com.unity.netcode.gameobjects@2.0.0-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).

## [2.0.0-pre.4] - 2024-08-21

### 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. (#3004)

### Fixed

- Fixed issue where nested `NetworkTransform` components were not getting updated. (#3016)
- Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3012)
- 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. (#3009)
- 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. (#3008)
- Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3004)
- Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3004)
- Fixed issue where `NotAuthorityTarget` would include the service observer in the list of targets to send the RPC to as opposed to excluding the service observer as it should. (#3000)
- Fixed issue where `ProxyRpcTargetGroup` could attempt to send a message if there were no targets to send to. (#3000)

### Changed

- Changed `NetworkAnimator` to automatically switch to owner authoritative mode when using a distributed authority network topology. (#3021)
- Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
- Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
This commit is contained in:
Unity Technologies
2024-08-21 00:00:00 +00:00
parent a813ba0dd6
commit eab996f3ac
41 changed files with 4052 additions and 838 deletions

View File

@@ -498,9 +498,13 @@ namespace Unity.Netcode.Components
/// <summary>
/// Override this method and return false to switch to owner authoritative mode
/// </summary>
/// <remarks>
/// When using a distributed authority network topology, this will default to
/// owner authoritative.
/// </remarks>
protected virtual bool OnIsServerAuthoritative()
{
return true;
return NetworkManager ? !NetworkManager.DistributedAuthorityMode : true;
}
// Animators only support up to 32 parameters
@@ -851,7 +855,12 @@ namespace Unity.Netcode.Components
stateChangeDetected = true;
//Debug.Log($"[Cross-Fade] To-Hash: {nt.fullPathHash} | TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) | SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
}
else if (!tt.anyState && tt.fullPathHash != m_TransitionHash[layer])
// If we are not transitioned into the "any state" and the animator transition isn't a full path hash (layer to layer) and our pre-built destination state to transition does not contain the
// current layer (i.e. transitioning into a state from another layer) =or= we do contain the layer and the layer contains state to transition to is contained within our pre-built destination
// state then we can handle this transition as a non-cross fade state transition between layers.
// Otherwise, if we don't enter into this then this is a "trigger transition to some state that is now being transitioned back to the Idle state via trigger" or "Dual Triggers" IDLE<-->State.
else if (!tt.anyState && tt.fullPathHash != m_TransitionHash[layer] && (!m_DestinationStateToTransitioninfo.ContainsKey(layer) ||
(m_DestinationStateToTransitioninfo.ContainsKey(layer) && m_DestinationStateToTransitioninfo[layer].ContainsKey(nt.fullPathHash))))
{
// first time in this transition for this layer
m_TransitionHash[layer] = tt.fullPathHash;
@@ -860,6 +869,10 @@ namespace Unity.Netcode.Components
animState.CrossFade = false;
animState.Transition = true;
animState.NormalizedTime = tt.normalizedTime;
if (m_DestinationStateToTransitioninfo.ContainsKey(layer) && m_DestinationStateToTransitioninfo[layer].ContainsKey(nt.fullPathHash))
{
animState.DestinationStateHash = nt.fullPathHash;
}
stateChangeDetected = true;
//Debug.Log($"[Transition] TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) |SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
}

View File

@@ -2960,7 +2960,10 @@ namespace Unity.Netcode.Components
#else
var forUpdate = true;
#endif
NetworkManager?.NetworkTransformRegistration(this, forUpdate, false);
if (m_CachedNetworkObject != null)
{
NetworkManager?.NetworkTransformRegistration(m_CachedNetworkObject, forUpdate, false);
}
DeregisterForTickUpdate(this);
CanCommitToTransform = false;
}
@@ -3069,7 +3072,7 @@ namespace Unity.Netcode.Components
if (CanCommitToTransform)
{
// Make sure authority doesn't get added to updates (no need to do this on the authority side)
m_CachedNetworkManager.NetworkTransformRegistration(this, forUpdate, false);
m_CachedNetworkManager.NetworkTransformRegistration(NetworkObject, forUpdate, false);
if (UseHalfFloatPrecision)
{
m_HalfPositionState = new NetworkDeltaPosition(currentPosition, m_CachedNetworkManager.ServerTime.Tick, math.bool3(SyncPositionX, SyncPositionY, SyncPositionZ));
@@ -3090,7 +3093,7 @@ namespace Unity.Netcode.Components
else
{
// Non-authority needs to be added to updates for interpolation and applying state purposes
m_CachedNetworkManager.NetworkTransformRegistration(this, forUpdate, true);
m_CachedNetworkManager.NetworkTransformRegistration(NetworkObject, forUpdate, true);
// Remove this instance from the tick update
DeregisterForTickUpdate(this);
ResetInterpolatedStateToCurrentAuthoritativeState();

