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Update all tests that override OnNewClientCreated
1 parent dd87959 commit c8eff3d

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5 files changed

+4
-31
lines changed

5 files changed

+4
-31
lines changed

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

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Original file line numberDiff line numberDiff line change
@@ -88,12 +88,6 @@ protected override IEnumerator OnSetup()
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return base.OnSetup();
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}
9090

91-
protected override void OnNewClientCreated(NetworkManager networkManager)
92-
{
93-
networkManager.NetworkConfig.Prefabs = m_ServerNetworkManager.NetworkConfig.Prefabs;
94-
base.OnNewClientCreated(networkManager);
95-
}
96-
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/// <summary>
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/// This validates that pre spawn can be used to instantiate and assign a NetworkVariable (or other prespawn tasks)
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/// which can be useful for assigning a NetworkVariable value on the server side when the NetworkVariable has owner write permissions.

com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformBase.cs

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Original file line numberDiff line numberDiff line change
@@ -339,7 +339,6 @@ protected override IEnumerator OnServerAndClientsConnected()
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/// </summary>
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protected override void OnNewClientCreated(NetworkManager networkManager)
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{
342-
networkManager.NetworkConfig.Prefabs = m_ServerNetworkManager.NetworkConfig.Prefabs;
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networkManager.NetworkConfig.TickRate = GetTickRate();
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if (m_EnableVerboseDebug)
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{

testproject/Assets/Tests/Runtime/Animation/NetworkAnimatorTests.cs

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Original file line numberDiff line numberDiff line change
@@ -626,19 +626,6 @@ public IEnumerator TriggerUpdateTests([Values] OwnerShipMode ownerShipMode, [Val
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VerboseDebug($" ------------------ Trigger Test [{TriggerTest.Iteration}][{ownerShipMode}] Stopping ------------------ ");
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}
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629-
protected override void OnNewClientCreated(NetworkManager networkManager)
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{
631-
var networkPrefab = new NetworkPrefab() { Prefab = m_AnimationTestPrefab };
632-
networkManager.NetworkConfig.Prefabs.Add(networkPrefab);
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networkPrefab = new NetworkPrefab() { Prefab = m_AnimationOwnerTestPrefab };
634-
networkManager.NetworkConfig.Prefabs.Add(networkPrefab);
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networkPrefab = new NetworkPrefab() { Prefab = m_AnimationCheerTestPrefab };
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networkManager.NetworkConfig.Prefabs.Add(networkPrefab);
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networkPrefab = new NetworkPrefab() { Prefab = m_AnimationCheerOwnerTestPrefab };
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networkManager.NetworkConfig.Prefabs.Add(networkPrefab);
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}
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/// <summary>
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/// Verifies that triggers are synchronized with currently connected clients
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/// </summary>

testproject/Assets/Tests/Runtime/DontDestroyOnLoadTests.cs

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Original file line numberDiff line numberDiff line change
@@ -22,12 +22,6 @@ protected override void OnServerAndClientsCreated()
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base.OnServerAndClientsCreated();
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}
2424

25-
protected override void OnNewClientCreated(NetworkManager networkManager)
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{
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networkManager.NetworkConfig.Prefabs = m_ServerNetworkManager.NetworkConfig.Prefabs;
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base.OnNewClientCreated(networkManager);
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}
30-
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private ulong m_SpawnedNetworkObjectId;
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private StringBuilder m_ErrorLog = new StringBuilder();
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testproject/Assets/Tests/Runtime/PrefabExtendedTests.cs

Lines changed: 4 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -129,11 +129,10 @@ protected override void OnNewClientCreated(NetworkManager networkManager)
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{
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networkManager.NetworkConfig.EnableSceneManagement = m_SceneManagementEnabled;
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networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists.Add(PrefabTestConfig.Instance.TestPrefabs);
132-
base.OnNewClientCreated(networkManager);
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}
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135134
/// <summary>
136-
/// Validates that all spawned NetworkObjects are present and their corresponding
135+
/// Validates that all spawned NetworkObjects are present and their corresponding
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/// GlobalObjectIdHash values match
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/// </summary>
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private bool ValidateAllClientsSpawnedObjects()
@@ -227,7 +226,7 @@ public IEnumerator TestPrefabsSpawning([Values] InstantiateAndSpawnMethods insta
227226
yield return CreateAndStartNewClient();
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var spawnManager = m_ServerNetworkManager.SpawnManager;
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// If scene management is enabled, then we want to verify against the editor
229+
// If scene management is enabled, then we want to verify against the editor
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// assigned in-scene placed NetworkObjects
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if (m_SceneManagementEnabled)
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{
@@ -303,7 +302,7 @@ public IEnumerator TestPrefabsSpawning([Values] InstantiateAndSpawnMethods insta
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[UnityTest]
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public IEnumerator TestsInstantiateAndSpawnErrors([Values] InstantiateAndSpawnMethods instantiateAndSpawnType)
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{
306-
// If scene management is enabled, then we want to verify against the editor
305+
// If scene management is enabled, then we want to verify against the editor
307306
// assigned in-scene placed NetworkObjects
308307
if (m_SceneManagementEnabled)
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{
@@ -344,7 +343,7 @@ public IEnumerator TestsInstantiateAndSpawnErrors([Values] InstantiateAndSpawnMe
344343
m_ServerNetworkManager.Shutdown();
345344
LogAssert.Expect(LogType.Warning, NetworkSpawnManager.InstantiateAndSpawnErrors[NetworkSpawnManager.InstantiateAndSpawnErrorTypes.InvokedWhenShuttingDown]);
346345
InstantiateAndSpawn(m_ObjectsToSpawn[0], instantiateAndSpawnType);
347-
// The not listening error can only happen when trying to instantiate and spawn on a Network Prefab
346+
// The not listening error can only happen when trying to instantiate and spawn on a Network Prefab
348347
if (instantiateAndSpawnType == InstantiateAndSpawnMethods.NetworkObject)
349348
{
350349
LogAssert.Expect(LogType.Error, NetworkSpawnManager.InstantiateAndSpawnErrors[NetworkSpawnManager.InstantiateAndSpawnErrorTypes.NoActiveSession]);

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