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Unity Technologies 8fe07bbad2 com.unity.netcode.gameobjects@2.2.0
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).

## [2.2.0] - 2024-12-12

### Added

- Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175)
- Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130)
- Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113)

### Fixed

- Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177)
- Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162)
- Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160)
- Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160)
- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
- Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147)
- Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133)
- Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133)
- Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122)
- Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`.  (#3113)
- Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111)
- Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110)
- Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108)

### Changed

- In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175)
- Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode.
- The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
2024-12-12 00:00:00 +00:00

690 lines
23 KiB
C#

using System;
using System.Collections.Generic;
using Unity.Collections;
namespace Unity.Netcode
{
/// <summary>
/// Event based NetworkVariable container for syncing Lists
/// </summary>
/// <typeparam name="T">The type for the list</typeparam>
[GenerateSerializationForGenericParameter(0)]
public class NetworkList<T> : NetworkVariableBase where T : unmanaged, IEquatable<T>
{
private NativeList<T> m_List = new NativeList<T>(64, Allocator.Persistent);
private NativeList<NetworkListEvent<T>> m_DirtyEvents = new NativeList<NetworkListEvent<T>>(64, Allocator.Persistent);
/// <summary>
/// Delegate type for list changed event
/// </summary>
/// <param name="changeEvent">Struct containing information about the change event</param>
public delegate void OnListChangedDelegate(NetworkListEvent<T> changeEvent);
/// <summary>
/// The callback to be invoked when the list gets changed
/// </summary>
public event OnListChangedDelegate OnListChanged;
/// <summary>
/// Constructor method for <see cref="NetworkList"/>
/// </summary>
public NetworkList() { }
/// <inheritdoc/>
/// <param name="values"></param>
/// <param name="readPerm"></param>
/// <param name="writePerm"></param>
public NetworkList(IEnumerable<T> values = default,
NetworkVariableReadPermission readPerm = DefaultReadPerm,
NetworkVariableWritePermission writePerm = DefaultWritePerm)
: base(readPerm, writePerm)
{
// allow null IEnumerable<T> to mean "no values"
if (values != null)
{
foreach (var value in values)
{
m_List.Add(value);
}
}
}
~NetworkList()
{
Dispose();
}
/// <inheritdoc />
public override void ResetDirty()
{
base.ResetDirty();
if (m_DirtyEvents.Length > 0)
{
m_DirtyEvents.Clear();
}
}
/// <inheritdoc />
public override bool IsDirty()
{
// we call the base class to allow the SetDirty() mechanism to work
return base.IsDirty() || m_DirtyEvents.Length > 0;
}
internal void MarkNetworkObjectDirty()
{
MarkNetworkBehaviourDirty();
}
/// <inheritdoc />
public override void WriteDelta(FastBufferWriter writer)
{
if (base.IsDirty())
{
writer.WriteValueSafe((ushort)1);
writer.WriteValueSafe(NetworkListEvent<T>.EventType.Full);
WriteField(writer);
return;
}
writer.WriteValueSafe((ushort)m_DirtyEvents.Length);
for (int i = 0; i < m_DirtyEvents.Length; i++)
{
var element = m_DirtyEvents.ElementAt(i);
writer.WriteValueSafe(element.Type);
switch (element.Type)
{
case NetworkListEvent<T>.EventType.Add:
{
NetworkVariableSerialization<T>.Serializer.Write(writer, ref element.Value);
}
break;
case NetworkListEvent<T>.EventType.Insert:
{
BytePacker.WriteValueBitPacked(writer, element.Index);
NetworkVariableSerialization<T>.Serializer.Write(writer, ref element.Value);
}
break;
case NetworkListEvent<T>.EventType.Remove:
{
NetworkVariableSerialization<T>.Serializer.Write(writer, ref element.Value);
}
break;
case NetworkListEvent<T>.EventType.RemoveAt:
{
BytePacker.WriteValueBitPacked(writer, element.Index);
}
break;
case NetworkListEvent<T>.EventType.Value:
{
BytePacker.WriteValueBitPacked(writer, element.Index);
NetworkVariableSerialization<T>.Serializer.Write(writer, ref element.Value);
}
break;
case NetworkListEvent<T>.EventType.Clear:
{
//Nothing has to be written
}
break;
}
}
}
/// <inheritdoc />
public override void WriteField(FastBufferWriter writer)
{
