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test-fix
Checking to see if the failure was due to the network prefab being spawned when the host-server starts.
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testproject/Assets/Tests/Runtime/MessageOrdering.cs

Lines changed: 6 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -66,7 +66,7 @@ public IEnumerator SpawnChangeOwnership()
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{
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client.NetworkConfig.Prefabs.Add(validNetworkPrefab);
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}
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m_Prefab.gameObject.SetActive(false);
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// Start the instances
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if (!NetcodeIntegrationTestHelpers.Start(true, server, clients))
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{
@@ -80,6 +80,7 @@ public IEnumerator SpawnChangeOwnership()
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// [Host-Side] Check to make sure all clients are connected
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yield return NetcodeIntegrationTestHelpers.WaitForClientsConnectedToServer(server, clients.Length + 1, null, 512);
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83+
m_Prefab.gameObject.SetActive(true);
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var serverObject = Object.Instantiate(m_Prefab, Vector3.zero, Quaternion.identity);
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NetworkObject serverNetworkObject = serverObject.GetComponent<NetworkObject>();
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serverNetworkObject.NetworkManagerOwner = server;
@@ -125,7 +126,7 @@ public IEnumerator SpawnRpcDespawn()
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{
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client.NetworkConfig.Prefabs.Add(validNetworkPrefab);
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}
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m_Prefab.gameObject.SetActive(false);
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// Start the instances
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if (!NetcodeIntegrationTestHelpers.Start(true, m_ServerNetworkManager, m_ClientNetworkManagers))
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{
@@ -138,7 +139,7 @@ public IEnumerator SpawnRpcDespawn()
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// [Host-Side] Check to make sure all clients are connected
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yield return NetcodeIntegrationTestHelpers.WaitForClientsConnectedToServer(m_ServerNetworkManager, m_ClientNetworkManagers.Length + 1, null, 512);
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m_Prefab.gameObject.SetActive(true);
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var serverObject = Object.Instantiate(m_Prefab, Vector3.zero, Quaternion.identity);
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NetworkObject serverNetworkObject = serverObject.GetComponent<NetworkObject>();
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serverNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
@@ -229,7 +230,7 @@ public IEnumerator RpcOnNetworkSpawn()
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}
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var waitForTickInterval = new WaitForSeconds(1.0f / server.NetworkConfig.TickRate);
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m_Prefab.gameObject.SetActive(false);
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// Start the instances
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if (!NetcodeIntegrationTestHelpers.Start(false, server, clients))
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{
@@ -242,7 +243,7 @@ public IEnumerator RpcOnNetworkSpawn()
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// [Host-Side] Check to make sure all clients are connected
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yield return NetcodeIntegrationTestHelpers.WaitForClientsConnectedToServer(server, clients.Length, null, 512);
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m_Prefab.gameObject.SetActive(true);
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var serverObject = Object.Instantiate(m_Prefab, Vector3.zero, Quaternion.identity);
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NetworkObject serverNetworkObject = serverObject.GetComponent<NetworkObject>();
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serverNetworkObject.NetworkManagerOwner = server;

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