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Reset NetworkBehavior
1 parent 0775e8b commit 97365a9

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+4
-7
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1 file changed

+4
-7
lines changed

com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviour.cs

Lines changed: 4 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -90,7 +90,6 @@ internal FastBufferWriter __beginSendServerRpc(uint rpcMethodId, ServerRpcParams
9090
internal void __endSendServerRpc(ref FastBufferWriter bufferWriter, uint rpcMethodId, ServerRpcParams serverRpcParams, RpcDelivery rpcDelivery)
9191
#pragma warning restore IDE1006 // restore naming rule violation check
9292
{
93-
// Getting this ahead of time actually improves performance
9493
var networkManager = m_NetworkManager;
9594
var serverRpcMessage = new ServerRpcMessage
9695
{
@@ -170,7 +169,6 @@ internal FastBufferWriter __beginSendClientRpc(uint rpcMethodId, ClientRpcParams
170169
internal void __endSendClientRpc(ref FastBufferWriter bufferWriter, uint rpcMethodId, ClientRpcParams clientRpcParams, RpcDelivery rpcDelivery)
171170
#pragma warning restore IDE1006 // restore naming rule violation check
172171
{
173-
// Getting this ahead of time actually improves performance
174172
var networkManager = m_NetworkManager;
175173
var clientRpcMessage = new ClientRpcMessage
176174
{
@@ -208,7 +206,7 @@ internal void __endSendClientRpc(ref FastBufferWriter bufferWriter, uint rpcMeth
208206
{
209207
foreach (var targetClientId in clientRpcParams.Send.TargetClientIds)
210208
{
211-
if (targetClientId == networkManager.ServerClientId)
209+
if (targetClientId == NetworkManager.ServerClientId)
212210
{
213211
shouldInvokeLocally = true;
214212
continue;
@@ -219,13 +217,13 @@ internal void __endSendClientRpc(ref FastBufferWriter bufferWriter, uint rpcMeth
219217
NetworkLog.LogError(GenerateObserverErrorMessage(clientRpcParams, targetClientId));
220218
}
221219
}
222-
rpcWriteSize = networkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, in clientRpcParams.Send.TargetClientIds);
220+
rpcWriteSize = m_NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, in clientRpcParams.Send.TargetClientIds);
223221
}
224222
else if (clientRpcParams.Send.TargetClientIdsNativeArray != null)
225223
{
226224
foreach (var targetClientId in clientRpcParams.Send.TargetClientIdsNativeArray)
227225
{
228-
if (targetClientId == networkManager.ServerClientId)
226+
if (targetClientId == NetworkManager.ServerClientId)
229227
{
230228
shouldInvokeLocally = true;
231229
continue;
@@ -598,7 +596,7 @@ public NetworkObject NetworkObject
598596
// or NetworkBehaviour.IsSpawned (i.e. to early exit if not spawned) which, in turn, could generate several Warning messages
599597
// per spawned NetworkObject. Checking for ShutdownInProgress prevents these unnecessary LogWarning messages.
600598
// We must check IsSpawned, otherwise a warning will be logged under certain valid conditions (see OnDestroy)
601-
if (IsSpawned && !m_NetworkObject && (m_NetworkObject == null || !m_NetworkManager.ShutdownInProgress))
599+
if (IsSpawned && m_NetworkObject == null && (m_NetworkManager == null || !m_NetworkManager.ShutdownInProgress))
602600
{
603601
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
604602
{
@@ -654,7 +652,6 @@ protected NetworkBehaviour GetNetworkBehaviour(ushort behaviourId)
654652
/// </summary>
655653
internal void UpdateNetworkProperties()
656654
{
657-
// Getting these ahead of time actually improves performance
658655
var networkObject = m_NetworkObject;
659656
var networkManager = m_NetworkManager;
660657

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