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fix: globalobjectidhash printing in editor, remove istestrun flag #774
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LGTM!
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Regression test cases?
private void OnValidate() | ||
{ | ||
if (UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode && !NetworkManager.IsTestRun) | ||
if (UnityEditor.EditorApplication.isPlaying && !string.IsNullOrEmpty(gameObject.scene.name)) |
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Could you add some comments explaining why we're early-outing in both of these cases?
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we already have tests covering this and the tests found this issue are on the way here: #754
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it's very tricky to comment these flows inline here, I might try.
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I tried 😛
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lgtm
removes
bool NetworkManager.IsTestRun
entirely as it is no longer needed.fixes
GlobalObjectIdHash
consistency issue in the Editor (as we found with Noel during tests).