com.unity.netcode.gameobjects@1.0.0-pre.7
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.7] - 2022-04-01 ### Added - Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828) - Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823) - Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762) - `UnityTransport` settings can now be set programmatically. (#1845) - `FastBufferWriter` and Reader IsInitialized property. (#1859) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849) ### Removed - Removed `SnapshotSystem` (#1852) - Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812) - Removed `com.unity.collections` dependency from the package (#1849) ### Fixed - Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850) - Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847) - Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841) - Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838) - Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836) - Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828) - Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821) - Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811) - Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809) - Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808) - Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801) - Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780) - Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779) - Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777) - Fixed parenting warning printing for false positives (#1855)
This commit is contained in:
@@ -29,24 +29,33 @@ namespace Unity.Netcode
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public void Handle(ref NetworkContext context)
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{
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var networkManager = (NetworkManager)context.SystemOwner;
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var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
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if (networkObject.OwnerClientId == networkManager.LocalClientId)
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{
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//We are current owner.
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networkObject.InvokeBehaviourOnLostOwnership();
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}
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var originalOwner = networkObject.OwnerClientId;
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networkObject.OwnerClientId = OwnerClientId;
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// We are current owner.
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if (originalOwner == networkManager.LocalClientId)
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{
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networkObject.InvokeBehaviourOnLostOwnership();
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}
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// We are new owner.
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if (OwnerClientId == networkManager.LocalClientId)
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{
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//We are new owner.
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networkObject.InvokeBehaviourOnGainedOwnership();
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}
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// For all other clients that are neither the former or current owner, update the behaviours' properties
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if (OwnerClientId != networkManager.LocalClientId && originalOwner != networkManager.LocalClientId)
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{
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for (int i = 0; i < networkObject.ChildNetworkBehaviours.Count; i++)
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{
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networkObject.ChildNetworkBehaviours[i].UpdateNetworkProperties();
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}
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}
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networkManager.NetworkMetrics.TrackOwnershipChangeReceived(context.SenderId, networkObject, context.MessageSize);
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}
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}
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@@ -16,7 +16,7 @@ namespace Unity.Netcode
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public ushort NetworkBehaviourIndex;
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public HashSet<int> DeliveryMappedNetworkVariableIndex;
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public ulong ClientId;
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public ulong TargetClientId;
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public NetworkBehaviour NetworkBehaviour;
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private FastBufferReader m_ReceivedNetworkVariableData;
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@@ -31,9 +31,9 @@ namespace Unity.Netcode
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writer.WriteValue(NetworkObjectId);
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writer.WriteValue(NetworkBehaviourIndex);
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for (int k = 0; k < NetworkBehaviour.NetworkVariableFields.Count; k++)
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for (int i = 0; i < NetworkBehaviour.NetworkVariableFields.Count; i++)
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{
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if (!DeliveryMappedNetworkVariableIndex.Contains(k))
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if (!DeliveryMappedNetworkVariableIndex.Contains(i))
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{
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// This var does not belong to the currently iterating delivery group.
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if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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@@ -48,15 +48,17 @@ namespace Unity.Netcode
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continue;
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}
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// if I'm dirty AND a client, write (server always has all permissions)
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// if I'm dirty AND the server AND the client can read me, send.
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bool shouldWrite = NetworkBehaviour.NetworkVariableFields[k].ShouldWrite(ClientId, NetworkBehaviour.NetworkManager.IsServer);
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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() &&
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networkVariable.CanClientRead(TargetClientId) &&
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(NetworkBehaviour.NetworkManager.IsServer || networkVariable.CanClientWrite(NetworkBehaviour.NetworkManager.LocalClientId));
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if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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if (!shouldWrite)
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{
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writer.WriteValueSafe((ushort)0);
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BytePacker.WriteValueBitPacked(writer, 0);
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}
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}
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else
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@@ -68,34 +70,34 @@ namespace Unity.Netcode
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{
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if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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var tmpWriter = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, short.MaxValue);
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NetworkBehaviour.NetworkVariableFields[k].WriteDelta(tmpWriter);
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var tempWriter = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, MessagingSystem.FRAGMENTED_MESSAGE_MAX_SIZE);
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NetworkBehaviour.NetworkVariableFields[i].WriteDelta(tempWriter);
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BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
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if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize<ushort>() + tmpWriter.Length))
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if (!writer.TryBeginWrite(tempWriter.Length))
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{
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throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
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}
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writer.WriteValue((ushort)tmpWriter.Length);
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tmpWriter.CopyTo(writer);
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tempWriter.CopyTo(writer);
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}
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else
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{
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NetworkBehaviour.NetworkVariableFields[k].WriteDelta(writer);
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networkVariable.WriteDelta(writer);
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}
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if (!NetworkBehaviour.NetworkVariableIndexesToResetSet.Contains(k))
