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OnNetworkSpawnExceptionTests.cs
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106 lines (96 loc) · 3.69 KB
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using System;
using System.Collections;
using Unity.Netcode;
using Unity.Netcode.RuntimeTests;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.TestTools;
namespace TestProject.RuntimeTests
{
public class OnNetworkSpawnThrowsExceptionComponent : NetworkBehaviour
{
public static int NumClientSpawns = 0;
public override void OnNetworkSpawn()
{
if (IsClient)
{
++NumClientSpawns;
if (NumClientSpawns > 2)
{
throw new Exception("I'm misbehaving");
}
}
}
}
public class OnNetworkDespawnThrowsExceptionComponent : NetworkBehaviour
{
public static int NumClientDespawns = 0;
public override void OnNetworkDespawn()
{
if (IsClient)
{
++NumClientDespawns;
if (NumClientDespawns > 2)
{
throw new Exception("I'm misbehaving");
}
}
}
}
public class OnNetworkSpawnExceptionTests : BaseMultiInstanceTest
{
private GameObject m_Prefab;
private GameObject[] m_Objects = new GameObject[5];
[UnityTest]
public IEnumerator WhenOnNetworkSpawnThrowsException_FutureOnNetworkSpawnsAreNotPrevented()
{
//Spawning was done during setup
Assert.AreEqual(5, OnNetworkSpawnThrowsExceptionComponent.NumClientSpawns);
yield return null;
}
[UnityTest]
public IEnumerator WhenOnNetworkDespawnThrowsException_FutureOnNetworkDespawnsAreNotPrevented()
{
//Spawning was done during setup. Now we despawn.
for (var i = 0; i < 5; ++i)
{
m_Objects[i].GetComponent<NetworkObject>().Despawn();
}
var result = new MultiInstanceHelpers.CoroutineResultWrapper<bool>();
yield return MultiInstanceHelpers.Run(
MultiInstanceHelpers.WaitForCondition(
() => OnNetworkDespawnThrowsExceptionComponent.NumClientDespawns == 5, result));
Assert.IsTrue(result.Result);
}
public override IEnumerator Setup()
{
yield return StartSomeClientsAndServerWithPlayers(true, NbClients, _ =>
{
m_Prefab = new GameObject();
var networkObject = m_Prefab.AddComponent<NetworkObject>();
m_Prefab.AddComponent<OnNetworkSpawnThrowsExceptionComponent>();
MultiInstanceHelpers.MakeNetworkObjectTestPrefab(networkObject);
var validNetworkPrefab = new NetworkPrefab();
validNetworkPrefab.Prefab = m_Prefab;
m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(validNetworkPrefab);
foreach (var client in m_ClientNetworkManagers)
{
client.NetworkConfig.NetworkPrefabs.Add(validNetworkPrefab);
}
});
for (var i = 0; i < 5; ++i)
{
var obj = UnityEngine.Object.Instantiate(m_Prefab);
m_Objects[i] = obj;
obj.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
obj.GetComponent<NetworkObject>().Spawn();
}
var result = new MultiInstanceHelpers.CoroutineResultWrapper<bool>();
MultiInstanceHelpers.Run(
MultiInstanceHelpers.WaitForCondition(
() => OnNetworkSpawnThrowsExceptionComponent.NumClientSpawns == 5, result));
Assert.IsTrue(result.Result);
}
protected override int NbClients => 1;
}
}