mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
breaking: .hasAuthority renamed to .isOwned because it's easier to understand, and to prepare for SyncDirection where there is a difference between: (#3231)
isOwned = is this one of the client connection's .owned entities? authority = can we modify this component's state? depends on SyncDirection AND owned
This commit is contained in:
parent
90028b43ea
commit
a20bad57e5
@ -31,7 +31,7 @@ public class NetworkLerpRigidbody : NetworkBehaviour
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/// <returns></returns>
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bool IgnoreSync => isServer || ClientWithAuthority;
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bool ClientWithAuthority => clientAuthority && hasAuthority;
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bool ClientWithAuthority => clientAuthority && isOwned;
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void OnValidate()
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{
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@ -74,7 +74,7 @@ void OnValidate()
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/// <returns></returns>
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bool IgnoreSync => isServer || ClientWithAuthority;
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bool ClientWithAuthority => clientAuthority && hasAuthority;
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bool ClientWithAuthority => clientAuthority && isOwned;
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void OnVelocityChanged(Vector3 _, Vector3 newValue)
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{
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@ -191,7 +191,7 @@ void SyncToClients()
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[Client]
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void SendToServer()
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{
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if (!hasAuthority)
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if (!isOwned)
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{
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Debug.LogWarning("SendToServer called without authority");
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return;
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@ -73,7 +73,7 @@ void OnValidate()
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/// <returns></returns>
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bool IgnoreSync => isServer || ClientWithAuthority;
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bool ClientWithAuthority => clientAuthority && hasAuthority;
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bool ClientWithAuthority => clientAuthority && isOwned;
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void OnVelocityChanged(Vector2 _, Vector2 newValue)
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{
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@ -190,7 +190,7 @@ void SyncToClients()
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[Client]
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void SendToServer()
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{
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if (!hasAuthority)
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if (!isOwned)
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{
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Debug.LogWarning("SendToServer called without authority");
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return;
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@ -67,7 +67,7 @@ bool SendMessagesAllowed
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return true;
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}
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return (hasAuthority && clientAuthority);
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return (isOwned && clientAuthority);
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}
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}
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@ -137,7 +137,7 @@ void OnAnimatorSpeedChanged(float _, float value)
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{
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// skip if host or client with authority
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// they will have already set the speed so don't set again
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if (isServer || (hasAuthority && clientAuthority))
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if (isServer || (isOwned && clientAuthority))
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return;
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animator.speed = value;
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@ -227,7 +227,7 @@ void SendAnimationParametersMessage(byte[] parameters)
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void HandleAnimMsg(int stateHash, float normalizedTime, int layerId, float weight, NetworkReader reader)
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{
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if (hasAuthority && clientAuthority)
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if (isOwned && clientAuthority)
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return;
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// usually transitions will be triggered by parameters, if not, play anims directly.
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@ -245,7 +245,7 @@ void HandleAnimMsg(int stateHash, float normalizedTime, int layerId, float weigh
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void HandleAnimParamsMsg(NetworkReader reader)
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{
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if (hasAuthority && clientAuthority)
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if (isOwned && clientAuthority)
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return;
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ReadParameters(reader);
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@ -428,7 +428,7 @@ public void SetTrigger(int hash)
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return;
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}
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if (!hasAuthority)
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if (!isOwned)
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{
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Debug.LogWarning("Only the client with authority can set animations");
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return;
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@ -475,7 +475,7 @@ public void ResetTrigger(int hash)
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return;
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}
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if (!hasAuthority)
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if (!isOwned)
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{
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Debug.LogWarning("Only the client with authority can reset animations");
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return;
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@ -543,7 +543,7 @@ void CmdOnAnimationTriggerServerMessage(int hash)
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// handle and broadcast
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// host should have already the trigger
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bool isHostOwner = isClient && hasAuthority;
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bool isHostOwner = isClient && isOwned;
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if (!isHostOwner)
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{
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HandleAnimTriggerMsg(hash);
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@ -561,7 +561,7 @@ void CmdOnAnimationResetTriggerServerMessage(int hash)
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// handle and broadcast
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// host should have already the trigger
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bool isHostOwner = isClient && hasAuthority;
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bool isHostOwner = isClient && isOwned;
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if (!isHostOwner)
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{
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HandleAnimResetTriggerMsg(hash);
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@ -600,7 +600,7 @@ void RpcOnAnimationParametersClientMessage(byte[] parameters)
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void RpcOnAnimationTriggerClientMessage(int hash)
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{
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// host/owner handles this before it is sent
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if (isServer || (clientAuthority && hasAuthority)) return;
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if (isServer || (clientAuthority && isOwned)) return;
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HandleAnimTriggerMsg(hash);
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}
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@ -609,7 +609,7 @@ void RpcOnAnimationTriggerClientMessage(int hash)
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void RpcOnAnimationResetTriggerClientMessage(int hash)
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{
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// host/owner handles this before it is sent
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if (isServer || (clientAuthority && hasAuthority)) return;
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if (isServer || (clientAuthority && isOwned)) return;
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HandleAnimResetTriggerMsg(hash);
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}
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@ -33,7 +33,7 @@ public abstract class NetworkTransformBase : NetworkBehaviour
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// Is this a client with authority over this transform?
