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refactor!: Unified Shutdown #1108
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e0cbc95
refactor!: Unified Shutdown
TwoTenPvP 4a682ca
Added tests
TwoTenPvP a45de3c
Merge branch 'develop' into unify-shutdown2
TwoTenPvP b570049
Merge branch 'develop' into unify-shutdown2
TwoTenPvP ffe768b
Remove scene
TwoTenPvP 334b21b
Updated comments
TwoTenPvP 7e9afde
Merge branch 'develop' into unify-shutdown2
TwoTenPvP 6c32cdd
Removed usings
TwoTenPvP d4ff848
Merge branch 'develop' into unify-shutdown2
TwoTenPvP bc2c897
Merge branch 'develop' into unify-shutdown2
TwoTenPvP a097811
Fixed invalid shutdown state
TwoTenPvP fc250d9
Merge branch 'unify-shutdown2' of https://github.com/Unity-Technologi…
TwoTenPvP 695658e
Merge branch 'develop' into unify-shutdown2
TwoTenPvP da12964
Merge branch 'develop' into unify-shutdown2
TwoTenPvP e46cd0c
Cleaned up test
TwoTenPvP f3625d4
Merge branch 'unify-shutdown2' of https://github.com/Unity-Technologi…
TwoTenPvP d10965e
Merge branch 'develop' into unify-shutdown2
TwoTenPvP 862a043
Merge branch 'develop' into unify-shutdown2
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62 changes: 62 additions & 0 deletions
62
com.unity.netcode.gameobjects/Tests/Editor/StartStopTests.cs
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Original file line number | Diff line number | Diff line change |
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using NUnit.Framework; | ||
using UnityEngine; | ||
|
||
namespace Unity.Netcode.EditorTests | ||
{ | ||
public class StartStopTests | ||
{ | ||
private NetworkManager m_NetworkManager; | ||
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[SetUp] | ||
public void Setup() | ||
{ | ||
// Create the reusable NetworkManager | ||
m_NetworkManager = new GameObject(nameof(NetworkManager)).AddComponent<NetworkManager>(); | ||
var transport = m_NetworkManager.gameObject.AddComponent<DummyTransport>(); | ||
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m_NetworkManager.NetworkConfig = new NetworkConfig() | ||
{ | ||
NetworkTransport = transport | ||
}; | ||
} | ||
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[Test] | ||
public void TestStopAndRestartForExceptions() | ||
{ | ||
m_NetworkManager.StartServer(); | ||
m_NetworkManager.Shutdown(); | ||
m_NetworkManager.StartServer(); | ||
m_NetworkManager.Shutdown(); | ||
} | ||
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[Test] | ||
public void TestStartupServerState() | ||
{ | ||
m_NetworkManager.StartServer(); | ||
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Assert.True(m_NetworkManager.IsServer); | ||
Assert.False(m_NetworkManager.IsClient); | ||
Assert.False(m_NetworkManager.IsHost); | ||
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m_NetworkManager.Shutdown(); | ||
} | ||
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[Test] | ||
public void TestFlagShutdown() | ||
{ | ||
m_NetworkManager.StartServer(); | ||
m_NetworkManager.Shutdown(); | ||
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Assert.False(m_NetworkManager.IsServer); | ||
Assert.False(m_NetworkManager.IsClient); | ||
Assert.False(m_NetworkManager.IsHost); | ||
} | ||
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[TearDown] | ||
public void Teardown() | ||
{ | ||
// Cleanup | ||
Object.DestroyImmediate(m_NetworkManager.gameObject); | ||
} | ||
} | ||
} |
3 changes: 3 additions & 0 deletions
3
com.unity.netcode.gameobjects/Tests/Editor/StartStopTests.cs.meta
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These look much better, good job!
nit: The team just had a conversation about this, and still isn't aligned quite yet so feel free to disregard, but I'm a fan of more descriptive test names... e.g. either SUTShouldDoExpectedThingWhenSpecificState or SUT_SpecificState_ExpectedResult so in this case it might be something like NetworkManagerShouldNotThrowExceptionsWhenRestarted, or NetworkManager_StartAfterShutdown_DoesNotThrow