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Commit 6e865be

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removing workarounds
1 parent 09e2e47 commit 6e865be

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2 files changed

+5
-10
lines changed

2 files changed

+5
-10
lines changed

Assets/BossRoom/Scripts/Shared/Net/ConnectionManagement/ClientGameNetPortal.cs

Lines changed: 1 addition & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -196,10 +196,7 @@ private IEnumerator TryToReconnect(string lobbyCode)
196196
int nbTries = 0;
197197
while (nbTries < k_NbReconnectAttempts)
198198
{
199-
if (NetworkManager.Singleton.IsListening)
200-
{
201-
NetworkManager.Singleton.Shutdown();
202-
}
199+
NetworkManager.Singleton.Shutdown();
203200

204201
yield return new WaitWhile(() => NetworkManager.Singleton.ShutdownInProgress); // wait until NetworkManager completes shutting down
205202
Debug.Log($"Reconnecting attempt {nbTries + 1}/{k_NbReconnectAttempts}...");

Packages/com.unity.multiplayer.samples.coop/Utilities/SceneManagement/ServerAdditiveSceneLoader.cs

Lines changed: 4 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -33,7 +33,7 @@ public class ServerAdditiveSceneLoader : NetworkBehaviour
3333
/// </summary>
3434
List<ulong> m_PlayersInTrigger;
3535

36-
bool m_IsActive;
36+
bool IsActive => IsServer && IsSpawned;
3737

3838
enum SceneState
3939
{
@@ -58,13 +58,11 @@ public override void OnNetworkSpawn()
5858

5959
NetworkManager.SceneManager.OnSceneEvent += OnSceneEvent;
6060
m_PlayersInTrigger = new List<ulong>();
61-
m_IsActive = true;
6261
}
6362
}
6463

6564
public override void OnNetworkDespawn()
6665
{
67-
m_IsActive = false;
6866
if (IsServer)
6967
{
7068
NetworkManager.OnClientDisconnectCallback -= RemovePlayer;
@@ -86,7 +84,7 @@ void OnSceneEvent(SceneEvent sceneEvent)
8684

8785
void OnTriggerEnter(Collider other)
8886
{
89-
if (m_IsActive) // make sure that OnNetworkSpawn has been called before this
87+
if (IsActive) // make sure that OnNetworkSpawn has been called before this
9088
{
9189
if (other.CompareTag(m_PlayerTag) && other.TryGetComponent(out NetworkObject networkObject))
9290
{
@@ -107,7 +105,7 @@ void OnTriggerEnter(Collider other)
107105

108106
void OnTriggerExit(Collider other)
109107
{
110-
if (m_IsActive) // make sure that OnNetworkSpawn has been called before this
108+
if (IsActive) // make sure that OnNetworkSpawn has been called before this
111109
{
112110
if (other.CompareTag(m_PlayerTag) && other.TryGetComponent(out NetworkObject networkObject))
113111
{
@@ -118,7 +116,7 @@ void OnTriggerExit(Collider other)
118116

119117
void FixedUpdate()
120118
{
121-
if (m_IsActive) // make sure that OnNetworkSpawn has been called before this
119+
if (IsActive) // make sure that OnNetworkSpawn has been called before this
122120
{
123121
if (m_SceneState == SceneState.Unloaded && m_PlayersInTrigger.Count > 0)
124122
{

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