Esempio n. 1
0
        public void ActivateHostSceneCallsOnStartClient()
        {
            // add an identity with a networkbehaviour to .spawned
            GameObject      go       = new GameObject();
            NetworkIdentity identity = go.AddComponent <NetworkIdentity>();

            identity.netId = 42;
            // for authority check
            //identity.connectionToClient = connection;
            OnStartClientTestNetworkBehaviour comp = go.AddComponent <OnStartClientTestNetworkBehaviour>();

            Assert.That(comp.called, Is.EqualTo(0));
            //connection.identity = identity;
            NetworkIdentity.spawned[identity.netId] = identity;

            // ActivateHostScene
            NetworkServer.ActivateHostScene();

            // was OnStartClient called for all .spawned networkidentities?
            Assert.That(comp.called, Is.EqualTo(1));

            // clean up
            NetworkIdentity.spawned.Clear();
            NetworkServer.Shutdown();
            // destroy the test gameobject AFTER server was stopped.
            // otherwise isServer is true in OnDestroy, which means it would try
            // to call Destroy(go). but we need to use DestroyImmediate in
            // Editor
            GameObject.DestroyImmediate(go);
        }
Esempio n. 2
0
        public void ClearAllComponentsDirtyBits()
        {
            // create a networkidentity and add some components
            OnStartClientTestNetworkBehaviour compA = gameObject.AddComponent <OnStartClientTestNetworkBehaviour>();
            OnStartClientTestNetworkBehaviour compB = gameObject.AddComponent <OnStartClientTestNetworkBehaviour>();

            // set syncintervals so one is always dirty, one is never dirty
            compA.syncInterval = 0;
            compB.syncInterval = Mathf.Infinity;

            // set components dirty bits
            compA.SetDirtyBit(0x0001);
            compB.SetDirtyBit(0x1001);
            // dirty because interval reached and mask != 0
            Assert.That(compA.IsDirty(), Is.True);
            // not dirty because syncinterval not reached
            Assert.That(compB.IsDirty(), Is.False);

            // call identity.ClearAllComponentsDirtyBits
            identity.ClearAllComponentsDirtyBits();
            // should be cleared now
            Assert.That(compA.IsDirty(), Is.False);
            // should be cleared now
            Assert.That(compB.IsDirty(), Is.False);

            // set compB syncinterval to 0 to check if the masks were cleared
            // (if they weren't, then it would still be dirty now)
            compB.syncInterval = 0;
            Assert.That(compB.IsDirty(), Is.False);
        }