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Cleanup unneeded changes
1 parent a06aade commit b3e7656

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3 files changed

+15
-51
lines changed

3 files changed

+15
-51
lines changed

com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs

Lines changed: 0 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -2038,7 +2038,6 @@ internal void SynchronizeNetworkObjects(ulong clientId, bool synchronizingServic
20382038
// If we are just a normal client and in distributed authority mode, then always use the known server scene handle
20392039
if (NetworkManager.DistributedAuthorityMode && NetworkManager.CMBServiceConnection)
20402040
{
2041-
Debug.Log($"[Client-{NetworkManager.LocalClientId}] Adding scene to synchronize: {scene.name}");
20422041
sceneEventData.AddSceneToSynchronize(SceneHashFromNameOrPath(scene.path), ClientSceneHandleToServerSceneHandle[scene.handle]);
20432042
}
20442043
else

com.unity.netcode.gameobjects/Runtime/SceneManagement/SceneEventData.cs

Lines changed: 2 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -3,7 +3,6 @@
33
using System.Linq;
44
using System.Text;
55
using Unity.Collections;
6-
using UnityEngine;
76
using UnityEngine.SceneManagement;
87

98
namespace Unity.Netcode
@@ -588,7 +587,6 @@ internal void WriteSceneSynchronizationData(FastBufferWriter writer)
588587
// Write the scenes we want to load, in the order we want to load them
589588
writer.WriteValueSafe(ScenesToSynchronize.ToArray());
590589
writer.WriteValueSafe(SceneHandlesToSynchronize.ToArray());
591-
Debug.Log($"[Client-1][WriteSceneSynchronizationData] ScenesToSynchronize={ScenesToSynchronize.Count}, SceneHandlesToSynchronize={SceneHandlesToSynchronize.Count}");
592590
// Store our current position in the stream to come back and say how much data we have written
593591
var positionStart = writer.Position;
594592

@@ -784,7 +782,7 @@ internal void Deserialize(FastBufferReader reader)
784782
{
785783
LogArray(reader.ToArray(), 0, reader.Length);
786784
}
787-
CopySceneSynchronizationData(reader, TargetClientId);
785+
CopySceneSynchronizationData(reader);
788786
IsStartingSynchronization = true;
789787
break;
790788
}
@@ -827,14 +825,13 @@ internal void Deserialize(FastBufferReader reader)
827825
/// into the internal buffer to be used throughout the synchronization process.
828826
/// </summary>
829827
/// <param name="reader"></param>
830-
internal void CopySceneSynchronizationData(FastBufferReader reader, ulong targetClientId)
828+
internal void CopySceneSynchronizationData(FastBufferReader reader)
831829
{
832830
m_NetworkObjectsSync.Clear();
833831
reader.ReadValueSafe(out uint[] scenesToSynchronize);
834832
reader.ReadValueSafe(out NetworkSceneHandle[] sceneHandlesToSynchronize);
835833
ScenesToSynchronize = new Queue<uint>(scenesToSynchronize);
836834
SceneHandlesToSynchronize = new Queue<NetworkSceneHandle>(sceneHandlesToSynchronize);
837-
Debug.Log($"[Client-{targetClientId}] CopySceneSynchronizationData! ScenesToSynchronize={ScenesToSynchronize.Count}, SceneHandlesToSynchronize={SceneHandlesToSynchronize.Count}");
838835

839836

840837
// is not packed!

com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetcodeIntegrationTest.cs

Lines changed: 13 additions & 45 deletions
Original file line numberDiff line numberDiff line change
@@ -1164,7 +1164,7 @@ protected virtual void OnTimeTravelServerAndClientsConnected()
11641164
private void ClientNetworkManagerPostStart(NetworkManager networkManager)
11651165
{
11661166
networkManager.name = $"NetworkManager - Client - {networkManager.LocalClientId}";
1167-
Assert.NotNull(networkManager.LocalClient.PlayerObject, $"{nameof(StartServerAndClients)} detected that Client-{networkManager.LocalClientId} does not have an assigned player NetworkObject!");
1167+
Assert.NotNull(networkManager.LocalClient.PlayerObject, $"{nameof(StartServerAndClients)} detected that client {networkManager.LocalClientId} does not have an assigned player NetworkObject!");
11681168

