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)
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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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