Skip to content

Commit a365363

Browse files
style
Fixing some standards formatting related issues.
1 parent 0764197 commit a365363

4 files changed

Lines changed: 7 additions & 69 deletions

File tree

com.unity.netcode.gameobjects/Tests/Runtime/NetworkBehaviourGenericTests.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -152,7 +152,7 @@ public IEnumerator ValidateNoSpam()
152152
// to the NetworkObject a warning is logged.
153153
var simpleNetworkBehaviour = validateInstance.GetComponent<SimpleNetworkBehaviour>();
154154
simpleNetworkBehaviour.IsSpawned = true;
155-
155+
156156
// Verify the warning gets logged under normal conditions
157157
var isNull = simpleNetworkBehaviour.NetworkObject == null;
158158
LogAssert.Expect(LogType.Warning, $"[Netcode] Could not get {nameof(NetworkObject)} for the {nameof(NetworkBehaviour)}. Are you missing a {nameof(NetworkObject)} component?");
@@ -162,7 +162,7 @@ public IEnumerator ValidateNoSpam()
162162

163163
// Destroy this test instance
164164
Object.DestroyImmediate(validateInstance);
165-
165+
166166
// Now create a spawned instance (NetworkObject will exist)
167167
var instance = SpawnObject(m_PrefabToSpawn, GetAuthorityNetworkManager()).GetComponent<NetworkObject>();
168168

com.unity.netcode.gameobjects/Tests/Runtime/NetworkVariable/NetworkVariableTests.cs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -359,7 +359,7 @@ public void AllNetworkVariableTypes([Values] HostOrServer useHost)
359359
var authority = GetAuthorityNetworkManager();
360360

361361
// Shutdown the other clients
362-
foreach(var networkManager in m_NetworkManagers)
362+
foreach (var networkManager in m_NetworkManagers)
363363
{
364364
if (networkManager == authority)
365365
{
@@ -381,7 +381,7 @@ public void AllNetworkVariableTypes([Values] HostOrServer useHost)
381381
//var networkVariableTestComponent = NetworkManagerHelper.AddComponentToObject<NetworkVariableTestComponent>(gameObjectId);
382382

383383
//NetworkManagerHelper.SpawnNetworkObject(gameObjectId);
384-
384+
385385
var instance = SpawnObject(prefabToSpawn, authority);
386386
var networkVariableTestComponent = instance.GetComponent<NetworkVariableTestComponent>();
387387

@@ -402,7 +402,7 @@ public void AllNetworkVariableTypes([Values] HostOrServer useHost)
402402

403403
// Disable this once we are done.
404404

405-
405+
406406

407407

408408
// This would normally go in Teardown, but since every other test but this one

com.unity.netcode.gameobjects/Tests/Runtime/Prefabs/AddNetworkPrefabTests.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -30,7 +30,7 @@ private GameObject GenerateAndRegisterPrefab()
3030
var originalPrefabInstance = NetcodeIntegrationTestHelpers.CreateNetworkObject("PrefabTest");
3131
// Make it a prefab
3232
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(originalPrefabInstance.GetComponent<NetworkObject>());
33-
33+
3434

3535
m_ServerNetworkManager.NetworkConfig.SpawnTimeout = 0;
3636
m_ServerNetworkManager.NetworkConfig.ForceSamePrefabs = false;

com.unity.netcode.gameobjects/Tests/Runtime/Prefabs/NetworkPrefabHandlerTests.cs

Lines changed: 1 addition & 63 deletions
Original file line numberDiff line numberDiff line change
@@ -31,8 +31,6 @@ protected override void OnOneTimeSetup()
3131

3232
private bool m_CanStart;
3333

34-
35-
3634
protected override bool CanStartServerAndClients()
3735
{
3836
return m_CanStart;
@@ -42,27 +40,8 @@ private GameObject MakeValidNetworkPrefab()
4240
{
4341
m_ObjectId++;
4442
return CreateNetworkObjectPrefab(k_TestPrefabObjectName + m_ObjectId.ToString());
45-
46-
//return GenerateAndRegisterPrefab();
47-
//Guid baseObjectID = NetworkManagerHelper.AddGameNetworkObject(k_TestPrefabObjectName + m_ObjectId.ToString());
48-
//NetworkObject validPrefab = NetworkManagerHelper.InstantiatedNetworkObjects[baseObjectID];
49-
//NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(validPrefab);
50-
//m_ObjectId++;
51-
//return validPrefab.gameObject;
52-
}
53-
54-
private GameObject GenerateAndRegisterPrefab()
55-
{
56-
// We must migrate this into the DDOL to avoid being
57-
var originalPrefabInstance = NetcodeIntegrationTestHelpers.CreateNetworkObject(k_TestPrefabObjectName + m_ObjectId.ToString());
58-
// Make it a prefab
59-
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(originalPrefabInstance.GetComponent<NetworkObject>());
60-
m_ObjectId++;
61-
return originalPrefabInstance;
6243
}
6344

