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); });
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); });