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https://github.com/MirrorNetworking/Mirror.git
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Fixing runtime tests (#1833)
* adding assetId to prefab * making sure NetworkManager is shutdown * removing host set up for test that doesn't need it * using OneTimeTearDown * fixing performance test
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@ -13,7 +13,9 @@ class NetworkManagerTest : NetworkManager
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public override void Awake()
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{
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transport = gameObject.AddComponent<MemoryTransport>();
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playerPrefab = new GameObject("testPlayerPrefab", typeof(NetworkIdentity));
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playerPrefab = new GameObject();
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NetworkIdentity identity = playerPrefab.AddComponent<NetworkIdentity>();
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identity.assetId = System.Guid.NewGuid();
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base.Awake();
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}
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public override void OnDestroy()
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@ -45,6 +47,16 @@ IEnumerator Disconnect()
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yield return null;
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GameObject.Destroy(manager.gameObject);
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}
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[OneTimeTearDown]
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public void OneTimeTearDown()
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{
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if (NetworkManager.singleton != null)
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{
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GameObject go = NetworkManager.singleton.gameObject;
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NetworkManager.Shutdown();
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GameObject.DestroyImmediate(go);
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}
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}
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[UnityTest]
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public IEnumerator ConnectAndDisconnectWorks()
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@ -24,6 +24,7 @@ public IEnumerator SetupHost()
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playerGO = new GameObject();
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identity = playerGO.AddComponent<NetworkIdentity>();
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identity.assetId = System.Guid.NewGuid();
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manager.playerPrefab = playerGO;
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manager.startOnHeadless = false;
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@ -5,7 +5,7 @@
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namespace Mirror.Tests.Runtime
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{
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public class NetworkManagerTests : HostSetup
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public class NetworkManagerTests
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{
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Scene activeScene;
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