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fixes from tests
1) Updated Nintendo SDK 2) Corrected standards check for minimalproject 3) Increased the timeout of WaitForNetworkEvent for lower end devices
1 parent d691499 commit ff18b3d

3 files changed

Lines changed: 11 additions & 6 deletions

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.yamato/console-standalone-test.yml

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -60,7 +60,7 @@ console_standalone_build_{{ project.name }}_{{ platform.name }}_{{ editor }}:
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SHADER_COMPILER_PATH: '${SCE_PROSPERO_SDK_DIR}\target\bins'
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SCE_ROOT_DIR: 'C:\Program Files (x86)\SCE'
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# Switch related
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NINTENDO_SDK_ROOT: 'C:\Nintendo\nx_sdk-18_3_0\NintendoSDK'
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NINTENDO_SDK_ROOT: 'C:\Nintendo\nx_sdk-21_4_3\NintendoSDK'
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UNITY_NINTENDOSDK_CLI_TOOLS: '${NINTENDO_SDK_ROOT}\Tools\CommandLineTools'
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artifacts:
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players:
@@ -99,7 +99,7 @@ console_standalone_test_{{ project.name }}_{{ platform.name }}_{{ editor }}:
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SHADER_COMPILER_PATH: '${SCE_PROSPERO_SDK_DIR}\target\bins'
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SCE_ROOT_DIR: 'C:\Program Files (x86)\SCE'
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# Switch related
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NINTENDO_SDK_ROOT: 'C:\Nintendo\nx_sdk-18_3_0\NintendoSDK'
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NINTENDO_SDK_ROOT: 'C:\Nintendo\nx_sdk-21_4_3\NintendoSDK'
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UNITY_NINTENDOSDK_CLI_TOOLS: '${NINTENDO_SDK_ROOT}\Tools\CommandLineTools'
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artifacts:
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logs:

com.unity.netcode.gameobjects/Runtime/Components/NetworkRigidBodyBase.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -861,10 +861,10 @@ private bool HasInterpolationTypeSet(InterpolationTypes interpolationType)
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}
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#endif
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#if COM_UNITY_MODULES_PHYSICS && !COM_UNITY_MODULES_PHYSICS2D
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return interpolationType == InterpolationTypes.Extrapolate ? m_InternalRigidbody2D.interpolation == RigidbodyInterpolation2D.Extrapolate : m_InternalRigidbody2D.interpolation == RigidbodyInterpolation2D.Interpolate;
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return interpolationType == InterpolationTypes.Extrapolate ? m_InternalRigidbody.interpolation == RigidbodyInterpolation.Extrapolate : m_InternalRigidbody.interpolation == RigidbodyInterpolation.Interpolate;
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#endif
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#if !COM_UNITY_MODULES_PHYSICS && COM_UNITY_MODULES_PHYSICS2D
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return interpolationType == InterpolationTypes.Extrapolate ? m_InternalRigidbody.interpolation == RigidbodyInterpolation.Extrapolate : m_InternalRigidbody.interpolation == RigidbodyInterpolation.Interpolate;
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return interpolationType == InterpolationTypes.Extrapolate ? m_InternalRigidbody2D.interpolation == RigidbodyInterpolation2D.Extrapolate : m_InternalRigidbody2D.interpolation == RigidbodyInterpolation2D.Interpolate;
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#endif
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}
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com.unity.netcode.gameobjects/Tests/Runtime/Transports/UnityTransportTestHelpers.cs

Lines changed: 7 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -12,9 +12,14 @@ internal static class UnityTransportTestHelpers
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{
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// Half a second might seem like a very long time to wait for a network event, but in CI
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// many of the machines are underpowered (e.g. old Android devices or Macs) and there are
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// sometimes very high lag spikes. PS4 and Switch are particularly sensitive in this regard
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// so we allow even more time for these platforms.
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// sometimes very high lag spikes. Mobile and console platforms are particularly sensitive
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// in this regard so we allow even more time for these platforms to avoid false-negative
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// timeouts (e.g. UnityTransportConnectionTests intermittently timing out on iOS CI).
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#if UNITY_IOS || UNITY_ANDROID || UNITY_SWITCH || UNITY_PS4 || UNITY_PS5 || UNITY_GAMECORE
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public const float MaxNetworkEventWaitTime = 2.0f;
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#else
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public const float MaxNetworkEventWaitTime = 0.5f;
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#endif
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// Wait for an event to appear in the given event list (must be the very next event).
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public static IEnumerator WaitForNetworkEvent(NetworkEvent type, List<TransportEvent> events, float timeout = MaxNetworkEventWaitTime)

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