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). ## [1.11.0] - 2024-08-20 ### Added - Added `NetworkVariable.CheckDirtyState` that is to be used in tandem with collections in order to detect whether the collection or an item within the collection has changed. (#3005) ### Fixed - Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3011) - Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3005) - Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3005) - Fixed Issue where a state with dual triggers, inbound and outbound, could cause a false layer to layer state transition message to be sent to non-authority `NetworkAnimator` instances and cause a warning message to be logged. (#2999) - Fixed issue where `FixedStringSerializer<T>` was using `NetworkVariableSerialization<byte>.AreEqual` to determine if two bytes were equal causes an exception to be thrown due to no byte serializer having been defined. (#2992) ### Changed - Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3005) - Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3005)
This commit is contained in:
@@ -369,7 +369,8 @@ namespace Unity.Netcode
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// check write permissions
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if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
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{
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throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
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LogWritePermissionError();
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return;
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}
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m_List.Add(item);
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@@ -390,7 +391,8 @@ namespace Unity.Netcode
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// check write permissions
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if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
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{
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throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
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LogWritePermissionError();
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return;
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}
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m_List.Clear();
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@@ -416,7 +418,8 @@ namespace Unity.Netcode
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// check write permissions
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if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
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{
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throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
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LogWritePermissionError();
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return false;
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}
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int index = m_List.IndexOf(item);
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@@ -451,7 +454,8 @@ namespace Unity.Netcode
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// check write permissions
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if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
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{
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throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
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LogWritePermissionError();
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return;
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}
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if (index < m_List.Length)
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@@ -480,7 +484,8 @@ namespace Unity.Netcode
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// check write permissions
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if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
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{
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throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
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LogWritePermissionError();
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return;
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}
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var value = m_List[index];
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@@ -505,7 +510,8 @@ namespace Unity.Netcode
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// check write permissions
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if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
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{
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throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
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LogWritePermissionError();
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return;
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}
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var previousValue = m_List[index];
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