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fix: networkshow client connected scenemanagement disabled #3056

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Original file line number Diff line number Diff line change
Expand Up @@ -59,7 +59,10 @@ public void Handle(ref NetworkContext context)
// - Hidden from the session owner
// - Owned by this client
// - Has NetworkObject.SpawnWithObservers set to true (the default)
networkManager.SpawnManager.ShowHiddenObjectsToNewlyJoinedClient(ClientId);
if (!networkManager.LocalClient.IsSessionOwner)
{
networkManager.SpawnManager.ShowHiddenObjectsToNewlyJoinedClient(ClientId);
}

// We defer redistribution to the end of the NetworkUpdateStage.PostLateUpdate
networkManager.RedistributeToClient = true;
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Original file line number Diff line number Diff line change
Expand Up @@ -326,21 +326,31 @@ public static void Destroy()

s_IsStarted = false;

// Shutdown the server which forces clients to disconnect
foreach (var networkManager in NetworkManagerInstances)
try
{
networkManager.Shutdown();
s_Hooks.Remove(networkManager);
}
// Shutdown the server which forces clients to disconnect
foreach (var networkManager in NetworkManagerInstances)
{
if (networkManager != null && networkManager.IsListening)
{
networkManager?.Shutdown();
s_Hooks.Remove(networkManager);
}
}

// Destroy the network manager instances
foreach (var networkManager in NetworkManagerInstances)
{
if (networkManager.gameObject != null)
// Destroy the network manager instances
foreach (var networkManager in NetworkManagerInstances)
{
Object.DestroyImmediate(networkManager.gameObject);
if (networkManager != null && networkManager.gameObject)
{
Object.DestroyImmediate(networkManager.gameObject);
}
}
}
catch (Exception ex)
{
Debug.LogException(ex);
}

NetworkManagerInstances.Clear();

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Original file line number Diff line number Diff line change
Expand Up @@ -6,23 +6,38 @@

namespace Unity.Netcode.RuntimeTests
{
[TestFixture(HostOrServer.DAHost)]
[TestFixture(HostOrServer.DAHost, true)]
[TestFixture(HostOrServer.DAHost, false)]
public class ExtendedNetworkShowAndHideTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 3;

private bool m_EnableSceneManagement;
private GameObject m_ObjectToSpawn;
private NetworkObject m_SpawnedObject;
private NetworkManager m_ClientToHideFrom;
private NetworkManager m_LateJoinClient;
private NetworkManager m_SpawnOwner;

public ExtendedNetworkShowAndHideTests(HostOrServer hostOrServer) : base(hostOrServer) { }
public ExtendedNetworkShowAndHideTests(HostOrServer hostOrServer, bool enableSceneManagement) : base(hostOrServer)
{
m_EnableSceneManagement = enableSceneManagement;
}

protected override void OnServerAndClientsCreated()
{
if (!UseCMBService())
{
m_ServerNetworkManager.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement;
}

foreach (var client in m_ClientNetworkManagers)
{
client.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement;
}

m_ObjectToSpawn = CreateNetworkObjectPrefab("TestObject");
m_ObjectToSpawn.SetActive(false);

base.OnServerAndClientsCreated();
}

Expand Down Expand Up @@ -81,7 +96,7 @@ private bool IsClientPromotedToSessionOwner()
protected override void OnNewClientCreated(NetworkManager networkManager)
{
m_LateJoinClient = networkManager;

networkManager.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement;
networkManager.NetworkConfig.Prefabs = m_SpawnOwner.NetworkConfig.Prefabs;
base.OnNewClientCreated(networkManager);
}
Expand Down
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