SyncList.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
namespace UnityEngine.Networking
{
/// <summary>
/// This is a list of strings that will be synchronized from the server to clients.
/// </summary>
[Obsolete("The high level API classes are deprecated and will be removed in the future.")]
public sealed class SyncListString : SyncList<string>
{
protected override void SerializeItem(NetworkWriter writer, string item)
{
writer.Write(item);
}
protected override string DeserializeItem(NetworkReader reader)
{
return reader.ReadString();
}
[System.Obsolete("ReadReference is now used instead")]
static public SyncListString ReadInstance(NetworkReader reader)
{
ushort count = reader.ReadUInt16();
var result = new SyncListString();
for (ushort i = 0; i < count; i++)
{
result.AddInternal(reader.ReadString());
}
return result;
}
/// <summary>
/// An internal function used for serializing SyncList member variables.
/// </summary>
/// <param name="reader"></param>
/// <param name="syncList"></param>
static public void ReadReference(NetworkReader reader, SyncListString syncList)
{
ushort count = reader.ReadUInt16();
syncList.Clear();
for (ushort i = 0; i < count; i++)
{
syncList.AddInternal(reader.ReadString());
}
}
static public void WriteInstance(NetworkWriter writer, SyncListString items)
{
writer.Write((ushort)items.Count);
for (int i = 0; i < items.Count; i++)
{
writer.Write(items[i]);
}
}
}
/// <summary>
/// A list of floats that will be synchronized from server to clients.
/// </summary>
[Obsolete("The high level API classes are deprecated and will be removed in the future.")]
public sealed class SyncListFloat : SyncList<float>
{
protected override void SerializeItem(NetworkWriter writer, float item)
{
writer.Write(item);
}
protected override float DeserializeItem(NetworkReader reader)
{
return reader.ReadSingle();
}
[System.Obsolete("ReadReference is now used instead")]
static public SyncListFloat ReadInstance(NetworkReader reader)
{
ushort count = reader.ReadUInt16();
var result = new SyncListFloat();
for (ushort i = 0; i < count; i++)
{
result.AddInternal(reader.ReadSingle());
}
return result;
}
/// <summary>
/// An internal function used for serializing SyncList member variables.
/// </summary>
/// <param name="reader"></param>
/// <param name="syncList"></param>
static public void ReadReference(NetworkReader reader, SyncListFloat syncList)
{
ushort count = reader.ReadUInt16();
syncList.Clear();
for (ushort i = 0; i < count; i++)
{
syncList.AddInternal(reader.ReadSingle());
}
}
static public void WriteInstance(NetworkWriter writer, SyncListFloat items)
{
writer.Write((ushort)items.Count);
for (int i = 0; i < items.Count; i++)
{
writer.Write(items[i]);
}
}
}
/// <summary>
/// A list of integers that will be synchronized from server to clients.
/// </summary>
[Obsolete("The high level API classes are deprecated and will be removed in the future.")]
public class SyncListInt : SyncList<int>
{
protected override void SerializeItem(NetworkWriter writer, int item)
{
writer.WritePackedUInt32((uint)item);
}
protected override int DeserializeItem(NetworkReader reader)
{
return (int)reader.ReadPackedUInt32();
}
[System.Obsolete("ReadReference is now used instead")]
static public SyncListInt ReadInstance(NetworkReader reader)
{
ushort count = reader.ReadUInt16();
var result = new SyncListInt();
for (ushort i = 0; i < count; i++)
{
result.AddInternal((int)reader.ReadPackedUInt32());
}
return result;
}
/// <summary>
/// An internal function used for serializing SyncList member variables.
/// </summary>
/// <param name="reader"></param>
/// <param name="syncList"></param>
static public void ReadReference(NetworkReader reader, SyncListInt syncList)
{
ushort count = reader.ReadUInt16();
syncList.Clear();
for (ushort i = 0; i < count; i++)
{
syncList.AddInternal((int)reader.ReadPackedUInt32());
}
}
static public void WriteInstance(NetworkWriter writer, SyncListInt items)
{
writer.Write((ushort)items.Count);
for (int i = 0; i < items.Count; i++)
{
writer.WritePackedUInt32((uint)items[i]);
}
}
}
/// <summary>
/// A list of unsigned integers that will be synchronized from server to clients.
/// </summary>
[Obsolete("The high level API classes are deprecated and will be removed in the future.")]
public class SyncListUInt : SyncList<uint>
{
protected override void SerializeItem(NetworkWriter writer, uint item)
{
writer.WritePackedUInt32(item);
}
protected override uint DeserializeItem(NetworkReader reader)
{
return reader.ReadPackedUInt32();
}
[System.Obsolete("ReadReference is now used instead")]
static public SyncListUInt ReadInstance(NetworkReader reader)
{
ushort count = reader.ReadUInt16();
var result = new SyncListUInt();
for (ushort i = 0; i < count; i++)
{
result.AddInternal(reader.ReadPackedUInt32());
}
return result;
}
/// <summary>
/// An internal function used for serializing SyncList member variables.
