vis2k
35ab00f4eb
NetworkBehaviourTests: SerializeAndDeserializeObjectsAll
2020-03-07 20:42:52 +01:00
vis2k
d703072768
NetworkBehaviour.DeSerializeObjectsDelta made internal so it can be tested
2020-03-07 20:42:42 +01:00
vis2k
d5b7802ae3
NetworkBehaviourTests: SerializeAndDeserializeObjectsAll
2020-03-07 20:38:58 +01:00
vis2k
2ff53580ba
NetworkBehaviour: DeSerializeObjectsAll made internal so we can test it
2020-03-07 20:38:46 +01:00
vis2k
07530a301f
NetworkBehaviourTests: DirtyObjectBits
2020-03-07 20:31:30 +01:00
vis2k
a4e0b32713
NetworkBehaviour.DirtyObjectBits made internal so it can be tested
2020-03-07 20:31:19 +01:00
vis2k
f12048a5c8
NetworkBehaviourTests: ClearAllDirtyBitsClearsSyncObjectsDirtyBits
2020-03-07 20:21:06 +01:00
vis2k
81c86d3d80
NetworkBehaviourTests: ClearAllDirtyBitsClearsSyncVarDirtyBits
2020-03-07 20:15:57 +01:00
vis2k
258d3bed02
NetworkBehaviourTests: GetSyncVarNetworkIdentityOnClientNull
2020-03-07 18:57:06 +01:00
vis2k
29035aaa7e
NetworkBehaviourTests: GetSyncVarNetworkIdentityOnClient
2020-03-07 18:56:54 +01:00
vis2k
c84cbe38de
NetworkBehaviourTests: GetSyncVarNetworkIdentityOnServerNull
2020-03-07 18:56:45 +01:00
vis2k
ed71ab0824
NetworkBehaviourTests: GetSyncVarNetworkIdentityOnServer
2020-03-07 18:56:34 +01:00
vis2k
b81a48ff36
NetworkBehaviourTests: SetSyncVarNetworkIdentityZeroNetId
2020-03-07 18:54:04 +01:00
vis2k
abcecf1eaf
NetworkBehaviourTests: SetSyncVarNetworkIdentityNull
2020-03-07 18:53:56 +01:00
vis2k
356a054109
NetworkBehaviourTests: SetSyncVarNetworkIdentityWithValidObject
2020-03-07 18:53:47 +01:00
vis2k
006d3d5660
NetworkBehaviourTests: GetSyncVarGameObjectOnClientNull
2020-03-07 18:36:47 +01:00
vis2k
01a16581b3
NetworkIdentityTests: GetSyncVarGameObjectOnClient
2020-03-07 18:35:26 +01:00
vis2k
8acdd76699
NetworkBehaviourTests: GetSyncVarGameObjectOnServerNull
2020-03-07 18:31:28 +01:00
vis2k
c6c1a36559
NetworkBehaviourTests: GetSyncVarGameObjectOnServer
2020-03-07 18:29:54 +01:00
vis2k
f51e587c67
remove old empty Telepathy.dll + meta file. This causes a confusing 'failed to parse meta file' warning in Unity 2019.3, and we don't need it anymore anyway. UNET never had Telepathy.
2020-03-07 18:02:44 +01:00
vis2k
7006313aad
NetworkBehaviourTests: SetSyncVarGameObjectZeroNetId
2020-03-07 18:00:12 +01:00
vis2k
9ff2a60e7a
NetworkBehaviourTests: SetSyncVarGameObjectWithoutNetworkIdentity
2020-03-07 17:57:04 +01:00
vis2k
be422c9fda
NetworkBehavourTests: SetSyncVarGameObjectNull
2020-03-07 17:40:45 +01:00
vis2k
ab8da21853
tests: syncInterval 0 for isdirty to work
2020-03-07 17:40:37 +01:00
vis2k
87eecc5d3f
clean up too
2020-03-07 17:38:16 +01:00
vis2k
971a499a82
NetworkBehaviourTests: SetSyncVarGameObjectWithValidObject
2020-03-07 17:36:42 +01:00
vis2k
9687168ea4
NetworkBehaviourTests: SyncVarNetworkIdentityEqualUnspawnedIdentityZeroNetIdIsTrue
2020-03-07 14:55:22 +01:00
vis2k
e4e540c602
NetworkBehaviourTests: SyncVarNetworkIdentityEqualUnspawnedIdentity
2020-03-07 14:55:20 +01:00
vis2k
a9f83bb8bc
NetworkBehaviourTests: SyncVarNetworkIdentityEqualValidIdentityWithSameNetId
2020-03-07 14:55:18 +01:00
vis2k
1408e8de42
NetworkBehaviourTests: SyncVarNetworkIdentityEqualValidIdentityWithDifferentNetId
2020-03-07 14:55:16 +01:00
vis2k
c9a3a0dceb
NetworkBehaviourTests: SyncVarNetworkIdentityEqualNull
2020-03-07 14:55:14 +01:00
vis2k
f9c9e140f5
NetworkBehaviourTests: SyncVarNetworkIdentityEqualZeroNetIdNullIsTrue
2020-03-07 14:55:11 +01:00
vis2k
cdf86ee3c8
NetworkBehaviour.SyncVarNetworkIdentityEqual made internal so it can be tested. will be made static soon anyway.
2020-03-07 14:55:09 +01:00
vis2k
a67db0df86
NetworkBehaviourTests: SyncVarGameObjectEqualUnspawnedGOZeroNetIdIsTrue
2020-03-07 14:45:54 +01:00
vis2k
b400f4a04a
NetworkBehaviourTests: SyncVarGameObjectEqualUnspawnedGO
2020-03-07 14:45:51 +01:00
vis2k
5506503da4
NetworkBehaviourTests: SyncVarGameObjectEqualValidGOWithSameNetId
2020-03-07 14:45:49 +01:00
vis2k
a3ae46f8f4
NetworkBehaviourTests: SyncVarGameObjectEqualValidGOWithDifferentNetId
2020-03-07 14:45:47 +01:00
vis2k
46a13a2c2a
NetworkBehaviourTests: SyncVarGameObjectEqualZeroNetIdAndGOWithoutIdentityComponentIsTrue
2020-03-07 14:45:45 +01:00
vis2k
8edad03328
NetworkBehaviourTests: SyncVarGameObjectEqualZeroNetIdNull
2020-03-07 14:45:43 +01:00
vis2k
08f426970a
NetworkBehaviourTests: SyncVarGameObjectEqualWithoutIdentityComponent
2020-03-07 14:45:41 +01:00
vis2k
949ce8288c
NetworkBehaviourTests: SyncVarGameObjectEqualNull
2020-03-07 14:45:39 +01:00
vis2k
fa707832a9
NetworkBehaviour.SyncVarGameObjectEqual made internal so we can test it. We will make this static soon anyway.