writer.WriteValueSafe((ushort)m_List.Length);
for (int i = 0; i < m_List.Length; i++)
{
NetworkVariableSerialization<T>.Serializer.Write(writer, ref m_List.ElementAt(i));
}
}
/// <inheritdoc />
public override void ReadField(FastBufferReader reader)
{
m_List.Clear();
reader.ReadValueSafe(out ushort count);
for (int i = 0; i < count; i++)
{
var value = new T();
NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
m_List.Add(value);
}
}
/// <inheritdoc />
public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
{
/// This is only invoked by <see cref="NetworkVariableDeltaMessage"/> and the only time
/// keepDirtyDelta is set is when it is the server processing. To be able to handle previous
/// versions, we use IsServer to keep the dirty states received and the keepDirtyDelta to
/// actually mark this as dirty and add it to the list of <see cref="NetworkObject"/>s to
/// be updated. With the forwarding of deltas being handled by <see cref="NetworkVariableDeltaMessage"/>,
/// once all clients have been forwarded the dirty events, we clear them by invoking <see cref="PostDeltaRead"/>.
var isServer = m_NetworkManager.IsServer;
reader.ReadValueSafe(out ushort deltaCount);
for (int i = 0; i < deltaCount; i++)
{
reader.ReadValueSafe(out NetworkListEvent<T>.EventType eventType);
switch (eventType)
{
case NetworkListEvent<T>.EventType.Add:
{
var value = new T();
NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
m_List.Add(value);
if (OnListChanged != null)
{
OnListChanged(new NetworkListEvent<T>
{
Type = eventType,
Index = m_List.Length - 1,
Value = m_List[m_List.Length - 1]
});
}
if (isServer)
{
m_DirtyEvents.Add(new NetworkListEvent<T>()
{
Type = eventType,
Index = m_List.Length - 1,
Value = m_List[m_List.Length - 1]
});
// Preserve the legacy way of handling this
if (keepDirtyDelta)
{
MarkNetworkObjectDirty();
}
}
}
break;
case NetworkListEvent<T>.EventType.Insert:
{
ByteUnpacker.ReadValueBitPacked(reader, out int index);
var value = new T();
NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
if (index < m_List.Length)
{
m_List.InsertRangeWithBeginEnd(index, index + 1);
m_List[index] = value;
}
else
{
m_List.Add(value);
}
if (OnListChanged != null)
{
OnListChanged(new NetworkListEvent<T>
{
Type = eventType,
Index = index,
Value = m_List[index]
});
}
if (isServer)
{
m_DirtyEvents.Add(new NetworkListEvent<T>()
{
Type = eventType,
Index = index,
Value = m_List[index]
});
// Preserve the legacy way of handling this
if (keepDirtyDelta)
{
MarkNetworkObjectDirty();
}
}
}
break;
case NetworkListEvent<T>.EventType.Remove:
{
var value = new T();
NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
int index = m_List.IndexOf(value);
if (index == -1)
{
break;
}
m_List.RemoveAt(index);
if (OnListChanged != null)
{
OnListChanged(new NetworkListEvent<T>
{
Type = eventType,
Index = index,
Value = value
});
}
if (isServer)
{
m_DirtyEvents.Add(new NetworkListEvent<T>()
{
Type = eventType,
Index = index,
Value = value
});
// Preserve the legacy way of handling this
if (keepDirtyDelta)
{
MarkNetworkObjectDirty();
}
}
}
break;
case NetworkListEvent<T>.EventType.RemoveAt:
{
ByteUnpacker.ReadValueBitPacked(reader, out int index);
T value = m_List[index];
m_List.RemoveAt(index);
if (OnListChanged != null)
{
OnListChanged(new NetworkListEvent<T>
{
Type = eventType,
Index = index,
Value = value
});
}
if (isServer)
{
m_DirtyEvents.Add(new NetworkListEvent<T>()
{
Type = eventType,
Index = index,
Value = value
});
// Preserve the legacy way of handling this
if (keepDirtyDelta)
{
MarkNetworkObjectDirty();
}
}
}
break;
case NetworkListEvent<T>.EventType.Value:
{
ByteUnpacker.ReadValueBitPacked(reader, out int index);
var value = new T();
NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
if (index >= m_List.Length)
{
throw new Exception("Shouldn't be here, index is higher than list length");
}
var previousValue = m_List[index];
m_List[index] = value;
if (OnListChanged != null)
{
OnListChanged(new NetworkListEvent<T>
{
Type = eventType,
Index = index,
Value = value,
PreviousValue = previousValue
});
}
if (isServer)
{
m_DirtyEvents.Add(new NetworkListEvent<T>()
{
Type = eventType,
Index = index,
Value = value,
PreviousValue = previousValue
});
// Preserve the legacy way of handling this
if (keepDirtyDelta)
{
MarkNetworkObjectDirty();
}
}
}
break;
case NetworkListEvent<T>.EventType.Clear:
{
//Read nothing
m_List.Clear();
if (OnListChanged != null)
{
OnListChanged(new NetworkListEvent<T>
{
Type = eventType,
});
}
if (isServer)
{
m_DirtyEvents.Add(new NetworkListEvent<T>()
{
Type = eventType
});
// Preserve the legacy way of handling this
if (keepDirtyDelta)
{
MarkNetworkObjectDirty();
}
}
}
break;
