mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
simplify
This commit is contained in:
parent
69f9a958e9
commit
8ac6d12d31
@ -29,284 +29,11 @@ public override void TearDown()
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base.TearDown();
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}
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// serialize -> deserialize. multiple components to be sure.
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// one for Owner, one for Observer
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[Test]
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public void SerializeAndDeserializeAll()
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class SyncVarTest1NetworkBehaviour : NetworkBehaviour
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{
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// need two of both versions so we can serialize -> deserialize
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CreateNetworkedAndSpawn(
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out _, out NetworkIdentity serverIdentity, out SerializeTest2NetworkBehaviour serverOwnerComp, out SerializeTest1NetworkBehaviour serverObserversComp,
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out _, out NetworkIdentity clientIdentity, out SerializeTest2NetworkBehaviour clientOwnerComp, out SerializeTest1NetworkBehaviour clientObserversComp
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);
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// set sync modes
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serverOwnerComp.syncMode = clientOwnerComp.syncMode = SyncMode.Owner;
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serverObserversComp.syncMode = clientObserversComp.syncMode = SyncMode.Observers;
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// set unique values on server components
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serverOwnerComp.value = "42";
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serverObserversComp.value = 42;
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// serialize server object
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serverIdentity.SerializeServer(true, ownerWriter, observersWriter);
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// deserialize client object with OWNER payload
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NetworkReader reader = new NetworkReader(ownerWriter.ToArray());
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clientIdentity.DeserializeClient(reader, true);
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Assert.That(clientOwnerComp.value, Is.EqualTo("42"));
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Assert.That(clientObserversComp.value, Is.EqualTo(42));
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// reset component values
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clientOwnerComp.value = null;
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clientObserversComp.value = 0;
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// deserialize client object with OBSERVERS payload
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reader = new NetworkReader(observersWriter.ToArray());
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clientIdentity.DeserializeClient(reader, true);
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Assert.That(clientOwnerComp.value, Is.EqualTo(null)); // owner mode shouldn't be in data
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Assert.That(clientObserversComp.value, Is.EqualTo(42)); // observers mode should be in data
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[SyncVar] public int value;
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}
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// serialization should work even if a component throws an exception.
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// so if first component throws, second should still be serialized fine.
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[Test]
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public void SerializationException()
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{
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// the exception component will log exception errors all the way
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// through this function, starting from spawning where it's
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// serialized for the first time.
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LogAssert.ignoreFailingMessages = true;
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// need two of both versions so we can serialize -> deserialize
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// spawning the exception component will already show an exception.
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// ignore it.
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CreateNetworkedAndSpawn(
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out _, out NetworkIdentity serverIdentity, out SerializeExceptionNetworkBehaviour serverCompExc, out SerializeTest2NetworkBehaviour serverComp2,
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out _, out NetworkIdentity clientIdentity, out SerializeExceptionNetworkBehaviour clientCompExc, out SerializeTest2NetworkBehaviour clientComp2);
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// set sync modes
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serverCompExc.syncMode = clientCompExc.syncMode = SyncMode.Observers;
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serverComp2.syncMode = clientComp2.syncMode = SyncMode.Owner;
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// set unique values on server components
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serverComp2.value = "42";
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// serialize server object
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// should work even if compExc throws an exception.
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// error log because of the exception is expected.
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serverIdentity.SerializeServer(true, ownerWriter, observersWriter);
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// deserialize client object with OWNER payload
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// should work even if compExc throws an exception
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// error log because of the exception is expected
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NetworkReader reader = new NetworkReader(ownerWriter.ToArray());
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clientIdentity.DeserializeClient(reader, true);
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Assert.That(clientComp2.value, Is.EqualTo("42"));
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// reset component values
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clientComp2.value = null;
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// deserialize client object with OBSERVER payload
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// should work even if compExc throws an exception
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// error log because of the exception is expected
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reader = new NetworkReader(observersWriter.ToArray());
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clientIdentity.DeserializeClient(reader, true);
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Assert.That(clientComp2.value, Is.EqualTo(null)); // owner mode should be in data
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// restore error checks
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LogAssert.ignoreFailingMessages = false;
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}
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// OnSerializeAllSafely supports at max 64 components, because our
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// dirty mask is ulong and can only handle so many bits.
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[Test]
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public void TooManyComponents()
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{
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// create spawned so that isServer/isClient is set properly
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CreateNetworkedAndSpawn(
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out GameObject serverGO, out NetworkIdentity serverIdentity,
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out GameObject clientGO, out NetworkIdentity clientIdentity);
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// add 65 components
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for (int i = 0; i < 65; ++i)
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{
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serverGO.AddComponent<SerializeTest1NetworkBehaviour>();
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// clientGO.AddComponent<SerializeTest1NetworkBehaviour>();
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}
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// CreateNetworked already initializes the components.
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// let's reset and initialize again with the added ones.
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// this should show the 'too many components' error
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LogAssert.Expect(LogType.Error, new Regex(".*too many NetworkBehaviour.*"));
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serverIdentity.Reset();
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// clientIdentity.Reset();
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serverIdentity.Awake();
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// clientIdentity.Awake();
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}
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[Test]
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public void ErrorCorrection()
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{
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int original = 0x12345678;
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byte safety = 0x78; // last byte
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// correct size shouldn't be corrected
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Assert.That(NetworkBehaviour.ErrorCorrection(original + 0, safety), Is.EqualTo(original));
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// read a little too much
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Assert.That(NetworkBehaviour.ErrorCorrection(original + 1, safety), Is.EqualTo(original));
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Assert.That(NetworkBehaviour.ErrorCorrection(original + 2, safety), Is.EqualTo(original));
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Assert.That(NetworkBehaviour.ErrorCorrection(original + 42, safety), Is.EqualTo(original));
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// read a little too less
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Assert.That(NetworkBehaviour.ErrorCorrection(original - 1, safety), Is.EqualTo(original));
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Assert.That(NetworkBehaviour.ErrorCorrection(original - 2, safety), Is.EqualTo(original));
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Assert.That(NetworkBehaviour.ErrorCorrection(original - 42, safety), Is.EqualTo(original));
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// reading way too much / less is expected to fail.
