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fix: load event completed fires early #1379

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Merged
merged 4 commits into from
Nov 3, 2021

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NoelStephensUnity
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@NoelStephensUnity NoelStephensUnity commented Oct 29, 2021

Github Issue #1362
When starting as server: If you trigger a scene change, the server keeps a list of clients that have reported that they've completed the load and then fires a LoadEventCompleted event when they all have (or have timed out). However the server also adds itself to the list of completed clients when it finishes loading the scene. The problem is that it doesn't account for this when it checks whether to fire the LoadEventCompleted event.

MTT-1564

PR Checklist

  • Have you added a backport label (if needed)? For example, the type:backport-release-* label. After you backport the PR, the label changes to stat:backported-release-*.
  • Have you updated the changelog? Each package has a CHANGELOG.md file.

Changelog

com.unity.netcode.gameobjects

  • Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager

Testing and Documentation

  • Includes integration tests.
  • No documentation changes or additions were necessary.

Only allow a host to include itself in the clients completed list of a SceneEventProgress (i.e. don't include dedicate-server only).
adding adjusted comments.
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.
Updating the changelog file with this fix information.
@NoelStephensUnity NoelStephensUnity marked this pull request as ready for review November 1, 2021 18:08
@NoelStephensUnity NoelStephensUnity merged commit da576b2 into develop Nov 3, 2021
@NoelStephensUnity NoelStephensUnity deleted the fix/LoadEventCompleted-fires-early branch November 3, 2021 00:35
andrews-unity added a commit that referenced this pull request Nov 24, 2021
* 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.
andrews-unity added a commit that referenced this pull request Nov 24, 2021
* 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>
mollstam pushed a commit to Keepsake-Games/com.unity.netcode.gameobjects that referenced this pull request Feb 13, 2023
* 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.
mollstam pushed a commit to Keepsake-Games/com.unity.netcode.gameobjects that referenced this pull request Feb 13, 2023
…y-Technologies#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>
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2 participants