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Reverted changes to AddNetworkPrefabTests and fixed instabilities caused by NetworkManager.Singleton (can we get rid of that completely soon?)
1 parent 8f872fd commit 02a222e

3 files changed

Lines changed: 11 additions & 11 deletions

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com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -1292,11 +1292,6 @@ private void OnDestroy()
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ShutdownInternal();
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UnityEngine.SceneManagement.SceneManager.sceneUnloaded -= OnSceneUnloaded;
1295-
1296-
if (Singleton == this)
1297-
{
1298-
Singleton = null;
1299-
}
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}
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13021297
private void DisconnectRemoteClient(ulong clientId)
@@ -1407,6 +1402,11 @@ internal void ShutdownInternal()
14071402

14081403
this.UnregisterAllNetworkUpdates();
14091404

1405+
if (Singleton == this)
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{
1407+
Singleton = null;
1408+
}
1409+
14101410
if (NetworkTickSystem != null)
14111411
{
14121412
NetworkTickSystem.Tick -= OnNetworkManagerTick;

com.unity.netcode.gameobjects/TestHelpers/Runtime/NetcodeIntegrationTestHelpers.cs

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -309,6 +309,7 @@ public static void Destroy()
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foreach (var networkManager in NetworkManagerInstances)
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{
311311
networkManager.Shutdown();
312+
networkManager.ShutdownInternal();
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s_Hooks.Remove(networkManager);
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}
314315

com.unity.netcode.gameobjects/Tests/Runtime/AddNetworkPrefabTests.cs

Lines changed: 5 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -11,7 +11,6 @@ public class AddNetworkPrefabTest : NetcodeIntegrationTest
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{
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public class EmptyComponent : NetworkBehaviour
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{
14-
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}
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protected override int NumberOfClients => 1;
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@@ -22,18 +21,18 @@ protected override IEnumerator OnSetup()
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// Host is irrelevant, messages don't get sent to the host "client"
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m_UseHost = false;
2423

25-
yield return null;
26-
}
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28-
protected override void OnServerAndClientsCreated()
29-
{
3024
m_Prefab = new GameObject("Object");
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var networkObject = m_Prefab.AddComponent<NetworkObject>();
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m_Prefab.AddComponent<EmptyComponent>();
3327

3428
// Make it a prefab
3529
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
3630

31+
yield return null;
32+
}
33+
34+
protected override void OnServerAndClientsCreated()
35+
{
3736
m_ServerNetworkManager.NetworkConfig.SpawnTimeout = 0;
3837
m_ServerNetworkManager.NetworkConfig.ForceSamePrefabs = false;
3938
foreach (var client in m_ClientNetworkManagers)

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