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NetworkBehaviourSerializeTests: don't rely on host mode anymore
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@ -144,7 +144,13 @@ public override void SetUp()
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// SyncLists are only set dirty while owner has observers.
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// need a connection.
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NetworkServer.Listen(1);
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ConnectHostClientBlockingAuthenticatedAndReady();
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ConnectClientBlockingAuthenticatedAndReady(out _);
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}
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[TearDown]
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public override void TearDown()
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{
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base.TearDown();
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}
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[Test]
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@ -152,8 +158,10 @@ public override void SetUp()
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[TestCase(false)]
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public void BehaviourWithSyncVarTest(bool initialState)
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{
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out BehaviourWithSyncVar source);
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out BehaviourWithSyncVar target);
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CreateNetworkedAndSpawn(out _, out _, out BehaviourWithSyncVar source,
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out _, out _, out _);
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CreateNetworkedAndSpawn(out _, out _, out BehaviourWithSyncVar target,
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out _, out _, out _);
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source.SyncField = 10;
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source.syncList.Add(true);
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@ -170,8 +178,10 @@ public void BehaviourWithSyncVarTest(bool initialState)
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[TestCase(false)]
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public void OverrideBehaviourFromSyncVarTest(bool initialState)
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{
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out OverrideBehaviourFromSyncVar source);
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out OverrideBehaviourFromSyncVar target);
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CreateNetworkedAndSpawn(out _, out _, out OverrideBehaviourFromSyncVar source,
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out _, out _, out _);
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CreateNetworkedAndSpawn(out _, out _, out OverrideBehaviourFromSyncVar target,
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out _, out _, out _);
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source.SyncFieldInAbstract = 12;
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source.syncListInAbstract.Add(true);
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@ -190,8 +200,10 @@ public void OverrideBehaviourFromSyncVarTest(bool initialState)
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[TestCase(false)]
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public void OverrideBehaviourWithSyncVarFromSyncVarTest(bool initialState)
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{
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out OverrideBehaviourWithSyncVarFromSyncVar source);
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out OverrideBehaviourWithSyncVarFromSyncVar target);
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CreateNetworkedAndSpawn(out _, out _, out OverrideBehaviourWithSyncVarFromSyncVar source,
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out _, out _, out _);
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CreateNetworkedAndSpawn(out _, out _, out OverrideBehaviourWithSyncVarFromSyncVar target,
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out _, out _, out _);
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source.SyncFieldInAbstract = 10;
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source.syncListInAbstract.Add(true);
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@ -219,8 +231,10 @@ public void OverrideBehaviourWithSyncVarFromSyncVarTest(bool initialState)
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[TestCase(false)]
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public void SubClassTest(bool initialState)
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{
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out SubClass source);
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out SubClass target);
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CreateNetworkedAndSpawn(out _, out _, out SubClass source,
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out _, out _, out _);
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CreateNetworkedAndSpawn(out _, out _, out SubClass target,
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out _, out _, out _);
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source.SyncFieldInAbstract = 10;
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source.syncListInAbstract.Add(true);
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@ -241,8 +255,10 @@ public void SubClassTest(bool initialState)
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[TestCase(false)]
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public void SubClassFromSyncVarTest(bool initialState)
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{
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out SubClassFromSyncVar source);
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out SubClassFromSyncVar target);
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CreateNetworkedAndSpawn(out _, out _, out SubClassFromSyncVar source,
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out _, out _, out _);
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CreateNetworkedAndSpawn(out _, out _, out SubClassFromSyncVar target,
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out _, out _, out _);
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source.SyncFieldInAbstract = 10;
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source.syncListInAbstract.Add(true);
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@ -265,8 +281,10 @@ public void SubClassFromSyncVarTest(bool initialState)
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[TestCase(false)]
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public void BehaviourWithSyncVarWithOnSerializeTest(bool initialState)
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{
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out BehaviourWithSyncVarWithOnSerialize source);
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out BehaviourWithSyncVarWithOnSerialize target);
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CreateNetworkedAndSpawn(out _, out _, out BehaviourWithSyncVarWithOnSerialize source,
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out _, out _, out _);
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CreateNetworkedAndSpawn(out _, out _, out BehaviourWithSyncVarWithOnSerialize target,
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out _, out _, out _);
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source.SyncField = 10;
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source.syncList.Add(true);
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@ -287,8 +305,10 @@ public void BehaviourWithSyncVarWithOnSerializeTest(bool initialState)
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[TestCase(false)]
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public void OverrideBehaviourFromSyncVarWithOnSerializeTest(bool initialState)
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{
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out OverrideBehaviourFromSyncVarWithOnSerialize source);
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out OverrideBehaviourFromSyncVarWithOnSerialize target);
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CreateNetworkedAndSpawn(out _, out _, out OverrideBehaviourFromSyncVarWithOnSerialize source,
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out _, out _, out _);
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CreateNetworkedAndSpawn(out _, out _, out OverrideBehaviourFromSyncVarWithOnSerialize target,
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out _, out _, out _);
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source.SyncFieldInAbstract = 12;
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source.syncListInAbstract.Add(true);
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@ -311,8 +331,10 @@ public void OverrideBehaviourFromSyncVarWithOnSerializeTest(bool initialState)
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[TestCase(false)]
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public void OverrideBehaviourWithSyncVarFromSyncVarWithOnSerializeTest(bool initialState)
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{
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out OverrideBehaviourWithSyncVarFromSyncVarWithOnSerialize source);
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CreateNetworkedAndSpawn(out GameObject _, out NetworkIdentity _, out OverrideBehaviourWithSyncVarFromSyncVarWithOnSerialize target);
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CreateNetworkedAndSpawn(out _, out _, out OverrideBehaviourWithSyncVarFromSyncVarWithOnSerialize source,
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out _, out _, out _);
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CreateNetworkedAndSpawn(out _, out _, out OverrideBehaviourWithSyncVarFromSyncVarWithOnSerialize target,
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out _, out _, out _);
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source.SyncFieldInAbstract = 10;
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source.syncListInAbstract.Add(true);
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