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test-fix
Fixing NetworkAnimator test's time travel client connecting...
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testproject/Assets/Tests/Runtime/Animation/NetworkAnimatorTests.cs

Lines changed: 16 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -987,18 +987,33 @@ public void ShutdownWhileSpawnedAndStartBackUpTest()
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NetworkObject networkObject = m_PlayerPrefab.AddComponent<NetworkObject>();
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
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m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs[playerPrefabIndex].Prefab = m_PlayerPrefab;
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m_ServerNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
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// Now, restart the server and the client
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m_ServerNetworkManager.StartHost();
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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clientNetworkManager.NetworkConfig.Prefabs.Prefabs[playerPrefabIndex].Prefab = m_PlayerPrefab;
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clientNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
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clientNetworkManager.StartClient();
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}
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bool AllClientsConnected()
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{
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foreach (var client in m_ClientNetworkManagers)
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{
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if (!client.IsConnectedClient)
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{
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return false;
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}
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}
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return true;
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}
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// Wait for the server and clients to start and connect
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success = WaitForClientsConnectedOrTimeOutWithTimeTravel();
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success = WaitForConditionOrTimeOutWithTimeTravel(AllClientsConnected, 1000);
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Assert.True(success, $"Client Failed to Connect!");
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VerboseDebug($" ++++++++++++++++++ Disconnect-Reconnect Server Test Stopping ++++++++++++++++++ ");
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}

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