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.7] - 2022-04-01 ### Added - Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828) - Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823) - Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762) - `UnityTransport` settings can now be set programmatically. (#1845) - `FastBufferWriter` and Reader IsInitialized property. (#1859) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849) ### Removed - Removed `SnapshotSystem` (#1852) - Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812) - Removed `com.unity.collections` dependency from the package (#1849) ### Fixed - Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850) - Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847) - Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841) - Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838) - Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836) - Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828) - Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821) - Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811) - Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809) - Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808) - Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801) - Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780) - Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779) - Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777) - Fixed parenting warning printing for false positives (#1855)
170 lines
6.4 KiB
C#
170 lines
6.4 KiB
C#
using UnityEngine;
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using System;
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using System.Runtime.CompilerServices;
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using Unity.Collections.LowLevel.Unsafe;
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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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[Serializable]
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public class NetworkVariable<T> : NetworkVariableBase where T : unmanaged
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{
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// Functions that know how to serialize INetworkSerializable
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internal static void WriteNetworkSerializable<TForMethod>(FastBufferWriter writer, in TForMethod value)
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where TForMethod : INetworkSerializable, new()
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{
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writer.WriteNetworkSerializable(value);
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}
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internal static void ReadNetworkSerializable<TForMethod>(FastBufferReader reader, out TForMethod value)
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where TForMethod : INetworkSerializable, new()
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{
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reader.ReadNetworkSerializable(out value);
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}
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// Functions that serialize other types
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private static void WriteValue<TForMethod>(FastBufferWriter writer, in TForMethod value)
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where TForMethod : unmanaged
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{
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writer.WriteValueSafe(value);
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}
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private static void ReadValue<TForMethod>(FastBufferReader reader, out TForMethod value)
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where TForMethod : unmanaged
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{
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reader.ReadValueSafe(out value);
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}
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internal delegate void WriteDelegate<TForMethod>(FastBufferWriter writer, in TForMethod value);
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internal delegate void ReadDelegate<TForMethod>(FastBufferReader reader, out TForMethod value);
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// These static delegates provide the right implementation for writing and reading a particular network variable type.
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// For most types, these default to WriteValue() and ReadValue(), which perform simple memcpy operations.
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//
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// INetworkSerializableILPP will generate startup code that will set it to WriteNetworkSerializable()
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// and ReadNetworkSerializable() for INetworkSerializable types, which will call NetworkSerialize().
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//
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// In the future we may be able to use this to provide packing implementations for floats and integers to optimize bandwidth usage.
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//
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// The reason this is done is to avoid runtime reflection and boxing in NetworkVariable - without this,
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// NetworkVariable would need to do a `var is INetworkSerializable` check, and then cast to INetworkSerializable,
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// *both* of which would cause a boxing allocation. Alternatively, NetworkVariable could have been split into
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// NetworkVariable and NetworkSerializableVariable or something like that, which would have caused a poor
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// user experience and an API that's easier to get wrong than right. This is a bit ugly on the implementation
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// side, but it gets the best achievable user experience and performance.
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internal static WriteDelegate<T> Write = WriteValue;
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internal static ReadDelegate<T> Read = ReadValue;
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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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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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}
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[SerializeField]
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private protected T m_InternalValue;
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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 (ValueEquals(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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}
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}
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// Compares two values of the same unmanaged type by underlying memory
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// Ignoring any overriden value checks
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// Size is fixed
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static unsafe bool ValueEquals(ref T a, ref T b)
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{
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// get unmanaged pointers
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var aptr = UnsafeUtility.AddressOf(ref a);
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var bptr = UnsafeUtility.AddressOf(ref b);
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// compare addresses
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return UnsafeUtility.MemCmp(aptr, bptr, sizeof(T)) == 0;
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}
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private protected void Set(T value)
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{
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m_IsDirty = 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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T previousValue = m_InternalValue;
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Read(reader, out m_InternalValue);
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if (keepDirtyDelta)
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{
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m_IsDirty = 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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Read(reader, out 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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Write(writer, m_InternalValue);
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}
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}
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}
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