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chore: optimize NetworkManager accessors
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com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs

Lines changed: 10 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -357,9 +357,8 @@ internal bool HasParentNetworkObject(Transform transform)
357357
}
358358

359359
/// <summary>
360-
/// Gets the NetworkManager that owns this NetworkObject instance
360+
/// Gets the NetworkManager that owns this NetworkObject instance.
361361
/// </summary>
362-
// TODO use the correct one, here are we sure it is spawned? if it is, use NetworkManager
363362
public NetworkManager NetworkManager = NetworkManager.Singleton;
364363

365364
/// <summary>
@@ -1125,7 +1124,7 @@ private bool InternalHasAuthority()
11251124
/// <summary>
11261125
/// The NetworkManager that owns this NetworkObject.
11271126
/// This property controls where this NetworkObject belongs.
1128-
/// This property is null by default currently, which means that the above NetworkManager getter will return the Singleton.
1127+
/// This property is null by default currently.
11291128
/// In the future this is the path where alternative NetworkManagers should be injected for running multi NetworkManagers
11301129
/// </summary>
11311130
internal NetworkManager NetworkManagerOwner;
@@ -2233,7 +2232,7 @@ public bool TrySetParent(NetworkObject parent, bool worldPositionStays = true)
22332232
return false;
22342233
}
22352234

2236-
if (NetworkManager == null || !NetworkManager.IsListening)
2235+
if (!NetworkManager.IsListening)
22372236
{
22382237
return false;
22392238
}
@@ -2254,7 +2253,7 @@ public bool TrySetParent(NetworkObject parent, bool worldPositionStays = true)
22542253

22552254
internal bool InternalTrySetParent(NetworkObject parent, bool worldPositionStays = true)
22562255
{
2257-
if (parent != null && (IsSpawned ^ parent.IsSpawned) && NetworkManager != null && !NetworkManager.ShutdownInProgress)
2256+
if (parent != null && (IsSpawned ^ parent.IsSpawned) && !NetworkManager.ShutdownInProgress)
22582257
{
22592258
if (NetworkManager.LogLevel <= LogLevel.Developer)
22602259
{
@@ -2292,7 +2291,7 @@ private void OnTransformParentChanged()
22922291
return;
22932292
}
22942293

2295-
if (NetworkManager == null || !NetworkManager.IsListening)
2294+
if (!NetworkManager.IsListening)
22962295
{
22972296
// DANGO-TODO: Review as to whether we want to provide a better way to handle changing parenting of objects when the
22982297
// object is not spawned. Really, we shouldn't care about these types of changes.
@@ -3422,9 +3421,10 @@ internal void SubscribeToActiveSceneForSynch()
34223421
/// </summary>
34233422
private void CurrentlyActiveSceneChanged(Scene current, Scene next)
34243423
{
3424+
// TODO should we remove NetworkManager null check here?
34253425
// Early exit if there is no NetworkManager assigned, the NetworkManager is shutting down, the NetworkObject
34263426
// is not spawned, or an in-scene placed NetworkObject
3427-
if (NetworkManager == null || NetworkManager.ShutdownInProgress || !IsSpawned || IsSceneObject != false)
3427+
if (NetworkManager.ShutdownInProgress || !IsSpawned || IsSceneObject != false)
34283428
{
34293429
return;
34303430
}
@@ -3523,10 +3523,11 @@ private void Awake()
35233523
/// </remarks>
35243524
internal bool UpdateForSceneChanges()
35253525
{
3526+
// TODO should we remove NetworkManager null check here?
35263527
// Early exit if SceneMigrationSynchronization is disabled, there is no NetworkManager assigned,
35273528
// the NetworkManager is shutting down, the NetworkObject is not spawned, it is an in-scene placed
35283529
// NetworkObject, or the GameObject's current scene handle is the same as the SceneOriginHandle
3529-
if (!SceneMigrationSynchronization || !IsSpawned || NetworkManager == null || NetworkManager.ShutdownInProgress ||
3530+
if (!SceneMigrationSynchronization || !IsSpawned || NetworkManager.ShutdownInProgress ||
35303531
!NetworkManager.NetworkConfig.EnableSceneManagement || IsSceneObject != false || !gameObject)
35313532
{
35323533
// Stop checking for a scene migration
@@ -3598,7 +3599,7 @@ internal void OnNetworkBehaviourDestroyed(NetworkBehaviour networkBehaviour)
35983599
{
35993600
if (networkBehaviour.IsSpawned && IsSpawned)
36003601
{
3601-
if (NetworkManager?.LogLevel == LogLevel.Developer)
3602+
if (NetworkManager.LogLevel == LogLevel.Developer)
36023603
{
36033604
NetworkLog.LogWarning($"{nameof(NetworkBehaviour)}-{networkBehaviour.name} is being destroyed while {nameof(NetworkObject)}-{name} is still spawned! (could break state synchronization)");
36043605
}

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