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Corrected all other 151-1 exempted APIs beside the test related ones
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11 files changed

+57
-36
lines changed

11 files changed

+57
-36
lines changed

com.unity.netcode.gameobjects/Runtime/Connection/NetworkConnectionManager.cs

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@@ -60,6 +60,9 @@ public enum ConnectionEvent
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/// </remarks>
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public struct ConnectionEventData
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{
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/// <summary>
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/// The type of connection event that occurred
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/// </summary>
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public ConnectionEvent EventType;
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/// <summary>

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

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@@ -6,8 +6,15 @@
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namespace Unity.Netcode
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{
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/// <summary>
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/// Exception thrown when an RPC (Remote Procedure Call) encounters an error during execution
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/// </summary>
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public class RpcException : Exception
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{
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/// <summary>
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/// Initializes a new instance of the RpcException class with a specified error message
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/// </summary>
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/// <param name="message">The message that describes the error</param>
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public RpcException(string message) : base(message)
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{
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com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs

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@@ -201,6 +201,9 @@ internal void HandleRedistributionToClients()
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internal List<NetworkObject> DeferredDespawnObjects = new List<NetworkObject>();
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/// <summary>
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/// Gets the client identifier of the current session owner in distributed authority mode
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/// </summary>
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public ulong CurrentSessionOwner { get; internal set; }
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/// <summary>
@@ -312,6 +315,10 @@ private void UpdateTopology()
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}
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}
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/// <summary>
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/// Processes network-related updates for a specific update stage in the frame
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/// </summary>
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/// <param name="updateStage">The current network update stage being processed</param>
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public void NetworkUpdate(NetworkUpdateStage updateStage)
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{
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switch (updateStage)
@@ -643,6 +650,10 @@ public event Action OnTransportFailure
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remove => ConnectionManager.OnTransportFailure -= value;
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}
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/// <summary>
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/// Delegate for handling network state reanticipation events
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/// </summary>
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/// <param name="lastRoundTripTime">The most recent round-trip time measurement in seconds between client and server</param>
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public delegate void ReanticipateDelegate(double lastRoundTripTime);
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/// <summary>

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

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@@ -1165,6 +1165,10 @@ private bool InternalHasAuthority()
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public bool? IsSceneObject { get; internal set; }
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//DANGOEXP TODO: Determine if we want to keep this
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/// <summary>
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/// Sets whether this NetworkObject was instantiated as part of a scene
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/// </summary>
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/// <param name="isSceneObject">When true, marks this as a scene-instantiated object; when false, marks it as runtime-instantiated</param>
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public void SetSceneObjectStatus(bool isSceneObject = false)
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{
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IsSceneObject = isSceneObject;

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

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@@ -161,6 +161,8 @@ public void SendUnnamedMessage(ulong clientId, FastBufferWriter messageBuffer, N
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/// <summary>
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/// Delegate used to handle named messages
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/// </summary>
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/// <param name="senderClientId">The client identifier of the message sender</param>
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/// <param name="messagePayload">The buffer containing the message data to be read</param>
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public delegate void HandleNamedMessageDelegate(ulong senderClientId, FastBufferReader messagePayload);
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private Dictionary<ulong, HandleNamedMessageDelegate> m_NamedMessageHandlers32 = new Dictionary<ulong, HandleNamedMessageDelegate>();

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

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@@ -74,6 +74,10 @@ public class GenerateSerializationForGenericParameterAttribute : Attribute
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{
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internal int ParameterIndex;
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/// <summary>
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/// Initializes a new instance of the attribute
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/// </summary>
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/// <param name="parameterIndex">The zero-based index of the generic parameter that should be serialized</param>
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public GenerateSerializationForGenericParameterAttribute(int parameterIndex)
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{
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ParameterIndex = parameterIndex;

