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75 行
2.0 KiB
75 行
2.0 KiB
using NUnit.Framework;
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using UnityEngine;
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namespace Unity.Netcode.RuntimeTests
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{
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public class StartStopTests
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{
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private NetworkManager m_NetworkManager;
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[SetUp]
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public void Setup()
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{
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// Create the reusable NetworkManager
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m_NetworkManager = new GameObject(nameof(NetworkManager)).AddComponent<NetworkManager>();
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var transport = m_NetworkManager.gameObject.AddComponent<DummyTransport>();
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m_NetworkManager.NetworkConfig = new NetworkConfig()
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{
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NetworkTransport = transport
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};
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}
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[Test]
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public void TestStopAndRestartForExceptions()
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{
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m_NetworkManager.StartServer();
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m_NetworkManager.Shutdown();
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m_NetworkManager.StartServer();
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m_NetworkManager.Shutdown();
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}
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[Test]
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public void TestStartupServerState()
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{
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m_NetworkManager.StartServer();
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Assert.True(m_NetworkManager.IsServer);
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Assert.False(m_NetworkManager.IsClient);
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Assert.False(m_NetworkManager.IsHost);
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m_NetworkManager.Shutdown();
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}
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[Test]
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public void TestFlagShutdown()
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{
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m_NetworkManager.StartServer();
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m_NetworkManager.ShutdownInternal();
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Assert.False(m_NetworkManager.IsServer);
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Assert.False(m_NetworkManager.IsClient);
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Assert.False(m_NetworkManager.IsHost);
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}
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[Test]
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public void TestShutdownWithoutStartForExceptions()
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{
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m_NetworkManager.ShutdownInternal();
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}
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[Test]
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public void TestShutdownWithoutConfigForExceptions()
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{
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m_NetworkManager.NetworkConfig = null;
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m_NetworkManager.ShutdownInternal();
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}
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[TearDown]
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public void Teardown()
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{
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// Cleanup
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Object.DestroyImmediate(m_NetworkManager.gameObject);
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}
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}
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}
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