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.1] - 2024-06-17 ### Added - Added event `NetworkManager.OnSessionOwnerPromoted` that is invoked when a new session owner promotion occurs. (#2948) - Added `NetworkRigidBodyBase.GetLinearVelocity` and `NetworkRigidBodyBase.SetLinearVelocity` convenience/helper methods. (#2948) - Added `NetworkRigidBodyBase.GetAngularVelocity` and `NetworkRigidBodyBase.SetAngularVelocity` convenience/helper methods. (#2948) ### Fixed - Fixed issue when `NetworkTransform` half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948) - Fixed issue where `OnClientConnected` not being invoked on the session owner when connecting to a new distributed authority session. (#2948) - Fixed issue where Rigidbody micro-motion (i.e. relatively small velocities) would result in non-authority instances slightly stuttering as the body would come to a rest (i.e. no motion). Now, the threshold value can increase at higher velocities and can decrease slightly below the provided threshold to account for this. (#2948) ### Changed - Changed the client's owned objects is now returned (`NetworkClient` and `NetworkSpawnManager`) as an array as opposed to a list for performance purposes. (#2948) - Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948) - Changed `NetworkTransformEditor.OnEnable` to a virtual method to be able to customize a `NetworkTransform` derived class by creating a derived editor control from `NetworkTransformEditor`. (#2948)
162 lines
9.2 KiB
C#
162 lines
9.2 KiB
C#
using System;
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namespace Unity.Netcode
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{
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/// <summary>
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/// Support methods for reading/writing NetworkVariables
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/// Because there are multiple overloads of WriteValue/ReadValue based on different generic constraints,
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/// but there's no way to achieve the same thing with a class, this sets up various read/write schemes
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/// based on which constraints are met by `T` using reflection, which is done at module load time.
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/// </summary>
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/// <typeparam name="T">The type the associated NetworkVariable is templated on</typeparam>
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[Serializable]
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public static class NetworkVariableSerialization<T>
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{
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internal static INetworkVariableSerializer<T> Serializer = new FallbackSerializer<T>();
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internal static bool IsDistributedAuthority => NetworkManager.IsDistributedAuthority;
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/// <summary>
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/// The collection item type tells the CMB server how to read the bytes of each item in the collection
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/// </summary>
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/// DANGO-EXP TODO: Determine if this is distributed authority only and impacts of this in client-server
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internal static CollectionItemType Type = CollectionItemType.Unknown;
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/// <summary>
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/// A callback to check if two values are equal.
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/// </summary>
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public delegate bool EqualsDelegate(ref T a, ref T b);
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/// <summary>
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/// Uses the most efficient mechanism for a given type to determine if two values are equal.
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/// For types that implement <see cref="IEquatable{T}"/>, it will call the Equals() method.
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/// For unmanaged types, it will do a bytewise memory comparison.
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/// For other types, it will call the == operator.
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/// <br/>
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/// <br/>
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/// Note: If you are using this in a custom generic class, please make sure your class is
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/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute"/> so that codegen can
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/// initialize the serialization mechanisms correctly. If your class is NOT
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/// generic, it is better to check their equality yourself.
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/// </summary>
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public static EqualsDelegate AreEqual { get; internal set; }
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/// <summary>
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/// Serialize a value using the best-known serialization method for a generic value.
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/// Will reliably serialize any value that is passed to it correctly with no boxing.
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/// <br />
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/// <br />
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/// Note: If you are using this in a custom generic class, please make sure your class is
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/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
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/// initialize the serialization mechanisms correctly. If your class is NOT
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/// generic, it is better to use FastBufferWriter directly.
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/// <br />
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/// <br />
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/// If the codegen is unable to determine a serializer for a type,
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/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.WriteValue" /> is called, which, by default,
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/// will throw an exception, unless you have assigned a user serialization callback to it at runtime.
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/// </summary>
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/// <param name="writer"></param>
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/// <param name="value"></param>
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public static void Write(FastBufferWriter writer, ref T value)
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{
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Serializer.Write(writer, ref value);
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}
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/// <summary>
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/// Deserialize a value using the best-known serialization method for a generic value.
