mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 11:00:32 +00:00
Remove ClientScene.RegisterPrefab with newAssetId
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8a190282aa
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9682a9a7e5
@ -263,47 +263,6 @@ static void RegisterPrefabIdentity(NetworkIdentity prefab)
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prefabs[prefab.assetId] = prefab.gameObject;
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}
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/// <summary>
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/// Registers a prefab with the spawning system.
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/// <para>When a NetworkIdentity object is spawned on a server with NetworkServer.SpawnObject(), and the prefab that the object was created from was registered with RegisterPrefab(), the client will use that prefab to instantiate a corresponding client object with the same netId.</para>
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/// <para>The NetworkManager has a list of spawnable prefabs, it uses this function to register those prefabs with the ClientScene.</para>
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/// <para>The set of current spawnable object is available in the ClientScene static member variable ClientScene.prefabs, which is a dictionary of NetworkAssetIds and prefab references.</para>
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/// <para>NOTE: newAssetId can not be set on GameObjects that already have an assetId</para>
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/// </summary>
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/// <param name="prefab">A GameObject that will be spawned.</param>
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/// <param name="newAssetId">An assetId to be assigned to this GameObject. This allows a dynamically created game object to be registered for an already known asset Id.</param>
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public static void RegisterPrefab(GameObject prefab, Guid newAssetId)
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{
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if (prefab == null)
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{
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Debug.LogError("Could not register prefab because it was null");
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return;
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}
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if (newAssetId == Guid.Empty)
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{
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Debug.LogError($"Could not register '{prefab.name}' with new assetId because the new assetId was empty");
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return;
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}
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NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
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if (identity == null)
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{
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Debug.LogError($"Could not register '{prefab.name}' since it contains no NetworkIdentity component");
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return;
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}
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if (identity.assetId != Guid.Empty && identity.assetId != newAssetId)
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{
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Debug.LogError($"Could not register '{prefab.name}' to {newAssetId} because it already had an AssetId, Existing assetId {identity.assetId}");
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return;
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}
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identity.assetId = newAssetId;
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RegisterPrefabIdentity(identity);
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}
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/// <summary>
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/// Registers a prefab with the spawning system.
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/// <para>When a NetworkIdentity object is spawned on a server with NetworkServer.SpawnObject(), and the prefab that the object was created from was registered with RegisterPrefab(), the client will use that prefab to instantiate a corresponding client object with the same netId.</para>
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@ -12,20 +12,6 @@ public abstract class ClientSceneTests_RegisterPrefabBase : ClientSceneTestsBase
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{
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab, false)]
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[TestCase(RegisterPrefabOverload.Prefab_NewAssetId, true)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate, false)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId, true)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate, false)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId, true)]
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public void CheckOverloadWithAssetId(RegisterPrefabOverload overload, bool expected)
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{
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// test to make sure OverloadWithAssetId correctly works with flags
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Assert.That(OverloadWithAssetId(overload), Is.EqualTo(expected));
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab, false)]
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[TestCase(RegisterPrefabOverload.Prefab_NewAssetId, false)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate, true)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId, true)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate, true)]
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@ -44,21 +30,14 @@ public void CheckOverloadWithHandler(RegisterPrefabOverload overload, bool expec
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public enum RegisterPrefabOverload
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{
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Prefab = 1,
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Prefab_NewAssetId = 2,
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Prefab_SpawnDelegate = 4,
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Prefab_SpawnDelegate_NewAssetId = 8,
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Prefab_SpawnHandlerDelegate = 16,