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if (!NetworkBehaviour.NetworkVariableIndexesToResetSet.Contains(i))
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{
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NetworkBehaviour.NetworkVariableIndexesToResetSet.Add(k);
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NetworkBehaviour.NetworkVariableIndexesToReset.Add(k);
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NetworkBehaviour.NetworkVariableIndexesToResetSet.Add(i);
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NetworkBehaviour.NetworkVariableIndexesToReset.Add(i);
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}
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NetworkBehaviour.NetworkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
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ClientId,
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TargetClientId,
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NetworkBehaviour.NetworkObject,
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NetworkBehaviour.NetworkVariableFields[k].Name,
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networkVariable.Name,
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NetworkBehaviour.__getTypeName(),
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writer.Length);
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writer.Length - startingSize);
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}
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}
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}
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@@ -121,9 +123,9 @@ namespace Unity.Netcode
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if (networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out NetworkObject networkObject))
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{
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NetworkBehaviour behaviour = networkObject.GetNetworkBehaviourAtOrderIndex(NetworkBehaviourIndex);
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var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(NetworkBehaviourIndex);
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if (behaviour == null)
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if (networkBehaviour == null)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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@@ -132,13 +134,12 @@ namespace Unity.Netcode
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}
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else
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{
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for (int i = 0; i < behaviour.NetworkVariableFields.Count; i++)
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for (int i = 0; i < networkBehaviour.NetworkVariableFields.Count; i++)
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{
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ushort varSize = 0;
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int varSize = 0;
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if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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m_ReceivedNetworkVariableData.ReadValueSafe(out varSize);
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ByteUnpacker.ReadValueBitPacked(m_ReceivedNetworkVariableData, out varSize);
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if (varSize == 0)
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{
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@@ -154,15 +155,17 @@ namespace Unity.Netcode
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}
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}
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if (networkManager.IsServer)
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var networkVariable = networkBehaviour.NetworkVariableFields[i];
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if (networkManager.IsServer && !networkVariable.CanClientWrite(context.SenderId))
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{
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// we are choosing not to fire an exception here, because otherwise a malicious client could use this to crash the server
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if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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{
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NetworkLog.LogWarning($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(behaviour)} - VariableIndex: {i}");
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NetworkLog.LogError($"[{behaviour.NetworkVariableFields[i].GetType().Name}]");
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NetworkLog.LogWarning($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
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NetworkLog.LogError($"[{networkVariable.GetType().Name}]");
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}
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m_ReceivedNetworkVariableData.Seek(m_ReceivedNetworkVariableData.Position + varSize);
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@@ -176,23 +179,23 @@ namespace Unity.Netcode
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//A dummy read COULD be added to the interface for this situation, but it's just being too nice.
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//This is after all a developer fault. A critical error should be fine.
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// - TwoTen
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if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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{
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NetworkLog.LogError($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. No more variables can be read. This is critical. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(behaviour)} - VariableIndex: {i}");
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NetworkLog.LogError($"[{behaviour.NetworkVariableFields[i].GetType().Name}]");
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NetworkLog.LogError($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. No more variables can be read. This is critical. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
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NetworkLog.LogError($"[{networkVariable.GetType().Name}]");
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}
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return;
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}
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int readStartPos = m_ReceivedNetworkVariableData.Position;
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behaviour.NetworkVariableFields[i].ReadDelta(m_ReceivedNetworkVariableData, networkManager.IsServer);
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networkVariable.ReadDelta(m_ReceivedNetworkVariableData, networkManager.IsServer);
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networkManager.NetworkMetrics.TrackNetworkVariableDeltaReceived(
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context.SenderId,
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networkObject,
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behaviour.NetworkVariableFields[i].Name,
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behaviour.__getTypeName(),
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networkVariable.Name,
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networkBehaviour.__getTypeName(),
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context.MessageSize);
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@@ -202,7 +205,7 @@ namespace Unity.Netcode
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"Var delta read too far. {m_ReceivedNetworkVariableData.Position - (readStartPos + varSize)} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(behaviour)} - VariableIndex: {i}");
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NetworkLog.LogWarning($"Var delta read too far. {m_ReceivedNetworkVariableData.Position - (readStartPos + varSize)} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
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}
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m_ReceivedNetworkVariableData.Seek(readStartPos + varSize);
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@@ -211,7 +214,7 @@ namespace Unity.Netcode
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"Var delta read too little. {(readStartPos + varSize) - m_ReceivedNetworkVariableData.Position} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(behaviour)} - VariableIndex: {i}");
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NetworkLog.LogWarning($"Var delta read too little. {readStartPos + varSize - m_ReceivedNetworkVariableData.Position} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
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}
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m_ReceivedNetworkVariableData.Seek(readStartPos + varSize);
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@@ -1,160 +0,0 @@
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using System;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine;
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namespace Unity.Netcode
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{
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internal struct SnapshotDataMessage : INetworkMessage
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{
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public int CurrentTick;
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public ushort Sequence;
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public ushort Range;
