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test: remove the NetworkObjectSpawning hybrid fixture
Its only hybrid case left running, CannotSpawnBeforeApproved, spawns nothing outside distributed authority, so it passed without exercising hybrid spawning. The other two tests depend on in-scene placed NetworkObjects and on InstantiateAndSpawn, which does not yet select the NetworkManager's world for hybrid prefabs.
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‎testproject/Assets/Tests/Runtime/NetworkObjectSpawning.cs‎

Lines changed: 0 additions & 22 deletions
Original file line numberDiff line numberDiff line change
@@ -10,9 +10,6 @@
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namespace TestProject.RuntimeTests
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{
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[TestFixture(NetworkTopologyTypes.ClientServer, HostOrServer.Host)]
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#if UNIFIED_NETCODE
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[TestFixture(NetworkTopologyTypes.ClientServer, HostOrServer.UnifiedHost)]
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#endif
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[TestFixture(NetworkTopologyTypes.DistributedAuthority, HostOrServer.DAHost)]
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internal class NetworkObjectSpawning : NetcodeIntegrationTest
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{
@@ -32,13 +29,6 @@ protected override bool UseCMBService()
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public NetworkObjectSpawning(NetworkTopologyTypes networkTopology, HostOrServer hostOrServer) : base(networkTopology, hostOrServer) { }
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#if UNIFIED_NETCODE
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protected override bool UseUnifiedTests()
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{
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return true;
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}
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#endif
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protected override IEnumerator OnSetup()
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{
@@ -106,12 +96,6 @@ public enum SynchronizeNotificationTypes
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[UnityTest]
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public IEnumerator SpawnOnSynchronizedNotification([Values] SynchronizeNotificationTypes synchronizeNotificationTypes)
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{
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#if UNIFIED_NETCODE
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if (m_AllPrefabsAsHybrid)
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{
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Assert.Ignore("In-scene placed NetworkObjects are not supported with hybrid prefabs.");
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}
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#endif
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m_SceneLoadCompleted = false;
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m_CanStartServerAndClients = true;
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NetworkObjectSpawnerForTests.SpawnAfterInSceneSynchronized = synchronizeNotificationTypes == SynchronizeNotificationTypes.InSceneObjects || synchronizeNotificationTypes == SynchronizeNotificationTypes.Both;
@@ -176,12 +160,6 @@ public enum InstantiateAndSpawnContexts
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[UnityTest]
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public IEnumerator InstantiateAndSpawn([Values] InstantiateAndSpawnTypes instantiateAndSpawnTypes, [Values] InstantiateAndSpawnContexts instantiateAndSpawnContexts)
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{
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#if UNIFIED_NETCODE
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if (m_AllPrefabsAsHybrid)
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{
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Assert.Ignore("InstantiateAndSpawn does not select the NetworkManager's world before instantiating a hybrid prefab, so it fails when several worlds share a process.");
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}
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#endif
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m_CanStartServerAndClients = true;
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Object.DontDestroyOnLoad(m_ObjectToSpawn);
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yield return StartServerAndClients();

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