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// [Netcode] [PromoteSessionOwner][SceneManagement][NotDA] Invoking promote session owner while not in distributed authority mode!
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Log.ErrorServer(newContext(LogLevel.Error,"Invoking promote session owner while not in distributed authority mode!").With("SceneManagement").With("NotDA"));
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Log.ErrorServer(newContext(LogLevel.Error,"Invoking promote session owner while not in distributed authority mode!").AddTag("SceneManagement").AddTag("NotDA"));
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return;
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}
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if(!DAHost)
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{
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Log.ErrorServer(newContext(LogLevel.Error,"Client is attempting to promote another client as the session owner!").With("SceneManagement").With("NotDAHost"));
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Log.ErrorServer(newContext(LogLevel.Error,"Client is attempting to promote another client as the session owner!").AddTag("SceneManagement").AddTag("NotDAHost"));
Log.Warning(newContext(LogLevel.Normal,$"No {nameof(ConnectionApprovalCallback)} defined. Connection approval will timeout").With("Start",type));
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Log.Warning(newContext(LogLevel.Normal,$"No {nameof(ConnectionApprovalCallback)} defined. Connection approval will timeout").AddInfo("Start",type));
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}
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}
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if(ConnectionApprovalCallback!=null)
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{
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if(!NetworkConfig.ConnectionApproval)
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{
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Log.Warning(newContext(LogLevel.Normal,$"{nameof(ConnectionApprovalCallback)} is defined but {nameof(NetworkConfig.ConnectionApproval)} is disabled. In order to use ConnectionApproval it has to be explicitly enabled").With("Start",type));
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Log.Warning(newContext(LogLevel.Normal,$"{nameof(ConnectionApprovalCallback)} is defined but {nameof(NetworkConfig.ConnectionApproval)} is disabled. In order to use ConnectionApproval it has to be explicitly enabled").AddInfo("Start",type));
Log.Warning(newContext(LogLevel.Error,$"Singleton is not null after invoking OnDestroy. Do you have more than one {nameof(NetworkManager)} instance in the DDOL scene?").With("SingletonInstance",Singleton.name));
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Log.Warning(newContext(LogLevel.Error,$"Singleton is not null after invoking OnDestroy. Do you have more than one {nameof(NetworkManager)} instance in the DDOL scene?").AddInfo("SingletonInstance",Singleton.name));
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}
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#endif
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}
@@ -1824,7 +1825,7 @@ internal void OnValidate()
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if(Log==null)
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{
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Log=newContextualLogger(this,gameObject);
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Log=newContextualLogger(this,this);
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}
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// Do a validation pass on NetworkConfig properties
@@ -1835,44 +1836,6 @@ internal void OnValidate()
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Log.Warning(newContext(LogLevel.Normal,$"{nameof(NetworkManager)} cannot be a {nameof(NetworkObject)}."));
Log.Warning(newContext(LogLevel.Normal,$"Cannot register prefab to {nameof(NetworkManager)}, missing a {nameof(NetworkObject)} component at its root").ForNetworkPrefab(networkPrefab));
if(childNetworkObjects.Count>1)// total count = 1 root NetworkObject + n child NetworkObjects
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{
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Log.Warning(newContext(LogLevel.Normal,$"Prefab has child {nameof(NetworkObject)}(s) but they will not be spawned across the network (unsupported {nameof(NetworkPrefab)} setup)").ForNetworkPrefab(networkPrefab));
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