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MirrorTest: TearDown shuts down NetworkClient/Server too
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commit
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@ -45,7 +45,6 @@ public void OneTimeSetUp()
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[TearDown]
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public override void TearDown()
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{
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NetworkClient.Shutdown();
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// reset asset id in case they are changed by tests
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validPrefabNetworkIdentity.assetId = validPrefabGuid;
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@ -26,6 +26,9 @@ public virtual void SetUp()
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public virtual void TearDown()
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{
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NetworkClient.Shutdown();
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NetworkServer.Shutdown();
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foreach (GameObject go in instantiated)
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if (go != null)
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GameObject.DestroyImmediate(go);
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@ -29,9 +29,6 @@ public override void SetUp()
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public override void TearDown()
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{
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connectionToServer.Disconnect();
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NetworkClient.Shutdown();
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NetworkServer.Shutdown();
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base.TearDown();
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}
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@ -195,9 +195,6 @@ public class NetworkBehaviourTests : MirrorEditModeTest
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public override void TearDown()
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{
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NetworkServer.RemoveLocalConnection();
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NetworkClient.Shutdown();
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NetworkServer.Shutdown();
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NetworkIdentity.spawned.Clear();
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base.TearDown();
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}
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@ -16,8 +16,6 @@ public override void SetUp()
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[TearDown]
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public override void TearDown()
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{
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NetworkServer.Shutdown();
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NetworkClient.Shutdown();
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base.TearDown();
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}
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@ -265,8 +265,6 @@ public void OnDestroy()
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public override void TearDown()
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{
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// cleanup
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NetworkClient.Shutdown();
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NetworkServer.Shutdown();
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NetworkIdentity.spawned.Clear();
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base.TearDown();
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@ -93,8 +93,6 @@ public override void TearDown()
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// reset all state
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// shutdown should be called before setting activeTransport to null
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NetworkIdentity.spawned.Clear();
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NetworkClient.Shutdown();
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NetworkServer.Shutdown();
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base.TearDown();
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}
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@ -23,8 +23,6 @@ public override void TearDown()
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{
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// stop server/client
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NetworkClient.Disconnect();
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NetworkClient.Shutdown();
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NetworkServer.Shutdown();
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NetworkIdentity.spawned.Clear();
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base.TearDown();
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}
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