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Commit 48aa4cd

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remove log lines
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com.unity.netcode.gameobjects/TestHelpers/Runtime/NetcodeIntegrationTest.cs

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Original file line numberDiff line numberDiff line change
@@ -649,11 +649,6 @@ private bool AllPlayerObjectClonesSpawned(NetworkManager joinedClient)
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continue;
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}
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// if (networkManager.SpawnManager == null)
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// {
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// return false;
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// }
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var playerObjectRelative = networkManager.SpawnManager.PlayerObjects.FirstOrDefault(c => c.OwnerClientId == joinedClient.LocalClientId);
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if (playerObjectRelative == null)
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{
@@ -967,7 +962,6 @@ protected IEnumerator StartServerAndClients()
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Debug.LogError("Failed to start instances");
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Assert.Fail("Failed to start instances");
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}
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Debug.Log($"Server has SpawnManager after start : {m_ServerNetworkManager.SpawnManager != null}");
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// When scene management is enabled, we need to re-apply the scenes populated list since we have overriden the ISceneManagerHandler
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// imeplementation at this point. This assures any pre-loaded scenes will be automatically assigned to the server and force clients
@@ -995,7 +989,6 @@ protected IEnumerator StartServerAndClients()
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yield return WaitForClientsConnectedOrTimeOut();
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AssertOnTimeout($"{nameof(StartServerAndClients)} timed out waiting for all clients to be connected!\n {m_InternalErrorLog}");
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Debug.Log($"all clients should be connected. SpawnManger exists: {m_ServerNetworkManager.SpawnManager != null}");
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if (m_UseHost || m_ServerNetworkManager.IsHost)
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{
@@ -1023,7 +1016,6 @@ protected IEnumerator StartServerAndClients()
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{
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foreach (var networkManager in m_NetworkManagers)
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{
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Debug.Log($"Attempting to check spawn manager of client: {networkManager.LocalClientId}. Has spawned manager: {networkManager.SpawnManager != null}");
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yield return WaitForConditionOrTimeOut(() => AllPlayerObjectClonesSpawned(networkManager));
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AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for all sessions to spawn Client-{networkManager.LocalClientId}'s player object!\n {m_InternalErrorLog}");
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}

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