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fix: server exception loop #2652
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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.
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Interesting... I think I see what you are talking about with that change. |
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
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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; | |||
} | |||
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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?
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.
Changelog
Testing and Documentation