case NetworkListEvent<T>.EventType.Full:
{
ReadField(reader);
ResetDirty();
}
break;
}
}
}
/// <inheritdoc />
/// <remarks>
/// For NetworkList, we just need to reset dirty if a server has read deltas
/// </remarks>
internal override void PostDeltaRead()
{
if (m_NetworkManager.IsServer)
{
ResetDirty();
}
}
/// <inheritdoc />
public IEnumerator<T> GetEnumerator()
{
return m_List.GetEnumerator();
}
/// <inheritdoc />
public void Add(T item)
{
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
{
LogWritePermissionError();
return;
}
m_List.Add(item);
var listEvent = new NetworkListEvent<T>()
{
Type = NetworkListEvent<T>.EventType.Add,
Value = item,
Index = m_List.Length - 1
};
HandleAddListEvent(listEvent);
}
/// <inheritdoc />
public void Clear()
{
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
{
LogWritePermissionError();
return;
}
m_List.Clear();
var listEvent = new NetworkListEvent<T>()
{
Type = NetworkListEvent<T>.EventType.Clear
};
HandleAddListEvent(listEvent);
}
/// <inheritdoc />
public bool Contains(T item)
{
int index = m_List.IndexOf(item);
return index != -1;
}
/// <inheritdoc />
public bool Remove(T item)
{
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
{
LogWritePermissionError();
return false;
}
int index = m_List.IndexOf(item);
if (index == -1)
{
return false;
}
m_List.RemoveAt(index);
var listEvent = new NetworkListEvent<T>()
{
Type = NetworkListEvent<T>.EventType.Remove,
Value = item
};
HandleAddListEvent(listEvent);
return true;
}
/// <inheritdoc />
public int Count => m_List.Length;
/// <inheritdoc />
public int IndexOf(T item)
{
return m_List.IndexOf(item);
}
/// <inheritdoc />
public void Insert(int index, T item)
{
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
{
LogWritePermissionError();
return;
}
if (index < m_List.Length)
{
m_List.InsertRangeWithBeginEnd(index, index + 1);
m_List[index] = item;
}
else
{
m_List.Add(item);
}
var listEvent = new NetworkListEvent<T>()
{
Type = NetworkListEvent<T>.EventType.Insert,
Index = index,
Value = item
};
HandleAddListEvent(listEvent);
}
/// <inheritdoc />
public void RemoveAt(int index)
{
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
}
var value = m_List[index];
m_List.RemoveAt(index);
var listEvent = new NetworkListEvent<T>()
{
Type = NetworkListEvent<T>.EventType.RemoveAt,
Index = index,
Value = value
};
HandleAddListEvent(listEvent);
}
/// <inheritdoc />
public T this[int index]
{
get => m_List[index];
set
{
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
{
LogWritePermissionError();
return;
}
var previousValue = m_List[index];
m_List[index] = value;
var listEvent = new NetworkListEvent<T>()
{
Type = NetworkListEvent<T>.EventType.Value,
Index = index,
Value = value,
PreviousValue = previousValue
};
HandleAddListEvent(listEvent);
}
}
private void HandleAddListEvent(NetworkListEvent<T> listEvent)
{
m_DirtyEvents.Add(listEvent);
MarkNetworkObjectDirty();
OnListChanged?.Invoke(listEvent);
}
/// <summary>
/// This is actually unused left-over from a previous interface
/// </summary>
public int LastModifiedTick
{
get
{
// todo: implement proper network tick for NetworkList
return NetworkTickSystem.NoTick;
}
}
/// <summary>
/// Overridden <see cref="IDisposable"/> implementation.
/// CAUTION: If you derive from this class and override the <see cref="Dispose"/> method,
/// you **must** always invoke the base.Dispose() method!
/// </summary>
public override void Dispose()
{
if (m_List.IsCreated)
{
m_List.Dispose();
}
if (m_DirtyEvents.IsCreated)
{
m_DirtyEvents.Dispose();
}
base.Dispose();
}
}
/// <summary>
/// Struct containing event information about changes to a NetworkList.
/// </summary>
/// <typeparam name="T">The type for the list that the event is about</typeparam>
public struct NetworkListEvent<T>
{
/// <summary>
/// Enum representing the different operations available for triggering an event.
/// </summary>
public enum EventType : byte
{
/// <summary>
/// Add
/// </summary>
Add,
/// <summary>
/// Insert
/// </summary>
Insert,
/// <summary>
/// Remove
/// </summary>
Remove,
/// <summary>
/// Remove at
/// </summary>
RemoveAt,
/// <summary>
/// Value changed
/// </summary>
Value,
/// <summary>
/// Clear
/// </summary>
Clear,
/// <summary>
/// Full list refresh
/// </summary>
Full
}
/// <summary>
/// Enum representing the operation made to the list.
/// </summary>
public EventType Type;
/// <summary>
/// The value changed, added or removed if available.
/// </summary>
public T Value;
/// <summary>
/// The previous value when "Value" has changed, if available.
/// </summary>
public T PreviousValue;
/// <summary>
/// the index changed, added or removed if available
/// </summary>
public int Index;
}
}