2020-03-07 14:45:37 +01:00
vis2k
7c4ea0d08b
NetworkBehaviour.GetRpcHandler renamed to GetDelegate
2020-03-07 14:01:57 +01:00
vis2k
bf1ac3279b
improve previous test
2020-03-07 13:58:52 +01:00
vis2k
3acdd97fee
NetworkBehaviourTests: GetRpcHandler
2020-03-07 13:56:09 +01:00
vis2k
cdd7055b66
clean up last test too
2020-03-07 13:50:45 +01:00
vis2k
00ef376f2d
NetworkBehaviourTests: RegisterDelegate improved
2020-03-07 13:48:20 +01:00
vis2k
f22188ff0b
NetworkBehaviourTests: RegisterDelegateDoesntOverwrite
2020-03-07 13:43:35 +01:00
vis2k
7071794e46
NetworkBehaviour.InvokeDelegate: fix error message saying the same function twice instead of the new function
2020-03-07 13:43:27 +01:00
vis2k
88640c9d89
NetworkBehaviour.RegisterDelegate: improve syntax
2020-03-07 13:43:00 +01:00
vis2k
ab1211b287
NetworkBehaviourTests: InvokeSyncEvent
2020-03-06 16:29:23 +01:00
vis2k
05c2a13e02
NetworkBehaviourTests: SendEventInternal
2020-03-06 16:27:46 +01:00
vis2k
8e9bcac4f6
NetworkBehaviourTests: InvokeRPC
2020-03-06 10:41:48 +01:00
vis2k
3c4b2fd9d8
NetworkBehaviourTests: SendTargetRPCInternal
2020-03-06 10:39:07 +01:00
vis2k
7656a833c9
NetworkBehaviourTests: SendRPCInternal
2020-03-06 09:52:15 +01:00
vis2k
644626294b
NetworkBehaviourTests: InvokeCommand
2020-03-05 21:45:24 +01:00
vis2k
92835cfc12
NetworkBehaviourTests: clear up delegates
2020-03-05 21:43:37 +01:00
vis2k
342f5b8b98
NetworkBehaviourTests: SendCommandInternal
2020-03-05 21:43:31 +01:00
vis2k
85dab627ef
NetworkIdentityTests: clear up delegates
2020-03-05 21:43:14 +01:00
vis2k
b91ed1aead
NetworkServerTests: clear up delegates
2020-03-05 21:43:10 +01:00
vis2k
1bdd6a80b2
NetworkBehaviourTests: SendCommandInternal improved
2020-03-05 16:01:42 +01:00
vis2k
faa78493b9
NetworkBehaviourTests: SendCommandInternal
2020-03-05 15:47:26 +01:00
vis2k
b330a9c6b3
accidentally merged this one
2020-03-05 14:31:12 +01:00
vis2k
e37e2ff2fc
NetworkBehaviourTests: InitSyncObject
2020-03-05 13:42:45 +01:00
vis2k
cdea476212
NetworkBehaviourTests: HookGuard
2020-03-05 13:40:26 +01:00
vis2k
c4060df00b
NetworkBehaviourTests: OnCheckObserverTrueByDefault
2020-03-05 13:26:24 +01:00
vis2k
43909bb40e
NetworkBehaviourTests: ComponentIndex
2020-03-05 13:20:31 +01:00
vis2k
eb977896f8
NetworkIdentityTests: HasIdentitysConnectionToClient
2020-03-05 12:59:04 +01:00
vis2k
892215cfe3
NetworkIdentityTests: HasIdentitysConnectionToServer
2020-03-05 12:58:55 +01:00
vis2k
d396857148
NetworkBehaviourTests: HasIdentitysNetId
2020-03-05 12:42:03 +01:00
vis2k
6fffb051d1
NetworkBehaviourTests: HasNoAuthorityByDefault
2020-03-05 12:24:39 +01:00
vis2k
f326520d31
NetworkBehvaviourTests: simplify
2020-03-05 12:21:29 +01:00
vis2k
be6696032f
NetworkIdentityTests: IsClientOnly
2020-03-05 12:19:48 +01:00
vis2k
8f9064a923
NetworkBehaviourTests: IsServerOnly
2020-03-05 10:09:08 +01:00
vis2k
15915f573e
NetworkBehaviourTests preparations
2020-03-04 23:54:22 +01:00
vis2k
1d120a9d80
NetworkIdentity.RebuildObserver: move observers code above host visibility code
2020-03-04 18:38:17 +01:00
vis2k
d9ea5fdcf2
NetworkIdentityTests: RebuildObserversReturnsIfNull
2020-03-04 17:21:56 +01:00
vis2k
37e783f625
NetworkIdentityTests: RebuildObserversAddRemoveAndVisListTest that tests a full add/remove observers workflow
2020-03-04 17:17:21 +01:00
vis2k
0093a2cfe1
NetworkConnection.visList made internal so we can test RebuildObservers fully. It's a complex function and we need to be 100% sure that visList behaviour is correct.
2020-03-04 17:16:59 +01:00
vis2k
290561167d
NetworkIdentityTests: RebuildObserversAddsReadyComponentConnectionsIfImplemented
2020-03-04 14:55:34 +01:00
vis2k
a5f495a774
fix: NetworkIdentity.RebuildObservers: added missing null check for observers coming from components that implement OnRebuildObservers. Previously this caused a NullReferenceException.