View File

@@ -806,7 +806,8 @@ namespace Unity.Netcode
}
/// <summary>
/// Gets called when the local client gains ownership of this object.
/// In client-server contexts, this method is invoked on both the server and the local client of the owner when <see cref="Netcode.NetworkObject"/> ownership is assigned.
/// <para>In distributed authority contexts, this method is only invoked on the local client that has been assigned ownership of the associated <see cref="Netcode.NetworkObject"/>.</para>
/// </summary>
public virtual void OnGainedOwnership() { }
@@ -834,7 +835,9 @@ namespace Unity.Netcode
}
/// <summary>
/// Gets called when ownership of this object is lost.
/// In client-server contexts, this method is invoked on the local client when it loses ownership of the associated <see cref="Netcode.NetworkObject"/>
/// and on the server when any client loses ownership.
/// <para>In distributed authority contexts, this method is only invoked on the local client that has lost ownership of the associated <see cref="Netcode.NetworkObject"/>.</para>
/// </summary>
public virtual void OnLostOwnership() { }
@@ -1138,7 +1141,7 @@ namespace Unity.Netcode
// Distributed Authority: All clients have read permissions, always try to write the value.
if (NetworkVariableFields[j].CanClientRead(targetClientId))
{
// Write additional NetworkVariable information when length safety is enabled or when in distributed authority mode
// Write additional NetworkVariable information when length safety is enabled or when in distributed authority mode
if (ensureLengthSafety || distributedAuthority)
{
// Write the type being serialized for distributed authority (only for comb-server)

