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fix: call WriteBool instead of WriteBit on NetworkWriter.WriteObjectPacked when serializing bool object#541

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mattwalsh-unity merged 1 commit intorelease/0.1.0from
fix/netwriter-writebool
Mar 6, 2021
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fix: call WriteBool instead of WriteBit on NetworkWriter.WriteObjectPacked when serializing bool object#541
mattwalsh-unity merged 1 commit intorelease/0.1.0from
fix/netwriter-writebool

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@0xFA11 0xFA11 commented Mar 6, 2021

NetworkReader.ReadObjectPacked() uses ReadBool() and this NetworkWriter.WriteObjectPacked() method should also use WriteBool() method instead of calling WriteBit() directly.

This was causing a serialization error because the underlying type of bool is no longer bit, it's byte now (will fix bits later).

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@mattwalsh-unity mattwalsh-unity merged commit ddf9d9b into release/0.1.0 Mar 6, 2021
@mattwalsh-unity mattwalsh-unity deleted the fix/netwriter-writebool branch March 6, 2021 17:35
mattwalsh-unity added a commit that referenced this pull request Mar 9, 2021
* revert: Add NetworkAddress and NetworkPort properties to Transport. (#512) (#529)

This reverts commit feea3c1.

* test: expose runtime internals to runtime tests asmdef (#534)

* ci: enable yamato on PRs targeting master, develop and release/* branches (#535)

* ci: enable yamato on PRs targeting the release/0.1.0 branch

* update branch targets: master, develop, release/*

* replace 'release/*' regex match with 'release/*' pattern match

* ci: enable conventional PR checks on PRs targeting release branches (#536)

* ci: enable conventional PR checks on release branches

* remove release/* wildcard since release/** covers all

* fix: Correctly collecting and drawing counters on dynamic modules (#539)

* refactor: Improve error messages for NetworkPrefab list. (#538)

* refactor: Refactor spawncall and improve error handling for client side spawning (#537)

* fix: re-fix yamato release branch wildcard regex (#542)

* fix: NetworkWriter.WriteObjectPacked to call WriteBool instead of WriteBit when serializing bool object (#541)

* fix: revert Application.isPlaying check in NetworkScenePostProcess (#550)

* test: implement test for NetworkUpdateLoop injecting NetworkUpdateStages into the PlayerLoop (#554)

* initial wip

* implement networkupdatestage injection test

* refactor: rename spawn/destroy register/unregister methods (#551)

* test: implement extra features on top of existing NetworkUpdateLoopTests to cover other test cases (#559)

* implement extra features on top of existing tests to cover other test cases too

* minor update

Co-authored-by: M. Fatih MAR <mfatihmar@gmail.com>
Co-authored-by: Jean-Sébastien Fauteux <js.fauteux@unity3d.com>
Co-authored-by: Luke Stampfli <43687322+LukeStampfli@users.noreply.github.com>
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4 participants