2020-03-04 14:55:27 +01:00
vis2k
26c0c03fd8
NetworkIdentityTests: RebuildObserversSetsHostVisibility
2020-03-04 14:34:07 +01:00
vis2k
1ddb9ae075
add comment
2020-03-04 13:21:18 +01:00
vis2k
0f110eb4b7
NetworkIdentity.RebuildObservers: put conn null/ready checks into one line
2020-03-04 13:20:39 +01:00
vis2k
4ba456439a
NetworkIdentity.RebuildObservers: improve comments to explain what happens
2020-03-04 13:15:56 +01:00
vis2k
dbfd1830d3
NetworkIdentity.RebuildObservers: syntax improved
2020-03-04 13:14:26 +01:00
vis2k
1133fe4e25
forgot to remove comment
2020-03-04 09:23:23 +01:00
vis2k
8e6f5ba89c
NetworkIdentityTests: RebuildObserversDoesNotAddServerConnectionsIfImplemented
2020-03-04 09:22:04 +01:00
vis2k
9c09c26a5c
fix: SendToObservers missing result variable
2020-03-04 09:20:28 +01:00
vis2k
66d858e631
NetworkIdentityTests: RebuildObserversAddsReadyServerConnectionsIfNotImplemented
2020-03-04 09:17:47 +01:00
Paul Pacheco
9c81c9b2eb
refactor: SendToObserver returns void ( #1539 )
...
We calculate a bool out of SendToObserver, but it is not clear what it is
and we don't use the result at all. So just simplify things.
2020-03-04 08:52:17 +01:00
vis2k
549c729a07
NetworkIdentityTests: AddAllReadyServerConnectionsToObservers
2020-03-03 23:43:20 +01:00
vis2k
a5602011dd
rename to be 100% obvious
2020-03-03 23:31:44 +01:00
vis2k
66d3e8ddf7
NetworkIdentity.RebuildObservers code split into AddAllServerConnectionsToObservers helper function
2020-03-03 23:29:47 +01:00
vis2k
d6a93275f9
NetworkIdentity.RebuildObservers: result renamed to rebuildOverwritten because that's what it's for
2020-03-03 23:22:49 +01:00
vis2k
6eedd2405c
NetworkIdentity.GetNewObservers: result renamed to rebuildOverwritten because that's what it's for
2020-03-03 23:22:37 +01:00
vis2k
15a47ca19c
NetworkIdentityTests: RebuildObserversOnlyAddsOwnPlayerIfReady
2020-03-03 23:05:41 +01:00
vis2k
3e8c6089b0
NetworkIdentityTests: RebuildObserversAddsOwnReadyPlayer
2020-03-03 23:05:41 +01:00
Paul Pacheco
60226797ac
tests: Fix tests
...
CI/CD pipeline runs in headless mode, so this check is invalid
2020-03-03 15:43:25 -06:00
Paul Pacheco
108c83a43a
refactor: use NUnit idiomatic constraints
...
Why?
Suppose you have this:
```cs
Assert.That(manager.networkAddress == "localhost");
```
and suppose it fails, it will give you:
"Expected True, but got False"
which does not give you anything useful.
Suppose you have this instead:
```cs
Assert.That(manager.networkAddress, Is.EqualTo("localhost"));
```
Suppose it fails, now it will give you a much more useful error message:
"Expected 'localhost' but got 'xxxxx'"
It makes debugging tests a lot easier.
2020-03-03 15:39:25 -06:00
vis2k
fb9c55bf6e
NetworkIdentityTests cleaned up
2020-03-03 22:37:13 +01:00
vis2k
b2a094930f
syntax
2020-03-03 22:27:27 +01:00
vis2k
a302306dd1
NetworkIdentityTests: GetNewObserversFalseIfNoComponents test
2020-03-03 22:24:13 +01:00
vis2k
102484b811
NetworkIdentityTests: GetNewObserversClearsHashSet test
2020-03-03 22:24:13 +01:00
vis2k
260ca9a491
NetworkIdentityTests: GetNewObservers test
2020-03-03 22:24:13 +01:00
vis2k
01f5fb4a94
NetworkIdentity.RebuildObservers: GetNewObservers code split into separate function
2020-03-03 22:24:13 +01:00
Paul Pacheco
e00e8195bb
Simplify
2020-03-03 10:40:57 -06:00
vis2k
4bc1c3eb20
NetworkIdentityTests HandleEvent tests invalid component index / function hash too
2020-03-03 13:19:09 +01:00
vis2k
bbcc3599ef
NetworkIdentityTests HandleRpc tests invalid component index / function hash too
2020-03-03 13:19:03 +01:00
vis2k
b9dab2ca7a
NetworkIdentityTests HandleCommand tests invalid component index / function hash too
2020-03-03 13:18:55 +01:00
vis2k
ea54890dca
NetworkIdentityTests: HandleCommand/Rpc/SyncEvent tests improved
2020-03-03 13:15:54 +01:00
vis2k
6cdb9a3d8b
NetworkIdentityTests: HandleSyncEvent
2020-03-03 13:08:58 +01:00
vis2k
0f362ec1cf
NetworkIdentityTests: HandleRPC
2020-03-03 13:06:20 +01:00
vis2k
598766764c
typo
2020-03-03 13:03:25 +01:00
vis2k
0b257fbd3a
NetworkIdentityTests: HandleCommand
2020-03-03 13:02:44 +01:00
vis2k
bd9747e735
NetworkReader/WriterTest: benchmark doesn't need to run each time, takes at least 6s together.
2020-03-03 12:15:07 +01:00
uwee
67462553fb
test add NetworkManagerTests ( #1537 )
...
* test add NetworkManagerTests
not complete and 1 does not reliably work
* fix broken client test
* remove incomplete test for NG
* added more state checking
* shutdown state test
* add startposition tests
2020-03-03 09:28:28 +01:00
Lymdun
ca166bd95f
Improve LocalConnectionTest ( #1538 )
2020-03-02 22:41:27 +01:00
vis2k
e9d4f04da5
typo
2020-03-02 15:55:01 +01:00
vis2k
7df6e79b61
NetworkIdentityTests: AssignAndRemoveClientAuthority improved
2020-03-02 15:54:47 +01:00
vis2k
4b6affb523
NetworkIdentityTests: AssignAndRemoveClientAuthority test improved
2020-03-02 15:50:32 +01:00
vis2k
eb958ae182
NetworkIdentity.AssignClientAuthority: null check first. more obvious error message and easier to test.
