com.unity.netcode.gameobjects@1.0.0-pre.4
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.0.0-pre.4] - 2021-01-04 ### Added - Added `com.unity.modules.physics` and `com.unity.modules.physics2d` package dependencies (#1565) ### Removed - Removed `com.unity.modules.ai` package dependency (#1565) - Removed `FixedQueue`, `StreamExtensions`, `TypeExtensions` (#1398) ### Fixed - Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354) - Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393) - Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379) - Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402) - NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385) - Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383) - Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434) - Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390) - Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500) - Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511) - Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323) ### Changed - The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384) - Updated com.unity.collections to 1.1.0 (#1451)
This commit is contained in:
@@ -9,6 +9,55 @@ namespace Unity.Netcode
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[Serializable]
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public class NetworkVariable<T> : NetworkVariableBase where T : unmanaged
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{
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// Functions that know how to serialize INetworkSerializable
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internal static void WriteNetworkSerializable<TForMethod>(FastBufferWriter writer, ref TForMethod value)
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where TForMethod : INetworkSerializable, new()
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{
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writer.WriteNetworkSerializable(value);
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}
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internal static void ReadNetworkSerializable<TForMethod>(FastBufferReader reader, out TForMethod value)
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where TForMethod : INetworkSerializable, new()
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{
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reader.ReadNetworkSerializable(out value);
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}
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// Functions that serialize other types
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private static void WriteValue<TForMethod>(FastBufferWriter writer, ref TForMethod value) where TForMethod : unmanaged
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{
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writer.WriteValueSafe(value);
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}
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private static void ReadValue<TForMethod>(FastBufferReader reader, out TForMethod value)
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where TForMethod : unmanaged
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{
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reader.ReadValueSafe(out value);
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}
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internal delegate void WriteDelegate<TForMethod>(FastBufferWriter writer, ref TForMethod value);
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internal delegate void ReadDelegate<TForMethod>(FastBufferReader reader, out TForMethod value);
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// These static delegates provide the right implementation for writing and reading a particular network variable
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// type.
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//
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// For most types, these default to WriteValue() and ReadValue(), which perform simple memcpy operations.
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//
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// INetworkSerializableILPP will generate startup code that will set it to WriteNetworkSerializable()
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// and ReadNetworkSerializable() for INetworkSerializable types, which will call NetworkSerialize().
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//
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// In the future we may be able to use this to provide packing implementations for floats and integers to
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// optimize bandwidth usage.
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//
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// The reason this is done is to avoid runtime reflection and boxing in NetworkVariable - without this,
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// NetworkVariable would need to do a `var is INetworkSerializable` check, and then cast to INetworkSerializable,
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// *both* of which would cause a boxing allocation. Alternatively, NetworkVariable could have been split into
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// NetworkVariable and NetworkSerializableVariable or something like that, which would have caused a poor
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// user experience and an API that's easier to get wrong than right. This is a bit ugly on the implementation
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// side, but it gets the best achievable user experience and performance.
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internal static WriteDelegate<T> Write = WriteValue;
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internal static ReadDelegate<T> Read = ReadValue;
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/// <summary>
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/// Delegate type for value changed event
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/// </summary>
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@@ -106,7 +155,7 @@ namespace Unity.Netcode
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public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
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{
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T previousValue = m_InternalValue;
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reader.ReadValueSafe(out m_InternalValue);
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Read(reader, out m_InternalValue);
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if (keepDirtyDelta)
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{
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@@ -119,13 +168,13 @@ namespace Unity.Netcode
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/// <inheritdoc />
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public override void ReadField(FastBufferReader reader)
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{
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reader.ReadValueSafe(out m_InternalValue);
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Read(reader, out m_InternalValue);
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}
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/// <inheritdoc />
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public override void WriteField(FastBufferWriter writer)
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{
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writer.WriteValueSafe(m_InternalValue);
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Write(writer, ref m_InternalValue);
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}
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}
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}
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22
Runtime/NetworkVariable/NetworkVariableHelper.cs
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22
Runtime/NetworkVariable/NetworkVariableHelper.cs
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@@ -0,0 +1,22 @@
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namespace Unity.Netcode
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{
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public class NetworkVariableHelper
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{
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// This is called by ILPP during module initialization for all unmanaged INetworkSerializable types
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// This sets up NetworkVariable so that it properly calls NetworkSerialize() when wrapping an INetworkSerializable value
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//
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// The reason this is done is to avoid runtime reflection and boxing in NetworkVariable - without this,
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// NetworkVariable would need to do a `var is INetworkSerializable` check, and then cast to INetworkSerializable,
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// *both* of which would cause a boxing allocation. Alternatively, NetworkVariable could have been split into
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// NetworkVariable and NetworkSerializableVariable or something like that, which would have caused a poor
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// user experience and an API that's easier to get wrong than right. This is a bit ugly on the implementation
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// side, but it gets the best achievable user experience and performance.
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//
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// RuntimeAccessModifiersILPP will make this `public`
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internal static void InitializeDelegates<T>() where T : unmanaged, INetworkSerializable
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{
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NetworkVariable<T>.Write = NetworkVariable<T>.WriteNetworkSerializable;
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NetworkVariable<T>.Read = NetworkVariable<T>.ReadNetworkSerializable;
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}
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}
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}
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11
Runtime/NetworkVariable/NetworkVariableHelper.cs.meta
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11
Runtime/NetworkVariable/NetworkVariableHelper.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: e54b65208bd3bbe4eaf62ca0384ae21f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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