-
Notifications
You must be signed in to change notification settings - Fork 450
feat: expose network behaviour name internally #1057
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Conversation
draft of intended usage: #1058 |
@@ -592,6 +592,25 @@ private void ProcessNetworkBehaviour(TypeDefinition typeDefinition, string[] ass | |||
instructions.Reverse(); | |||
instructions.ForEach(instruction => processor.Body.Instructions.Insert(0, instruction)); | |||
} | |||
|
|||
// __getBehaviourName processor | |||
{ |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Why is this scoped (i.e. in brackets)? Is this an ILPP thing or something else?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I think its just an documentation/organizational thing, since the ILPP code can be very hard to follow
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
yeah, a block with comment on top is a cool way to document what's going on in that region.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
in addition to andrew and fatih's comments, the brackets are to scope the local variables since they share a name with the other scopes. reasonably these could be functions to avoid this but i didn't want to add complexity to an already huge class
com.unity.netcode.gameobjects/Editor/CodeGen/NetworkBehaviourILPP.cs
Outdated
Show resolved
Hide resolved
com.unity.netcode.gameobjects/Editor/CodeGen/NetworkBehaviourILPP.cs
Outdated
Show resolved
Hide resolved
com.unity.netcode.gameobjects/Editor/CodeGen/NetworkBehaviourILPP.cs
Outdated
Show resolved
Hide resolved
com.unity.netcode.gameobjects/Editor/CodeGen/NetworkBehaviourILPP.cs
Outdated
Show resolved
Hide resolved
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
🚀
…nsform * develop: (21 commits) test: adding more details to multiprocess readme (#1050) refactor!: convert NetworkTransform.NetworkState to `struct` (#1061) fix: networkmanager destroy on app quit (#1011) feat: snapshot, using unreliable packets, now that the underlying foundation supports it. Only merge after #1062 (#1064) feat: snapshot. Fully integrated despawn, mtt-1092, mtt-1056 (#1062) fix: eliminate bad use-after-free(destroy) pattern (#1068) chore: cleanup meta files for empty dirs (#1067) chore: minor MLAPI to Netcode rename (#1065) feat: report network behaviour name to the profiler (#1058) fix: player movement (#1063) test: Add unit tests for NetworkTime properties (#1053) chore: remove authority & netvar perms from NetworkTransform (#1059) feat: networktransform pos/rot/sca thresholds on state sync (#1055) feat: expose network behaviour type name internally (#1057) chore: remove all the old profiling code (#1048) fix: if-guard `NetworkManager.__rpc_name_table` access (#1056) fix: Disabling fixedupdate portion of SpawnRpcDespawn test because it's failing for known reasons that will be fixed in the IMessage refactor. (#1049) feat: Implement metrics for the new network profiler (#960) chore!: change package name & asmdefs (#1026) feat: per axis networktransform state sync (+bitwise state comp) (#1042) ... # Conflicts: # com.unity.netcode.gameobjects/Prototyping/NetworkTransform.cs
…es#1057) * feat: expose the name of the network behaviour without runtime alloc * Added test to verify that the name is exposed correctly * removed unnecessary using * code review feedback * fixed bad comment
This PR exposes a method to internal access called
__getTypeName()
. This is accomplished using ILPP to avoid runtime memory allocations, and to avoid increasing the memory footprint of eachNetworkBehaviour
instance.Changes:
internal virtual string __getTypeName() => nameof(NetworkBehaviour);
to NetworkBehaviour.