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

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@@ -18,6 +18,10 @@ public class GenerateSerializationForTypeAttribute : Attribute
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{
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internal Type Type;
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/// <summary>
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/// Initializes a new instance of the attribute
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/// </summary>
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/// <param name="type">The type that should have serialization code generated for it</param>
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public GenerateSerializationForTypeAttribute(Type type)
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{
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Type = type;

com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariableBase.cs

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@@ -3,11 +3,20 @@
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namespace Unity.Netcode
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{
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/// <summary>
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/// Defines update timing constraints for NetworkVariables
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/// </summary>
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public struct NetworkVariableUpdateTraits
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{
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/// <summary>
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/// The minimum amount of time that must pass between sending updates. If this amount of time has not passed since the last update, dirtiness will be ignored.
13+
/// </summary>
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[Tooltip("The minimum amount of time that must pass between sending updates. If this amount of time has not passed since the last update, dirtiness will be ignored.")]
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public float MinSecondsBetweenUpdates;
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/// <summary>
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/// The maximum amount of time that a variable can be dirty without sending an update. If this amount of time has passed since the last update, an update will be sent even if the dirtiness threshold has not been met.
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/// </summary>
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[Tooltip("The maximum amount of time that a variable can be dirty without sending an update. If this amount of time has passed since the last update, an update will be sent even if the dirtiness threshold has not been met.")]
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public float MaxSecondsBetweenUpdates;
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}
@@ -53,6 +62,9 @@ internal void LogWritePermissionError()
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private protected NetworkManager m_NetworkManager => m_InternalNetworkManager;
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/// <summary>
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/// Gets the NetworkBehaviour instance associated with this network variable
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/// </summary>
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public NetworkBehaviour GetBehaviour()
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{
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return m_NetworkBehaviour;
@@ -98,7 +110,7 @@ public void Initialize(NetworkBehaviour networkBehaviour)
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if (!m_NetworkBehaviour.NetworkObject.NetworkManagerOwner)
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{
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// Exit early if there has yet to be a NetworkManagerOwner assigned
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// to the NetworkObject. This is ok because Initialize is invoked
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// to the NetworkObject. This is ok because Initialize is invoked
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// multiple times until it is considered "initialized".
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return;
104116
}
@@ -259,6 +271,9 @@ internal void UpdateLastSentTime()
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internal static bool IgnoreInitializeWarning;
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/// <summary>
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/// Marks the associated NetworkBehaviour as dirty, indicating it needs synchronization
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/// </summary>
262277
protected void MarkNetworkBehaviourDirty()
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{
264279
if (m_NetworkBehaviour == null)

com.unity.netcode.gameobjects/Runtime/NetworkVariable/Serialization/NetworkVariableSerialization.cs

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@@ -15,8 +15,11 @@ public static class NetworkVariableSerialization<T>
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internal static INetworkVariableSerializer<T> Serializer = new FallbackSerializer<T>();
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/// <summary>
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/// A callback to check if two values are equal.
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/// Delegate for comparing two values of type T for equality
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/// </summary>
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/// <param name="a">First value to compare</param>
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/// <param name="b">Second value to compare</param>
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/// <returns>True if the values are equal, false otherwise</returns>
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public delegate bool EqualsDelegate(ref T a, ref T b);
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/// <summary>

com.unity.netcode.gameobjects/Runtime/NetworkVariable/Serialization/UserNetworkVariableSerialization.cs

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@@ -21,6 +21,7 @@ public class UserNetworkVariableSerialization<T>
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/// </summary>
2222
/// <param name="writer">The <see cref="FastBufferWriter"/> to write the value of type `T`</param>
2323
/// <param name="value">The value of type `T` to be written</param>
24+
/// <param name="previousValue">The previous value to compute the delta against</param>
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public delegate void WriteDeltaDelegate(FastBufferWriter writer, in T value, in T previousValue);
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/// <summary>
@@ -41,6 +42,7 @@ public class UserNetworkVariableSerialization<T>
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/// The read value delegate handler definition
4243
/// </summary>
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/// <param name="value">The value of type `T` to be read</param>
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/// <param name="duplicatedValue">The reference to store the duplicated value in</param>
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public delegate void DuplicateValueDelegate(in T value, ref T duplicatedValue);
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/// <summary>

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