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com.unity.netcode.gameobjects/Runtime/Serialization/NetworkBehaviourReference.cs
Unity Technologies c813386c5c com.unity.netcode.gameobjects@2.0.0-pre.2
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.2] - 2024-06-17

### Added

- Added `AnticipatedNetworkVariable<T>`, which adds support for client anticipation of `NetworkVariable` values, allowing for more responsive gameplay. (#2957)
- Added `AnticipatedNetworkTransform`, which adds support for client anticipation of NetworkTransforms. (#2957)
- Added `NetworkVariableBase.ExceedsDirtinessThreshold` to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in `NetworkVariable<T>` with the callback `NetworkVariable<T>.CheckExceedsDirtinessThreshold`). (#2957)
- Added `NetworkVariableUpdateTraits`, which add additional throttling support: `MinSecondsBetweenUpdates` will prevent the `NetworkVariable` from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while `MaxSecondsBetweenUpdates` will force a dirty `NetworkVariable` to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2957)
- Added virtual method `NetworkVariableBase.OnInitialize` which can be used by `NetworkVariable` subclasses to add initialization code. (#2957)
- Added `NetworkTime.TickWithPartial`, which represents the current tick as a double that includes the fractional/partial tick value. (#2957)
- Added `NetworkTickSystem.AnticipationTick`, which can be helpful with implementation of client anticipation. This value represents the tick the current local client was at at the beginning of the most recent network round trip, which enables it to correlate server update ticks with the client tick that may have triggered them. (#2957)
- Added event `NetworkManager.OnSessionOwnerPromoted` that is invoked when a new session owner promotion occurs. (#2948)
- Added `NetworkRigidBodyBase.GetLinearVelocity` and `NetworkRigidBodyBase.SetLinearVelocity` convenience/helper methods. (#2948)
- Added `NetworkRigidBodyBase.GetAngularVelocity` and `NetworkRigidBodyBase.SetAngularVelocity` convenience/helper methods. (#2948)

### Fixed

- Fixed issue when `NetworkTransform` half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948)
- Fixed issue where `OnClientConnected` not being invoked on the session owner when connecting to a new distributed authority session. (#2948)
- Fixed issue where Rigidbody micro-motion (i.e. relatively small velocities) would result in non-authority instances slightly stuttering as the body would come to a rest (i.e. no motion). Now, the threshold value can increase at higher velocities and can decrease slightly below the provided threshold to account for this. (#2948)

### Changed

- Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2957)
- Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2957)
- Changed the client's owned objects is now returned (`NetworkClient` and `NetworkSpawnManager`) as an array as opposed to a list for performance purposes. (#2948)
- Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948)
- Changed `NetworkTransformEditor.OnEnable` to a virtual method to be able to customize a `NetworkTransform` derived class by creating a derived editor control from `NetworkTransformEditor`. (#2948)
2024-06-17 00:00:00 +00:00

