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fix: ChangeOwnership sending own clientId and added NetworkSceneHandle struct (#3647)
* chore: Update the OwnershipPermissionsTests to work with rust server
* Remove TestHelpers change
* Ensure we don't send CreateObject messages to the cmb service when there are no valid receivers
* dotnet-fix
* Ensure the DAHost complains if the senderId is included in the ClientIds list
* Refactor and unify the ChangeOwnership message sending
* Update the NetworkObjectOwnershipPropertiesTests to work with rust
* Add placeholder SceneHandle object
* Add serializer for the SceneHandle
* Use SceneHandle in place of int
* Fix ulong to int conversions
* Ensure the spawn manager has the SceneHandle object in scope
* Fix implicit conversions in the tests
* Fix remaining implicit conversions in DistributedAuthorityCodecTests
* Fix more ulong to int conversions
* Simplify the IntegrationTestSceneHandler some
* Update the testproject asmdef so the sceneEventDataTests compile
* fix whitespace
* fix whitespace part 2 electric boogaloo
* Fix codestyle violations
* Fix import ordering
* fix FastBuffer tests
* Remove serialization changes
* Use NetworkSceneHandle wrapper class
* Remove unneeded changes
* Remove accidental int conversion
* Ensure the tests use a specific constructor
* Use the correct syntax
* Fix whitespace errors
* Fix the xml doc
* fix
This resolves the issue with the new edge case where a scene could be unloaded but a spawned object referencing the scene handle could still be spawned (pending being de-spawned within a few frames).
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Co-authored-by: Noel Stephens <[email protected]>
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -10,6 +10,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Added
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-`NetworkSceneManager` as an internal wrapper for the `SceneManager.Scene.handle` and swapped all places that use an `int` to represent a `Scene.handle` to instead use the `NetworkSceneManager`. (#3647)
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- Clicking on the Help icon in the inspector will now redirect to the relevant documentation. (#3663)
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- Added a `Set` function onto `NetworkList` that takes an optional parameter that forces an update to be processed even if the current value is equal to the previous value. (#3690)
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@@ -26,6 +27,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Distributed authority clients no longer send themselves in the `ClientIds` list when sending a `ChangeOwnershipMessage`. (#3687)
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- Made a variety of small performance improvements. (#3683)
thrownewException($"{nameof(GetSceneOriginHandle)} called when {nameof(SceneOriginHandle)} is still zero but the {nameof(NetworkObject)} is already spawned!");
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