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Merge branch 'develop' into fix/anticipatednetworkvariable-not-updating-previousvalue-back-port
2 parents 32fbd27 + 3b63bdf commit 90106c0

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.yamato/_triggers.yml

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@@ -42,7 +42,7 @@ develop_nightly:
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dependencies:
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# Run project standards to verify package/default project
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- .yamato/project-standards.yml#standards_ubuntu_testproject_trunk
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# - .yamato/project-standards.yml#standards_ubuntu_testproject_2021.3 # Tracked in MTT-11382
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- .yamato/project-standards.yml#standards_ubuntu_testproject_2021.3
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# Run APV jobs to make sure the change won't break any dependants
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- .yamato/wrench/preview-a-p-v.yml#all_preview_apv_jobs
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# Run package EditMode and Playmode tests on desktop platforms on trunk and 2021.3

com.unity.netcode.gameobjects/Runtime/Transports/UTP/UnityTransport.cs

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@@ -1241,16 +1241,16 @@ public NetworkEndpoint GetEndpoint(ulong clientId)
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}
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#else
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/// <summary>
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/// Provides the <see cref="NetworkEndPoint"/> for the NGO client identifier specified.
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/// Provides the <see cref="NetworkEndpoint"/> for the NGO client identifier specified.
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/// </summary>
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/// <remarks>
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/// - This is only really useful for direct connections.
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/// - Relay connections and clients connected using a distributed authority network topology will not provide the client's actual endpoint information.
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/// - For LAN topologies this should work as long as it is a direct connection and not a relay connection.
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/// </remarks>
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/// <param name="clientId">NGO client identifier to get endpoint information about.</param>
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/// <returns><see cref="NetworkEndPoint"/></returns>
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public NetworkEndPoint GetEndpoint(ulong clientId)
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/// <returns><see cref="NetworkEndpoint"/></returns>
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public NetworkEndpoint GetEndpoint(ulong clientId)
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{
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if (m_Driver.IsCreated && NetworkManager != null && NetworkManager.IsListening)
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{
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return m_Driver.RemoteEndPoint(networkConnection);
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}
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}
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return new NetworkEndPoint();
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return new NetworkEndpoint();
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}
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#endif
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