-
Notifications
You must be signed in to change notification settings - Fork 450
fix: load event completed fires early #1379
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Merged
Merged
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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.
andrews-unity
approved these changes
Nov 1, 2021
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>
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
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
type:backport-release-*
label. After you backport the PR, the label changes tostat:backported-release-*
.CHANGELOG.md
file.Changelog
com.unity.netcode.gameobjects
Testing and Documentation