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Catch up with master branch - #1

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DoofahSoftware merged 772 commits into
DoofahSoftware:masterfrom
Unity-Technologies:master
Apr 8, 2021
Merged

Catch up with master branch#1
DoofahSoftware merged 772 commits into
DoofahSoftware:masterfrom
Unity-Technologies:master

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TwoTenPvP and others added 30 commits December 12, 2019 19:26
…re being provided to the user

Special thanks to @jaglitegrann for finding and assisting with this issue
feat(core): add NetworkedBehaviour.HasNetworkedObject getter
If we prioritize pulling from the overflow streams (as it was before), it's possible for us to retain the weak references for a lot longer than is desirable as we will keep accessing them. It's therefore preferable to return a stream from the normal queue to allow the GC time to clean the weak references, and only return an overflow value if there is no other option.
Updated NetworkedVar documentation to emphasis the default ownership.

I would probably also write why it is the default and if the write permission can be changed after initalization, I lack knowledge to do that however.

I am new to this project so I am aware I might be not using the correct terminology.
Criticism welcome.
Fixed broken lambda expression in named message example code: missing "=>" (line 198).
No reason to cleaning these handlers. Now implementing own pooling system is harder because initialization must be done after ServerStart()/ClientStart()/HostStart().
* Fix destroying object with custom handlers

* fix: Proper fix

Co-authored-by: Bartłomiej Jarosz <rivfox.jb@gmail.com>
Add [`NullReferenceException` when trying to send an RPC to the server]
support support -> support
LukeStampfli and others added 29 commits March 15, 2021 11:28
…nd function properly (#613)

* fix: fixing the number of connections counter to be correctly named and function properly

* Make sure we clear the values if we retained any from a previous run
…ching scene (#618)

* fix: crash during scene transition

If you have in-scene placed NetworkObjects and you transition to a new scene then a crash will occur in NetworkSpawnManager.ServerDestroySpawnedSceneObjects due to NetworkObjects being removed from the SpawnedObjectsList during the "OnDestroy" invocation.  This fixes that crash.

* style: comments and standards

Adding some comments as to why the code is added, camelCase for locals, and generic Var as opposed to specific type for declaration.

* refactor: comments and better approach

This applies a better approach to the issue of removing objects from a list that is being iterated over without throwing the "Collection was modified; enumeration operation may not execute" exception due to NetworkObjects removing themselves from the SpawnedObjectList during OnDestroy.

* refactor: comment

Minor tweak to the comment as to why the code was added.
* uninject NetworkPlayerLoop systems from the PlayerLoop when exiting PlayMode in the Editor so multiplayer systems don't continue to run afterward
* implement tests for NetworkUpdateLoop InjectSystems() and UninjectSystems()
…list (#620)

* Fixed NetworkManager / scene now being marked dirty when autoadding scene to scene list

* fix: Mark Scene dirty when automatically adding a scene to the scene list
#611)

* fix: Clarify naming of profiler constants (fix #602 and fix #603)

* Removing s and correcting formatting for the Rpc
… versions (#628)

* ci: target 2019.4 LTS, 2020.3 LTS, 2021.1, 2021.2 and trunk versions

* fixed lifecycle v2 version order

Co-authored-by: Matt Walsh <matt.walsh@unity3d.com>
Adds a "Hold on, heard the news?" section to the top of the readme which describes upcoming release for those users who discover the github after the keynote but before release.
…ires ownership (#627)

* add todo comments

* fix: implement warning logs on non-owner invoking ServerRpc that requires ownership
Removed old mlapi.network links to api/wiki/docs and replaced with nice shiny new Multiplayer docs site links.
* test: NetworkTickSystem test

* test: NetworkTickSystem test, removed unneeded code
…#629)

* fix: Fix object traversal assigning instanceIds to none scene objects

* comment added

Co-authored-by: Matt Walsh <matt.walsh@unity3d.com>
If something causes an exception it's possible that the profiler never allocates data. in these cases, there is no point in sending data outside of MLAPI
* Add release notes to changelog

* docs: added release notes to changelog

* Update com.unity.multiplayer.mlapi/CHANGELOG.md

Co-authored-by: Luke Stampfli <43687322+LukeStampfli@users.noreply.github.com>

* update per review for bitserializer and networkserializer

* revised per feedback - API refactor

* update remove bitserializer

* renaming

* Update com.unity.multiplayer.mlapi/CHANGELOG.md

Co-authored-by: M. Fatih MAR <mfatihmar@gmail.com>

* Update com.unity.multiplayer.mlapi/CHANGELOG.md

* Update com.unity.multiplayer.mlapi/CHANGELOG.md

* added known issues and scene mgmt fix

* revisions per review

* profiler final - no more updates

* format

Co-authored-by: Luke Stampfli <43687322+LukeStampfli@users.noreply.github.com>
Co-authored-by: Matt Walsh <69258106+mattwalsh-unity@users.noreply.github.com>
Co-authored-by: M. Fatih MAR <mfatihmar@gmail.com>
- Mirror package readme.md in root readme.md
- Add repo directory structure description
- Remove contributing and code of conduct from package directory
…icks (#640)

PerformanceDataManager reuses PerformanceTickData by resetting per-frame
Replaces deferred linq query in PerformanceTickData loop.
… missed in the profiler (#641)

Co-authored-by: Matt Walsh <69258106+mattwalsh-unity@users.noreply.github.com>
… clean import (#645)

* Add an dummy ILPP to force 2019.4 to proper compilation order

* Turning on this test for 2019.4

* Hack -> Workaround rename

Co-authored-by: Matt Walsh <matt.walsh@unity3d.com>
Co-authored-by: Matt Walsh <69258106+mattwalsh-unity@users.noreply.github.com>
@DoofahSoftware
DoofahSoftware merged commit 03d3e74 into DoofahSoftware:master Apr 8, 2021
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