com.unity.netcode.gameobjects@2.2.0

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).

## [2.2.0] - 2024-12-12

### Added

- Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175)
- Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130)
- Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113)

### Fixed

- Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177)
- Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162)
- Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160)
- Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160)
- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
- Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147)
- Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133)
- Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133)
- Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122)
- Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`.  (#3113)
- Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111)
- Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110)
- Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108)

### Changed

- In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175)
- Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode.
- The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
This commit is contained in:
Unity Technologies
2024-12-12 00:00:00 +00:00
parent 016788c21e
commit 8fe07bbad2
78 changed files with 2243 additions and 1187 deletions

View File

@@ -24,7 +24,6 @@ namespace Unity.Netcode
/// The callback to be invoked when the list gets changed
/// </summary>
public event OnListChangedDelegate OnListChanged;
internal override NetworkVariableType Type => NetworkVariableType.NetworkList;
/// <summary>
/// Constructor method for <see cref="NetworkList"/>
@@ -50,6 +49,11 @@ namespace Unity.Netcode
}
}
~NetworkList()
{
Dispose();
}
/// <inheritdoc />
public override void ResetDirty()
{
@@ -131,20 +135,6 @@ namespace Unity.Netcode
/// <inheritdoc />
public override void WriteField(FastBufferWriter writer)
{
if (m_NetworkManager.DistributedAuthorityMode)
{
writer.WriteValueSafe(NetworkVariableSerialization<T>.Serializer.Type);
if (NetworkVariableSerialization<T>.Serializer.Type == NetworkVariableType.Unmanaged)
{
// Write the size of the unmanaged serialized type as it has a fixed size. This allows the CMB runtime to correctly read the unmanged type.
var placeholder = new T();
var startPos = writer.Position;
NetworkVariableSerialization<T>.Serializer.Write(writer, ref placeholder);
var size = writer.Position - startPos;
writer.Seek(startPos);
BytePacker.WriteValueBitPacked(writer, size);
}
}
writer.WriteValueSafe((ushort)m_List.Length);
for (int i = 0; i < m_List.Length; i++)
{
@@ -156,15 +146,6 @@ namespace Unity.Netcode
public override void ReadField(FastBufferReader reader)
{
m_List.Clear();
if (m_NetworkManager.DistributedAuthorityMode)
{
SerializationTools.ReadType(reader, NetworkVariableSerialization<T>.Serializer);
// Collection item type is used by the DA server, drop value here.
if (NetworkVariableSerialization<T>.Serializer.Type == NetworkVariableType.Unmanaged)
{
ByteUnpacker.ReadValueBitPacked(reader, out int _);
}
}
reader.ReadValueSafe(out ushort count);
for (int i = 0; i < count; i++)
{
@@ -624,8 +605,16 @@ namespace Unity.Netcode
/// </summary>
public override void Dispose()
{
m_List.Dispose();
m_DirtyEvents.Dispose();
if (m_List.IsCreated)
{
m_List.Dispose();
}
if (m_DirtyEvents.IsCreated)
{
m_DirtyEvents.Dispose();
}
base.Dispose();
}
}

View File

@@ -45,8 +45,6 @@ namespace Unity.Netcode
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
}
internal override NetworkVariableType Type => NetworkVariableType.Value;
/// <summary>
/// Constructor for <see cref="NetworkVariable{T}"/>
/// </summary>
@@ -92,7 +90,7 @@ namespace Unity.Netcode
// The introduction of standard .NET collections caused an issue with permissions since there is no way to detect changes in the
// collection without doing a full comparison. While this approach does consume more memory per collection instance, it is the
// lowest risk approach to resolving the issue where a client with no write permissions could make changes to a collection locally
// which can cause a myriad of issues.
// which can cause a myriad of issues.
private protected T m_InternalOriginalValue;
private protected T m_PreviousValue;
@@ -181,19 +179,26 @@ namespace Unity.Netcode
}
m_IsDisposed = true;
// Dispose the internal value
if (m_InternalValue is IDisposable internalValueDisposable)
{
internalValueDisposable.Dispose();
}
m_InternalValue = default;
// Dispose the internal original value
if (m_InternalOriginalValue is IDisposable internalOriginalValueDisposable)
{
internalOriginalValueDisposable.Dispose();
}
m_InternalOriginalValue = default;
// Dispose the previous value if there is one
if (m_HasPreviousValue && m_PreviousValue is IDisposable previousValueDisposable)
{
m_HasPreviousValue = false;
previousValueDisposable.Dispose();
}
m_PreviousValue = default;
base.Dispose();
@@ -298,7 +303,7 @@ namespace Unity.Netcode
/// This should be always invoked (client & server) to assure the previous values are set
/// !! IMPORTANT !!
/// When a server forwards delta updates to connected clients, it needs to preserve the previous dirty value(s)
/// until it is done serializing all valid NetworkVariable field deltas (relative to each client). This is invoked
/// until it is done serializing all valid NetworkVariable field deltas (relative to each client). This is invoked
/// after it is done forwarding the deltas at the end of the <see cref="NetworkVariableDeltaMessage.Handle(ref NetworkContext)"/> method.
/// </summary>
internal override void PostDeltaRead()

