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NetworkIdentityTests: ClearAllComponentsDirtyBits
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@ -1036,5 +1036,38 @@ public void ClearDirtyComponentsDirtyBits()
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// clean up
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// clean up
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GameObject.DestroyImmediate(gameObject);
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GameObject.DestroyImmediate(gameObject);
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}
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}
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[Test]
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public void ClearAllComponentsDirtyBits()
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{
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// create a networkidentity and add some components
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GameObject gameObject = new GameObject();
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NetworkIdentity identity = gameObject.AddComponent<NetworkIdentity>();
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OnStartClientTestNetworkBehaviour compA = gameObject.AddComponent<OnStartClientTestNetworkBehaviour>();
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OnStartClientTestNetworkBehaviour compB = gameObject.AddComponent<OnStartClientTestNetworkBehaviour>();
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// set syncintervals so one is always dirty, one is never dirty
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compA.syncInterval = 0;
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compB.syncInterval = Mathf.Infinity;
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// set components dirty bits
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compA.SetDirtyBit(0x0001);
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compB.SetDirtyBit(0x1001);
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Assert.That(compA.IsDirty(), Is.True); // dirty because interval reached and mask != 0
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Assert.That(compB.IsDirty(), Is.False); // not dirty because syncinterval not reached
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// call identity.ClearAllComponentsDirtyBits
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identity.ClearAllComponentsDirtyBits();
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Assert.That(compA.IsDirty(), Is.False); // should be cleared now
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Assert.That(compB.IsDirty(), Is.False); // should be cleared now
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// set compB syncinterval to 0 to check if the masks were cleared
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// (if they weren't, then it would still be dirty now)
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compB.syncInterval = 0;
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Assert.That(compB.IsDirty(), Is.False);
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// clean up
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GameObject.DestroyImmediate(gameObject);
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}
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}
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}
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}
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}
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