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Removing the NETCODE_UAC1001_CHECKS
1 parent fe02d20 commit 0d497a4

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11 files changed

+1
-31
lines changed

11 files changed

+1
-31
lines changed

com.unity.netcode.gameobjects/Runtime/Components/HalfVector3.cs

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#if NETCODE_UAC1001_CHECKS
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using System;
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#endif
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using System.Runtime.CompilerServices;
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using Unity.Mathematics;
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using UnityEngine;
@@ -15,9 +13,7 @@ namespace Unity.Netcode.Components
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/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
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/// a half float type.
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/// </remarks>
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#if NETCODE_UAC1001_CHECKS
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[Serializable]
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#endif
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public struct HalfVector3 : INetworkSerializable
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{
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internal const int Length = 3;

com.unity.netcode.gameobjects/Runtime/Components/HalfVector4.cs

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#if NETCODE_UAC1001_CHECKS
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using System;
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#endif
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using System.Runtime.CompilerServices;
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using Unity.Mathematics;
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using UnityEngine;
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/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
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/// a half float type.
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/// </remarks>
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#if NETCODE_UAC1001_CHECKS
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[Serializable]
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#endif
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public struct HalfVector4 : INetworkSerializable
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{
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internal const int Length = 4;

com.unity.netcode.gameobjects/Runtime/Components/Interpolator/BufferedLinearInterpolator.cs

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@@ -10,9 +10,8 @@ namespace Unity.Netcode
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/// Partially solves for message loss. Unclamped lerping helps hide this, but not completely
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/// </summary>
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/// <typeparam name="T">The type of interpolated value</typeparam>
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#if NETCODE_UAC1001_CHECKS
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[Serializable]
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#endif
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public abstract class BufferedLinearInterpolator<T> where T : struct
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{
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// Constant absolute value for max buffer count instead of dynamic time based value. This is in case we have very low tick rates, so

com.unity.netcode.gameobjects/Runtime/Components/NetworkDeltaPosition.cs

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#if NETCODE_UAC1001_CHECKS
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using System;
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#endif
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using System.Runtime.CompilerServices;
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using Unity.Mathematics;
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using UnityEngine;
@@ -10,9 +8,7 @@ namespace Unity.Netcode.Components
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/// <summary>
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/// Used to synchromnize delta position when half float precision is enabled
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/// </summary>
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#if NETCODE_UAC1001_CHECKS
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[Serializable]
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#endif
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public struct NetworkDeltaPosition : INetworkSerializable
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{
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internal const float MaxDeltaBeforeAdjustment = 64f;

com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkList.cs

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/// </summary>
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/// <typeparam name="T">The type for the list</typeparam>
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[GenerateSerializationForGenericParameter(0)]
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#if NETCODE_UAC1001_CHECKS
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[Serializable]
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#endif
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public class NetworkList<T> : NetworkVariableBase where T : unmanaged, IEquatable<T>
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{
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private NativeList<T> m_List = new NativeList<T>(64, Allocator.Persistent);

com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs

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/// Main class for managing network scenes when <see cref="NetworkConfig.EnableSceneManagement"/> is enabled.
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/// Uses the <see cref="SceneEventMessage"/> message to communicate <see cref="SceneEventData"/> between the server and client(s)
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/// </summary>
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#if NETCODE_UAC1001_CHECKS
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[Serializable]
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#endif
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public class NetworkSceneManager : IDisposable
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{
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internal const int InvalidSceneNameOrPath = -1;

com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs

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/// <summary>
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/// Class that handles object spawning
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/// </summary>
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#if NETCODE_UAC1001_CHECKS
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[Serializable]
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#endif
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public class NetworkSpawnManager
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{
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// Stores the objects that need to be shown at end-of-frame

com.unity.netcode.gameobjects/Runtime/Timing/NetworkTickSystem.cs

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/// Provides discretized time.
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/// This is useful for games that require ticks happening at regular interval on the server and clients.
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/// </summary>
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#if NETCODE_UAC1001_CHECKS
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[Serializable]
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#endif
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public class NetworkTickSystem
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR

com.unity.netcode.gameobjects/Runtime/Timing/NetworkTime.cs

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/// Time is stored as a combination of amount of passed ticks + a duration offset.
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/// This struct is meant to replace the Unity <see cref="Time"/> API for multiplayer gameplay.
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/// </summary>
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#if NETCODE_UAC1001_CHECKS
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[Serializable]
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#endif
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public struct NetworkTime
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{
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private double m_TimeSec;

com.unity.netcode.gameobjects/Runtime/Timing/NetworkTimeSystem.cs

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/// as last received from the server plus an offset based on the current RTT - in other words, it is a best-guess
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/// effort at predicting what the server tick will be when a given network action is processed on the server.
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/// </summary>
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#if NETCODE_UAC1001_CHECKS
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[Serializable]
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#endif
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public class NetworkTimeSystem
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{
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/// <remarks>

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