View File

@@ -35,8 +35,6 @@ namespace Unity.Netcode
private NetworkManager m_InternalNetworkManager;
internal virtual NetworkVariableType Type => NetworkVariableType.Unknown;
internal string GetWritePermissionError()
{
return $"|Client-{m_NetworkManager.LocalClientId}|{m_NetworkBehaviour.name}|{Name}| Write permissions ({WritePerm}) for this client instance is not allowed!";
@@ -351,7 +349,7 @@ namespace Unity.Netcode
/// This should be always invoked (client & server) to assure the previous values are set
/// !! IMPORTANT !!
/// When a server forwards delta updates to connected clients, it needs to preserve the previous dirty value(s)
/// until it is done serializing all valid NetworkVariable field deltas (relative to each client). This is invoked
/// until it is done serializing all valid NetworkVariable field deltas (relative to each client). This is invoked
/// after it is done forwarding the deltas at the end of the <see cref="NetworkVariableDeltaMessage.Handle(ref NetworkContext)"/> method.
/// </summary>
internal virtual void PostDeltaRead()

View File

@@ -1,40 +0,0 @@
#if UNITY_EDITOR
#endif
namespace Unity.Netcode
{
/// <summary>
/// Enum representing the different types of Network Variables that can be sent over the network.
/// The values cannot be changed, as they are used to serialize and deserialize variables on the DA server.
/// Adding new variables should be done by adding new values to the end of the enum
/// using the next free value.
/// </summary>
/// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
/// Add any new Variable types to this table at the END with incremented index value
/// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
internal enum NetworkVariableType : byte
{
/// <summary>
/// Value
/// Used for all of the basic NetworkVariables that contain a single value
/// </summary>
Value = 0,
/// <summary>
/// For any type that is not known at runtime
/// </summary>
Unknown = 1,
/// <summary>
/// NetworkList
/// </summary>
NetworkList = 2,
// The following types are valid types inside of NetworkVariable collections
Short = 11,
UShort = 12,
Int = 13,
UInt = 14,
Long = 15,
ULong = 16,
Unmanaged = 17,
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: df4a4005f1c842669f94a404019400ed
timeCreated: 1718292058

View File

@@ -14,9 +14,6 @@ namespace Unity.Netcode
/// <typeparam name="T"></typeparam>
internal class FallbackSerializer<T> : INetworkVariableSerializer<T>
{
public NetworkVariableType Type => NetworkVariableType.Unknown;
public bool IsDistributedAuthorityOptimized => true;
private void ThrowArgumentError()
{
throw new ArgumentException($"Serialization has not been generated for type {typeof(T).FullName}. This can be addressed by adding a [{nameof(GenerateSerializationForGenericParameterAttribute)}] to your generic class that serializes this value (if you are using one), adding [{nameof(GenerateSerializationForTypeAttribute)}(typeof({typeof(T).FullName})] to the class or method that is attempting to serialize it, or creating a field on a {nameof(NetworkBehaviour)} of type {nameof(NetworkVariable<T>)}. If this error continues to appear after doing one of those things and this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list to enable automatic serialization generation. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)}, {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.DuplicateValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
@@ -82,11 +79,6 @@ namespace Unity.Netcode
}
UserNetworkVariableSerialization<T>.DuplicateValue(value, ref duplicatedValue);
}
public void WriteDistributedAuthority(FastBufferWriter writer, ref T value) => ThrowArgumentError();
public void ReadDistributedAuthority(FastBufferReader reader, ref T value) => ThrowArgumentError();
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref T value, ref T previousValue) => ThrowArgumentError();
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref T value) => ThrowArgumentError();
}
// RuntimeAccessModifiersILPP will make this `public`