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// we can only correct the last byte, not more.
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Assert.That(NetworkBehaviour.ErrorCorrection(original + 250, safety), !Is.EqualTo(original));
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}
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// OnDeserializeSafely should be able to detect and handle serialization
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// mismatches (= if compA writes 10 bytes but only reads 8 or 12, it
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// shouldn't break compB's serialization. otherwise we end up with
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// insane runtime errors like monsters that look like npcs. that's what
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// happened back in the day with UNET).
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[Test]
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public void SerializationMismatch()
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{
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// create spawned so that isServer/isClient is set properly
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CreateNetworkedAndSpawn(
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out _, out NetworkIdentity serverIdentity, out SerializeMismatchNetworkBehaviour serverCompMiss, out SerializeTest2NetworkBehaviour serverComp,
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out _, out NetworkIdentity clientIdentity, out SerializeMismatchNetworkBehaviour clientCompMiss, out SerializeTest2NetworkBehaviour clientComp);
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// set some unique values on server component to serialize
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serverComp.value = "42";
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// serialize server object
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serverIdentity.SerializeServer(true, ownerWriter, observersWriter);
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// deserialize on client
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// ignore warning log because of serialization mismatch
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LogAssert.ignoreFailingMessages = true;
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NetworkReader reader = new NetworkReader(ownerWriter.ToArray());
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clientIdentity.DeserializeClient(reader, true);
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LogAssert.ignoreFailingMessages = false;
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// the mismatch component will fail, but the one before and after
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// should still work fine. that's the whole point.
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Assert.That(clientComp.value, Is.EqualTo("42"));
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}
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// ensure Serialize writes nothing if not dirty.
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// previously after the dirty mask improvement, it would write a 1 byte
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// 0-dirty-mask. instead, we need to ensure it writes nothing.
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// too easy to miss, with too significant bandwidth implications.
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[Test]
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public void SerializeServer_NotInitial_NotDirty_WritesNothing()
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{
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// create spawned so that isServer/isClient is set properly
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CreateNetworkedAndSpawn(
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out _, out NetworkIdentity serverIdentity, out SerializeTest1NetworkBehaviour serverComp1, out SerializeTest2NetworkBehaviour serverComp2,
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out _, out NetworkIdentity clientIdentity, out SerializeTest1NetworkBehaviour clientComp1, out SerializeTest2NetworkBehaviour clientComp2);
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// change nothing
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// serverComp.value = "42";
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// serialize server object.
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// 'initial' would write everything.
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// instead, try 'not initial' with 0 dirty bits
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serverIdentity.SerializeServer(false, ownerWriter, observersWriter);
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Assert.That(ownerWriter.Position, Is.EqualTo(0));
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Assert.That(observersWriter.Position, Is.EqualTo(0));
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}
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[Test]
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public void SerializeClient_NotInitial_NotDirty_WritesNothing()
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{
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// create spawned so that isServer/isClient is set properly
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CreateNetworkedAndSpawn(
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out _, out NetworkIdentity serverIdentity, out SerializeTest1NetworkBehaviour serverComp1, out SerializeTest2NetworkBehaviour serverComp2,
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out _, out NetworkIdentity clientIdentity, out SerializeTest1NetworkBehaviour clientComp1, out SerializeTest2NetworkBehaviour clientComp2);
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// change nothing
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// clientComp.value = "42";
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// serialize client object
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serverIdentity.SerializeClient(ownerWriter);
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Assert.That(ownerWriter.Position, Is.EqualTo(0));
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}
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// serialize -> deserialize. multiple components to be sure.
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// one for Owner, one for Observer
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// one ServerToClient, one ClientToServer
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[Test]
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public void SerializeAndDeserialize_ClientToServer_NOT_OWNED()
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{
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CreateNetworked(out GameObject _, out NetworkIdentity identity,
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out SerializeTest1NetworkBehaviour comp1,
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out SerializeTest2NetworkBehaviour comp2);
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// set to CLIENT with some unique values
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// and set connection to server to pretend we are the owner.
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identity.isOwned = false;
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identity.connectionToServer = null; // NOT OWNED
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comp1.syncDirection = SyncDirection.ServerToClient;
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comp1.value = 12345;
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comp2.syncDirection = SyncDirection.ClientToServer;
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comp2.value = "67890";
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// serialize all
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identity.SerializeClient(ownerWriter);
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// shouldn't sync anything. because even though it's ClientToServer,
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// we don't own this one so we shouldn't serialize & sync it.
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Assert.That(ownerWriter.Position, Is.EqualTo(0));
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}
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// server should still send initial even if Owner + ClientToServer
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[Test]
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public void SerializeServer_OwnerMode_ClientToServer()
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{
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CreateNetworked(out GameObject _, out NetworkIdentity identity,
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out SyncVarTest1NetworkBehaviour comp);
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// pretend to be owned
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identity.isOwned = true;
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comp.syncMode = SyncMode.Owner;
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comp.syncInterval = 0;
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// set to CLIENT with some unique values
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// and set connection to server to pretend we are the owner.
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comp.syncDirection = SyncDirection.ClientToServer;
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comp.value = 12345;
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// initial: should still write for owner
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identity.SerializeServer(true, ownerWriter, observersWriter);
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Debug.Log("initial ownerWriter: " + ownerWriter);
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Debug.Log("initial observerWriter: " + observersWriter);
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Assert.That(ownerWriter.Position, Is.GreaterThan(0));
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Assert.That(observersWriter.Position, Is.EqualTo(0));
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// delta: ClientToServer comes from the client
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++comp.value; // change something
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ownerWriter.Position = 0;
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observersWriter.Position = 0;
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identity.SerializeServer(false, ownerWriter, observersWriter);
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Debug.Log("delta ownerWriter: " + ownerWriter);
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Debug.Log("delta observersWriter: " + observersWriter);
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Assert.That(ownerWriter.Position, Is.EqualTo(0));
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Assert.That(observersWriter.Position, Is.EqualTo(0));
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}
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class SyncVarTest1NetworkBehaviour : NetworkBehaviour
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{
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[SyncVar] public int value;
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}
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// server should still broadcast ClientToServer components to everyone
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// except the owner.
