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com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariable.cs
Unity Technologies 016788c21e com.unity.netcode.gameobjects@2.1.1
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).

## [2.1.1] - 2024-10-18

### Added

- Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097)
- Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094)
  - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094)
  - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094)
- Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088)
- Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088)

### Fixed

- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)
- Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)
- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
- Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081)
- Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081)
- Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081)
- Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081)
- Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)

### Changed

- Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097)
- Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
2024-10-18 00:00:00 +00:00

358 lines
17 KiB
C#

using System;
using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// A variable that can be synchronized over the network.
/// </summary>
/// <typeparam name="T">the unmanaged type for <see cref="NetworkVariable{T}"/> </typeparam>
[Serializable]
[GenerateSerializationForGenericParameter(0)]
public class NetworkVariable<T> : NetworkVariableBase
{
/// <summary>
/// Delegate type for value changed event
/// </summary>
/// <param name="previousValue">The value before the change</param>
/// <param name="newValue">The new value</param>
public delegate void OnValueChangedDelegate(T previousValue, T newValue);
/// <summary>
/// The callback to be invoked when the value gets changed
/// </summary>
public OnValueChangedDelegate OnValueChanged;
public delegate bool CheckExceedsDirtinessThresholdDelegate(in T previousValue, in T newValue);
public CheckExceedsDirtinessThresholdDelegate CheckExceedsDirtinessThreshold;
public override bool ExceedsDirtinessThreshold()
{
if (CheckExceedsDirtinessThreshold != null && m_HasPreviousValue)
{
return CheckExceedsDirtinessThreshold(m_PreviousValue, m_InternalValue);
}
return true;
}
public override void OnInitialize()
{
base.OnInitialize();
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
}
internal override NetworkVariableType Type => NetworkVariableType.Value;
/// <summary>
/// Constructor for <see cref="NetworkVariable{T}"/>
/// </summary>
/// <param name="value">initial value set that is of type T</param>
/// <param name="readPerm">the <see cref="NetworkVariableReadPermission"/> for this <see cref="NetworkVariable{T}"/></param>
/// <param name="writePerm">the <see cref="NetworkVariableWritePermission"/> for this <see cref="NetworkVariable{T}"/></param>
public NetworkVariable(T value = default,
NetworkVariableReadPermission readPerm = DefaultReadPerm,
NetworkVariableWritePermission writePerm = DefaultWritePerm)
: base(readPerm, writePerm)
{
m_InternalValue = value;
m_InternalOriginalValue = default;
// Since we start with IsDirty = true, this doesn't need to be duplicated
// right away. It won't get read until after ResetDirty() is called, and
// the duplicate will be made there. Avoiding calling
// NetworkVariableSerialization<T>.Duplicate() is important because calling
// it in the constructor might not give users enough time to set the
// DuplicateValue callback if they're using UserNetworkVariableSerialization
m_PreviousValue = default;
}
/// <summary>
/// Resets the NetworkVariable when the associated NetworkObject is not spawned
/// </summary>
/// <param name="value">the value to reset the NetworkVariable to (if none specified it resets to the default)</param>
public void Reset(T value = default)
{
if (m_NetworkBehaviour == null || m_NetworkBehaviour != null && !m_NetworkBehaviour.NetworkObject.IsSpawned)
{
m_InternalValue = value;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
m_PreviousValue = default;
}
}
/// <summary>
/// The internal value of the NetworkVariable
/// </summary>
[SerializeField]
private protected T m_InternalValue;
// The introduction of standard .NET collections caused an issue with permissions since there is no way to detect changes in the
// collection without doing a full comparison. While this approach does consume more memory per collection instance, it is the
// lowest risk approach to resolving the issue where a client with no write permissions could make changes to a collection locally
// which can cause a myriad of issues.
private protected T m_InternalOriginalValue;
private protected T m_PreviousValue;
private bool m_HasPreviousValue;
private bool m_IsDisposed;
/// <summary>
/// The value of the NetworkVariable container
/// </summary>
/// <remarks>
/// When assigning collections to <see cref="Value"/>, unless it is a completely new collection this will not
/// detect any deltas with most managed collection classes since assignment of one collection value to another
/// is actually just a reference to the collection itself. <br />
/// To detect deltas in a collection, you should invoke <see cref="CheckDirtyState"/> after making modifications to the collection.
/// </remarks>
public virtual T Value
{
get => m_InternalValue;
set
{
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
{
LogWritePermissionError();
return;
}
// Compare the Value being applied to the current value
if (!NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref value))
{
T previousValue = m_InternalValue;
m_InternalValue = value;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
SetDirty(true);
m_IsDisposed = false;
OnValueChanged?.Invoke(previousValue, m_InternalValue);
}
}
}
/// <summary>
/// Invoke this method to check if a collection's items are dirty.
/// The default behavior is to exit early if the <see cref="NetworkVariable{T}"/> is already dirty.
/// </summary>
/// <param name="forceCheck"> when true, this check will force a full item collection check even if the NetworkVariable is already dirty</param>
/// <remarks>
/// This is to be used as a way to check if a <see cref="NetworkVariable{T}"/> containing a managed collection has any changees to the collection items.<br />
/// If you invoked this when a collection is dirty, it will not trigger the <see cref="OnValueChanged"/> unless you set <param name="forceCheck"/> to true. <br />
/// </remarks>
public bool CheckDirtyState(bool forceCheck = false)
{
var isDirty = base.IsDirty();
// A client without permissions invoking this method should only check to assure the current value is equal to the last known current value
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
{