64-
65-
6645
/// <summary>
6746
/// Tests the NetwokConfig NetworkPrefabsList initialization during NetworkManager's Init method to make sure that
6847
/// it will still initialize but remove the invalid prefabs
@@ -90,16 +69,12 @@ public IEnumerator NetworkConfigInvalidNetworkPrefabTest()
9069
// Add a NetworkPrefab override with an invalid source prefab to override
9170
authority.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = null });
9271

93-
9472
// Create a valid network prefab "asset".
9573
var validPrefabAsset = MakeValidNetworkPrefab().GetComponent<NetworkObject>();
9674

9775
// Add a NetworkPrefab override with a valid source prefab to override but an invalid target prefab.
9876
authority.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = validPrefabAsset.gameObject, OverridingTargetPrefab = null });
9977

100-
// Now add the valid asset as a network prefab with no override.
101-
//authority.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = validPrefabAsset.gameObject });
102-
10378
var validPrefabForSourceHash = MakeValidNetworkPrefab().GetComponent<NetworkObject>();
10479
// This would be the scenario that a hash would be used (typically when scene management is disabled)
10580
validPrefabForSourceHash.InScenePlaced = true;
@@ -110,8 +85,6 @@ public IEnumerator NetworkConfigInvalidNetworkPrefabTest()
11085
networkPrefab.Override = NetworkPrefabOverride.Hash;
11186
authority.NetworkConfig.Prefabs.InternalPrefabs[authority.NetworkConfig.Prefabs.InternalPrefabs.Count - 1] = networkPrefab;
11287

113-
// Add a NetworkPrefab override with a valid hash and valid target prefab
114-
//authority.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = validPrefabForSourceHash.GlobalObjectIdHash, OverridingTargetPrefab = validPrefabAsset.gameObject });
11588
var sourcePrefab = MakeValidNetworkPrefab();
11689
networkPrefab = authority.NetworkConfig.Prefabs.InternalPrefabs[authority.NetworkConfig.Prefabs.InternalPrefabs.Count - 1];
11790
var index = authority.NetworkConfig.Prefabs.Prefabs.Count - 1;
@@ -121,24 +94,9 @@ public IEnumerator NetworkConfigInvalidNetworkPrefabTest()
12194
networkPrefab.OverridingTargetPrefab = targetPrefab;
12295
authority.NetworkConfig.Prefabs.InternalPrefabs[index] = networkPrefab;
12396

124-
// Add a NetworkPrefab override with a valid prefab and valid target prefab
125-
//authority.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = MakeValidNetworkPrefab(), OverridingTargetPrefab = MakeValidNetworkPrefab() });
126-
12797
m_CanStart = true;
12898
yield return StartServerAndClients();
12999

130-
//var exceptionOccurred = false;
131-
//try
132-
//{
133-
// Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out var server, NetworkManagerHelper.NetworkManagerOperatingMode.Host, authority.NetworkConfig), "Failed to start host!");
134-
//}
135-
//catch
136-
//{
137-
// exceptionOccurred = true;
138-
//}
139-
140-
//Assert.False(exceptionOccurred);
141-
142100
// In the end we should only have 3 valid registered network prefabs
143101
Assert.AreEqual(5, authority.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks.Count);
144102
}
@@ -256,31 +214,11 @@ public IEnumerator NetworkPrefabHandlerClass([Values] NetworkTopologyTypes topol
256214
UnityEngine.Object.Destroy(prefabHandlerObject);
257215
}
258216

259-
//[SetUp]
260-
//public void Setup()
261-
//{
262-
// //Create, instantiate, and host
263-
// NetworkManagerHelper.StartNetworkManager(out _, NetworkManagerHelper.NetworkManagerOperatingMode.None);
264-
//}
265-
266217
protected override IEnumerator OnTearDown()
267218
{
268219
m_CanStart = false;
269220
return base.OnTearDown();
270221
}
271-
272-
//[TearDown]
273-
//public void TearDown()
274-
//{
275-
// //Stop, shutdown, and destroy
276-
// NetworkManagerHelper.ShutdownNetworkManager();
277-
// var networkObjects = FindObjects.ByType<NetworkObject>();
278-
// var networkObjectsList = networkObjects.Where(c => c.name.Contains(k_PrefabObjectName));
279-
// foreach (var networkObject in networkObjectsList)
280-
// {
281-
// UnityEngine.Object.DestroyImmediate(networkObject);
282-
// }
283-
//}
284222
}
285223

286224
/// <summary>
@@ -315,7 +253,7 @@ public void Destroy(NetworkObject networkObject)
315253

316254
public bool StillHasInstances()
317255
{
318-
return (m_Instances.Count > 0);
256+
return m_Instances.Count > 0;
319257
}
320258

321259
private void OnDestroy()

0 commit comments

Comments
 (0)