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Revert private to internal change
1 parent f5ea5cb commit 75b7480

5 files changed

Lines changed: 11 additions & 11 deletions

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com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviour.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -670,7 +670,7 @@ internal void UpdateNetworkProperties()
670670
IsClient = m_NetworkManager.IsListening && m_NetworkManager.IsClient;
671671
IsServer = m_NetworkManager.IsListening && m_NetworkManager.IsServer;
672672
IsSessionOwner = m_NetworkManager.IsListening && m_NetworkManager.LocalClient.IsSessionOwner;
673-
HasAuthority = m_NetworkObject.InternalHasAuthority();
673+
HasAuthority = m_NetworkObject.HasAuthority;
674674
ServerIsHost = m_NetworkManager.IsListening && m_NetworkManager.ServerIsHost;
675675
}
676676
}

com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1153,7 +1153,7 @@ public bool HasOwnershipStatus(OwnershipStatus status)
11531153
public bool HasAuthority => InternalHasAuthority();
11541154

11551155
[MethodImpl(MethodImplOptions.AggressiveInlining)]
1156-
internal bool InternalHasAuthority()
1156+
private bool InternalHasAuthority()
11571157
{
11581158
var networkManager = NetworkManager;
11591159
return networkManager.DistributedAuthorityMode ? OwnerClientId == networkManager.LocalClientId : networkManager.IsServer;

com.unity.netcode.gameobjects/Runtime/SceneManagement/DefaultSceneManagerHandler.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -302,7 +302,7 @@ public void MoveObjectsFromSceneToDontDestroyOnLoad(ref NetworkManager networkMa
302302
}
303303

304304
// Check to determine if we need to allow destroying a non-authority instance
305-
if (distributedAuthority && networkObject.DestroyWithScene && !networkObject.InternalHasAuthority())
305+
if (distributedAuthority && networkObject.DestroyWithScene && !networkObject.HasAuthority)
306306
{
307307
networkObject.DestroyPendingSceneEvent = true;
308308
}
@@ -316,7 +316,7 @@ public void MoveObjectsFromSceneToDontDestroyOnLoad(ref NetworkManager networkMa
316316
UnityEngine.Object.DontDestroyOnLoad(networkObject.gameObject);
317317
}
318318
}
319-
else if (networkObject.InternalHasAuthority())
319+
else if (networkObject.HasAuthority)
320320
{
321321
// We know this instance is going to be destroyed (when it receives the destroy object message).
322322
// We have to invoke this prior to invoking despawn in order to know that we are de-spawning in

com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -2713,7 +2713,7 @@ internal void MoveObjectsToDontDestroyOnLoad()
27132713
}
27142714

27152715
// Check to determine if we need to allow destroying a non-authority instance
2716-
if (distributedAuthority && networkObject.DestroyWithScene && !networkObject.InternalHasAuthority())
2716+
if (distributedAuthority && networkObject.DestroyWithScene && !networkObject.HasAuthority)
27172717
{
27182718
networkObject.DestroyPendingSceneEvent = true;
27192719
}
@@ -2731,7 +2731,7 @@ internal void MoveObjectsToDontDestroyOnLoad()
27312731
networkObject.SceneOriginHandle = networkObject.gameObject.scene.handle;
27322732
}
27332733
}
2734-
else if (networkObject.InternalHasAuthority())
2734+
else if (networkObject.HasAuthority)
27352735
{
27362736
networkObject.SetIsDestroying();
27372737
// Only destroy non-scene placed NetworkObjects to avoid warnings about destroying in-scene placed NetworkObjects.
@@ -2889,7 +2889,7 @@ internal bool IsSceneUnloading(NetworkObject networkObject)
28892889
internal void NotifyNetworkObjectSceneChanged(NetworkObject networkObject)
28902890
{
28912891
// Really, this should never happen but in case it does
2892-
if (!networkObject.InternalHasAuthority())
2892+
if (!networkObject.HasAuthority)
28932893
{
28942894
if (NetworkManager.LogLevel == LogLevel.Developer)
28952895
{

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

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -1574,7 +1574,7 @@ internal void ServerDestroySpawnedSceneObjects()
15741574
if (networkObject.InScenePlaced && networkObject.DestroyWithScene
15751575
&& networkObject.gameObject.scene != NetworkManager.SceneManager.DontDestroyOnLoadScene)
15761576
{
1577-
if (networkObject.IsSpawned && networkObject.InternalHasAuthority())
1577+
if (networkObject.IsSpawned && networkObject.HasAuthority)
15781578
{
15791579
networkObject.Despawn(false);
15801580
}
@@ -1729,7 +1729,7 @@ internal void ServerSpawnSceneObjectsOnStartSweep()
17291729
/// </summary>
17301730
internal void OnDespawnNonAuthorityObject([NotNull] NetworkObject networkObject, bool destroyGameObject)
17311731
{
1732-
if (networkObject.InternalHasAuthority())
1732+
if (networkObject.HasAuthority)
17331733
{
17341734
if (NetworkManager.LogLevel <= LogLevel.Error)
17351735
{
@@ -1806,7 +1806,7 @@ internal void OnDespawnObject([NotNull] NetworkObject networkObject, bool destro
18061806
}
18071807
// For mixed authority hierarchies, if the parent is despawned then any removal of children
18081808
// is considered "authority approved". Set the AuthorityAppliedParenting flag.
1809-
spawnedNetObj.AuthorityAppliedParenting = distributedAuthority && !networkObject.InternalHasAuthority();
1809+
spawnedNetObj.AuthorityAppliedParenting = distributedAuthority && !networkObject.HasAuthority;
18101810

18111811
// Try to remove the parent using the cached WorldPositionStays value
18121812
// Note: WorldPositionStays will still default to true if this was an
@@ -1834,7 +1834,7 @@ internal void OnDespawnObject([NotNull] NetworkObject networkObject, bool destro
18341834
networkObject.InvokeBehaviourNetworkDespawn();
18351835

18361836
// Whether we are in distributedAuthority mode and have authority on this object
1837-
var hasDAAuthority = distributedAuthority && (networkObject.InternalHasAuthority() || (NetworkManager.DAHost && authorityOverride));
1837+
var hasDAAuthority = distributedAuthority && (networkObject.HasAuthority || (NetworkManager.DAHost && authorityOverride));
18381838

18391839
// Don't send messages if shutting down
18401840
// Otherwise send messages if we are the authority (either the server, or the DA mode authority of this object).

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