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MirrorTest: fix wrong authority check always throwing assert
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@ -182,6 +182,10 @@ protected void CreateNetworkedAndSpawn(
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NetworkServer.Spawn(serverGO, 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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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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// make sure the client really spawned it.
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Assert.That(NetworkClient.spawned.ContainsKey(serverIdentity.netId));
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}
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@ -235,7 +239,7 @@ 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(serverComponent.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.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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// make sure the client really spawned it.
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Assert.That(NetworkClient.spawned.ContainsKey(serverIdentity.netId));
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@ -296,8 +300,8 @@ 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(serverComponentA.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(serverComponentB.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.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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}
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// make sure the client really spawned it.
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@ -362,9 +366,9 @@ 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(serverComponentA.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(serverComponentB.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(serverComponentC.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.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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}
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// make sure the client really spawned it.
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