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fix: PVP issues related to assemblies, file names, and other non-xml-API related #3444

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Jun 6, 2025
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7ac70f5
fix
NoelStephensUnity Apr 25, 2025
ea7f253
update: pvp 124-2
NoelStephensUnity Apr 25, 2025
60a9e41
update
NoelStephensUnity May 6, 2025
eaed659
update
NoelStephensUnity May 7, 2025
fe27184
update
NoelStephensUnity May 7, 2025
904c763
update
NoelStephensUnity May 12, 2025
985e304
fix
NoelStephensUnity May 13, 2025
d47fe47
update
NoelStephensUnity May 13, 2025
0223325
Merge branch 'develop-2.0.0' into reference/pvp-133-132-130-issues
NoelStephensUnity May 15, 2025
1d4c684
update
NoelStephensUnity May 15, 2025
68fb9ff
Merge branch 'develop-2.0.0' into reference/pvp-133-132-130-issues
NoelStephensUnity May 15, 2025
8167bb0
Merge branch 'develop-2.0.0' into reference/pvp-133-132-130-issues
NoelStephensUnity May 16, 2025
2bb31ba
Merge branch 'develop-2.0.0' into reference/pvp-133-132-130-issues
NoelStephensUnity Jun 5, 2025
909cb43
update
NoelStephensUnity Jun 5, 2025
d7a0e7c
update
NoelStephensUnity Jun 5, 2025
1900de6
fix: PVP-151-1
NoelStephensUnity Jun 5, 2025
6ea32ce
fix: pvp-151-1
NoelStephensUnity Jun 5, 2025
4ddcafa
fix: pvp-151-1
NoelStephensUnity Jun 5, 2025
418604f
fix: PVP-150-1
NoelStephensUnity Jun 6, 2025
b371703
updated pvp coverage to gold
michalChrobot Jun 6, 2025
111b6e2
fix: pvp-124-2
NoelStephensUnity Jun 6, 2025
fb5deea
fix: PVP-132-2 (1 of 2)
NoelStephensUnity Jun 6, 2025
cabcae4
fix
NoelStephensUnity Jun 6, 2025
08db094
fix: PVP-132-2 (2 of 2)
NoelStephensUnity Jun 6, 2025
4a1221d
Revert "fix: PVP-132-2 (2 of 2)"
NoelStephensUnity Jun 6, 2025
9f11de9
update
NoelStephensUnity Jun 6, 2025
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2 changes: 1 addition & 1 deletion .yamato/package-pack.yml
Original file line number Diff line number Diff line change
Expand Up @@ -35,7 +35,7 @@ package_pack_-_ngo_{{ platform.name }}:
{% endif %}
timeout: 0.25
variables:
XRAY_PROFILE: "supported ./pvpExceptions.json"
XRAY_PROFILE: "gold ./pvpExceptions.json"
commands:
- upm-pvp pack "com.unity.netcode.gameobjects" --output upm-ci~/packages
- upm-pvp xray --packages "upm-ci~/packages/com.unity.netcode.gameobjects*.tgz" --results pvp-results
Expand Down
2 changes: 1 addition & 1 deletion .yamato/package-tests.yml
Original file line number Diff line number Diff line change
Expand Up @@ -36,7 +36,7 @@ package_test_-_ngo_{{ editor }}_{{ platform.name }}:
model: {{ platform.model }} # This is set only in platforms where we want non-default model to use (more information in project.metafile)
{% endif %}
variables:
XRAY_PROFILE: "supported ./pvpExceptions.json"
XRAY_PROFILE: "gold ./pvpExceptions.json"
UNITY_EXT_LOGGING: 1
commands:
- unity-downloader-cli --fast --wait -u {{ editor }} -c Editor {% if platform.name == "mac" %} --arch arm64 {% endif %} # For macOS we use ARM64 models.
Expand Down
3 changes: 0 additions & 3 deletions .yamato/project.metafile
Original file line number Diff line number Diff line change
Expand Up @@ -184,6 +184,3 @@ projects:
- name: minimalproject
path: minimalproject
has_tests: false
- name: testproject-tools-integration
path: testproject-tools-integration
has_tests: true
4 changes: 2 additions & 2 deletions com.unity.netcode.gameobjects/Editor/AssemblyInfo.cs
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@

