using System.Collections;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
///
/// This class is for testing general fixes or functionality of NetworkBehaviours
///
public class NetworkBehaviourGenericTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 0;
private bool m_AllowServerToStart;
protected override bool CanStartServerAndClients()
{
return m_AllowServerToStart;
}
public class SimpleNetworkBehaviour : NetworkBehaviour
{
}
///
/// This test validates a fix to NetworkBehaviour.NetworkObject when
/// the NetworkManager.LogLevel is set to Developer
/// Note: This test does not require any clients, but should not impact this
/// particular test if new tests are added to this class that do require clients
///
[UnityTest]
public IEnumerator ValidateNoSpam()
{
m_AllowServerToStart = true;
var objectToTest = new GameObject();
var simpleNetworkBehaviour = objectToTest.AddComponent();
// Now just start the Host
yield return StartServerAndClients();
// set the log level to developer
m_ServerNetworkManager.LogLevel = LogLevel.Developer;
// Verify the warning gets logged under normal conditions
var isNull = simpleNetworkBehaviour.NetworkObject == null;
LogAssert.Expect(LogType.Warning, $"[Netcode] Could not get {nameof(NetworkObject)} for the {nameof(NetworkBehaviour)}. Are you missing a {nameof(NetworkObject)} component?");
var networkObjectToTest = objectToTest.AddComponent();
networkObjectToTest.NetworkManagerOwner = m_ServerNetworkManager;
networkObjectToTest.Spawn();
// Assure no log messages are logged when they should not be logged
isNull = simpleNetworkBehaviour.NetworkObject != null;
LogAssert.NoUnexpectedReceived();
networkObjectToTest.Despawn();
Object.Destroy(networkObjectToTest);
}
}
}