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Remove accidental int conversion
1 parent 1cc3ef5 commit ea382ef

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2 files changed

+7
-4
lines changed

2 files changed

+7
-4
lines changed

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

Lines changed: 3 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -33,6 +33,9 @@ public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReade
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#if SCENE_MANAGEMENT_SCENE_HANDLE_MUST_USE_ULONG
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reader.ReadValue(out ulong rawData);
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m_Handle = SceneHandle.FromRawData(rawData);
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#elif SCENE_MANAGEMENT_SCENE_HANDLE_NO_INT_CONVERSION
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reader.ReadValueSafe(out int rawData);
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m_Handle = SceneHandle.FromRawData((ulong) rawData);
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#else
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reader.ReadValueSafe(out int rawData);
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m_Handle = rawData;

com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectOnSpawnTests.cs

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -214,8 +214,8 @@ public IEnumerator ObserverSpawnTests([Values] ObserverTestTypes observerTestTyp
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public IEnumerator InstantiateDestroySpawnNotCalled()
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{
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m_TestNetworkObjectPrefab = new GameObject("InstantiateDestroySpawnNotCalled_Object");
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var networkObject = m_TestNetworkObjectPrefab.AddComponent<NetworkObject>();
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var fail = m_TestNetworkObjectPrefab.AddComponent<FailWhenSpawned>();
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m_TestNetworkObjectPrefab.AddComponent<NetworkObject>();
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m_TestNetworkObjectPrefab.AddComponent<FailWhenSpawned>();
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// instantiate
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m_TestNetworkObjectInstance = Object.Instantiate(m_TestNetworkObjectPrefab);
@@ -233,7 +233,7 @@ public override void OnNetworkSpawn()
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public override void OnNetworkDespawn()
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{
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Assert.Fail("Depawn should not be called on not spawned object");
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Assert.Fail("Despawn should not be called on not spawned object");
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}
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}
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@@ -261,7 +261,7 @@ protected override IEnumerator OnTearDown()
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yield return base.OnTearDown();
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}
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private List<TrackOnSpawnFunctions> m_ClientTrackOnSpawnInstances = new List<TrackOnSpawnFunctions>();
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private List<TrackOnSpawnFunctions> m_ClientTrackOnSpawnInstances = new();
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/// <summary>
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/// Test that callbacks are run for playerobject spawn, despawn, regular spawn, destroy on server.

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