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[Test]
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@ -1,688 +0,0 @@
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Mirror.Tests.NetworkIdentities
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{
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public class NetworkIdentityTests : MirrorEditModeTest
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{
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[Test]
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public void OnStartServerTest()
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{
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CreateNetworked(out GameObject _, out NetworkIdentity identity, out NetworkBehaviourMock component1, out NetworkBehaviourMock component2);
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identity.OnStartServer();
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Assert.That(component1.onStartServerCalled, Is.EqualTo(1));
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Assert.That(component2.onStartServerCalled, Is.EqualTo(1));
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}
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// check isClient/isServer/isLocalPlayer in server-only mode
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[Test]
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public void ServerMode_IsFlags_Test()
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{
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CreateNetworked(out GameObject gameObject, out NetworkIdentity _, out IsClientServerCheckComponent component);
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// start the server
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NetworkServer.Listen(1000);
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// spawn it
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NetworkServer.Spawn(gameObject);
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// OnStartServer should have been called. check the flags.
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Assert.That(component.OnStartServer_isClient, Is.EqualTo(false));
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Assert.That(component.OnStartServer_isLocalPlayer, Is.EqualTo(false));
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Assert.That(component.OnStartServer_isServer, Is.EqualTo(true));
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}
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// check isClient/isServer/isLocalPlayer in host mode
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[Test]
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public void HostMode_IsFlags_Test()
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{
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CreateNetworked(out GameObject gameObject, out NetworkIdentity identity, out IsClientServerCheckComponent component);
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// start the server
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NetworkServer.Listen(1000);
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// start the client
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NetworkClient.ConnectHost();
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// set is as local player
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NetworkClient.InternalAddPlayer(identity);
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// spawn it
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NetworkServer.Spawn(gameObject);
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// OnStartServer should have been called. check the flags.
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Assert.That(component.OnStartServer_isClient, Is.EqualTo(true));
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Assert.That(component.OnStartServer_isLocalPlayer, Is.EqualTo(true));
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Assert.That(component.OnStartServer_isServer, Is.EqualTo(true));
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// stop the client
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NetworkServer.RemoveLocalConnection();
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}
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[Test]
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public void GetSetAssetId()
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{
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CreateNetworked(out GameObject _, out NetworkIdentity identity);
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// assign a assetId
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identity.assetId = 42;
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// did it work?
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Assert.That(identity.assetId, Is.EqualTo(42));
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}
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[Test]
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public void SetAssetId_GivesErrorForEmptyGuid()
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{
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CreateNetworked(out GameObject _, out NetworkIdentity identity);
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if (identity.assetId == 0)
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{
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identity.assetId = 42;
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}
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uint assetId1 = identity.assetId;
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// assign a guid
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uint assetId2 = 0;
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LogAssert.Expect(LogType.Error, $"Can not set AssetId to empty guid on NetworkIdentity '{identity.name}', old assetId '{assetId1}'");
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identity.assetId = assetId2;
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// guid was NOT changed
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Assert.That(identity.assetId, Is.EqualTo(assetId1));
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}
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[Test]
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public void SetClientOwner()
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{
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CreateNetworked(out GameObject _, out NetworkIdentity identity);
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// SetClientOwner
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LocalConnectionToClient original = new LocalConnectionToClient();
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identity.SetClientOwner(original);
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Assert.That(identity.connectionToClient, Is.EqualTo(original));
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// setting it when it's already set shouldn't overwrite the original
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LocalConnectionToClient overwrite = new LocalConnectionToClient();
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// will log a warning
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LogAssert.ignoreFailingMessages = true;
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identity.SetClientOwner(overwrite);
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Assert.That(identity.connectionToClient, Is.EqualTo(original));
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LogAssert.ignoreFailingMessages = false;
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}
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[Test]
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public void RemoveObserver()
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{
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CreateNetworked(out GameObject _, out NetworkIdentity identity);
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// call OnStartServer so that observers dict is created
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identity.OnStartServer();
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// add an observer connection
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NetworkConnectionToClient connection = new NetworkConnectionToClient(42);
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identity.observers[connection.connectionId] = connection;
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// RemoveObserver with invalid connection should do nothing
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identity.RemoveObserver(new NetworkConnectionToClient(43));
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Assert.That(identity.observers.Count, Is.EqualTo(1));
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// RemoveObserver with existing connection should remove it
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identity.RemoveObserver(connection);
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Assert.That(identity.observers.Count, Is.EqualTo(0));
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}
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[Test]
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public void AssignSceneID()
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{
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CreateNetworked(out GameObject _, out NetworkIdentity identity);
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// Awake will have assigned a random sceneId of format 0x00000000FFFFFFFF
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// -> make sure that one was assigned, and that the left part was
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// left empty for scene hash
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Assert.That(identity.sceneId, !Is.Zero);
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Assert.That(identity.sceneId & 0xFFFFFFFF00000000, Is.EqualTo(0x0000000000000000));
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// make sure that Awake added it to sceneIds dict
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Assert.That(NetworkIdentity.GetSceneIdentity(identity.sceneId), !Is.Null);
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}
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[Test]
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public void SetSceneIdSceneHashPartInternal()
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{
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CreateNetworked(out GameObject _, out NetworkIdentity identity);
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// Awake will have assigned a random sceneId of format 0x00000000FFFFFFFF
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// -> make sure that one was assigned, and that the left part was
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// left empty for scene hash
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Assert.That(identity.sceneId, !Is.Zero);
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Assert.That(identity.sceneId & 0xFFFFFFFF00000000, Is.EqualTo(0x0000000000000000));
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ulong rightPart = identity.sceneId;
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// set scene hash
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identity.SetSceneIdSceneHashPartInternal();
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// make sure that the right part is still the random sceneid
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Assert.That(identity.sceneId & 0x00000000FFFFFFFF, Is.EqualTo(rightPart));
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// make sure that the left part is a scene hash now
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Assert.That(identity.sceneId & 0xFFFFFFFF00000000, !Is.Zero);
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ulong finished = identity.sceneId;
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// calling it again should said the exact same hash again
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identity.SetSceneIdSceneHashPartInternal();
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Assert.That(identity.sceneId, Is.EqualTo(finished));
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}
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[Test]
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public void OnValidateSetupIDsSetsEmptyAssetIDForSceneObject()
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{
|
||||
CreateNetworked(out GameObject _, out NetworkIdentity identity);
|
||||
|
||||
// OnValidate will have been called. make sure that assetId was set
|
||||
// to 0 empty and not anything else, because this is a scene object
|
||||
Assert.That(identity.assetId, Is.EqualTo(0));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void OnStartServerCallsComponentsAndCatchesExceptions()
|
||||
{
|
||||
CreateNetworked(out GameObject _, out NetworkIdentity identity, out StartServerExceptionNetworkBehaviour comp);
|
||||
|
||||
// make sure that comp.OnStartServer was called and make sure that
|
||||
// the exception was caught and not thrown in here.
