Update ClientScene.cs (#2250)

* Update ClientScene.cs

Improving logging
- making sure sceneId is always hex
- only logging "Client spawn for ..." if it was successful

* Update ClientSceneTests_OnSpawn.cs
This commit is contained in:
James Frowen 2020-09-14 22:35:41 +01:00 committed by GitHub
parent 833c329ab2
commit 7580e9a6f5
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 12 additions and 8 deletions

View File

@ -782,7 +782,7 @@ internal static void ApplySpawnPayload(NetworkIdentity identity, SpawnMessage ms
internal static void OnSpawn(SpawnMessage msg) internal static void OnSpawn(SpawnMessage msg)
{ {
if (logger.LogEnabled()) logger.Log($"Client spawn handler instantiating netId={msg.netId} assetID={msg.assetId} sceneId={msg.sceneId} pos={msg.position}"); if (logger.LogEnabled()) logger.Log($"Client spawn handler instantiating netId={msg.netId} assetID={msg.assetId} sceneId={msg.sceneId:X} pos={msg.position}");
if (FindOrSpawnObject(msg, out NetworkIdentity identity)) if (FindOrSpawnObject(msg, out NetworkIdentity identity))
{ {
@ -814,7 +814,7 @@ internal static bool FindOrSpawnObject(SpawnMessage msg, out NetworkIdentity ide
if (identity == null) if (identity == null)
{ {
logger.LogError($"Could not spawn assetId={msg.assetId} scene={msg.sceneId} netId={msg.netId}"); logger.LogError($"Could not spawn assetId={msg.assetId} scene={msg.sceneId:X} netId={msg.netId}");
return false; return false;
} }
@ -870,11 +870,15 @@ static NetworkIdentity SpawnSceneObject(SpawnMessage msg)
if (logger.LogEnabled()) if (logger.LogEnabled())
{ {
foreach (KeyValuePair<ulong, NetworkIdentity> kvp in spawnableObjects) foreach (KeyValuePair<ulong, NetworkIdentity> kvp in spawnableObjects)
logger.Log("Spawnable: SceneId=" + kvp.Key + " name=" + kvp.Value.name); logger.Log($"Spawnable: SceneId={kvp.Key:X} name={kvp.Value.name}");
} }
} }
else
{
// only log this when successful
if (logger.LogEnabled()) logger.Log($"Client spawn for [netId:{msg.netId}] [sceneId:{msg.sceneId:X}] obj:{identity}");
}
if (logger.LogEnabled()) logger.Log("Client spawn for [netId:" + msg.netId + "] [sceneId:" + msg.sceneId + "] obj:" + identity);
return identity; return identity;
} }

View File

@ -147,7 +147,7 @@ public void FindOrSpawnObject_ErrorWhenPrefabInNullInDictionary()
prefabs.Add(validPrefabGuid, null); prefabs.Add(validPrefabGuid, null);
LogAssert.Expect(LogType.Error, $"Failed to spawn server object, did you forget to add it to the NetworkManager? assetId={msg.assetId} netId={msg.netId}"); LogAssert.Expect(LogType.Error, $"Failed to spawn server object, did you forget to add it to the NetworkManager? assetId={msg.assetId} netId={msg.netId}");
LogAssert.Expect(LogType.Error, $"Could not spawn assetId={msg.assetId} scene={msg.sceneId} netId={msg.netId}"); LogAssert.Expect(LogType.Error, $"Could not spawn assetId={msg.assetId} scene={msg.sceneId:X} netId={msg.netId}");
bool success = ClientScene.FindOrSpawnObject(msg, out NetworkIdentity networkIdentity); bool success = ClientScene.FindOrSpawnObject(msg, out NetworkIdentity networkIdentity);
@ -231,7 +231,7 @@ public void FindOrSpawnObject_ErrorWhenSpawnHanlderReturnsNull()
}); });
LogAssert.Expect(LogType.Error, $"Spawn Handler returned null, Handler assetId '{msg.assetId}'"); LogAssert.Expect(LogType.Error, $"Spawn Handler returned null, Handler assetId '{msg.assetId}'");
LogAssert.Expect(LogType.Error, $"Could not spawn assetId={msg.assetId} scene={msg.sceneId} netId={msg.netId}"); LogAssert.Expect(LogType.Error, $"Could not spawn assetId={msg.assetId} scene={msg.sceneId:X} netId={msg.netId}");
bool success = ClientScene.FindOrSpawnObject(msg, out NetworkIdentity networkIdentity); bool success = ClientScene.FindOrSpawnObject(msg, out NetworkIdentity networkIdentity);
Assert.IsFalse(success); Assert.IsFalse(success);
@ -255,7 +255,7 @@ public void FindOrSpawnObject_ErrorWhenSpawnHanlderReturnsWithoutNetworkIdentity
}); });
LogAssert.Expect(LogType.Error, $"Object Spawned by handler did not have a NetworkIdentity, Handler assetId '{validPrefabGuid}'"); LogAssert.Expect(LogType.Error, $"Object Spawned by handler did not have a NetworkIdentity, Handler assetId '{validPrefabGuid}'");
LogAssert.Expect(LogType.Error, $"Could not spawn assetId={msg.assetId} scene={msg.sceneId} netId={msg.netId}"); LogAssert.Expect(LogType.Error, $"Could not spawn assetId={msg.assetId} scene={msg.sceneId:X} netId={msg.netId}");
bool success = ClientScene.FindOrSpawnObject(msg, out NetworkIdentity networkIdentity); bool success = ClientScene.FindOrSpawnObject(msg, out NetworkIdentity networkIdentity);
Assert.IsFalse(success); Assert.IsFalse(success);
@ -330,7 +330,7 @@ public void FindOrSpawnObject_ErrorWhenSceneIdIsNotInSpawnableObjectsDictionary(
}; };
LogAssert.Expect(LogType.Error, $"Spawn scene object not found for {msg.sceneId:X} SpawnableObjects.Count={spawnableObjects.Count}"); LogAssert.Expect(LogType.Error, $"Spawn scene object not found for {msg.sceneId:X} SpawnableObjects.Count={spawnableObjects.Count}");
LogAssert.Expect(LogType.Error, $"Could not spawn assetId={msg.assetId} scene={msg.sceneId} netId={msg.netId}"); LogAssert.Expect(LogType.Error, $"Could not spawn assetId={msg.assetId} scene={msg.sceneId:X} netId={msg.netId}");
bool success = ClientScene.FindOrSpawnObject(msg, out NetworkIdentity networkIdentity); bool success = ClientScene.FindOrSpawnObject(msg, out NetworkIdentity networkIdentity);
Assert.IsFalse(success); Assert.IsFalse(success);