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-exp.2] - 2024-04-02 ### Added - Added updates to all internal messages to account for a distributed authority network session connection. (#2863) - Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863) - For a customized `NetworkRigidbodyBase` class: - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes. - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned. - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to: - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`. - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use. - Provides additional public methods: - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting). - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping. - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep. - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic. - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state. - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized. - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863) - Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863) - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority. - Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863) - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation. - Added distributed authority mode support to `NetworkAnimator`. (#2863) - Added session mode selection to `NetworkManager` inspector view. (#2863) - Added distributed authority permissions feature. (#2863) - Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863) - Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863) - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example). - Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863) - Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863) - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true. - Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863) - Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863) ### Fixed - 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 client side awareness of other clients is now the same as a server or host. (#2863) - Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863) - Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863) - Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863) - Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863) - Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863) - 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)
294 lines
10 KiB
C#
294 lines
10 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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/// Interface for network value containers
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/// </summary>
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public abstract class NetworkVariableBase : IDisposable
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{
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/// <summary>
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/// The delivery type (QoS) to send data with
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/// </summary>
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internal const NetworkDelivery Delivery = NetworkDelivery.ReliableFragmentedSequenced;
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/// <summary>
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/// Maintains a link to the associated NetworkBehaviour
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/// </summary>
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private protected NetworkBehaviour m_NetworkBehaviour;
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private NetworkManager m_InternalNetworkManager;
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internal virtual NetworkVariableType Type => NetworkVariableType.Custom;
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private protected NetworkManager m_NetworkManager
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{
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get
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{
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if (m_InternalNetworkManager == null && m_NetworkBehaviour && m_NetworkBehaviour.NetworkObject?.NetworkManager)
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{
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m_InternalNetworkManager = m_NetworkBehaviour.NetworkObject?.NetworkManager;
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}
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return m_InternalNetworkManager;
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}
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}
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public NetworkBehaviour GetBehaviour()
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{
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return m_NetworkBehaviour;
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}
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/// <summary>
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/// Initializes the NetworkVariable
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/// </summary>
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/// <param name="networkBehaviour">The NetworkBehaviour the NetworkVariable belongs to</param>
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public void Initialize(NetworkBehaviour networkBehaviour)
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{
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m_InternalNetworkManager = null;
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m_NetworkBehaviour = networkBehaviour;
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if (m_NetworkBehaviour && m_NetworkBehaviour.NetworkObject?.NetworkManager)
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{
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m_InternalNetworkManager = m_NetworkBehaviour.NetworkObject?.NetworkManager;
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// When in distributed authority mode, there is no such thing as server write permissions
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InternalWritePerm = m_InternalNetworkManager.DistributedAuthorityMode ? NetworkVariableWritePermission.Owner : InternalWritePerm;
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}
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}
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/// <summary>
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/// The default read permissions
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/// </summary>
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public const NetworkVariableReadPermission DefaultReadPerm = NetworkVariableReadPermission.Everyone;
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/// <summary>
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/// The default write permissions
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/// </summary>
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public const NetworkVariableWritePermission DefaultWritePerm = NetworkVariableWritePermission.Server;
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/// <summary>
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/// The default constructor for <see cref="NetworkVariableBase"/> that can be used to create a
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/// custom NetworkVariable.
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/// </summary>
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/// <param name="readPerm">the <see cref="NetworkVariableReadPermission"/> access settings</param>
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/// <param name="writePerm">the <see cref="NetworkVariableWritePermission"/> access settings</param>
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protected NetworkVariableBase(
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NetworkVariableReadPermission readPerm = DefaultReadPerm,
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NetworkVariableWritePermission writePerm = DefaultWritePerm)
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{
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ReadPerm = readPerm;
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InternalWritePerm = writePerm;
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}
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/// <summary>
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/// The <see cref="m_IsDirty"/> property is used to determine if the
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/// value of the `NetworkVariable` has changed.
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/// </summary>
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private bool m_IsDirty;
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/// <summary>
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/// Gets or sets the name of the network variable's instance
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/// (MemberInfo) where it was declared.
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/// </summary>
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public string Name { get; internal set; }
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/// <summary>
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/// The read permission for this var
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/// </summary>
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public readonly NetworkVariableReadPermission ReadPerm;
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/// <summary>
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/// The write permission for this var
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/// </summary>
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public NetworkVariableWritePermission WritePerm
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{
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get
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{
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return InternalWritePerm;
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}
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}
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// We had to change the Write Permission in distributed authority.
