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fix: server exception loop #2652

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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.
  • Fixed: If you update multiple packages, create a new section with a new header for the other package.
  • Removed/Deprecated/Changed: Each bullet should be prefixed with Added, Fixed, Removed, Deprecated, or Changed to indicate where the entry should go.

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  • No tests have been added.
  • Includes unit tests.
  • Includes integration tests.
  • No documentation changes or additions were necessary.
  • Includes documentation for previously-undocumented public API entry points.
  • Includes edits to existing public API documentation.

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!
👍 💯

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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3 participants