|
||||
// an exception in OnStartServer should be caught, so that one
|
||||
// component's exception doesn't stop all other components from
|
||||
// being initialized
|
||||
// (an error log is expected though)
|
||||
LogAssert.ignoreFailingMessages = true;
|
||||
// should catch the exception internally and not throw it
|
||||
identity.OnStartServer();
|
||||
Assert.That(comp.called, Is.EqualTo(1));
|
||||
LogAssert.ignoreFailingMessages = false;
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void OnStartClientCallsComponentsAndCatchesExceptions()
|
||||
{
|
||||
CreateNetworked(out GameObject _, out NetworkIdentity identity, out StartClientExceptionNetworkBehaviour comp);
|
||||
|
||||
// make sure that comp.OnStartClient was called and make sure that
|
||||
// the exception was caught and not thrown in here.
|
||||
// an exception in OnStartClient should be caught, so that one
|
||||
// component's exception doesn't stop all other components from
|
||||
// being initialized
|
||||
// (an error log is expected though)
|
||||
LogAssert.ignoreFailingMessages = true;
|
||||
// should catch the exception internally and not throw it
|
||||
identity.OnStartClient();
|
||||
Assert.That(comp.called, Is.EqualTo(1));
|
||||
LogAssert.ignoreFailingMessages = false;
|
||||
|
||||
// we have checks to make sure that it's only called once.
|
||||
// let's see if they work.
|
||||
identity.OnStartClient();
|
||||
// same as before?
|
||||
Assert.That(comp.called, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void OnStartAuthorityCallsComponentsAndCatchesExceptions()
|
||||
{
|
||||
CreateNetworked(out GameObject _, out NetworkIdentity identity, out StartAuthorityExceptionNetworkBehaviour comp);
|
||||
|
||||
// make sure that comp.OnStartAuthority was called and make sure that
|
||||
// the exception was caught and not thrown in here.
|
||||
// an exception in OnStartAuthority should be caught, so that one
|
||||
// component's exception doesn't stop all other components from
|
||||
// being initialized
|
||||
// (an error log is expected though)
|
||||
LogAssert.ignoreFailingMessages = true;
|
||||
// should catch the exception internally and not throw it
|
||||
identity.OnStartAuthority();
|
||||
Assert.That(comp.called, Is.EqualTo(1));
|
||||
LogAssert.ignoreFailingMessages = false;
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void OnStopAuthorityCallsComponentsAndCatchesExceptions()
|
||||
{
|
||||
CreateNetworked(out GameObject _, out NetworkIdentity identity, out StopAuthorityExceptionNetworkBehaviour comp);
|
||||
|
||||
// make sure that comp.OnStopAuthority was called and make sure that
|
||||
// the exception was caught and not thrown in here.
|
||||
// an exception in OnStopAuthority should be caught, so that one
|
||||
// component's exception doesn't stop all other components from
|
||||
// being initialized
|
||||
// (an error log is expected though)
|
||||
LogAssert.ignoreFailingMessages = true;
|
||||
// should catch the exception internally and not throw it
|
||||
identity.OnStopAuthority();
|
||||
Assert.That(comp.called, Is.EqualTo(1));
|
||||
LogAssert.ignoreFailingMessages = false;
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void AssignAndRemoveClientAuthority()
|
||||
{
|
||||
CreateNetworked(out GameObject _, out NetworkIdentity identity);
|
||||
|
||||
// test the callback too
|
||||
int callbackCalled = 0;
|
||||
NetworkConnection callbackConnection = null;
|
||||
NetworkIdentity callbackIdentity = null;
|
||||
bool callbackState = false;
|
||||
NetworkIdentity.clientAuthorityCallback += (conn, networkIdentity, state) =>
|
||||
{
|
||||
++callbackCalled;
|
||||
callbackConnection = conn;
|
||||
callbackIdentity = identity;
|
||||
callbackState = state;
|
||||
};
|
||||
|
||||
// create connections
|
||||
Utils.CreateLocalConnections(out LocalConnectionToClient owner, out LocalConnectionToServer clientConnection);
|
||||
owner.isReady = true;
|
||||
|
||||
// setup NetworkServer/Client connections so messages are handled
|
||||
NetworkClient.connection = clientConnection;
|
||||
NetworkServer.connections[owner.connectionId] = owner;
|
||||
|
||||
// add client handlers
|
||||
int spawnCalled = 0;
|
||||
void Handler(SpawnMessage _) => ++spawnCalled;
|
||||
NetworkClient.RegisterHandler<SpawnMessage>(Handler, false);
|
||||
|
||||
// assigning authority should only work on server.
|
||||
// if isServer is false because server isn't running yet then it
|
||||
// should fail.
