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Tidying a bit, especially the tests. Removing uninformative tests and adding a little context. Removing a couple test-only methods.
/main/staging
Tidying a bit, especially the tests. Removing uninformative tests and adding a little context. Removing a couple test-only methods.
/main/staging
nathaniel.buck@unity3d.com
3 年前
当前提交
42535b51
共有 14 个文件被更改,包括 93 次插入 和 347 次删除
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15Assets/Scripts/Entities/LocalLobby.cs
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18Assets/Scripts/Infrastructure/Messenger.cs
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23Assets/Scripts/Relay/RelayInterface.cs
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3Assets/Scripts/Tests/Editor/AuthTests.cs
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35Assets/Scripts/Tests/Editor/LoggerTests.cs
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16Assets/Scripts/Tests/Editor/MessengerTests.cs
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19Assets/Scripts/Tests/Editor/ObserverTests.cs
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12Assets/Scripts/Tests/PlayMode/LobbyRoundtripTests.cs
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92Assets/Scripts/Tests/PlayMode/RelayRoundTripTests.cs
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6Assets/Scripts/Tests/PlayMode/UpdateSlowTests.cs
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11Assets/Scripts/Tests/Editor/LobbyTests.cs.meta
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44Assets/Scripts/Tests/Editor/LobbyTests.cs
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11Assets/Scripts/Tests/PlayMode/LobbyReadyCheckTests.cs.meta
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135Assets/Scripts/Tests/PlayMode/LobbyReadyCheckTests.cs
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fileFormatVersion: 2 |
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guid: 9d49868c0d767434f95879cf758a4fb2 |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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using LobbyRelaySample; |
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using NUnit.Framework; |
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namespace Test |
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{ |
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public class LobbyTests |
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{ |
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LocalLobby m_LocalLobby; |
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const int k_TestUserCount = 3; |
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[SetUp] |
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public void Setup() |
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{ |
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m_LocalLobby = new LocalLobby(); |
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for (int i = 0; i < k_TestUserCount; i++) |
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{ |
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m_LocalLobby.AddPlayer(new LobbyUser |
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{ |
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ID = i.ToString() |
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}); |
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} |
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} |
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[Test] |
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public void LobbyPlayerStateTest() |
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{ |
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Assert.False(m_LocalLobby.PlayersOfState(UserStatus.Ready)); |
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m_LocalLobby.LobbyUsers["0"].UserStatus = UserStatus.Ready; |
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Assert.False(m_LocalLobby.PlayersOfState(UserStatus.Ready)); |
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Assert.True(m_LocalLobby.PlayersOfState(UserStatus.Ready, 1)); |
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m_LocalLobby.LobbyUsers["1"].UserStatus = UserStatus.Ready; |
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Assert.False(m_LocalLobby.PlayersOfState(UserStatus.Ready)); |
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Assert.True(m_LocalLobby.PlayersOfState(UserStatus.Ready, 2)); |
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m_LocalLobby.LobbyUsers["2"].UserStatus = UserStatus.Ready; |
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Assert.True(m_LocalLobby.PlayersOfState(UserStatus.Ready)); |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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// TODO: Obsolete. Replace with something accurate to Relay with transport.
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//using LobbyRelaySample;
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//using NUnit.Framework;
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//using System.Collections;
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//using Unity.Services.Lobbies;
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//using Unity.Services.Lobbies.Models;
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//using UnityEngine;
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//using UnityEngine.TestTools;
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//using LobbyAPIInterface = LobbyRelaySample.lobby.LobbyAPIInterface;
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//namespace Test
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//{
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// public class LobbyReadyCheckTests
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// {
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// private string m_workingLobbyId;
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// private LobbyRelaySample.Auth.Identity m_auth;
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// private bool m_didSigninComplete = false;
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// private GameObject m_updateSlowObj;
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// [OneTimeSetUp]
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// public void Setup()
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// {
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// m_auth = new LobbyRelaySample.Auth.Identity(() => { m_didSigninComplete = true; });
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// Locator.Get.Provide(m_auth);
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// m_updateSlowObj = new GameObject("UpdateSlowTest");
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// m_updateSlowObj.AddComponent<UpdateSlow>();
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// }
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// [UnityTearDown]
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// public IEnumerator PerTestTeardown()
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// {
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// if (m_workingLobbyId != null)
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// { LobbyAPIInterface.DeleteLobbyAsync(m_workingLobbyId, null);
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// m_workingLobbyId = null;
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// }
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// yield return new WaitForSeconds(0.5f); // We need a yield anyway, so wait long enough to probably delete the lobby. There currently (6/22/2021) aren't other tests that would have issues if this took longer.