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Prefab_SpawnHandlerDelegate_NewAssetId = 32,
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WithAssetId = Prefab_NewAssetId | Prefab_SpawnDelegate_NewAssetId | Prefab_SpawnHandlerDelegate_NewAssetId,
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WithHandler = Prefab_SpawnDelegate | Prefab_SpawnDelegate_NewAssetId | Prefab_SpawnHandlerDelegate | Prefab_SpawnHandlerDelegate_NewAssetId
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}
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protected static bool OverloadWithAssetId(RegisterPrefabOverload overload)
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{
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return (overload & RegisterPrefabOverload.WithAssetId) != 0;
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}
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protected static bool OverloadWithHandler(RegisterPrefabOverload overload)
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{
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return (overload & RegisterPrefabOverload.WithHandler) != 0;
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@ -75,9 +54,6 @@ protected void CallRegisterPrefab(GameObject prefab, RegisterPrefabOverload over
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case RegisterPrefabOverload.Prefab:
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ClientScene.RegisterPrefab(prefab);
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break;
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case RegisterPrefabOverload.Prefab_NewAssetId:
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ClientScene.RegisterPrefab(prefab, anotherGuid);
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break;
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case RegisterPrefabOverload.Prefab_SpawnDelegate:
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ClientScene.RegisterPrefab(prefab, spawnHandler, unspawnHandler);
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break;
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@ -105,9 +81,6 @@ protected void CallRegisterPrefab(GameObject prefab, RegisterPrefabOverload over
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switch (overload)
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{
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case RegisterPrefabOverload.Prefab_NewAssetId:
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ClientScene.RegisterPrefab(prefab, guid);
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break;
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case RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId:
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ClientScene.RegisterPrefab(prefab, guid, spawnHandler, unspawnHandler);
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break;
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@ -140,7 +113,6 @@ protected void CallRegisterPrefab(GameObject prefab, RegisterPrefabOverload over
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break;
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case RegisterPrefabOverload.Prefab:
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case RegisterPrefabOverload.Prefab_NewAssetId:
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case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate:
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case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId:
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Debug.LogError("Overload did not have SpawnDelegate parameter");
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@ -165,7 +137,6 @@ protected void CallRegisterPrefab(GameObject prefab, RegisterPrefabOverload over
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break;
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case RegisterPrefabOverload.Prefab:
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case RegisterPrefabOverload.Prefab_NewAssetId:
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case RegisterPrefabOverload.Prefab_SpawnDelegate:
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case RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId:
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Debug.LogError("Overload did not have SpawnHandlerDelegate parameter");
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@ -198,15 +169,10 @@ protected void CallRegisterPrefab(GameObject prefab, RegisterPrefabOverload over
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break;
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case RegisterPrefabOverload.Prefab:
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case RegisterPrefabOverload.Prefab_NewAssetId:
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Debug.LogError("Overload did not have UnSpawnDelegate parameter");
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break;
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default:
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Debug.LogError("Overload not found");
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break;
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}
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}
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protected Guid GuidForOverload(RegisterPrefabOverload overload) => OverloadWithAssetId(overload) ? anotherGuid : validPrefabGuid;
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}
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}
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@ -1,301 +0,0 @@
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using System;
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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.ClientSceneTests
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{
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public class ClientSceneTests_RegisterPrefab : ClientSceneTests_RegisterPrefabBase
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{
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab)]
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public void Prefab_AddsPrefabToDictionary(RegisterPrefabOverload overload)
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{
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Guid guid = GuidForOverload(overload);
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CallRegisterPrefab(validPrefab, overload);
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Assert.IsTrue(prefabs.ContainsKey(guid));
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Assert.AreEqual(prefabs[guid], validPrefab);
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab_NewAssetId)]
