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fix: SceneEventProgress OnComplete not invoked on timeouts [MTT-4772] (#2222)
* fix
Need to track any clients that disconnected to add them to the list of clients that did not complete the scene event.
Reducing the logic used to determine when the SceneEventProgress is finished.
Renamed a few properties and methods for code readability purposes.
Fixed the logic behind determining when the SceneEventProgress should complete.
Renaming the SetSceneAsyncOperation to just SetAsyncOperation.
* refactor
Completely removed the entire SceneEventAction.
Replaced it with an even more simplified version of SceneEventProgress.
We will no longer allocate memory for SceneEventAction.
* style
Added additional comments for clarity
fixing grammar in a comment
removing two CR/LFs
moving a comment above a few lines of code (otherwise it doesn't make sense).
Last comment adjustment
* test
Added several tests to verify that SceneEventProgress will complete if all clients finished the scene event, if clients disconnect while it is still in progress, will time out if one or more clients never finish, and finally will still complete if one or more clients late join while it is still in progress.
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -23,6 +23,9 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Fixed issue where clients were not rebuilding the `NetworkConfig` hash value for each unique connection request. (#2226)
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- Fixed the issue where player objects were not taking the `DontDestroyWithOwner` property into consideration when a client disconnected. (#2225)
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- Fixed issue where `SceneEventProgress` would not complete if a client late joins while it is still in progress. (#2222)
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- Fixed issue where `SceneEventProgress` would not complete if a client disconnects. (#2222)
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- Fixed issues with detecting if a `SceneEventProgress` has timed out. (#2222)
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- Fixed issue #1924 where `UnityTransport` would fail to restart after a first failure (even if what caused the initial failure was addressed). (#2220)
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- Fixed issue where `NetworkTransform.SetStateServerRpc` and `NetworkTransform.SetStateClientRpc` were not honoring local vs world space settings when applying the position and rotation. (#2203)
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- Fixed ILPP `TypeLoadException` on WebGL on MacOS Editor and potentially other platforms. (#2199)
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