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com.unity.netcode.gameobjects/Runtime/Serialization/NetworkObjectReference.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

167 lines
7.6 KiB
C#

using System;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// A helper struct for serializing <see cref="NetworkObject"/>s over the network. Can be used in RPCs and <see cref="NetworkVariable{T}"/>.
/// </summary>
public struct NetworkObjectReference : INetworkSerializable, IEquatable<NetworkObjectReference>
{
private ulong m_NetworkObjectId;
private static ulong s_NullId = ulong.MaxValue;
/// <summary>
/// The <see cref="NetworkObject.NetworkObjectId"/> of the referenced <see cref="NetworkObject"/>.
/// </summary>
public ulong NetworkObjectId
{
get => m_NetworkObjectId;
internal set => m_NetworkObjectId = value;
}
/// <summary>
/// Creates a new instance of the <see cref="NetworkObjectReference"/> struct.
/// </summary>
/// <param name="networkObject">The <see cref="NetworkObject"/> to reference.</param>
/// <exception cref="ArgumentNullException"></exception>
/// <exception cref="ArgumentException"></exception>
public NetworkObjectReference(NetworkObject networkObject)
{
if (networkObject == null)
{
m_NetworkObjectId = s_NullId;
return;
}
if (networkObject.IsSpawned == false)
{
throw new ArgumentException($"{nameof(NetworkObjectReference)} can only be created from spawned {nameof(NetworkObject)}s.");
}
m_NetworkObjectId = networkObject.NetworkObjectId;
}
/// <summary>
/// Creates a new instance of the <see cref="NetworkObjectReference"/> struct.
/// </summary>
/// <param name="gameObject">The GameObject from which the <see cref="NetworkObject"/> component will be referenced.</param>
/// <exception cref="ArgumentNullException"></exception>
/// <exception cref="ArgumentException"></exception>
public NetworkObjectReference(GameObject gameObject)
{
if (gameObject == null)
{
m_NetworkObjectId = s_NullId;
return;
}
var networkObject = gameObject.GetComponent<NetworkObject>();
if (!networkObject)
{
throw new ArgumentException($"Cannot create {nameof(NetworkObjectReference)} from {nameof(GameObject)} without a {nameof(NetworkObject)} component.");
}
if (networkObject.IsSpawned == false)
{
throw new ArgumentException($"{nameof(NetworkObjectReference)} can only be created from spawned {nameof(NetworkObject)}s.");
}
m_NetworkObjectId = networkObject.NetworkObjectId;
}
/// <summary>
/// Tries to get the <see cref="NetworkObject"/> referenced by this reference.
/// </summary>
/// <param name="networkObject">The <see cref="NetworkObject"/> which was found. Null if no object was found.</param>
/// <param name="networkManager">The networkmanager. Uses <see cref="NetworkManager.Singleton"/> to resolve if null.</param>
/// <returns>True if the <see cref="NetworkObject"/> was found; False if the <see cref="NetworkObject"/> was not found. This can happen if the <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 NetworkObject networkObject, NetworkManager networkManager = null)
{
networkObject = Resolve(this, networkManager);
return networkObject != null;
}
/// <summary>
/// Resolves the corresponding <see cref="NetworkObject"/> for this reference.
/// </summary>
/// <param name="networkObjectRef">The reference.</param>
/// <param name="networkManager">The networkmanager. Uses <see cref="NetworkManager.Singleton"/> to resolve if null.</param>
/// <returns>The resolved <see cref="NetworkObject"/>. Returns null if the networkobject was not found</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static NetworkObject Resolve(NetworkObjectReference networkObjectRef, NetworkManager networkManager = null)
{
if (networkObjectRef.m_NetworkObjectId == s_NullId)
{
return null;
}
networkManager = networkManager ?? NetworkManager.Singleton;
networkManager.SpawnManager.SpawnedObjects.TryGetValue(networkObjectRef.m_NetworkObjectId, out NetworkObject networkObject);
return networkObject;
}
/// <inheritdoc/>
public bool Equals(NetworkObjectReference other)
{
return m_NetworkObjectId == other.m_NetworkObjectId;
}
/// <inheritdoc/>
public override bool Equals(object obj)
{
return obj is NetworkObjectReference other && Equals(other);
}
/// <inheritdoc/>
public override int GetHashCode()
{
return m_NetworkObjectId.GetHashCode();
}
/// <inheritdoc/>
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref m_NetworkObjectId);
}
/// <summary>
/// Implicitly convert <see cref="NetworkObjectReference"/> to <see cref="NetworkObject"/>.
/// </summary>
/// <param name="networkObjectRef">The <see cref="NetworkObjectReference"/> to convert from.</param>
/// <returns>The <see cref="NetworkObject"/> the <see cref="NetworkObjectReference"/> is referencing</returns>
public static implicit operator NetworkObject(NetworkObjectReference networkObjectRef) => Resolve(networkObjectRef);
/// <summary>
/// Implicitly convert <see cref="NetworkObject"/> to <see cref="NetworkObjectReference"/>.
/// </summary>
/// <param name="networkObject">The <see cref="NetworkObject"/> to convert from.</param>
/// <returns>The <see cref="NetworkObjectReference"/> created from the <see cref="NetworkObject"/> parameter</returns>
public static implicit operator NetworkObjectReference(NetworkObject networkObject) => new NetworkObjectReference(networkObject);
/// <summary>
/// Implicitly convert <see cref="NetworkObjectReference"/> to <see cref="GameObject"/>.
/// </summary>
/// <param name="networkObjectRef">The <see cref="NetworkObjectReference"/> to convert from.</param>
/// <returns>This returns the <see cref="GameObject"/> that the <see cref="NetworkObject"/> is attached to and is referenced by the <see cref="NetworkObjectReference"/> passed in as a parameter</returns>
public static implicit operator GameObject(NetworkObjectReference networkObjectRef)
{
var networkObject = Resolve(networkObjectRef);
if (networkObject != null)
{
return networkObject.gameObject;
}
return null;
}
/// <summary>
/// Implicitly convert <see cref="GameObject"/> to <see cref="NetworkObject"/>.
/// </summary>
/// <param name="gameObject">The <see cref="GameObject"/> to convert from.</param>
/// <returns>The <see cref="NetworkObjectReference"/> created from the <see cref="GameObject"/> parameter that has a <see cref="NetworkObject"/> component attached to it</returns>
public static implicit operator NetworkObjectReference(GameObject gameObject) => new NetworkObjectReference(gameObject);
}
}