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)
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@@ -254,7 +254,8 @@ namespace Unity.Netcode.RuntimeTests
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var oldValue = testCompClient.ServerWritable_Position.Value;
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var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
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Assert.That(() => testCompClient.ServerWritable_Position.Value = newValue, Throws.TypeOf<InvalidOperationException>());
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LogAssert.Expect(LogType.Error, testCompClient.ServerWritable_Position.GetWritePermissionError());
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testCompClient.ServerWritable_Position.Value = newValue;
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yield return WaitForPositionsAreEqual(testCompServer.ServerWritable_Position, oldValue);
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yield return WaitForServerWritableAreEqualOnAll();
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@@ -283,7 +284,8 @@ namespace Unity.Netcode.RuntimeTests
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var oldValue = testCompServer.OwnerWritable_Position.Value;
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var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
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Assert.That(() => testCompServer.OwnerWritable_Position.Value = newValue, Throws.TypeOf<InvalidOperationException>());
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LogAssert.Expect(LogType.Error, testCompServer.OwnerWritable_Position.GetWritePermissionError());
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testCompServer.OwnerWritable_Position.Value = newValue;
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yield return WaitForPositionsAreEqual(testCompServer.OwnerWritable_Position, oldValue);
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yield return WaitForOwnerWritableAreEqualOnAll();
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@@ -589,8 +591,8 @@ namespace Unity.Netcode.RuntimeTests
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{
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InitializeServerAndClients(useHost);
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// client must not be allowed to write to a server auth variable
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Assert.Throws<InvalidOperationException>(() => m_Player1OnClient1.TheScalar.Value = k_TestVal1);
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LogAssert.Expect(LogType.Error, m_Player1OnClient1.TheScalar.GetWritePermissionError());
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m_Player1OnClient1.TheScalar.Value = k_TestVal1;
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}
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/// <summary>
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