-
Notifications
You must be signed in to change notification settings - Fork 459
refactor!: CustomMessageManager is no longer static #737
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Merged
Merged
Changes from all commits
Commits
Show all changes
13 commits
Select commit
Hold shift + click to select a range
bf2a69f
refactor: InternalMessageHandler is no longer static
TwoTenPvP b74d51b
Merge branch 'develop' into singleton-removal-message-handler
TwoTenPvP 9cbc9fc
Merge
TwoTenPvP e9e3f89
Added tests
TwoTenPvP de31f81
Minor style fix
TwoTenPvP 2802651
Merge branch 'develop' into singleton-removal-message-handler
TwoTenPvP 12c4dbd
renamed test file
TwoTenPvP 708018e
Merge branch 'develop' into singleton-removal-message-handler
TwoTenPvP 12054c5
Added NetworkManager field
TwoTenPvP f9b27f2
Fix assignment when overriden
TwoTenPvP 18f8fc8
refactor!: CustomMessageManager is no longer static
TwoTenPvP a6c6d43
Fixed missing conversion
TwoTenPvP 01871c4
Merge branch 'develop' into singleton-removal-custom-message-manager
TwoTenPvP File filter
Filter by extension
Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
40 changes: 40 additions & 0 deletions
40
com.unity.multiplayer.mlapi/Tests/Editor/NetworkManagerCustomMessageManagerTests.cs
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,40 @@ | ||
using System.Collections.Generic; | ||
using MLAPI.Configuration; | ||
using MLAPI.Messaging; | ||
using NUnit.Framework; | ||
using UnityEngine; | ||
using UnityEngine.SceneManagement; | ||
|
||
namespace MLAPI.EditorTests | ||
{ | ||
public class NetworkManagerCustomMessageManagerTests | ||
{ | ||
[Test] | ||
public void CustomMessageManagerAssigned() | ||
{ | ||
var gameObject = new GameObject(nameof(CustomMessageManagerAssigned)); | ||
var networkManager = gameObject.AddComponent<NetworkManager>(); | ||
var transport = gameObject.AddComponent<DummyTransport>(); | ||
|
||
// MLAPI sets this in validate | ||
networkManager.NetworkConfig = new NetworkConfig() | ||
{ | ||
// Set the current scene to prevent unexpected log messages which would trigger a failure | ||
RegisteredScenes = new List<string>() {SceneManager.GetActiveScene().name} | ||
}; | ||
|
||
// Set dummy transport that does nothing | ||
networkManager.NetworkConfig.NetworkTransport = transport; | ||
|
||
CustomMessagingManager preManager = networkManager.CustomMessagingManager; | ||
|
||
// Start server to cause init | ||
networkManager.StartServer(); | ||
|
||
Debug.Assert(preManager == null); | ||
Debug.Assert(networkManager.CustomMessagingManager != null); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Assuming you like the 'base class' idea above, then you could test all of the "NetworkManager-extended" classes in a loop here. |
||
|
||
Object.DestroyImmediate(gameObject); | ||
} | ||
} | ||
} |
3 changes: 3 additions & 0 deletions
3
com.unity.multiplayer.mlapi/Tests/Editor/NetworkManagerCustomMessageManagerTests.cs.meta
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Oops, something went wrong.
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Uh oh!
There was an error while loading. Please reload this page.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Idea for later refactor, since several classes all have this pattern of having their own m_NetworkManager, you could have a base class like "NetworkManagerBound" or something. You could then wrap the xtor, m_NetworkManager property, its getter and maybe more things in that. You could then put those in an array in the NetworkManager.cs file and then loop over them to null them out, vs having the list of if statements that have to be maintained.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Good input. At least a field would be nice, but some classes already have constructors like noels RPC queues so I think those should be left.