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Deferring the client-worker destroy by a frame #200

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merged 3 commits into from
Jun 12, 2019

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jessicafalk
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Description

have to defer destroying the worker by a frame to ensure everything gets cleaned up properly.

Tests

ran it, errors did not appear

@@ -41,6 +43,11 @@ public bool HasConnected()
return Worker != null;
}

public void DisconnectPlayer()
{
StartCoroutine(PrepareDestroy());
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We need to find a better pattern for this

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I assume this needs a pin upgrade once the other PR is merged?

@jessicafalk jessicafalk force-pushed the bugfix/fix-world-dispose branch from fe11cba to cd3c1fc Compare June 12, 2019 14:40
@jessicafalk jessicafalk merged commit befe3a4 into feature/release-0.2.3 Jun 12, 2019
@jessicafalk jessicafalk deleted the bugfix/fix-world-dispose branch June 12, 2019 15:19
jessicafalk added a commit that referenced this pull request Jun 12, 2019
* Release 0.2.3

* updating gdk tools config

* Fix mapbuilder in editor (#198)

* 2019.1 no longer allows temp scenes in editor mode. Refactored code to work again

* Update link.xml

* disabled burst compilation (#199)

* Make the mobile connector use the Dev Auth Token that's passed through as an argument. (#201)

* updated changelog

* enable burst just for iOS

* remove new line

* Deferring the client-worker destroy by a frame (#200)

* deferring player destroy by a frame

* updating pin

* updating pinned version
sputn1ck added a commit to sputn1ck/gdk-for-unity-fps-starter-project that referenced this pull request Aug 27, 2020
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3 participants