com.unity.netcode.gameobjects@2.0.0-pre.4
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). ## [2.0.0-pre.4] - 2024-08-21 ### 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. (#3004) ### Fixed - Fixed issue where nested `NetworkTransform` components were not getting updated. (#3016) - Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3012) - 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. (#3009) - 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. (#3008) - Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3004) - Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3004) - Fixed issue where `NotAuthorityTarget` would include the service observer in the list of targets to send the RPC to as opposed to excluding the service observer as it should. (#3000) - Fixed issue where `ProxyRpcTargetGroup` could attempt to send a message if there were no targets to send to. (#3000) ### Changed - Changed `NetworkAnimator` to automatically switch to owner authoritative mode when using a distributed authority network topology. (#3021) - Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004) - Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
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@@ -393,7 +393,8 @@ namespace Unity.Netcode
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// check write permissions
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if (!CanClientWrite(m_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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@@ -414,7 +415,8 @@ namespace Unity.Netcode
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// check write permissions
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if (!CanClientWrite(m_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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@@ -440,7 +442,8 @@ namespace Unity.Netcode
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// check write permissions
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if (!CanClientWrite(m_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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@@ -475,7 +478,8 @@ namespace Unity.Netcode
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// check write permissions
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if (!CanClientWrite(m_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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@@ -520,6 +524,8 @@ namespace Unity.Netcode
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HandleAddListEvent(listEvent);
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}
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/// <inheritdoc />
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public T this[int index]
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{
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@@ -529,7 +535,8 @@ namespace Unity.Netcode
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// check write permissions
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if (!CanClientWrite(m_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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