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Had to adjust for the changes from static to NetworkManager relative (for DA mode).
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com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectDestroyTests.cs

Lines changed: 8 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -140,7 +140,14 @@ public IEnumerator TestNetworkObjectClientDestroy([Values] ClientDestroyObject c
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yield return WaitForConditionOrTimeOut(HaveLogsBeenReceived);
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AssertOnTimeout($"Not all expected logs were received when destroying a {nameof(NetworkObject)} on the client side during an active session!");
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}
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Assert.IsFalse(m_ClientNetworkManagers[0].SpawnManager.NetworkObjectsToSynchronizeSceneChanges.ContainsKey(m_ClientNetworkObjectId), $"Player object {m_ClientNetworkObjectId} still exists within {nameof(NetworkSpawnManager.NetworkObjectsToSynchronizeSceneChanges)}!");
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if (m_DistributedAuthority)
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{
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Assert.IsFalse(m_ClientNetworkManagers[1].SpawnManager.NetworkObjectsToSynchronizeSceneChanges.ContainsKey(m_ClientNetworkObjectId), $"Player object {m_ClientNetworkObjectId} still exists within {nameof(NetworkSpawnManager.NetworkObjectsToSynchronizeSceneChanges)}!");
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}
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else
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{
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Assert.IsFalse(m_ClientNetworkManagers[0].SpawnManager.NetworkObjectsToSynchronizeSceneChanges.ContainsKey(m_ClientNetworkObjectId), $"Player object {m_ClientNetworkObjectId} still exists within {nameof(NetworkSpawnManager.NetworkObjectsToSynchronizeSceneChanges)}!");
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}
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}
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private bool HaveLogsBeenReceived()

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