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NetworkServerTests: Command tests: use host mode to prepare for easier .spawned split
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@ -733,12 +733,12 @@ public void SendCommand()
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{
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{
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// listen & connect
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// listen & connect
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NetworkServer.Listen(1);
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NetworkServer.Listen(1);
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ConnectClientBlockingAuthenticatedAndReady(out NetworkConnectionToClient connectionToClient);
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ConnectHostClientBlockingAuthenticatedAndReady();
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// add an identity with two networkbehaviour components
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// add an identity with two networkbehaviour components
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// spawned, otherwise command handler won't find it in .spawned.
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// spawned, otherwise command handler won't find it in .spawned.
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// WITH OWNER = WITH AUTHORITY
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// WITH OWNER = WITH AUTHORITY
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out CommandTestNetworkBehaviour comp, connectionToClient);
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out CommandTestNetworkBehaviour comp, NetworkServer.localConnection);
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// call the command
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// call the command
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comp.TestCommand();
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comp.TestCommand();
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@ -753,12 +753,12 @@ public void SendCommand_CalledOnCorrectComponent()
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{
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{
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// listen & connect
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// listen & connect
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NetworkServer.Listen(1);
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NetworkServer.Listen(1);
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ConnectClientBlockingAuthenticatedAndReady(out NetworkConnectionToClient connectionToClient);
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ConnectHostClientBlockingAuthenticatedAndReady();
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// add an identity with two networkbehaviour components.
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// add an identity with two networkbehaviour components.
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// spawned, otherwise command handler won't find it in .spawned.
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// spawned, otherwise command handler won't find it in .spawned.
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// WITH OWNER = WITH AUTHORITY
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// WITH OWNER = WITH AUTHORITY
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out CommandTestNetworkBehaviour comp0, out CommandTestNetworkBehaviour comp1, connectionToClient);
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out CommandTestNetworkBehaviour comp0, out CommandTestNetworkBehaviour comp1, NetworkServer.localConnection);
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// call the command
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// call the command
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comp1.TestCommand();
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comp1.TestCommand();
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@ -772,12 +772,12 @@ public void SendCommand_OnlyAllowedOnOwnedObjects()
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{
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{
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// listen & connect
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// listen & connect
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NetworkServer.Listen(1);
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NetworkServer.Listen(1);
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ConnectClientBlockingAuthenticatedAndReady(out NetworkConnectionToClient connectionToClient);
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ConnectHostClientBlockingAuthenticatedAndReady();
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// add an identity with two networkbehaviour components
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// add an identity with two networkbehaviour components
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// spawned, otherwise command handler won't find it in .spawned.
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// spawned, otherwise command handler won't find it in .spawned.
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// WITH OWNER = WITH AUTHORITY
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// WITH OWNER = WITH AUTHORITY
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity identity, out CommandTestNetworkBehaviour comp, connectionToClient);
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity identity, out CommandTestNetworkBehaviour comp, NetworkServer.localConnection);
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// change identity's owner connection so we can't call [Commands] on it
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// change identity's owner connection so we can't call [Commands] on it
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identity.connectionToClient = new LocalConnectionToClient();
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identity.connectionToClient = new LocalConnectionToClient();
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@ -793,7 +793,7 @@ public void SendCommand_RequiresAuthority()
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{
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{
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// listen & connect
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// listen & connect
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NetworkServer.Listen(1);
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NetworkServer.Listen(1);
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ConnectClientBlockingAuthenticatedAndReady(out NetworkConnectionToClient connectionToClient);
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ConnectHostClientBlockingAuthenticatedAndReady();
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// add an identity with two networkbehaviour components
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// add an identity with two networkbehaviour components
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// spawned, otherwise command handler won't find it in .spawned.
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// spawned, otherwise command handler won't find it in .spawned.
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