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NoelStephensUnityunity-renovate[bot]EmandM
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chore: migrate v2.4.2 back into develop-2.0.0 (#3506)
Merging v2.4.2 branch back into the develop-2.0.0 branch. ## Changelog NA ## Testing and Documentation - No tests have been added. - No documentation changes or additions were necessary. <!-- Uncomment and mark items off with a * if this PR deprecates any API: ### Deprecated API - [ ] An `[Obsolete]` attribute was added along with a `(RemovedAfter yyyy-mm-dd)` entry. - [ ] An [api updater] was added. - [ ] Deprecation of the API is explained in the CHANGELOG. - [ ] The users can understand why this API was removed and what they should use instead. --> ## Backport No backport is required as this is specific to v2.x. <!-- If this is a backport: - Add the following to the PR title: "\[Backport\] ..." . - Link to the original PR. If this needs a backport - state this here If a backport is not needed please provide the reason why. If the "Backports" section is not present it will lead to a CI test failure. --> --------- Co-authored-by: unity-renovate[bot] <120015202+unity-renovate[bot]@users.noreply.github.com> Co-authored-by: Emma <emma.mcmillan@unity3d.com>
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com.unity.netcode.gameobjects/CHANGELOG.md

Lines changed: 11 additions & 3 deletions
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@@ -10,16 +10,24 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Added
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- Added `NetworkPrefabInstanceHandlerWithData<T>`, a variant of `INetworkPrefabInstanceHandler` that provides access to custom instantiation data directly within the `Instantiate()` method. (#3430)
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### Fixed
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### Changed
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## [2.4.2] - 2025-06-13
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### Fixed
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25+
- Fixed `NullReferenceException` on `NetworkList` when used without a NetworkManager in scene. (#3503)
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- Fixed issue where `NetworkClient` could persist some settings if re-using the same `NetworkManager` instance. (#3491)
1727
- Fixed issue where a pooled `NetworkObject` was not resetting the internal latest parent property when despawned. (#3491)
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- Fixed issue where the initial client synchronization pre-serialization process was not excluding spawned `NetworkObject` instances that already had pending visibility for the client being synchronized. (#3488)
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- Fixed issue where there was a potential for a small memory leak in the `ConnectionApprovedMessage`. (#3486)
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### Changed
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## [2.4.1] - 2025-06-11
2533

@@ -39,7 +47,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Added `SinglePlayerTransport` that provides the ability to start as a host for a single player network session. (#3473)
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- When using UnityTransport >=2.4 and Unity >= 6000.1.0a1, SetConnectionData will accept a fully qualified hostname instead of an IP as a connect address on the client side. (#3441)
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- Added `NetworkPrefabInstanceHandlerWithData<T>`, a variant of `INetworkPrefabInstanceHandler` that provides access to custom instantiation data directly within the `Instantiate()` method. (#3430)
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### Fixed
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com.unity.netcode.gameobjects/Runtime/Messaging/Messages/NetworkVariableDeltaMessage.cs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -144,9 +144,9 @@ public void Serialize(FastBufferWriter writer, int targetVersion)
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var startingSize = writer.Length;
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var networkVariable = NetworkBehaviour.NetworkVariableFields[i];
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var shouldWrite = networkVariable.IsDirty() &&
147-
networkVariable.CanClientRead(TargetClientId) &&
148-
(networkManager.IsServer || networkVariable.CanClientWrite(networkManager.LocalClientId)) &&
149-
networkVariable.CanSend();
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networkVariable.CanClientRead(TargetClientId)
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&& (networkManager.IsServer ||
149+
(networkVariable.CanWrite && networkVariable.CanSend()));
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// Prevent the server from writing to the client that owns a given NetworkVariable
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// Allowing the write would send an old value to the client and cause jitter

com.unity.netcode.gameobjects/Runtime/NetworkVariable/AnticipatedNetworkVariable.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -217,7 +217,7 @@ public void Anticipate(T value)
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m_LastAnticipationCounter = m_NetworkBehaviour.NetworkManager.AnticipationSystem.AnticipationCounter;
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m_AnticipatedValue = value;
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NetworkVariableSerialization<T>.Duplicate(m_AnticipatedValue, ref m_PreviousAnticipatedValue);
220-
if (CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
220+
if (CanWrite)
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{
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AuthoritativeValue = value;
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}