View File

@@ -8,7 +8,6 @@ using UnityEditor;
#endif
using UnityEngine.SceneManagement;
using Debug = UnityEngine.Debug;
using Unity.Netcode.Components;
namespace Unity.Netcode
{
@@ -215,25 +214,25 @@ namespace Unity.Netcode
}
}
internal Dictionary<ulong, NetworkTransform> NetworkTransformUpdate = new Dictionary<ulong, NetworkTransform>();
internal Dictionary<ulong, NetworkObject> NetworkTransformUpdate = new Dictionary<ulong, NetworkObject>();
#if COM_UNITY_MODULES_PHYSICS
internal Dictionary<ulong, NetworkTransform> NetworkTransformFixedUpdate = new Dictionary<ulong, NetworkTransform>();
internal Dictionary<ulong, NetworkObject> NetworkTransformFixedUpdate = new Dictionary<ulong, NetworkObject>();
#endif
internal void NetworkTransformRegistration(NetworkTransform networkTransform, bool forUpdate = true, bool register = true)
internal void NetworkTransformRegistration(NetworkObject networkObject, bool onUpdate = true, bool register = true)
{
if (forUpdate)
if (onUpdate)
{
if (register)
{
if (!NetworkTransformUpdate.ContainsKey(networkTransform.NetworkObjectId))
if (!NetworkTransformUpdate.ContainsKey(networkObject.NetworkObjectId))
{
NetworkTransformUpdate.Add(networkTransform.NetworkObjectId, networkTransform);
NetworkTransformUpdate.Add(networkObject.NetworkObjectId, networkObject);
}
}
else
{
NetworkTransformUpdate.Remove(networkTransform.NetworkObjectId);
NetworkTransformUpdate.Remove(networkObject.NetworkObjectId);
}
}
#if COM_UNITY_MODULES_PHYSICS
@@ -241,14 +240,14 @@ namespace Unity.Netcode
{
if (register)
{
if (!NetworkTransformFixedUpdate.ContainsKey(networkTransform.NetworkObjectId))
if (!NetworkTransformFixedUpdate.ContainsKey(networkObject.NetworkObjectId))
{
NetworkTransformFixedUpdate.Add(networkTransform.NetworkObjectId, networkTransform);
NetworkTransformFixedUpdate.Add(networkObject.NetworkObjectId, networkObject);
}
}
else
{
NetworkTransformFixedUpdate.Remove(networkTransform.NetworkObjectId);
NetworkTransformFixedUpdate.Remove(networkObject.NetworkObjectId);
}
}
#endif
@@ -289,11 +288,21 @@ namespace Unity.Netcode
#if COM_UNITY_MODULES_PHYSICS
case NetworkUpdateStage.FixedUpdate:
{
foreach (var networkTransformEntry in NetworkTransformFixedUpdate)
foreach (var networkObjectEntry in NetworkTransformFixedUpdate)
{
if (networkTransformEntry.Value.gameObject.activeInHierarchy && networkTransformEntry.Value.IsSpawned)
// if not active or not spawned then skip
if (!networkObjectEntry.Value.gameObject.activeInHierarchy || !networkObjectEntry.Value.IsSpawned)
{
networkTransformEntry.Value.OnFixedUpdate();
continue;
}
foreach (var networkTransformEntry in networkObjectEntry.Value.NetworkTransforms)
{
// only update if enabled
if (networkTransformEntry.enabled)
{
networkTransformEntry.OnFixedUpdate();
}
}
}
}
@@ -308,11 +317,21 @@ namespace Unity.Netcode
case NetworkUpdateStage.PreLateUpdate:
{
// Non-physics based non-authority NetworkTransforms update their states after all other components
foreach (var networkTransformEntry in NetworkTransformUpdate)
foreach (var networkObjectEntry in NetworkTransformUpdate)
{
if (networkTransformEntry.Value.gameObject.activeInHierarchy && networkTransformEntry.Value.IsSpawned)
// if not active or not spawned then skip
if (!networkObjectEntry.Value.gameObject.activeInHierarchy || !networkObjectEntry.Value.IsSpawned)
{
networkTransformEntry.Value.OnUpdate();
continue;
}
foreach (var networkTransformEntry in networkObjectEntry.Value.NetworkTransforms)
{
// only update if enabled
if (networkTransformEntry.enabled)
{
networkTransformEntry.OnUpdate();
}
}
}
}

View File

@@ -2359,7 +2359,7 @@ namespace Unity.Netcode
{
m_ChildNetworkBehaviours.Add(networkBehaviours[i]);
var type = networkBehaviours[i].GetType();
if (type.IsInstanceOfType(typeof(NetworkTransform)) || type.IsSubclassOf(typeof(NetworkTransform)))
if (type == typeof(NetworkTransform) || type.IsInstanceOfType(typeof(NetworkTransform)) || type.IsSubclassOf(typeof(NetworkTransform)))
{
if (NetworkTransforms == null)
{

View File

@@ -25,8 +25,6 @@ namespace Unity.Netcode
private const string k_Name = "NetworkVariableDeltaMessage";
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
// Worth either merging or more cleanly separating these codepaths.
public void Serialize(FastBufferWriter writer, int targetVersion)
{
if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
@@ -126,10 +124,6 @@ namespace Unity.Netcode
}
else
{
// DANGO-TODO:
// Complex types with custom type serialization (either registered custom types or INetworkSerializable implementations) will be problematic
// Non-complex types always provide a full state update per delta
// DANGO-TODO: Add NetworkListEvent<T>.EventType awareness to the cloud-state server
if (networkManager.DistributedAuthorityMode)
{
var size_marker = writer.Position;
@@ -167,8 +161,6 @@ namespace Unity.Netcode
return true;
}
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
// Worth either merging or more cleanly separating these codepaths.
public void Handle(ref NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;

View File

@@ -29,6 +29,12 @@ namespace Unity.Netcode
{
continue;
}
// The CMB-Service holds ID 0 and should not be added to the targets
if (clientId == NetworkManager.ServerClientId && m_NetworkManager.CMBServiceConnection)
{
continue;
}
m_GroupSendTarget.Add(clientId);
}
}
@@ -41,6 +47,12 @@ namespace Unity.Netcode
continue;
}
// The CMB-Service holds ID 0 and should not be added to the targets
if (clientId == NetworkManager.ServerClientId && m_NetworkManager.CMBServiceConnection)
{
continue;
}
if (clientId == m_NetworkManager.LocalClientId)
{
m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams);

