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). ## [2.2.0] - 2024-12-12 ### Added - Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175) - Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130) - Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113) ### Fixed - Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177) - Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162) - Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160) - Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160) - Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118) - Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147) - Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133) - Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133) - Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122) - Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`. (#3113) - Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111) - Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110) - Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108) ### Changed - In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175) - Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode. - The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
690 lines
23 KiB
C#
690 lines
23 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.Collections;
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namespace Unity.Netcode
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{
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/// <summary>
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/// Event based NetworkVariable container for syncing Lists
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/// </summary>
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/// <typeparam name="T">The type for the list</typeparam>
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[GenerateSerializationForGenericParameter(0)]
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public class NetworkList<T> : NetworkVariableBase where T : unmanaged, IEquatable<T>
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{
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private NativeList<T> m_List = new NativeList<T>(64, Allocator.Persistent);
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private NativeList<NetworkListEvent<T>> m_DirtyEvents = new NativeList<NetworkListEvent<T>>(64, Allocator.Persistent);
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/// <summary>
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/// Delegate type for list changed event
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/// </summary>
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/// <param name="changeEvent">Struct containing information about the change event</param>
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public delegate void OnListChangedDelegate(NetworkListEvent<T> changeEvent);
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/// <summary>
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/// The callback to be invoked when the list gets changed
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/// </summary>
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public event OnListChangedDelegate OnListChanged;
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/// <summary>
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/// Constructor method for <see cref="NetworkList"/>
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/// </summary>
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public NetworkList() { }
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/// <inheritdoc/>
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/// <param name="values"></param>
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/// <param name="readPerm"></param>
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/// <param name="writePerm"></param>
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public NetworkList(IEnumerable<T> values = default,
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NetworkVariableReadPermission readPerm = DefaultReadPerm,
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NetworkVariableWritePermission writePerm = DefaultWritePerm)
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: base(readPerm, writePerm)
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{
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// allow null IEnumerable<T> to mean "no values"
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if (values != null)
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{
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foreach (var value in values)
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{
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m_List.Add(value);
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}
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}
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}
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~NetworkList()
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{
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Dispose();
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}
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/// <inheritdoc />
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public override void ResetDirty()
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{
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base.ResetDirty();
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if (m_DirtyEvents.Length > 0)
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{
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m_DirtyEvents.Clear();
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}
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}
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/// <inheritdoc />
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public override bool IsDirty()
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{
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// we call the base class to allow the SetDirty() mechanism to work
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return base.IsDirty() || m_DirtyEvents.Length > 0;
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}
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internal void MarkNetworkObjectDirty()
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{
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MarkNetworkBehaviourDirty();
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}
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/// <inheritdoc />
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public override void WriteDelta(FastBufferWriter writer)
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{
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if (base.IsDirty())
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{
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writer.WriteValueSafe((ushort)1);
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writer.WriteValueSafe(NetworkListEvent<T>.EventType.Full);
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WriteField(writer);
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return;
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}
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writer.WriteValueSafe((ushort)m_DirtyEvents.Length);
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for (int i = 0; i < m_DirtyEvents.Length; i++)
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{
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var element = m_DirtyEvents.ElementAt(i);
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writer.WriteValueSafe(element.Type);
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switch (element.Type)
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{
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case NetworkListEvent<T>.EventType.Add:
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{
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NetworkVariableSerialization<T>.Serializer.Write(writer, ref element.Value);
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}
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break;
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case NetworkListEvent<T>.EventType.Insert:
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{
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BytePacker.WriteValueBitPacked(writer, element.Index);
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NetworkVariableSerialization<T>.Serializer.Write(writer, ref element.Value);
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}
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break;
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case NetworkListEvent<T>.EventType.Remove:
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{
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NetworkVariableSerialization<T>.Serializer.Write(writer, ref element.Value);
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}
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break;
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case NetworkListEvent<T>.EventType.RemoveAt:
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{
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BytePacker.WriteValueBitPacked(writer, element.Index);
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}
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break;
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case NetworkListEvent<T>.EventType.Value:
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{
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BytePacker.WriteValueBitPacked(writer, element.Index);
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NetworkVariableSerialization<T>.Serializer.Write(writer, ref element.Value);
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}
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break;
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case NetworkListEvent<T>.EventType.Clear:
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{
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//Nothing has to be written
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}
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break;
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}
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}
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}
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/// <inheritdoc />
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public override void WriteField(FastBufferWriter writer)
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{
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writer.WriteValueSafe((ushort)m_List.Length);
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for (int i = 0; i < m_List.Length; i++)
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{
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NetworkVariableSerialization<T>.Serializer.Write(writer, ref m_List.ElementAt(i));
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}
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}
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/// <inheritdoc />
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public override void ReadField(FastBufferReader reader)
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{
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m_List.Clear();
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reader.ReadValueSafe(out ushort count);
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for (int i = 0; i < count; i++)
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{
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var value = new T();
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NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
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m_List.Add(value);
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}
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}
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/// <inheritdoc />
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public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
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{
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/// This is only invoked by <see cref="NetworkVariableDeltaMessage"/> and the only time
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/// keepDirtyDelta is set is when it is the server processing. To be able to handle previous
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/// versions, we use IsServer to keep the dirty states received and the keepDirtyDelta to
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/// actually mark this as dirty and add it to the list of <see cref="NetworkObject"/>s to
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/// be updated. With the forwarding of deltas being handled by <see cref="NetworkVariableDeltaMessage"/>,
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/// once all clients have been forwarded the dirty events, we clear them by invoking <see cref="PostDeltaRead"/>.