|
||||
// error log is expected
|
||||
LogAssert.ignoreFailingMessages = true;
|
||||
bool result = identity.AssignClientAuthority(owner);
|
||||
LogAssert.ignoreFailingMessages = false;
|
||||
Assert.That(result, Is.False);
|
||||
|
||||
// server is needed
|
||||
NetworkServer.Listen(1);
|
||||
|
||||
// set isServer to true
|
||||
identity.isServer = true;
|
||||
|
||||
// assign authority
|
||||
result = identity.AssignClientAuthority(owner);
|
||||
Assert.That(result, Is.True);
|
||||
Assert.That(identity.connectionToClient, Is.EqualTo(owner));
|
||||
Assert.That(callbackCalled, Is.EqualTo(1));
|
||||
Assert.That(callbackConnection, Is.EqualTo(owner));
|
||||
Assert.That(callbackIdentity, Is.EqualTo(identity));
|
||||
Assert.That(callbackState, Is.EqualTo(true));
|
||||
|
||||
// shouldn't be able to assign authority while already owned by
|
||||
// another connection
|
||||
// error log is expected
|
||||
LogAssert.ignoreFailingMessages = true;
|
||||
result = identity.AssignClientAuthority(new NetworkConnectionToClient(43));
|
||||
LogAssert.ignoreFailingMessages = false;
|
||||
Assert.That(result, Is.False);
|
||||
Assert.That(identity.connectionToClient, Is.EqualTo(owner));
|
||||
Assert.That(callbackCalled, Is.EqualTo(1));
|
||||
|
||||
// someone might try to remove authority by assigning null.
|
||||
// make sure this fails.
|
||||
// error log is expected
|
||||
LogAssert.ignoreFailingMessages = true;
|
||||
result = identity.AssignClientAuthority(null);
|
||||
LogAssert.ignoreFailingMessages = false;
|
||||
Assert.That(result, Is.False);
|
||||
|
||||
// removing authority while not isServer shouldn't work.
|
||||
// only allow it on server.
|
||||
identity.isServer = false;
|
||||
|
||||
// error log is expected
|
||||
LogAssert.ignoreFailingMessages = true;
|
||||
identity.RemoveClientAuthority();
|
||||
LogAssert.ignoreFailingMessages = false;
|
||||
Assert.That(identity.connectionToClient, Is.EqualTo(owner));
|
||||
Assert.That(callbackCalled, Is.EqualTo(1));
|
||||
|
||||
// enable isServer again
|
||||
identity.isServer = true;
|
||||
|
||||
// removing authority for the main player object shouldn't work
|
||||
// set connection's player object
|
||||
owner.identity = identity;
|
||||
// error log is expected
|
||||
LogAssert.ignoreFailingMessages = true;
|
||||
identity.RemoveClientAuthority();
|
||||
LogAssert.ignoreFailingMessages = false;
|
||||
Assert.That(identity.connectionToClient, Is.EqualTo(owner));
|
||||
Assert.That(callbackCalled, Is.EqualTo(1));
|
||||
|
||||
// removing authority for a non-main-player object should work
|
||||
owner.identity = null;
|
||||
identity.RemoveClientAuthority();
|
||||
Assert.That(identity.connectionToClient, Is.Null);
|
||||
Assert.That(callbackCalled, Is.EqualTo(2));
|
||||
// the one that was removed
|
||||
Assert.That(callbackConnection, Is.EqualTo(owner));
|
||||
Assert.That(callbackIdentity, Is.EqualTo(identity));
|
||||
Assert.That(callbackState, Is.EqualTo(false));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void NotifyAuthorityCallsOnStartStopAuthority()
|
||||
{
|
||||
CreateNetworked(out GameObject _, out NetworkIdentity identity, out NetworkBehaviourMock comp);
|
||||
|
||||
// set authority from false to true, which should call OnStartAuthority
|
||||
identity.isOwned = true;
|
||||
identity.NotifyAuthority();
|
||||
// shouldn't be touched
|
||||
Assert.That(identity.isOwned, Is.True);
|
||||
// start should be called
|
||||
Assert.That(comp.onStartAuthorityCalled, Is.EqualTo(1));
|
||||
// stop shouldn't
|
||||
Assert.That(comp.onStopAuthorityCalled, Is.EqualTo(0));
|
||||
|
||||
// set it to true again, should do nothing because already true
|
||||
identity.isOwned = true;
|
||||
identity.NotifyAuthority();
|
||||
// shouldn't be touched
|
||||
Assert.That(identity.isOwned, Is.True);
|
||||
// same as before
|
||||
Assert.That(comp.onStartAuthorityCalled, Is.EqualTo(1));
|
||||
// same as before
|
||||
Assert.That(comp.onStopAuthorityCalled, Is.EqualTo(0));
|
||||
|
||||
// set it to false, should call OnStopAuthority
|
||||
identity.isOwned = false;
|
||||
identity.NotifyAuthority();
|
||||
// should be changed
|
||||
Assert.That(identity.isOwned, Is.False);
|
||||
// same as before
|
||||
Assert.That(comp.onStartAuthorityCalled, Is.EqualTo(1));
|
||||
// stop should be called
|
||||
Assert.That(comp.onStopAuthorityCalled, Is.EqualTo(1));
|
||||
|
||||
// set it to false again, should do nothing because already false
|
||||
identity.isOwned = false;
|
||||
identity.NotifyAuthority();
|
||||
// shouldn't be touched
|
||||
Assert.That(identity.isOwned, Is.False);
|
||||
// same as before
|
||||
Assert.That(comp.onStartAuthorityCalled, Is.EqualTo(1));
|
||||
// same as before
|
||||
Assert.That(comp.onStopAuthorityCalled, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Spawn_HostMode_SetsIsClient()
|
||||
{
|
||||
NetworkServer.Listen(1);
|
||||
ConnectHostClientBlockingAuthenticatedAndReady();
|
||||
CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity identity);
|
||||
Assert.That(identity.isClient, Is.True);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void OnStartLocalPlayer()
|
||||
{
|
||||
CreateNetworked(out GameObject _, out NetworkIdentity identity,
|
||||
out StartLocalPlayerExceptionNetworkBehaviour compEx,
|
||||
out NetworkBehaviourMock comp);
|
||||
|
||||
// make sure our test values are set to 0
|
||||
Assert.That(compEx.called, Is.EqualTo(0));
|
||||
Assert.That(comp.onStartLocalPlayerCalled, Is.EqualTo(0));
|
||||
|
||||
// call OnStartLocalPlayer in identity
|
||||
// one component will throw an exception, but that shouldn't stop
|
||||
// OnStartLocalPlayer from being called in the second one
|
||||
// exception will log an error
|
||||
LogAssert.ignoreFailingMessages = true;
|
||||
identity.OnStartLocalPlayer();
|
||||
LogAssert.ignoreFailingMessages = false;
|
||||
Assert.That(compEx.called, Is.EqualTo(1));
|
||||
Assert.That(comp.onStartLocalPlayerCalled, Is.EqualTo(1));
|
||||
|
||||
// we have checks to make sure that it's only called once.
