Description
If the server triggers an additive scene load for a connection, and then subsequently tries to call unload on the same scene for another connection before the first client loads it, the server will actually unload the scene
Replication
Steps to reproduce the behavior:
ClientHost has some chunks loaded and is quickly moving to other chunks
Client connects, requires the same chunks the ClientHost has already loaded
ClientHost moves outside of these chunks, therefore it queues unload on these chunks for its own connection.
RemoveOccupiedScenes does not remove the scenes as the client is not already in them, but is actually loading them
So the ClientHost actually unloads these scenes, even though it should keep them for the newly connected client.
Expected behavior
Server actually keeps the scene that is being loaded on the first client.
Important
General Unity version: 2022.3.51 Fish-Networking version: 4.5.3 Discord link: https://discord.com/channels/424284635074134018/1296861541798514718/1306624506885836944
Description If the server triggers an additive scene load for a connection, and then subsequently tries to call unload on the same scene for another connection before the first client loads it, the server will actually unload the scene
Replication Steps to reproduce the behavior:
Expected behavior Server actually keeps the scene that is being loaded on the first client.