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fix: Disallowed async keyword in RPCs #1587
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Looks good! 👌🏻
Perhaps a test would be nice? Feels like this check could easily be lost in a future refactor. |
I'm not sure how to write a test for compile failures... since any code that tests it would fail to compile. |
You could create dyanmically create and compile an assembly and read the compilation outputs. This can be done with the CodeDom compiler. |
Do you have an example you can point to? And, does that run the ILPP step, or do you know how to manually invoke it for the test? |
Continued on Slack for future reference. |
@@ -23,6 +23,7 @@ Additional documentation and release notes are available at [Multiplayer Documen | |||
- Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1509) | |||
- Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect. (#1513) | |||
- Fixed OwnedObjects not being properly modified when using ChangeOwnership. (#1572) | |||
- Disallowed async keyword in RPCs (1587) |
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nit
- Disallowed async keyword in RPCs (1587) | |
- Disallowed async keyword in RPCs (#1587) |
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lgtm
Reopened as #1681 |
MTT-1588
fixes #570
Changelog
com.unity.netcode.gameobjects
Testing and Documentation