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Description
Unity version: 6000.3.0f1
FishNet Version: 4.6.20
Discord Troubleshot Link/What I've tried: https://discord.com/channels/424284635074134018/1034477094731784302/1461392912938963138
Description:
When a scene network object stops being observed and then becomes observed again, it throws this error:
Object was initialized twice without being reset. Object Name [Cube] ObjectId [0] OwnerId [-1] GameObject HashCode [48414]
UnityEngine.Debug:LogError (object)
FishNet.Managing.Logging.LevelLoggingConfiguration:LogError (string) (at E:/New Development/Unity/CSP FPS FishNet/Assets/FishNet/Runtime/Managing/Logging/LevelLoggingConfiguration.cs:148)
FishNet.Managing.NetworkManager:InternalLogError (string) (at E:/New Development/Unity/CSP FPS FishNet/Assets/FishNet/Runtime/Managing/NetworkManager.Logging.cs:82)
FishNet.Managing.NetworkManagerExtensions:LogError (FishNet.Managing.NetworkManager,string) (at E:/New Development/Unity/CSP FPS FishNet/Assets/FishNet/Runtime/Managing/NetworkManager.Logging.cs:140)
FishNet.Object.NetworkObject:InitializeEarly (FishNet.Managing.NetworkManager,int,FishNet.Connection.NetworkConnection,bool) (at E:/New Development/Unity/CSP FPS FishNet/Assets/FishNet/Runtime/Object/NetworkObject/NetworkObject.cs:649)
FishNet.Managing.Client.ClientObjectCache:<Iterate>g__ProcessObject|13_0 (FishNet.Managing.Client.CachedNetworkObject,bool,int,FishNet.Managing.Client.ClientObjectCache/<>c__DisplayClass13_0&) (at E:/New Development/Unity/CSP FPS FishNet/Assets/FishNet/Runtime/Managing/Client/Object/ObjectCaching.cs:356)
FishNet.Managing.Client.ClientObjectCache:Iterate () (at E:/New Development/Unity/CSP FPS FishNet/Assets/FishNet/Runtime/Managing/Client/Object/ObjectCaching.cs:270)
FishNet.Managing.Client.ClientObjects:IterateObjectCache () (at E:/New Development/Unity/CSP FPS FishNet/Assets/FishNet/Runtime/Managing/Client/Object/ClientObjects.cs:531)
FishNet.Managing.Client.ClientManager:ParseReader (FishNet.Serializing.PooledReader,FishNet.Transporting.Channel,bool) (at E:/New Development/Unity/CSP FPS FishNet/Assets/FishNet/Runtime/Managing/Client/ClientManager.cs:560)
FishNet.Managing.Client.ClientManager:ParseReceived (FishNet.Transporting.ClientReceivedDataArgs) (at E:/New Development/Unity/CSP FPS FishNet/Assets/FishNet/Runtime/Managing/Client/ClientManager.cs:398)
FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData (FishNet.Transporting.ClientReceivedDataArgs) (at E:/New Development/Unity/CSP FPS FishNet/Assets/FishNet/Runtime/Managing/Client/ClientManager.cs:352)
FishNet.Transporting.Tugboat.Tugboat:HandleClientReceivedDataArgs (FishNet.Transporting.ClientReceivedDataArgs) (at E:/New Development/Unity/CSP FPS FishNet/Assets/FishNet/Runtime/Transporting/Transports/Tugboat/Tugboat.cs:290)
FishNet.Transporting.Tugboat.Client.ClientSocket:IterateIncoming () (at E:/New Development/Unity/CSP FPS FishNet/Assets/FishNet/Runtime/Transporting/Transports/Tugboat/Core/ClientSocket.cs:254)
FishNet.Transporting.Tugboat.Tugboat:IterateIncoming (bool) (at E:/New Development/Unity/CSP FPS FishNet/Assets/FishNet/Runtime/Transporting/Transports/Tugboat/Tugboat.cs:237)
FishNet.Managing.Transporting.TransportManager:IterateIncoming (bool) (at E:/New Development/Unity/CSP FPS FishNet/Assets/FishNet/Runtime/Managing/Transporting/TransportManager.cs:750)
FishNet.Managing.Timing.TimeManager:TryIterateData (bool) (at E:/New Development/Unity/CSP FPS FishNet/Assets/FishNet/Runtime/Managing/Timing/TimeManager.cs:1112)
FishNet.Managing.Timing.TimeManager:IncreaseTick () (at E:/New Development/Unity/CSP FPS FishNet/Assets/FishNet/Runtime/Managing/Timing/TimeManager.cs:733)
FishNet.Managing.Timing.TimeManager:<TickUpdate>g__MethodLogic|113_0 () (at E:/New Development/Unity/CSP FPS FishNet/Assets/FishNet/Runtime/Managing/Timing/TimeManager.cs:392)
FishNet.Managing.Timing.TimeManager:TickUpdate () (at E:/New Development/Unity/CSP FPS FishNet/Assets/FishNet/Runtime/Managing/Timing/TimeManager.cs:380)
FishNet.Transporting.NetworkReaderLoop:Update () (at E:/New Development/Unity/CSP FPS FishNet/Assets/FishNet/Runtime/Transporting/NetworkReaderLoop.cs:29)
Replication:
- Import example and launch a server window and a client window.
- Move the Cube object far away in the scene until it despawns on the client.
- Move the Cube back until it respawns for the client.
- See error on the client.
Expected Behaviour:
No error is logged
Other Notes:
It appears the NetworkObject doesn't have ResetState called on it
This doesn't happen playing in host mode
It happens for any type of ObserverCondition
Example File:
ResetBug.zip
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