@@ -52,7 +52,13 @@ public abstract class NetcodeIntegrationTest
5252 /// </summary>
5353 public enum SceneManagementState
5454 {
55+ /// <summary>
56+ /// Scene management is enabled.
57+ /// </summary>
5558 SceneManagementEnabled ,
59+ /// <summary>
60+ /// Scene management is disabled.
61+ /// </summary>
5662 SceneManagementDisabled
5763 }
5864
@@ -115,8 +121,8 @@ public static void DeregisterNetworkObject(NetworkObject networkObject)
115121 /// Overloaded version of <see cref="DeregisterNetworkObject"/>. <br />
116122 /// Used by <see cref="ObjectNameIdentifier"/> to de-register a spawned <see cref="NetworkObject"/> instance.
117123 /// </summary>
118- /// <param name="networkObject ">The <see cref="NetworkManager "/>'s assigned client identifier.</param>
119- /// <param name="networkObject ">The <see cref="NetworkObject"/> being de-registered for a test in progress .</param>
124+ /// <param name="localClientId ">The client instance identifier of the spawned <see cref="NetworkObject "/> instance.
125+ /// <param name="networkObjectId ">The <see cref="NetworkObject.NetworkObjectId "/> of the spawned instance .</param>
120126 public static void DeregisterNetworkObject ( ulong localClientId , ulong networkObjectId )
121127 {
122128 if ( s_GlobalNetworkObjects . ContainsKey ( localClientId ) && s_GlobalNetworkObjects [ localClientId ] . ContainsKey ( networkObjectId ) )
@@ -1029,7 +1035,7 @@ protected void SetTimeTravelSimulatedDropRate(float dropRatePercent)
10291035 /// <summary>
10301036 /// When using time travel, you can use this method to simulate packet jitter conditions.
10311037 /// </summary>
1032- /// <param name="dropRatePercent ">The amount of packet jitter to be applied while time traveling.</param>
1038+ /// <param name="jitterSeconds ">The amount of packet jitter to be applied while time traveling.</param>
10331039 protected void SetTimeTravelSimulatedLatencyJitter ( float jitterSeconds )
10341040 {
10351041 ( ( MockTransport ) GetAuthorityNetworkManager ( ) . NetworkConfig . NetworkTransport ) . LatencyJitter = jitterSeconds ;
@@ -1715,6 +1721,8 @@ protected void EnableMessageLogging()
17151721 /// Note: For more complex tests, <see cref="ConditionalPredicateBase"/> and the overloaded
17161722 /// version of this method
17171723 /// </summary>
1724+ /// <param name="checkForCondition">the conditional function to determine if the condition has been reached.</param>
1725+ /// <param name="timeOutHelper">the <see cref="TimeoutHelper"/> used to handle timing out the wait condition.</param>
17181726 /// <returns><see cref="IEnumerator"/></returns>
17191727 public static IEnumerator WaitForConditionOrTimeOut ( Func < bool > checkForCondition , TimeoutHelper timeOutHelper = null )
17201728 {
@@ -1752,6 +1760,8 @@ public static IEnumerator WaitForConditionOrTimeOut(Func<bool> checkForCondition
17521760 /// Waits for the function condition to return true or it will time out. Uses time travel to simulate this
17531761 /// for the given number of frames, simulating delta times at the application frame rate.
17541762 /// </summary>
1763+ /// <param name="checkForCondition">the conditional function to determine if the condition has been reached.</param>
1764+ /// <param name="maxTries">the maximum times to check for the condition (default is 60).</param>
17551765 /// <returns><see cref="true"/> or <see cref="false"/></returns>
17561766 public bool WaitForConditionOrTimeOutWithTimeTravel ( Func < bool > checkForCondition , int maxTries = 60 )
17571767 {
@@ -1790,6 +1800,8 @@ public bool WaitForConditionOrTimeOutWithTimeTravel(Func<bool> checkForCondition
17901800 /// This version accepts an IConditionalPredicate implementation to provide
17911801 /// more flexibility for checking complex conditional cases.
