1.8 KiB
1.8 KiB
1. Client Gameplay Flow Coverage
- 1.1 Add or extend edit-mode client tests that prove fire intent sends
ShootInputthrough the dedicated gameplay path and only retainMessageManagerTestsassertions needed for reliable-lane policy regressions. - 1.2 Add edit-mode regression tests that deliver authoritative
CombatEventmessages through the client receive path and verify player-owned authoritative state, presentation, or diagnostics apply hit/damage/death/rejection results from server truth. - 1.3 Add any minimal production-safe observability seams needed for the client gameplay tests without introducing Unity dependencies into shared networking code.
2. Snapshot And End-To-End Coverage
- 2.1 Add edit-mode regression tests that cover remote
PlayerStatebuffering, stale snapshot rejection, and interpolation-versus-clamp decisions where practical. - 2.2 Add at least one deterministic fake-transport gameplay-flow test that drives
MoveInput -> PlayerStatethrough the authoritative server path. - 2.3 Extend that fake-transport gameplay-flow coverage to also drive
ShootInput -> CombatEventand verify the combined flow protects client single-session input behavior plus server multi-session authority.
3. Tracking And Verification
- 3.1 Update
TODO.mdto mark the gameplay-flow regression coverage items completed or narrowed to any remaining follow-up work. - 3.2 Keep the new regression suite organized under
Assets/Tests/EditMode/Network/with names and fixtures that separate lane-policy tests from higher-level gameplay-flow tests. - 3.3 Run
dotnet build Network.EditMode.Tests.csproj -v minimalanddotnet test Network.EditMode.Tests.csproj --no-build -v minimal, then record the actual result in the implementation summary.