View File

@@ -17,6 +17,11 @@ namespace Unity.Netcode
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
{
// If there are no targets then don't attempt to send anything.
if (TargetClientIds.Length == 0 && Ids.Count == 0)
{
return;
}
var proxyMessage = new ProxyMessage { Delivery = delivery, TargetClientIds = TargetClientIds.AsArray(), WrappedMessage = message };
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
var size =

View File

@@ -51,7 +51,6 @@ namespace Unity.Netcode
#pragma warning restore IDE0001
[Serializable]
[GenerateSerializationForGenericParameter(0)]
[GenerateSerializationForType(typeof(byte))]
public class AnticipatedNetworkVariable<T> : NetworkVariableBase
{
[SerializeField]

View File

@@ -393,7 +393,8 @@ namespace Unity.Netcode
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return;
}
m_List.Add(item);
@@ -414,7 +415,8 @@ namespace Unity.Netcode
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return;
}
m_List.Clear();
@@ -440,7 +442,8 @@ namespace Unity.Netcode
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return false;
}
int index = m_List.IndexOf(item);
@@ -475,7 +478,8 @@ namespace Unity.Netcode
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return;
}
if (index < m_List.Length)
@@ -520,6 +524,8 @@ namespace Unity.Netcode
HandleAddListEvent(listEvent);
}
/// <inheritdoc />
public T this[int index]
{
@@ -529,7 +535,8 @@ namespace Unity.Netcode
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return;
}
var previousValue = m_List[index];

View File

@@ -9,7 +9,6 @@ namespace Unity.Netcode
/// <typeparam name="T">the unmanaged type for <see cref="NetworkVariable{T}"/> </typeparam>
[Serializable]
[GenerateSerializationForGenericParameter(0)]
[GenerateSerializationForType(typeof(byte))]
public class NetworkVariable<T> : NetworkVariableBase
{
/// <summary>
@@ -95,27 +94,59 @@ namespace Unity.Netcode
/// <summary>
/// The value of the NetworkVariable container
/// </summary>
/// <remarks>
/// When assigning collections to <see cref="Value"/>, unless it is a completely new collection this will not
/// detect any deltas with most managed collection classes since assignment of one collection value to another
/// is actually just a reference to the collection itself. <br />
/// To detect deltas in a collection, you should invoke <see cref="CheckDirtyState"/> after making modifications to the collection.
/// </remarks>
public virtual T Value
{
get => m_InternalValue;
set
{
// Compare bitwise
if (NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref value))
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
{
LogWritePermissionError();
return;
}
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
// Compare the Value being applied to the current value
if (!NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref value))
{
throw new InvalidOperationException($"[Client-{m_NetworkManager.LocalClientId}][{m_NetworkBehaviour.name}][{Name}] Write permissions ({WritePerm}) for this client instance is not allowed!");
T previousValue = m_InternalValue;
m_InternalValue = value;
SetDirty(true);
m_IsDisposed = false;
OnValueChanged?.Invoke(previousValue, m_InternalValue);
}
Set(value);
m_IsDisposed = false;
}
}
/// <summary>
/// Invoke this method to check if a collection's items are dirty.
/// The default behavior is to exit early if the <see cref="NetworkVariable{T}"/> is already dirty.
/// </summary>
/// <param name="forceCheck"> when true, this check will force a full item collection check even if the NetworkVariable is already dirty</param>
/// <remarks>
/// 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 />
/// 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 />
/// </remarks>
public bool CheckDirtyState(bool forceCheck = false)
{
var isDirty = base.IsDirty();
// Compare the previous with the current if not dirty or forcing a check.
if ((!isDirty || forceCheck) && !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue))
{
SetDirty(true);
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
m_IsDisposed = false;
isDirty = true;
}
return isDirty;
}
internal ref T RefValue()
{
return ref m_InternalValue;
@@ -194,19 +225,6 @@ namespace Unity.Netcode
base.ResetDirty();
}
/// <summary>
/// Sets the <see cref="Value"/>, marks the <see cref="NetworkVariable{T}"/> dirty, and invokes the <see cref="OnValueChanged"/> callback
/// if there are subscribers to that event.
/// </summary>
/// <param name="value">the new value of type `T` to be set/></param>
private protected void Set(T value)
{
SetDirty(true);
T previousValue = m_InternalValue;
m_InternalValue = value;
OnValueChanged?.Invoke(previousValue, m_InternalValue);
}
/// <summary>
/// Writes the variable to the writer
/// </summary>
@@ -223,20 +241,22 @@ namespace Unity.Netcode
/// <param name="keepDirtyDelta">Whether or not the container should keep the dirty delta, or mark the delta as consumed</param>
public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
{
// In order to get managed collections to properly have a previous and current value, we have to
// duplicate the collection at this point before making any modifications to the current.
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);
// todo:
// keepDirtyDelta marks a variable received as dirty and causes the server to send the value to clients
// In a prefect world, whether a variable was A) modified locally or B) received and needs retransmit
// would be stored in different fields
T previousValue = m_InternalValue;
NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);
if (keepDirtyDelta)
{
SetDirty(true);
}
OnValueChanged?.Invoke(previousValue, m_InternalValue);
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
}
/// <inheritdoc />

