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fixing player prefab being destroyed issue
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Assets/Tests/Runtime/NetworkedMessageChannelTests.cs

Lines changed: 6 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -149,15 +149,18 @@ public IEnumerator NetworkedMessagesAreStillReceivedAfterNetworkManagerShutsDown
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m_NbMessagesReceived = 0;
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m_PlayerPrefab.SetActive(false); // to prevent NM from destroying the prefab on shutdown. This flow isn't great and is hackish, should be reworked
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// Shutdown the server and clients
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NetcodeIntegrationTestHelpers.StopOneClient(m_ServerNetworkManager, false);
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NetcodeIntegrationTestHelpers.StopOneClient(m_ClientNetworkManagers[0], false);
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NetcodeIntegrationTestHelpers.StopOneClient(m_ClientNetworkManagers[1], false);
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m_ServerNetworkManager.Shutdown();
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m_ClientNetworkManagers[0].Shutdown();
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m_ClientNetworkManagers[1].Shutdown();
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yield return new WaitWhile(() => m_ServerNetworkManager.ShutdownInProgress);
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yield return new WaitWhile(() => m_ClientNetworkManagers[0].ShutdownInProgress);
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yield return new WaitWhile(() => m_ClientNetworkManagers[1].ShutdownInProgress);
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m_PlayerPrefab.SetActive(true); // reactivating after destroy prevention
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// Restart the server and clients
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m_ServerNetworkManager.StartHost();
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NetcodeIntegrationTestHelpers.StartOneClient(m_ClientNetworkManagers[0]);

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