public void OnCheckObserverTrue() { // create a networkidentity with a component that returns true // result should still be true. var gameObjectTrue = new GameObject(); NetworkIdentity identityTrue = gameObjectTrue.AddComponent <NetworkIdentity>(); CheckObserverTrueNetworkBehaviour compTrue = gameObjectTrue.AddComponent <CheckObserverTrueNetworkBehaviour>(); Assert.That(identityTrue.OnCheckObserver(player1), Is.True); Assert.That(compTrue.called, Is.EqualTo(1)); }
public void OnCheckObserver() { // create a networkidentity with our test components GameObject gameObject = new GameObject(); NetworkIdentity identity = gameObject.AddComponent <NetworkIdentity>(); CheckObserverExceptionNetworkBehaviour compExc = gameObject.AddComponent <CheckObserverExceptionNetworkBehaviour>(); NetworkConnection connection = new NetworkConnectionToClient(42); // an exception in OnCheckObserver should be caught, so that one // component's exception doesn't stop all other components from // being checked // (an error log is expected though) LogAssert.ignoreFailingMessages = true; bool result = identity.OnCheckObserver(connection); // should catch the exception internally and not throw it Assert.That(result, Is.True); Assert.That(compExc.called, Is.EqualTo(1)); LogAssert.ignoreFailingMessages = false; // let's also make sure that the correct connection was passed, just // to be sure Assert.That(compExc.valuePassed, Is.EqualTo(connection)); // create a networkidentity with a component that returns true // result should still be true. GameObject gameObjectTrue = new GameObject(); NetworkIdentity identityTrue = gameObjectTrue.AddComponent <NetworkIdentity>(); CheckObserverTrueNetworkBehaviour compTrue = gameObjectTrue.AddComponent <CheckObserverTrueNetworkBehaviour>(); result = identityTrue.OnCheckObserver(connection); Assert.That(result, Is.True); Assert.That(compTrue.called, Is.EqualTo(1)); // create a networkidentity with a component that returns true and // one component that returns false. // result should still be false if any one returns false. GameObject gameObjectFalse = new GameObject(); NetworkIdentity identityFalse = gameObjectFalse.AddComponent <NetworkIdentity>(); compTrue = gameObjectFalse.AddComponent <CheckObserverTrueNetworkBehaviour>(); CheckObserverFalseNetworkBehaviour compFalse = gameObjectFalse.AddComponent <CheckObserverFalseNetworkBehaviour>(); result = identityFalse.OnCheckObserver(connection); Assert.That(result, Is.False); Assert.That(compTrue.called, Is.EqualTo(1)); Assert.That(compFalse.called, Is.EqualTo(1)); // clean up GameObject.DestroyImmediate(gameObjectFalse); GameObject.DestroyImmediate(gameObjectTrue); GameObject.DestroyImmediate(gameObject); }