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// This component could be on the player object or any object that has been assigned authority to this client.
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protected bool IsClientWithAuthority => hasAuthority && clientAuthority;
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protected bool IsClientWithAuthority => isOwned && clientAuthority;
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// target transform to sync. can be on a child.
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protected abstract Transform targetComponent { get; }
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@ -399,7 +399,7 @@ void UpdateServer()
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// -> don't apply for host mode player objects either, even if in
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// client authority mode. if it doesn't go over the network,
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// then we don't need to do anything.
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if (clientAuthority && !hasAuthority)
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if (clientAuthority && !isOwned)
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{
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if (serverSnapshots.Count > 0)
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{
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@ -45,8 +45,13 @@ public abstract class NetworkBehaviour : MonoBehaviour
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/// <summary>True if this object is on the client-only, not host.</summary>
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public bool isClientOnly => netIdentity.isClientOnly;
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/// <summary>isOwned is true on the client if this NetworkIdentity is one of the .owned entities of our connection on the server.</summary>
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// for example: main player & pets are owned. monsters & npcs aren't.
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public bool isOwned => netIdentity.isOwned;
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/// <summary>True on client if that component has been assigned to the client. E.g. player, pets, henchmen.</summary>
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public bool hasAuthority => netIdentity.hasAuthority;
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[Obsolete(".hasAuthority was renamed to .isOwned. This is easier to understand and prepares for SyncDirection, where there is a difference betwen isOwned and authority.")]
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public bool hasAuthority => isOwned;
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/// <summary>The unique network Id of this object (unique at runtime).</summary>
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public uint netId => netIdentity.netId;
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@ -197,7 +202,7 @@ protected void SendCommandInternal(string functionFullName, NetworkWriter writer
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}
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// local players can always send commands, regardless of authority, other objects must have authority.
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if (!(!requiresAuthority || isLocalPlayer || hasAuthority))
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if (!(!requiresAuthority || isLocalPlayer || isOwned))
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{
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Debug.LogWarning($"Command Function {functionFullName} called on {name} without authority.", gameObject);
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return;
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@ -1019,7 +1019,7 @@ internal static void ApplySpawnPayload(NetworkIdentity identity, SpawnMessage me
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identity.transform.localPosition = message.position;
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identity.transform.localRotation = message.rotation;
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identity.transform.localScale = message.scale;
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identity.hasAuthority = message.isOwner;
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identity.isOwned = message.isOwner;
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identity.netId = message.netId;
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if (message.isLocalPlayer)
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@ -1259,7 +1259,7 @@ internal static void OnHostClientSpawn(SpawnMessage message)
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if (message.isLocalPlayer)
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InternalAddPlayer(localObject);
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localObject.hasAuthority = message.isOwner;
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localObject.isOwned = message.isOwner;
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localObject.NotifyAuthority();
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localObject.OnStartClient();
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@ -1327,7 +1327,7 @@ internal static void ChangeOwner(NetworkIdentity identity, ChangeOwnerMessage me
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}
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// set ownership flag (aka authority)
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identity.hasAuthority = message.isOwner;
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identity.isOwned = message.isOwner;
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identity.NotifyAuthority();
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// set localPlayer flag
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@ -89,8 +89,13 @@ public sealed class NetworkIdentity : MonoBehaviour
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/// <summary>True if this object exists on a client that is not also acting as a server.</summary>
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public bool isClientOnly => isClient && !isServer;
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/// <summary>isOwned is true on the client if this NetworkIdentity is one of the .owned entities of our connection on the server.</summary>
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// for example: main player & pets are owned. monsters & npcs aren't.
