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.3] - 2024-07-23 ### Added - Added: `UnityTransport.GetNetworkDriver` and `UnityTransport.GetLocalEndpoint` methods to expose the driver and local endpoint being used. (#2978) ### Fixed - Fixed issue where deferred despawn was causing GC allocations when converting an `IEnumerable` to a list. (#2983) - Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2979) - Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded. (#2971) - Fixed issue where `Rigidbody2d` under Unity 6000.0.11f1 has breaking changes where `velocity` is now `linearVelocity` and `isKinematic` is replaced by `bodyType`. (#2971) - Fixed issue where `NetworkSpawnManager.InstantiateAndSpawn` and `NetworkObject.InstantiateAndSpawn` were not honoring the ownerClientId parameter when using a client-server network topology. (#2968) - Fixed issue where internal delta serialization could not have a byte serializer defined when serializing deltas for other types. Added `[GenerateSerializationForType(typeof(byte))]` to both the `NetworkVariable` and `AnticipatedNetworkVariable` classes to assure a byte serializer is defined.(#2962) - Fixed issue when scene management was disabled and the session owner would still try to synchronize a late joining client. (#2962) - Fixed issue when using a distributed authority network topology where it would allow a session owner to spawn a `NetworkObject` prior to being approved. Now, an error message is logged and the `NetworkObject` will not be spawned prior to the client being approved. (#2962) - Fixed issue where attempting to spawn during `NetworkBehaviour.OnInSceneObjectsSpawned` and `NetworkBehaviour.OnNetworkSessionSynchronized` notifications would throw a collection modified exception. (#2962) ### Changed - Changed logic where clients can now set the `NetworkSceneManager` client synchronization mode when using a distributed authority network topology. (#2985)
196 lines
10 KiB
C#
196 lines
10 KiB
C#
using System;
|
|
|
|
namespace Unity.Netcode
|
|
{
|
|
/// <summary>
|
|
/// Support methods for reading/writing NetworkVariables
|
|
/// Because there are multiple overloads of WriteValue/ReadValue based on different generic constraints,
|
|
/// but there's no way to achieve the same thing with a class, this sets up various read/write schemes
|
|
/// based on which constraints are met by `T` using reflection, which is done at module load time.
|
|
/// </summary>
|
|
/// <typeparam name="T">The type the associated NetworkVariable is templated on</typeparam>
|
|
[Serializable]
|
|
public static class NetworkVariableSerialization<T>
|
|
{
|
|
internal static INetworkVariableSerializer<T> Serializer = new FallbackSerializer<T>();
|
|
|
|
internal static bool IsDistributedAuthority => NetworkManager.IsDistributedAuthority;
|
|
|
|
/// <summary>
|
|
/// A callback to check if two values are equal.
|
|
/// </summary>
|
|
public delegate bool EqualsDelegate(ref T a, ref T b);
|
|
|
|
/// <summary>
|
|
/// Uses the most efficient mechanism for a given type to determine if two values are equal.
|
|
/// For types that implement <see cref="IEquatable{T}"/>, it will call the Equals() method.
|
|
/// For unmanaged types, it will do a bytewise memory comparison.
|
|
/// For other types, it will call the == operator.
|
|
/// <br/>
|
|
/// <br/>
|
|
/// Note: If you are using this in a custom generic class, please make sure your class is
|
|
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute"/> so that codegen can
|
|
/// initialize the serialization mechanisms correctly. If your class is NOT
|
|
/// generic, it is better to check their equality yourself.
|
|
/// </summary>
|
|
public static EqualsDelegate AreEqual { get; internal set; }
|
|
/// <summary>
|
|
/// Serialize a value using the best-known serialization method for a generic value.
|
|
/// Will reliably serialize any value that is passed to it correctly with no boxing.
|
|
/// <br />
|
|
/// <br />
|
|
/// Note: If you are using this in a custom generic class, please make sure your class is
|
|
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
|
|
/// initialize the serialization mechanisms correctly. If your class is NOT
|
|
/// generic, it is better to use FastBufferWriter directly.
|
|
/// <br />
|
|
/// <br />
|
|
/// If the codegen is unable to determine a serializer for a type,
|
|
/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.WriteValue" /> is called, which, by default,
|
|
/// will throw an exception, unless you have assigned a user serialization callback to it at runtime.
|
|
/// </summary>
|
|
/// <param name="writer"></param>
|
|
/// <param name="value"></param>
|
|
public static void Write(FastBufferWriter writer, ref T value)
|
|
{
|
|
if (IsDistributedAuthority)
|
|
{
|
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
|
if (!NetworkManager.DisableNotOptimizedSerializedType && !Serializer.IsDistributedAuthorityOptimized)
|
|
{
|
|
NetworkManager.LogSerializedTypeNotOptimized<T>();
|
|
}
|
|
#endif
|
|
Serializer.WriteDistributedAuthority(writer, ref value);
|
|
}
|
|
else
|
|
{
|
|
Serializer.Write(writer, ref value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Deserialize a value using the best-known serialization method for a generic value.
|
|
/// Will reliably deserialize any value that is passed to it correctly with no boxing.