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var isServer = m_NetworkManager.IsServer;
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reader.ReadValueSafe(out ushort deltaCount);
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for (int i = 0; i < deltaCount; i++)
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{
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reader.ReadValueSafe(out NetworkListEvent<T>.EventType eventType);
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switch (eventType)
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{
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case NetworkListEvent<T>.EventType.Add:
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{
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var value = new T();
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NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
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m_List.Add(value);
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if (OnListChanged != null)
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{
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OnListChanged(new NetworkListEvent<T>
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{
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Type = eventType,
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Index = m_List.Length - 1,
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Value = m_List[m_List.Length - 1]
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});
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}
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if (isServer)
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{
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m_DirtyEvents.Add(new NetworkListEvent<T>()
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{
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Type = eventType,
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Index = m_List.Length - 1,
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Value = m_List[m_List.Length - 1]
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});
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// Preserve the legacy way of handling this
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if (keepDirtyDelta)
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{
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MarkNetworkObjectDirty();
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}
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}
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}
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break;
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case NetworkListEvent<T>.EventType.Insert:
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{
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ByteUnpacker.ReadValueBitPacked(reader, out int index);
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var value = new T();
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NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
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if (index < m_List.Length)
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{
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m_List.InsertRangeWithBeginEnd(index, index + 1);
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m_List[index] = value;
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}
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else
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{
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m_List.Add(value);
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}
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if (OnListChanged != null)
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{
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OnListChanged(new NetworkListEvent<T>
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{
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Type = eventType,
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Index = index,
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Value = m_List[index]
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});
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}
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if (isServer)
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{
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m_DirtyEvents.Add(new NetworkListEvent<T>()
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{
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Type = eventType,
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Index = index,
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Value = m_List[index]
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});
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// Preserve the legacy way of handling this
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if (keepDirtyDelta)
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{
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MarkNetworkObjectDirty();
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}
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}
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}
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break;
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case NetworkListEvent<T>.EventType.Remove:
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{
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var value = new T();
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NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
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int index = m_List.IndexOf(value);
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if (index == -1)
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{
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break;
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}
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m_List.RemoveAt(index);
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if (OnListChanged != null)
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{
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OnListChanged(new NetworkListEvent<T>
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{
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Type = eventType,
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Index = index,
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Value = value
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});
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}
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if (isServer)
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{
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m_DirtyEvents.Add(new NetworkListEvent<T>()
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{
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Type = eventType,
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Index = index,
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Value = value
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});
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// Preserve the legacy way of handling this
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if (keepDirtyDelta)
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{
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MarkNetworkObjectDirty();
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}
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}
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}
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break;
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case NetworkListEvent<T>.EventType.RemoveAt:
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{
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ByteUnpacker.ReadValueBitPacked(reader, out int index);
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T value = m_List[index];
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m_List.RemoveAt(index);
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if (OnListChanged != null)
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{
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OnListChanged(new NetworkListEvent<T>
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{
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Type = eventType,
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Index = index,
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Value = value
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});
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}
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if (isServer)
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{
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m_DirtyEvents.Add(new NetworkListEvent<T>()
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{
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Type = eventType,
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Index = index,
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Value = value
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});
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// Preserve the legacy way of handling this
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if (keepDirtyDelta)
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{
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MarkNetworkObjectDirty();
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}
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}
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}
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break;
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case NetworkListEvent<T>.EventType.Value:
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{
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ByteUnpacker.ReadValueBitPacked(reader, out int index);
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var value = new T();
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NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
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if (index >= m_List.Length)
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{
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throw new Exception("Shouldn't be here, index is higher than list length");
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}
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var previousValue = m_List[index];
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m_List[index] = value;
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if (OnListChanged != null)
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{
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OnListChanged(new NetworkListEvent<T>
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{
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Type = eventType,
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Index = index,
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Value = value,
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PreviousValue = previousValue
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});
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}
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if (isServer)
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{
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m_DirtyEvents.Add(new NetworkListEvent<T>()
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{
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Type = eventType,
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Index = index,
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Value = value,
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PreviousValue = previousValue
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});
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// Preserve the legacy way of handling this
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if (keepDirtyDelta)
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{
