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com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkList.cs
Unity Technologies 5b4aaa8b59 com.unity.netcode.gameobjects@1.0.0-pre.6
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).

## [1.0.0-pre.6] - 2022-03-02

### Added
- NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765)
- Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735)

### Changed

### Fixed
- Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683)
- Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683)
- Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683)
- Disallowed async keyword in RPCs (#1681)
- Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678)
- Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen)
- Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694)
- Fixed spawn flow to propagate `IsSceneObject` down to children NetworkObjects, decouple implicit relationship between object spawning & `IsSceneObject` flag (#1685)
- Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720)
- Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680)
- Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682)
- Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725)
- Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721)
- Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724)
- Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728)
- Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731)
- Improved performance in NetworkAnimator (#1735)
- Removed the "always sync" network animator (aka "autosend") parameters (#1746)
2022-03-02 00:00:00 +00:00

547 lines
18 KiB
C#

using System;
using System.Collections.Generic;
using Unity.Collections;
namespace Unity.Netcode
{
/// <summary>
/// Event based NetworkVariable container for syncing Lists
/// </summary>
/// <typeparam name="T">The type for the list</typeparam>
public class NetworkList<T> : NetworkVariableBase where T : unmanaged, IEquatable<T>
{
private NativeList<T> m_List = new NativeList<T>(64, Allocator.Persistent);
private NativeList<NetworkListEvent<T>> m_DirtyEvents = new NativeList<NetworkListEvent<T>>(64, Allocator.Persistent);
/// <summary>
/// Delegate type for list changed event
/// </summary>
/// <param name="changeEvent">Struct containing information about the change event</param>
public delegate void OnListChangedDelegate(NetworkListEvent<T> changeEvent);
/// <summary>
/// The callback to be invoked when the list gets changed
/// </summary>
public event OnListChangedDelegate OnListChanged;
/// <summary>
/// Creates a NetworkList with the default value and settings
/// </summary>
public NetworkList() { }
/// <summary>
/// Creates a NetworkList with the default value and custom settings
/// </summary>
/// <param name="readPerm">The read permission to use for the NetworkList</param>
/// <param name="values">The initial value to use for the NetworkList</param>
public NetworkList(NetworkVariableReadPermission readPerm, IEnumerable<T> values) : base(readPerm)
{
foreach (var value in values)
{
m_List.Add(value);
}
}
/// <summary>
/// Creates a NetworkList with a custom value and the default settings
/// </summary>
/// <param name="values">The initial value to use for the NetworkList</param>
public NetworkList(IEnumerable<T> values)
{
foreach (var value in values)
{
m_List.Add(value);
}
}
/// <inheritdoc />
public override void ResetDirty()
{
base.ResetDirty();
m_DirtyEvents.Clear();
}
/// <inheritdoc />
public override bool IsDirty()
{
// we call the base class to allow the SetDirty() mechanism to work
return base.IsDirty() || m_DirtyEvents.Length > 0;
}
/// <inheritdoc />
public override void WriteDelta(FastBufferWriter writer)
{
if (base.IsDirty())
{
writer.WriteValueSafe((ushort)1);
writer.WriteValueSafe(NetworkListEvent<T>.EventType.Full);
