com.unity.netcode.gameobjects@1.0.0-pre.6
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). ## [1.0.0-pre.6] - 2022-03-02 ### Added - NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765) - Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735) ### Changed ### Fixed - Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683) - Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683) - Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683) - Disallowed async keyword in RPCs (#1681) - Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678) - Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen) - Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694) - Fixed spawn flow to propagate `IsSceneObject` down to children NetworkObjects, decouple implicit relationship between object spawning & `IsSceneObject` flag (#1685) - Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720) - Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680) - Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682) - Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725) - Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721) - Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724) - Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728) - Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731) - Improved performance in NetworkAnimator (#1735) - Removed the "always sync" network animator (aka "autosend") parameters (#1746)
This commit is contained in:
@@ -40,7 +40,7 @@ namespace Unity.Netcode
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}
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}
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internal delegate void MessageHandler(FastBufferReader reader, in NetworkContext context);
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internal delegate void MessageHandler(FastBufferReader reader, ref NetworkContext context, MessagingSystem system);
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private NativeList<ReceiveQueueItem> m_IncomingMessageQueue = new NativeList<ReceiveQueueItem>(16, Allocator.Persistent);
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@@ -118,7 +118,7 @@ namespace Unity.Netcode
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for (var queueIndex = 0; queueIndex < m_IncomingMessageQueue.Length; ++queueIndex)
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{
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// Avoid copies...
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ref var item = ref m_IncomingMessageQueue.GetUnsafeList()->ElementAt(queueIndex);
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ref var item = ref m_IncomingMessageQueue.ElementAt(queueIndex);
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item.Reader.Dispose();
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}
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@@ -236,6 +236,7 @@ namespace Unity.Netcode
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Timestamp = timestamp,
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Header = header,
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SerializedHeaderSize = serializedHeaderSize,
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MessageSize = header.MessageSize,
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};
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var type = m_ReverseTypeMap[header.MessageType];
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@@ -260,7 +261,7 @@ namespace Unity.Netcode
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// for some dynamic-length value.
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try
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{
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handler.Invoke(reader, context);
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handler.Invoke(reader, ref context, this);
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}
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catch (Exception e)
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{
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@@ -278,7 +279,7 @@ namespace Unity.Netcode
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for (var index = 0; index < m_IncomingMessageQueue.Length; ++index)
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{
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// Avoid copies...
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ref var item = ref m_IncomingMessageQueue.GetUnsafeList()->ElementAt(index);
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ref var item = ref m_IncomingMessageQueue.ElementAt(index);
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HandleMessage(item.Header, item.Reader, item.SenderId, item.Timestamp, item.MessageHeaderSerializedSize);
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if (m_Disposed)
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{
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@@ -313,12 +314,31 @@ namespace Unity.Netcode
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var queue = m_SendQueues[clientId];
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for (var i = 0; i < queue.Length; ++i)
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{
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queue.GetUnsafeList()->ElementAt(i).Writer.Dispose();
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queue.ElementAt(i).Writer.Dispose();
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}
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queue.Dispose();
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}
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public static void ReceiveMessage<T>(FastBufferReader reader, ref NetworkContext context, MessagingSystem system) where T : INetworkMessage, new()
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{
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var message = new T();
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if (message.Deserialize(reader, ref context))
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{
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for (var hookIdx = 0; hookIdx < system.m_Hooks.Count; ++hookIdx)
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{
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system.m_Hooks[hookIdx].OnBeforeHandleMessage(ref message, ref context);
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}
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message.Handle(ref context);
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for (var hookIdx = 0; hookIdx < system.m_Hooks.Count; ++hookIdx)
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{
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system.m_Hooks[hookIdx].OnAfterHandleMessage(ref message, ref context);
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}
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}
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}
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private bool CanSend(ulong clientId, Type messageType, NetworkDelivery delivery)
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{
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for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
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@@ -332,7 +352,7 @@ namespace Unity.Netcode
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return true;
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}
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internal unsafe int SendMessage<TMessageType, TClientIdListType>(in TMessageType message, NetworkDelivery delivery, in TClientIdListType clientIds)
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internal int SendMessage<TMessageType, TClientIdListType>(ref TMessageType message, NetworkDelivery delivery, in TClientIdListType clientIds)
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where TMessageType : INetworkMessage
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where TClientIdListType : IReadOnlyList<ulong>
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{
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@@ -347,11 +367,17 @@ namespace Unity.Netcode
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message.Serialize(tmpSerializer);
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return SendPreSerializedMessage(tmpSerializer, maxSize, ref message, delivery, clientIds);
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}
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internal unsafe int SendPreSerializedMessage<TMessageType>(in FastBufferWriter tmpSerializer, int maxSize, ref TMessageType message, NetworkDelivery delivery, in IReadOnlyList<ulong> clientIds)
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where TMessageType : INetworkMessage
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{
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using var headerSerializer = new FastBufferWriter(FastBufferWriter.GetWriteSize<MessageHeader>(), Allocator.Temp);
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var header = new MessageHeader
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{
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MessageSize = (ushort)tmpSerializer.Length,