|
||||
// let's see if they work.
|
||||
identity.OnStartLocalPlayer();
|
||||
// same as before?
|
||||
Assert.That(compEx.called, Is.EqualTo(1));
|
||||
// same as before?
|
||||
Assert.That(comp.onStartLocalPlayerCalled, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void OnStopLocalPlayer()
|
||||
{
|
||||
CreateNetworked(out GameObject _, out NetworkIdentity identity,
|
||||
out NetworkBehaviourMock comp);
|
||||
|
||||
// call OnStopLocalPlayer in identity
|
||||
identity.OnStopLocalPlayer();
|
||||
Assert.That(comp.onStopLocalPlayerCalled, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void OnStopLocalPlayerException()
|
||||
{
|
||||
CreateNetworked(out GameObject _, out NetworkIdentity identity,
|
||||
out StopLocalPlayerExceptionNetworkBehaviour compEx,
|
||||
out NetworkBehaviourMock comp);
|
||||
|
||||
// call OnStopLocalPlayer in identity
|
||||
// one component will throw an exception, but that shouldn't stop
|
||||
// OnStopLocalPlayer from being called in the second one
|
||||
// exception will log an error
|
||||
LogAssert.ignoreFailingMessages = true;
|
||||
identity.OnStopLocalPlayer();
|
||||
LogAssert.ignoreFailingMessages = false;
|
||||
Assert.That(compEx.called, Is.EqualTo(1));
|
||||
Assert.That(comp.onStopLocalPlayerCalled, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void OnStopClient()
|
||||
{
|
||||
CreateNetworked(out GameObject _, out NetworkIdentity identity,
|
||||
out NetworkBehaviourMock comp);
|
||||
|
||||
// call OnStopClient in identity
|
||||
identity.OnStartClient();
|
||||
identity.OnStopClient();
|
||||
Assert.That(comp.onStopClientCalled, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void OnStopClientException()
|
||||
{
|
||||
CreateNetworked(out GameObject _, out NetworkIdentity identity,
|
||||
out StopClientExceptionNetworkBehaviour compEx,
|
||||
out NetworkBehaviourMock comp);
|
||||
|
||||
// call OnStopClient in identity
|
||||
// one component will throw an exception, but that shouldn't stop
|
||||
// OnStopClient from being called in the second one
|
||||
// exception will log an error
|
||||
LogAssert.ignoreFailingMessages = true;
|
||||
identity.OnStartClient();
|
||||
identity.OnStopClient();
|
||||
LogAssert.ignoreFailingMessages = false;
|
||||
Assert.That(compEx.called, Is.EqualTo(1));
|
||||
Assert.That(comp.onStopClientCalled, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void OnStopServer()
|
||||
{
|
||||
CreateNetworked(out GameObject _, out NetworkIdentity identity,
|
||||
out NetworkBehaviourMock comp);
|
||||
|
||||
identity.OnStopServer();
|
||||
Assert.That(comp.onStopServerCalled, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void OnStopServerException()
|
||||
{
|
||||
CreateNetworked(out GameObject _, out NetworkIdentity identity, out StopServerExceptionNetworkBehaviour compEx);
|
||||
|
||||
// make sure our test values are set to 0
|
||||
Assert.That(compEx.called, Is.EqualTo(0));
|
||||
|
||||
// call OnStopClient in identity
|
||||
// one component will throw an exception, but that shouldn't stop
|
||||
// OnStopClient from being called in the second one
|
||||
// exception will log an error
|
||||
LogAssert.ignoreFailingMessages = true;
|
||||
identity.OnStopServer();
|
||||
LogAssert.ignoreFailingMessages = false;
|
||||
Assert.That(compEx.called, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void AddObserver()
|
||||
{
|
||||
CreateNetworked(out GameObject _, out NetworkIdentity identity);
|
||||
|
||||
// create some connections
|
||||
NetworkConnectionToClient connection1 = new NetworkConnectionToClient(42);
|
||||
NetworkConnectionToClient connection2 = new NetworkConnectionToClient(43);
|
||||
|
||||
// call AddObservers
|
||||
identity.AddObserver(connection1);
|
||||
identity.AddObserver(connection2);
|
||||
Assert.That(identity.observers.Count, Is.EqualTo(2));
|
||||
Assert.That(identity.observers.ContainsKey(connection1.connectionId));
|
||||
Assert.That(identity.observers[connection1.connectionId], Is.EqualTo(connection1));
|
||||
Assert.That(identity.observers.ContainsKey(connection2.connectionId));
|
||||
Assert.That(identity.observers[connection2.connectionId], Is.EqualTo(connection2));
|
||||
|
||||
// adding a duplicate connectionId shouldn't overwrite the original
|
||||
NetworkConnectionToClient duplicate = new NetworkConnectionToClient(connection1.connectionId);
|
||||
identity.AddObserver(duplicate);
|
||||
Assert.That(identity.observers.Count, Is.EqualTo(2));
|
||||
Assert.That(identity.observers.ContainsKey(connection1.connectionId));
|
||||
Assert.That(identity.observers[connection1.connectionId], Is.EqualTo(connection1));
|
||||
Assert.That(identity.observers.ContainsKey(connection2.connectionId));
|
||||
Assert.That(identity.observers[connection2.connectionId], Is.EqualTo(connection2));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ClearObservers()
|
||||
{
|
||||
CreateNetworked(out GameObject _, out NetworkIdentity identity);
