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). ## [1.7.0] - 2023-10-11 ### Added - exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724) - Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707) - Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676) - Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694) - Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694) - Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694) - Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694) ### Fixed - Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723) - Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720) - Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720) - Errors are no longer thrown when entering play mode with domain reload disabled (#2720) - NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720) - NetworkVariables of non-integer types will no longer break the inspector (#2714) - NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714) - Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695) - Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685) - Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682) - Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674) - Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670) - Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662) - Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662) - Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662) - Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662) ### Changed - Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
215 lines
8.0 KiB
C#
215 lines
8.0 KiB
C#
using System;
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using UnityEngine;
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namespace Unity.Netcode
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{
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/// <summary>
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/// A variable that can be synchronized over the network.
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/// </summary>
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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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public class NetworkVariable<T> : NetworkVariableBase
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{
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/// <summary>
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/// Delegate type for value changed event
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/// </summary>
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/// <param name="previousValue">The value before the change</param>
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/// <param name="newValue">The new value</param>
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public delegate void OnValueChangedDelegate(T previousValue, T newValue);
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/// <summary>
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/// The callback to be invoked when the value gets changed
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/// </summary>
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public OnValueChangedDelegate OnValueChanged;
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/// <summary>
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/// Constructor for <see cref="NetworkVariable{T}"/>
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/// </summary>
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/// <param name="value">initial value set that is of type T</param>
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/// <param name="readPerm">the <see cref="NetworkVariableReadPermission"/> for this <see cref="NetworkVariable{T}"/></param>
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/// <param name="writePerm">the <see cref="NetworkVariableWritePermission"/> for this <see cref="NetworkVariable{T}"/></param>
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public NetworkVariable(T value = default,
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NetworkVariableReadPermission readPerm = DefaultReadPerm,
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NetworkVariableWritePermission writePerm = DefaultWritePerm)
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: base(readPerm, writePerm)
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{
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m_InternalValue = value;
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// Since we start with IsDirty = true, this doesn't need to be duplicated
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// right away. It won't get read until after ResetDirty() is called, and
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// the duplicate will be made there. Avoiding calling
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// NetworkVariableSerialization<T>.Duplicate() is important because calling
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// it in the constructor might not give users enough time to set the
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// DuplicateValue callback if they're using UserNetworkVariableSerialization
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m_PreviousValue = default;
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}
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/// <summary>
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/// The internal value of the NetworkVariable
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/// </summary>
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[SerializeField]
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private protected T m_InternalValue;
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private protected T m_PreviousValue;
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private bool m_HasPreviousValue;
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private bool m_IsDisposed;
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/// <summary>
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/// The value of the NetworkVariable container
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/// </summary>
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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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{
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return;
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}
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if (m_NetworkBehaviour && !CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
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{
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throw new InvalidOperationException("Client is not allowed to write to this NetworkVariable");
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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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internal ref T RefValue()
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{
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return ref m_InternalValue;
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}
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public override void Dispose()
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{
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if (m_IsDisposed)
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{
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return;
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}
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m_IsDisposed = true;
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if (m_InternalValue is IDisposable internalValueDisposable)
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{
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internalValueDisposable.Dispose();
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}
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m_InternalValue = default;
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if (m_HasPreviousValue && m_PreviousValue is IDisposable previousValueDisposable)
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{
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m_HasPreviousValue = false;
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previousValueDisposable.Dispose();
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}
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m_PreviousValue = default;
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}
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~NetworkVariable()
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{
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Dispose();
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}
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/// <summary>
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/// Gets Whether or not the container is dirty
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/// </summary>
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/// <returns>Whether or not the container is dirty</returns>
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public override bool IsDirty()
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{
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// For most cases we can use the dirty flag.
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// This doesn't work for cases where we're wrapping more complex types
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// like INetworkSerializable, NativeList, NativeArray, etc.
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// Changes to the values in those types don't call the Value.set method,
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// so we can't catch those changes and need to compare the current value
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// against the previous one.
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if (base.IsDirty())
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{
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return true;
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}
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// Cache the dirty value so we don't perform this again if we already know we're dirty
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// Unfortunately we can't cache the NOT dirty state, because that might change
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// in between to checks... but the DIRTY state won't change until ResetDirty()
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// is called.
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var dirty = !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue);
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SetDirty(dirty);
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return dirty;
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}
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/// <summary>
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/// Resets the dirty state and marks the variable as synced / clean
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/// </summary>
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public override void ResetDirty()
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{
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base.ResetDirty();
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// Resetting the dirty value declares that the current value is not dirty
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// Therefore, we set the m_PreviousValue field to a duplicate of the current
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// field, so that our next dirty check is made against the current "not dirty"
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// value.
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if (!m_HasPreviousValue || !NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_PreviousValue))
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{
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m_HasPreviousValue = true;
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NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
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}
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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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/// <param name="writer">The stream to write the value to</param>
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public override void WriteDelta(FastBufferWriter writer)
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{
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WriteField(writer);
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}
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/// <summary>
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/// Reads value from the reader and applies it
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/// </summary>
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/// <param name="reader">The stream to read the value from</param>
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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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// 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>.Read(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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}
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/// <inheritdoc />
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public override void ReadField(FastBufferReader reader)
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{
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NetworkVariableSerialization<T>.Read(reader, ref m_InternalValue);
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}
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/// <inheritdoc />
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public override void WriteField(FastBufferWriter writer)
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{
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NetworkVariableSerialization<T>.Write(writer, ref m_InternalValue);
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}
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}
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}
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