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fix: NetworkServer.BroadcastToConnectio can now recover from null entries instead of slowing down perf with log messages forever [credits: BigBoxVR/CF]
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@ -1870,6 +1870,7 @@ static NetworkWriter SerializeForConnection(NetworkIdentity identity, NetworkCon
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static void BroadcastToConnection(NetworkConnectionToClient connection)
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{
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// for each entity that this connection is seeing
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bool hasNull = false;
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foreach (NetworkIdentity identity in connection.observing)
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{
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// make sure it's not null or destroyed.
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@ -1895,8 +1896,16 @@ static void BroadcastToConnection(NetworkConnectionToClient connection)
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// always call Remove in OnObjectDestroy everywhere.
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// if it does have null then someone used
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// GameObject.Destroy instead of NetworkServer.Destroy.
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else Debug.LogWarning($"Found 'null' entry in observing list for connectionId={connection.connectionId}. Please call NetworkServer.Destroy to destroy networked objects. Don't use GameObject.Destroy.");
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else
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{
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hasNull = true;
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Debug.LogWarning($"Found 'null' entry in observing list for connectionId={connection.connectionId}. Please call NetworkServer.Destroy to destroy networked objects. Don't use GameObject.Destroy.");
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}
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}
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// recover from null entries.
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// otherwise every broadcast will spam the warning and slow down performance until restart.
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if (hasNull) connection.observing.RemoveWhere(identity => identity == null);
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}
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// helper function to check a connection for inactivity and disconnect if necessary
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