public IEnumerator SpawnObjectThenDeleteItAfterConnectTest() { NetworkClient.ShutdownAll(); NetworkServer.Reset(); TestSetup(); StartServer(); deleteMe = GameObject.Instantiate(GetBridgeScript.rocketPrefab, Vector3.zero, Quaternion.identity); NetworkServer.Spawn(deleteMe); StartClientAndConnect(); while (!isDone) { yield return(null); } ClientScene.DestroyAllClientObjects(); yield return(null); NetworkServer.Destroy(playerObj); }
public IEnumerator SpawnObjectBeforeConnectTest() { NetworkClient.ShutdownAll(); NetworkServer.Reset(); SetupPrefabs(); StartServer(); GameObject obj = (GameObject)Instantiate(rockPrefab, Vector3.zero, Quaternion.identity); NetworkServer.Spawn(obj); StartClientAndConnect(); while (!isDone) { yield return(null); } ClientScene.DestroyAllClientObjects(); yield return(null); NetworkServer.Destroy(obj); NetworkServer.Destroy(playerObj); }
public IEnumerator DisablesAllNetworkSceneObjectsInScene() { // sceneId 0 is prefab TestListenerBehaviour listener1 = CreateAndAddObject(20001, 101); TestListenerBehaviour listener2 = CreateAndAddObject(20002, 102); TestListenerBehaviour listener3 = CreateAndAddObject(20003, 103); int disableCalled1 = 0; int disableCalled2 = 0; int disableCalled3 = 0; listener1.onDisableCalled += () => disableCalled1++; listener2.onDisableCalled += () => disableCalled2++; listener3.onDisableCalled += () => disableCalled3++; int destroyCalled1 = 0; int destroyCalled2 = 0; int destroyCalled3 = 0; listener1.onDestroyCalled += () => destroyCalled1++; listener2.onDestroyCalled += () => destroyCalled2++; listener3.onDestroyCalled += () => destroyCalled3++; ClientScene.DestroyAllClientObjects(); // wait for frame to make sure unity events are called yield return(null); Assert.That(disableCalled1, Is.EqualTo(1)); Assert.That(disableCalled2, Is.EqualTo(1)); Assert.That(disableCalled3, Is.EqualTo(1)); Assert.That(destroyCalled1, Is.EqualTo(0), "Scene objects should not be destroyed"); Assert.That(destroyCalled2, Is.EqualTo(0), "Scene objects should not be destroyed"); Assert.That(destroyCalled3, Is.EqualTo(0), "Scene objects should not be destroyed"); }
public IEnumerator DestroysAllNetworkPrefabsInScene() { // sceneId 0 is prefab TestListenerBehaviour listener1 = CreateAndAddObject(10001, 0); TestListenerBehaviour listener2 = CreateAndAddObject(10002, 0); TestListenerBehaviour listener3 = CreateAndAddObject(10003, 0); int destroyCalled1 = 0; int destroyCalled2 = 0; int destroyCalled3 = 0; listener1.onDestroyCalled += () => destroyCalled1++; listener2.onDestroyCalled += () => destroyCalled2++; listener3.onDestroyCalled += () => destroyCalled3++; ClientScene.DestroyAllClientObjects(); // wait for frame to make sure unity events are called yield return(null); Assert.That(destroyCalled1, Is.EqualTo(1)); Assert.That(destroyCalled2, Is.EqualTo(1)); Assert.That(destroyCalled3, Is.EqualTo(1)); }
public IEnumerator LocalClientSpawnsObjectAfterConnectTest() { NetworkClient.ShutdownAll(); NetworkServer.Reset(); TestSetup(); StartServer(); StartLocalClient(); while (!isDone) { yield return(null); } // 2 is player and rock Assert.AreEqual(2, numStartServer); Assert.AreEqual(2, numStartClient); ClientScene.DestroyAllClientObjects(); yield return(null); NetworkServer.Destroy(obj); NetworkServer.Destroy(playerObj); }
public override void OnStopClient() { base.OnStopClient(); ClientScene.DestroyAllClientObjects(); ClientScene.localPlayers.Clear(); }
public override void OnEnter() { base.OnEnter(); ClientScene.DestroyAllClientObjects(); Finish(); }
void PreStartConnect() { NetworkServer.SetAllClientsNotReady(); ClientScene.DestroyAllClientObjects(); }