Class NetworkBehaviourUpdaterTests
Inherited Members
Namespace: Unity.Netcode.RuntimeTests
Assembly: solution.dll
Syntax
public class NetworkBehaviourUpdaterTests : NetcodeIntegrationTest
Fields
Name | Description |
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NetVarCombinationTypeValues | This list replaces the original NetworkVariable types to be checked. Both NetworkVariables are of type int and the original version of this test was testing the NetworkBehaviour Update when there were 1 or more (i.e two) on the same NetworkBehaviour. After reviewing, we really only needed to test a much smaller combination of types and so this pre-generated array represents the reduced set of combinations to test. Note: The original test was also testing for no NetworkVariables of type int, which there ended up being no reason to do that and only added to the length of the execution time for this test. |
NetVarValueToSet |
Properties
Name | Description |
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NumberOfClients |
Methods
Name | Description |
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BehaviourUpdaterAllTests(bool, NetVarCombinationTypes, int, int) | The updated BehaviourUpdaterAllTests was re-designed to replicate the same functionality being tested in the original version of this test with additional time out handling and a re-organization in the order of operations. Things like making sure all clients have spawned the NetworkObjects in question prior to testing for the NetworkVariable value changes helped to eliminate the timing issues that were happening when this test was run in a stand alone test runner build (i.e. all consoles run the stand alone version as opposed to the in-editor version like the desktop tests use). This update also updated how the server and clients were being constructed to help reduce the execution time. |
CanStartServerAndClients() | Override this method and return false in order to be able to manually control when the server and clients are started. |
ClientSideNotifyObjectSpawned(GameObject) | Clients will call this when NetworkObjects are spawned on their end |