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AssertOnTimeout($"Timed out waiting for the client to spawn {k_SpawnedObjects} objects! expected: {k_SpawnedObjects} | have: {SpawnObjectTrackingComponent.SpawnedObjects}", timeoutHelper);
// Provide one full tick for all messages to finish being processed.
// DANGO-TODO: Determine if this is only when testing against Rust server (i.e. messages still pending and clients shutting down before they are dequeued)
// yield return s_DefaultWaitForTick;
}
[UnityTest, Performance]
public IEnumerator PerformanceWhenManyObjectsAreSpawnedAndDespawned()
{
var authority = GetAuthorityNetworkManager();
SampleGroup sampleGroup = new SampleGroup($"ManyObjectsSpawnedAndDespawned");
for (var i = 0; i < 100; i++)
{
ResetTracking();
var objects = new NetworkObject[k_SpawnedObjects];
AssertOnTimeout($"Timed out waiting for the client to spawn {k_SpawnedObjects} objects! expected: {k_SpawnedObjects} | have: {SpawnObjectTrackingComponent.SpawnedObjects}", timeoutHelper);
AssertOnTimeout($"Timed out waiting for the client to despawn {k_SpawnedObjects} objects! expected: {k_SpawnedObjects} | have: {SpawnObjectTrackingComponent.DespawnedObjects}", timeoutHelper);
AssertOnTimeout($"Timed out waiting for the client to spawn {k_SpawnedObjects} objects! Time to spawn: {timeSpawned} | Time to timeout: {timeStarted - Time.realtimeSinceStartup}", timeoutHelper);
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chore: Add initial performance test #3454
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chore: Add initial performance test #3454
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