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public void PrefabNewGuid_ErrorDoesNotChangePrefabsAssetId(RegisterPrefabOverload overload)
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{
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Guid guid = anotherGuid;
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LogAssert.Expect(LogType.Error, $"Could not register '{validPrefab.name}' to {guid} because it already had an AssetId, Existing assetId {validPrefabGuid}");
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CallRegisterPrefab(validPrefab, overload);
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Assert.IsFalse(prefabs.ContainsKey(guid));
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NetworkIdentity netId = validPrefab.GetComponent<NetworkIdentity>();
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Assert.AreEqual(netId.assetId, validPrefabGuid);
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId)]
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public void HandlerNewGuid_ErrorDoesNotChangePrefabsAssetId(RegisterPrefabOverload overload)
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{
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Guid guid = anotherGuid;
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LogAssert.Expect(LogType.Error, $"Could not register Handler for '{validPrefab.name}' to {guid} because it already had an AssetId, Existing assetId {validPrefabGuid}");
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CallRegisterPrefab(validPrefab, overload);
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Assert.IsFalse(spawnHandlers.ContainsKey(guid));
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Assert.IsFalse(unspawnHandlers.ContainsKey(guid));
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NetworkIdentity netId = validPrefab.GetComponent<NetworkIdentity>();
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Assert.AreEqual(netId.assetId, validPrefabGuid);
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab_NewAssetId)]
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public void PrefabNewGuid_NoErrorWhenNewAssetIdIsSameAsCurrentPrefab(RegisterPrefabOverload overload)
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{
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Guid guid = validPrefabGuid;
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CallRegisterPrefab(validPrefab, overload, guid);
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Assert.IsTrue(prefabs.ContainsKey(guid));
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NetworkIdentity netId = validPrefab.GetComponent<NetworkIdentity>();
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Assert.AreEqual(netId.assetId, validPrefabGuid);
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId)]
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public void HandlerNewGuid_NoErrorWhenAssetIdIsSameAsCurrentPrefab(RegisterPrefabOverload overload)
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{
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Guid guid = validPrefabGuid;
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CallRegisterPrefab(validPrefab, overload, guid);
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Assert.IsTrue(spawnHandlers.ContainsKey(guid));
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Assert.IsTrue(unspawnHandlers.ContainsKey(guid));
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NetworkIdentity netId = validPrefab.GetComponent<NetworkIdentity>();
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Assert.AreEqual(netId.assetId, validPrefabGuid);
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab)]
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[TestCase(RegisterPrefabOverload.Prefab_NewAssetId)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId)]
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public void ErrorForNullPrefab(RegisterPrefabOverload overload)
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{
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string msg = OverloadWithHandler(overload)
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? "Could not register handler for prefab because the prefab was null"
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: "Could not register prefab because it was null";
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LogAssert.Expect(LogType.Error, msg);
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CallRegisterPrefab(null, overload);
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab)]
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[TestCase(RegisterPrefabOverload.Prefab_NewAssetId)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId)]
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public void ErrorForPrefabWithoutNetworkIdentity(RegisterPrefabOverload overload)
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{
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string msg = OverloadWithHandler(overload)
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? $"Could not register handler for '{invalidPrefab.name}' since it contains no NetworkIdentity component"
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: $"Could not register '{invalidPrefab.name}' since it contains no NetworkIdentity component";
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LogAssert.Expect(LogType.Error, msg);
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CallRegisterPrefab(invalidPrefab, overload);
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab_NewAssetId)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId)]
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public void NewGuid_ErrorForEmptyGuid(RegisterPrefabOverload overload)
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{
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string msg = OverloadWithHandler(overload)
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? $"Could not register handler for '{validPrefab.name}' with new assetId because the new assetId was empty"
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: $"Could not register '{validPrefab.name}' with new assetId because the new assetId was empty";
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LogAssert.Expect(LogType.Error, msg);
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CallRegisterPrefab(validPrefab, overload, guid: new Guid());
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
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public void ErrorIfPrefabHadSceneId(RegisterPrefabOverload overload)
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{
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GameObject clone = GameObject.Instantiate(validPrefab);
