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fix: add client only test for FinishLoadScene (#262)
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* fix: NRE when server is not present

* fix: add test for FinishLoadScene Client Only
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uweeby committed Jul 12, 2020
1 parent 7741fb1 commit 50e7fa6
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Showing 2 changed files with 25 additions and 1 deletion.
2 changes: 1 addition & 1 deletion Assets/Mirror/Runtime/NetworkSceneManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -133,7 +133,7 @@ internal void FinishLoadScene()
FinishLoadSceneHost();
}
// server-only mode?
else if (server.Active)
else if (server && server.Active)
{
FinishLoadSceneServerOnly();
}
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24 changes: 24 additions & 0 deletions Assets/Mirror/Tests/Runtime/NetworkSceneManagerTests.cs
Original file line number Diff line number Diff line change
Expand Up @@ -190,5 +190,29 @@ public void ClientSceneMessageExceptionTest()
client.sceneManager.ClientSceneMessage(null, new SceneMessage());
});
}

int onAuthInvokeCounter;
void TestOnAuthenticatedInvoke(INetworkConnection conn)
{
onAuthInvokeCounter++;
}

int onOnClientSceneChangedCounter;
void TestOnClientSceneChangedInvoke(INetworkConnection conn)
{
onOnClientSceneChangedCounter++;
}

[Test]
public void FinishLoadSceneHostTest()
{
client.Authenticated.AddListener(TestOnAuthenticatedInvoke);
client.sceneManager.ClientSceneChanged.AddListener(TestOnClientSceneChangedInvoke);

client.sceneManager.FinishLoadScene();

Assert.That(onAuthInvokeCounter, Is.EqualTo(1));
Assert.That(onOnClientSceneChangedCounter, Is.EqualTo(1));
}
}
}

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