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Merge develop-2.0.0 into fix/3559/using-unreliable-deltas-should-disable-certain-features
2 parents cb21d19 + a762d7d commit 594752c

23 files changed

+41
-22
lines changed

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

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using System;
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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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[Serializable]
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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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using System;
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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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[Serializable]
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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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/// 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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[Serializable]
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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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using System;
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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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/// <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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[Serializable]
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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/Core/NetworkManager.cs

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/// <see cref="Unity.Netcode.RpcTarget.Not{T}(T)"/>
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/// </summary>
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#pragma warning restore IDE0001
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[NonSerialized]
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public RpcTarget RpcTarget;
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/// <summary>

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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[Serializable]
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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/NetworkVariable/NetworkVariableBase.cs

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/// <summary>
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/// Defines update timing constraints for NetworkVariables
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/// </summary>
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[Serializable]
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public struct NetworkVariableUpdateTraits
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{
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/// <summary>
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/// <summary>
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/// Interface for network value containers
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/// </summary>
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[Serializable]
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public abstract class NetworkVariableBase : IDisposable
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{
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[SerializeField]

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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[Serializable]
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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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[Serializable]
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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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[Serializable]
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public class NetworkTickSystem
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR

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