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// }
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// [OneTimeTearDown]
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// public void Teardown()
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// {
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// Locator.Get.Provide(new LobbyRelaySample.Auth.IdentityNoop());
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// m_auth.Dispose();
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// LogAssert.ignoreFailingMessages = false;
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// LobbyAsyncRequests.Instance.EndTracking();
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// GameObject.Destroy(m_updateSlowObj);
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// }
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// private IEnumerator WaitForSignin()
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// {
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// // Wait a reasonable amount of time for sign-in to complete.
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// if (!m_didSigninComplete)
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// yield return new WaitForSeconds(3);
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// if (!m_didSigninComplete)
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// Assert.Fail("Did not sign in.");
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// }
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// private IEnumerator CreateLobby(string lobbyName, string userId)
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// {
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// Response<Lobby> createResponse = null;
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// float timeout = 5;
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// LobbyAPIInterface.CreateLobbyAsync(userId, lobbyName, 4, false, (r) => { createResponse = r; });
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// while (createResponse == null && timeout > 0)
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// { yield return new WaitForSeconds(0.25f);
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// timeout -= 0.25f;
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// }
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// Assert.Greater(timeout, 0, "Timeout check (lobby creation).");
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// m_workingLobbyId = createResponse.Result.Id;
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// }
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// private IEnumerator PushPlayerData(LobbyUser player)
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// {
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// bool hasPushedPlayerData = false;
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// float timeout = 5;
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// LobbyAsyncRequests.Instance.UpdatePlayerDataAsync(LobbyRelaySample.lobby.ToLocalLobby.RetrieveUserData(player), () => { hasPushedPlayerData = true; }); // LobbyContentHeartbeat normally does this.
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// while (!hasPushedPlayerData && timeout > 0)
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// { yield return new WaitForSeconds(0.25f);
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// timeout -= 0.25f;
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// }
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// Assert.Greater(timeout, 0, "Timeout check (push player data).");
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// }
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// /// <summary>
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// /// After creating a lobby and a player, signal that the player is Ready. This should lead to a countdown time being set for all players.
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// /// </summary>
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// [UnityTest]
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// public IEnumerator SetCountdownTimeSinglePlayer()
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// {
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// LogAssert.ignoreFailingMessages = true; // Not sure why, but when auth logs in, it sometimes generates an error: "A Native Collection has not been disposed[...]." We don't want this to cause test failures, since in practice it *seems* to not negatively impact behavior.
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// ReadyCheck readyCheck = new ReadyCheck(5); // This ready time is used for the countdown target end, not for any of the timing of actually detecting readies.
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// yield return WaitForSignin();
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// string userId = m_auth.GetSubIdentity(LobbyRelaySample.Auth.IIdentityType.Auth).GetContent("id");
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// yield return CreateLobby("TestReadyLobby1", userId);
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// LobbyAsyncRequests.Instance.BeginTracking(m_workingLobbyId);
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// yield return new WaitForSeconds(2); // Allow the initial lobby retrieval.
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// LobbyUser user = new LobbyUser();
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// user.ID = userId;
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// user.UserStatus = UserStatus.Ready;
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// yield return PushPlayerData(user);
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// readyCheck.BeginCheckingForReady();
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// float timeout = 5; // Long enough for two slow updates
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// yield return new WaitForSeconds(timeout);
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// readyCheck.Dispose();
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// LobbyAsyncRequests.Instance.EndTracking();
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// yield return new WaitForSeconds(2); // Buffer to prevent a 429 on the upcoming Get, since there's a Get request on the slow upate loop when that's active.
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// Response<Lobby> getResponse = null;
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// timeout = 5;
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// LobbyAPIInterface.GetLobbyAsync(m_workingLobbyId, (r) => { getResponse = r; });
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// while (getResponse == null && timeout > 0)
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// { yield return new WaitForSeconds(0.25f);
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// timeout -= 0.25f;
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// }
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// Assert.Greater(timeout, 0, "Timeout check (get lobby).");
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// Assert.NotNull(getResponse.Result, "Retrieved lobby successfully.");
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// Assert.NotNull(getResponse.Result.Data, "Lobby should have data.");
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// Assert.True(getResponse.Result.Data.ContainsKey("AllPlayersReady"), "Check for AllPlayersReady key.");
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// string readyString = getResponse.Result.Data["AllPlayersReady"]?.Value;
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// Assert.NotNull(readyString, "Check for non-null AllPlayersReady.");
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// Assert.True(long.TryParse(readyString, out long ticks), "Check for ticks value in AllPlayersReady."); // This will be based on the current time, so we won't check for a specific value.
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// }
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// // Can't test with multiple players on one machine, since anonymous UAS credentials can't be manually supplied.
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// }
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//}
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