2020-03-02 15:50:13 +01:00
vis2k
66a9127b96
NetworkIdentityTests: AssignAndRemoveClientAuthority
2020-03-02 15:40:26 +01:00
vis2k
9c8d6f3cb1
NetworkIdentityTests: ServerUpdate
2020-03-02 13:28:10 +01:00
vis2k
97a5a1211d
add comment
2020-03-02 12:13:23 +01:00
vis2k
b787274732
forgot to save
2020-03-02 12:07:56 +01:00
vis2k
5a1bfdf1a4
NetworkIdentity.MirrorUpdate renamed to ServerUpdate because that's what it does
2020-03-02 12:06:12 +01:00
vis2k
de4a7107a6
NetworkIdentityTests: Reset
2020-03-02 11:44:36 +01:00
vis2k
e43ed3e09d
NetworkIdentityTests: ClearAllComponentsDirtyBits
2020-03-02 11:14:27 +01:00
vis2k
f9fdca3598
NetworkIdentityTests: ClearDirtyComponentsDirtyBits test improved
2020-03-02 11:09:16 +01:00
vis2k
eac93e1a27
NetworkIdentityTests: ClearDirtyComponentsDirtyBits
2020-03-02 11:07:07 +01:00
uwee
df430e1bfc
Test coverage for NetworkTransformChild ( #1536 )
...
* Test coverage for NetworkTransformChild
* add missing meta file
* applied codacy suggestions
2020-03-02 09:44:39 +01:00
uwee
05a44b9c6f
adds missing addplayertest ( #1530 )
...
* adds missing addplayertest
code is set to depreciate but should still be covered until then.
* remove json file from commit
opps
* updated to include suggestions from Codacy
2020-03-02 09:43:10 +01:00
Paul Pacheco
22636c9a6c
Disable telepathy tests until they are fixed ( #1534 )
2020-03-02 09:40:04 +01:00
vis2k
65645dd266
NetworkIdentity: AssignClientAuthority moved above RemoveClientAuthority
2020-03-01 12:05:46 +01:00
vis2k
508e253bb1
NetworkIdentityTests: AddObserver
2020-03-01 12:02:25 +01:00
vis2k
8cd50cf9f2
NetworkIdentityTests: make sure that calling OnStartClient twice will return early
2020-03-01 11:54:23 +01:00
vis2k
90cece63dc
NetworkIdentityTests: ClearObservers
2020-03-01 11:54:02 +01:00
vis2k
d9036a6a79
CustomAttributeTests: use channels enum
2020-03-01 11:41:25 +01:00
uwee
b440130647
adds test coverage for CustomAttribute ( #1531 )
2020-03-01 11:13:48 +01:00
vis2k
3bc38d8938
copy paste error
2020-02-28 16:56:38 +01:00
vis2k
4357752f91
NetworkIdentityTests: OnNetworkDestroy
2020-02-28 16:55:22 +01:00
vis2k
6b35bf0133
NetworkIdentity.OnNetworkDestroy moved upwards and catches exceptions now too
2020-02-28 16:55:14 +01:00
vis2k
62c5cf4b14
fix error log
2020-02-28 16:54:55 +01:00
vis2k
5ed5f84409
fix: NetworkIdentity.OnStartLocalPlayer catches exceptions now too. fixes a potential bug where an exception in PlayerInventory.OnStartLocalPlayer would cause PlayerEquipment.OnStartLocalPlayer to not be called
2020-02-28 16:33:59 +01:00
vis2k
4926bb818a
add comments
2020-02-28 16:32:48 +01:00
vis2k
fc7d2e8df6
NetworkIdentity: OnStartLocalPlayer moved next to OnStartClient
2020-02-28 16:31:39 +01:00
vis2k
1c356bff44
NetworkIdentity: remove redundant OnUpdateVars function
2020-02-28 16:26:05 +01:00
vis2k
782848094b
NetworkIdentityTests: OnStartLocalPlayer
2020-02-28 16:23:14 +01:00
vis2k
bbaad910f7
NetworkIdentityTests: OnDeserializeSafelyShouldDetectAndHandleDeSerializationMismatch
2020-02-28 16:10:48 +01:00
vis2k
fe7c1c7f50
improve previous test
2020-02-28 15:43:01 +01:00
vis2k
0df42ebf75
NetworkIdentityTests: OnSerializeAllSafelyShouldDetectTooManyComponents
2020-02-28 15:41:34 +01:00
vis2k
bfe09ab141
NetworkIdentityTests: OnSerializeAndDeserializeAllSafely
2020-02-28 15:35:37 +01:00
vis2k
a5269b4261
NetworkIdentityTests: OnCheckObserver
2020-02-28 11:58:51 +01:00
vis2k
f21b80b8b0
NetworkIdentityTests: OnSetHostVisibilityCallsComponentsAndCatchesExceptions
2020-02-27 10:23:44 +01:00
vis2k
cd4e39729e
NetworkIdentityTests: NotifyAuthorityCallsOnStartStopAuthority
2020-02-27 10:19:16 +01:00
vis2k
44addfa336
NetworkIdentityTests: rename
2020-02-27 10:10:54 +01:00
vis2k
47b1aa7400
NetworkIdentityTests: OnStopAuthorityComponentExceptionIsCaught
2020-02-27 10:10:07 +01:00
vis2k
b62487cf87
NetworkIdentity.OnStopAuthority made internal for consistency with OnStartServer/OnStartClient, and so that we can test it
2020-02-27 10:08:45 +01:00
vis2k
e87c1d6a26
add comments
2020-02-27 10:08:36 +01:00
vis2k
85aae6482d
NetworkIdentityTests: OnStartAuthorityComponentExceptionIsCaught
2020-02-27 10:06:56 +01:00
vis2k
0965283c53
NetworkIdentity.OnStartAuthority made internal for consistency with OnStartServer/OnStartClient, and so that we can test it
2020-02-27 10:06:46 +01:00
vis2k
6183cae611
NetworkIdentityTests: OnStartClient test makes sure that OnStartClient was called exactly once
2020-02-27 10:05:07 +01:00
vis2k
f6c8e0e89e
NetworkIdentityTests: OnStartServer test makes sure that OnStartServer was called exactly once
2020-02-27 10:04:58 +01:00
vis2k
617bd0a175
NetworkIdentity.OnStartClient: added comment
2020-02-27 09:53:24 +01:00
vis2k
53499f031f
NetworkIdentityTests: OnStartClientComponentExceptionIsCaught
2020-02-27 09:53:24 +01:00
Paul Pacheco
59faa81926
fix: build in IL2CPP ( #1524 )
...
