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style - PVP-124-2
Removing trailing whitespaces.
1 parent b599a1f commit a5b5e89

6 files changed

Lines changed: 11 additions & 11 deletions

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com.unity.netcode.gameobjects/Runtime/Components/Helpers/UnifiedUpdateConnections.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -32,7 +32,7 @@ internal partial class UnifiedUpdateConnections : SystemBase
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private List<NetcodeConnection> m_TempConnections = new List<NetcodeConnection>();
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private Dictionary<int, NetcodeConnection> m_NewConnections = new Dictionary<int, NetcodeConnection>();
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protected override void OnUpdate()
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{
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var isServer = World.IsServer();
@@ -105,7 +105,7 @@ protected override void OnUpdate()
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}
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}
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}
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commandBuffer.Playback(EntityManager);
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}
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com.unity.netcode.gameobjects/Runtime/Messaging/Messages/CreateObjectMessage.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -126,7 +126,7 @@ public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int
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//{
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// UnityEngine.Debug.Log($"Received {nameof(CreateObjectMessage)} for NetworkObjectId-{ObjectInfo.NetworkObjectId}.");
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//}
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// For now, we will defer the create object message until the associated Ghost is spawned
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if (ObjectInfo.HasGhost && !networkManager.SpawnManager.GhostsPendingSpawn.ContainsKey(ObjectInfo.NetworkObjectId))
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{

com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -228,7 +228,7 @@ internal void HandleIncomingData(ulong clientId, ArraySegment<byte> data, float
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{
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unsafe
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{
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//Debug.Log($"Receiving {data.Count} bytes: {ByteArrayToString(data.Array, data.Offset, data.Count)}");
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fixed (byte* dataPtr = data.Array)
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{

com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -63,10 +63,10 @@ internal void RegisterGhostPendingSpawn(NetworkObject networkObject, ulong netwo
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// active scene was when the client was processing the synchronization data. If the ghosts pending
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// synchrpnization are in the currently active scene when the new scene is loaded in SingleMode, then
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// they would be destroyed.
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//
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//
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// Current Fix:
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// If the client is not yet synchronized, then any ghost pending spawn get migrated into the DDOL.
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//
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//
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// Further review:
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// We need to make sure that we are migrating NetworkObjects into their assigned scene (if scene
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// management is enabled). Currently, we assume all instances were in the DDOL and just migrate

com.unity.netcode.gameobjects/Runtime/Transports/Unified/UnifiedNetcodeTransport.cs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -253,7 +253,7 @@ public override unsafe void Send(ulong clientId, ArraySegment<byte> payload, Net
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var amount = connectionInfo.SendQueue.FillWriterWithBytes(ref writer, k_MaxPacketSize);
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rpc.Buffer.Length = amount;
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rpc.Order = ++connectionInfo.LastSent;
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var req = m_NetworkManager.NetcodeWorld.EntityManager.CreateEntity(ComponentType.ReadWrite<SendRpcCommandRequest>(), ComponentType.ReadWrite<TransportRpc>());
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m_NetworkManager.NetcodeWorld.EntityManager.SetComponentData(req, new SendRpcCommandRequest{TargetConnection = connectionInfo.Connection.ConnectionEntity});
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m_NetworkManager.NetcodeWorld.EntityManager.SetComponentData(req, rpc);
@@ -371,7 +371,7 @@ private void OnServerClientDisconnected(Connection connection, NetCodeConnection
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{
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InvokeOnTransportEvent(NetworkEvent.Disconnect, (ulong)connection.NetworkId.Value, default, m_RealTimeProvider.RealTimeSinceStartup);
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}
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private void OnClientConnectionEvent(Connection connection, NetCodeConnectionEvent connectionEvent)
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{
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switch (connectionEvent.State)
@@ -384,7 +384,7 @@ private void OnClientConnectionEvent(Connection connection, NetCodeConnectionEve
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break;
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}
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}
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private void OnServerConnectionEvent(Connection connection, NetCodeConnectionEvent connectionEvent)
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{
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switch (connectionEvent.State)

com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetcodeIntegrationTest.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1763,7 +1763,7 @@ protected void DestroySceneNetworkObjects()
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#if UNIFIED_NETCODE
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// Handle removing the prefab reference and destroying it
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// and then destroying the ghostAdapter prior to destroying
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// a hybrid prefab.
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// a hybrid prefab.
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var ghostAdapter = networkObject.GetComponent<GhostAdapter>();
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if (ghostAdapter != null && ghostAdapter.prefabReference != null)
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{
@@ -2397,7 +2397,7 @@ private GameObject SpawnObject(NetworkObject prefabNetworkObject, NetworkManager
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{
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NetCode.Netcode.Instance.m_ActiveWorld = owner.NetcodeWorld;
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}
2400-
#endif
2400+
#endif
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var newInstance = Object.Instantiate(prefabNetworkObject.gameObject);
24022402
var networkObjectToSpawn = newInstance.GetComponent<NetworkObject>();
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SpawnObjectInstance(networkObjectToSpawn, owner, destroyWithScene, isPlayerObject);

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