11691169
// Go ahead and create an entry for this new client
11701170
if (!m_PlayerNetworkObjects.ContainsKey(networkManager.LocalClientId))
@@ -1252,21 +1252,14 @@ protected virtual bool ShouldCheckForSpawnedPlayers()
12521252
/// the session owner.
12531253
/// </remarks>
12541254
/// <returns><see cref="IEnumerator"/></returns>
1255-
private IEnumerator StartSessionOwner(NetworkManager networkManager, bool ignoreSessionOwnerCheck = false)
1255+
private IEnumerator StartSessionOwner()
12561256
{
12571257
VerboseDebug("Starting session owner...");
1258-
NetcodeIntegrationTestHelpers.StartOneClient(networkManager);
1259-
if (!ignoreSessionOwnerCheck)
1260-
{
1261-
yield return WaitForConditionOrTimeOut(() => networkManager.IsConnectedClient);
1262-
AssertOnTimeout($"Timed out waiting for the session owner to connect to CMB Server!");
1263-
Assert.True(networkManager.LocalClient.IsSessionOwner, $"Client-{networkManager.LocalClientId} started session but was not set to be the session owner!");
1264-
VerboseDebug("Session owner connected and approved.");
1265-
}
1266-
else
1267-
{
1268-
yield return k_DefaultTickRate;
1269-
}
1258+
NetcodeIntegrationTestHelpers.StartOneClient(m_ClientNetworkManagers[0]);
1259+
yield return WaitForConditionOrTimeOut(() => m_ClientNetworkManagers[0].IsConnectedClient);
1260+
AssertOnTimeout($"Timed out waiting for the session owner to connect to CMB Server!");
1261+
Assert.True(m_ClientNetworkManagers[0].LocalClient.IsSessionOwner, $"Client-{m_ClientNetworkManagers[0].LocalClientId} started session but was not set to be the session owner!");
1262+
VerboseDebug("Session owner connected and approved.");
12701263
}
12711264

12721265
/// <summary>
@@ -1285,44 +1278,19 @@ protected IEnumerator StartServerAndClients()
12851278
if (m_UseCmbService)
12861279
{
12871280
VerboseDebug("Using a distributed authority CMB Server for connection.");
1288-
yield return StartSessionOwner(m_ClientNetworkManagers[0]);
1289-
}
1290-
1291-
for (int i = 1; i < m_ClientNetworkManagers.Length; i++)
1292-
{
1293-
yield return StartSessionOwner(m_ClientNetworkManagers[i], true);
1281+
yield return StartSessionOwner();
12941282
}
12951283

12961284
// Start the instances and pass in our SceneManagerInitialization action that is invoked immediately after host-server
12971285
// is started and after each client is started.
1298-
// if (!NetcodeIntegrationTestHelpers.Start(m_UseHost, !m_UseCmbService, m_ServerNetworkManager, m_ClientNetworkManagers))
1299-
// {
1300-
// Debug.LogError("Failed to start instances");
1301-
// Assert.Fail("Failed to start instances");
1302-
// }
1286+
if (!NetcodeIntegrationTestHelpers.Start(m_UseHost, !m_UseCmbService, m_ServerNetworkManager, m_ClientNetworkManagers))
1287+
{
1288+
Debug.LogError("Failed to start instances");
1289+
Assert.Fail("Failed to start instances");
1290+
}
13031291

13041292
// Get the authority NetworkMananger (Server, Host, or Session Owner)
13051293
var authorityManager = GetAuthorityNetworkManager();
1306-
// var authorityPrefabs = authorityManager.NetworkConfig.Prefabs.NetworkPrefabsLists[0].List;
1307-
foreach (var manager in m_NetworkManagers)
1308-
{
1309-
if (manager == authorityManager)
1310-
{
1311-
continue;
1312-
}
1313-
1314-
Assert.That(authorityManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash, Is.EqualTo(manager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash));
1315-
1316-
// if (authorityManager.NetworkConfig.Prefabs.NetworkPrefabsLists.Count > 1)
1317-
// {
1318-
// var clientList = manager.NetworkConfig.Prefabs.NetworkPrefabsLists[0].List;
1319-
// Assert.That(clientList.Count, Is.EqualTo(authorityPrefabs.Count));
1320-
// for (int i = 0; i < authorityPrefabs.Count; i++)
1321-
// {
1322-
// Assert.That(clientList[i].Prefab.GetComponent<NetworkObject>().GlobalObjectIdHash, Is.EqualTo(authorityPrefabs[i].Prefab.GetComponent<NetworkObject>().GlobalObjectIdHash));
1323-
// }
1324-
// }
1325-
}
13261294

13271295
// When scene management is enabled, we need to re-apply the scenes populated list since we have overriden the ISceneManagerHandler
13281296
// imeplementation at this point. This assures any pre-loaded scenes will be automatically assigned to the server and force clients

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