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test: base changes to PR-1114 #1165
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These changes look fine to me. I have to admit I don't understand the implications of everything going on here so I can't provide a more detailed review. |
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I tested them out and they appear to have solved all the problems.
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#if UNITY_EDITOR || DEVELOPMENT_BUILD | ||
#if UNITY_INCLUDE_TESTS |
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I'm still not sure how this macro works and I wouldn't advise to change it if not necessary.
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This is defined in the com.unity.netcode.runtimetests.asmdef file:
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
According to @JesseOlmer it is the preferred define to use for this particular scenario.
testproject/Assets/Tests/Runtime/MultiprocessRuntime/BaseMultiprocessTests.cs
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testproject/Assets/Tests/Runtime/MultiprocessRuntime/BaseMultiprocessTests.cs
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…processTests.cs Co-authored-by: M. Fatih MAR <mfatihmar@gmail.com>
…nsform * develop: feat: NetworkBehaviour.IsSpawned (#1190) feat: added tip to the network manager inspector that directs to install tools (MTT-1211) (#1182) refactor!: remove network dictionary & set, use native container in List, add tests (#1149) fix: Fixed remote disconnects not properly cleaning up (#1184) test: base changes to PR-1114 (#1165) test: verify do not destroy networkobjects on networkmanager shutdown (#1183) chore: removal of EnableNetworkVariable in NetworkConfig. It's always True now (#1179) fix: Fix DontDestroyWithOwner not returning ownership (#1181) test: Giving Android some more room as the connection tests are timing sensitive (#1178) fix: unitytransport connectionmode buttons (#1176) test: added min frames to multi-instance helper (#1170) chore: Add mobile tests to nightly trigger (#1161) feat: snapshot spawn pre-requisite (#1166) feat: Unity Transport + Relay (#887) feat: client scene synchronization mode (#1171) # Conflicts: # testproject/Assets/Scenes/SampleScene.unity
…am/feature/client-network-transform * sam/feature/interpolation-for-network-transform: (22 commits) fixing line issue more formatting fixing formatting issue removing not submitted LiteNetLib from ZooSam feat: Fast buffer reader and fast buffer writer (#1082) restricting public api bumping exec order feat: NetworkBehaviour.IsSpawned (#1190) feat: added tip to the network manager inspector that directs to install tools (MTT-1211) (#1182) refactor!: remove network dictionary & set, use native container in List, add tests (#1149) fix: Fixed remote disconnects not properly cleaning up (#1184) test: base changes to PR-1114 (#1165) test: verify do not destroy networkobjects on networkmanager shutdown (#1183) chore: removal of EnableNetworkVariable in NetworkConfig. It's always True now (#1179) fix: Fix DontDestroyWithOwner not returning ownership (#1181) test: Giving Android some more room as the connection tests are timing sensitive (#1178) fix: unitytransport connectionmode buttons (#1176) test: added min frames to multi-instance helper (#1170) chore: Add mobile tests to nightly trigger (#1161) feat: snapshot spawn pre-requisite (#1166) ... # Conflicts: # com.unity.netcode.gameobjects/Components/NetworkTransform.cs # testproject/Assets/Scenes/SampleScene.unity
* Refactor The base requirements to build and run multiprocess stuff. * style removing LF * fix Adding back the multiprocess ignore capabilities with the ability to easily override this ignore for continued development work. * fix including the IgnorMultiprocessTests test check for the NetworkVariablePerformanceTests * style fixing white space formatting issue due to indentation. * Update testproject/Assets/Tests/Runtime/MultiprocessRuntime/BaseMultiprocessTests.cs Co-authored-by: M. Fatih MAR <mfatihmar@gmail.com> * fix spelling of IgnoreMultiprocessTests Co-authored-by: M. Fatih MAR <mfatihmar@gmail.com>
The base requirements to build and run multiprocess tests with a minor adjustment to the KillProcesses method.
This PR disables the Multiprocess tests by default, but they can be enabled while continuing development by including the following command line argument:
-bypassIgnoreUTR