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Fix missed issues
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com.unity.netcode.gameobjects/TestHelpers/Runtime/NetcodeIntegrationTest.cs

Lines changed: 11 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -320,6 +320,7 @@ protected void VerboseDebug(string msg)
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/// to troubleshoot a hard to track bug within an
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/// integration test.
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/// </summary>
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/// <returns>True if verbose debug logging should be enabled; otherwise, false.</returns>
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protected virtual bool OnSetVerboseDebug()
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{
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return false;
@@ -376,6 +377,7 @@ public void OneTimeSetup()
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/// <see cref="NetworkManager"/>s then override <see cref="OnServerAndClientsCreated"/>.
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/// <see cref="m_ServerNetworkManager"/> and <see cref="m_ClientNetworkManagers"/>
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/// </summary>
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/// <returns>An IEnumerator for use with Unity's coroutine system.</returns>
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protected virtual IEnumerator OnSetup()
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{
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yield return null;
@@ -396,6 +398,7 @@ protected virtual void OnInlineSetup()
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/// <summary>
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/// Called before each test is run to perform setup operations.
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/// </summary>
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/// <returns>An IEnumerator for use with Unity's coroutine system.</returns>
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[UnitySetUp]
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public IEnumerator SetUp()
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{
@@ -656,7 +659,6 @@ protected IEnumerator StopOneClient(NetworkManager networkManager, bool destroy
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/// </summary>
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/// <param name="networkManager">The NetworkManager instance of the client to stop.</param>
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/// <param name="destroy">If true, the client's NetworkManager GameObject will be destroyed.</param>
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/// <returns>An IEnumerator for use with Unity's coroutine system.</returns>
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protected void StopOneClientWithTimeTravel(NetworkManager networkManager, bool destroy = false)
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{
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NetcodeIntegrationTestHelpers.StopOneClient(networkManager, destroy);
@@ -1649,10 +1651,11 @@ private GameObject SpawnObject(NetworkObject prefabNetworkObject, NetworkManager
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/// Will spawn (x) number of prefab GameObject
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/// <see cref="SpawnObject(GameObject, NetworkManager, bool)"/>
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/// </summary>
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/// <param name="prefabNetworkObject">the prefab NetworkObject to spawn</param>
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/// <param name="prefabGameObject">the prefab GameObject to spawn</param>
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/// <param name="owner">the owner of the instance</param>
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/// <param name="count">number of instances to create and spawn</param>
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/// <param name="destroyWithScene">default is false</param>
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/// <param name="destroyWithScene">If true, the spawned objects will be destroyed when the scene is unloaded. Default is false.</param>
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/// <returns>A list containing the spawned GameObject instances.</returns>
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protected List<GameObject> SpawnObjects(GameObject prefabGameObject, NetworkManager owner, int count, bool destroyWithScene = false)
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{
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var prefabNetworkObject = prefabGameObject.GetComponent<NetworkObject>();
@@ -1661,13 +1664,14 @@ protected List<GameObject> SpawnObjects(GameObject prefabGameObject, NetworkMana
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}
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/// <summary>
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/// Will spawn (x) number of prefab NetworkObjects
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/// Will spawn (x) number of prefab NetworkObject
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/// <see cref="SpawnObject(NetworkObject, NetworkManager, bool)"/>
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/// </summary>
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/// <param name="prefabNetworkObject">the prefab NetworkObject to spawn</param>
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/// <param name="owner">the owner of the instance</param>
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/// <param name="count">number of instances to create and spawn</param>
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/// <param name="destroyWithScene">default is false</param>
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/// <param name="destroyWithScene">If true, the spawned objects will be destroyed when the scene is unloaded. Default is false.</param>
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/// <returns>A list containing the spawned GameObject instances.</returns>
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private List<GameObject> SpawnObjects(NetworkObject prefabNetworkObject, NetworkManager owner, int count, bool destroyWithScene = false)
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{
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var gameObjectsSpawned = new List<GameObject>();
@@ -1691,8 +1695,8 @@ public NetcodeIntegrationTest()
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/// This can be used to break tests up as a host and a server.
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/// </summary>
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/// <example>
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/// Decorate your child derived class with TestFixture and then create a constructor at the child level.
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/// Don't forget to set your constructor public, else Unity will give you a hard to decipher error.
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/// <para>Decorate your child derived class with TestFixture and then create a constructor at the child level.
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/// Don't forget to set your constructor public, else Unity will give you a hard to decipher error.</para>
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/// <code>
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/// [TestFixture(HostOrServer.Host)]
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/// [TestFixture(HostOrServer.Server)]

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