com.unity.netcode.gameobjects@1.5.1
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
This commit is contained in:
@@ -156,7 +156,7 @@ namespace Unity.Netcode
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public string ToBase64()
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{
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NetworkConfig config = this;
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var writer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp);
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var writer = new FastBufferWriter(1024, Allocator.Temp);
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using (writer)
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{
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writer.WriteValueSafe(config.ProtocolVersion);
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@@ -228,7 +228,7 @@ namespace Unity.Netcode
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return m_ConfigHash.Value;
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}
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var writer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, int.MaxValue);
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var writer = new FastBufferWriter(1024, Allocator.Temp, int.MaxValue);
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using (writer)
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{
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writer.WriteValueSafe(ProtocolVersion);
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@@ -12,10 +12,12 @@ namespace Unity.Netcode
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/// No oeverride is present
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/// </summary>
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None,
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/// <summary>
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/// Override the prefab when the given SourcePrefabToOverride is requested
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/// </summary>
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Prefab,
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/// <summary>
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/// Override the prefab when the given SourceHashToOverride is requested
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/// Used in situations where the server assets do not exist in client builds
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@@ -71,19 +73,23 @@ namespace Unity.Netcode
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switch (Override)
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{
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case NetworkPrefabOverride.None:
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if (Prefab != null && Prefab.TryGetComponent(out NetworkObject no))
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{
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return no.GlobalObjectIdHash;
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}
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if (Prefab != null && Prefab.TryGetComponent(out NetworkObject networkObject))
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{
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return networkObject.GlobalObjectIdHash;
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}
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throw new InvalidOperationException("Prefab field isn't set or isn't a Network Object");
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throw new InvalidOperationException($"Prefab field is not set or is not a {nameof(NetworkObject)}");
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}
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case NetworkPrefabOverride.Prefab:
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if (SourcePrefabToOverride != null && SourcePrefabToOverride.TryGetComponent(out no))
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{
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return no.GlobalObjectIdHash;
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}
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if (SourcePrefabToOverride != null && SourcePrefabToOverride.TryGetComponent(out NetworkObject networkObject))
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{
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return networkObject.GlobalObjectIdHash;
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}
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throw new InvalidOperationException("Source Prefab field isn't set or isn't a Network Object");
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throw new InvalidOperationException($"Source Prefab field is not set or is not a {nameof(NetworkObject)}");
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}
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case NetworkPrefabOverride.Hash:
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return SourceHashToOverride;
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default:
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@@ -102,12 +108,14 @@ namespace Unity.Netcode
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return 0;
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case NetworkPrefabOverride.Prefab:
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case NetworkPrefabOverride.Hash:
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if (OverridingTargetPrefab != null && OverridingTargetPrefab.TryGetComponent(out NetworkObject no))
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{
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return no.GlobalObjectIdHash;
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}
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if (OverridingTargetPrefab != null && OverridingTargetPrefab.TryGetComponent(out NetworkObject networkObject))
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{
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return networkObject.GlobalObjectIdHash;
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}
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throw new InvalidOperationException("Target Prefab field isn't set or isn't a Network Object");
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throw new InvalidOperationException($"Target Prefab field is not set or is not a {nameof(NetworkObject)}");
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}
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default:
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throw new ArgumentOutOfRangeException();
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}
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@@ -130,9 +138,9 @@ namespace Unity.Netcode
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
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{
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NetworkLog.LogWarning($"{NetworkManager.PrefabDebugHelper(this)} is missing " +
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$"a {nameof(NetworkObject)} component (entry will be ignored).");
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NetworkLog.LogWarning($"{NetworkPrefabHandler.PrefabDebugHelper(this)} is missing a {nameof(NetworkObject)} component (entry will be ignored).");
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}
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return false;
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}
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@@ -148,9 +156,9 @@ namespace Unity.Netcode
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
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{
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NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(SourceHashToOverride)} is zero " +
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"(entry will be ignored).");
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NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(SourceHashToOverride)} is zero (entry will be ignored).");
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}
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return false;
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}
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@@ -178,9 +186,9 @@ namespace Unity.Netcode
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
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{
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NetworkLog.LogWarning($"{nameof(NetworkPrefab)} ({SourcePrefabToOverride.name}) " +
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$"is missing a {nameof(NetworkObject)} component (entry will be ignored).");
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NetworkLog.LogWarning($"{nameof(NetworkPrefab)} ({SourcePrefabToOverride.name}) is missing a {nameof(NetworkObject)} component (entry will be ignored).");
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}
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return false;
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}
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@@ -195,6 +203,7 @@ namespace Unity.Netcode
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{
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NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(OverridingTargetPrefab)} is null!");
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}
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switch (Override)
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{
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case NetworkPrefabOverride.Hash:
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@@ -208,8 +217,10 @@ namespace Unity.Netcode
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break;
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}
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}
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return false;
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}
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return true;
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}
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@@ -38,10 +38,15 @@ namespace Unity.Netcode
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[NonSerialized]
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private List<NetworkPrefab> m_Prefabs = new List<NetworkPrefab>();
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[NonSerialized]
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private List<NetworkPrefab> m_RuntimeAddedPrefabs = new List<NetworkPrefab>();
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private void AddTriggeredByNetworkPrefabList(NetworkPrefab networkPrefab)
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{
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if (AddPrefabRegistration(networkPrefab))
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{
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// Don't add this to m_RuntimeAddedPrefabs
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// This prefab is now in the PrefabList, so if we shutdown and initialize again, we'll pick it up from there.