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MarkNetworkObjectDirty();
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}
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}
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}
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break;
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case NetworkListEvent<T>.EventType.Clear:
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{
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//Read nothing
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m_List.Clear();
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if (OnListChanged != null)
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{
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OnListChanged(new NetworkListEvent<T>
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{
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Type = eventType,
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});
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}
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if (isServer)
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{
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m_DirtyEvents.Add(new NetworkListEvent<T>()
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{
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Type = eventType
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});
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// Preserve the legacy way of handling this
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if (keepDirtyDelta)
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{
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MarkNetworkObjectDirty();
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}
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}
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}
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break;
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case NetworkListEvent<T>.EventType.Full:
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{
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ReadField(reader);
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ResetDirty();
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}
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break;
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}
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}
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}
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/// <inheritdoc />
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/// <remarks>
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/// For NetworkList, we just need to reset dirty if a server has read deltas
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/// </remarks>
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internal override void PostDeltaRead()
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{
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if (m_NetworkManager.IsServer)
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{
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ResetDirty();
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}
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}
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/// <inheritdoc />
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public IEnumerator<T> GetEnumerator()
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{
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return m_List.GetEnumerator();
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}
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/// <inheritdoc />
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public void Add(T item)
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{
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// check write permissions
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if (!CanClientWrite(m_NetworkManager.LocalClientId))
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{
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LogWritePermissionError();
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return;
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}
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m_List.Add(item);
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var listEvent = new NetworkListEvent<T>()
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{
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Type = NetworkListEvent<T>.EventType.Add,
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Value = item,
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Index = m_List.Length - 1
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};
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HandleAddListEvent(listEvent);
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}
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/// <inheritdoc />
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public void Clear()
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{
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// check write permissions
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if (!CanClientWrite(m_NetworkManager.LocalClientId))
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{
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LogWritePermissionError();
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return;
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}
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m_List.Clear();
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var listEvent = new NetworkListEvent<T>()
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{
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Type = NetworkListEvent<T>.EventType.Clear
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};
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HandleAddListEvent(listEvent);
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}
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/// <inheritdoc />
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public bool Contains(T item)
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{
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int index = m_List.IndexOf(item);
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return index != -1;
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}
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/// <inheritdoc />
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public bool Remove(T item)
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{
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// check write permissions
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if (!CanClientWrite(m_NetworkManager.LocalClientId))
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{
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LogWritePermissionError();
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return false;
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}
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int index = m_List.IndexOf(item);
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if (index == -1)
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{
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return false;
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}
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m_List.RemoveAt(index);
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var listEvent = new NetworkListEvent<T>()
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{
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Type = NetworkListEvent<T>.EventType.Remove,
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Value = item
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};
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HandleAddListEvent(listEvent);
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return true;
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}
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/// <inheritdoc />
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public int Count => m_List.Length;
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/// <inheritdoc />
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public int IndexOf(T item)
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{
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return m_List.IndexOf(item);
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}
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/// <inheritdoc />
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public void Insert(int index, T item)
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{
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// check write permissions
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if (!CanClientWrite(m_NetworkManager.LocalClientId))
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{
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LogWritePermissionError();
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return;
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}
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if (index < m_List.Length)
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{
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m_List.InsertRangeWithBeginEnd(index, index + 1);
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m_List[index] = item;
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}
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else
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{
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m_List.Add(item);
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}
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var listEvent = new NetworkListEvent<T>()
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{
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Type = NetworkListEvent<T>.EventType.Insert,
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Index = index,
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Value = item
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};
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HandleAddListEvent(listEvent);
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}
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/// <inheritdoc />
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public void RemoveAt(int index)
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{
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// check write permissions
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if (!CanClientWrite(m_NetworkManager.LocalClientId))
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{
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throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
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}
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var value = m_List[index];
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m_List.RemoveAt(index);
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var listEvent = new NetworkListEvent<T>()
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{
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Type = NetworkListEvent<T>.EventType.RemoveAt,
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Index = index,
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Value = value
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};
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HandleAddListEvent(listEvent);
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}
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|
/// <inheritdoc />
|
|
public T this[int index]
|
|
{
|
|
get => m_List[index];
|
|
set
|
|
{
|
|
// check write permissions
|
|
if (!CanClientWrite(m_NetworkManager.LocalClientId))
|
|
{
|
|
LogWritePermissionError();
|
|
return;
|
|
}
|
|
|
|
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()
|
|
{
|
|
if (m_List.IsCreated)
|
|
{
|
|
m_List.Dispose();
|
|
}
|
|
|
|
if (m_DirtyEvents.IsCreated)
|
|
{
|
|
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;
|
|
}
|
|
}
|