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:
@@ -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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/// <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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{
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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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{
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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_NetworkManager && !CanClientWrite(m_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-{m_NetworkManager.LocalClientId}][{m_NetworkBehaviour.name}][{Name}] Write permissions ({WritePerm}) for this client instance is not allowed!");
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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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@@ -194,19 +225,6 @@ namespace Unity.Netcode
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base.ResetDirty();
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}
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/// <summary>
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/// Sets the <see cref="Value"/>, marks the <see cref="NetworkVariable{T}"/> dirty, and invokes the <see cref="OnValueChanged"/> callback
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/// if there are subscribers to that event.
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/// </summary>
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/// <param name="value">the new value of type `T` to be set/></param>
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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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}
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/// <summary>
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/// Writes the variable to the writer
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/// </summary>
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@@ -223,20 +241,22 @@ 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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@@ -37,6 +37,16 @@ namespace Unity.Netcode
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internal virtual NetworkVariableType Type => NetworkVariableType.Unknown;
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internal string GetWritePermissionError()
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{
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return $"|Client-{m_NetworkManager.LocalClientId}|{m_NetworkBehaviour.name}|{Name}| Write permissions ({WritePerm}) for this client instance is not allowed!";
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}
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internal void LogWritePermissionError()
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{
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Debug.LogError(GetWritePermissionError());
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}
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private protected NetworkManager m_NetworkManager
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{
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get
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@@ -254,6 +264,11 @@ namespace Unity.Netcode
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/// <returns>Whether or not the client has permission to read</returns>
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public bool CanClientRead(ulong clientId)
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{
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if (!m_NetworkBehaviour)
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{
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return false;
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}
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// When in distributed authority mode, everyone can read (but only the owner can write)
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if (m_NetworkManager != null && m_NetworkManager.DistributedAuthorityMode)
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{
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@@ -276,6 +291,11 @@ namespace Unity.Netcode
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/// <returns>Whether or not the client has permission to write</returns>
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public bool CanClientWrite(ulong clientId)
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{
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if (!m_NetworkBehaviour)
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{
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return false;
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}
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switch (WritePerm)
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{
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default:
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@@ -458,7 +458,10 @@ namespace Unity.Netcode
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duplicatedValue.Clear();
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foreach (var item in value)
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{
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duplicatedValue.Add(item);
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// This handles the nested list scenario List<List<T>>
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T subValue = default;
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NetworkVariableSerialization<T>.Duplicate(item, ref subValue);
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duplicatedValue.Add(subValue);
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}
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}
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}
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@@ -548,6 +551,9 @@ namespace Unity.Netcode
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duplicatedValue.Clear();
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foreach (var item in value)
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{
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// Handles nested HashSets
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T subValue = default;
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NetworkVariableSerialization<T>.Duplicate(item, ref subValue);
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duplicatedValue.Add(item);
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}
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}
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@@ -641,7 +647,12 @@ namespace Unity.Netcode
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duplicatedValue.Clear();
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foreach (var item in value)
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{
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duplicatedValue.Add(item.Key, item.Value);
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// Handles nested dictionaries
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TKey subKey = default;
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TVal subValue = default;
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NetworkVariableSerialization<TKey>.Duplicate(item.Key, ref subKey);
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NetworkVariableSerialization<TVal>.Duplicate(item.Value, ref subValue);
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duplicatedValue.Add(subKey, subValue);
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}
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}
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}
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@@ -924,7 +935,7 @@ namespace Unity.Netcode
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{
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var val = value[i];
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var prevVal = previousValue[i];
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if (!NetworkVariableSerialization<byte>.AreEqual(ref val, ref prevVal))
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if (val != prevVal)
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{
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++numChanges;
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changes.Set(i);
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@@ -949,19 +960,11 @@ namespace Unity.Netcode
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BytePacker.WriteValuePacked(writer, value.Length);
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writer.WriteValueSafe(changes);
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var ptr = value.GetUnsafePtr();
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var prevPtr = previousValue.GetUnsafePtr();
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for (var i = 0; i < value.Length; ++i)
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{
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if (changes.IsSet(i))
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{
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if (i < previousValue.Length)
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{
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NetworkVariableSerialization<byte>.WriteDelta(writer, ref ptr[i], ref prevPtr[i]);
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}
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else
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{
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NetworkVariableSerialization<byte>.Write(writer, ref ptr[i]);
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}
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writer.WriteByteSafe(ptr[i]);
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}
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}
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}
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