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chore: merge 1.12.0 into develop (#3196)
* update incrementing the version number and updating changelog to match version number. * Added setup necessary for release automation of NGO (#3141) generated files for release automation within Unity org * fix: networklist editor memory leak [backport] (#3148) * fix This fixes the issue with NetworkLists on in-scene placed NetworkObjects causing small memory leaks when entering and exiting playmode. * update adding changelog entry * update adding PR number to log entry * Corrected setup necessary for release automation of NGO (#3149) * generated files for release automation within Unity org * Corrected pvp profiles check * Chore/phase 1 api documentation update 1 12 0 (#3158) * Update README.md Adding note about where to find the NGO v2 branch along with the examples. * chore: api documentation phase 1 [backport] (#3157) * update updating XML API documentation for ConnectionEvent and ConnectionEventData. * update Updating XML API documentation for RpcTargetUse. * Update com.unity.netcode.gameobjects/Runtime/Messaging/RpcTargets/RpcTarget.cs Co-authored-by: Emma <emma.mcmillan@unity3d.com> * Update com.unity.netcode.gameobjects/Runtime/Messaging/RpcTargets/RpcTarget.cs Co-authored-by: Emma <emma.mcmillan@unity3d.com> --------- Co-authored-by: Emma <emma.mcmillan@unity3d.com> --------- Co-authored-by: Emma <emma.mcmillan@unity3d.com> * PVP and Wrench fixes * Updated wrench version to 0.10.30 * Corrected license file * Removed old files not conforming to pvp rules * Corrected typo in changelog * Added samples description to package.json while removing deprecated .samples.json * Inclusion of CI generation files * Pvp fixes for automated release * Changed Samples folder name to Samples~ * Added path field in package.json for samples * Increased wrench timeout for editors below 6000 * Increasing wrench timeout to 2h for wrench validation jobs * Timeout of validation jobs increased to 2h for editors below 6000 * fix: removing timeouts from integration tests (#3167) fix Removing timesouts from our integration tests: - TestSendingWithGroupOverride - TestSendingWithGroupNotOverride - WhenManyObjectsAreSpawnedAtOnce_AllAreReceived( * fix: update universal rpc tests revert spawnmany timeout (#3168) * update reverting the removal of the timeout. making it actually 6 minutes. * fix Using the NGO v2. version of the UniversalRpcTestSendingWithGroupNotOverride and TestSendingWithGroupOverride tests. * fix (#3169) ignoring the two failing tests. * fix: adding extended timeout to all universal rpc tests (#3170) fix Adding extended timeout to all universal rpc tests * Extended timeout for validation jobs on editors lower than 6000 to 5h (#3173) * update Adding change log entry for this PR. * update removing changelog entry as that belong to a different PR. --------- Co-authored-by: Michał Chrobot <124174716+michalChrobot@users.noreply.github.com> Co-authored-by: Emma <emma.mcmillan@unity3d.com>
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com.unity.netcode.gameobjects/CHANGELOG.md

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@@ -6,7 +6,17 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
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Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
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[Unreleased]
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## [Unreleased]
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### Added
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### Fixed
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- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
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### Changed
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## [1.12.0] - 2024-11-19
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### Fixed
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- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
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- Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3148)
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- Fixed issue where a newly synchronizing client would be synchronized with the current `NetworkVariable` values always which could cause issues with collections if there were any pending state updates. Now, when initially synchronizing a client, if a `NetworkVariable` has a pending state update it will serialize the previously known value(s) to the synchronizing client so when the pending updates are sent they aren't duplicate values on the newly connected client side. (#3126)
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- Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3126)
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- Fixed issue with `NetworkVariable` collections where transferring ownership to another client would not update the new owner's previous value to the most current value which could cause the last/previous added value to be detected as a change when adding or removing an entry (as long as the entry removed was not the last/previously added value). (#3126)

com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkList.cs

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}
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}
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~NetworkList()
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{
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Dispose();
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}
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/// <inheritdoc />
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public override void ResetDirty()
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{
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/// </summary>
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public override void Dispose()
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{
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m_List.Dispose();
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m_DirtyEvents.Dispose();
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if (m_List.IsCreated)
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{
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m_List.Dispose();
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}
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if (m_DirtyEvents.IsCreated)
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{
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m_DirtyEvents.Dispose();
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}
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base.Dispose();
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}
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}
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com.unity.netcode.gameobjects/package.json

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"name": "com.unity.netcode.gameobjects",
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"displayName": "Netcode for GameObjects",
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"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
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"version": "1.11.0",
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"version": "1.12.0",
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"unity": "2021.3",
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"dependencies": {
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"com.unity.nuget.mono-cecil": "1.10.1",

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