@@ -42,8 +42,7 @@ protected override void OnServerAndClientsCreated()
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protected override IEnumerator OnStartedServerAndClients ( )
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{
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- m_ServerNetworkManager . SceneManager . DisableValidationWarnings ( true ) ;
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- m_ServerNetworkManager . SceneManager . ClientSynchronizationMode = LoadSceneMode . Additive ;
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+ m_ServerNetworkManager . SceneManager . SetClientSynchronizationMode ( LoadSceneMode . Additive ) ;
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return base . OnStartedServerAndClients ( ) ;
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}
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@@ -65,7 +64,8 @@ protected override void OnNewClientStarted(NetworkManager networkManager)
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private NetworkObject m_FailedValidation ;
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private bool TestParentedAndNotInScenePlaced ( )
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{
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- var serverPlayer = m_ServerNetworkManager . LocalClient . PlayerObject ;
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+ // Always assign m_FailedValidation to avoid possible null reference crashes.
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+ var serverPlayer = m_FailedValidation = m_ServerNetworkManager . LocalClient . PlayerObject ;
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if ( serverPlayer . transform . parent == null || serverPlayer . IsSceneObject . Value == true )
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{
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m_FailedValidation = serverPlayer ;
@@ -111,9 +111,11 @@ public IEnumerator ParentUnderInSceneplaced()
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m_ServerNetworkManager . SceneManager . LoadScene ( k_SceneToLoad , LoadSceneMode . Additive ) ;
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// Wait for the scene with the in-scene placed NetworkObject to be loaded
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yield return WaitForConditionOrTimeOut ( ( ) => m_SceneIsLoaded == true ) ;
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+ AssertOnTimeout ( $ "Timed out waiting for the scene { k_SceneToLoad } to load!") ;
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// Wait for the host-server's player to be parented under the in-scene placed NetworkObject
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yield return WaitForConditionOrTimeOut ( TestParentedAndNotInScenePlaced ) ;
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+ AssertOnTimeout ( $ "[{ m_FailedValidation . name } ] Failed validation! InScenePlaced ({ m_FailedValidation . IsSceneObject . Value } ) | Was Parented ({ m_FailedValidation . transform . position != null } )") ;
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// Now dynamically spawn a NetworkObject to also test dynamically spawned NetworkObjects being parented
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// under in-scene placed NetworkObjects
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