fix: NetworksSenemanager order of operations and scene migration preprocess #2532
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This resolves two issues:
Moving the client-side logic to first mirror the server's current active scene prior to spawning and synchronizing NetworkObjects during the initial client synchronization.
Pre-processing NetworkObject scene migration table to assure all NetworkObjects are still spawned, removing those that are no longer spawned (i.e. despawned in the same frame), and if no NetworkObjects remain for each scene handle entry not sending a scene migration notification.
Changelog
Testing and Documentation
NetworkObjectSceneMigrationTests.MigrateIntoNewSceneTest
.