WriteField(writer);
return;
}
writer.WriteValueSafe((ushort)m_DirtyEvents.Length);
for (int i = 0; i < m_DirtyEvents.Length; i++)
{
writer.WriteValueSafe(m_DirtyEvents[i].Type);
switch (m_DirtyEvents[i].Type)
{
case NetworkListEvent<T>.EventType.Add:
{
NetworkVariable<T>.Write(writer, m_DirtyEvents[i].Value);
}
break;
case NetworkListEvent<T>.EventType.Insert:
{
writer.WriteValueSafe(m_DirtyEvents[i].Index);
NetworkVariable<T>.Write(writer, m_DirtyEvents[i].Value);
}
break;
case NetworkListEvent<T>.EventType.Remove:
{
NetworkVariable<T>.Write(writer, m_DirtyEvents[i].Value);
}
break;
case NetworkListEvent<T>.EventType.RemoveAt:
{
writer.WriteValueSafe(m_DirtyEvents[i].Index);
}
break;
case NetworkListEvent<T>.EventType.Value:
{
writer.WriteValueSafe(m_DirtyEvents[i].Index);
NetworkVariable<T>.Write(writer, m_DirtyEvents[i].Value);
}
break;
case NetworkListEvent<T>.EventType.Clear:
{
//Nothing has to be written
}
break;
}
}
}
/// <inheritdoc />
public override void WriteField(FastBufferWriter writer)
{
writer.WriteValueSafe((ushort)m_List.Length);
for (int i = 0; i < m_List.Length; i++)
{
NetworkVariable<T>.Write(writer, m_List[i]);
}
}
/// <inheritdoc />
public override void ReadField(FastBufferReader reader)
{
m_List.Clear();
reader.ReadValueSafe(out ushort count);
for (int i = 0; i < count; i++)
{
NetworkVariable<T>.Read(reader, out T value);
m_List.Add(value);
}
}
/// <inheritdoc />
public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
{
reader.ReadValueSafe(out ushort deltaCount);
for (int i = 0; i < deltaCount; i++)
{
reader.ReadValueSafe(out NetworkListEvent<T>.EventType eventType);
switch (eventType)
{
case NetworkListEvent<T>.EventType.Add:
{
NetworkVariable<T>.Read(reader, out T value);
m_List.Add(value);
if (OnListChanged != null)
{
OnListChanged(new NetworkListEvent<T>
{
Type = eventType,
Index = m_List.Length - 1,
Value = m_List[m_List.Length - 1]
});
}
if (keepDirtyDelta)
{
m_DirtyEvents.Add(new NetworkListEvent<T>()
{
Type = eventType,
Index = m_List.Length - 1,
Value = m_List[m_List.Length - 1]
});
}
}
break;
case NetworkListEvent<T>.EventType.Insert:
{
reader.ReadValueSafe(out int index);
NetworkVariable<T>.Read(reader, out T value);
m_List.InsertRangeWithBeginEnd(index, index + 1);
m_List[index] = value;
if (OnListChanged != null)
{
OnListChanged(new NetworkListEvent<T>
{
Type = eventType,
Index = index,
Value = m_List[index]
});
}
if (keepDirtyDelta)
{
m_DirtyEvents.Add(new NetworkListEvent<T>()
{
Type = eventType,
Index = index,
Value = m_List[index]
});
}
}
break;
case NetworkListEvent<T>.EventType.Remove:
{
NetworkVariable<T>.Read(reader, out T value);
int index = m_List.IndexOf(value);
if (index == -1)
{
break;
}
m_List.RemoveAt(index);
if (OnListChanged != null)
{
OnListChanged(new NetworkListEvent<T>
{
Type = eventType,
Index = index,
Value = value
});
}
if (keepDirtyDelta)
{
m_DirtyEvents.Add(new NetworkListEvent<T>()
{
Type = eventType,
Index = index,
Value = value
});
}
}
break;
case NetworkListEvent<T>.EventType.RemoveAt:
{
reader.ReadValueSafe(out int index);
T value = m_List[index];
m_List.RemoveAt(index);
if (OnListChanged != null)
{
OnListChanged(new NetworkListEvent<T>
{
Type = eventType,
Index = index,
Value = value
});
}
if (keepDirtyDelta)
{
m_DirtyEvents.Add(new NetworkListEvent<T>()
{
Type = eventType,
Index = index,
Value = value
});
}
}
break;
case NetworkListEvent<T>.EventType.Value:
{
reader.ReadValueSafe(out int index);
NetworkVariable<T>.Read(reader, out T value);
if (index >= m_List.Length)
{
throw new Exception("Shouldn't be here, index is higher than list length");
}
var previousValue = m_List[index];
m_List[index] = value;
if (OnListChanged != null)
{
OnListChanged(new NetworkListEvent<T>
{
Type = eventType,
Index = index,
Value = value,
PreviousValue = previousValue
});
}
