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). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
211 lines
7.8 KiB
C#
211 lines
7.8 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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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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m_HasPreviousValue = true;
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NetworkVariableSerialization<T>.Serializer.Duplicate(m_InternalValue, ref m_PreviousValue);
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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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