|
||||
|
||||
// call OnStartServer so that observers dict is created
|
||||
identity.OnStartServer();
|
||||
|
||||
// add some observers
|
||||
identity.observers[42] = new NetworkConnectionToClient(42);
|
||||
identity.observers[43] = new NetworkConnectionToClient(43);
|
||||
|
||||
// call ClearObservers
|
||||
identity.ClearObservers();
|
||||
Assert.That(identity.observers.Count, Is.EqualTo(0));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ClearDirtyComponentsDirtyBits()
|
||||
{
|
||||
CreateNetworked(out GameObject _, out NetworkIdentity identity,
|
||||
out NetworkBehaviourMock compA,
|
||||
out NetworkBehaviourMock compB);
|
||||
|
||||
// set syncintervals so one is always dirty, one is never dirty
|
||||
compA.syncInterval = 0;
|
||||
compB.syncInterval = Mathf.Infinity;
|
||||
|
||||
// set components dirty bits
|
||||
compA.SetSyncVarDirtyBit(0x0001);
|
||||
compB.SetSyncVarDirtyBit(0x1001);
|
||||
// dirty because interval reached and mask != 0
|
||||
Assert.That(compA.IsDirty(), Is.True);
|
||||
// not dirty because syncinterval not reached
|
||||
Assert.That(compB.IsDirty(), Is.False);
|
||||
|
||||
// call identity.ClearDirtyComponentsDirtyBits
|
||||
identity.ClearDirtyComponentsDirtyBits();
|
||||
// should be cleared now
|
||||
Assert.That(compA.IsDirty(), Is.False);
|
||||
// should be untouched
|
||||
Assert.That(compB.IsDirty(), Is.False);
|
||||
|
||||
// set compB syncinterval to 0 to check if the masks were untouched
|
||||
// (if they weren't, then it should be dirty now)
|
||||
compB.syncInterval = 0;
|
||||
Assert.That(compB.IsDirty(), Is.True);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ClearAllComponentsDirtyBits()
|
||||
{
|
||||
CreateNetworked(out GameObject _, out NetworkIdentity identity,
|
||||
out NetworkBehaviourMock compA,
|
||||
out NetworkBehaviourMock compB);
|
||||
|
||||
// set syncintervals so one is always dirty, one is never dirty
|
||||
compA.syncInterval = 0;
|
||||
compB.syncInterval = Mathf.Infinity;
|
||||
|
||||
// set components dirty bits
|
||||
compA.SetSyncVarDirtyBit(0x0001);
|
||||
compB.SetSyncVarDirtyBit(0x1001);
|
||||
// dirty because interval reached and mask != 0
|
||||
Assert.That(compA.IsDirty(), Is.True);
|
||||
// not dirty because syncinterval not reached
|
||||
Assert.That(compB.IsDirty(), Is.False);
|
||||
|
||||
// call identity.ClearAllComponentsDirtyBits
|
||||
identity.ClearAllComponentsDirtyBits();
|
||||
// should be cleared now
|
||||
Assert.That(compA.IsDirty(), Is.False);
|
||||
// should be cleared now
|
||||
Assert.That(compB.IsDirty(), Is.False);
|
||||
|
||||
// set compB syncinterval to 0 to check if the masks were cleared
|
||||
// (if they weren't, then it would still be dirty now)
|
||||
compB.syncInterval = 0;
|
||||
Assert.That(compB.IsDirty(), Is.False);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Reset()
|
||||
{
|
||||
CreateNetworked(out GameObject _, out NetworkIdentity identity);
|
||||
|
||||
// modify it a bit
|
||||
identity.isClient = true;
|
||||
// creates .observers and generates a netId
|
||||
identity.OnStartServer();
|
||||
identity.connectionToClient = new NetworkConnectionToClient(1);
|
||||
identity.connectionToServer = new NetworkConnectionToServer();
|
||||
identity.observers[43] = new NetworkConnectionToClient(2);
|
||||
|
||||
// mark for reset and reset
|
||||
identity.Reset();
|
||||
Assert.That(identity.isServer, Is.False);
|
||||
Assert.That(identity.isClient, Is.False);
|
||||
Assert.That(identity.isLocalPlayer, Is.False);
|
||||
Assert.That(identity.netId, Is.EqualTo(0));
|
||||
Assert.That(identity.connectionToClient, Is.Null);
|
||||
Assert.That(identity.connectionToServer, Is.Null);
|
||||
Assert.That(identity.isOwned, Is.False);
|
||||
Assert.That(identity.observers, Is.Empty);
|
||||
}
|
||||
|
||||
[Test, Ignore("NetworkServerTest.SendCommand does it already")]
|
||||
public void HandleCommand() {}
|
||||
|
||||
[Test, Ignore("RpcTests do it already")]
|
||||
public void HandleRpc() {}
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e9b6d86d91cc74ce58e690371d4f3828
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,200 +0,0 @@
|
||||
using System;
|
||||
|
||||
namespace Mirror.Tests.NetworkIdentities
|
||||
{
|
||||
class StartServerExceptionNetworkBehaviour : NetworkBehaviour
|
||||
{
|
||||
public int called;
|
||||
public override void OnStartServer()
|
||||
{
|
||||
++called;
|
||||
throw new Exception("some exception");
|
||||
}
|
||||
}
|
||||
|
||||
class StartClientExceptionNetworkBehaviour : NetworkBehaviour
|
||||
{
|
||||
public int called;
|
||||
public override void OnStartClient()
|
||||
{
|
||||
++called;
|
||||
throw new Exception("some exception");
|
||||
}
|
||||
}
|
||||
|
||||
class StartAuthorityExceptionNetworkBehaviour : NetworkBehaviour
|
||||
{
|
||||
public int called;
|
||||
public override void OnStartAuthority()
|
||||
{
|
||||
++called;
|
||||
throw new Exception("some exception");
