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Commit f18beb7

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Revert "test-fix"
This reverts commit 16659e8.
1 parent 233c1b3 commit f18beb7

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-6
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1 file changed

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testproject/Assets/Tests/Runtime/MessageOrdering.cs

Lines changed: 5 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -66,7 +66,7 @@ public IEnumerator SpawnChangeOwnership()
6666
{
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client.NetworkConfig.Prefabs.Add(validNetworkPrefab);
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}
69-
m_Prefab.gameObject.SetActive(false);
69+
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// Start the instances
7171
if (!NetcodeIntegrationTestHelpers.Start(true, server, clients))
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{
@@ -80,7 +80,6 @@ public IEnumerator SpawnChangeOwnership()
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// [Host-Side] Check to make sure all clients are connected
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yield return NetcodeIntegrationTestHelpers.WaitForClientsConnectedToServer(server, clients.Length + 1, null, 512);
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83-
m_Prefab.gameObject.SetActive(true);
8483
var serverObject = Object.Instantiate(m_Prefab, Vector3.zero, Quaternion.identity);
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NetworkObject serverNetworkObject = serverObject.GetComponent<NetworkObject>();
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serverNetworkObject.NetworkManagerOwner = server;
@@ -126,7 +125,7 @@ public IEnumerator SpawnRpcDespawn()
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{
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client.NetworkConfig.Prefabs.Add(validNetworkPrefab);
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}
129-
m_Prefab.gameObject.SetActive(false);
128+
130129
// Start the instances
131130
if (!NetcodeIntegrationTestHelpers.Start(true, m_ServerNetworkManager, m_ClientNetworkManagers))
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{
@@ -139,7 +138,7 @@ public IEnumerator SpawnRpcDespawn()
139138

140139
// [Host-Side] Check to make sure all clients are connected
141140
yield return NetcodeIntegrationTestHelpers.WaitForClientsConnectedToServer(m_ServerNetworkManager, m_ClientNetworkManagers.Length + 1, null, 512);
142-
m_Prefab.gameObject.SetActive(true);
141+
143142
var serverObject = Object.Instantiate(m_Prefab, Vector3.zero, Quaternion.identity);
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NetworkObject serverNetworkObject = serverObject.GetComponent<NetworkObject>();
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serverNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
@@ -230,7 +229,7 @@ public IEnumerator RpcOnNetworkSpawn()
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}
231230

232231
var waitForTickInterval = new WaitForSeconds(1.0f / server.NetworkConfig.TickRate);
233-
m_Prefab.gameObject.SetActive(false);
232+
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// Start the instances
235234
if (!NetcodeIntegrationTestHelpers.Start(false, server, clients))
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{
@@ -243,7 +242,7 @@ public IEnumerator RpcOnNetworkSpawn()
243242

244243
// [Host-Side] Check to make sure all clients are connected
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yield return NetcodeIntegrationTestHelpers.WaitForClientsConnectedToServer(server, clients.Length, null, 512);
246-
m_Prefab.gameObject.SetActive(true);
245+
247246
var serverObject = Object.Instantiate(m_Prefab, Vector3.zero, Quaternion.identity);
248247
NetworkObject serverNetworkObject = serverObject.GetComponent<NetworkObject>();
249248
serverNetworkObject.NetworkManagerOwner = server;

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