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m_Prefabs.Add(networkPrefab);
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}
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}
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@@ -67,8 +72,6 @@ namespace Unity.Netcode
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list.OnAdd -= AddTriggeredByNetworkPrefabList;
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list.OnRemove -= RemoveTriggeredByNetworkPrefabList;
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}
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NetworkPrefabsLists.Clear();
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}
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/// <summary>
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@@ -77,13 +80,7 @@ namespace Unity.Netcode
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/// </summary>
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public void Initialize(bool warnInvalid = true)
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{
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if (NetworkPrefabsLists.Count != 0 && m_Prefabs.Count > 0)
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{
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NetworkLog.LogWarning("Runtime Network Prefabs was not empty at initialization time. Network " +
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"Prefab registrations made before initialization will be replaced by NetworkPrefabsList.");
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m_Prefabs.Clear();
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}
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m_Prefabs.Clear();
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foreach (var list in NetworkPrefabsLists)
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{
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list.OnAdd += AddTriggeredByNetworkPrefabList;
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@@ -93,7 +90,7 @@ namespace Unity.Netcode
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NetworkPrefabOverrideLinks.Clear();
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OverrideToNetworkPrefab.Clear();
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var prefabs = NetworkPrefabsLists.Count != 0 ? new List<NetworkPrefab>() : m_Prefabs;
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var prefabs = new List<NetworkPrefab>();
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if (NetworkPrefabsLists.Count != 0)
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{
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@@ -126,6 +123,18 @@ namespace Unity.Netcode
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}
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}
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foreach (var networkPrefab in m_RuntimeAddedPrefabs)
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{
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if (AddPrefabRegistration(networkPrefab))
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{
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m_Prefabs.Add(networkPrefab);
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}
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else
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{
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removeList?.Add(networkPrefab);
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}
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}
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// Clear out anything that is invalid or not used
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if (removeList?.Count > 0)
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{
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@@ -152,6 +161,7 @@ namespace Unity.Netcode
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if (AddPrefabRegistration(networkPrefab))
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{
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m_Prefabs.Add(networkPrefab);
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m_RuntimeAddedPrefabs.Add(networkPrefab);
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return true;
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}
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@@ -175,6 +185,7 @@ namespace Unity.Netcode
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}
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m_Prefabs.Remove(prefab);
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m_RuntimeAddedPrefabs.Remove(prefab);
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OverrideToNetworkPrefab.Remove(prefab.TargetPrefabGlobalObjectIdHash);
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NetworkPrefabOverrideLinks.Remove(prefab.SourcePrefabGlobalObjectIdHash);
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}
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@@ -203,6 +214,15 @@ namespace Unity.Netcode
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return;
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}
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}
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for (int i = 0; i < m_RuntimeAddedPrefabs.Count; i++)
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{
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if (m_RuntimeAddedPrefabs[i].Prefab == prefab)
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{
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Remove(m_RuntimeAddedPrefabs[i]);
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return;
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}
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}
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}
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/// <summary>
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Block a user