com.unity.netcode.gameobjects@1.0.0-pre.5
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.0.0-pre.5] - 2022-01-26 ### Added - Added `PreviousValue` in `NetworkListEvent`, when `Value` has changed (#1528) ### Changed - NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484) - NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484) ### Fixed - Fixed network tick value sometimes being duplicated or skipped. (#1614) - Fixed The ClientNetworkTransform sample script to allow for owner changes at runtime. (#1606)
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37
Tests/Runtime/NestedNetworkManagerTests.cs
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37
Tests/Runtime/NestedNetworkManagerTests.cs
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using System.Collections;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Unity.Netcode;
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using Unity.Netcode.RuntimeTests;
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using Object = UnityEngine.Object;
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namespace TestProject.RuntimeTests
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{
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public class NestedNetworkManagerTests
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{
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[UnityTest]
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public IEnumerator CheckNestedNetworkManager()
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{
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var parent = new GameObject("ParentObject");
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var networkManagerObject = new GameObject(nameof(CheckNestedNetworkManager));
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// Make our NetworkManager's GameObject nested
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networkManagerObject.transform.parent = parent.transform;
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// Pre-generate the error message we are expecting to see
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var messageToCheck = NetworkManager.GenerateNestedNetworkManagerMessage(networkManagerObject.transform);
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var transport = networkManagerObject.AddComponent<SIPTransport>();
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var networkManager = networkManagerObject.AddComponent<NetworkManager>();
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networkManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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// Trap for the nested NetworkManager exception
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LogAssert.Expect(LogType.Error, messageToCheck);
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yield return new WaitForSeconds(0.02f);
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// Clean up
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Object.Destroy(parent);
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yield return null;
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}
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}
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}
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