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). ## [1.9.1] - 2024-04-18 ### Added - Added AnticipatedNetworkVariable<T>, which adds support for client anticipation of NetworkVariable values, allowing for more responsive gameplay (#2820) - Added AnticipatedNetworkTransform, which adds support for client anticipation of NetworkTransforms (#2820) - 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) (#2820) - 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. (#2820) - Added virtual method NetworkVariableBase.OnInitialize() which can be used by NetworkVariable subclasses to add initialization code (#2820) - Added virtual method NetworkVariableBase.Update(), which is called once per frame to support behaviors such as interpolation between an anticipated value and an authoritative one. (#2820) - Added NetworkTime.TickWithPartial, which represents the current tick as a double that includes the fractional/partial tick value. (#2820) - 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. (#2820) - `NetworkVariable` now includes built-in support for `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, and `Dictionary` (#2813) - `NetworkVariable` now includes delta compression for collection values (`NativeList`, `NativeArray`, `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, `Dictionary`, and `FixedString` types) to save bandwidth by only sending the values that changed. (Note: For `NativeList`, `NativeArray`, and `List`, this algorithm works differently than that used in `NetworkList`. This algorithm will use less bandwidth for "set" and "add" operations, but `NetworkList` is more bandwidth-efficient if you are performing frequent "insert" operations.) (#2813) - `UserNetworkVariableSerialization` now has optional callbacks for `WriteDelta` and `ReadDelta`. If both are provided, they will be used for all serialization operations on NetworkVariables of that type except for the first one for each client. If either is missing, the existing `Write` and `Read` will always be used. (#2813) - Network variables wrapping `INetworkSerializable` types can perform delta serialization by setting `UserNetworkVariableSerialization<T>.WriteDelta` and `UserNetworkVariableSerialization<T>.ReadDelta` for those types. The built-in `INetworkSerializable` serializer will continue to be used for all other serialization operations, but if those callbacks are set, it will call into them on all but the initial serialization to perform delta serialization. (This could be useful if you have a large struct where most values do not change regularly and you want to send only the fields that did change.) (#2813) ### Fixed - Fixed issue where NetworkTransformEditor would throw and exception if you excluded the physics package. (#2871) - Fixed issue where `NetworkTransform` could not properly synchronize its base position when using half float precision. (#2845) - Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807) - Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796) ### Changed - Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2874) - Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2872) - Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810) - Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
121 lines
6.2 KiB
C#
121 lines
6.2 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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namespace Unity.Netcode
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{
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/// <summary>
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/// A helper struct for serializing <see cref="NetworkBehaviour"/>s over the network. Can be used in RPCs and <see cref="NetworkVariable{T}"/>.
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/// Note: network ids get recycled by the NetworkManager after a while. So a reference pointing to
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/// </summary>
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public struct NetworkBehaviourReference : INetworkSerializable, IEquatable<NetworkBehaviourReference>
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{
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private NetworkObjectReference m_NetworkObjectReference;
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private ushort m_NetworkBehaviourId;
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private static ushort s_NullId = ushort.MaxValue;
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/// <summary>
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/// Creates a new instance of the <see cref="NetworkBehaviourReference{T}"/> struct.
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/// </summary>
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/// <param name="networkBehaviour">The <see cref="NetworkBehaviour"/> to reference.</param>
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/// <exception cref="ArgumentException"></exception>
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public NetworkBehaviourReference(NetworkBehaviour networkBehaviour)
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{
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if (networkBehaviour == null)
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{
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m_NetworkObjectReference = new NetworkObjectReference((NetworkObject)null);
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m_NetworkBehaviourId = s_NullId;
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return;
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}
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if (networkBehaviour.NetworkObject == null)
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{
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throw new ArgumentException($"Cannot create {nameof(NetworkBehaviourReference)} from {nameof(NetworkBehaviour)} without a {nameof(NetworkObject)}.");
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}
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m_NetworkObjectReference = networkBehaviour.NetworkObject;
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m_NetworkBehaviourId = networkBehaviour.NetworkBehaviourId;
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}
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/// <summary>
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/// Tries to get the <see cref="NetworkBehaviour"/> referenced by this reference.
