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fix: resetting the NetworkVariable dirty status at end of frame, … #2344
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Merged
jeffreyrainy
merged 12 commits into
develop
from
fix/mtt-5121-networklist-hide-remove-2
Dec 12, 2022
Merged
fix: resetting the NetworkVariable dirty status at end of frame, … #2344
jeffreyrainy
merged 12 commits into
develop
from
fix/mtt-5121-networklist-hide-remove-2
Dec 12, 2022
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… if a given NetworkVariable is not sent to any client
…rklist-hide-remove
…workObject's NetworkShow
…rklist-hide-remove
…PC targets, rather, prevent NetworkVariable deltas from going to objects that are just about to be shown
@@ -64,6 +64,16 @@ public void Serialize(FastBufferWriter writer, int targetVersion) | |||
shouldWrite = false; | |||
} | |||
|
|||
// The object containing the behaviour we're about to process is about to be shown to this client |
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👍
NoelStephensUnity
approved these changes
Dec 12, 2022
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Looks good to me!
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… even if a given NetworkVariable is not sent to any client
Also queueing NetworkShow to be done at end-of-frame, to address modified-after-shown objects.
Also changing NetworkHide so that hiding objects that would be shown at end of frame does nothing, but emit a warning.
MTT-5121
#2306
Changelog:
NetworkShow()
ofNetworkObject
s are delayed until the end of the frame to ensure consistency of delta-driven variables likeNetworkList
.NetworkObject
are reset at end-of-frame and not at serialization time.NetworkHide()
of an object that was justNetworkShow()
n produces a warning, as remote clients will not get a spawn/despawn pair.