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refactor: assign auto-incremented GlobalObjectIdHash as a fallback in MultiInstanceHelpers.MakeNetworkObjectTestPrefab() #1094
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1332425
refactor: assign auto-incremented GlobalObjectIdHash as a fallback in…
0xFA11 8800ccd
fix MultiClientConnectionApproval.ConnectionApproval() test
0xFA11 f898733
refactor
NoelStephensUnity 24cc69a
fix NetworkObjectMetricsTests
0xFA11 2301ea8
Merge branch 'develop' into refactor/MakeNetObjTestPrefab
0xFA11 0dc8127
Merge branch 'refactor/MakeNetObjTestPrefab' of https://github.com/Un…
NoelStephensUnity a1878b6
remove `DefaultPayerGlobalObjectIdHashValue` from OwnershipChangeMetr…
0xFA11 05e385b
fix OwnershipChangeMetricsTests
0xFA11 8c8e92e
Merge branch 'develop' into refactor/MakeNetObjTestPrefab
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
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@@ -204,6 +204,7 @@ public class CoroutineResultWrapper<T> | |
| public T Result; | ||
| } | ||
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| private static uint s_AutoIncrementGlobalObjectIdHashCounter = 111111; | ||
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| /// <summary> | ||
| /// Normally we would only allow player prefabs to be set to a prefab. Not runtime created objects. | ||
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@@ -214,7 +215,7 @@ public class CoroutineResultWrapper<T> | |
| /// </summary> | ||
| /// <param name="networkObject">The networkObject to be treated as Prefab</param> | ||
| /// <param name="globalObjectIdHash">The GlobalObjectId to force</param> | ||
| public static void MakeNetworkedObjectTestPrefab(NetworkObject networkObject, uint globalObjectIdHash = default) | ||
| public static void MakeNetworkObjectTestPrefab(NetworkObject networkObject, uint globalObjectIdHash = default) | ||
|
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. also using this as a chance to correct the method name here too |
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| { | ||
| // Set a globalObjectId for prefab | ||
| if (globalObjectIdHash != default) | ||
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@@ -225,6 +226,12 @@ public static void MakeNetworkedObjectTestPrefab(NetworkObject networkObject, ui | |
| // Force generation | ||
| networkObject.GenerateGlobalObjectIdHash(); | ||
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| // Fallback to auto-increment if generation fails | ||
| if (networkObject.GlobalObjectIdHash == default) | ||
| { | ||
| networkObject.GlobalObjectIdHash = ++s_AutoIncrementGlobalObjectIdHashCounter; | ||
| } | ||
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Comment on lines
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Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. this is the main addition |
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| // Prevent object from being snapped up as a scene object | ||
| networkObject.IsSceneObject = false; | ||
| } | ||
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@becksebenius-unity FYI for changes in this file. tests were quite tricky — I think they're more reliable now.
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Awesome! I think @josiemessa will be interested too