The weaver generated code now builds properly under IL2CPP
fixes #1519
fixes #1520
2020-02-26 18:02:14 -06:00
vis2k
ae451e6fe0
NetworkIdentityTests: OnStartServerInHostModeSetsIsClientTrue to make sure that isClient is true in OnStartServer if in host mode. we fixed the bug recently, now we have a test too
2020-02-26 22:08:47 +01:00
vis2k
6f3c286a62
Tests: MemoryTransport for easier testing
2020-02-26 21:56:55 +01:00
vis2k
89859c9fd4
NetworkIdentityTests: OnStartServerComponentExceptionIsCaught
2020-02-26 20:01:21 +01:00
vis2k
1b624f12e0
add comment
2020-02-26 19:55:27 +01:00
vis2k
42c0128f18
NetworkIdentityTests: OnValidateSetupIDsSetsEmptyAssetIDForSceneObject
2020-02-26 19:42:01 +01:00
vis2k
a0f798f65f
NetworkIdentityTests: SetSceneIdSceneHashPartInternal
2020-02-26 19:34:35 +01:00
vis2k
12d2c68301
NetworkIdentityTest: make sure that it's added to sceneId dict too
2020-02-26 19:25:20 +01:00
vis2k
8ca4deb61d
NetworkIdentityTests: AssignSceneID
2020-02-26 19:23:32 +01:00
vis2k
4b430d98f7
NetworkIdentityTests: RemoveObserverInternal
2020-02-26 19:12:34 +01:00
vis2k
4d2c81e12e
NetworkIdentityTests: SetClientOwner test to make sure the previous commit's bug doesn't happen again
2020-02-26 18:30:55 +01:00
vis2k
548db52fdf
fix: NetworkIdentity.SetClientOwner: overwriting the owner was still possible even though it shouldn't be. all caller functions double check and return early if it already has an owner, so we should do the same here.
2020-02-26 18:30:30 +01:00
vis2k
1a9625ee4a
NetworkIdentity.SetClientOwner: improve error message
2020-02-26 18:28:57 +01:00
vis2k
4269cfe43c
NetworkIdentityTests: cleanup spawned dict too
2020-02-26 18:19:11 +01:00
vis2k
ebe12b6cdb
NetworkIdentityTest: GetSetAssetId
2020-02-26 18:15:14 +01:00
vis2k
22ee387470
NetworkIdentityTests: proper GameObject cleanup
2020-02-26 18:12:45 +01:00
vis2k
66776a744d
NetworkServer.UnSpawn test
2020-02-26 17:40:07 +01:00
vis2k
29fe487954
NetworkIdentity.IsMarkedForReset helper function to check reset state
2020-02-26 17:39:57 +01:00
vis2k
8a05826ca4
NetworkServerTest.SpawnObject: make sure that it doesn't touch non-scene-objects
2020-02-26 17:30:19 +01:00
vis2k
708d7838d6
NetworkServerTest: SpawnObjects
2020-02-26 17:20:35 +01:00
vis2k
d4d524dad2
fix: NetworkServer.SpawnObjects: return false if server isn't running
2020-02-26 17:16:38 +01:00
vis2k
cdfc1752f2
NetworkServerTest: ValidateSceneObject
2020-02-26 17:08:36 +01:00
vis2k
e409ed8f48
NetworkServer.ValidateSceneObject made internal so it can be tested and reused if needed
2020-02-26 17:01:31 +01:00
vis2k
1be758b12b
syntax
2020-02-26 17:01:10 +01:00
vis2k
c8fbea387d
update comment
2020-02-26 16:57:09 +01:00
vis2k
bba4ebd154
NetworkServerTest: CommandTest tries invalid netid and command without authority too
2020-02-26 10:27:36 +01:00
vis2k
038e3c1969
NetworkServerTest: HideForConnection
2020-02-26 10:14:42 +01:00
vis2k
9bdfb676e3
NetworkServerTest: ShowForConnection
2020-02-26 10:11:00 +01:00
vis2k
5cdf02b258
NetworkServerTest: GetNetworkIdentity
2020-02-25 22:25:47 +01:00
vis2k
67a2a85cb9
NetworkServer.GetNetworkIdentity made internal so it can be tested and reused in other places if needed
2020-02-25 22:25:39 +01:00
vis2k
e7c9dc4f6e
NetworkServerTest: SendToClientOfPlayer
2020-02-25 22:13:58 +01:00
vis2k
c2afc05692
NetworkServerTest: RegisterUnregisterClearHandlerTest
2020-02-25 22:07:44 +01:00
vis2k
212af3fc9d
NetworkServerTest: RegisterHandlerTest
2020-02-25 22:01:48 +01:00
vis2k
d4f21c0818
remove unused var
2020-02-25 11:53:04 +01:00
vis2k
48bdc68906
NetworkServerTest: SendToAllTest
2020-02-25 11:35:15 +01:00
vis2k
4596b19dd9
fix: SendToReady sends to that exact connection if it is detected as local connection, instead of falling back to the .localConnection field which might be something completely different.
2020-02-25 11:14:26 +01:00
vis2k
4b90aafe12
fix: SendToAll sends to that exact connection if it is detected as local connection, instead of falling back to the .localConnection field which might be something completely different.