View File

@@ -37,6 +37,16 @@ namespace Unity.Netcode
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!";
}
internal void LogWritePermissionError()
{
Debug.LogError(GetWritePermissionError());
}
private protected NetworkManager m_NetworkManager
{
get
@@ -254,6 +264,11 @@ namespace Unity.Netcode
/// <returns>Whether or not the client has permission to read</returns>
public bool CanClientRead(ulong clientId)
{
if (!m_NetworkBehaviour)
{
return false;
}
// When in distributed authority mode, everyone can read (but only the owner can write)
if (m_NetworkManager != null && m_NetworkManager.DistributedAuthorityMode)
{
@@ -276,6 +291,11 @@ namespace Unity.Netcode
/// <returns>Whether or not the client has permission to write</returns>
public bool CanClientWrite(ulong clientId)
{
if (!m_NetworkBehaviour)
{
return false;
}
switch (WritePerm)
{
default:

View File

@@ -458,7 +458,10 @@ namespace Unity.Netcode
duplicatedValue.Clear();
foreach (var item in value)
{
duplicatedValue.Add(item);
// This handles the nested list scenario List<List<T>>
T subValue = default;
NetworkVariableSerialization<T>.Duplicate(item, ref subValue);
duplicatedValue.Add(subValue);
}
}
}
@@ -548,6 +551,9 @@ namespace Unity.Netcode
duplicatedValue.Clear();
foreach (var item in value)
{
// Handles nested HashSets
T subValue = default;
NetworkVariableSerialization<T>.Duplicate(item, ref subValue);
duplicatedValue.Add(item);
}
}
@@ -641,7 +647,12 @@ namespace Unity.Netcode
duplicatedValue.Clear();
foreach (var item in value)
{
duplicatedValue.Add(item.Key, item.Value);
// Handles nested dictionaries
TKey subKey = default;
TVal subValue = default;
NetworkVariableSerialization<TKey>.Duplicate(item.Key, ref subKey);
NetworkVariableSerialization<TVal>.Duplicate(item.Value, ref subValue);
duplicatedValue.Add(subKey, subValue);
}
}
}
@@ -924,7 +935,7 @@ namespace Unity.Netcode
{
var val = value[i];
var prevVal = previousValue[i];
if (!NetworkVariableSerialization<byte>.AreEqual(ref val, ref prevVal))
if (val != prevVal)
{
++numChanges;
changes.Set(i);
@@ -949,19 +960,11 @@ namespace Unity.Netcode
BytePacker.WriteValuePacked(writer, value.Length);
writer.WriteValueSafe(changes);
var ptr = value.GetUnsafePtr();
var prevPtr = previousValue.GetUnsafePtr();
for (var i = 0; i < value.Length; ++i)
{
if (changes.IsSet(i))
{
if (i < previousValue.Length)
{
NetworkVariableSerialization<byte>.WriteDelta(writer, ref ptr[i], ref prevPtr[i]);
}
else
{
NetworkVariableSerialization<byte>.Write(writer, ref ptr[i]);
}
writer.WriteByteSafe(ptr[i]);
}
}
}