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Copy file name to clipboardExpand all lines: .yamato/_triggers.yml
+7-7Lines changed: 7 additions & 7 deletions
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@@ -75,20 +75,20 @@ pr_code_changes_checks:
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# Run API validation to early-detect all new APIs that would force us to release new minor version of the package. Note that for this to work the package version in package.json must correspond to "actual package state" which means that it should be higher than last released version
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- .yamato/vetting-test.yml#vetting_test
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# Run package EditMode and Playmode package tests on 6000.5 and an older supported editor (6000.0)
# Run standalone test. We run it only on Ubuntu since it's the fastest machine, and it was noted that for example distribution on macOS is taking 40m since we switched to Apple Silicon
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# Coverage on other standalone machines is present in Nightly job so it's enough to not run all of them for PRs
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# desktop_standalone_test and cmb_service_standalone_test are both reusing desktop_standalone_build dependency so we run those in the same configuration on PRs to reduce waiting time.
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# Note that our daily tests will anyway run both test configurations in "minimal supported" and "6000.5" configurations
/// <param name="networkManager">The local instance of the NetworkManager connected to an session in progress.</param>
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/// <param name="networkManager">The local instance of the NetworkManager connected to a session in progress.</param>
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/// <param name="ownerClientId">The owner of the <see cref="NetworkObject"/> instance (defaults to server).</param>
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/// <param name="destroyWithScene">Whether the <see cref="NetworkObject"/> instance will be destroyed when the scene it is located within is unloaded (default is false).</param>
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/// <param name="isPlayerObject">Whether the <see cref="NetworkObject"/> instance is a player object or not (default is false).</param>
// Log the error that the NetworkObject failed to construct
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if(networkManager.LogLevel<=LogLevel.Normal)
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{
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NetworkLog.LogError($"Failed to spawn {nameof(NetworkObject)} for Hash {serializedObject.Hash}.");
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}
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try
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{
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// If we failed to load this NetworkObject, then skip past the Network Variable and (if any) synchronization data
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reader.Seek(endOfSynchronizationData);
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}
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catch(Exceptionex)
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if(networkManager.LogLevel<=LogLevel.Error)
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{
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Debug.LogException(ex);
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NetworkLog.LogErrorServer($"[{nameof(GlobalObjectIdHash)}={serializedObject.Hash}] Received spawn request with invalid {nameof(NetworkObjectId)}{serializedObject.NetworkObjectId}. This should not happen!");
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}
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// We have nothing left to do here.
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reader.Seek(endOfSynchronizationData);
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returnnull;
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}
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networkObject.NetworkManagerOwner=networkManager;
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// This will get set again when the NetworkObject is spawned locally, but we set it here ahead of spawning
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// in order to be able to determine which NetworkVariables the client will be allowed to read.
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