2020-02-25 11:13:59 +01:00
vis2k
4267983139
fix: SendToObservers sends to that exact connection if it is detected as local connection, instead of falling back to the .localConnection field which might be something completely different.
2020-02-25 11:13:38 +01:00
vis2k
a497803de0
NetworkServerTests: use call counts instead of bools to make sure that it's called exactly once
2020-02-25 11:00:35 +01:00
vis2k
69bb1574f0
NetworkServerTest: ActivateHostSceneCallsOnStartClient
2020-02-25 10:36:40 +01:00
vis2k
f378333000
NetworkServer.ActivateLocalClientScene renamed to ActivateHostScene because that's what it really does. It does NOT do something for every local client on a client. Only for a host.
2020-02-25 10:31:30 +01:00
vis2k
5efaa4af1a
CommandMessageCallsCommandTest: use two components to make sure that the correct one is used by the command
2020-02-24 15:44:05 +01:00
vis2k
1315bd3dde
CommandMessageCallsCommandTest: proper usage of weaver generated command code (static!)
2020-02-24 15:40:06 +01:00
vis2k
6d2b4eb102
remove comment
2020-02-24 15:37:31 +01:00
vis2k
e6b12133d1
remove comment
2020-02-24 15:35:46 +01:00
vis2k
3eb1e8968c
add comment
2020-02-24 15:35:16 +01:00
vis2k
02c31d0805
NetworkServerTest: CommandMessageCallsCommandTest to run a full command through our pipeline
2020-02-24 15:31:53 +01:00
vis2k
e9c6f6f2a9
NetworkBehaviour.GetMethodHash made internal for tests
2020-02-24 15:31:53 +01:00
vis2k
e6cd2e2280
NetworkBehaviour.RegisterRpc/Command/EventDelegate made public for tests. internal won't work because they are called from outside assemblies like NetworkTransform. protected won't work because then we can't test them from the outside.
2020-02-24 15:31:53 +01:00
vis2k
31af385a70
NetworkBehaviour.ClearDelegates added for tests
2020-02-24 15:31:53 +01:00
vis2k
215e973903
NetworkServerTest: ReadyMessageSetsClientReadyTest
2020-02-24 14:46:58 +01:00
vis2k
dc29106370
NetworkServerTest.TearDown rests state
2020-02-24 14:32:41 +01:00
vis2k
ea0b20636b
NetworkServerTest: SetAllClientsNotReadyTest
2020-02-24 14:31:30 +01:00
vis2k
012c053597
NetworkServerTest: SetClientReadyAndNotReadyTest
2020-02-24 11:26:19 +01:00
vis2k
3bd947a973
NetworkServerTest: OnDataReceivedInvalidConnectionIdTest
2020-02-24 11:17:53 +01:00
vis2k
e49f4e0aff
NetworkServerTest: OnDataReceivedTest
2020-02-24 11:14:11 +01:00
vis2k
ad0d20144a
NetworkServerTests: ConnectDuplicateConnectionIdsTest
2020-02-24 10:51:04 +01:00
vis2k
9c325abbd8
NetworkServerTests: OnConnectedOnlyAllowsGreaterZeroConnectionIdsTest
2020-02-24 10:48:39 +01:00
vis2k
47a4ac7ff7
NetworkServerTest: SetLocalConnectionTest checks overwrite too
2020-02-24 10:43:19 +01:00
Paul Pacheco
f0a993c106
fix: properly detect NT rotation ( #1516 )
2020-02-23 20:46:06 +01:00
MrGadget
8417465413
Make StartHost Not virtual ( #1513 )
2020-02-23 14:40:06 +01:00
vis2k
1cce3164b9
NetworkServerTest: DisconnectAllTest
2020-02-23 11:43:08 +01:00
vis2k
357ad0ffb6
add comment
2020-02-23 11:40:47 +01:00
vis2k
a57a46764e
NetworkServerTest: DisconnectAllConnectionsTest
2020-02-23 11:40:01 +01:00
vis2k
fe1b158b22
NetworkServerTest: RemoveLocalConnectionTest
2020-02-23 11:36:14 +01:00
vis2k
ad0442be02
NetworkServerTest: RemoveConenctionTest
2020-02-23 11:30:58 +01:00
vis2k
8b16c7c343
NetworkServerTest: AddConnectionTest tests duplicate too
2020-02-23 11:29:08 +01:00
vis2k
12faf65d18
NetworkServerTest: AddConnectionTest
2020-02-23 11:25:20 +01:00
vis2k
a0d6a02a99
NetworkServer.Reset made obsolete
2020-02-23 11:20:42 +01:00
vis2k
5de22d2ff2
NetworkServerTests: ShutdownCleanupTest improved
2020-02-23 11:18:54 +01:00
vis2k
45ba9a9939
syntax
2020-02-23 11:17:40 +01:00
vis2k
7b6f1326eb
NetworkServertest: LocalClientActiveTest
2020-02-23 11:17:17 +01:00
vis2k
1e198e4bcc
remove unnecessary assert
2020-02-23 11:16:05 +01:00
vis2k
7333cc8f46
NetworkServerTest: SetLocalConnectionTest
2020-02-23 11:15:03 +01:00
vis2k
ec23c1fc58
NetworkServerTests: ShutdownCleanupTest
2020-02-23 11:13:11 +01:00
vis2k
ab98846566
NetworkServerTest: ConnectionsDictTest
2020-02-23 11:06:35 +01:00
vis2k
933ce4a3d5
NetworkServerTests: DisconnectMessageHandlerTest
2020-02-23 11:02:05 +01:00
vis2k
77929e9aa0
NetworkServerTests: ConnectMessageHandlerTest
2020-02-23 11:00:16 +01:00
vis2k
b1ff0757ee
NetworkServerTest: MaxConnectionsTest
2020-02-23 10:58:07 +01:00
vis2k
f750d77a8c
NetworkServerTests: IsActiveTest
2020-02-23 10:19:38 +01:00
Chris Langsenkamp
e1d1d41ed6
fix: Room example to use new override
2020-02-23 02:43:53 -05:00
Chris Langsenkamp
b5dfcf45bc
feat: Added NetworkConnection to OnRoomServerSceneLoadedForPlayer
2020-02-22 18:46:47 -05:00
Chris Langsenkamp
b39b4ffc62
Removed extraneous blank line
2020-02-22 17:40:58 -05:00
MrGadget
f53b12b2f7
feat: Cosmetic Enhancement of Network Manager ( #1512 )
...
