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:
@@ -498,9 +498,13 @@ namespace Unity.Netcode.Components
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/// <summary>
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/// Override this method and return false to switch to owner authoritative mode
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/// </summary>
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/// <remarks>
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/// When using a distributed authority network topology, this will default to
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/// owner authoritative.
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/// </remarks>
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protected virtual bool OnIsServerAuthoritative()
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{
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return true;
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return NetworkManager ? !NetworkManager.DistributedAuthorityMode : true;
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}
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// Animators only support up to 32 parameters
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@@ -851,7 +855,12 @@ namespace Unity.Netcode.Components
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stateChangeDetected = true;
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//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})");
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}
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else if (!tt.anyState && tt.fullPathHash != m_TransitionHash[layer])
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// 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
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// 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
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// state then we can handle this transition as a non-cross fade state transition between layers.
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// 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.
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else if (!tt.anyState && tt.fullPathHash != m_TransitionHash[layer] && (!m_DestinationStateToTransitioninfo.ContainsKey(layer) ||
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(m_DestinationStateToTransitioninfo.ContainsKey(layer) && m_DestinationStateToTransitioninfo[layer].ContainsKey(nt.fullPathHash))))
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{
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// first time in this transition for this layer
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m_TransitionHash[layer] = tt.fullPathHash;
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@@ -860,6 +869,10 @@ namespace Unity.Netcode.Components
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animState.CrossFade = false;
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animState.Transition = true;
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animState.NormalizedTime = tt.normalizedTime;
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if (m_DestinationStateToTransitioninfo.ContainsKey(layer) && m_DestinationStateToTransitioninfo[layer].ContainsKey(nt.fullPathHash))
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{
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animState.DestinationStateHash = nt.fullPathHash;
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}
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stateChangeDetected = true;
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//Debug.Log($"[Transition] TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) |SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
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}
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@@ -2960,7 +2960,10 @@ namespace Unity.Netcode.Components
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#else
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var forUpdate = true;
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#endif
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NetworkManager?.NetworkTransformRegistration(this, forUpdate, false);
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if (m_CachedNetworkObject != null)
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{
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NetworkManager?.NetworkTransformRegistration(m_CachedNetworkObject, forUpdate, false);
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}
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DeregisterForTickUpdate(this);
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CanCommitToTransform = false;
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}
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@@ -3069,7 +3072,7 @@ namespace Unity.Netcode.Components
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if (CanCommitToTransform)
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{
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// Make sure authority doesn't get added to updates (no need to do this on the authority side)
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m_CachedNetworkManager.NetworkTransformRegistration(this, forUpdate, false);
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m_CachedNetworkManager.NetworkTransformRegistration(NetworkObject, forUpdate, false);
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if (UseHalfFloatPrecision)
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{
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m_HalfPositionState = new NetworkDeltaPosition(currentPosition, m_CachedNetworkManager.ServerTime.Tick, math.bool3(SyncPositionX, SyncPositionY, SyncPositionZ));
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@@ -3090,7 +3093,7 @@ namespace Unity.Netcode.Components
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else
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{
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// Non-authority needs to be added to updates for interpolation and applying state purposes
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m_CachedNetworkManager.NetworkTransformRegistration(this, forUpdate, true);
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m_CachedNetworkManager.NetworkTransformRegistration(NetworkObject, forUpdate, true);
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// Remove this instance from the tick update
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DeregisterForTickUpdate(this);
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ResetInterpolatedStateToCurrentAuthoritativeState();
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@@ -806,7 +806,8 @@ namespace Unity.Netcode
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}
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/// <summary>
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/// Gets called when the local client gains ownership of this object.
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/// 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.
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/// <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>
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/// </summary>
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public virtual void OnGainedOwnership() { }
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@@ -834,7 +835,9 @@ namespace Unity.Netcode
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}
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/// <summary>
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/// Gets called when ownership of this object is lost.
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/// In client-server contexts, this method is invoked on the local client when it loses ownership of the associated <see cref="Netcode.NetworkObject"/>
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/// and on the server when any client loses ownership.
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/// <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>
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/// </summary>
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public virtual void OnLostOwnership() { }
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@@ -1138,7 +1141,7 @@ namespace Unity.Netcode
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// Distributed Authority: All clients have read permissions, always try to write the value.