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MessageSize = (uint)tmpSerializer.Length,
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MessageType = m_MessageTypes[typeof(TMessageType)],
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};
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BytePacker.WriteValueBitPacked(headerSerializer, header.MessageType);
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@@ -368,7 +394,7 @@ namespace Unity.Netcode
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for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
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{
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m_Hooks[hookIdx].OnBeforeSendMessage(clientId, typeof(TMessageType), delivery);
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m_Hooks[hookIdx].OnBeforeSendMessage(clientId, ref message, delivery);
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}
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var sendQueueItem = m_SendQueues[clientId];
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@@ -376,22 +402,22 @@ namespace Unity.Netcode
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{
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sendQueueItem.Add(new SendQueueItem(delivery, NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.TempJob,
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maxSize));
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sendQueueItem.GetUnsafeList()->ElementAt(0).Writer.Seek(sizeof(BatchHeader));
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sendQueueItem.ElementAt(0).Writer.Seek(sizeof(BatchHeader));
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}
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else
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{
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ref var lastQueueItem = ref sendQueueItem.GetUnsafeList()->ElementAt(sendQueueItem.Length - 1);
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ref var lastQueueItem = ref sendQueueItem.ElementAt(sendQueueItem.Length - 1);
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if (lastQueueItem.NetworkDelivery != delivery ||
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lastQueueItem.Writer.MaxCapacity - lastQueueItem.Writer.Position
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< tmpSerializer.Length + headerSerializer.Length)
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{
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sendQueueItem.Add(new SendQueueItem(delivery, NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.TempJob,
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maxSize));
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sendQueueItem.GetUnsafeList()->ElementAt(sendQueueItem.Length - 1).Writer.Seek(sizeof(BatchHeader));
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sendQueueItem.ElementAt(sendQueueItem.Length - 1).Writer.Seek(sizeof(BatchHeader));
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}
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}
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ref var writeQueueItem = ref sendQueueItem.GetUnsafeList()->ElementAt(sendQueueItem.Length - 1);
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ref var writeQueueItem = ref sendQueueItem.ElementAt(sendQueueItem.Length - 1);
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writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + headerSerializer.Length);
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writeQueueItem.Writer.WriteBytes(headerSerializer.GetUnsafePtr(), headerSerializer.Length);
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@@ -399,13 +425,20 @@ namespace Unity.Netcode
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writeQueueItem.BatchHeader.BatchSize++;
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for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
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{
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m_Hooks[hookIdx].OnAfterSendMessage(clientId, typeof(TMessageType), delivery, tmpSerializer.Length + headerSerializer.Length);
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m_Hooks[hookIdx].OnAfterSendMessage(clientId, ref message, delivery, tmpSerializer.Length + headerSerializer.Length);
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}
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}
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return tmpSerializer.Length + headerSerializer.Length;
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}
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internal unsafe int SendPreSerializedMessage<TMessageType>(in FastBufferWriter tmpSerializer, int maxSize, ref TMessageType message, NetworkDelivery delivery, ulong clientId)
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where TMessageType : INetworkMessage
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{
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ulong* clientIds = stackalloc ulong[] { clientId };
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return SendPreSerializedMessage(tmpSerializer, maxSize, ref message, delivery, new PointerListWrapper<ulong>(clientIds, 1));
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}
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private struct PointerListWrapper<T> : IReadOnlyList<T>
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where T : unmanaged
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{
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@@ -441,24 +474,24 @@ namespace Unity.Netcode
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}
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}
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internal unsafe int SendMessage<T>(in T message, NetworkDelivery delivery,
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internal unsafe int SendMessage<T>(ref T message, NetworkDelivery delivery,
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ulong* clientIds, int numClientIds)
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where T : INetworkMessage
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{
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return SendMessage(message, delivery, new PointerListWrapper<ulong>(clientIds, numClientIds));
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return SendMessage(ref message, delivery, new PointerListWrapper<ulong>(clientIds, numClientIds));
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}
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internal unsafe int SendMessage<T>(in T message, NetworkDelivery delivery, ulong clientId)
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internal unsafe int SendMessage<T>(ref T message, NetworkDelivery delivery, ulong clientId)
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where T : INetworkMessage
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{
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ulong* clientIds = stackalloc ulong[] { clientId };
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return SendMessage(message, delivery, new PointerListWrapper<ulong>(clientIds, 1));
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return SendMessage(ref message, delivery, new PointerListWrapper<ulong>(clientIds, 1));
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}
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internal unsafe int SendMessage<T>(in T message, NetworkDelivery delivery, in NativeArray<ulong> clientIds)
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internal unsafe int SendMessage<T>(ref T message, NetworkDelivery delivery, in NativeArray<ulong> clientIds)
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where T : INetworkMessage
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{
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return SendMessage(message, delivery, new PointerListWrapper<ulong>((ulong*)clientIds.GetUnsafePtr(), clientIds.Length));
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return SendMessage(ref message, delivery, new PointerListWrapper<ulong>((ulong*)clientIds.GetUnsafePtr(), clientIds.Length));
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}
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internal unsafe void ProcessSendQueues()
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@@ -469,7 +502,7 @@ namespace Unity.Netcode
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var sendQueueItem = kvp.Value;
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for (var i = 0; i < sendQueueItem.Length; ++i)
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{
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ref var queueItem = ref sendQueueItem.GetUnsafeList()->ElementAt(i);
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ref var queueItem = ref sendQueueItem.ElementAt(i);
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if (queueItem.BatchHeader.BatchSize == 0)
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{
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queueItem.Writer.Dispose();
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