|
||||
}
|
||||
}
|
||||
|
||||
class StopAuthorityExceptionNetworkBehaviour : NetworkBehaviour
|
||||
{
|
||||
public int called;
|
||||
public override void OnStopAuthority()
|
||||
{
|
||||
++called;
|
||||
throw new Exception("some exception");
|
||||
}
|
||||
}
|
||||
|
||||
class StartLocalPlayerExceptionNetworkBehaviour : NetworkBehaviour
|
||||
{
|
||||
public int called;
|
||||
public override void OnStartLocalPlayer()
|
||||
{
|
||||
++called;
|
||||
throw new Exception("some exception");
|
||||
}
|
||||
}
|
||||
|
||||
class StopClientExceptionNetworkBehaviour : NetworkBehaviour
|
||||
{
|
||||
public int called;
|
||||
public override void OnStopClient()
|
||||
{
|
||||
++called;
|
||||
throw new Exception("some exception");
|
||||
}
|
||||
}
|
||||
|
||||
class StopLocalPlayerExceptionNetworkBehaviour : NetworkBehaviour
|
||||
{
|
||||
public int called;
|
||||
public override void OnStopLocalPlayer()
|
||||
{
|
||||
++called;
|
||||
throw new Exception("some exception");
|
||||
}
|
||||
}
|
||||
|
||||
class StopServerExceptionNetworkBehaviour : NetworkBehaviour
|
||||
{
|
||||
public int called;
|
||||
public override void OnStopServer()
|
||||
{
|
||||
++called;
|
||||
throw new Exception("some exception");
|
||||
}
|
||||
}
|
||||
|
||||
class SerializeTest1NetworkBehaviour : NetworkBehaviour
|
||||
{
|
||||
public int value;
|
||||
public override void OnSerialize(NetworkWriter writer, bool initialState)
|
||||
{
|
||||
writer.WriteInt(value);
|
||||
}
|
||||
public override void OnDeserialize(NetworkReader reader, bool initialState)
|
||||
{
|
||||
value = reader.ReadInt();
|
||||
}
|
||||
}
|
||||
|
||||
class SerializeTest2NetworkBehaviour : NetworkBehaviour
|
||||
{
|
||||
public string value;
|
||||
public override void OnSerialize(NetworkWriter writer, bool initialState)
|
||||
{
|
||||
writer.WriteString(value);
|
||||
}
|
||||
public override void OnDeserialize(NetworkReader reader, bool initialState)
|
||||
{
|
||||
value = reader.ReadString();
|
||||
}
|
||||
}
|
||||
|
||||
class SyncVarTest2NetworkBehaviour : NetworkBehaviour
|
||||
{
|
||||
[SyncVar] public string value;
|
||||
}
|
||||
|
||||
class SerializeExceptionNetworkBehaviour : NetworkBehaviour
|
||||
{
|
||||
public override void OnSerialize(NetworkWriter writer, bool initialState)
|
||||
{
|
||||
throw new Exception("some exception");
|
||||
}
|
||||
public override void OnDeserialize(NetworkReader reader, bool initialState)
|
||||
{
|
||||
throw new Exception("some exception");
|
||||
}
|
||||
}
|
||||
|
||||
class SerializeMismatchNetworkBehaviour : NetworkBehaviour
|
||||
{
|
||||
public int value;
|
||||
public override void OnSerialize(NetworkWriter writer, bool initialState)
|
||||
{
|
||||
writer.WriteInt(value);
|
||||
// one too many
|
||||
writer.WriteInt(value);
|
||||
}
|
||||
public override void OnDeserialize(NetworkReader reader, bool initialState)
|
||||
{
|
||||
value = reader.ReadInt();
|
||||
}
|
||||
}
|
||||
|
||||
class IsClientServerCheckComponent : NetworkBehaviour
|
||||
{
|
||||
// OnStartClient
|
||||
internal bool OnStartClient_isClient;
|
||||
internal bool OnStartClient_isServer;
|
||||
internal bool OnStartClient_isLocalPlayer;
|
||||
public override void OnStartClient()
|
||||
{
|
||||
OnStartClient_isClient = isClient;
|
||||
OnStartClient_isServer = isServer;
|
||||
OnStartClient_isLocalPlayer = isLocalPlayer;
|
||||
}
|
||||
|
||||
// OnStartServer
|
||||
internal bool OnStartServer_isClient;
|
||||
internal bool OnStartServer_isServer;
|
||||
internal bool OnStartServer_isLocalPlayer;
|
||||
public override void OnStartServer()
|
||||
{
|
||||
OnStartServer_isClient = isClient;
|
||||
OnStartServer_isServer = isServer;
|
||||
OnStartServer_isLocalPlayer = isLocalPlayer;
|
||||
}
|
||||
|
||||
// OnStartLocalPlayer
|
||||
internal bool OnStartLocalPlayer_isClient;
|
||||
internal bool OnStartLocalPlayer_isServer;
|
||||
internal bool OnStartLocalPlayer_isLocalPlayer;
|
||||
public override void OnStartLocalPlayer()
|
||||
{
|
||||
OnStartLocalPlayer_isClient = isClient;
|
||||
OnStartLocalPlayer_isServer = isServer;
|
||||
OnStartLocalPlayer_isLocalPlayer = isLocalPlayer;
|
||||
}
|
||||
|
||||
// Start
|
||||
internal bool Start_isClient;
|
||||
internal bool Start_isServer;
|
||||
internal bool Start_isLocalPlayer;
|
||||
public void Start()
|
||||
{
|
||||
Start_isClient = isClient;
|
||||
Start_isServer = isServer;
|
||||
Start_isLocalPlayer = isLocalPlayer;
|
||||
}
|
||||
|
||||
// OnDestroy
|
||||
internal bool OnDestroy_isClient;
|
||||
internal bool OnDestroy_isServer;
|
||||
internal bool OnDestroy_isLocalPlayer;
|
||||
public void OnDestroy()
|
||||
{
|
||||
OnDestroy_isClient = isClient;
|
||||
OnDestroy_isServer = isServer;
|
||||
OnDestroy_isLocalPlayer = isLocalPlayer;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c20c56b811bf481c85a27e744a91ec68
|
||||
timeCreated: 1682057481
|
Loading…
Reference in New Issue
Block a user