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NetworkIdentity netId = clone.GetComponent<NetworkIdentity>();
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// Scene Id needs to not be zero for this test
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netId.sceneId = 20;
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LogAssert.Expect(LogType.Error, $"Can not Register '{clone.name}' because it has a sceneId, make sure you are passing in the original prefab and not an instance in the scene.");
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CallRegisterPrefab(clone, overload);
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GameObject.DestroyImmediate(clone);
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
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public void WarningForNetworkIdentityInChildren(RegisterPrefabOverload overload)
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{
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LogAssert.Expect(LogType.Warning, $"Prefab '{prefabWithChildren.name}' has multiple NetworkIdentity components. There should only be one NetworkIdentity on a prefab, and it must be on the root object.");
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CallRegisterPrefab(prefabWithChildren, overload);
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab)]
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public void Prefab_WarningForAssetIdAlreadyExistingInPrefabsDictionary(RegisterPrefabOverload overload)
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{
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Guid guid = GuidForOverload(overload);
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prefabs.Add(guid, validPrefab);
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LogAssert.Expect(LogType.Warning, $"Replacing existing prefab with assetId '{guid}'. Old prefab '{validPrefab.name}', New prefab '{validPrefab.name}'");
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CallRegisterPrefab(validPrefab, overload);
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
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public void Handler_ErrorForAssetIdAlreadyExistingInPrefabsDictionary(RegisterPrefabOverload overload)
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{
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Guid guid = GuidForOverload(overload);
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prefabs.Add(guid, validPrefab);
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LogAssert.Expect(LogType.Error, $"assetId '{guid}' is already used by prefab '{validPrefab.name}', unregister the prefab first before trying to add handler");
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CallRegisterPrefab(validPrefab, overload);
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
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public void WarningForAssetIdAlreadyExistingInHandlersDictionary(RegisterPrefabOverload overload)
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{
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Guid guid = GuidForOverload(overload);
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spawnHandlers.Add(guid, x => null);
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unspawnHandlers.Add(guid, x => { });
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string msg = OverloadWithHandler(overload)
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? $"Replacing existing spawnHandlers for prefab '{validPrefab.name}' with assetId '{guid}'"
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: $"Adding prefab '{validPrefab.name}' with assetId '{guid}' when spawnHandlers with same assetId already exists.";
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LogAssert.Expect(LogType.Warning, msg);
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CallRegisterPrefab(validPrefab, overload);
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
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public void SpawnDelegate_AddsHandlerToSpawnHandlers(RegisterPrefabOverload overload)
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{
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int handlerCalled = 0;
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Guid guid = GuidForOverload(overload);
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SpawnDelegate handler = new SpawnDelegate((pos, rot) =>
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{
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handlerCalled++;
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return null;
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});
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CallRegisterPrefab(validPrefab, overload, spawnHandler: handler);
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Assert.IsTrue(spawnHandlers.ContainsKey(guid));
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// check spawnHandler above is called
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SpawnHandlerDelegate handlerInDictionary = spawnHandlers[guid];
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handlerInDictionary.Invoke(default);
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Assert.That(handlerCalled, Is.EqualTo(1));
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
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public void SpawnDelegate_AddsHandlerToSpawnHandlersWithCorrectArguments(RegisterPrefabOverload overload)
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{
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int handlerCalled = 0;
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Vector3 somePosition = new Vector3(10, 20, 3);
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Guid guid = GuidForOverload(overload);
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SpawnDelegate handler = new SpawnDelegate((pos, assetId) =>
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{
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handlerCalled++;
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Assert.That(pos, Is.EqualTo(somePosition));
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Assert.That(assetId, Is.EqualTo(guid));
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return null;
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});
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CallRegisterPrefab(validPrefab, overload, spawnHandler: handler);
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Assert.IsTrue(spawnHandlers.ContainsKey(guid));
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// check spawnHandler above is called
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SpawnHandlerDelegate handlerInDictionary = spawnHandlers[guid];