|
|
/// For types whose deserialization can be determined by codegen (which is most types),
|
|
/// GC will only be incurred if the type is a managed type and the ref value passed in is `null`,
|
|
/// in which case a new value is created; otherwise, it will be deserialized in-place.
|
|
/// <br />
|
|
/// <br />
|
|
/// Note: If you are using this in a custom generic class, please make sure your class is
|
|
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
|
|
/// initialize the serialization mechanisms correctly. If your class is NOT
|
|
/// generic, it is better to use FastBufferReader directly.
|
|
/// <br />
|
|
/// <br />
|
|
/// If the codegen is unable to determine a serializer for a type,
|
|
/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.ReadValue" /> is called, which, by default,
|
|
/// will throw an exception, unless you have assigned a user deserialization callback to it at runtime.
|
|
/// </summary>
|
|
/// <param name="reader"></param>
|
|
/// <param name="value"></param>
|
|
public static void Read(FastBufferReader reader, ref T value)
|
|
{
|
|
if (IsDistributedAuthority)
|
|
{
|
|
Serializer.ReadDistributedAuthority(reader, ref value);
|
|
}
|
|
else
|
|
{
|
|
Serializer.Read(reader, ref value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Serialize a value using the best-known serialization method for a generic value.
|
|
/// Will reliably serialize any value that is passed to it correctly with no boxing.
|
|
/// <br />
|
|
/// <br />
|
|
/// Note: If you are using this in a custom generic class, please make sure your class is
|
|
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
|
|
/// initialize the serialization mechanisms correctly. If your class is NOT
|
|
/// generic, it is better to use FastBufferWriter directly.
|
|
/// <br />
|
|
/// <br />
|
|
/// If the codegen is unable to determine a serializer for a type,
|
|
/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.WriteValue" /> is called, which, by default,
|
|
/// will throw an exception, unless you have assigned a user serialization callback to it at runtime.
|
|
/// </summary>
|
|
/// <param name="writer"></param>
|
|
/// <param name="value"></param>
|
|
public static void WriteDelta(FastBufferWriter writer, ref T value, ref T previousValue)
|
|
{
|
|
if (IsDistributedAuthority)
|
|
{
|
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
|
if (!NetworkManager.DisableNotOptimizedSerializedType && !Serializer.IsDistributedAuthorityOptimized)
|
|
{
|
|
NetworkManager.LogSerializedTypeNotOptimized<T>();
|
|
}
|
|
#endif
|
|
Serializer.WriteDeltaDistributedAuthority(writer, ref value, ref previousValue);
|
|
}
|
|
else
|
|
{
|
|
Serializer.WriteDelta(writer, ref value, ref previousValue);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Deserialize a value using the best-known serialization method for a generic value.
|
|
/// Will reliably deserialize any value that is passed to it correctly with no boxing.
|
|
/// For types whose deserialization can be determined by codegen (which is most types),
|
|
/// GC will only be incurred if the type is a managed type and the ref value passed in is `null`,
|
|
/// in which case a new value is created; otherwise, it will be deserialized in-place.
|
|
/// <br />
|
|
/// <br />
|
|
/// Note: If you are using this in a custom generic class, please make sure your class is
|
|
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
|
|
/// initialize the serialization mechanisms correctly. If your class is NOT
|
|
/// generic, it is better to use FastBufferReader directly.
|
|
/// <br />
|
|
/// <br />
|
|
/// If the codegen is unable to determine a serializer for a type,
|
|
/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.ReadValue" /> is called, which, by default,
|
|
/// will throw an exception, unless you have assigned a user deserialization callback to it at runtime.
|
|
/// </summary>
|
|
/// <param name="reader"></param>
|
|
/// <param name="value"></param>
|
|
public static void ReadDelta(FastBufferReader reader, ref T value)
|
|
{
|
|
if (IsDistributedAuthority)
|
|
{
|
|
Serializer.ReadDeltaDistributedAuthority(reader, ref value);
|
|
}
|
|
else
|
|
{
|
|
Serializer.ReadDelta(reader, ref value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Duplicates a value using the most efficient means of creating a complete copy.
|
|
/// For most types this is a simple assignment or memcpy.
|
|
/// For managed types, this is will serialize and then deserialize the value to ensure
|
|
/// a correct copy.
|
|
/// <br />
|
|
/// <br />
|
|
/// Note: If you are using this in a custom generic class, please make sure your class is
|
|
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
|
|
/// initialize the serialization mechanisms correctly. If your class is NOT
|
|
/// generic, it is better to duplicate it directly.
|
|
/// <br />
|
|
/// <br />
|
|
/// If the codegen is unable to determine a serializer for a type,
|
|
/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.DuplicateValue" /> is called, which, by default,
|
|
/// will throw an exception, unless you have assigned a user duplication callback to it at runtime.
|
|
/// </summary>
|
|
/// <param name="value"></param>
|
|
/// <param name="duplicatedValue"></param>
|
|
public static void Duplicate(in T value, ref T duplicatedValue)
|
|
{
|
|
Serializer.Duplicate(value, ref duplicatedValue);
|
|
}
|
|
}
|
|
}
|