@@ -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