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if (NetworkVariableFields[j].CanClientRead(targetClientId))
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{
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// Write additional NetworkVariable information when length safety is enabled or when in distributed authority mode
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// Write additional NetworkVariable information when length safety is enabled or when in distributed authority mode
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if (ensureLengthSafety || distributedAuthority)
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{
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// Write the type being serialized for distributed authority (only for comb-server)
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@@ -8,7 +8,6 @@ using UnityEditor;
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#endif
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using UnityEngine.SceneManagement;
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using Debug = UnityEngine.Debug;
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using Unity.Netcode.Components;
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namespace Unity.Netcode
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{
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@@ -215,25 +214,25 @@ namespace Unity.Netcode
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}
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}
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internal Dictionary<ulong, NetworkTransform> NetworkTransformUpdate = new Dictionary<ulong, NetworkTransform>();
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internal Dictionary<ulong, NetworkObject> NetworkTransformUpdate = new Dictionary<ulong, NetworkObject>();
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#if COM_UNITY_MODULES_PHYSICS
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internal Dictionary<ulong, NetworkTransform> NetworkTransformFixedUpdate = new Dictionary<ulong, NetworkTransform>();
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internal Dictionary<ulong, NetworkObject> NetworkTransformFixedUpdate = new Dictionary<ulong, NetworkObject>();
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#endif
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internal void NetworkTransformRegistration(NetworkTransform networkTransform, bool forUpdate = true, bool register = true)
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internal void NetworkTransformRegistration(NetworkObject networkObject, bool onUpdate = true, bool register = true)
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{
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if (forUpdate)
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if (onUpdate)
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{
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if (register)
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{
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if (!NetworkTransformUpdate.ContainsKey(networkTransform.NetworkObjectId))
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if (!NetworkTransformUpdate.ContainsKey(networkObject.NetworkObjectId))
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{
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NetworkTransformUpdate.Add(networkTransform.NetworkObjectId, networkTransform);
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NetworkTransformUpdate.Add(networkObject.NetworkObjectId, networkObject);
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}
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}
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else
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{
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NetworkTransformUpdate.Remove(networkTransform.NetworkObjectId);
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NetworkTransformUpdate.Remove(networkObject.NetworkObjectId);
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}
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}
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#if COM_UNITY_MODULES_PHYSICS
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@@ -241,14 +240,14 @@ namespace Unity.Netcode
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{
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if (register)
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{
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if (!NetworkTransformFixedUpdate.ContainsKey(networkTransform.NetworkObjectId))
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if (!NetworkTransformFixedUpdate.ContainsKey(networkObject.NetworkObjectId))
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{
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NetworkTransformFixedUpdate.Add(networkTransform.NetworkObjectId, networkTransform);
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NetworkTransformFixedUpdate.Add(networkObject.NetworkObjectId, networkObject);
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}
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}
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else
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{
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NetworkTransformFixedUpdate.Remove(networkTransform.NetworkObjectId);
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NetworkTransformFixedUpdate.Remove(networkObject.NetworkObjectId);
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}
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}
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#endif
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@@ -289,11 +288,21 @@ namespace Unity.Netcode
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#if COM_UNITY_MODULES_PHYSICS
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case NetworkUpdateStage.FixedUpdate:
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{
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foreach (var networkTransformEntry in NetworkTransformFixedUpdate)
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foreach (var networkObjectEntry in NetworkTransformFixedUpdate)
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{
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if (networkTransformEntry.Value.gameObject.activeInHierarchy && networkTransformEntry.Value.IsSpawned)
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// if not active or not spawned then skip
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if (!networkObjectEntry.Value.gameObject.activeInHierarchy || !networkObjectEntry.Value.IsSpawned)
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{
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networkTransformEntry.Value.OnFixedUpdate();
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continue;
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}
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foreach (var networkTransformEntry in networkObjectEntry.Value.NetworkTransforms)
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{
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// only update if enabled
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if (networkTransformEntry.enabled)
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{
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networkTransformEntry.OnFixedUpdate();
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}
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}
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}
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}
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@@ -308,11 +317,21 @@ namespace Unity.Netcode
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case NetworkUpdateStage.PreLateUpdate:
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{
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// Non-physics based non-authority NetworkTransforms update their states after all other components
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foreach (var networkTransformEntry in NetworkTransformUpdate)
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foreach (var networkObjectEntry in NetworkTransformUpdate)
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{
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if (networkTransformEntry.Value.gameObject.activeInHierarchy && networkTransformEntry.Value.IsSpawned)
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// if not active or not spawned then skip
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if (!networkObjectEntry.Value.gameObject.activeInHierarchy || !networkObjectEntry.Value.IsSpawned)
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{
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networkTransformEntry.Value.OnUpdate();
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continue;
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}
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foreach (var networkTransformEntry in networkObjectEntry.Value.NetworkTransforms)
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{
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// only update if enabled
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if (networkTransformEntry.enabled)
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{
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networkTransformEntry.OnUpdate();
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}
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}
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}
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}
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@@ -2359,7 +2359,7 @@ namespace Unity.Netcode
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{
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m_ChildNetworkBehaviours.Add(networkBehaviours[i]);
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var type = networkBehaviours[i].GetType();
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if (type.IsInstanceOfType(typeof(NetworkTransform)) || type.IsSubclassOf(typeof(NetworkTransform)))
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if (type == typeof(NetworkTransform) || type.IsInstanceOfType(typeof(NetworkTransform)) || type.IsSubclassOf(typeof(NetworkTransform)))
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{
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if (NetworkTransforms == null)
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{
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@@ -25,8 +25,6 @@ namespace Unity.Netcode
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private const string k_Name = "NetworkVariableDeltaMessage";
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// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
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// Worth either merging or more cleanly separating these codepaths.