* Cosmetic enhancement to Network Manager
* Removed region block
2020-02-22 20:25:46 +01:00
Chris Langsenkamp
8487be877d
Added missing blank line
2020-02-20 19:45:27 -05:00
MrGadget
8bf6690312
Remove Redundant Set of mode = Offline ( #1510 )
...
* Remove redundant code
* Removed blank line
2020-02-20 19:19:28 +01:00
MrGadget
b33515ba8f
Rearranged StartHost methods ( #1506 )
...
* Rearranged StartHost methods
* Added braces
* Moved and added comments.
* moved finishStartHostPending per Vis2k request
2020-02-20 12:58:58 +01:00
MrGadget
b8bcd9ad25
fix: Add missing channelId to NetworkConnectionToClient.Send calls ( #1509 )
...
* fix: Add missing channelId to NetworkConnectionToClient.Send calls
* Updated ChangeLog
* Added braces
* Found one more
2020-02-20 09:51:03 +01:00
MrGadget
61fdd892d9
fix: return & continue on separate line ( #1504 )
...
* fix: return & continue on separate line
* Update Assets/Mirror/Runtime/Transport/Telepathy/Server.cs
2020-02-17 16:48:41 +01:00
MrGadget
ecc0659b87
feat: Check for client authority in NetworkAnimator Cmd's ( #1501 )
2020-02-15 16:18:01 +01:00
MrGadget
8b359ff6d0
feat: Check for client authority in CmdClientToServerSync ( #1500 )
2020-02-15 08:33:14 +01:00
MrGadget
7bb80e3b79
feat: NetworkSceneChecker use Scene instead of string name ( #1496 )
...
* NetworkSceneChecker use Scene instead of string name
* Added comment
2020-02-15 08:32:34 +01:00
MrGadget
4c4a52bff9
fix: Host Player Ready Race Condition ( #1498 )
2020-02-15 08:32:12 +01:00
Chris Langsenkamp
1662c5a139
fix: Fixed NetworkRoomManager Template
2020-02-14 00:45:04 -05:00
Chris Langsenkamp
853e5ab7d7
Simplified Additive example code
2020-02-12 20:09:37 -05:00
Chris Langsenkamp
e467921377
fixed obsolete comment
2020-02-11 11:55:22 -05:00
Chris Langsenkamp
79708d94a2
breaking: bump version to 10
2020-02-11 09:39:06 -05:00
MrGadget
0e80e1996f
feat: Block Play Mode and Builds for Weaver Errors ( #1479 )
...
* WIP first draft
* Much closer now
* Whoop! There it is!
* Added comment
* Restore Player
* Moved WeaveFailed back where it was
* Restore delegate wireup
* Moved the delegate wireup and added comments
* Formatted comment and error message
* Added comment
* Use a separate session bool
* Code formatting
* Delete Mirror.Editor.asmdef
* Add Debug
* No WeaveExistingAssemblies
* Revert "No WeaveExistingAssemblies"
This reverts commit 50d4790ee4
.
* Revert "Add Debug"
This reverts commit 185b403361
.
* Revert "Delete Mirror.Editor.asmdef"
This reverts commit f7647cce3f
.
* Update Assets/Mirror/Editor/Mirror.Editor.asmdef
* Update Assets/Mirror/Editor/Mirror.Editor.asmdef
* reverted changes to Mirror.Editor.asmdef
* Re-applied change to Mirror.Editor.asmdef
* commented Debug line
2020-02-10 23:23:34 +01:00
MrGadget
bb55baa679
feat: Disposable PooledNetworkReader / PooledNetworkWriter ( #1490 )
...
* Inherit IDisposable
* using NetworkWriter from pool
* Remove Recycles
* Add comments to Recycle
* Add comments to Recycle
* using NetworkReader from pool
* Unity doesn't like the simplified form
* combined usings
* Updated Reader / Writer Tests
* wip
* Disposable NetworkReaderPool:NetworkReader
* uncomment NetworkDiagnostics.OnReceive
* Removed unnecessary constructor
* Implemented NetworkWriterPool : NetworkWriter
* code cleanup
* Separated classes: PooledNetworkReader / PooledNetworkWriter
* Removed blank line
* Update Assets/Mirror/Tests/Editor/NetworkReaderTest.cs
* Test restored
Co-authored-by: Paul Pacheco <paulpach@gmail.com>
2020-02-10 22:26:55 +01:00
Chris Langsenkamp
436d8fe831
fixed xml comment
2020-02-10 16:18:11 -05:00
Chris Langsenkamp
745aea8f9a
Added Deprecated dates to Obsoletes
2020-02-10 16:14:22 -05:00
Paul Pacheco
0f10c72744
feat: supports scriptable objects ( #1471 )
...
* feat: supports scriptable objects
Now you can pass scriptable objects in commands, rpcs and syncvars
For example:
```cs
class Weapon: ScriptableObject
{
public string name;
public string description;
public int damage;
...
}
class Player : NetworkBehaviour
{
[SyncVar]
Weapon equipped;
...
}
```
Scriptable objects will be created in the client using
ScriptableObject.CreateInstance. If users want something else
they can provide a custom serializer (that has not changed)
* fix: remove scriptableobject error Tests
The test that checks that scrscriptableobjects give error is no
longer valid
2020-02-09 20:16:13 +01:00
Chris Langsenkamp
ab6a03b9fa
remove SerializeField attribute
2020-02-08 21:08:38 -05:00
Chris Langsenkamp
831db2f033
Updated comments
2020-02-08 21:07:39 -05:00
Chris Langsenkamp
6431c28a12
OnEnable is safer than Awake
2020-02-08 21:02:22 -05:00
MrGadget
90d92fc0cf
Add headless check to Discovery ( #1485 )
2020-02-07 12:13:09 +01:00
vis2k
9f7c30c1ac
fix #1475 : isClient is true in OnDestroy on host/client mode again. Reverts commit d00c95bb55
( #1483 )
...
