Example #1
0
        public IEnumerator SendToReadyTest() => UniTask.ToCoroutine(async() =>
        {
            readyComp = identity.gameObject.AddComponent <ObjectReady>();
            lobby.ObjectReadyList.Add(readyComp);
            readyComp.IsReady = true;

            bool invokeWovenTestMessage = false;
            client.Player.RegisterHandler <SceneMessage>(msg => invokeWovenTestMessage = true);
            lobby.SendToReady(identity, new SceneMessage(), true, Channel.Reliable);

            await AsyncUtil.WaitUntilWithTimeout(() => invokeWovenTestMessage);
        });
Example #2
0
        public IEnumerator SendToReadyTest() => RunAsync(async() =>
        {
            readyComp = identity.gameObject.AddComponent <ObjectReady>();
            lobby.ObjectReadyList.Add(readyComp);
            readyComp.IsReady = true;

            bool invokeWovenTestMessage = false;
            client.Connection.RegisterHandler <SceneMessage>(msg => invokeWovenTestMessage = true);
            lobby.SendToReady(identity, new SceneMessage(), true, Channels.DefaultReliable);

            await WaitFor(() => invokeWovenTestMessage);
        });