#if UNITY_INCLUDE_TESTS
#if UNITY_EDITOR
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
[assembly: InternalsVisibleTo("TestProject.RuntimeTests")]
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.Tests")]
[assembly: InternalsVisibleTo("TestProject.Runtime.Tests")]
#endif // UNITY_EDITOR
#endif // UNITY_INCLUDE_TESTS
Original file line number Diff line number Diff line change
@@ -1,14 +1,22 @@
{
"name": "Unity.Netcode.Editor.PackageChecker",
"name": "Unity.Netcode.PackageChecker.Editor",
"rootNamespace": "Unity.Netcode.Editor.PackageChecker",
"references": [],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [
{
"name": "com.unity.netcode.adapter.utp",
"expression": "",
"define": "COM_UNITY_NETCODE_ADAPTER_UTP"
}
]
],
"noEngineReferences": false
}
16 changes: 9 additions & 7 deletions com.unity.netcode.gameobjects/Runtime/AssemblyInfo.cs
Original file line number Diff line number Diff line change
Expand Up @@ -4,22 +4,24 @@
[assembly: InternalsVisibleTo("Unity.Netcode.Editor")]
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
#endif // UNITY_EDITOR
#if MULTIPLAYER_TOOLS
[assembly: InternalsVisibleTo("Unity.Multiplayer.Tools.Adapters.Ngo1WithUtp2")]
#endif // MULTIPLAYER_TOOLS

#if COM_UNITY_NETCODE_ADAPTER_UTP
[assembly: InternalsVisibleTo("Unity.Netcode.Adapter.UTP")]
#endif // COM_UNITY_NETCODE_ADAPTER_UTP

#if UNITY_INCLUDE_TESTS
[assembly: InternalsVisibleTo("Unity.Netcode.RuntimeTests")]
[assembly: InternalsVisibleTo("Unity.Netcode.Runtime.Tests")]
[assembly: InternalsVisibleTo("Unity.Netcode.TestHelpers.Runtime")]
[assembly: InternalsVisibleTo("TestProject.RuntimeTests")]
[assembly: InternalsVisibleTo("TestProject.Runtime.Tests")]
#if UNITY_EDITOR
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
[assembly: InternalsVisibleTo("TestProject.EditorTests")]
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.Tests")]
[assembly: InternalsVisibleTo("TestProject.Editor.Tests")]
#endif // UNITY_EDITOR

#if MULTIPLAYER_TOOLS
[assembly: InternalsVisibleTo("Unity.Multiplayer.Tools.GameObjects.Tests")]
[assembly: InternalsVisibleTo("Unity.Multiplayer.Tools.Adapters.Ngo1WithUtp2")]
[assembly: InternalsVisibleTo("TestProject.ToolsIntegration.RuntimeTests")]
[assembly: InternalsVisibleTo("TestProject.Netcode.GameObjejct.Runtime.Tests")]
#endif // MULTIPLAYER_TOOLS
#endif // UNITY_INCLUDE_TESTS
Original file line number Diff line number Diff line change
Expand Up @@ -852,7 +852,7 @@ public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReade
if (HasScaleChange)
{
// If we are teleporting (which includes synchronizing) and the associated NetworkObject has a parent
// then we want to serialize the LossyScale since NetworkObject spawn order is not guaranteed
// then we want to serialize the LossyScale since NetworkObject spawn order is not guaranteed
if (IsTeleportingNextFrame && IsParented)
{
serializer.SerializeValue(ref LossyScale);
Expand Down Expand Up @@ -1014,7 +1014,7 @@ public enum InterpolationTypes
/// Uses a 1 to 2 phase smooth dampening approach where:<br />
/// <list type="bullet">
/// <item><description>The first phase smooth dampens towards the current tick state update being processed by the accumulated delta time relative to the time to target.</description></item>
/// <item><description>The second phase (optional) performs lerp smoothing where the current respective transform value is lerped towards the result of the third phase at a rate of delta time divided by the respective max interpolation time.</description></item>
/// <item><description>The second phase (optional) performs lerp smoothing where the current respective transform value is lerped towards the result of the first phase at a rate of delta time divided by the respective max interpolation time.</description></item>
/// </list>
/// </summary>
/// <remarks>
Expand Down Expand Up @@ -3777,13 +3777,13 @@ internal void ChildRegistration(NetworkObject child, bool isAdding)

