-
Notifications
You must be signed in to change notification settings - Fork 449
fix: LoadEventCompleted scene event not invoked when a client disconnects before finishing loading a scene [MTT-3396] #1973
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Merged
NoelStephensUnity
merged 12 commits into
develop
from
fix/mtt-3396-loadEventcompleted-not-invoked-when-client-disconnects
May 23, 2022
Merged
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This fixes the issue where if a client disconnects during a scene event it would not get completed. This will also fix an exception on the client side where if the client was disconnected during a scene event while in the middle of loading or unloading a scene it will not try to continue processing the event.
MTT-3396 Adding additional code that tracks the initial clients that were connected when the scene event starts in order to provide an accurate list of clients that timed out during scene loading. Cleaned up some of the code in the integration test as well as added additional comments.
com.unity.netcode.gameobjects/Runtime/SceneManagement/SceneEventProgress.cs
Outdated
Show resolved
Hide resolved
4 tasks
…ed-when-client-disconnects
…ntProgress.cs Co-authored-by: LPLafontaineB <[email protected]>
Fixing an issue where if a virtual mac machine was running slower than expected it would time out on certain deferred message tests. The primary area impacted was WaitForMessageOfTypeReceived which seemed to not use the DefaultTimeout value but 0.5s as the maximum time it would wait for the message. This just changes the timeout to the Default timeout for WaitForMessageOfTypeReceived and I noticed WaitForMessageOfTypeHandled used 0.5s for the default time out period and set that to use the DefaultTimeout.
…ed-when-client-disconnects
…ed-when-client-disconnects
ShadauxCat
approved these changes
May 23, 2022
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
This resolves #1902 where during a scene event (loading or unloading) if a client disconnects the event complete notification would wait until the scene loading timeout period before completing.
MTT-3396
Changelog
LoadEventCompleted
orUnloadEventCompleted
to wait until theNetworkConfig.LoadSceneTimeOut
period before being triggered.Testing and Documentation