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com.unity.netcode.gameobjects/Runtime/NetworkVariable/Serialization/VariableSerializationTools.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

55 lines
2.2 KiB
C#

using System.Runtime.CompilerServices;
using System.Runtime.Serialization;
namespace Unity.Netcode
{
internal static class SerializationTools
{
public delegate void WriteDelegate<T>(FastBufferWriter writer, ref T value);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void WriteWithSize<T>(WriteDelegate<T> writeMethod, FastBufferWriter writer, ref T value)
{
var writePos = writer.Position;
// Note: This value can't be packed because we don't know how large it will be in advance
// we reserve space for it, then write the data, then come back and fill in the space
// to pack here, we'd have to write data to a temporary buffer and copy it in - which
// isn't worth possibly saving one byte if and only if the data is less than 63 bytes long...
// The way we do packing, any value > 63 in a ushort will use the full 2 bytes to represent.
writer.WriteValueSafe((ushort)0);
var startPos = writer.Position;
writeMethod(writer, ref value);
var size = writer.Position - startPos;
writer.Seek(writePos);
writer.WriteValueSafe((ushort)size);
writer.Seek(startPos + size);
}
public delegate void ReadDelegate<T>(FastBufferReader writer, ref T value);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ReadWithSize<T>(ReadDelegate<T> readMethod, FastBufferReader reader, ref T value)
{
reader.ReadValueSafe(out ushort _);
readMethod(reader, ref value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void WriteType(FastBufferWriter writer, NetworkVariableType type) => writer.WriteValueSafe(type);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ReadType<T>(FastBufferReader reader, INetworkVariableSerializer<T> serializer)
{
reader.ReadValueSafe(out NetworkVariableType type);
if (type != serializer.Type)
{
throw new SerializationException();
}
}
}
}