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public bool isOwned { get; internal set; }
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/// <summary>True on client if that component has been assigned to the client. E.g. player, pets, henchmen.</summary>
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public bool hasAuthority { get; internal set; }
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[Obsolete(".hasAuthority was renamed to .isOwned. This is easier to understand and prepares for SyncDirection, where there is a difference betwen isOwned and authority.")]
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public bool hasAuthority => isOwned;
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/// <summary>The set of network connections (players) that can see this object.</summary>
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// note: null until OnStartServer was called. this is necessary for
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@ -843,11 +848,11 @@ internal void OnStopLocalPlayer()
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bool hadAuthority;
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internal void NotifyAuthority()
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{
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if (!hadAuthority && hasAuthority)
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if (!hadAuthority && isOwned)
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OnStartAuthority();
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if (hadAuthority && !hasAuthority)
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if (hadAuthority && !isOwned)
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OnStopAuthority();
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hadAuthority = hasAuthority;
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hadAuthority = isOwned;
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}
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internal void OnStartAuthority()
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@ -1251,7 +1256,7 @@ internal void Reset()
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//isLocalPlayer = false; <- cleared AFTER ClearLocalPlayer below!
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// remove authority flag. This object may be unspawned, not destroyed, on client.
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hasAuthority = false;
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isOwned = false;
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NotifyAuthority();
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netId = 0;
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@ -759,7 +759,7 @@ public static bool AddPlayerForConnection(NetworkConnectionToClient conn, GameOb
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// special case, we are in host mode, set hasAuthority to true so that all overrides see it
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if (conn is LocalConnectionToClient)
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{
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identity.hasAuthority = true;
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identity.isOwned = true;
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NetworkClient.InternalAddPlayer(identity);
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}
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@ -819,7 +819,7 @@ public static bool ReplacePlayerForConnection(NetworkConnectionToClient conn, Ga
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// special case, we are in host mode, set hasAuthority to true so that all overrides see it
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if (conn is LocalConnectionToClient)
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{
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identity.hasAuthority = true;
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identity.isOwned = true;
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NetworkClient.InternalAddPlayer(identity);
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}
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@ -1098,7 +1098,7 @@ static void SpawnObject(GameObject obj, NetworkConnection ownerConnection)
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// special case to make sure hasAuthority is set
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// on start server in host mode
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if (ownerConnection is LocalConnectionToClient)
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identity.hasAuthority = true;
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identity.isOwned = true;
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identity.OnStartServer();
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@ -1360,7 +1360,7 @@ static void DestroyObject(NetworkIdentity identity, DestroyMode mode)
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// The object may have been spawned with host client ownership,
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// e.g. a pet so we need to clear hasAuthority and call
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// NotifyAuthority which invokes OnStopAuthority if hasAuthority.
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identity.hasAuthority = false;
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identity.isOwned = false;
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identity.NotifyAuthority();
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// remove from NetworkClient dictionary
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@ -252,7 +252,7 @@ IEnumerable<NetworkIdentityInfo> GetNetworkIdentityInfo(NetworkIdentity identity
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infos.Add(GetString("Network ID", identity.netId.ToString()));
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infos.Add(GetBoolean("Is Client", identity.isClient));
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infos.Add(GetBoolean("Is Server", identity.isServer));
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infos.Add(GetBoolean("Has Authority", identity.hasAuthority));
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infos.Add(GetBoolean("Is Owned", identity.isOwned));
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infos.Add(GetBoolean("Is Local Player", identity.isLocalPlayer));
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}
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return infos;
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@ -188,7 +188,7 @@ protected void CreateNetworkedAndSpawn(
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// double check that we have authority if we passed an owner connection
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if (ownerConnection != null)
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Debug.Assert(clientIdentity.hasAuthority == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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Debug.Assert(clientIdentity.isOwned == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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// make sure the client really spawned it.
