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cleanup
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5a9d7921c5
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@ -778,8 +778,8 @@ internal static void OnObjectSpawnFinished(ObjectSpawnFinishedMessage _)
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//Debug.Log("SpawnFinished");
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//Debug.Log("SpawnFinished");
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ClearNullFromSpawned();
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ClearNullFromSpawned();
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// paul: Initialize the objects in the same order as they were initialized
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// paul: Initialize the objects in the same order as they were
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// in the server. This is important if spawned objects
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// initialized in the server. This is important if spawned objects
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// use data from scene objects
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// use data from scene objects
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foreach (NetworkIdentity identity in NetworkIdentity.spawned.Values.OrderBy(uv => uv.netId))
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foreach (NetworkIdentity identity in NetworkIdentity.spawned.Values.OrderBy(uv => uv.netId))
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{
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{
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@ -793,8 +793,9 @@ internal static void OnObjectSpawnFinished(ObjectSpawnFinishedMessage _)
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static readonly List<uint> toRemoveFromSpawned = new List<uint>();
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static readonly List<uint> toRemoveFromSpawned = new List<uint>();
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static void ClearNullFromSpawned()
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static void ClearNullFromSpawned()
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{
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{
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// spawned has null objects after changing scenes on client using NetworkManager.ServerChangeScene
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// spawned has null objects after changing scenes on client using
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// remove them here so that 2nd loop below does not get NullReferenceException
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// NetworkManager.ServerChangeScene remove them here so that 2nd
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// loop below does not get NullReferenceException
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// see https://github.com/vis2k/Mirror/pull/2240
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// see https://github.com/vis2k/Mirror/pull/2240
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// TODO fix scene logic so that client scene doesn't have null objects
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// TODO fix scene logic so that client scene doesn't have null objects
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foreach (KeyValuePair<uint, NetworkIdentity> kvp in NetworkIdentity.spawned)
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foreach (KeyValuePair<uint, NetworkIdentity> kvp in NetworkIdentity.spawned)
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