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NetworkIdentityTests.cs
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NetworkIdentityTests.cs
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using System;
using System.Collections;
using Cysharp.Threading.Tasks;
using NSubstitute;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using InvalidOperationException = System.InvalidOperationException;
namespace Mirage.Tests.Runtime.Host
{
public class NetworkIdentityTests : HostSetup
{
private GameObject gameObject;
private NetworkIdentity testIdentity;
protected override async UniTask ExtraSetup()
{
await base.ExtraSetup();
testIdentity = CreateNetworkIdentity();
gameObject = testIdentity.gameObject;
}
[Test]
public void AssignClientAuthorityNoServer()
{
Assert.Throws<InvalidOperationException>(() =>
{
testIdentity.AssignClientAuthority(server.LocalPlayer);
});
}
[Test]
public void IsServer()
{
Assert.That(testIdentity.IsServer, Is.False);
// create a networkidentity with our test component
serverObjectManager.Spawn(gameObject);
Assert.That(testIdentity.IsServer, Is.True);
}
[Test]
public void IsClient()
{
Assert.That(testIdentity.IsClient, Is.False);
// create a networkidentity with our test component
serverObjectManager.Spawn(gameObject);
Assert.That(testIdentity.IsClient, Is.True);
}
[Test]
public void IsLocalPlayer()
{
Assert.That(testIdentity.IsLocalPlayer, Is.False);
// create a networkidentity with our test component
serverObjectManager.Spawn(gameObject);
Assert.That(testIdentity.IsLocalPlayer, Is.False);
}
[Test]
public void DefaultAuthority()
{
// create a networkidentity with our test component
serverObjectManager.Spawn(gameObject);
Assert.That(testIdentity.Owner, Is.Null);
}
[Test]
public void AssignAuthority()
{
// create a networkidentity with our test component
serverObjectManager.Spawn(gameObject);
testIdentity.AssignClientAuthority(server.LocalPlayer);
Assert.That(testIdentity.Owner, Is.SameAs(server.LocalPlayer));
}
[Test]
public void SpawnWithAuthority()
{
serverObjectManager.Spawn(gameObject, server.LocalPlayer);
Assert.That(testIdentity.Owner, Is.SameAs(server.LocalPlayer));
}
[Test]
public void SpawnGameObjectWithPrefabHash()
{
var hash = Guid.NewGuid().GetHashCode();
serverObjectManager.Spawn(gameObject, hash, server.LocalPlayer);
Assert.That(testIdentity.PrefabHash, Is.EqualTo(hash));
}
[Test]
public void SpawnNetworkIdentityWithPrefabHash()
{
var hash = Guid.NewGuid().GetHashCode();
serverObjectManager.Spawn(testIdentity, hash, server.LocalPlayer);
Assert.That(testIdentity.PrefabHash, Is.EqualTo(hash));
}
[Test]
public void ReassignClientAuthority()
{
// create a networkidentity with our test component
serverObjectManager.Spawn(gameObject);
// assign authority
testIdentity.AssignClientAuthority(server.LocalPlayer);
// shouldn't be able to assign authority while already owned by
// another connection
Assert.Throws<InvalidOperationException>(() =>
{
testIdentity.AssignClientAuthority(Substitute.For<INetworkPlayer>());
});
}
[Test]
public void AssignNullAuthority()
{
// create a networkidentity with our test component
serverObjectManager.Spawn(gameObject);
// someone might try to remove authority by assigning null.
// make sure this fails.
Assert.Throws<ArgumentNullException>(() =>
{
testIdentity.AssignClientAuthority(null);
});
}
[Test]
public void RemoveclientAuthorityNotSpawned()
{
Assert.Throws<InvalidOperationException>(() =>
{
// shoud fail because the server is not active
testIdentity.RemoveClientAuthority();
});
}
[Test]
public void RemoveClientAuthorityOfOwner()
{
serverObjectManager.ReplaceCharacter(server.LocalPlayer, gameObject);
Assert.Throws<InvalidOperationException>(() =>
{
testIdentity.RemoveClientAuthority();
});
}
[Test]
public void RemoveClientAuthority()
{
serverObjectManager.Spawn(gameObject);
testIdentity.AssignClientAuthority(server.LocalPlayer);
testIdentity.RemoveClientAuthority();
Assert.That(testIdentity.Owner, Is.Null);
Assert.That(testIdentity.HasAuthority, Is.False);
Assert.That(testIdentity.IsLocalPlayer, Is.False);
}
[UnityTest]
public IEnumerator OnStopServer() => UniTask.ToCoroutine(async () =>
{
serverObjectManager.Spawn(gameObject);
var mockHandler = Substitute.For<Action>();
testIdentity.OnStopServer.AddListener(mockHandler);
serverObjectManager.Destroy(gameObject, false);
await UniTask.Delay(1);
mockHandler.Received().Invoke();
});
[Test]
public void IdentityClientValueSet()
{
Assert.That(hostIdentity.Client, Is.Not.Null);
}
[Test]
public void IdentityServerValueSet()
{
Assert.That(hostIdentity.Server, Is.Not.Null);
}
[UnityTest]
public IEnumerator DestroyOwnedObjectsTest() => UniTask.ToCoroutine(async () =>
{
var testObj1 = new GameObject().AddComponent<NetworkIdentity>();
var testObj2 = new GameObject().AddComponent<NetworkIdentity>();
var testObj3 = new GameObject().AddComponent<NetworkIdentity>();
// only destroys spawned objects, so spawn them here
serverObjectManager.Spawn(testObj1);
serverObjectManager.Spawn(testObj2);
serverObjectManager.Spawn(testObj3);
server.LocalPlayer.AddOwnedObject(testObj1);
server.LocalPlayer.AddOwnedObject(testObj2);
server.LocalPlayer.AddOwnedObject(testObj3);
server.LocalPlayer.DestroyOwnedObjects();
await AsyncUtil.WaitUntilWithTimeout(() => !testObj1);
await AsyncUtil.WaitUntilWithTimeout(() => !testObj2);
await AsyncUtil.WaitUntilWithTimeout(() => !testObj3);
});
}
public class NetworkIdentityStartedTests : HostSetup
{
private NetworkIdentity testIdentity;
protected override UniTask LateSetup()
{
testIdentity = CreateNetworkIdentity();
server.Started.AddListener(() => serverObjectManager.Spawn(testIdentity));
return UniTask.CompletedTask;
}
[UnityTest]
public IEnumerator ClientNotNullAfterSpawnInStarted() => UniTask.ToCoroutine(async () =>
{
await AsyncUtil.WaitUntilWithTimeout(() => testIdentity.Client == client);
});
}
}