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fix: this fixes issues with multi scene loading on server and client #965

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merged 33 commits into from
Oct 10, 2021

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We never checked for when clients would unload from one scene and load to another scene and do it again over and over. This causes spawned list to null itself out because of lost references. This now allows ServerObjectManager and ClientObjectManager to check for it after scene changes.

…ormally.

Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Also noticed we are setting clients not ready to all instead of checking list of players first.

Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
… to create the physic scene on server load with no players first.
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
made the SetAllClientsNotReady use the players passed in.

Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
also made it so in additive scene loading it uses the async operation to be set too.

Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
…erwise use default server list.

Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
… We never checked for when clients would unload from one scene and load to another scene and do it again over and over. This causes spawned list to null itself out because of lost references. This now allows ServerObjectManager and ClientObjectManager to check for it after scene changes.

Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
@dragonslaya84 dragonslaya84 changed the title fix: This fixes issues with multi scene loading on server and client fix: this fixes issues with multi scene loading on server and client Oct 10, 2021
feat: added a method to do physic scene loads on server and tell clients about it
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
… removalCollection list we can keep reusing because constantly reallocating and deallocating during scene load might be bad. Not sure if this is better or worse.

Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Assets/Mirage/Runtime/NetworkWorld.cs Outdated Show resolved Hide resolved
Assets/Tests/Editor/NetworkWorldTests.cs Outdated Show resolved Hide resolved
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Assets/Tests/Editor/NetworkWorldTests.cs Show resolved Hide resolved
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
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sonarcloud bot commented Oct 10, 2021

Kudos, SonarCloud Quality Gate passed!    Quality Gate passed

Bug A 0 Bugs
Vulnerability A 0 Vulnerabilities
Security Hotspot A 0 Security Hotspots
Code Smell A 1 Code Smell

91.7% 91.7% Coverage
0.0% 0.0% Duplication

@dragonslaya84 dragonslaya84 merged commit e725a41 into master Oct 10, 2021
github-actions bot pushed a commit that referenced this pull request Oct 10, 2021
# [107.1.0](v107.0.1...v107.1.0) (2021-10-10)

### Bug Fixes

* this fixes issues with multi scene loading on server and client ([#965](#965)) ([e725a41](e725a41))

### Features

* added a method to do physic scene loads on server and tell clients about it ([f215cef](f215cef))
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🎉 This PR is included in version 107.1.0 🎉

The release is available on GitHub release

Your semantic-release bot 📦🚀

@paulpach paulpach deleted the ClientObjectFix branch October 18, 2022 02:46
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