Skip to content

Commit bbf9826

Browse files
committed
Addressing PR feedback
1 parent eaaacd1 commit bbf9826

File tree

4 files changed

+21
-24
lines changed

4 files changed

+21
-24
lines changed

com.unity.netcode.gameobjects/CHANGELOG.md

Lines changed: 0 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -14,10 +14,6 @@ Additional documentation and release notes are available at [Multiplayer Documen
1414
### Changed
1515

1616
- Improve performance of `NetworkObject`. (#3820)
17-
- Rename pass:
18-
- SceneObject -- > SerializedObject
19-
- GetMessageSceneObject --> Serialize
20-
- AddSceneObject --> Deserialize (#3820)
2117

2218
### Deprecated
2319

com.unity.netcode.gameobjects/Runtime/Messaging/Messages/ConnectionApprovedMessage.cs

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -160,8 +160,8 @@ public void Serialize(FastBufferWriter writer, int targetVersion)
160160
{
161161
sobj.Observers.Add(OwnerClientId);
162162
// In distributed authority mode, we send the currently known observers of each NetworkObject to the client being synchronized.
163-
var sceneObject = sobj.Serialize(OwnerClientId, IsDistributedAuthority);
164-
sceneObject.Serialize(writer);
163+
var serializedObject = sobj.Serialize(OwnerClientId, IsDistributedAuthority);
164+
serializedObject.Serialize(writer);
165165
++sceneObjectCount;
166166
}
167167
}
@@ -342,9 +342,9 @@ public void Handle(ref NetworkContext context)
342342
// to create a list to hold the data. This is a breach of convention for performance reasons.
343343
for (ushort i = 0; i < sceneObjectCount; i++)
344344
{
345-
var sceneObject = new NetworkObject.SerializedObject();
346-
sceneObject.Deserialize(m_ReceivedSceneObjectData);
347-
NetworkObject.Deserialize(sceneObject, m_ReceivedSceneObjectData, networkManager);
345+
var serializedObject = new NetworkObject.SerializedObject();
346+
serializedObject.Deserialize(m_ReceivedSceneObjectData);
347+
NetworkObject.Deserialize(serializedObject, m_ReceivedSceneObjectData, networkManager);
348348
}
349349

350350
if (networkManager.AutoSpawnPlayerPrefabClientSide)

com.unity.netcode.gameobjects/Runtime/Messaging/Messages/ParentSyncMessage.cs

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -38,6 +38,7 @@ internal struct ParentSyncMessage : INetworkMessage
3838

3939
public void Serialize(FastBufferWriter writer, int targetVersion)
4040
{
41+
4142
byte bitset = 0x00;
4243
if (WorldPositionStays) { bitset |= k_WorldPositionStays; }
4344
if (IsLatestParentSet) { bitset |= k_IsLatestParentSet; }

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

Lines changed: 15 additions & 15 deletions
Original file line numberDiff line numberDiff line change
@@ -625,9 +625,9 @@ internal void WriteSceneSynchronizationData(FastBufferWriter writer)
625625
var networkObject = m_NetworkObjectsSync[i];
626626
var noStart = writer.Position;
627627
// In distributed authority mode, we send the currently known observers of each NetworkObject to the client being synchronized.
628-
var sceneObject = m_NetworkObjectsSync[i].Serialize(TargetClientId, distributedAuthority);
628+
var serializedObject = m_NetworkObjectsSync[i].Serialize(TargetClientId, distributedAuthority);
629629

630-
sceneObject.Serialize(writer);
630+
serializedObject.Serialize(writer);
631631
var noStop = writer.Position;
632632
totalBytes += noStop - noStart;
633633
if (EnableSerializationLogs)
@@ -705,8 +705,8 @@ internal void SerializeScenePlacedObjects(FastBufferWriter writer)
705705
foreach (var objectToSycn in m_NetworkObjectsSync)
706706
{
707707
// Serialize the NetworkObject
708-
var sceneObject = objectToSycn.Serialize(TargetClientId, distributedAuthority);
709-
sceneObject.Serialize(writer);
708+
var serializedObject = objectToSycn.Serialize(TargetClientId, distributedAuthority);
709+
serializedObject.Serialize(writer);
710710
numberOfObjects++;
711711
}
712712

@@ -871,18 +871,18 @@ internal void DeserializeScenePlacedObjects()
871871
var sceneObjects = new List<NetworkObject>();
872872
for (ushort i = 0; i < newObjectsCount; i++)
873873
{
874-
var sceneObject = new NetworkObject.SerializedObject();
875-
sceneObject.Deserialize(InternalBuffer);
874+
var serializedObject = new NetworkObject.SerializedObject();
875+
serializedObject.Deserialize(InternalBuffer);
876876

877-
if (sceneObject.IsSceneObject)
877+
if (serializedObject.IsSceneObject)
878878
{
879879
// Set our relative scene to the NetworkObject
880-
m_NetworkManager.SceneManager.SetTheSceneBeingSynchronized(sceneObject.NetworkSceneHandle);
880+
m_NetworkManager.SceneManager.SetTheSceneBeingSynchronized(serializedObject.NetworkSceneHandle);
881881
}
882882

883-
var networkObject = NetworkObject.Deserialize(sceneObject, InternalBuffer, m_NetworkManager);
883+
var networkObject = NetworkObject.Deserialize(serializedObject, InternalBuffer, m_NetworkManager);
884884

885-
if (sceneObject.IsSceneObject)
885+
if (serializedObject.IsSceneObject)
886886
{
887887
sceneObjects.Add(networkObject);
888888
}
@@ -1136,15 +1136,15 @@ internal void SynchronizeSceneNetworkObjects(NetworkManager networkManager)
11361136
for (int i = 0; i < newObjectsCount; i++)
11371137
{
11381138
var noStart = InternalBuffer.Position;
1139-
var sceneObject = new NetworkObject.SerializedObject();
1140-
sceneObject.Deserialize(InternalBuffer);
1139+
var serializedObject = new NetworkObject.SerializedObject();
1140+
serializedObject.Deserialize(InternalBuffer);
11411141

11421142
// If the sceneObject is in-scene placed, then set the scene being synchronized
1143-
if (sceneObject.IsSceneObject)
1143+
if (serializedObject.IsSceneObject)
11441144
{
1145-
m_NetworkManager.SceneManager.SetTheSceneBeingSynchronized(sceneObject.NetworkSceneHandle);
1145+
m_NetworkManager.SceneManager.SetTheSceneBeingSynchronized(serializedObject.NetworkSceneHandle);
11461146
}
1147-
var spawnedNetworkObject = NetworkObject.Deserialize(sceneObject, InternalBuffer, networkManager);
1147+
var spawnedNetworkObject = NetworkObject.Deserialize(serializedObject, InternalBuffer, networkManager);
11481148

11491149
var noStop = InternalBuffer.Position;
11501150
if (EnableSerializationLogs)

0 commit comments

Comments
 (0)