* fix #1475 : isClient is true in OnDestroy on host/client mode again. Reverts commit d00c95bb55
* add comment
* ClientScene.InternalAddPlayer doesn't need to set isClient anymore
2020-02-07 10:14:54 +01:00
Chris Langsenkamp
c06ea6b6c8
Fix comment
2020-02-06 11:51:38 -05:00
vis2k
3568dc356c
NetworkIdentityTests: HostMode isLocalPlayer check added
2020-02-06 13:16:13 +01:00
vis2k
85e9a0aa13
NetworkIdentityTests: HostMode isServer/isClient/isLocalPlayer test added
2020-02-06 12:42:19 +01:00
vis2k
09ec344821
NetworkIdentityTests: OnStartServer isServer/isClient/isLocalPlayer test added
2020-02-06 12:36:36 +01:00
MrGadget
58df3fd6d6
feat: Added Read<T> Method to NetworkReader ( #1480 )
...
* Added Read<T> Method
* Renamed to ReadMessage
2020-02-06 11:39:39 +01:00
MrGadget
02e4245f3d
BREAKING: Rename NetworkWriter Write<T>to WriteMessage ( #1482 )
2020-02-06 11:38:54 +01:00
Chris Langsenkamp
1c58891e32
Formatted comment and error message
2020-02-05 10:29:49 -05:00
Chris Langsenkamp
86a2c6f52c
Added comments for WeaveFailed
2020-02-05 10:15:09 -05:00
Chris Langsenkamp
4108b79340
Code cleanup
2020-02-05 00:53:14 -05:00
Chris Langsenkamp
34fc52bd50
Added empty AddComponent attribute
2020-02-04 15:05:57 -05:00
Chris Langsenkamp
c7e269d0c5
Removed extraneous comment
2020-02-04 14:55:42 -05:00
vis2k
f614bc8f3a
Icon updated for transparent border
2020-02-04 20:53:48 +01:00
Paul Pacheco
36980f4a34
Refactor: Rename method to avoid confussion ( #1477 )
2020-02-03 10:00:58 -06:00
Paul Pacheco
d0b0bc92bc
fix: weaver support array of custom types ( #1470 )
...
* WIP
* Proposed Rearrange
* Rearrange Code
* Unit test for PR
* unit test
* unit test
* Update TestingScriptableObjectArraySerialization.cs
Improving code
* Update TestingScriptableObjectArraySerialization.cs
* Remove blank lines
* remove blank space
* Remove leftover log
Co-authored-by: MrGadget <chris@clevertech.net>
Co-authored-by: Uchiha I_A_H_I <jkaran.sharma101@gmail.com>
2020-02-03 14:00:37 +01:00
Paul Pacheco
1736bb0c42
fix: call callback after update dictionary in host ( #1476 )
...
When the callback for SyncDictionary is called in the server
for set or add
it is getting called before the syncdictionary is updated.
In the client this happens after.
Example:
```cs
public void OnScoreUpdatedCallback(ScoreSyncDict.Operation op, uint ident, int score)
{
if (op == ScoreSyncDict.Operation.OP_SET)
Debug.Log($"The value in the dictionary is {scoreDict[ident]}");
}
```
In host mode this prints the previous value. In client mode this prints the current value. This PR fixes this problem and makes both print the current value
2020-02-02 20:29:31 -06:00
Chris Langsenkamp
c2e7466c43
Updated Preprocessor defines
2020-02-02 15:18:49 -05:00
Chris Langsenkamp
c827216a66
Restructured prefabs in examples
2020-02-02 14:55:49 -05:00
MrGadget
eee969201d
Renamed localEulerAnglesSensitivity ( #1474 )
...
BREAKING CHANGE: localEulerAnglesSensitivity renamed to localRotationSensitivity
2020-02-02 13:35:07 -06:00
Chris Langsenkamp
8816ce5d03
Add headers for inspector
2020-02-02 13:53:25 -05:00
MrGadget
7c1b5ab5f8
Add Header to NetworkBehaviourInspector ( #1473 )
2020-02-02 13:40:30 -05:00
MrGadget
9257112c65
feat: Implemented NetworkReaderPool ( #1464 )
...
* Implement NetworkReaderPool
* Reset Position
* Debug logging removed
* SetBuffer methods internal
* Edited comment
2020-02-01 14:05:09 +01:00
Chris Langsenkamp
d0e493ac92
Updated ScriptTemplates
2020-01-31 21:25:38 -05:00
Chris Langsenkamp
a28ccbb477
Allow Room Manager Additional GamePlay Scenes
2020-01-31 21:18:01 -05:00
Chris Langsenkamp
1433d369c8
Applied Mirror Icon to Discovery components
2020-01-30 15:40:23 -05:00
MrGadget
28212aa8d7
Message Tests ( #1463 )
...
* Added UpdateVarsMessageTest
* commit staged
* Added SpawnMessageTest
* Delete MessageTests.cs
* Updated SpawnMessageTest
* Updated SpawnMessageTest
* Updated SpawnMessageTest
* Added RemovePlayerMessageTest
* Added ReadyMessageTest
* Added ObjectSpawnStartedMessageTest
* Added ObjectSpawnFinishedMessageTest
* Added ObjectHideMessageTest
* Added ObjectDestroyMessageTest
* Added NotReadyMessageTest
* Added DisconnectMessageTest
* Added ConnectMessageTest
* Added NetworkPingMessageTest
* Updated NetworkPingMessageTest
* Added NetworkPongMessageTest
* Updated ErrorMessageTest
* Tests in alphabetic order
2020-01-30 09:42:05 +01:00
MrGadget
e44ca7f334
BasicAuthenticatorTest ( #1459 )
...
* First Draft
* Second Draft
* Third Draft
* First 2 tests that work
2020-01-29 20:44:30 +01:00
vis2k
93a9eb8339
Disable two telepathy tests that sometimes fail in Unity's mono version
2020-01-29 20:29:21 +01:00