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NetworkServer: ValidateSceneObject renamed to IsSceneObject - that's what it checks
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@ -1141,7 +1141,7 @@ public static void Spawn(GameObject obj, Guid assetId, NetworkConnection ownerCo
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}
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// TODO merge with ConsiderForSpawning on client
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internal static bool ValidateSceneObject(NetworkIdentity identity)
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internal static bool IsSceneObject(NetworkIdentity identity)
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{
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if (identity.gameObject.hideFlags == HideFlags.NotEditable ||
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identity.gameObject.hideFlags == HideFlags.HideAndDontSave)
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@ -1173,7 +1173,7 @@ public static bool SpawnObjects()
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// first pass: activate all scene objects
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foreach (NetworkIdentity identity in identities)
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{
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if (ValidateSceneObject(identity))
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if (IsSceneObject(identity))
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{
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// Debug.Log($"SpawnObjects sceneId:{identity.sceneId:X} name:{identity.gameObject.name}");
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identity.gameObject.SetActive(true);
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@ -1193,7 +1193,7 @@ public static bool SpawnObjects()
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// second pass: spawn all scene objects
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foreach (NetworkIdentity identity in identities)
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{
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if (ValidateSceneObject(identity))
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if (IsSceneObject(identity))
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// pass connection so that authority is not lost when server loads a scene
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// https://github.com/vis2k/Mirror/pull/2987
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Spawn(identity.gameObject, identity.connectionToClient);
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@ -1025,25 +1025,25 @@ public void HideForConnection()
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}
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[Test]
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public void ValidateSceneObject()
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public void IsSceneObject()
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{
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// create a gameobject and networkidentity
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CreateNetworked(out GameObject go, out NetworkIdentity identity);
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identity.sceneId = 42;
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// should be valid as long as it has a sceneId
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Assert.That(NetworkServer.ValidateSceneObject(identity), Is.True);
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Assert.That(NetworkServer.IsSceneObject(identity), Is.True);
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// shouldn't be valid with 0 sceneID
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identity.sceneId = 0;
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Assert.That(NetworkServer.ValidateSceneObject(identity), Is.False);
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Assert.That(NetworkServer.IsSceneObject(identity), Is.False);
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identity.sceneId = 42;
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// shouldn't be valid for certain hide flags
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go.hideFlags = HideFlags.NotEditable;
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Assert.That(NetworkServer.ValidateSceneObject(identity), Is.False);
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Assert.That(NetworkServer.IsSceneObject(identity), Is.False);
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go.hideFlags = HideFlags.HideAndDontSave;
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Assert.That(NetworkServer.ValidateSceneObject(identity), Is.False);
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Assert.That(NetworkServer.IsSceneObject(identity), Is.False);
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}
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[Test]
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