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com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkList.cs
Unity Technologies 4d70c198bd com.unity.netcode.gameobjects@1.5.1
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).

## [1.5.1] - 2023-06-07

### Added

- Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375)
- The location of the automatically-created default network prefab list can now be configured (#2544)
- Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530)
- Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568)

### Fixed

- Fixed: Fixed a null reference in codegen in some projects (#2581)
- Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569)
- Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565)
- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
- Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events.  (#2542,#2543)
- Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
- Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529)
- Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528)
- Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)
- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)
- Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518)
- Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510)
- Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)

## Changed

- Adding network prefabs before NetworkManager initialization is now supported. (#2565)
- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)
- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533)
- Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
2023-06-07 00:00:00 +00:00

632 lines
21 KiB
C#

using System;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
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>
/// Constructor method for <see cref="NetworkList"/>
/// </summary>
public NetworkList() { }
/// <inheritdoc/>
/// <param name="values"></param>
/// <param name="readPerm"></param>
/// <param name="writePerm"></param>
public NetworkList(IEnumerable<T> values = default,
NetworkVariableReadPermission readPerm = DefaultReadPerm,
NetworkVariableWritePermission writePerm = DefaultWritePerm)
: base(readPerm, writePerm)
{
// allow null IEnumerable<T> to mean "no values"
if (values != null)
{
foreach (var value in values)
{
m_List.Add(value);
}
}
}
/// <inheritdoc />
public override void ResetDirty()
{
base.ResetDirty();
if (m_DirtyEvents.Length > 0)
{
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;
}
internal void MarkNetworkObjectDirty()
{
if (m_NetworkBehaviour == null)
{
Debug.LogWarning($"NetworkList is written to, but doesn't know its NetworkBehaviour yet. " +
"Are you modifying a NetworkList before the NetworkObject is spawned?");
return;
}
m_NetworkBehaviour.NetworkManager.BehaviourUpdater.AddForUpdate(m_NetworkBehaviour.NetworkObject);
}
/// <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++)
{
var element = m_DirtyEvents.ElementAt(i);
writer.WriteValueSafe(element.Type);
switch (element.Type)
{
case NetworkListEvent<T>.EventType.Add:
{
NetworkVariableSerialization<T>.Write(writer, ref element.Value);
}
break;
case NetworkListEvent<T>.EventType.Insert:
{
writer.WriteValueSafe(element.Index);
NetworkVariableSerialization<T>.Write(writer, ref element.Value);
}
break;
case NetworkListEvent<T>.EventType.Remove:
{
NetworkVariableSerialization<T>.Write(writer, ref element.Value);
}
break;
case NetworkListEvent<T>.EventType.RemoveAt:
{
writer.WriteValueSafe(element.Index);
}
break;
case NetworkListEvent<T>.EventType.Value:
{
writer.WriteValueSafe(element.Index);
NetworkVariableSerialization<T>.Write(writer, ref element.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++)
{
NetworkVariableSerialization<T>.Write(writer, ref m_List.ElementAt(i));
}
}
/// <inheritdoc />
public override void ReadField(FastBufferReader reader)
{
m_List.Clear();
reader.ReadValueSafe(out ushort count);
for (int i = 0; i < count; i++)
{
var value = new T();
NetworkVariableSerialization<T>.Read(reader, ref 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:
{
var value = new T();
NetworkVariableSerialization<T>.Read(reader, ref 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]
});
MarkNetworkObjectDirty();
}
}
break;
case NetworkListEvent<T>.EventType.Insert:
{
reader.ReadValueSafe(out int index);
var value = new T();
NetworkVariableSerialization<T>.Read(reader, ref value);
if (index < m_List.Length)
{
m_List.InsertRangeWithBeginEnd(index, index + 1);
m_List[index] = value;
}
else
{
m_List.Add(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]
});
MarkNetworkObjectDirty();
}
}
break;
case NetworkListEvent<T>.EventType.Remove:
{
var value = new T();
NetworkVariableSerialization<T>.Read(reader, ref 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
});
MarkNetworkObjectDirty();
}
}
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
});
MarkNetworkObjectDirty();
}
}
break;
case NetworkListEvent<T>.EventType.Value:
{
reader.ReadValueSafe(out int index);
var value = new T();
NetworkVariableSerialization<T>.Read(reader, ref 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
});
MarkNetworkObjectDirty();
}
}
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
});
MarkNetworkObjectDirty();
}
}
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)
{
// check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
}
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()
{
// check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
}
m_List.Clear();
var listEvent = new NetworkListEvent<T>()
{
Type = NetworkListEvent<T>.EventType.Clear
};
HandleAddListEvent(listEvent);
}
/// <inheritdoc />
public bool Contains(T item)
{
int index = m_List.IndexOf(item);
return index != -1;
}
/// <inheritdoc />
public bool Remove(T item)
{
// check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
}
int index = m_List.IndexOf(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)
{
// check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
}
if (index < m_List.Length)
{
m_List.InsertRangeWithBeginEnd(index, index + 1);
m_List[index] = item;
}
else
{
m_List.Add(item);
}
var listEvent = new NetworkListEvent<T>()
{
Type = NetworkListEvent<T>.EventType.Insert,
Index = index,
Value = item
};
HandleAddListEvent(listEvent);
}
/// <inheritdoc />
public void RemoveAt(int index)
{
// check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
}
var value = m_List[index];
m_List.RemoveAt(index);
var listEvent = new NetworkListEvent<T>()
{
Type = NetworkListEvent<T>.EventType.RemoveAt,
Index = index,
Value = value
};
HandleAddListEvent(listEvent);
}
/// <inheritdoc />
public T this[int index]
{
get => m_List[index];
set
{
// check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
}
var previousValue = m_List[index];
m_List[index] = value;
var listEvent = new NetworkListEvent<T>()
{
Type = NetworkListEvent<T>.EventType.Value,
Index = index,
Value = value,
PreviousValue = previousValue
};
HandleAddListEvent(listEvent);
}
}
private void HandleAddListEvent(NetworkListEvent<T> listEvent)
{
m_DirtyEvents.Add(listEvent);
MarkNetworkObjectDirty();
OnListChanged?.Invoke(listEvent);
}
/// <summary>
/// This is actually unused left-over from a previous interface
/// </summary>
public int LastModifiedTick
{
get
{
// todo: implement proper network tick for NetworkList
return NetworkTickSystem.NoTick;
}
}
/// <summary>
/// Overridden <see cref="IDisposable"/> implementation.
/// CAUTION: If you derive from this class and override the <see cref="Dispose"/> method,
/// you **must** always invoke the base.Dispose() method!
/// </summary>
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;
}
}