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// (It is too bad we initially declared it as readonly)
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internal NetworkVariableWritePermission InternalWritePerm;
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/// <summary>
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/// Sets whether or not the variable needs to be delta synced
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/// </summary>
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/// <param name="isDirty">Whether or not the var is dirty</param>
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public virtual void SetDirty(bool isDirty)
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{
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m_IsDirty = isDirty;
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if (m_IsDirty)
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{
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MarkNetworkBehaviourDirty();
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}
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}
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internal static bool IgnoreInitializeWarning;
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protected void MarkNetworkBehaviourDirty()
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{
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if (m_NetworkBehaviour == null)
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{
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if (!IgnoreInitializeWarning)
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{
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Debug.LogWarning($"NetworkVariable is written to, but doesn't know its NetworkBehaviour yet. " +
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"Are you modifying a NetworkVariable before the NetworkObject is spawned?");
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}
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return;
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}
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if (m_NetworkBehaviour.NetworkManager.ShutdownInProgress)
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{
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if (m_NetworkBehaviour.NetworkManager.LogLevel <= LogLevel.Developer)
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{
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Debug.LogWarning($"NetworkVariable is written to during the NetworkManager shutdown! " +
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"Are you modifying a NetworkVariable within a NetworkBehaviour.OnDestroy or NetworkBehaviour.OnDespawn method?");
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}
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return;
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}
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m_NetworkBehaviour.NetworkManager.BehaviourUpdater?.AddForUpdate(m_NetworkBehaviour.NetworkObject);
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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 virtual void ResetDirty()
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{
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m_IsDirty = false;
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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 virtual bool IsDirty()
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{
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return m_IsDirty;
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}
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/// <summary>
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/// Gets if a specific client has permission to read the var or not
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/// </summary>
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/// <param name="clientId">The client id</param>
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/// <returns>Whether or not the client has permission to read</returns>
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public bool CanClientRead(ulong clientId)
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{
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// When in distributed authority mode, everyone can read (but only the owner can write)
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if (m_NetworkManager != null && m_NetworkManager.DistributedAuthorityMode)
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{
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return true;
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}
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switch (ReadPerm)
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{
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default:
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case NetworkVariableReadPermission.Everyone:
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return true;
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case NetworkVariableReadPermission.Owner:
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return clientId == m_NetworkBehaviour.NetworkObject.OwnerClientId || NetworkManager.ServerClientId == clientId;
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}
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}
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/// <summary>
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/// Gets if a specific client has permission to write the var or not
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/// </summary>
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/// <param name="clientId">The client id</param>
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/// <returns>Whether or not the client has permission to write</returns>
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public bool CanClientWrite(ulong clientId)
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{
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switch (WritePerm)
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{
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default:
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case NetworkVariableWritePermission.Server:
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return clientId == NetworkManager.ServerClientId;
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case NetworkVariableWritePermission.Owner:
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return clientId == m_NetworkBehaviour.NetworkObject.OwnerClientId;
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}
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}
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/// <summary>
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/// Returns the ClientId of the owning client
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/// </summary>
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internal ulong OwnerClientId()
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{
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return m_NetworkBehaviour.NetworkObject.OwnerClientId;
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}
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/// <summary>
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/// Writes the dirty changes, that is, the changes since the variable was last dirty, to the writer
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/// </summary>
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/// <param name="writer">The stream to write the dirty changes to</param>
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public abstract void WriteDelta(FastBufferWriter writer);
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/// <summary>
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/// Writes the complete state of the variable to the writer
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/// </summary>
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/// <param name="writer">The stream to write the state to</param>
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public abstract void WriteField(FastBufferWriter writer);
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/// <summary>
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/// Reads the complete state from the reader and applies it
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/// </summary>
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/// <param name="reader">The stream to read the state from</param>
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public abstract void ReadField(FastBufferReader reader);
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/// <summary>
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/// Reads delta from the reader and applies them to the internal value
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/// </summary>
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/// <param name="reader">The stream to read the delta from</param>
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/// <param name="keepDirtyDelta">Whether or not the delta should be kept as dirty or consumed</param>
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public abstract void ReadDelta(FastBufferReader reader, bool keepDirtyDelta);
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/// <summary>
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/// Virtual <see cref="IDisposable"/> implementation
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/// </summary>
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public virtual void Dispose()
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{
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m_InternalNetworkManager = null;
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}
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}
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/// <summary>
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/// Enum representing the different types of Network Variables.
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/// </summary>
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public enum NetworkVariableType : byte
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{
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/// <summary>
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/// Value
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/// Used for all of the basic NetworkVariables that contain a single value
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/// </summary>
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Value = 0,
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/// <summary>
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/// Custom
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/// For any custom implemented extension of the NetworkVariableBase
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/// </summary>
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Custom = 1,
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/// <summary>
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/// NetworkList
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/// </summary>
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NetworkList = 2
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}
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public enum CollectionItemType : byte
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{
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/// <summary>
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/// For any type that is not valid inside a NetworkVariable collection
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/// </summary>
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Unknown = 0,
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/// <summary>
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/// The following types are valid types inside of NetworkVariable collections
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/// </summary>
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Short = 1,
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UShort = 2,
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Int = 3,
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UInt = 4,
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Long = 5,
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ULong = 6,
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Unmanaged = 7,
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}
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}
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