View File

@@ -2,28 +2,8 @@ using Unity.Collections;
namespace Unity.Netcode
{
/// <summary>
/// Interface used by NetworkVariables to serialize them with additional information for the DA runtime
/// </summary>
///
/// <typeparam name="T"></typeparam>
internal interface IDistributedAuthoritySerializer<T>
{
/// <summary>
/// The Type tells the DA server how to parse this type.
/// The user should never be able to override this value, as it is meaningful for the DA server
/// </summary>
public NetworkVariableType Type { get; }
public bool IsDistributedAuthorityOptimized { get; }
public void WriteDistributedAuthority(FastBufferWriter writer, ref T value);
public void ReadDistributedAuthority(FastBufferReader reader, ref T value);
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref T value, ref T previousValue);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref T value);
}
/// <typeparam name="T"></typeparam>
internal interface INetworkVariableSerializer<T> : IDistributedAuthoritySerializer<T>
internal interface INetworkVariableSerializer<T>
{
// Write has to be taken by ref here because of INetworkSerializable
// Open Instance Delegates (pointers to methods without an instance attached to them)

View File

@@ -14,8 +14,6 @@ namespace Unity.Netcode
{
internal static INetworkVariableSerializer<T> Serializer = new FallbackSerializer<T>();
internal static bool IsDistributedAuthority => NetworkManager.IsDistributedAuthority;
/// <summary>
/// A callback to check if two values are equal.
/// </summary>
@@ -53,20 +51,7 @@ namespace Unity.Netcode
/// <param name="value"></param>
public static void Write(FastBufferWriter writer, ref T value)
{
if (IsDistributedAuthority)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (!NetworkManager.DisableNotOptimizedSerializedType && !Serializer.IsDistributedAuthorityOptimized)
{
NetworkManager.LogSerializedTypeNotOptimized<T>();
}
#endif
Serializer.WriteDistributedAuthority(writer, ref value);
}
else
{
Serializer.Write(writer, ref value);
}
Serializer.Write(writer, ref value);
}
/// <summary>
@@ -91,14 +76,7 @@ namespace Unity.Netcode
/// <param name="value"></param>
public static void Read(FastBufferReader reader, ref T value)
{
if (IsDistributedAuthority)
{
Serializer.ReadDistributedAuthority(reader, ref value);
}
else
{
Serializer.Read(reader, ref value);
}
Serializer.Read(reader, ref value);
}
/// <summary>
@@ -120,20 +98,7 @@ namespace Unity.Netcode
/// <param name="value"></param>
public static void WriteDelta(FastBufferWriter writer, ref T value, ref T previousValue)
{
if (IsDistributedAuthority)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (!NetworkManager.DisableNotOptimizedSerializedType && !Serializer.IsDistributedAuthorityOptimized)
{
NetworkManager.LogSerializedTypeNotOptimized<T>();
}
#endif
Serializer.WriteDeltaDistributedAuthority(writer, ref value, ref previousValue);
}
else
{
Serializer.WriteDelta(writer, ref value, ref previousValue);
}
Serializer.WriteDelta(writer, ref value, ref previousValue);
}
/// <summary>
@@ -158,14 +123,7 @@ namespace Unity.Netcode
/// <param name="value"></param>
public static void ReadDelta(FastBufferReader reader, ref T value)
{
if (IsDistributedAuthority)
{
Serializer.ReadDeltaDistributedAuthority(reader, ref value);
}
else
{
Serializer.ReadDelta(reader, ref value);
}
Serializer.ReadDelta(reader, ref value);
}
/// <summary>