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
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@@ -126,10 +124,6 @@ namespace Unity.Netcode
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}
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else
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{
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// DANGO-TODO:
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// Complex types with custom type serialization (either registered custom types or INetworkSerializable implementations) will be problematic
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// Non-complex types always provide a full state update per delta
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// DANGO-TODO: Add NetworkListEvent<T>.EventType awareness to the cloud-state server
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if (networkManager.DistributedAuthorityMode)
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{
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var size_marker = writer.Position;
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@@ -167,8 +161,6 @@ namespace Unity.Netcode
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return true;
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}
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// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
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// Worth either merging or more cleanly separating these codepaths.
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public void Handle(ref NetworkContext context)
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{
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var networkManager = (NetworkManager)context.SystemOwner;
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@@ -29,6 +29,12 @@ namespace Unity.Netcode
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{
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continue;
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}
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// The CMB-Service holds ID 0 and should not be added to the targets
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if (clientId == NetworkManager.ServerClientId && m_NetworkManager.CMBServiceConnection)
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{
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continue;
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}
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m_GroupSendTarget.Add(clientId);
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}
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}
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@@ -41,6 +47,12 @@ namespace Unity.Netcode
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continue;
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}
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// The CMB-Service holds ID 0 and should not be added to the targets
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if (clientId == NetworkManager.ServerClientId && m_NetworkManager.CMBServiceConnection)
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{
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continue;
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}
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if (clientId == m_NetworkManager.LocalClientId)
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{
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m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
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@@ -17,6 +17,11 @@ namespace Unity.Netcode
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internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
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{
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// If there are no targets then don't attempt to send anything.
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if (TargetClientIds.Length == 0 && Ids.Count == 0)
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{
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return;
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}
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var proxyMessage = new ProxyMessage { Delivery = delivery, TargetClientIds = TargetClientIds.AsArray(), WrappedMessage = message };
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#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
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var size =
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@@ -51,7 +51,6 @@ namespace Unity.Netcode
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#pragma warning restore IDE0001
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[Serializable]
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[GenerateSerializationForGenericParameter(0)]
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[GenerateSerializationForType(typeof(byte))]
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public class AnticipatedNetworkVariable<T> : NetworkVariableBase
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{
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[SerializeField]
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@@ -393,7 +393,8 @@ namespace Unity.Netcode
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// check write permissions
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if (!CanClientWrite(m_NetworkManager.LocalClientId))
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{
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throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
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LogWritePermissionError();
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return;
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}
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m_List.Add(item);
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@@ -414,7 +415,8 @@ namespace Unity.Netcode
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// check write permissions
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if (!CanClientWrite(m_NetworkManager.LocalClientId))
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{
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throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
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LogWritePermissionError();
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return;
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}
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m_List.Clear();
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@@ -440,7 +442,8 @@ namespace Unity.Netcode
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// check write permissions
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if (!CanClientWrite(m_NetworkManager.LocalClientId))
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{
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throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
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LogWritePermissionError();
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return false;
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}
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int index = m_List.IndexOf(item);
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@@ -475,7 +478,8 @@ namespace Unity.Netcode
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// check write permissions
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if (!CanClientWrite(m_NetworkManager.LocalClientId))
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{
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throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
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LogWritePermissionError();
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return;
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}
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if (index < m_List.Length)
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@@ -520,6 +524,8 @@ namespace Unity.Netcode
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HandleAddListEvent(listEvent);
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}
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|
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/// <inheritdoc />
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public T this[int index]
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{
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@@ -529,7 +535,8 @@ namespace Unity.Netcode
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// check write permissions
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if (!CanClientWrite(m_NetworkManager.LocalClientId))
|
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{
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throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
|
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LogWritePermissionError();
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return;
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}
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var previousValue = m_List[index];
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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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{
|
||||
/// <summary>
|
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@@ -95,27 +94,59 @@ 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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// Compare bitwise
|
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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 />
|
||||
|
||||
@@ -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:
|
||||
|
||||
@@ -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]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user