mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 11:00:32 +00:00
NetworkServerTests: Command tests: use host mode to prepare for easier .spawned split
This commit is contained in:
parent
45f9bbd80e
commit
811f1fadfc
@ -733,12 +733,12 @@ public void SendCommand()
|
||||
{
|
||||
// listen & connect
|
||||
NetworkServer.Listen(1);
|
||||
ConnectClientBlockingAuthenticatedAndReady(out NetworkConnectionToClient connectionToClient);
|
||||
ConnectHostClientBlockingAuthenticatedAndReady();
|
||||
|
||||
// add an identity with two networkbehaviour components
|
||||
// spawned, otherwise command handler won't find it in .spawned.
|
||||
// WITH OWNER = WITH AUTHORITY
|
||||
CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out CommandTestNetworkBehaviour comp, connectionToClient);
|
||||
CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out CommandTestNetworkBehaviour comp, NetworkServer.localConnection);
|
||||
|
||||
// call the command
|
||||
comp.TestCommand();
|
||||
@ -753,12 +753,12 @@ public void SendCommand_CalledOnCorrectComponent()
|
||||
{
|
||||
// listen & connect
|
||||
NetworkServer.Listen(1);
|
||||
ConnectClientBlockingAuthenticatedAndReady(out NetworkConnectionToClient connectionToClient);
|
||||
ConnectHostClientBlockingAuthenticatedAndReady();
|
||||
|
||||
// add an identity with two networkbehaviour components.
|
||||
// spawned, otherwise command handler won't find it in .spawned.
|
||||
// WITH OWNER = WITH AUTHORITY
|
||||
CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out CommandTestNetworkBehaviour comp0, out CommandTestNetworkBehaviour comp1, connectionToClient);
|
||||
CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out CommandTestNetworkBehaviour comp0, out CommandTestNetworkBehaviour comp1, NetworkServer.localConnection);
|
||||
|
||||
// call the command
|
||||
comp1.TestCommand();
|
||||
@ -772,12 +772,12 @@ public void SendCommand_OnlyAllowedOnOwnedObjects()
|
||||
{
|
||||
// listen & connect
|
||||
NetworkServer.Listen(1);
|
||||
ConnectClientBlockingAuthenticatedAndReady(out NetworkConnectionToClient connectionToClient);
|
||||
ConnectHostClientBlockingAuthenticatedAndReady();
|
||||
|
||||
// add an identity with two networkbehaviour components
|
||||
// spawned, otherwise command handler won't find it in .spawned.
|
||||
// WITH OWNER = WITH AUTHORITY
|
||||
CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity identity, out CommandTestNetworkBehaviour comp, connectionToClient);
|
||||
CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity identity, out CommandTestNetworkBehaviour comp, NetworkServer.localConnection);
|
||||
|
||||
// change identity's owner connection so we can't call [Commands] on it
|
||||
identity.connectionToClient = new LocalConnectionToClient();
|
||||
@ -793,7 +793,7 @@ public void SendCommand_RequiresAuthority()
|
||||
{
|
||||
// listen & connect
|
||||
NetworkServer.Listen(1);
|
||||
ConnectClientBlockingAuthenticatedAndReady(out NetworkConnectionToClient connectionToClient);
|
||||
ConnectHostClientBlockingAuthenticatedAndReady();
|
||||
|
||||
// add an identity with two networkbehaviour components
|
||||
// spawned, otherwise command handler won't find it in .spawned.
|
||||
|
Loading…
Reference in New Issue
Block a user