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). ## [1.11.0] - 2024-08-20 ### Added - Added `NetworkVariable.CheckDirtyState` that is to be used in tandem with collections in order to detect whether the collection or an item within the collection has changed. (#3005) ### Fixed - Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3011) - Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3005) - Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3005) - Fixed Issue where a state with dual triggers, inbound and outbound, could cause a false layer to layer state transition message to be sent to non-authority `NetworkAnimator` instances and cause a warning message to be logged. (#2999) - Fixed issue where `FixedStringSerializer<T>` was using `NetworkVariableSerialization<byte>.AreEqual` to determine if two bytes were equal causes an exception to be thrown due to no byte serializer having been defined. (#2992) ### Changed - Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3005) - Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3005)
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@@ -9,7 +9,6 @@ namespace Unity.Netcode
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/// <typeparam name="T">the unmanaged type for <see cref="NetworkVariable{T}"/> </typeparam>
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[Serializable]
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[GenerateSerializationForGenericParameter(0)]
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[GenerateSerializationForType(typeof(byte))]
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public class NetworkVariable<T> : NetworkVariableBase
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{
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/// <summary>
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@@ -80,27 +79,59 @@ namespace Unity.Netcode
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/// <summary>
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/// The value of the NetworkVariable container
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/// </summary>
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/// <remarks>
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/// When assigning collections to <see cref="Value"/>, unless it is a completely new collection this will not
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/// detect any deltas with most managed collection classes since assignment of one collection value to another
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/// is actually just a reference to the collection itself. <br />
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/// To detect deltas in a collection, you should invoke <see cref="CheckDirtyState"/> after making modifications to the collection.
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/// </remarks>
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public virtual T Value
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{
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get => m_InternalValue;
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set
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{
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// Compare bitwise
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if (NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref value))
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if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
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{
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LogWritePermissionError();
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return;
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}
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if (m_NetworkBehaviour && !CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
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// Compare the Value being applied to the current value
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if (!NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref value))
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{
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throw new InvalidOperationException("Client is not allowed to write to this NetworkVariable");
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T previousValue = m_InternalValue;
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m_InternalValue = value;
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SetDirty(true);
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m_IsDisposed = false;
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OnValueChanged?.Invoke(previousValue, m_InternalValue);
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}
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Set(value);
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m_IsDisposed = false;
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}
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}
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/// <summary>
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/// Invoke this method to check if a collection's items are dirty.
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/// The default behavior is to exit early if the <see cref="NetworkVariable{T}"/> is already dirty.
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/// </summary>
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/// <param name="forceCheck"> when true, this check will force a full item collection check even if the NetworkVariable is already dirty</param>
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/// <remarks>
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/// This is to be used as a way to check if a <see cref="NetworkVariable{T}"/> containing a managed collection has any changees to the collection items.<br />
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/// If you invoked this when a collection is dirty, it will not trigger the <see cref="OnValueChanged"/> unless you set <param name="forceCheck"/> to true. <br />
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/// </remarks>
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public bool CheckDirtyState(bool forceCheck = false)
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{
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var isDirty = base.IsDirty();
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// Compare the previous with the current if not dirty or forcing a check.
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if ((!isDirty || forceCheck) && !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue))
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{
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SetDirty(true);
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OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
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m_IsDisposed = false;
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isDirty = true;
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}
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return isDirty;
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}
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internal ref T RefValue()
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{
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return ref m_InternalValue;
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@@ -185,9 +216,8 @@ namespace Unity.Netcode
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private protected void Set(T value)
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{
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SetDirty(true);
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T previousValue = m_InternalValue;
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m_InternalValue = value;
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OnValueChanged?.Invoke(previousValue, m_InternalValue);
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OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
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}
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/// <summary>
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@@ -206,20 +236,22 @@ namespace Unity.Netcode
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/// <param name="keepDirtyDelta">Whether or not the container should keep the dirty delta, or mark the delta as consumed</param>
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public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
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{
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// In order to get managed collections to properly have a previous and current value, we have to
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// duplicate the collection at this point before making any modifications to the current.
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m_HasPreviousValue = true;
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NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
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NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);
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// todo:
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// keepDirtyDelta marks a variable received as dirty and causes the server to send the value to clients
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// In a prefect world, whether a variable was A) modified locally or B) received and needs retransmit
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// would be stored in different fields
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T previousValue = m_InternalValue;
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NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);
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if (keepDirtyDelta)
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{
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SetDirty(true);
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}
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OnValueChanged?.Invoke(previousValue, m_InternalValue);
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OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
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}
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/// <inheritdoc />
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