View File

@@ -10,21 +10,6 @@ namespace Unity.Netcode
/// </summary>
internal class ShortSerializer : INetworkVariableSerializer<short>
{
public NetworkVariableType Type => NetworkVariableType.Short;
public bool IsDistributedAuthorityOptimized => true;
public void WriteDistributedAuthority(FastBufferWriter writer, ref short value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref short value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref short value, ref short previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref short value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref short value)
{
BytePacker.WriteValueBitPacked(writer, value);
@@ -61,20 +46,6 @@ namespace Unity.Netcode
/// </summary>
internal class UshortSerializer : INetworkVariableSerializer<ushort>
{
public NetworkVariableType Type => NetworkVariableType.UShort;
public bool IsDistributedAuthorityOptimized => true;
public void WriteDistributedAuthority(FastBufferWriter writer, ref ushort value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref ushort value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref ushort value, ref ushort previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref ushort value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref ushort value)
{
BytePacker.WriteValueBitPacked(writer, value);
@@ -111,20 +82,6 @@ namespace Unity.Netcode
/// </summary>
internal class IntSerializer : INetworkVariableSerializer<int>
{
public NetworkVariableType Type => NetworkVariableType.Int;
public bool IsDistributedAuthorityOptimized => true;
public void WriteDistributedAuthority(FastBufferWriter writer, ref int value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref int value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref int value, ref int previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref int value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref int value)
{
BytePacker.WriteValueBitPacked(writer, value);
@@ -161,20 +118,6 @@ namespace Unity.Netcode
/// </summary>
internal class UintSerializer : INetworkVariableSerializer<uint>
{
public NetworkVariableType Type => NetworkVariableType.UInt;
public bool IsDistributedAuthorityOptimized => true;
public void WriteDistributedAuthority(FastBufferWriter writer, ref uint value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref uint value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref uint value, ref uint previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref uint value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref uint value)
{
BytePacker.WriteValueBitPacked(writer, value);
@@ -211,20 +154,6 @@ namespace Unity.Netcode
/// </summary>
internal class LongSerializer : INetworkVariableSerializer<long>
{
public NetworkVariableType Type => NetworkVariableType.Long;
public bool IsDistributedAuthorityOptimized => true;
public void WriteDistributedAuthority(FastBufferWriter writer, ref long value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref long value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref long value, ref long previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref long value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref long value)
{
BytePacker.WriteValueBitPacked(writer, value);
@@ -261,21 +190,6 @@ namespace Unity.Netcode
/// </summary>
internal class UlongSerializer : INetworkVariableSerializer<ulong>
{
public NetworkVariableType Type => NetworkVariableType.ULong;
public bool IsDistributedAuthorityOptimized => true;
public void WriteDistributedAuthority(FastBufferWriter writer, ref ulong value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref ulong value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref ulong value, ref ulong previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref ulong value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref ulong value)
{
BytePacker.WriteValueBitPacked(writer, value);
@@ -317,21 +231,6 @@ namespace Unity.Netcode
/// <typeparam name="T"></typeparam>
internal class UnmanagedTypeSerializer<T> : INetworkVariableSerializer<T> where T : unmanaged
{
public NetworkVariableType Type => NetworkVariableType.Unmanaged;
public bool IsDistributedAuthorityOptimized => false;
public void WriteDistributedAuthority(FastBufferWriter writer, ref T value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref T value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref T value, ref T previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref T value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref T value)
{
writer.WriteUnmanagedSafe(value);
@@ -365,20 +264,6 @@ namespace Unity.Netcode
internal class ListSerializer<T> : INetworkVariableSerializer<List<T>>
{
public NetworkVariableType Type => NetworkVariableType.Value;
public bool IsDistributedAuthorityOptimized => false;
public void WriteDistributedAuthority(FastBufferWriter writer, ref List<T> value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref List<T> value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref List<T> value, ref List<T> previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref List<T> value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref List<T> value)
{
var isNull = value == null;
@@ -468,20 +353,6 @@ namespace Unity.Netcode
internal class HashSetSerializer<T> : INetworkVariableSerializer<HashSet<T>> where T : IEquatable<T>
{
public NetworkVariableType Type => NetworkVariableType.Value;
public bool IsDistributedAuthorityOptimized => false;
public void WriteDistributedAuthority(FastBufferWriter writer, ref HashSet<T> value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref HashSet<T> value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref HashSet<T> value, ref HashSet<T> previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref HashSet<T> value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref HashSet<T> value)
{
var isNull = value == null;
@@ -563,20 +434,6 @@ namespace Unity.Netcode
internal class DictionarySerializer<TKey, TVal> : INetworkVariableSerializer<Dictionary<TKey, TVal>>
where TKey : IEquatable<TKey>
{
public NetworkVariableType Type => NetworkVariableType.Value;
public bool IsDistributedAuthorityOptimized => false;
public void WriteDistributedAuthority(FastBufferWriter writer, ref Dictionary<TKey, TVal> value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref Dictionary<TKey, TVal> value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref Dictionary<TKey, TVal> value, ref Dictionary<TKey, TVal> previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref Dictionary<TKey, TVal> value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref Dictionary<TKey, TVal> value)
{
var isNull = value == null;
@@ -659,20 +516,6 @@ namespace Unity.Netcode
internal class UnmanagedArraySerializer<T> : INetworkVariableSerializer<NativeArray<T>> where T : unmanaged
{
public NetworkVariableType Type => NetworkVariableType.Value;
public bool IsDistributedAuthorityOptimized => false;
public void WriteDistributedAuthority(FastBufferWriter writer, ref NativeArray<T> value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref NativeArray<T> value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref NativeArray<T> value, ref NativeArray<T> previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref NativeArray<T> value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref NativeArray<T> value)
{
writer.WriteUnmanagedSafe(value);
@@ -718,20 +561,6 @@ namespace Unity.Netcode
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
internal class UnmanagedListSerializer<T> : INetworkVariableSerializer<NativeList<T>> where T : unmanaged
{