// If modifications are detected, then revert back to the last known current value
if (!NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_InternalOriginalValue))
{
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
}
return false;
}
// Compare the previous with the current if not dirty or forcing a check.
if ((!isDirty || forceCheck) && !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue))
{
SetDirty(true);
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
m_IsDisposed = false;
isDirty = true;
}
return isDirty;
}
internal ref T RefValue()
{
return ref m_InternalValue;
}
public override void Dispose()
{
if (m_IsDisposed)
{
return;
}
m_IsDisposed = true;
if (m_InternalValue is IDisposable internalValueDisposable)
{
internalValueDisposable.Dispose();
}
m_InternalValue = default;
m_InternalOriginalValue = default;
if (m_HasPreviousValue && m_PreviousValue is IDisposable previousValueDisposable)
{
m_HasPreviousValue = false;
previousValueDisposable.Dispose();
}
m_PreviousValue = default;
base.Dispose();
}
~NetworkVariable()
{
Dispose();
}
/// <summary>
/// Gets Whether or not the container is dirty
/// </summary>
/// <returns>Whether or not the container is dirty</returns>
public override bool IsDirty()
{
// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
// to the original collection value prior to applying updates (primarily for collections).
if (!NetworkUpdaterCheck && m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_InternalOriginalValue))
{
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
return true;
}
// For most cases we can use the dirty flag.
// This doesn't work for cases where we're wrapping more complex types
// like INetworkSerializable, NativeList, NativeArray, etc.
// Changes to the values in those types don't call the Value.set method,
// so we can't catch those changes and need to compare the current value
// against the previous one.
if (base.IsDirty())
{
return true;
}
var dirty = !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue);
// Cache the dirty value so we don't perform this again if we already know we're dirty
// Unfortunately we can't cache the NOT dirty state, because that might change
// in between to checks... but the DIRTY state won't change until ResetDirty()
// is called.
SetDirty(dirty);
return dirty;
}
/// <summary>
/// Resets the dirty state and marks the variable as synced / clean
/// </summary>
public override void ResetDirty()
{
// Resetting the dirty value declares that the current value is not dirty
// Therefore, we set the m_PreviousValue field to a duplicate of the current
// field, so that our next dirty check is made against the current "not dirty"
// value.
if (IsDirty())
{
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
// Once updated, assure the original current value is updated for future comparison purposes
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
}
base.ResetDirty();
}
/// <summary>
/// Writes the variable to the writer
/// </summary>
/// <param name="writer">The stream to write the value to</param>
public override void WriteDelta(FastBufferWriter writer)
{
NetworkVariableSerialization<T>.WriteDelta(writer, ref m_InternalValue, ref m_PreviousValue);
}
/// <summary>
/// Reads value from the reader and applies it
/// </summary>
/// <param name="reader">The stream to read the value from</param>
/// <param name="keepDirtyDelta">Whether or not the container should keep the dirty delta, or mark the delta as consumed</param>
public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
{
// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
// to the original collection value prior to applying updates (primarily for collections).
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalOriginalValue, ref m_InternalValue))
{
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
}
NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);
// keepDirtyDelta marks a variable received as dirty and causes the server to send the value to clients
// In a prefect world, whether a variable was A) modified locally or B) received and needs retransmit
// would be stored in different fields
// LEGACY NOTE: This is only to handle NetworkVariableDeltaMessage Version 0 connections. The updated
// NetworkVariableDeltaMessage no longer uses this approach.
if (keepDirtyDelta)
{
SetDirty(true);
}
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
}
/// <summary>
/// This should be always invoked (client & server) to assure the previous values are set
/// !! IMPORTANT !!
/// When a server forwards delta updates to connected clients, it needs to preserve the previous dirty value(s)
/// until it is done serializing all valid NetworkVariable field deltas (relative to each client). This is invoked
/// after it is done forwarding the deltas at the end of the <see cref="NetworkVariableDeltaMessage.Handle(ref NetworkContext)"/> method.
/// </summary>
internal override void PostDeltaRead()
{
// In order to get managed collections to properly have a previous and current value, we have to
// duplicate the collection at this point before making any modifications to the current.
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
// Once updated, assure the original current value is updated for future comparison purposes
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
}
/// <inheritdoc />
public override void ReadField(FastBufferReader reader)
{
// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
// to the original collection value prior to applying updates (primarily for collections).
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalOriginalValue, ref m_InternalValue))
{
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
}
NetworkVariableSerialization<T>.Read(reader, ref m_InternalValue);
// In order to get managed collections to properly have a previous and current value, we have to
// duplicate the collection at this point before making any modifications to the current.
// We duplicate the final value after the read (for ReadField ONLY) so the previous value is at par
// with the current value (since this is only invoked when initially synchronizing).
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
// Once updated, assure the original current value is updated for future comparison purposes
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
}
/// <inheritdoc />
public override void WriteField(FastBufferWriter writer)
{
NetworkVariableSerialization<T>.Write(writer, ref m_InternalValue);
}
internal override void WriteFieldSynchronization(FastBufferWriter writer)
{
// If we have a pending update, then synchronize the client with the previously known
// value since the updated version will be sent on the next tick or next time it is
// set to be updated
if (base.IsDirty() && m_HasPreviousValue)
{
NetworkVariableSerialization<T>.Write(writer, ref m_PreviousValue);
}
else
{
base.WriteFieldSynchronization(writer);
}
}
}
}