if (keepDirtyDelta)
{
m_DirtyEvents.Add(new NetworkListEvent<T>()
{
Type = eventType,
Index = index,
Value = value,
PreviousValue = previousValue
});
}
}
break;
case NetworkListEvent<T>.EventType.Clear:
{
//Read nothing
m_List.Clear();
if (OnListChanged != null)
{
OnListChanged(new NetworkListEvent<T>
{
Type = eventType,
});
}
if (keepDirtyDelta)
{
m_DirtyEvents.Add(new NetworkListEvent<T>()
{
Type = eventType
});
}
}
break;
case NetworkListEvent<T>.EventType.Full:
{
ReadField(reader);
ResetDirty();
}
break;
}
}
}
/// <inheritdoc />
public IEnumerator<T> GetEnumerator()
{
return m_List.GetEnumerator();
}
/// <inheritdoc />
public void Add(T item)
{
m_List.Add(item);
var listEvent = new NetworkListEvent<T>()
{
Type = NetworkListEvent<T>.EventType.Add,
Value = item,
Index = m_List.Length - 1
};
HandleAddListEvent(listEvent);
}
/// <inheritdoc />
public void Clear()
{
m_List.Clear();
var listEvent = new NetworkListEvent<T>()
{
Type = NetworkListEvent<T>.EventType.Clear
};
HandleAddListEvent(listEvent);
}
/// <inheritdoc />
public bool Contains(T item)
{
int index = NativeArrayExtensions.IndexOf(m_List, item);
return index != -1;
}
/// <inheritdoc />
public bool Remove(T item)
{
int index = NativeArrayExtensions.IndexOf(m_List, item);
if (index == -1)
{
return false;
}
m_List.RemoveAt(index);
var listEvent = new NetworkListEvent<T>()
{
Type = NetworkListEvent<T>.EventType.Remove,
Value = item
};
HandleAddListEvent(listEvent);
return true;
}
/// <inheritdoc />
public int Count => m_List.Length;
/// <inheritdoc />
public int IndexOf(T item)
{
return m_List.IndexOf(item);
}
/// <inheritdoc />
public void Insert(int index, T item)
{
m_List.InsertRangeWithBeginEnd(index, index + 1);
m_List[index] = item;
var listEvent = new NetworkListEvent<T>()
{
Type = NetworkListEvent<T>.EventType.Insert,
Index = index,
Value = item
};
HandleAddListEvent(listEvent);
}
/// <inheritdoc />
public void RemoveAt(int index)
{
m_List.RemoveAt(index);
var listEvent = new NetworkListEvent<T>()
{
Type = NetworkListEvent<T>.EventType.RemoveAt,
Index = index
};
HandleAddListEvent(listEvent);
}
/// <inheritdoc />
public T this[int index]
{
get => m_List[index];
set
{
m_List[index] = value;
var listEvent = new NetworkListEvent<T>()
{
Type = NetworkListEvent<T>.EventType.Value,
Index = index,
Value = value
};
HandleAddListEvent(listEvent);
}
}
private void HandleAddListEvent(NetworkListEvent<T> listEvent)
{
m_DirtyEvents.Add(listEvent);
OnListChanged?.Invoke(listEvent);
}
public int LastModifiedTick
{
get
{
// todo: implement proper network tick for NetworkList
return NetworkTickSystem.NoTick;
}
}
public override void Dispose()
{
m_List.Dispose();
m_DirtyEvents.Dispose();
}
}
/// <summary>
/// Struct containing event information about changes to a NetworkList.
/// </summary>
/// <typeparam name="T">The type for the list that the event is about</typeparam>
public struct NetworkListEvent<T>
{
/// <summary>
/// Enum representing the different operations available for triggering an event.
/// </summary>
public enum EventType : byte
{
/// <summary>
/// Add
/// </summary>
Add,
/// <summary>
/// Insert
/// </summary>
Insert,
/// <summary>
/// Remove
/// </summary>
Remove,
/// <summary>
/// Remove at
/// </summary>
RemoveAt,
/// <summary>
/// Value changed
/// </summary>
Value,
/// <summary>
/// Clear
/// </summary>
Clear,
/// <summary>
/// Full list refresh
/// </summary>
Full
}
/// <summary>
/// Enum representing the operation made to the list.
/// </summary>
public EventType Type;
/// <summary>
/// The value changed, added or removed if available.
/// </summary>
public T Value;
/// <summary>
/// The previous value when "Value" has changed, if available.
/// </summary>
public T PreviousValue;
/// <summary>
/// the index changed, added or removed if available
/// </summary>
public int Index;
}
}