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test: networktime properties #1053

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Merged
merged 4 commits into from
Aug 18, 2021
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LukeStampfli
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Adds unit tests for NetworkTime to test that all properties are working correctly. NetworkTime/Tick has 100% code coverage now 👍

Comment on lines +12 to +22
[Test]
[TestCase(0d, 0)]
[TestCase(5d, 0)]
[TestCase(-5d, 0)]
[TestCase(0d, -20)]
[TestCase(5d, int.MinValue)]
[TestCase(-5d, -1)]
public void TestFailCreateInvalidTime(double time, int tickrate)
{
Assert.Throws<UnityEngine.Assertions.AssertionException>(() => new NetworkTime(tickrate, time));
}
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are we saying, they should always be positive?

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Time values can be negative. With the idea that you can add a negative time to a positive time etc. But tickrate must always be positive. A 0 or negative tick rate does not make sense.

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would you like to comment this or something similar explaining "why these values are invalid?" inline? :)

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lgtm

@LukeStampfli LukeStampfli merged commit d30f617 into develop Aug 18, 2021
@LukeStampfli LukeStampfli deleted the test/networktime-properties branch August 18, 2021 09:17
SamuelBellomo added a commit that referenced this pull request Aug 23, 2021
…nsform

* develop: (21 commits)
  test: adding more details to multiprocess readme (#1050)
  refactor!: convert NetworkTransform.NetworkState to `struct` (#1061)
  fix: networkmanager destroy on app quit (#1011)
  feat: snapshot, using unreliable packets, now that the underlying foundation supports it. Only merge after #1062 (#1064)
  feat: snapshot. Fully integrated despawn, mtt-1092, mtt-1056 (#1062)
  fix: eliminate bad use-after-free(destroy) pattern (#1068)
  chore: cleanup meta files for empty dirs (#1067)
  chore: minor MLAPI to Netcode rename (#1065)
  feat: report network behaviour name to the profiler (#1058)
  fix: player movement (#1063)
  test: Add unit tests for NetworkTime properties (#1053)
  chore: remove authority & netvar perms from NetworkTransform (#1059)
  feat: networktransform pos/rot/sca thresholds on state sync (#1055)
  feat: expose network behaviour type name internally (#1057)
  chore: remove all the old profiling code (#1048)
  fix: if-guard `NetworkManager.__rpc_name_table` access (#1056)
  fix: Disabling fixedupdate portion of SpawnRpcDespawn test because it's failing for known reasons that will be fixed in the IMessage refactor. (#1049)
  feat: Implement metrics for the new network profiler (#960)
  chore!: change package name & asmdefs (#1026)
  feat: per axis networktransform state sync (+bitwise state comp) (#1042)
  ...

# Conflicts:
#	com.unity.netcode.gameobjects/Prototyping/NetworkTransform.cs
mollstam pushed a commit to Keepsake-Games/com.unity.netcode.gameobjects that referenced this pull request Feb 13, 2023
)

Co-authored-by: M. Fatih MAR <mfatihmar@gmail.com>
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3 participants