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fix: Yamato jobs not testing built player (Backport of: #4194) (#4196)
* fix: Yamato jobs not testing built player (Backport of: #4194)
* fix: Yamato jobs not testing built player
* Next round of fixes
* Set addressables to build on players
* dotnet-fix
* Fix console tests
* Try again to remove graphics from desktop players
* Fix DA NetworkObjectDeserializationFailure test
* Remove the temporarily added N4E settings
* Fix the test failures
* Remove fix that was more a symptom than a cause (keep it simple)
* Match the deregistration to the registration logic
* Don't finish cleaning up if any scene is still loading
* Fix the U-PR config
* Fix IL2CPP player tests
* Remove CoreCLR stuff
* feat: Improve error message on connection failure [2.X] (#4208)
feat: Improve error message on connection failure
* Disabled automatic release preparation
Disabled recurring trigger as in our current situation it would be more messy to handle automated release step. I will leave it manual for now
* chore: Ensure the rerun strategy is baked into the built players (#4218)
* fix: generate canonical bools in NetworkVariable serialization tests (#4198)
* test: generate canonical bools in NetworkVariable serialization tests
RandGenBytes<bool> filled each bool with a random byte, so most values were
neither 0 nor 1. On mac arm64 IL2CPP the List<bool> and NativeHashMap<K, bool>
cases then failed with both sides printing identical all-True contents.
RandGenBool returns only false or true.
* test: use RandGenBool for the NativeArray<bool> case
* test: make changed2 always differ from original2 in collection generators
With RandGenBool an overwrite keeps the existing value half the time, so when
no elements were added or removed, changed2 could equal original2 and the
"do not match" assertions failed. Each overwrite now redraws until it differs
from the original element.
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Co-authored-by: Emma <emma.mcmillan@unity3d.com>
(cherry picked from commit b5c186c)
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Co-authored-by: Noel Stephens <noel.stephens@unity3d.com>
Co-authored-by: Simon Lemay <simon.lemay@unity3d.com>
Co-authored-by: Michał Chrobot <michal.chrobot@unity3d.com>
# Engine is initialized in ‘nographics’ mode since we don't need any graphics for this case (--extra-editor-arg=-nographics)
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# In case of failure the job will be rerunned once (--reruncount=1) with clean library (--clean-library-on-rerun). Note that this is build only step so no tests are being executed
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# This will perform only building phase (--build-only) with a timeout set by the test_timeout variable in the project metafile.
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