public void TestSyncIntervalAndClearAllComponents() { var gameObject = new GameObject("Player", typeof(NetworkIdentity), typeof(MockPlayer)); MockPlayer player = gameObject.GetComponent <MockPlayer>(); player.lastSyncTime = Time.time; // synchronize immediately player.syncInterval = 1f; player.guild = new MockPlayer.Guild { name = "Back street boys" }; Assert.That(player.IsDirty(), Is.False, "Sync interval not met, so not dirty yet"); // ClearAllComponents should clear dirty even if syncInterval not // elapsed yet player.NetIdentity.ClearAllComponentsDirtyBits(); // set lastSyncTime far enough back to be ready for syncing player.lastSyncTime = Time.time - player.syncInterval; // should be dirty now Assert.That(player.IsDirty(), Is.False, "Sync interval met, should still not be dirty"); }
public void TestSettingStruct() { var gameObject = new GameObject("player", typeof(NetworkIdentity), typeof(MockPlayer)); MockPlayer player = gameObject.GetComponent <MockPlayer>(); // synchronize immediatelly player.syncInterval = 0f; Assert.That(player.IsDirty(), Is.False, "First time object should not be dirty"); var myGuild = new MockPlayer.Guild { name = "Back street boys" }; player.guild = myGuild; Assert.That(player.IsDirty(), "Setting struct should mark object as dirty"); player.ClearAllDirtyBits(); Assert.That(player.IsDirty(), Is.False, "ClearAllDirtyBits() should clear dirty flag"); // clearing the guild should set dirty bit too player.guild = default; Assert.That(player.IsDirty(), "Clearing struct should mark object as dirty"); }
public void TestSynchronizingObjects() { // set up a "server" object var gameObject1 = new GameObject("player", typeof(NetworkIdentity), typeof(MockPlayer)); NetworkIdentity identity1 = gameObject1.GetComponent <NetworkIdentity>(); MockPlayer player1 = gameObject1.GetComponent <MockPlayer>(); var myGuild = new MockPlayer.Guild { name = "Back street boys" }; player1.guild = myGuild; // serialize all the data as we would for the network var ownerWriter = new NetworkWriter(); // not really used in this Test var observersWriter = new NetworkWriter(); identity1.OnSerializeAllSafely(true, ownerWriter, observersWriter); // set up a "client" object var gameObject2 = new GameObject(); NetworkIdentity identity2 = gameObject2.AddComponent <NetworkIdentity>(); MockPlayer player2 = gameObject2.AddComponent <MockPlayer>(); // apply all the data from the server object var reader = new NetworkReader(ownerWriter.ToArray()); identity2.OnDeserializeAllSafely(reader, true); // check that the syncvars got updated Assert.That(player2.guild.name, Is.EqualTo("Back street boys"), "Data should be synchronized"); }
public void SetNetworkIdentitySyncvar() { var gameObject = new GameObject("player", typeof(NetworkIdentity), typeof(MockPlayer)); MockPlayer player = gameObject.GetComponent <MockPlayer>(); player.target = gameObject.GetComponent <NetworkIdentity>(); Assert.That(player.target, Is.EqualTo(player.GetComponent <NetworkIdentity>())); }