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NetworkBehaviourTests: SendRPCInternal
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@ -33,6 +33,26 @@ public void CallSendCommandInternal()
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}
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}
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// we need to inherit from networkbehaviour to test protected functions
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public class NetworkBehaviourSendRPCInternalComponent : NetworkBehaviour
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{
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// counter to make sure that it's called exactly once
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public int called;
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// weaver generates this from [Command]
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// but for tests we need to add it manually
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public static void RPCGenerated(NetworkBehaviour comp, NetworkReader reader)
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{
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++((NetworkBehaviourSendRPCInternalComponent)comp).called;
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}
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// SendCommandInternal is protected. let's expose it so we can test it.
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public void CallSendRPCInternal()
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{
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SendRPCInternal(GetType(), nameof(RPCGenerated), new NetworkWriter(), 0);
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}
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}
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public class NetworkBehaviourTests
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{
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GameObject gameObject;
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@ -52,6 +72,7 @@ public void SetUp()
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[TearDown]
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public void TearDown()
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{
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NetworkServer.RemoveLocalConnection();
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GameObject.DestroyImmediate(gameObject);
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}
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@ -246,6 +267,91 @@ public void InvokeCommand()
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// clean up
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NetworkBehaviour.ClearDelegates();
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}
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[Test]
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public void SendRPCInternal()
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{
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// add rpc component
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NetworkBehaviourSendRPCInternalComponent comp = gameObject.AddComponent<NetworkBehaviourSendRPCInternalComponent>();
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Assert.That(comp.called, Is.EqualTo(0));
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// transport is needed by server and client.
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// it needs to be on a gameobject because client.connect enables it,
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// which throws a NRE if not on a gameobject
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GameObject transportGO = new GameObject();
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Transport.activeTransport = transportGO.AddComponent<MemoryTransport>();
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// calling rpc before server is active shouldn't work
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LogAssert.Expect(LogType.Error, "RPC Function " + nameof(NetworkBehaviourSendRPCInternalComponent.RPCGenerated) + " called on Client.");
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comp.CallSendRPCInternal();
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Assert.That(comp.called, Is.EqualTo(0));
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// we need to start a server and connect a client in order to be
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// able to send commands
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// message handlers
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NetworkServer.RegisterHandler<ConnectMessage>((conn, msg) => {}, false);
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NetworkServer.RegisterHandler<DisconnectMessage>((conn, msg) => {}, false);
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NetworkServer.RegisterHandler<ErrorMessage>((conn, msg) => {}, false);
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NetworkServer.RegisterHandler<SpawnMessage>((conn, msg) => {}, false);
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NetworkServer.Listen(1);
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Assert.That(NetworkServer.active, Is.True);
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// connect host client
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NetworkClient.ConnectHost();
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Assert.That(NetworkClient.active, Is.True);
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// get the host connection which already has client->server and
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// server->client set up
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ULocalConnectionToServer connectionToServer = (ULocalConnectionToServer)NetworkClient.connection;
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// set host connection as ready and authenticated
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connectionToServer.isReady = true;
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connectionToServer.isAuthenticated = true;
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connectionToServer.connectionToClient.isReady = true;
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connectionToServer.connectionToClient.isAuthenticated = true;
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connectionToServer.connectionToClient.identity = identity;
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// calling rpc before isServer is true shouldn't work
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LogAssert.Expect(LogType.Warning, "ClientRpc " + nameof(NetworkBehaviourSendRPCInternalComponent.RPCGenerated) + " called on un-spawned object: " + gameObject.name);
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comp.CallSendRPCInternal();
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Assert.That(comp.called, Is.EqualTo(0));
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// we need an observer because sendrpc sends to ready observers
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identity.OnStartServer(); // creates observers
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identity.observers[connectionToServer.connectionToClient.connectionId] = connectionToServer.connectionToClient;
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identity.netId = 42;
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// isServer needs to be true, otherwise we can't call rpcs
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Assert.That(comp.isServer, Is.True);
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// register the command delegate, otherwise it's not found
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NetworkBehaviour.RegisterRpcDelegate(typeof(NetworkBehaviourSendRPCInternalComponent),
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nameof(NetworkBehaviourSendRPCInternalComponent.RPCGenerated),
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NetworkBehaviourSendRPCInternalComponent.RPCGenerated);
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// identity needs to be in spawned dict, otherwise rpc handler
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// won't find it
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NetworkIdentity.spawned[identity.netId] = identity;
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// call rpc
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comp.CallSendRPCInternal();
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// update client's connection so that pending messages are processed
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connectionToServer.Update();
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// rpc should have been called now
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Assert.That(comp.called, Is.EqualTo(1));
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// clean up
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NetworkBehaviour.ClearDelegates();
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ClientScene.Shutdown(); // clear clientscene.readyconnection
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NetworkServer.RemoveLocalConnection();
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NetworkClient.Shutdown();
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NetworkServer.Shutdown();
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Transport.activeTransport = null;
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GameObject.DestroyImmediate(transportGO);
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}
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}
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// we need to inherit from networkbehaviour to test protected functions
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