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test
Just some updates to two integration tests. These are all primarily for debugging purposes.
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2 files changed

+286
-72
lines changed

2 files changed

+286
-72
lines changed

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

Lines changed: 8 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -59,13 +59,13 @@ public override void OnNetworkDespawn()
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6060
public void Changed(int before, int after)
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{
62-
VerboseDebug($"Value changed from {before} to {after} on {NetworkManager.LocalClientId}");
62+
VerboseDebug($"[Client-{NetworkManager.LocalClientId}][{name}][MyNetworkVariable] Value changed from {before} to {after}");
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ValueOnClient[NetworkManager.LocalClientId] = after;
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}
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public void ListChanged(NetworkListEvent<int> listEvent)
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{
67-
Debug.Log($"ListEvent received: type {listEvent.Type}, index {listEvent.Index}, value {listEvent.Value}");
68-
Debug.Assert(ExpectedSize == MyNetworkList.Count);
67+
VerboseDebug($"[Client-{NetworkManager.LocalClientId}][{name}][MyNetworkList] ListEvent received: type {listEvent.Type}, index {listEvent.Index}, value {listEvent.Value}");
68+
Debug.Assert(ExpectedSize == MyNetworkList.Count, $"[{name}] List change failure! Expected Count: {ExpectedSize} Actual Count:{MyNetworkList.Count}");
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}
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}
7171

@@ -185,10 +185,13 @@ public IEnumerator HiddenVariableTest()
185185
var otherClient = m_ServerNetworkManager.ConnectedClientsList[2];
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m_NetSpawnedObject = SpawnObject(m_TestNetworkPrefab, m_ClientNetworkManagers[1]).GetComponent<NetworkObject>();
187187

188-
yield return RefreshGameObects(4);
188+
yield return RefreshGameObects(NumberOfClients);
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190190
// === Check spawn occurred
191191
yield return WaitForSpawnCount(NumberOfClients + 1);
192+
193+
AssertOnTimeout($"Timed out waiting for all clients to spawn {m_NetSpawnedObject.name}");
194+
192195
Debug.Assert(HiddenVariableObject.SpawnCount == NumberOfClients + 1);
193196
VerboseDebug("Objects spawned");
194197

@@ -205,7 +208,6 @@ public IEnumerator HiddenVariableTest()
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// ==== Hide our object to a different client
206209
HiddenVariableObject.ExpectedSize = 2;
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m_NetSpawnedObject.NetworkHide(otherClient.ClientId);
208-
209211
currentValueSet = 3;
210212
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
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m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
@@ -222,7 +224,7 @@ public IEnumerator HiddenVariableTest()
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VerboseDebug("Object spawned");
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// ==== We need a refresh for the newly re-spawned object
225-
yield return RefreshGameObects(4);
227+
yield return RefreshGameObects(NumberOfClients);
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currentValueSet = 4;
228230
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;

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