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/// Will reliably deserialize any value that is passed to it correctly with no boxing.
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/// For types whose deserialization can be determined by codegen (which is most types),
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/// GC will only be incurred if the type is a managed type and the ref value passed in is `null`,
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/// in which case a new value is created; otherwise, it will be deserialized in-place.
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/// <br />
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/// <br />
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/// Note: If you are using this in a custom generic class, please make sure your class is
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/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
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/// initialize the serialization mechanisms correctly. If your class is NOT
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/// generic, it is better to use FastBufferReader directly.
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/// <br />
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/// <br />
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/// If the codegen is unable to determine a serializer for a type,
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/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.ReadValue" /> is called, which, by default,
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/// will throw an exception, unless you have assigned a user deserialization callback to it at runtime.
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/// </summary>
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/// <param name="reader"></param>
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/// <param name="value"></param>
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public static void Read(FastBufferReader reader, ref T value)
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{
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Serializer.Read(reader, ref value);
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}
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/// <summary>
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/// Serialize a value using the best-known serialization method for a generic value.
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/// Will reliably serialize any value that is passed to it correctly with no boxing.
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/// <br />
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/// <br />
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/// Note: If you are using this in a custom generic class, please make sure your class is
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/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
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/// initialize the serialization mechanisms correctly. If your class is NOT
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/// generic, it is better to use FastBufferWriter directly.
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/// <br />
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/// <br />
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/// If the codegen is unable to determine a serializer for a type,
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/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.WriteValue" /> is called, which, by default,
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/// will throw an exception, unless you have assigned a user serialization callback to it at runtime.
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/// </summary>
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/// <param name="writer"></param>
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/// <param name="value"></param>
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public static void WriteDelta(FastBufferWriter writer, ref T value, ref T previousValue)
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{
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Serializer.WriteDelta(writer, ref value, ref previousValue);
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}
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/// <summary>
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/// Deserialize a value using the best-known serialization method for a generic value.
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/// Will reliably deserialize any value that is passed to it correctly with no boxing.
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/// For types whose deserialization can be determined by codegen (which is most types),
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/// GC will only be incurred if the type is a managed type and the ref value passed in is `null`,
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/// in which case a new value is created; otherwise, it will be deserialized in-place.
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/// <br />
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/// <br />
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/// Note: If you are using this in a custom generic class, please make sure your class is
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/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
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/// initialize the serialization mechanisms correctly. If your class is NOT
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/// generic, it is better to use FastBufferReader directly.
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/// <br />
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/// <br />
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/// If the codegen is unable to determine a serializer for a type,
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/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.ReadValue" /> is called, which, by default,
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/// will throw an exception, unless you have assigned a user deserialization callback to it at runtime.
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/// </summary>
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/// <param name="reader"></param>
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/// <param name="value"></param>
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public static void ReadDelta(FastBufferReader reader, ref T value)
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{
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Serializer.ReadDelta(reader, ref value);
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}
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/// <summary>
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/// Duplicates a value using the most efficient means of creating a complete copy.
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/// For most types this is a simple assignment or memcpy.
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/// For managed types, this is will serialize and then deserialize the value to ensure
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/// a correct copy.
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/// <br />
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/// <br />
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/// Note: If you are using this in a custom generic class, please make sure your class is
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/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
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/// initialize the serialization mechanisms correctly. If your class is NOT
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/// generic, it is better to duplicate it directly.
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/// <br />
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/// <br />
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/// If the codegen is unable to determine a serializer for a type,
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/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.DuplicateValue" /> is called, which, by default,
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/// will throw an exception, unless you have assigned a user duplication callback to it at runtime.
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/// </summary>
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/// <param name="value"></param>
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/// <param name="duplicatedValue"></param>
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public static void Duplicate(in T value, ref T duplicatedValue)
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{
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Serializer.Duplicate(value, ref duplicatedValue);
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}
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}
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}
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