/// <inheritdoc/>
/// <remarks>
/// When not using a NetworkRigidbody and using an owner authoritative motion model, you can <br />
/// When not using a NetworkRigidbody and using an owner authoritative motion model, you can<br />
/// improve parenting transitions into and out of world and local space by:<br />
/// - Disabling <see cref="NetworkObject.SyncOwnerTransformWhenParented"/><br />
/// - Enabling <see cref="NetworkObject.AllowOwnerToParent"/><br />
/// - Enabling <see cref="SwitchTransformSpaceWhenParented"/><br />
/// -- Note: This handles changing from world space to local space for you.<br />
/// When these settings are applied, transitioning from: <br />
/// When these settings are applied, transitioning from:<br />
/// - World space to local space (root-null parent/null to <see cref="NetworkObject"/> parent)
/// - Local space back to world space (<see cref="NetworkObject"/> parent to root-null parent)
/// - Local space to local space (<see cref="NetworkObject"/> parent to <see cref="NetworkObject"/> parent)
Expand Down Expand Up @@ -4152,12 +4152,12 @@ private void UpdateInterpolation()
}

// Note: This is for the legacy lerp type in order to maintain the same end result for any games under development that have tuned their
// project's to match the legacy lerp's end result. This will not allow changes
// project's to match the legacy lerp's end result.
var cachedRenderTime = 0.0;
if (PositionInterpolationType == InterpolationTypes.LegacyLerp || RotationInterpolationType == InterpolationTypes.LegacyLerp || ScaleInterpolationType == InterpolationTypes.LegacyLerp)
{
// Since InterpolationBufferTickOffset defaults to zero, this should not impact exist projects but still provides users with the ability to tweak
// their ticks ago time.
// their ticks ago time.
var ticksAgo = (!IsServerAuthoritative() && !IsServer ? 2 : 1) + InterpolationBufferTickOffset;
cachedRenderTime = timeSystem.TimeTicksAgo(ticksAgo).Time;
}
Expand Down Expand Up @@ -4584,7 +4584,7 @@ internal static void UpdateNetworkTick(NetworkManager networkManager)
/// </summary>
/// <remarks>
/// Note: You can adjust this value during runtime. Increasing this value will set non-authority instances that much further
/// behind the authority instance but will increase the number of state updates to be processed. Increasing this can be useful
/// behind the authority instance but will increase the number of state updates to be processed. Increasing this can be useful
/// under higher latency conditions.<br />
/// The default value is 1 tick (plus the tick latency). When running on a local network, reducing this to 0 is recommended.<br />
/// <see cref="NetworkTimeSystem.TickLatency"/>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -381,7 +381,7 @@ private void HandleOwnershipChange(ref NetworkContext context)

if (originalOwner == networkManager.LocalClientId && !networkManager.DistributedAuthorityMode)
{
// Fully synchronize NetworkVariables with either read or write ownership permissions.
// Fully synchronize NetworkVariables with either read or write ownership permissions.
networkObject.SynchronizeOwnerNetworkVariables(originalOwner, networkObject.PreviousOwnerId);
}

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