You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
fix: Various bugs causing rust test failures on trunk (#3941)
* Ensure objects are cleaned up on a failed spawn
* Ensure messages are deferred until after the client is fully connected and synchronized
* Fix SceneLoadingAndNotificationsTests
* Cleanup unneeded changes
* Fix up the logging on AuthorityLocalSpawn
* Move tests back to trunk
* fix style issues
* standards fix
* Small fixes
* Fix null reference exception
* dotnet-fix
* dotnet-fix
* Non-authority gets synchronize event now
* Update object destroying on resynchronize
* Update CHANGELOG
* Fix NetworkObjectId check
* Use internal RemoveParent instead of public one with extra checks
Copy file name to clipboardExpand all lines: .yamato/_triggers.yml
+7-7Lines changed: 7 additions & 7 deletions
Original file line number
Diff line number
Diff line change
@@ -75,20 +75,20 @@ pr_code_changes_checks:
75
75
# 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
76
76
- .yamato/vetting-test.yml#vetting_test
77
77
78
-
# 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
87
87
# Coverage on other standalone machines is present in Nightly job so it's enough to not run all of them for PRs
88
88
# 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.
89
-
# 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>
1884
+
/// <param name="networkManager">The local instance of the NetworkManager connected to a session in progress.</param>
1877
1885
/// <param name="ownerClientId">The owner of the <see cref="NetworkObject"/> instance (defaults to server).</param>
1878
1886
/// <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>
1879
1887
/// <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
3325
-
if(networkManager.LogLevel<=LogLevel.Normal)
3326
-
{
3327
-
NetworkLog.LogError($"Failed to spawn {nameof(NetworkObject)} for Hash {serializedObject.Hash}.");
3328
-
}
3329
-
3330
-
try
3331
-
{
3332
-
// If we failed to load this NetworkObject, then skip past the Network Variable and (if any) synchronization data
3333
-
reader.Seek(endOfSynchronizationData);
3334
-
}
3335
-
catch(Exceptionex)
3329
+
if(networkManager.LogLevel<=LogLevel.Error)
3336
3330
{
3337
-
Debug.LogException(ex);
3331
+
NetworkLog.LogErrorServer($"[{nameof(GlobalObjectIdHash)}={serializedObject.Hash}] Received spawn request with invalid {nameof(NetworkObjectId)}{serializedObject.NetworkObjectId}. This should not happen!");
3338
3332
}
3339
3333
3340
-
// We have nothing left to do here.
3334
+
reader.Seek(endOfSynchronizationData);
3341
3335
returnnull;
3342
3336
}
3343
-
networkObject.NetworkManagerOwner=networkManager;
3344
3337
3345
-
// This will get set again when the NetworkObject is spawned locally, but we set it here ahead of spawning
3346
-
// in order to be able to determine which NetworkVariables the client will be allowed to read.
0 commit comments