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styling and cleanup
1 parent 78b50c7 commit 667b22f

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+5
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com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs

Lines changed: 5 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -1473,7 +1473,6 @@ internal NetworkSceneHandle GetSceneOriginHandle()
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/// Usage: Use to start sending updates for a previously hidden <see cref="NetworkObject"/> to the targeted client.<br />
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/// <br />
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/// Dynamically Spawned: <see cref="NetworkObject"/>s will be instantiated and spawned on the targeted client side.<br />
1476-
/// CHECK comment, is a despawned object spawned on the client side? I thought it wasn't
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/// In-Scene Placed: The instantiated but despawned <see cref="NetworkObject"/>s will be spawned on the targeted client side.<br />
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/// <br />
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/// See Also:<br />
@@ -1487,7 +1486,7 @@ public void NetworkShow(ulong clientId)
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{
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if (NetworkManagerOwner.LogLevel <= LogLevel.Error)
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{
1490-
NetworkLog.LogErrorServer($"Trying to show {name} but it is not spawned!");
1489+
NetworkLog.LogErrorServer($"[{name}] Attempted NetworkShow while not spawned.");
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}
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}
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@@ -1504,12 +1503,11 @@ public void NetworkShow(ulong clientId)
15041503
{
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if (NetworkManagerOwner.LogLevel <= LogLevel.Error)
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{
1507-
NetworkLog.LogError($"[{name}] Only the authority can change visibility!");
1506+
NetworkLog.LogError($"[{name}] Only the authority can change visibility.");
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}
15091508
}
15101509
}
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1512-
//CHECK this logic
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if (Observers.Contains(clientId))
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{
15151513
if (NetworkManagerOwner.DistributedAuthorityMode)
@@ -1524,7 +1522,7 @@ public void NetworkShow(ulong clientId)
15241522
{
15251523
if (NetworkManagerOwner.LogLevel <= LogLevel.Error)
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{
1527-
NetworkLog.LogError($"[{name}] Only the server can change visibility!");
1525+
NetworkLog.LogError($"[{name}] Only the server can change visibility.");
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return;
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}
15301528
}
@@ -1591,7 +1589,7 @@ public void NetworkHide(ulong clientId)
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{
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if (NetworkManager.LogLevel <= LogLevel.Error)
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{
1594-
NetworkLog.LogErrorServer($"[{name}] Attempted NetworkHide while {nameof(NetworkObject)} is not spawned!");
1592+
NetworkLog.LogErrorServer($"[{name}] Attempted NetworkHide while {nameof(NetworkObject)} is not spawned.");
15951593
}
15961594
}
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@@ -2588,7 +2586,7 @@ internal void InvokeBehaviourNetworkSpawn()
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// This assures all NetworkVariables and RPC related tables have been initialized
25892587
// prior to invoking OnNetworkSpawn so cross NetworkBehaviour:
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// - accessing of NetworkVariables will work correctly.
2591-
// - invocation of RPCs will work properly (and not throw exception under certain scenarios) CHECK this comment about exceptions
2589+
// - invocation of RPCs will work properly (and not throw exception under certain scenarios)
25922590
foreach (var childBehaviour in ChildNetworkBehaviours)
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{
25942592
if (!childBehaviour.gameObject.activeInHierarchy)
@@ -3052,7 +3050,6 @@ public void Serialize(FastBufferWriter writer)
30523050

30533051
if (!writer.TryBeginWrite(writeSize))
30543052
{
3055-
//CHECK should we remove this exception?
30563053
throw new OverflowException("Could not serialize SceneObject: Out of buffer space.");
30573054
}
30583055

@@ -3140,7 +3137,6 @@ public void Deserialize(FastBufferReader reader)
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// Try to begin reading the remaining bytes
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if (!reader.TryBeginRead(readSize))
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{
3143-
//CHECK should we remove this exception too?
31443140
throw new OverflowException("Could not deserialize SceneObject: Reading past the end of the buffer");
31453141
}
31463142

@@ -3342,7 +3338,6 @@ internal static NetworkObject Deserialize(in SerializedObject serializedObject,
33423338
}
33433339
catch (Exception ex)
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{
3345-
//CHECK exception too
33463341
Debug.LogException(ex);
33473342
}
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