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chore: merge release0.1.0 back to mainline, pt 2 #623
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…ches (#535) * ci: enable yamato on PRs targeting the release/0.1.0 branch * update branch targets: master, develop, release/* * replace 'release/*' regex match with 'release/*' pattern match
…536) * ci: enable conventional PR checks on release branches * remove release/* wildcard since release/** covers all
…teBit when serializing bool object (#541)
…ges into the PlayerLoop (#554) * initial wip * implement networkupdatestage injection test
…sts to cover other test cases (#559) * implement extra features on top of existing tests to cover other test cases too * minor update
…l instance tracking and notification when LogLevel.Developer (#562) * refactor: better handle instantiating and lack of a NetworkManager This refactoring includes additional checks to assure the RpcQueueContainer does not allow itself to be updated via the Network Update Loop system if there is no NetworkManager instantiated or if there is a problem with its initialization. Refactored the constructor and made the class disposable. * fix: increment the instance count before logging Placing the increment above the log. * Revert "fix: increment the instance count before logging" This reverts commit 3890232. * fix: increment before log Moving the instance count above the logging of the instance count * style: typo on the shutting down message Had a typo that said it was initializing as opposed to shutting down. * refactor: Remove all NetworkManager.Singleton dependencies This refactor passes the RpcQueueContainer into the RpcQueueProcessor in order to start remove the RpcQueueContainer's dependencies on the NetworkManager.Singleton. This refactor removes RpcQueueContainer 's dependencies upon the NetworkManager.Singleton by passing the instance of the NetworkManager that constructed it. This should remove all dependencies from NetworkManager.Singleton from the entire Rpc Queue System! * refactor: further improved dependencies and expanded unit testing This commit further improves the previous dependencies upon NetworkManager. This also expands unit testing capabilities that now can include RpcQueueProcessor. ( just detecting if we are listening or testing ) * Update com.unity.multiplayer.mlapi/Runtime/Messaging/RpcQueue/RpcQueueContainer.cs Good addition, this will assure that anyone that changes the name of the class will see the name mismatch and update the log, Co-authored-by: M. Fatih MAR <mfatihmar@gmail.com> * Update com.unity.multiplayer.mlapi/Runtime/Messaging/RpcQueue/RpcQueueContainer.cs Same catch.. I like that approach! Co-authored-by: M. Fatih MAR <mfatihmar@gmail.com> * style and developer: Updated some minor standards related issues and wrapped all of the debug logging related code in #if UNITY_EDITOR || DEVELOPMENT_BUILD * fix: Typo in Fatih's committed suggested fix. :alien: * refactor: updated minor debug messages. This assures that all log related messages utilize the appropriate class names. This removes some legacy language from the log related messages. * style Some minor tweaks for camelCase and spacing. * style Filled out the rest of the summary for the NetworkUpdate metod in RpcQueueContainer. * minor update * refactor: Wrapping UNITY_EDITOR || DEVELOPMENT_BUILD around a log message and the s_RpcQueueContainerInstances property. Co-authored-by: M. Fatih MAR <mfatihmar@gmail.com>
#578) This fixes the issue where if you exceeded the maximum number of RpcQueueHistoryFrames it would notify you but not cap the number. This also removes the m_NetworkManager null check during the shutdown. This fixes the misspelled rediculous to ridiculous in the initialize method sub-comments.
Revert change as it's not intended for release 0.1.0
…ty operator checks (#587)
#590) * fix: Moving tick writing out of NetworkVariable and into NetworkBehaviour. Allows proper handling of INetworkVariable that are not plain NetworkVariable. Forces extension of the interface. issues/573, MTT-532 * test[NetworkList]: Adding manual test for NetworkList * test[NetworkList]: Adding manual test for NetworkDictionary and NetworkSet
* fix: Add formerly serialized as attribute * revert: unecessary transport attribute
… of the unfinished SyncTransform (NetVars) (#617)
…nd function properly (#613) * fix: fixing the number of connections counter to be correctly named and function properly * Make sure we clear the values if we retained any from a previous run
…ching scene (#618) * fix: crash during scene transition If you have in-scene placed NetworkObjects and you transition to a new scene then a crash will occur in NetworkSpawnManager.ServerDestroySpawnedSceneObjects due to NetworkObjects being removed from the SpawnedObjectsList during the "OnDestroy" invocation. This fixes that crash. * style: comments and standards Adding some comments as to why the code is added, camelCase for locals, and generic Var as opposed to specific type for declaration. * refactor: comments and better approach This applies a better approach to the issue of removing objects from a list that is being iterated over without throwing the "Collection was modified; enumeration operation may not execute" exception due to NetworkObjects removing themselves from the SpawnedObjectList during OnDestroy. * refactor: comment Minor tweak to the comment as to why the code was added.
* uninject NetworkPlayerLoop systems from the PlayerLoop when exiting PlayMode in the Editor so multiplayer systems don't continue to run afterward * implement tests for NetworkUpdateLoop InjectSystems() and UninjectSystems()
…list (#620) * Fixed NetworkManager / scene now being marked dirty when autoadding scene to scene list * fix: Mark Scene dirty when automatically adding a scene to the scene list
… versions (#628) * ci: target 2019.4 LTS, 2020.3 LTS, 2021.1, 2021.2 and trunk versions * fixed lifecycle v2 version order Co-authored-by: Matt Walsh <matt.walsh@unity3d.com>
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becksebenius-unity
approved these changes
Mar 16, 2021
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Update for 3/15/2021