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1 change: 1 addition & 0 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,7 @@ Additional documentation and release notes are available at [Multiplayer Documen

### Added

- Added support for native containers in FastBufferReader/Writer, BufferSerializer, NetworkVariable, and RPCs. (#2375)
- Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383)
- Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383)
- Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383)
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247 changes: 216 additions & 31 deletions com.unity.netcode.gameobjects/Editor/CodeGen/NetworkBehaviourILPP.cs

Large diffs are not rendered by default.

Original file line number Diff line number Diff line change
Expand Up @@ -123,7 +123,8 @@ private void ProcessNetworkBehaviour(TypeDefinition typeDefinition)
if (methodDefinition.Name == nameof(NetworkBehaviour.__beginSendServerRpc) ||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendServerRpc) ||
methodDefinition.Name == nameof(NetworkBehaviour.__beginSendClientRpc) ||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendClientRpc))
methodDefinition.Name == nameof(NetworkBehaviour.__endSendClientRpc) ||
methodDefinition.Name == nameof(NetworkBehaviour.__createNativeList))
{
methodDefinition.IsFamily = true;
}
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Original file line number Diff line number Diff line change
Expand Up @@ -277,6 +277,14 @@ internal void __endSendClientRpc(ref FastBufferWriter bufferWriter, uint rpcMeth
#endif
}

#pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `protected`
internal static NativeList<T> __createNativeList<T>() where T : unmanaged
#pragma warning restore IDE1006 // restore naming rule violation check
{
return new NativeList<T>(Allocator.Temp);
}

internal string GenerateObserverErrorMessage(ClientRpcParams clientRpcParams, ulong targetClientId)
{
var containerNameHoldingId = clientRpcParams.Send.TargetClientIds != null ? nameof(ClientRpcParams.Send.TargetClientIds) : nameof(ClientRpcParams.Send.TargetClientIdsNativeArray);
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Original file line number Diff line number Diff line change
Expand Up @@ -33,6 +33,13 @@ public NetworkVariable(T value = default,
: base(readPerm, writePerm)
{
m_InternalValue = value;
// Since we start with IsDirty = true, this doesn't need to be duplicated
// right away. It won't get read until after ResetDirty() is called, and
// the duplicate will be made there. Avoiding calling
// NetworkVariableSerialization<T>.Duplicate() is important because calling
// it in the constructor might not give users enough time to set the
// DuplicateValue callback if they're using UserNetworkVariableSerialization
m_PreviousValue = default;
}

/// <summary>
Expand All @@ -41,6 +48,11 @@ public NetworkVariable(T value = default,
[SerializeField]
private protected T m_InternalValue;

private protected T m_PreviousValue;

private bool m_HasPreviousValue;
private bool m_IsDisposed;

/// <summary>
/// The value of the NetworkVariable container
/// </summary>
Expand All @@ -61,9 +73,83 @@ public virtual T Value
}

Set(value);
m_IsDisposed = false;
}
}

internal ref T RefValue()
{
return ref m_InternalValue;
}

public override void Dispose()
{
if (m_IsDisposed)
{
return;
}

m_IsDisposed = true;
if (m_InternalValue is IDisposable internalValueDisposable)
{
internalValueDisposable.Dispose();
}

m_InternalValue = default;
if (m_HasPreviousValue && m_PreviousValue is IDisposable previousValueDisposable)
{
m_HasPreviousValue = false;
previousValueDisposable.Dispose();
}

m_PreviousValue = default;
}

~NetworkVariable()
{
Dispose();
}

/// <summary>
/// Gets Whether or not the container is dirty
/// </summary>
/// <returns>Whether or not the container is dirty</returns>
public override bool IsDirty()
{
// For most cases we can use the dirty flag.
// This doesn't work for cases where we're wrapping more complex types
// like INetworkSerializable, NativeList, NativeArray, etc.
// Changes to the values in those types don't call the Value.set method,
// so we can't catch those changes and need to compare the current value
// against the previous one.
if (base.IsDirty())
{
return true;
}

// Cache the dirty value so we don't perform this again if we already know we're dirty
// Unfortunately we can't cache the NOT dirty state, because that might change
// in between to checks... but the DIRTY state won't change until ResetDirty()
// is called.
var dirty = !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue);
SetDirty(dirty);
return dirty;
}

/// <summary>
/// Resets the dirty state and marks the variable as synced / clean
/// </summary>
public override void ResetDirty()
{
base.ResetDirty();
// Resetting the dirty value declares that the current value is not dirty
// Therefore, we set the m_PreviousValue field to a duplicate of the current
// field, so that our next dirty check is made against the current "not dirty"
// value.
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Serializer.Duplicate(m_InternalValue, ref m_PreviousValue);
}

/// <summary>
/// Sets the <see cref="Value"/>, marks the <see cref="NetworkVariable{T}"/> dirty, and invokes the <see cref="OnValueChanged"/> callback
/// if there are subscribers to that event.
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