public NetworkVariableType Type => NetworkVariableType.Value;
public bool IsDistributedAuthorityOptimized => false;
public void WriteDistributedAuthority(FastBufferWriter writer, ref NativeList<T> value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref NativeList<T> value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref NativeList<T> value, ref NativeList<T> previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref NativeList<T> value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref NativeList<T> value)
{
writer.WriteUnmanagedSafe(value);
@@ -775,21 +604,6 @@ namespace Unity.Netcode
internal class NativeHashSetSerializer<T> : INetworkVariableSerializer<NativeHashSet<T>> where T : unmanaged, IEquatable<T>
{
public NetworkVariableType Type => NetworkVariableType.Value;
public bool IsDistributedAuthorityOptimized => false;
public void WriteDistributedAuthority(FastBufferWriter writer, ref NativeHashSet<T> value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref NativeHashSet<T> value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref NativeHashSet<T> value, ref NativeHashSet<T> previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref NativeHashSet<T> value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref NativeHashSet<T> value)
{
writer.WriteValueSafe(value);
@@ -835,21 +649,6 @@ namespace Unity.Netcode
where TKey : unmanaged, IEquatable<TKey>
where TVal : unmanaged
{
public NetworkVariableType Type => NetworkVariableType.Value;
public bool IsDistributedAuthorityOptimized => false;
public void WriteDistributedAuthority(FastBufferWriter writer, ref NativeHashMap<TKey, TVal> value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref NativeHashMap<TKey, TVal> value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref NativeHashMap<TKey, TVal> value, ref NativeHashMap<TKey, TVal> previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref NativeHashMap<TKey, TVal> value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref NativeHashMap<TKey, TVal> value)
{
writer.WriteValueSafe(value);
@@ -897,21 +696,6 @@ namespace Unity.Netcode
/// <typeparam name="T"></typeparam>
internal class FixedStringSerializer<T> : INetworkVariableSerializer<T> where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
public NetworkVariableType Type => NetworkVariableType.Value;
public bool IsDistributedAuthorityOptimized => false;
public void WriteDistributedAuthority(FastBufferWriter writer, ref T value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref T value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref T value, ref T previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref T value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref T value)
{
writer.WriteValueSafe(value);
@@ -1019,20 +803,6 @@ namespace Unity.Netcode
/// <typeparam name="T"></typeparam>
internal class FixedStringArraySerializer<T> : INetworkVariableSerializer<NativeArray<T>> where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
public NetworkVariableType Type => NetworkVariableType.Value;
public bool IsDistributedAuthorityOptimized => false;
public void WriteDistributedAuthority(FastBufferWriter writer, ref NativeArray<T> value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref NativeArray<T> value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref NativeArray<T> value, ref NativeArray<T> previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref NativeArray<T> value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref NativeArray<T> value)
{
writer.WriteValueSafe(value);
@@ -1083,21 +853,6 @@ namespace Unity.Netcode
/// <typeparam name="T"></typeparam>
internal class FixedStringListSerializer<T> : INetworkVariableSerializer<NativeList<T>> where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
public NetworkVariableType Type => NetworkVariableType.Value;
public bool IsDistributedAuthorityOptimized => false;
public void WriteDistributedAuthority(FastBufferWriter writer, ref NativeList<T> value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref NativeList<T> value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref NativeList<T> value, ref NativeList<T> previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref NativeList<T> value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref NativeList<T> value)
{
writer.WriteValueSafe(value);
@@ -1145,21 +900,6 @@ namespace Unity.Netcode
/// <typeparam name="T"></typeparam>
internal class UnmanagedNetworkSerializableSerializer<T> : INetworkVariableSerializer<T> where T : unmanaged, INetworkSerializable
{
public NetworkVariableType Type => NetworkVariableType.Value;
public bool IsDistributedAuthorityOptimized => false;
public void WriteDistributedAuthority(FastBufferWriter writer, ref T value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref T value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref T value, ref T previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref T value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref T value)
{
var bufferSerializer = new BufferSerializer<BufferSerializerWriter>(new BufferSerializerWriter(writer));
@@ -1212,20 +952,6 @@ namespace Unity.Netcode
/// <typeparam name="T"></typeparam>
internal class UnmanagedNetworkSerializableArraySerializer<T> : INetworkVariableSerializer<NativeArray<T>> where T : unmanaged, INetworkSerializable
{
public NetworkVariableType Type => NetworkVariableType.Value;
public bool IsDistributedAuthorityOptimized => false;
public void WriteDistributedAuthority(FastBufferWriter writer, ref NativeArray<T> value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref NativeArray<T> value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref NativeArray<T> value, ref NativeArray<T> previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref NativeArray<T> value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref NativeArray<T> value)
{
writer.WriteNetworkSerializable(value);
@@ -1276,21 +1002,6 @@ namespace Unity.Netcode
/// <typeparam name="T"></typeparam>
internal class UnmanagedNetworkSerializableListSerializer<T> : INetworkVariableSerializer<NativeList<T>> where T : unmanaged, INetworkSerializable
{
public NetworkVariableType Type => NetworkVariableType.Value;
public bool IsDistributedAuthorityOptimized => false;
public void WriteDistributedAuthority(FastBufferWriter writer, ref NativeList<T> value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref NativeList<T> value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref NativeList<T> value, ref NativeList<T> previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref NativeList<T> value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref NativeList<T> value)
{
writer.WriteNetworkSerializable(value);
@@ -1338,20 +1049,6 @@ namespace Unity.Netcode
/// <typeparam name="T"></typeparam>
internal class ManagedNetworkSerializableSerializer<T> : INetworkVariableSerializer<T> where T : class, INetworkSerializable, new()
{
public NetworkVariableType Type => NetworkVariableType.Value;
public bool IsDistributedAuthorityOptimized => false;
public void WriteDistributedAuthority(FastBufferWriter writer, ref T value)
{
Write(writer, ref value);
}
public void ReadDistributedAuthority(FastBufferReader reader, ref T value)
{
Read(reader, ref value);
}
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref T value, ref T previousValue) => Write(writer, ref value);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref T value) => Read(reader, ref value);
public void Write(FastBufferWriter writer, ref T value)
{
var bufferSerializer = new BufferSerializer<BufferSerializerWriter>(new BufferSerializerWriter(writer));

