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fix: PopulateScenePlacedObjects only checks IsSceneObject for null [MTT-3041] #1850
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NoelStephensUnity
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fix/mtt-3041-populatesceneplacedobjects-sceneobject-check-logic
Mar 31, 2022
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fix: PopulateScenePlacedObjects only checks IsSceneObject for null [MTT-3041] #1850
NoelStephensUnity
merged 10 commits into
develop
from
fix/mtt-3041-populatesceneplacedobjects-sceneobject-check-logic
Mar 31, 2022
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MTT-3041 This fixes the issue when using a single scene containing both a NetworkManager and one or more in-scene placed NetworkObjects where a client could disconnect but not unload the scene and reconnect only to receive a soft synchronization error. The fix is to check for both HasValue and Value being true in order to account for already previously instantiated NetworkObjects.
MTT-3041 changelog update
…ceneobject-check-logic
com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs
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Rosme
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JesseOlmer
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com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs
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JesseOlmer
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LGTM. I left 1 comment about the test case's focus/approach, but it's not a blocker.
testproject/Assets/Tests/Runtime/NetworkSceneManager/NetworkSceneManagerPopulateInSceneTests.cs
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…ceneobject-check-logic
…ck-logic' of https://github.com/Unity-Technologies/com.unity.netcode.gameobjects into fix/mtt-3041-populatesceneplacedobjects-sceneobject-check-logic
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This fixes the issue when using a single scene containing both a NetworkManager and one or more in-scene placed NetworkObjects where a client could disconnect but not unload the scene and reconnect only to receive a soft synchronization error.
The fix is to check for both HasValue and Value being true in order to account for already previously instantiated NetworkObjects.
MTT-3041
Changelog
Testing and Documentation