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Few new corrections
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4 files changed

+6
-4
lines changed

4 files changed

+6
-4
lines changed

com.unity.netcode.gameobjects/Runtime/Configuration/NetworkPrefab.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -74,7 +74,7 @@ public bool Equals(NetworkPrefab other)
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/// <summary>
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/// Gets the GlobalObjectIdHash of the source prefab based on the current override settings
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/// </summary>
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/// <returns>The hash value identifying the source prefab</returns>
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/// <value>The hash value identifying the source prefab</value>
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/// <exception cref="InvalidOperationException">Thrown when required prefab references are missing or invalid</exception>
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/// <exception cref="ArgumentOutOfRangeException">Thrown when Override has an invalid value</exception>
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public uint SourcePrefabGlobalObjectIdHash
@@ -112,7 +112,7 @@ public uint SourcePrefabGlobalObjectIdHash
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/// <summary>
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/// Gets the GlobalObjectIdHash of the target prefab when using prefab overrides
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/// </summary>
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/// <returns>The hash value identifying the target prefab, or 0 if no override is set</returns>
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/// <value>The hash value identifying the target prefab, or 0 if no override is set</value>
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/// <exception cref="InvalidOperationException">Thrown when required prefab references are missing or invalid</exception>
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/// <exception cref="ArgumentOutOfRangeException">Thrown when Override has an invalid value</exception>
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public uint TargetPrefabGlobalObjectIdHash

com.unity.netcode.gameobjects/TestHelpers/Runtime/NetcodeIntegrationTestHelpers.cs

Lines changed: 1 addition & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -615,10 +615,9 @@ public static IEnumerator WaitForClientConnected(NetworkManager client, ResultWr
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/// <summary>
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/// Similar to WaitForClientConnected, this waits for multiple clients to be connected.
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/// </summary>
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/// <param name="clients">The clients to be connected</param>
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/// <param name="clients">Array of clients to wait for</param>
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/// <param name="result">The result. If null, it will automatically assert<</param>
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/// <param name="timeout">Maximum time in seconds to wait for the object to be found.</param>
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/// <returns></returns>
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public static IEnumerator WaitForClientsConnected(NetworkManager[] clients, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
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{
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// Make sure none are the host client

com.unity.netcode.gameobjects/Tests/Runtime/Components/BufferDataValidationComponent.cs

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -54,6 +54,7 @@ private void Start()
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/// <summary>
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/// Returns back whether the test has completed the total number of iterations
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/// </summary>
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/// <returns>True if the test has exceeded maximum buffer size or failed, false otherwise</returns>
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public bool IsTestComplete()
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{
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if (m_CurrentBufferSize > MaximumBufferSize || TestFailed)

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

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Original file line numberDiff line numberDiff line change
@@ -335,6 +335,8 @@ public void Initialize(NetworkManager networkManager)
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/// This validates that the instances persisted to the next test set and persisted
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/// between network sessions
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/// </summary>
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/// <param name="minCount">The minimum number of times each instance should have been spawned</param>
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/// <returns>True if all instances meet the minimum spawn count requirement, false otherwise</returns>
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public bool ValidateInstanceSpawnCount(int minCount)
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{
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// First pass we should have no instances

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