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fix: prevent OnPerformanceTickData from sending data on null #614
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fix: prevent OnPerformanceTickData from sending data on null #614
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eventHandler.Invoke(data); | ||
} | ||
else if (data == null) |
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This isn't possible right now I think, but I'd suggest that this should also check eventHandler != null
. If no one is registered, no one will care about this error
@@ -643,11 +643,7 @@ public void NetworkUpdate(NetworkUpdateStage updateStage) | |||
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private void OnNetworkEarlyUpdate() |
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Deja Vu! Wasn't this another PR, no?
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Yes i was in a pr merged already to develop. But since its a ship blocker we need this pr in release. (this was before i knew we were merging downwards and not updwards)
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🚀
If something causes an exception it's possible that the profiler never allocates data. in these cases, there is no point in sending data outside of MLAPI
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* fix: implement warning logs on non-owner invoking ServerRpc that requires ownership (#627) * add todo comments * fix: implement warning logs on non-owner invoking ServerRpc that requires ownership * fix: Correcting the profiler names for network vars to be appropriately named. Should address issue #605 (#632) * test: NetworkTickSystem test (#630) * test: NetworkTickSystem test * test: NetworkTickSystem test, removed unneeded code * fix: Fix object traversal assigning instanceIds to none scene objects (#629) * fix: Fix object traversal assigning instanceIds to none scene objects * comment added Co-authored-by: Matt Walsh <matt.walsh@unity3d.com> * fix: Correcting the profiler names for named messages vars to be appropriately named. Should address issue #604 (#634) * fix: prevent OnPerformanceTickData from sending data on null (#614) If something causes an exception it's possible that the profiler never allocates data. in these cases, there is no point in sending data outside of MLAPI * fix: use specified transport channel instead of hardcoded reliablerpc channel (#638) * docs: added release notes to changelog.md (#569) * Add release notes to changelog * docs: added release notes to changelog * Update com.unity.multiplayer.mlapi/CHANGELOG.md Co-authored-by: Luke Stampfli <43687322+LukeStampfli@users.noreply.github.com> * update per review for bitserializer and networkserializer * revised per feedback - API refactor * update remove bitserializer * renaming * Update com.unity.multiplayer.mlapi/CHANGELOG.md Co-authored-by: M. Fatih MAR <mfatihmar@gmail.com> * Update com.unity.multiplayer.mlapi/CHANGELOG.md * Update com.unity.multiplayer.mlapi/CHANGELOG.md * added known issues and scene mgmt fix * revisions per review * profiler final - no more updates * format Co-authored-by: Luke Stampfli <43687322+LukeStampfli@users.noreply.github.com> Co-authored-by: Matt Walsh <69258106+mattwalsh-unity@users.noreply.github.com> Co-authored-by: M. Fatih MAR <mfatihmar@gmail.com> * docs: Update repository/project docs (#636) - Mirror package readme.md in root readme.md - Add repo directory structure description - Remove contributing and code of conduct from package directory * docs: Add content for mlapi manual.md (#639) resolves #553 resolves MTT-534 * fix: Removed per-tick runtime allocations by reusing memory between ticks (#640) PerformanceDataManager reuses PerformanceTickData by resetting per-frame Replaces deferred linq query in PerformanceTickData loop. * fix: fixed network activity occurring outside the core update getting missed in the profiler (#641) Co-authored-by: Matt Walsh <69258106+mattwalsh-unity@users.noreply.github.com> * fix: Resolve an issue where 2019.4 would not properly run ILPP with a clean import (#645) * Add an dummy ILPP to force 2019.4 to proper compilation order * Turning on this test for 2019.4 * Hack -> Workaround rename Co-authored-by: Matt Walsh <matt.walsh@unity3d.com> Co-authored-by: Matt Walsh <69258106+mattwalsh-unity@users.noreply.github.com> * build: add Unity module dependencies explicitly (#648) Co-authored-by: kvassall-unity <68920108+kvassall-unity@users.noreply.github.com> Co-authored-by: Jeffrey Rainy <jeffreyrainy@gmail.com> Co-authored-by: Albin Corén <2108U9@gmail.com> Co-authored-by: Matt Walsh <matt.walsh@unity3d.com> Co-authored-by: Lori Krell <76010626+lkrell@users.noreply.github.com> Co-authored-by: Luke Stampfli <43687322+LukeStampfli@users.noreply.github.com> Co-authored-by: Matt Walsh <69258106+mattwalsh-unity@users.noreply.github.com> Co-authored-by: Jesse Olmer <jesseo@unity3d.com> Co-authored-by: becksebenius-unity <74328025+becksebenius-unity@users.noreply.github.com> Co-authored-by: Andrew Spiering <aspiering@gmail.com>
If something causes an exception it's possible that the profiler never allocates data. in these cases, there is no point in sending data outside of MLAPI