123 lines
6.2 KiB
C#

using System;
using System.Runtime.CompilerServices;
namespace Unity.Netcode
{
/// <summary>
/// A helper struct for serializing <see cref="NetworkBehaviour"/>s over the network. Can be used in RPCs and <see cref="NetworkVariable{T}"/>.
/// Note: network ids get recycled by the NetworkManager after a while. So a reference pointing to
/// </summary>
public struct NetworkBehaviourReference : INetworkSerializable, IEquatable<NetworkBehaviourReference>
{
private NetworkObjectReference m_NetworkObjectReference;
private ushort m_NetworkBehaviourId;
private static ushort s_NullId = ushort.MaxValue;
/// <summary>
/// Creates a new instance of the <see cref="NetworkBehaviourReference{T}"/> struct.
/// </summary>
/// <param name="networkBehaviour">The <see cref="NetworkBehaviour"/> to reference.</param>
/// <exception cref="ArgumentException"></exception>
public NetworkBehaviourReference(NetworkBehaviour networkBehaviour)
{
if (networkBehaviour == null)
{
m_NetworkObjectReference = new NetworkObjectReference((NetworkObject)null);
m_NetworkBehaviourId = s_NullId;
return;
}
if (networkBehaviour.NetworkObject == null)
{
throw new ArgumentException($"Cannot create {nameof(NetworkBehaviourReference)} from {nameof(NetworkBehaviour)} without a {nameof(NetworkObject)}.");
}
m_NetworkObjectReference = networkBehaviour.NetworkObject;
m_NetworkBehaviourId = networkBehaviour.NetworkBehaviourId;
}
/// <summary>
/// Tries to get the <see cref="NetworkBehaviour"/> referenced by this reference.
/// </summary>
/// <param name="networkBehaviour">The <see cref="NetworkBehaviour"/> which was found. Null if the corresponding <see cref="NetworkObject"/> was not found.</param>
/// <param name="networkManager">The networkmanager. Uses <see cref="NetworkManager.Singleton"/> to resolve if null.</param>
/// <returns>True if the <see cref="NetworkBehaviour"/> was found; False if the <see cref="NetworkBehaviour"/> was not found. This can happen if the corresponding <see cref="NetworkObject"/> has not been spawned yet. you can try getting the reference at a later point in time.</returns>
public bool TryGet(out NetworkBehaviour networkBehaviour, NetworkManager networkManager = null)
{
networkBehaviour = GetInternal(this, networkManager);
return networkBehaviour != null;
}
/// <summary>
/// Tries to get the <see cref="NetworkBehaviour"/> referenced by this reference.
/// </summary>
/// <param name="networkBehaviour">The <see cref="NetworkBehaviour"/> which was found. Null if the corresponding <see cref="NetworkObject"/> was not found.</param>
/// <param name="networkManager">The networkmanager. Uses <see cref="NetworkManager.Singleton"/> to resolve if null.</param>
/// <typeparam name="T">The type of the networkBehaviour for convenience.</typeparam>
/// <returns>True if the <see cref="NetworkBehaviour"/> was found; False if the <see cref="NetworkBehaviour"/> was not found. This can happen if the corresponding <see cref="NetworkObject"/> has not been spawned yet. you can try getting the reference at a later point in time.</returns>
public bool TryGet<T>(out T networkBehaviour, NetworkManager networkManager = null) where T : NetworkBehaviour
{
networkBehaviour = GetInternal(this, networkManager) as T;
return networkBehaviour != null;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static NetworkBehaviour GetInternal(NetworkBehaviourReference networkBehaviourRef, NetworkManager networkManager = null)
{
if (networkBehaviourRef.m_NetworkBehaviourId == s_NullId)
{
return null;
}
if (networkBehaviourRef.m_NetworkObjectReference.TryGet(out NetworkObject networkObject, networkManager))
{
return networkObject.GetNetworkBehaviourAtOrderIndex(networkBehaviourRef.m_NetworkBehaviourId);
}
return null;
}
/// <inheritdoc/>
public bool Equals(NetworkBehaviourReference other)
{
return m_NetworkObjectReference.Equals(other.m_NetworkObjectReference) && m_NetworkBehaviourId == other.m_NetworkBehaviourId;
}
/// <inheritdoc/>
public override bool Equals(object obj)
{
return obj is NetworkBehaviourReference other && Equals(other);
}
/// <inheritdoc/>
public override int GetHashCode()
{
unchecked
{
return (m_NetworkObjectReference.GetHashCode() * 397) ^ m_NetworkBehaviourId.GetHashCode();
}
}
/// <inheritdoc/>
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
m_NetworkObjectReference.NetworkSerialize(serializer);
serializer.SerializeValue(ref m_NetworkBehaviourId);
}
/// <summary>
/// Implicitly convert <see cref="NetworkBehaviourReference"/> to <see cref="NetworkBehaviour"/>.
/// </summary>
/// <param name="networkBehaviourRef">The <see cref="NetworkBehaviourReference"/> to convert from.</param>
/// <returns>The <see cref="NetworkBehaviour"/> this class is holding a reference to</returns>
public static implicit operator NetworkBehaviour(NetworkBehaviourReference networkBehaviourRef) => GetInternal(networkBehaviourRef);
/// <summary>
/// Implicitly convert <see cref="NetworkBehaviour"/> to <see cref="NetworkBehaviourReference"/>.
/// </summary>
/// <param name="networkBehaviour">The <see cref="NetworkBehaviour"/> to convert from.</param>
/// <returns>The <see cref="NetworkBehaviourReference"/> created from the <see cref="NetworkBehaviour"/> passed in as a parameter</returns>
public static implicit operator NetworkBehaviourReference(NetworkBehaviour networkBehaviour) => new NetworkBehaviourReference(networkBehaviour);
}
}