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handlerInDictionary.Invoke(new SpawnMessage { position = somePosition, assetId = guid });
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Assert.That(handlerCalled, Is.EqualTo(1));
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId)]
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public void SpawnDelegate_ErrorWhenSpawnHandlerIsNull(RegisterPrefabOverload overload)
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{
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Guid guid = GuidForOverload(overload);
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LogAssert.Expect(LogType.Error, $"Can not Register null SpawnHandler for {guid}");
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CallRegisterPrefab(validPrefab, overload, spawnHandler: null);
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
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public void SpawnHandleDelegate_AddsHandlerToSpawnHandlers(RegisterPrefabOverload overload)
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{
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Guid guid = GuidForOverload(overload);
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SpawnHandlerDelegate handler = new SpawnHandlerDelegate(x => null);
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CallRegisterPrefab(validPrefab, overload, spawnHandlerDelegate: handler);
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Assert.IsTrue(spawnHandlers.ContainsKey(guid));
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Assert.AreEqual(spawnHandlers[guid], handler);
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
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public void SpawnHandleDelegate_ErrorWhenSpawnHandlerIsNull(RegisterPrefabOverload overload)
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{
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Guid guid = GuidForOverload(overload);
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LogAssert.Expect(LogType.Error, $"Can not Register null SpawnHandler for {guid}");
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CallRegisterPrefab(validPrefab, overload, spawnHandlerDelegate: null);
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}
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[Test]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
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[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
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public void Handler_ErrorWhenUnSpawnHandlerIsNull(RegisterPrefabOverload overload)
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{
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Guid guid = GuidForOverload(overload);
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LogAssert.Expect(LogType.Error, $"Can not Register null UnSpawnHandler for {guid}");
|
||||
CallRegisterPrefab(validPrefab, overload, unspawnHandler: null);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bdfdcfafb85b3be418f2085e38663006
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,99 +0,0 @@
|
||||
using NUnit.Framework;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
namespace Mirror.Tests.Runtime.ClientSceneTests
|
||||
{
|
||||
public class ClientSceneTests_Runtime_RegisterPrefab : ClientSceneTests_RegisterPrefabBase
|
||||
{
|
||||
/// <summary>
|
||||
/// Create scene objects, must be done at runtime so that sceneId isnt set when assetId.get is called
|
||||
/// </summary>
|
||||
/// <param name="runtimeObject"></param>
|
||||
/// <param name="networkIdentity"></param>
|
||||
protected static void CreateSceneObject(out GameObject runtimeObject, out NetworkIdentity networkIdentity)
|
||||
{
|
||||
runtimeObject = new GameObject("Runtime GameObject");
|
||||
networkIdentity = runtimeObject.AddComponent<NetworkIdentity>();
|
||||
// set sceneId to zero as it is set in onvalidate (does not set id at runtime)
|
||||
networkIdentity.sceneId = 0;
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId)]
|
||||
public void Handler_AddsSpawnHandlerToDictionaryForRuntimeObject(RegisterPrefabOverload overload)
|
||||
{
|
||||
// setup
|
||||
CreateSceneObject(out GameObject runtimeObject, out NetworkIdentity networkIdentity);
|
||||
|
||||
Debug.Assert(networkIdentity.sceneId == 0, "SceneId was not set to 0");
|
||||
Debug.Assert(runtimeObject.GetComponent<NetworkIdentity>().sceneId == 0, "SceneId was not set to 0");
|
||||
|
||||
//test
|
||||
CallRegisterPrefab(runtimeObject, overload);
|
||||
|
||||
Assert.IsTrue(spawnHandlers.ContainsKey(anotherGuid));
|
||||
|
||||
// teardown
|
||||
GameObject.DestroyImmediate(runtimeObject);
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate)]
|
||||
public void ErrorForEmptyGuid(RegisterPrefabOverload overload)
|
||||
{
|
||||
// setup
|
||||
CreateSceneObject(out GameObject runtimeObject, out NetworkIdentity networkIdentity);
|
||||
|
||||
//test
|
||||
string msg = OverloadWithHandler(overload)
|
||||
? $"Can not Register handler for '{runtimeObject.name}' because it had empty assetid. If this is a scene Object use RegisterSpawnHandler instead"
|
||||
: $"Can not Register '{runtimeObject.name}' because it had empty assetid. If this is a scene Object use RegisterSpawnHandler instead";
|
||||
|
||||
LogAssert.Expect(LogType.Error, msg);
|
||||
CallRegisterPrefab(runtimeObject, overload);
|
||||
|
||||
// teardown
|
||||
GameObject.DestroyImmediate(runtimeObject);
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_NewAssetId)]
|
||||
public void PrefabNewGuid_AddsRuntimeObjectToDictionary(RegisterPrefabOverload overload)
|
||||
{
|
||||
// setup
|
||||
CreateSceneObject(out GameObject runtimeObject, out NetworkIdentity networkIdentity);
|
||||
|
||||
//test
|
||||
CallRegisterPrefab(runtimeObject, overload);
|
||||
|
||||
Assert.IsTrue(prefabs.ContainsKey(anotherGuid));
|
||||
Assert.AreEqual(prefabs[anotherGuid], runtimeObject);
|
||||
|
||||
Assert.AreEqual(networkIdentity.assetId, anotherGuid);
|
||||
|
||||
// teardown
|
||||
GameObject.DestroyImmediate(runtimeObject);
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId)]
|
||||
[TestCase(RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId)]
|
||||
public void Handler_AddsUnSpawnHandlerToDictionaryForRuntimeObject(RegisterPrefabOverload overload)
|
||||
{
|
||||
// setup
|
||||
CreateSceneObject(out GameObject runtimeObject, out NetworkIdentity networkIdentity);
|
||||
|
||||
//test
|
||||
CallRegisterPrefab(runtimeObject, overload);
|
||||
|
||||
Assert.IsTrue(unspawnHandlers.ContainsKey(anotherGuid));
|
||||
|
||||
// teardown
|
||||
GameObject.DestroyImmediate(runtimeObject);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c47e4b8fb9faba04792f9e4764a9c929
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user