enabled, Is.True);
}
}
}

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@ -0,0 +1,11 @@
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@ -11,8 +11,12 @@
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"overrideReferences": true,
"precompiledReferences": [
"NSubstitute.dll",
"Castle.Core.dll",
"System.Threading.Tasks.Extensions.dll"
],
"autoReferenced": true,
"defineConstraints": []
}