public void TestSettingStruct() { GameObject gameObject = new GameObject(); MockPlayer player = gameObject.AddComponent <MockPlayer>(); // synchronize immediately player.syncInterval = 0f; Assert.That(player.IsDirty(), Is.False, "First time object should not be dirty"); MockPlayer.Guild 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 TestSyncIntervalAndClearAllComponents() { GameObject gameObject = new GameObject(); MockPlayer player = gameObject.AddComponent <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 TestSynchronizingObjects() { // set up a "server" object GameObject gameObject1 = new GameObject(); NetworkIdentity identity1 = gameObject1.AddComponent <NetworkIdentity>(); MockPlayer player1 = gameObject1.AddComponent <MockPlayer>(); MockPlayer.Guild myGuild = new MockPlayer.Guild { name = "Back street boys" }; player1.guild = myGuild; // serialize all the data as we would for the network NetworkWriter ownerWriter = new NetworkWriter(); // not really used in this Test NetworkWriter observersWriter = new NetworkWriter(); identity1.OnSerializeAllSafely(true, ownerWriter, out int ownerWritten, observersWriter, out int observersWritten); // set up a "client" object GameObject gameObject2 = new GameObject(); NetworkIdentity identity2 = gameObject2.AddComponent <NetworkIdentity>(); MockPlayer player2 = gameObject2.AddComponent <MockPlayer>(); // apply all the data from the server object NetworkReader 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"); }