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/// </summary>
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/// <param name="networkBehaviour">The <see cref="NetworkBehaviour"/> which was found. Null if the corresponding <see cref="NetworkObject"/> was not found.</param>
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/// <param name="networkManager">The networkmanager. Uses <see cref="NetworkManager.Singleton"/> to resolve if null.</param>
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/// <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>
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public bool TryGet(out NetworkBehaviour networkBehaviour, NetworkManager networkManager = null)
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{
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networkBehaviour = GetInternal(this, null);
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return networkBehaviour != null;
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}
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/// <summary>
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/// Tries to get the <see cref="NetworkBehaviour"/> referenced by this reference.
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/// </summary>
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/// <param name="networkBehaviour">The <see cref="NetworkBehaviour"/> which was found. Null if the corresponding <see cref="NetworkObject"/> was not found.</param>
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/// <param name="networkManager">The networkmanager. Uses <see cref="NetworkManager.Singleton"/> to resolve if null.</param>
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/// <typeparam name="T">The type of the networkBehaviour for convenience.</typeparam>
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/// <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>
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public bool TryGet<T>(out T networkBehaviour, NetworkManager networkManager = null) where T : NetworkBehaviour
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{
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networkBehaviour = GetInternal(this, null) as T;
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return networkBehaviour != null;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static NetworkBehaviour GetInternal(NetworkBehaviourReference networkBehaviourRef, NetworkManager networkManager = null)
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{
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if (networkBehaviourRef.m_NetworkBehaviourId == s_NullId)
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{
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return null;
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}
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if (networkBehaviourRef.m_NetworkObjectReference.TryGet(out NetworkObject networkObject, networkManager))
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{
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return networkObject.GetNetworkBehaviourAtOrderIndex(networkBehaviourRef.m_NetworkBehaviourId);
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}
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return null;
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}
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/// <inheritdoc/>
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public bool Equals(NetworkBehaviourReference other)
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{
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return m_NetworkObjectReference.Equals(other.m_NetworkObjectReference) && m_NetworkBehaviourId == other.m_NetworkBehaviourId;
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}
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/// <inheritdoc/>
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public override bool Equals(object obj)
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{
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return obj is NetworkBehaviourReference other && Equals(other);
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}
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/// <inheritdoc/>
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public override int GetHashCode()
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{
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unchecked
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{
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return (m_NetworkObjectReference.GetHashCode() * 397) ^ m_NetworkBehaviourId.GetHashCode();
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}
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}
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/// <inheritdoc/>
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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m_NetworkObjectReference.NetworkSerialize(serializer);
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serializer.SerializeValue(ref m_NetworkBehaviourId);
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}
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/// <summary>
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/// Implicitly convert <see cref="NetworkBehaviourReference"/> to <see cref="NetworkBehaviour"/>.
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/// </summary>
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/// <param name="networkBehaviourRef">The <see cref="NetworkBehaviourReference"/> to convert from.</param>
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/// <returns>The <see cref="NetworkBehaviour"/> this class is holding a reference to</returns>
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public static implicit operator NetworkBehaviour(NetworkBehaviourReference networkBehaviourRef) => GetInternal(networkBehaviourRef);
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/// <summary>
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/// Implicitly convert <see cref="NetworkBehaviour"/> to <see cref="NetworkBehaviourReference"/>.
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/// </summary>
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/// <param name="networkBehaviour">The <see cref="NetworkBehaviour"/> to convert from.</param>
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/// <returns>The <see cref="NetworkBehaviourReference"/> created from the <see cref="NetworkBehaviour"/> passed in as a parameter</returns>
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public static implicit operator NetworkBehaviourReference(NetworkBehaviour networkBehaviour) => new NetworkBehaviourReference(networkBehaviour);
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}
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}
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