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@slb1988 slb1988 commented Aug 2, 2023

When NetworkManager.SceneManager.SynchronizeNetworkObjects got exception, there will always got exception in AddClient for add ConnectedClients dictionary multi times. Client and Server all get stuck.

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  • Added: The package whose Changelog should be added to should be in the header. Delete the changelog section entirely if it's not needed.
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When NetworkManager.SceneManager.SynchronizeNetworkObjects got exception, there will always got exception in AddClient for add ConnectedClients dictionary multi times. Client and Server all get stuck.
@slb1988 slb1988 requested a review from a team as a code owner August 2, 2023 23:14
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@NoelStephensUnity
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Interesting... I think I see what you are talking about with that change.
Will look at it closer tomorrow....but thank you very much for the PR submission and contributing to help make NGO better!
👍 💯

slb1988 added 2 commits August 4, 2023 12:16
Duplicate GlobalObjectIdHash come out always, globalObjectId got null in some phase like PrefabImporterEditor::OnDestroy, another problem is GlobalObjectIdHash changed but prefab don't.
fix duplicate GlobalObjectIdHash & not save problem
@michalChrobot michalChrobot added stat:awaiting-triage Status - Awaiting triage from the Netcode team. and removed stat:awaiting-triage Status - Awaiting triage from the Netcode team. labels Jan 16, 2025
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@EmandM EmandM left a comment

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Hi @slb1988! Our team are currently making a push to address open pull requests. If this is still something you're interested in landing, the NGO team now has capacity to work with you to land this.

@@ -59,8 +59,20 @@ internal void GenerateGlobalObjectIdHash()
return;
}

var globalObjectIdString = UnityEditor.GlobalObjectId.GetGlobalObjectIdSlow(this).ToString();
var globalObjectId = UnityEditor.GlobalObjectId.GetGlobalObjectIdSlow(this);
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Do you mind explaining what this change is doing?

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5 participants