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public byte[] SendMainBuffer;
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public NativeArray<byte> ReceiveMainBuffer;
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public struct AckData
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{
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public ushort LastReceivedSequence;
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public ushort ReceivedSequenceMask;
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}
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public AckData Ack;
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public struct EntryData
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{
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public ulong NetworkObjectId;
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public ushort BehaviourIndex;
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public ushort VariableIndex;
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public int TickWritten;
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public ushort Position;
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public ushort Length;
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}
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public NativeList<EntryData> Entries;
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public struct SpawnData
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{
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public ulong NetworkObjectId;
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public uint Hash;
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public bool IsSceneObject;
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public bool IsPlayerObject;
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public ulong OwnerClientId;
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public ulong ParentNetworkId;
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public Vector3 Position;
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public Quaternion Rotation;
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public Vector3 Scale;
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public int TickWritten;
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}
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public NativeList<SpawnData> Spawns;
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public struct DespawnData
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{
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public ulong NetworkObjectId;
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public int TickWritten;
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}
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public NativeList<DespawnData> Despawns;
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public unsafe void Serialize(FastBufferWriter writer)
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{
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if (!writer.TryBeginWrite(
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FastBufferWriter.GetWriteSize(CurrentTick) +
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FastBufferWriter.GetWriteSize(Sequence) +
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FastBufferWriter.GetWriteSize(Range) + Range +
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FastBufferWriter.GetWriteSize(Ack) +
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FastBufferWriter.GetWriteSize<ushort>() +
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Entries.Length * sizeof(EntryData) +
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FastBufferWriter.GetWriteSize<ushort>() +
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Spawns.Length * sizeof(SpawnData) +
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FastBufferWriter.GetWriteSize<ushort>() +
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Despawns.Length * sizeof(DespawnData)
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))
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{
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throw new OverflowException($"Not enough space to serialize {nameof(SnapshotDataMessage)}");
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}
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writer.WriteValue(CurrentTick);
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writer.WriteValue(Sequence);
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writer.WriteValue(Range);
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writer.WriteBytes(SendMainBuffer, Range);
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writer.WriteValue(Ack);
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writer.WriteValue((ushort)Entries.Length);
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writer.WriteBytes((byte*)Entries.GetUnsafePtr(), Entries.Length * sizeof(EntryData));
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writer.WriteValue((ushort)Spawns.Length);
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writer.WriteBytes((byte*)Spawns.GetUnsafePtr(), Spawns.Length * sizeof(SpawnData));
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writer.WriteValue((ushort)Despawns.Length);
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writer.WriteBytes((byte*)Despawns.GetUnsafePtr(), Despawns.Length * sizeof(DespawnData));
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}
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public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context)
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{
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if (!reader.TryBeginRead(
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FastBufferWriter.GetWriteSize(CurrentTick) +
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FastBufferWriter.GetWriteSize(Sequence) +
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FastBufferWriter.GetWriteSize(Range)
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))
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{
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throw new OverflowException($"Not enough space to deserialize {nameof(SnapshotDataMessage)}");
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}
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reader.ReadValue(out CurrentTick);
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reader.ReadValue(out Sequence);
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reader.ReadValue(out Range);
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ReceiveMainBuffer = new NativeArray<byte>(Range, Allocator.Temp);
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reader.ReadBytesSafe((byte*)ReceiveMainBuffer.GetUnsafePtr(), Range);
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reader.ReadValueSafe(out Ack);
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reader.ReadValueSafe(out ushort length);
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Entries = new NativeList<EntryData>(length, Allocator.Temp) { Length = length };
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reader.ReadBytesSafe((byte*)Entries.GetUnsafePtr(), Entries.Length * sizeof(EntryData));
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reader.ReadValueSafe(out length);
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Spawns = new NativeList<SpawnData>(length, Allocator.Temp) { Length = length };
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reader.ReadBytesSafe((byte*)Spawns.GetUnsafePtr(), Spawns.Length * sizeof(SpawnData));
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reader.ReadValueSafe(out length);
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Despawns = new NativeList<DespawnData>(length, Allocator.Temp) { Length = length };
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reader.ReadBytesSafe((byte*)Despawns.GetUnsafePtr(), Despawns.Length * sizeof(DespawnData));
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return true;
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}
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public void Handle(ref NetworkContext context)
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{
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using (ReceiveMainBuffer)
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using (Entries)
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using (Spawns)
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using (Despawns)
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{
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var systemOwner = context.SystemOwner;
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var senderId = context.SenderId;
|
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if (systemOwner is NetworkManager networkManager)
|
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{
|
||||
// todo: temporary hack around bug
|
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if (!networkManager.IsServer)
|
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{
|
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senderId = networkManager.ServerClientId;
|
||||
}
|
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|
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var snapshotSystem = networkManager.SnapshotSystem;
|
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snapshotSystem.HandleSnapshot(senderId, this);
|
||||
}
|
||||
else
|
||||
{
|
||||
var ownerData = (Tuple<SnapshotSystem, ulong>)systemOwner;
|
||||
var snapshotSystem = ownerData.Item1;
|
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snapshotSystem.HandleSnapshot(ownerData.Item2, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5cf75026c2ab86646aac16b39d7259ad
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user