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Tests: CreateNetworkedAndSpawn<T,U> helper
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@ -173,6 +173,30 @@ protected void CreateNetworkedAndSpawn<T>(out GameObject go, out NetworkIdentity
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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.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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}
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}
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// create GameObject + NetworkIdentity + NetworkBehaviour & SPAWN
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// => ownerConnection can be NetworkServer.localConnection if needed.
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protected void CreateNetworkedAndSpawn<T, U>(out GameObject go, out NetworkIdentity identity, out T componentA, out U componentB, NetworkConnection ownerConnection = null)
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where T : NetworkBehaviour
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where U : NetworkBehaviour
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{
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// server & client need to be active before spawning
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Debug.Assert(NetworkClient.active, "NetworkClient needs to be active before spawning.");
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Debug.Assert(NetworkServer.active, "NetworkServer needs to be active before spawning.");
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CreateNetworked(out go, out identity, out componentA, out componentB);
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// spawn
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NetworkServer.Spawn(go, ownerConnection);
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ProcessMessages();
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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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}
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}
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// create GameObject + NetworkIdentity + NetworkBehaviour & SPAWN PLAYER.
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// create GameObject + NetworkIdentity + NetworkBehaviour & SPAWN PLAYER.
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// often times, we really need a player object for the client to receive
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// often times, we really need a player object for the client to receive
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// certain messages.
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// certain messages.
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