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com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariable.cs
Unity Technologies a813ba0dd6 com.unity.netcode.gameobjects@2.0.0-pre.3
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-pre.3] - 2024-07-23

### Added
- Added: `UnityTransport.GetNetworkDriver` and `UnityTransport.GetLocalEndpoint` methods to expose the driver and local endpoint being used. (#2978)

### Fixed

- Fixed issue where deferred despawn was causing GC allocations when converting an `IEnumerable` to a list. (#2983)
- Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2979)
- Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded. (#2971)
- Fixed issue where `Rigidbody2d` under Unity 6000.0.11f1 has breaking changes where `velocity` is now `linearVelocity` and `isKinematic` is replaced by `bodyType`. (#2971)
- Fixed issue where `NetworkSpawnManager.InstantiateAndSpawn` and `NetworkObject.InstantiateAndSpawn` were not honoring the ownerClientId parameter when using a client-server network topology. (#2968)
- Fixed issue where internal delta serialization could not have a byte serializer defined when serializing deltas for other types. Added `[GenerateSerializationForType(typeof(byte))]` to both the `NetworkVariable` and `AnticipatedNetworkVariable` classes to assure a byte serializer is defined.(#2962)
- Fixed issue when scene management was disabled and the session owner would still try to synchronize a late joining client. (#2962)
- Fixed issue when using a distributed authority network topology where it would allow a session owner to spawn a `NetworkObject` prior to being approved. Now, an error message is logged and the `NetworkObject` will not be spawned prior to the client being approved.  (#2962)
- Fixed issue where attempting to spawn during `NetworkBehaviour.OnInSceneObjectsSpawned` and `NetworkBehaviour.OnNetworkSessionSynchronized` notifications would throw a collection modified exception.  (#2962)

### Changed

- Changed logic where clients can now set the `NetworkSceneManager` client synchronization mode when using a distributed authority network topology. (#2985)
2024-07-23 00:00:00 +00:00

255 lines
9.5 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)]
[GenerateSerializationForType(typeof(byte))]
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_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;
// 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;
m_PreviousValue = default;
}
}
/// <summary>
/// The internal value of the NetworkVariable
/// </summary>
[SerializeField]
private protected T m_InternalValue;
private protected T m_PreviousValue;
private bool m_HasPreviousValue;
private bool m_IsDisposed;
/// <summary>
/// The value of the NetworkVariable container
/// </summary>
public virtual T Value
{
get => m_InternalValue;
set
{
// Compare bitwise
if (NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref value))
{
return;
}
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
{
throw new InvalidOperationException($"[Client-{m_NetworkManager.LocalClientId}][{m_NetworkBehaviour.name}][{Name}] Write permissions ({WritePerm}) for this client instance is not allowed!");
}
Set(value);
m_IsDisposed = false;
}
}
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;
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()
{
// 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;
}
// 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.
var dirty = !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue);
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);
}
base.ResetDirty();
}
/// <summary>
/// Sets the <see cref="Value"/>, marks the <see cref="NetworkVariable{T}"/> dirty, and invokes the <see cref="OnValueChanged"/> callback
/// if there are subscribers to that event.
/// </summary>
/// <param name="value">the new value of type `T` to be set/></param>
private protected void Set(T value)
{
SetDirty(true);
T previousValue = m_InternalValue;
m_InternalValue = value;
OnValueChanged?.Invoke(previousValue, m_InternalValue);
}
/// <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)
{
// todo:
// 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
T previousValue = m_InternalValue;
NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);
if (keepDirtyDelta)
{
SetDirty(true);
}
OnValueChanged?.Invoke(previousValue, m_InternalValue);
}
/// <inheritdoc />
public override void ReadField(FastBufferReader reader)
{
NetworkVariableSerialization<T>.Read(reader, ref m_InternalValue);
}
/// <inheritdoc />
public override void WriteField(FastBufferWriter writer)
{
NetworkVariableSerialization<T>.Write(writer, ref m_InternalValue);
}
}
}