public void HostMode_IsFlags_Test() { // start the server Transport.activeTransport = Substitute.For <Transport>(); NetworkServer.Listen(1000); // start the client NetworkClient.ConnectHost(); // create a networkidentity+component GameObject gameObject = new GameObject(); NetworkIdentity identity = gameObject.AddComponent <NetworkIdentity>(); IsClientServerCheckComponent component = gameObject.AddComponent <IsClientServerCheckComponent>(); // set is as local player ClientScene.InternalAddPlayer(identity); // spawn it NetworkServer.Spawn(gameObject); // OnStartServer should have been called. check the flags. Assert.That(component.OnStartServer_isClient, Is.EqualTo(true)); Assert.That(component.OnStartServer_isLocalPlayer, Is.EqualTo(true)); Assert.That(component.OnStartServer_isServer, Is.EqualTo(true)); // stop the client NetworkClient.Shutdown(); NetworkServer.RemoveLocalConnection(); ClientScene.Shutdown(); // stop the server NetworkServer.Shutdown(); Transport.activeTransport = null; }
public void ServerMode_IsFlags_Test() { // start the server Transport.activeTransport = Substitute.For <Transport>(); NetworkServer.Listen(1000); // create a networkidentity+component GameObject gameObject = new GameObject(); NetworkIdentity identity = gameObject.AddComponent <NetworkIdentity>(); IsClientServerCheckComponent component = gameObject.AddComponent <IsClientServerCheckComponent>(); // spawn it NetworkServer.Spawn(gameObject); // OnStartServer should have been called. check the flags. Assert.That(component.OnStartServer_isClient, Is.EqualTo(false)); Assert.That(component.OnStartServer_isLocalPlayer, Is.EqualTo(false)); Assert.That(component.OnStartServer_isServer, Is.EqualTo(true)); // stop the server NetworkServer.Shutdown(); Transport.activeTransport = null; // clean up NetworkIdentity.spawned.Clear(); GameObject.DestroyImmediate(gameObject); }