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Fix: terrain hide cause IndexOutOfRange exception (#3861)
* add checks to prevent Argument OutOfRangeExcep * disabled speed-up for messages * removed default, used IPlatform
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3 files changed

+7
-6
lines changed

3 files changed

+7
-6
lines changed

Explorer/Assets/DCL/Landscape/TerrainGenerator.cs

Lines changed: 3 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -179,7 +179,9 @@ public void Hide()
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if (rootGo != null && rootGo.gameObject.activeSelf)
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{
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rootGo.gameObject.SetActive(false);
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terrainChunkColliders[activeChunk].enabled = false;
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if (activeChunk >= 0 && activeChunk < terrainChunkColliders.Count)
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terrainChunkColliders[activeChunk].enabled = false;
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IsTerrainShown = false;
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}

Explorer/Assets/DCL/Multiplayer/Movement/Settings/RemotePlayerInterpolationSettings.asset

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -15,7 +15,7 @@ MonoBehaviour:
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<InterpolationType>k__BackingField: 1
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<PositionSingularityThreshold>k__BackingField: 10
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<LookAtTimeDelta>k__BackingField: 0.001
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<UseSpeedUp>k__BackingField: 1
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<UseSpeedUp>k__BackingField: 0
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<MaxSpeedUpTimeDivider>k__BackingField: 2
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<CatchUpMessagesMin>k__BackingField: 3
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<UseBlend>k__BackingField: 0

Explorer/Assets/DCL/PluginSystem/Global/MultiplayerMovementPlugin.cs

Lines changed: 3 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -9,13 +9,13 @@
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using DCL.Multiplayer.Profiles.Entities;
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using DCL.Multiplayer.Profiles.Poses;
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using DCL.Multiplayer.Profiles.Tables;
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using DCL.Platforms;
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using ECS;
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using Global.AppArgs;
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using System.Threading;
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using Utility;
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using PlayerMovementNetSendSystem = DCL.Multiplayer.Movement.Systems.PlayerMovementNetSendSystem;
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using RemotePlayersMovementSystem = DCL.Multiplayer.Movement.Systems.RemotePlayersMovementSystem;
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using SystemInfo = UnityEngine.Device.SystemInfo;
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namespace DCL.PluginSystem.Global
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{
@@ -77,10 +77,9 @@ private void ConfigureCompressionUsage()
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return;
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}
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string os = SystemInfo.operatingSystem;
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if (os.Contains("Windows"))
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if (IPlatform.DEFAULT.Is(IPlatform.Kind.Windows))
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this.settings.Value.UseCompression = featureFlagsCache.Configuration.IsEnabled(FeatureFlagsStrings.MULTIPLAYER_COMPRESSION_WIN);
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else if (os.Contains("Mac"))
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else if (IPlatform.DEFAULT.Is(IPlatform.Kind.Mac))
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this.settings.Value.UseCompression = featureFlagsCache.Configuration.IsEnabled(FeatureFlagsStrings.MULTIPLAYER_COMPRESSION_MAC);
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}
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