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Assert.That(NetworkClient.spawned.ContainsKey(serverIdentity.netId));
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@ -211,7 +211,7 @@ protected void CreateNetworkedAndSpawn<T>(out GameObject go, out NetworkIdentity
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// double check that we have authority if we passed an owner connection
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if (ownerConnection != null)
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Debug.Assert(component.hasAuthority == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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Debug.Assert(component.isOwned == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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}
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// create GameObject + NetworkIdentity + NetworkBehaviour & SPAWN
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@ -247,7 +247,7 @@ protected void CreateNetworkedAndSpawn<T>(
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// double check that we have authority if we passed an owner connection
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if (ownerConnection != null)
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Debug.Assert(clientComponent.hasAuthority == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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Debug.Assert(clientComponent.isOwned == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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// make sure the client really spawned it.
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Assert.That(NetworkClient.spawned.ContainsKey(serverIdentity.netId));
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@ -272,8 +272,8 @@ protected void CreateNetworkedAndSpawn<T, U>(out GameObject go, out NetworkIdent
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// double check that we have authority if we passed an owner connection
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if (ownerConnection != null)
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{
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Debug.Assert(componentA.hasAuthority == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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Debug.Assert(componentB.hasAuthority == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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Debug.Assert(componentA.isOwned == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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Debug.Assert(componentB.isOwned == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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}
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}
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@ -312,8 +312,8 @@ protected void CreateNetworkedAndSpawn<T, U>(
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// double check that we have authority if we passed an owner connection
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if (ownerConnection != null)
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{
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Debug.Assert(clientComponentA.hasAuthority == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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Debug.Assert(clientComponentB.hasAuthority == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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Debug.Assert(clientComponentA.isOwned == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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Debug.Assert(clientComponentB.isOwned == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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}
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// make sure the client really spawned it.
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@ -340,9 +340,9 @@ protected void CreateNetworkedAndSpawn<T, U, V>(out GameObject go, out NetworkId
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// double check that we have authority if we passed an owner connection
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if (ownerConnection != null)
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{
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Debug.Assert(componentA.hasAuthority == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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Debug.Assert(componentB.hasAuthority == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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Debug.Assert(componentC.hasAuthority == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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Debug.Assert(componentA.isOwned == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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Debug.Assert(componentB.isOwned == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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Debug.Assert(componentC.isOwned == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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}
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}
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@ -382,9 +382,9 @@ protected void CreateNetworkedAndSpawn<T, U, V>(
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// double check that we have authority if we passed an owner connection
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if (ownerConnection != null)
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{
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Debug.Assert(clientComponentA.hasAuthority == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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Debug.Assert(clientComponentB.hasAuthority == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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Debug.Assert(clientComponentC.hasAuthority == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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Debug.Assert(clientComponentA.isOwned == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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Debug.Assert(clientComponentB.isOwned == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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Debug.Assert(clientComponentC.isOwned == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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}
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// make sure the client really spawned it.
