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fix: load event completed fires early (#1379) (#1464)
* fix
Only allow a host to include itself in the clients completed list of a SceneEventProgress (i.e. don't include dedicate-server only).
* style
adding adjusted comments.
* test
Updated SceneLoadingAndNotifications to run as a host and a server in order to test that when running as a server the SceneEventType.LoadEventCompleted and SceneEventType.UnloadEventCompleted events are triggered without the server being added to the ClientsThatCompleted list within the SceneEvent.
* update changelog
Updating the changelog file with this fix information.
Co-authored-by: Unity Netcode CI <74025435+netcode-ci-service@users.noreply.github.com>
// First we disconnect and shutdown because we want to verify the synchronize events
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yieldreturnTeardown();
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// Give a little time for handling clean-up and the like
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yieldreturnnewWaitForSeconds(0.01f);
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// We set this to true in order to bypass the automatic starting of the host and clients
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m_BypassStartAndWaitForClients=true;
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// Now just create the instances (server and client) without starting anything
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yieldreturnSetup();
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// This provides both host and server coverage, when a server we should still get SceneEventType.LoadEventCompleted and SceneEventType.UnloadEventCompleted events
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// but the client count as a server should be 1 less than when a host
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