com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkList.cs

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -428,7 +428,7 @@ public IEnumerator<T> GetEnumerator()
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public void Add(T item)
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{
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// check write permissions
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if (!CanClientWrite(m_NetworkManager.LocalClientId))
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if (CannotWrite)
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{
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LogWritePermissionError();
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return;
@@ -455,7 +455,7 @@ public void Add(T item)
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public void Clear()
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{
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// check write permissions
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if (!CanClientWrite(m_NetworkManager.LocalClientId))
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if (CannotWrite)
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{
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LogWritePermissionError();
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return;
@@ -493,7 +493,7 @@ public bool Contains(T item)
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public bool Remove(T item)
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{
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// check write permissions
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if (!CanClientWrite(m_NetworkManager.LocalClientId))
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if (CannotWrite)
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{
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LogWritePermissionError();
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return false;
@@ -542,7 +542,7 @@ public int IndexOf(T item)
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public void Insert(int index, T item)
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{
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// check write permissions
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if (!CanClientWrite(m_NetworkManager.LocalClientId))
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if (CannotWrite)
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{
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LogWritePermissionError();
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return;
@@ -578,7 +578,7 @@ public void Insert(int index, T item)
578578
public void RemoveAt(int index)
579579
{
580580
// check write permissions
581-
if (!CanClientWrite(m_NetworkManager.LocalClientId))
581+
if (CannotWrite)
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{
583583
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
584584
}
@@ -610,7 +610,7 @@ public T this[int index]
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set
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{
612612
// check write permissions
613-
if (!CanClientWrite(m_NetworkManager.LocalClientId))
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if (CannotWrite)
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{
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LogWritePermissionError();
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return;

com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariable.cs

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@@ -128,7 +128,7 @@ public virtual T Value
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get => m_InternalValue;
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set
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{
131-
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
131+
if (CannotWrite)
132132
{
133133
LogWritePermissionError();
134134
return;
@@ -162,7 +162,7 @@ public bool CheckDirtyState(bool forceCheck = false)
162162
var isDirty = base.IsDirty();
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164164
// A client without permissions invoking this method should only check to assure the current value is equal to the last known current value
165-
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
165+
if (CannotWrite)
166166
{
167167
// If modifications are detected, then revert back to the last known current value
168168
if (!NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_InternalOriginalValue))
@@ -245,7 +245,7 @@ public override bool IsDirty()
245245
{
246246
// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
247247
// to the original collection value prior to applying updates (primarily for collections).
248-
if (!NetworkUpdaterCheck && m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_InternalOriginalValue))
248+
if (!NetworkUpdaterCheck && CannotWrite && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_InternalOriginalValue))
249249
{
250250
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
251251
return true;
@@ -307,7 +307,7 @@ public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
307307
{
308308
// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
309309
// to the original collection value prior to applying updates (primarily for collections).
310-
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalOriginalValue, ref m_InternalValue))
310+
if (CannotWrite && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalOriginalValue, ref m_InternalValue))
311311
{
312312
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
313313
}
@@ -349,7 +349,7 @@ public override void ReadField(FastBufferReader reader)
349349
{
350350
// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
351351
// to the original collection value prior to applying updates (primarily for collections).
352-
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalOriginalValue, ref m_InternalValue))
352+
if (CannotWrite && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalOriginalValue, ref m_InternalValue))
353353
{
354354
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
355355
}

com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariableBase.cs

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Original file line numberDiff line numberDiff line change
@@ -381,6 +381,16 @@ public bool CanClientWrite(ulong clientId)
381381
}
382382
}
383383

384+
/// <summary>
385+
/// Returns true if the current <see cref="NetworkManager.LocalClientId"/> can write to this variable; otherwise false.
386+
/// </summary>
387+
internal bool CanWrite => m_NetworkManager && CanClientWrite(m_NetworkManager.LocalClientId);
388+
389+
/// <summary>
390+
/// Returns false if the current <see cref="NetworkManager.LocalClientId"/> can write to this variable; otherwise true.
391+
/// </summary>
392+
internal bool CannotWrite => m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId);
393+
384394
/// <summary>
385395
/// Returns the ClientId of the owning client
386396
/// </summary>

com.unity.netcode.gameobjects/package.json

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@@ -2,7 +2,7 @@
22
"name": "com.unity.netcode.gameobjects",
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"displayName": "Netcode for GameObjects",
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"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
5-
"version": "2.4.1",
5+
"version": "2.4.2",
66
"unity": "6000.0",
77
"dependencies": {
88
"com.unity.nuget.mono-cecil": "1.11.4",

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