fix: NetworksSenemanager order of operations and scene migration preprocess#2532
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NoelStephensUnity merged 12 commits intodevelopfrom May 18, 2023
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Change the order of operations where clients match the server's currently active scene and then spawn and synchronize NetworkObjects locally on the server. Preprocess the scenes containing NetworkObjects to send scene migration notifications for in the event the NetworkObjects were despawned in the same frame.
samlucas-unity
approved these changes
May 18, 2023
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This resolves two issues:
Moving the client-side logic to first mirror the server's current active scene prior to spawning and synchronizing NetworkObjects during the initial client synchronization.
Pre-processing NetworkObject scene migration table to assure all NetworkObjects are still spawned, removing those that are no longer spawned (i.e. despawned in the same frame), and if no NetworkObjects remain for each scene handle entry not sending a scene migration notification.
Changelog
Testing and Documentation
NetworkObjectSceneMigrationTests.MigrateIntoNewSceneTest.