View File

@@ -1,54 +0,0 @@
using System.Runtime.CompilerServices;
using System.Runtime.Serialization;
namespace Unity.Netcode
{
internal static class SerializationTools
{
public delegate void WriteDelegate<T>(FastBufferWriter writer, ref T value);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void WriteWithSize<T>(WriteDelegate<T> writeMethod, FastBufferWriter writer, ref T value)
{
var writePos = writer.Position;
// Note: This value can't be packed because we don't know how large it will be in advance
// we reserve space for it, then write the data, then come back and fill in the space
// to pack here, we'd have to write data to a temporary buffer and copy it in - which
// isn't worth possibly saving one byte if and only if the data is less than 63 bytes long...
// The way we do packing, any value > 63 in a ushort will use the full 2 bytes to represent.
writer.WriteValueSafe((ushort)0);
var startPos = writer.Position;
writeMethod(writer, ref value);
var size = writer.Position - startPos;
writer.Seek(writePos);
writer.WriteValueSafe((ushort)size);
writer.Seek(startPos + size);
}
public delegate void ReadDelegate<T>(FastBufferReader writer, ref T value);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ReadWithSize<T>(ReadDelegate<T> readMethod, FastBufferReader reader, ref T value)
{
reader.ReadValueSafe(out ushort _);
readMethod(reader, ref value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void WriteType(FastBufferWriter writer, NetworkVariableType type) => writer.WriteValueSafe(type);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ReadType<T>(FastBufferReader reader, INetworkVariableSerializer<T> serializer)
{
reader.ReadValueSafe(out NetworkVariableType type);
if (type != serializer.Type)
{
throw new SerializationException();
}
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 52a4ce368df54b0a8887c08f3402bcd3
timeCreated: 1718300602