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-exp.2] - 2024-04-02 ### Added - Added updates to all internal messages to account for a distributed authority network session connection. (#2863) - Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863) - For a customized `NetworkRigidbodyBase` class: - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes. - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned. - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to: - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`. - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use. - Provides additional public methods: - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting). - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping. - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep. - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic. - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state. - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized. - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863) - Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863) - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority. - Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863) - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation. - Added distributed authority mode support to `NetworkAnimator`. (#2863) - Added session mode selection to `NetworkManager` inspector view. (#2863) - Added distributed authority permissions feature. (#2863) - Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863) - Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863) - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example). - Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863) - Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863) - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true. - Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863) - Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863) ### Fixed - Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807) - Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796) ### Changed - Changed client side awareness of other clients is now the same as a server or host. (#2863) - Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863) - Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863) - Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863) - Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863) - Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863) - Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810) - Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
650 lines
22 KiB
C#
650 lines
22 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Unity.Collections;
|
|
|
|
namespace Unity.Netcode
|
|
{
|
|
/// <summary>
|
|
/// Event based NetworkVariable container for syncing Lists
|
|
/// </summary>
|
|
/// <typeparam name="T">The type for the list</typeparam>
|
|
[GenerateSerializationForGenericParameter(0)]
|
|
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;
|
|
internal override NetworkVariableType Type => NetworkVariableType.NetworkList;
|
|
|
|
/// <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()
|
|
{
|
|
MarkNetworkBehaviourDirty();
|
|
}
|
|
|
|
/// <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:
|
|
{
|
|
BytePacker.WriteValueBitPacked(writer, 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:
|
|
{
|
|
BytePacker.WriteValueBitPacked(writer, element.Index);
|
|
}
|
|
break;
|
|
case NetworkListEvent<T>.EventType.Value:
|
|
{
|
|
BytePacker.WriteValueBitPacked(writer, 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)
|
|
{
|
|
if (m_NetworkManager.DistributedAuthorityMode)
|
|
{
|
|
writer.WriteValueSafe(NetworkVariableSerialization<T>.Type);
|
|
if (NetworkVariableSerialization<T>.Type == CollectionItemType.Unmanaged)
|
|
{
|
|
// Write the size of the unmanaged serialized type as it has a fixed size. This allows the CMB runtime to correctly read the unmanged type.
|
|
var placeholder = new T();
|
|
var startPos = writer.Position;
|
|
NetworkVariableSerialization<T>.Write(writer, ref placeholder);
|
|
var size = writer.Position - startPos;
|
|
writer.Seek(startPos);
|
|
BytePacker.WriteValueBitPacked(writer, size);
|
|
}
|
|
}
|
|
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();
|
|
if (m_NetworkManager.DistributedAuthorityMode)
|
|
{
|
|
// Collection item type is used by the CMB rust service, drop value here.
|
|
reader.ReadValueSafe(out CollectionItemType type);
|
|
if (type == CollectionItemType.Unmanaged)
|
|
{
|
|
ByteUnpacker.ReadValueBitPacked(reader, out int _);
|
|
}
|
|
}
|
|
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:
|
|
{
|
|
ByteUnpacker.ReadValueBitPacked(reader, 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:
|
|
{
|
|
ByteUnpacker.ReadValueBitPacked(reader, 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:
|
|
{
|
|
ByteUnpacker.ReadValueBitPacked(reader, 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_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_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_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_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_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_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();
|
|
base.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;
|
|
}
|
|
}
|