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chore: testing validation #3771
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Reverting changes made in 3664 with the time used when interpolating to local time. Added additional comments to prevent future fiddling with that (whether to use local or server time).
* fix Reset the disconnect reason when the server-side is disconnecting a client. * test Updating the disconnect test to validate that the disconnect reason is reset when a server force disconnects a client.
…hildNetworkBehaviours (#3756) * fix This resolves the issue where a disabled NetworkBehaviour was being included in the ChildNetworkBehaviours list which would cause an exception upon a client attempting to synchronize. * update Adding a warning generation method to make testing easier. * test Modifying the original test for this to assure it checks for the correct error message. * test - refactor Adding a bit more coverage to the `ValidatedDisableddNetworkBehaviourWarning` test so it validates that when either a child GameObject is set inactive or the NetworkBehaviiour itself is disabled the warning message is generated and the network prefab still spawns and synchronizes.
* fix Fixing issue with duplicated disconnect reasons for all cases. * test - update Making adjustments to the validation logic checking to determine if a server's disconnect reason is included in the NetworkManager.DisconnectReaon property. * style Removing a trailing whitespace * test - update One more area that needs to check for the server reason but not be a 1:1 due to the additional disconnect information before it.
…luded by lack of MP tools (#3761) * fix Use the GameObject.activeInHierarchy fix. Allow disabled NetworkBehaviour with a disabled GameObject to internally start pre-spawn but exit before invoking protected method. * test - update Re-factoring this test to align with the previously committed fix. * tests - enable Now that we have included the Mutliplayer Tools package in the test project, we needed to remove the !MULTIPLAYER_TOOLS check to assure these tests are actually being run.
* fix: NetworkAnimator initialization sequencing * Update changelog
* test - fix Resolving the PeerDisconnectCallbackTests instability where sometimes the disconnect notification is processed prior to the targeted client's NetworkManager having completely disconnected and shutdown (this would only have a chance of happening if server disconnects the client). Hoping to resolve the instability with the ParentingInSceneObjectsTests resulting in a false failure. * test fix Fixing potential cause for instabilities on this set of tests due to the initial network prefab transform settings not being applied to the prefab but applied to the spawned instances which could be causing issues since they were being applied to the non-authority instances. This fix moves the applied test NetworkTrransform settings to the player prefab prior to spawning any instances.
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Issues was resolved, closing this temp pr |
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Purpose of this PR
Jira ticket
Link to related jira ticket (Use the smart commits). Short version (e.g. MTT-123) also works and gets auto-linked
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