public IEnumerator SetServerPublicAccess() { EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects); MeshSyncProjectSettings projectSettings = MeshSyncProjectSettings.GetOrCreateSettings(); MeshSyncServer mss = MeshSyncMenu.CreateMeshSyncServer(true); Assert.IsTrue(mss.IsServerStarted()); yield return(null); //Check the original public access bool origPublicAccess = projectSettings.GetServerPublicAccess(); UnityEngine.Assertions.Assert.AreEqual(origPublicAccess, mss.DoesServerAllowPublicAccess()); yield return(null); //Change the public access and check projectSettings.SetServerPublicAccess(!origPublicAccess); mss.StopServer(); mss.StartServer(); Assert.IsTrue(mss.IsServerStarted()); yield return(null); UnityEngine.Assertions.Assert.AreEqual(projectSettings.GetServerPublicAccess(), mss.DoesServerAllowPublicAccess()); //Change back projectSettings.SetServerPublicAccess(origPublicAccess); UnityEngine.Assertions.Assert.AreEqual(origPublicAccess, projectSettings.GetServerPublicAccess()); }
public IEnumerator CreateManualServer() { EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects); MeshSyncServer mss = MeshSyncMenu.CreateMeshSyncServer(false); Assert.IsFalse(mss.IsServerStarted()); yield return(null); Assert.IsFalse(mss.IsServerStarted()); //Still not started mss.StartServer(); yield return(null); Assert.IsTrue(mss.IsServerStarted()); }