< Summary

Class:DCL.DebugConfig
Assembly:DataStore
File(s):/tmp/workspace/unity-renderer/unity-renderer/Assets/Scripts/MainScripts/DCL/DataStore/DebugConfig.cs
Covered lines:2
Uncovered lines:0
Coverable lines:2
Total lines:44
Line coverage:100% (2 of 2)
Covered branches:0
Total branches:0

Metrics

MethodBranch coverage Crap Score Cyclomatic complexity NPath complexity Sequence coverage
DebugConfig()0%110100%

File(s)

/tmp/workspace/unity-renderer/unity-renderer/Assets/Scripts/MainScripts/DCL/DataStore/DebugConfig.cs

#LineLine coverage
 1using UnityEngine;
 2using UnityEngine.Serialization;
 3
 4namespace DCL
 5{
 6    [System.Serializable]
 7    public class DebugConfig
 8    {
 9        /// <summary>
 10        /// If enabled, filters all scene messages that are not soloSceneCoords
 11        /// </summary>
 12        public bool soloScene;
 13
 14        /// <summary>
 15        /// Used in conjunction with soloScene
 16        /// </summary>
 17        public Vector2Int soloSceneCoords;
 18
 19        /// <summary>
 20        /// Enabled when SetDebug() is sent by kernel. Usually coupled with the DEBUG_MODE url param.
 21        /// </summary>
 22        [System.NonSerialized]
 83323        public BaseVariable<bool> isDebugMode = new BaseVariable<bool>();
 24
 25        [System.NonSerialized]
 83326        public BaseVariable<bool> isFPSPanelVisible = new BaseVariable<bool>();
 27
 28        /// <summary>
 29        /// True when WSS message pipeline is enabled
 30        /// </summary>
 31        [System.NonSerialized]
 32        public bool isWssDebugMode;
 33
 34        /// <summary>
 35        /// Do not send global scenes messages (i.e. avatars)
 36        /// </summary>
 37        public bool ignoreGlobalScenes = false;
 38
 39        /// <summary>
 40        /// do Debug.Break() and log when processing each message
 41        /// </summary>
 42        public bool msgStepByStep = false;
 43    }
 44}

Methods/Properties

DebugConfig()