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)
154 lines
8.8 KiB
C#
154 lines
8.8 KiB
C#
using System;
|
|
|
|
namespace Unity.Netcode
|
|
{
|
|
/// <summary>
|
|
/// Support methods for reading/writing NetworkVariables
|
|
/// Because there are multiple overloads of WriteValue/ReadValue based on different generic constraints,
|
|
/// but there's no way to achieve the same thing with a class, this sets up various read/write schemes
|
|
/// based on which constraints are met by `T` using reflection, which is done at module load time.
|
|
/// </summary>
|
|
/// <typeparam name="T">The type the associated NetworkVariable is templated on</typeparam>
|
|
[Serializable]
|
|
public static class NetworkVariableSerialization<T>
|
|
{
|
|
internal static INetworkVariableSerializer<T> Serializer = new FallbackSerializer<T>();
|
|
|
|
/// <summary>
|
|
/// A callback to check if two values are equal.
|
|
/// </summary>
|
|
public delegate bool EqualsDelegate(ref T a, ref T b);
|
|
|
|
/// <summary>
|
|
/// Uses the most efficient mechanism for a given type to determine if two values are equal.
|
|
/// For types that implement <see cref="IEquatable{T}"/>, it will call the Equals() method.
|
|
/// For unmanaged types, it will do a bytewise memory comparison.
|
|
/// For other types, it will call the == operator.
|
|
/// <br/>
|
|
/// <br/>
|
|
/// Note: If you are using this in a custom generic class, please make sure your class is
|
|
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute"/> so that codegen can
|
|
/// initialize the serialization mechanisms correctly. If your class is NOT
|
|
/// generic, it is better to check their equality yourself.
|
|
/// </summary>
|
|
public static EqualsDelegate AreEqual { get; internal set; }
|
|
/// <summary>
|
|
/// Serialize a value using the best-known serialization method for a generic value.
|
|
/// Will reliably serialize any value that is passed to it correctly with no boxing.
|
|
/// <br />
|
|
/// <br />
|
|
/// Note: If you are using this in a custom generic class, please make sure your class is
|
|
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
|
|
/// initialize the serialization mechanisms correctly. If your class is NOT
|
|
/// generic, it is better to use FastBufferWriter directly.
|
|
/// <br />
|
|
/// <br />
|
|
/// If the codegen is unable to determine a serializer for a type,
|
|
/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.WriteValue" /> is called, which, by default,
|
|
/// will throw an exception, unless you have assigned a user serialization callback to it at runtime.
|
|
/// </summary>
|
|
/// <param name="writer"></param>
|
|
/// <param name="value"></param>
|
|
public static void Write(FastBufferWriter writer, ref T value)
|
|
{
|
|
Serializer.Write(writer, ref value);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Deserialize a value using the best-known serialization method for a generic value.
|
|
/// Will reliably deserialize any value that is passed to it correctly with no boxing.
|
|
/// For types whose deserialization can be determined by codegen (which is most types),
|
|
/// GC will only be incurred if the type is a managed type and the ref value passed in is `null`,
|
|
/// in which case a new value is created; otherwise, it will be deserialized in-place.
|
|
/// <br />
|
|
/// <br />
|
|
/// Note: If you are using this in a custom generic class, please make sure your class is
|
|
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
|
|
/// initialize the serialization mechanisms correctly. If your class is NOT
|
|
/// generic, it is better to use FastBufferReader directly.
|
|
/// <br />
|
|
/// <br />
|
|
/// If the codegen is unable to determine a serializer for a type,
|
|
/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.ReadValue" /> is called, which, by default,
|
|
/// will throw an exception, unless you have assigned a user deserialization callback to it at runtime.
|
|
/// </summary>
|
|
/// <param name="reader"></param>
|
|
/// <param name="value"></param>
|
|
public static void Read(FastBufferReader reader, ref T value)
|
|
{
|
|
Serializer.Read(reader, ref value);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Serialize a value using the best-known serialization method for a generic value.
|
|
/// Will reliably serialize any value that is passed to it correctly with no boxing.
|
|
/// <br />
|
|
/// <br />
|
|
/// Note: If you are using this in a custom generic class, please make sure your class is
|
|
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
|
|
/// initialize the serialization mechanisms correctly. If your class is NOT
|
|
/// generic, it is better to use FastBufferWriter directly.
|
|
/// <br />
|
|
/// <br />
|
|
/// If the codegen is unable to determine a serializer for a type,
|
|
/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.WriteValue" /> is called, which, by default,
|
|
/// will throw an exception, unless you have assigned a user serialization callback to it at runtime.
|
|
/// </summary>
|
|
/// <param name="writer"></param>
|
|
/// <param name="value"></param>
|
|
public static void WriteDelta(FastBufferWriter writer, ref T value, ref T previousValue)
|
|
{
|
|
Serializer.WriteDelta(writer, ref value, ref previousValue);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Deserialize a value using the best-known serialization method for a generic value.
|
|
/// Will reliably deserialize any value that is passed to it correctly with no boxing.
|
|
/// For types whose deserialization can be determined by codegen (which is most types),
|
|
/// GC will only be incurred if the type is a managed type and the ref value passed in is `null`,
|
|
/// in which case a new value is created; otherwise, it will be deserialized in-place.
|
|
/// <br />
|
|
/// <br />
|
|
/// Note: If you are using this in a custom generic class, please make sure your class is
|
|
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
|
|
/// initialize the serialization mechanisms correctly. If your class is NOT
|
|
/// generic, it is better to use FastBufferReader directly.
|
|
/// <br />
|
|
/// <br />
|
|
/// If the codegen is unable to determine a serializer for a type,
|
|
/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.ReadValue" /> is called, which, by default,
|
|
/// will throw an exception, unless you have assigned a user deserialization callback to it at runtime.
|
|
/// </summary>
|
|
/// <param name="reader"></param>
|
|
/// <param name="value"></param>
|
|
public static void ReadDelta(FastBufferReader reader, ref T value)
|
|
{
|
|
Serializer.ReadDelta(reader, ref value);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Duplicates a value using the most efficient means of creating a complete copy.
|
|
/// For most types this is a simple assignment or memcpy.
|
|
/// For managed types, this is will serialize and then deserialize the value to ensure
|
|
/// a correct copy.
|
|
/// <br />
|
|
/// <br />
|
|
/// Note: If you are using this in a custom generic class, please make sure your class is
|
|
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
|
|
/// initialize the serialization mechanisms correctly. If your class is NOT
|
|
/// generic, it is better to duplicate it directly.
|
|
/// <br />
|
|
/// <br />
|
|
/// If the codegen is unable to determine a serializer for a type,
|
|
/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.DuplicateValue" /> is called, which, by default,
|
|
/// will throw an exception, unless you have assigned a user duplication callback to it at runtime.
|
|
/// </summary>
|
|
/// <param name="value"></param>
|
|
/// <param name="duplicatedValue"></param>
|
|
public static void Duplicate(in T value, ref T duplicatedValue)
|
|
{
|
|
Serializer.Duplicate(value, ref duplicatedValue);
|
|
}
|
|
}
|
|
}
|