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@ -415,11 +415,11 @@ public void ApplyPayload_AppliesAuthority(bool isOwner)
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};
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// set to opposite to make sure it is changed
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identity.hasAuthority = !isOwner;
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identity.isOwned = !isOwner;
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NetworkClient.ApplySpawnPayload(identity, msg);
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Assert.That(identity.hasAuthority, Is.EqualTo(isOwner));
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Assert.That(identity.isOwned, Is.EqualTo(isOwner));
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}
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[Test]
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@ -135,7 +135,7 @@ public void HasNoAuthorityByDefault()
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{
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// no authority by default
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CreateNetworked(out _, out _, out EmptyBehaviour emptyBehaviour);
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Assert.That(emptyBehaviour.hasAuthority, Is.False);
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Assert.That(emptyBehaviour.isOwned, Is.False);
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}
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[Test]
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@ -649,40 +649,40 @@ public void NotifyAuthorityCallsOnStartStopAuthority()
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CreateNetworked(out GameObject _, out NetworkIdentity identity, out StartAuthorityCalledNetworkBehaviour compStart, out StopAuthorityCalledNetworkBehaviour compStop);
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// set authority from false to true, which should call OnStartAuthority
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identity.hasAuthority = true;
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identity.isOwned = true;
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identity.NotifyAuthority();
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// shouldn't be touched
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Assert.That(identity.hasAuthority, Is.True);
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Assert.That(identity.isOwned, Is.True);
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// start should be called
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Assert.That(compStart.called, Is.EqualTo(1));
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// stop shouldn't
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Assert.That(compStop.called, Is.EqualTo(0));
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|
||||
// set it to true again, should do nothing because already true
|
||||
identity.hasAuthority = true;
|
||||
identity.isOwned = true;
|
||||
identity.NotifyAuthority();
|
||||
// shouldn't be touched
|
||||
Assert.That(identity.hasAuthority, Is.True);
|
||||
Assert.That(identity.isOwned, Is.True);
|
||||
// same as before
|
||||
Assert.That(compStart.called, Is.EqualTo(1));
|
||||
// same as before
|
||||
Assert.That(compStop.called, Is.EqualTo(0));
|
||||
|
||||
// set it to false, should call OnStopAuthority
|
||||
identity.hasAuthority = false;
|
||||
identity.isOwned = false;
|
||||
identity.NotifyAuthority();
|
||||
// should be changed
|
||||
Assert.That(identity.hasAuthority, Is.False);
|
||||
Assert.That(identity.isOwned, Is.False);
|
||||
// same as before
|
||||
Assert.That(compStart.called, Is.EqualTo(1));
|
||||
// stop should be called
|
||||
Assert.That(compStop.called, Is.EqualTo(1));
|
||||
|
||||
// set it to false again, should do nothing because already false
|
||||
identity.hasAuthority = false;
|
||||
identity.isOwned = false;
|
||||
identity.NotifyAuthority();
|
||||
// shouldn't be touched
|
||||
Assert.That(identity.hasAuthority, Is.False);
|
||||
Assert.That(identity.isOwned, Is.False);
|
||||
// same as before
|
||||
Assert.That(compStart.called, Is.EqualTo(1));
|
||||
// same as before
|
||||
@ -973,7 +973,7 @@ public void Reset()
|
||||
Assert.That(identity.netId, Is.EqualTo(0));
|
||||
Assert.That(identity.connectionToClient, Is.Null);
|
||||
Assert.That(identity.connectionToServer, Is.Null);
|
||||
Assert.That(identity.hasAuthority, Is.False);
|
||||
Assert.That(identity.isOwned, Is.False);
|
||||
Assert.That(identity.observers, Is.Empty);
|
||||
}
|
||||
|
||||
|
@ -335,7 +335,7 @@ public void Destroy_HostMode_CallsOnStopAuthority()
|
||||
NetworkServer.localConnection);
|
||||
|
||||
// need to have authority for this test
|
||||
Assert.That(player.hasAuthority, Is.True);
|
||||
Assert.That(player.isOwned, Is.True);
|
||||
|
||||
// destroy and ignore 'Destroy called in Edit mode' error
|
||||
LogAssert.ignoreFailingMessages = true;
|
||||
@ -1103,11 +1103,11 @@ public void UnSpawnAndClearAuthority()
|
||||
go.SetActive(true);
|
||||
|
||||
// set authority from false to true, which should call OnStartAuthority
|
||||
identity.hasAuthority = true;
|
||||
identity.isOwned = true;
|
||||
identity.NotifyAuthority();
|
||||
|
||||
// shouldn't be touched
|
||||
Assert.That(identity.hasAuthority, Is.True);
|
||||
Assert.That(identity.isOwned, Is.True);
|
||||
// start should be called
|
||||
Assert.That(compStart.called, Is.EqualTo(1));
|
||||
// stop shouldn't
|
||||
@ -1118,7 +1118,7 @@ public void UnSpawnAndClearAuthority()
|
||||
Assert.That(identity.netId, Is.Zero);
|
||||
|
||||
// should be changed
|
||||
Assert.That(identity.hasAuthority, Is.False);
|
||||
Assert.That(identity.isOwned, Is.False);
|
||||
// same as before
|
||||
Assert.That(compStart.called, Is.EqualTo(1));
|
||||
// stop should be called
|
||||
|
Loading…
Reference in New Issue
Block a user