17921802 /// </summary>
1803+ /// <param name="conditionalPredicate">An <see cref="IConditionalPredicate"/> implementation used to determine if the condition(s) has/have been met.</param>
1804+ /// <param name="timeOutHelper">the <see cref="TimeoutHelper"/> used to handle timing out the wait condition.</param>
17931805 /// <returns><see cref="IEnumerator"/></returns>
17941806 public static IEnumerator WaitForConditionOrTimeOut ( IConditionalPredicate conditionalPredicate , TimeoutHelper timeOutHelper = null )
17951807 {
@@ -2028,6 +2040,9 @@ protected GameObject CreateNetworkObjectPrefab(string baseName)
20282040 /// <summary>
20292041 /// Overloaded method <see cref="SpawnObject(NetworkObject, NetworkManager, bool)"/>
20302042 /// </summary>
2043+ /// <param name="prefabGameObject">the prefab <see cref="GameObject"/> to spawn</param>
2044+ /// <param name="owner">the owner of the instance</param>
2045+ /// <param name="destroyWithScene">default is false</param>
20312046 /// <returns>The <see cref="GameObject"/> of the newly spawned <see cref="NetworkObject"/>.</returns>
20322047 protected GameObject SpawnObject ( GameObject prefabGameObject , NetworkManager owner , bool destroyWithScene = false )
20332048 {
@@ -2039,6 +2054,9 @@ protected GameObject SpawnObject(GameObject prefabGameObject, NetworkManager own
20392054 /// <summary>
20402055 /// Overloaded method <see cref="SpawnObject(NetworkObject, NetworkManager, bool)"/>
20412056 /// </summary>
2057+ /// <param name="prefabGameObject">the prefab <see cref="GameObject"/> to spawn</param>
2058+ /// <param name="owner">the owner of the instance</param>
2059+ /// <param name="destroyWithScene">default is false</param>
20422060 /// <returns>The <see cref="GameObject"/> of the newly spawned player's <see cref="NetworkObject"/>.</returns>
20432061 protected GameObject SpawnPlayerObject ( GameObject prefabGameObject , NetworkManager owner , bool destroyWithScene = false )
20442062 {
@@ -2050,9 +2068,10 @@ protected GameObject SpawnPlayerObject(GameObject prefabGameObject, NetworkManag
20502068 /// <summary>
20512069 /// Spawn a NetworkObject prefab instance
20522070 /// </summary>
2053- /// <param name="prefabNetworkObject">the prefab NetworkObject to spawn</param>
2071+ /// <param name="prefabNetworkObject">the prefab <see cref=" NetworkObject"/> to spawn</param>
20542072 /// <param name="owner">the owner of the instance</param>
20552073 /// <param name="destroyWithScene">default is false</param>
2074+ /// <param name="isPlayerObject">when <see cref="true"/>, the object will be spawned as the <see cref="NetworkManager.LocalClientId"/> owned player.</param>
20562075 /// <returns>GameObject instance spawned</returns>
20572076 private GameObject SpawnObject ( NetworkObject prefabNetworkObject , NetworkManager owner , bool destroyWithScene = false , bool isPlayerObject = false )
20582077 {
@@ -2109,8 +2128,12 @@ private GameObject SpawnObject(NetworkObject prefabNetworkObject, NetworkManager
21092128 }
21102129
21112130 /// <summary>
2112- /// Overloaded method <see cref="SpawnObjects(NetworkObject, NetworkManager, int, bool)"/>
2131+ /// Overloaded method <see cref="SpawnObjects(NetworkObject, NetworkManager, int, bool)"/>.
21132132 /// </summary>
2133+ /// <param name="prefabGameObject">the prefab <see cref="GameObject"/> to spawn</param>
2134+ /// <param name="owner">the owner of the instance</param>
2135+ /// <param name="count">number of instances to create and spawn</param>
2136+ /// <param name="destroyWithScene">default is false</param>
21142137 /// <returns>A <see cref="List{T}"/> of <see cref="GameObject"/>s spawned.</returns>
21152138 protected List < GameObject > SpawnObjects ( GameObject prefabGameObject , NetworkManager owner , int count , bool destroyWithScene = false )
21162139 {
@@ -2123,7 +2146,7 @@ protected List<GameObject> SpawnObjects(GameObject prefabGameObject, NetworkMana
21232146 /// Will spawn (x) number of prefab NetworkObjects
21242147 /// <see cref="SpawnObject(NetworkObject, NetworkManager, bool)"/>
21252148 /// </summary>
2126- /// <param name="prefabNetworkObject">the prefab NetworkObject to spawn</param>
2149+ /// <param name="prefabNetworkObject">the prefab <see cref=" NetworkObject"/> to spawn</param>
21272150 /// <param name="owner">the owner of the instance</param>
21282151 /// <param name="count">number of instances to create and spawn</param>
21292152 /// <param name="destroyWithScene">default is false</param>
@@ -2220,6 +2243,11 @@ private void InitializeTestConfiguration(NetworkTopologyTypes networkTopologyTyp
22202243 /// Just a helper function to avoid having to write the entire assert just to check if you
22212244 /// timed out.
22222245 /// </summary>
2246+ /// <remarks>
2247+ /// If no <see cref="TimeoutHelper"/> is provided, then the <see cref="s_GlobalTimeoutHelper"/> will be used.
2248+ /// </remarks>
2249+ /// <param name="timeOutErrorMessage">The error message to log if a time out has occurred.</param>
2250+ /// <param name="assignedTimeoutHelper">Optional <see cref="TimeoutHelper"/> instance used during a conditional wait.</param>
22232251 protected void AssertOnTimeout ( string timeOutErrorMessage , TimeoutHelper assignedTimeoutHelper = null )
22242252 {
22252253 var timeoutHelper = assignedTimeoutHelper ?? s_GlobalTimeoutHelper ;
@@ -2299,6 +2327,8 @@ private IEnumerator WaitForTickAndFrames(NetworkManager networkManager, int tick
22992327 /// <summary>
23002328 /// Yields until specified amount of network ticks and the expected number of frames has been passed.
23012329 /// </summary>
2330+ /// <param name="networkManager">The relative <see cref="NetworkManager"/> waiting for a specific tick.</param>
2331+ /// <param name="count">How many ticks to wait for.</param>
23022332 /// <returns><see cref="IEnumerator"/></returns>
23032333 protected IEnumerator WaitForTicks ( NetworkManager networkManager , int count )
23042334 {
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