/// </summary>
/// <param name="reader"></param>
/// <param name="syncList"></param>
static public void ReadReference(NetworkReader reader, SyncListUInt syncList)
{
ushort count = reader.ReadUInt16();
syncList.Clear();
for (ushort i = 0; i < count; i++)
{
syncList.AddInternal(reader.ReadPackedUInt32());
}
}
static public void WriteInstance(NetworkWriter writer, SyncListUInt items)
{
writer.Write((ushort)items.Count);
for (int i = 0; i < items.Count; i++)
{
writer.WritePackedUInt32(items[i]);
}
}
}
/// <summary>
/// A list of booleans that will be synchronized from server to clients.
/// </summary>
[Obsolete("The high level API classes are deprecated and will be removed in the future.")]
public class SyncListBool : SyncList<bool>
{
protected override void SerializeItem(NetworkWriter writer, bool item)
{
writer.Write(item);
}
protected override bool DeserializeItem(NetworkReader reader)
{
return reader.ReadBoolean();
}
[System.Obsolete("ReadReference is now used instead")]
static public SyncListBool ReadInstance(NetworkReader reader)
{
ushort count = reader.ReadUInt16();
var result = new SyncListBool();
for (ushort i = 0; i < count; i++)
{
result.AddInternal(reader.ReadBoolean());
}
return result;
}
/// <summary>
/// An internal function used for serializing SyncList member variables.
/// </summary>
/// <param name="reader"></param>
/// <param name="syncList"></param>
static public void ReadReference(NetworkReader reader, SyncListBool syncList)
{
ushort count = reader.ReadUInt16();
syncList.Clear();
for (ushort i = 0; i < count; i++)
{
syncList.AddInternal(reader.ReadBoolean());
}
}
static public void WriteInstance(NetworkWriter writer, SyncListBool items)
{
writer.Write((ushort)items.Count);
for (int i = 0; i < items.Count; i++)
{
writer.Write(items[i]);
}
}
}
/// <summary>
/// This class is used for lists of structs that are synchronized from the server to clients.
/// <para>To use SyncListStruct, derive a new class with your struct as the generic parameter.</para>
/// </summary>
/// <typeparam name="T"></typeparam>
[Obsolete("The high level API classes are deprecated and will be removed in the future.")]
public class SyncListStruct<T> : SyncList<T> where T : struct
{
new public void AddInternal(T item)
{
base.AddInternal(item);
}
protected override void SerializeItem(NetworkWriter writer, T item)
{
}
protected override T DeserializeItem(NetworkReader reader)
{
return new T();
}
public T GetItem(int i)
{
return base[i];
}
new public ushort Count { get { return (ushort)base.Count; } }
}
/// <summary>
/// This is the base class for type-specific SyncList classes.
/// <para>A SyncList can only be of the following type;</para>
///
/// <list type="bullet">
/// <item>
/// <description>Basic type (byte, int, float, string, UInt64, etc)</description>
/// </item>
/// <item>
/// <description>Built-in Unity math type (Vector3, Quaternion, etc),</description>
/// </item>
/// <item>
/// <description>NetworkIdentity</description>
/// </item>
/// <item>
/// <description>NetworkInstanceId</description>
/// </item>
/// <item>
/// <description>NetworkHash128</description>
/// </item>
/// <item>
/// <description>GameObject with a NetworkIdentity component attached.</description>
/// </item>
/// </list>
/// </summary>
/// <typeparam name="T"></typeparam>
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("The high level API classes are deprecated and will be removed in the future.")]
abstract public class SyncList<T> : IList<T>
{
/// <summary>
/// A delegate that can be populated to recieve callbacks when the list changes.
/// <para>For example this function is called when the m_ints list changes:</para>
/// <code>
/// using UnityEngine;
/// using UnityEngine.Networking;
///
/// public class MyBehaviour : NetworkBehaviour
/// {
/// public SyncListInt m_ints = new SyncListInt();
///
/// private void OnIntChanged(SyncListInt.Operation op, int index)
/// {
/// Debug.Log("list changed " + op);
/// }
///
/// public override void OnStartClient()
/// {
/// m_ints.Callback = OnIntChanged;
/// }
/// }
/// </code>
/// <para>It is best to populate the delagate during the OnStartClient() callback function. Doing it earlier can lead to it being lost when the initial list value is applied.</para>
/// </summary>
/// <param name="op"></param>
/// <param name="itemIndex"></param>
public delegate void SyncListChanged(Operation op, int itemIndex);
List<T> m_Objects = new List<T>();
/// <summary>
/// Returns the number of elements in this SyncList<T>.
/// </summary>
public int Count { get { return m_Objects.Count; } }
/// <summary>
/// Reports whether the SyncList<T> is read-only.
/// </summary>
public bool IsReadOnly { get { return false; } }
/// <summary>
/// The delegate type used for SyncListChanged.
/// </summary>
public SyncListChanged Callback { get { return m_Callback; } set { m_Callback = value; } }
/// <summary>
/// The types of operations that can occur for SyncLists.
/// </summary>
public enum Operation
{
/// <summary>
/// Item was added to the list.
/// </summary>
OP_ADD,
/// <summary>
/// The list was cleared.
/// </summary>
OP_CLEAR,
/// <summary>
/// An item was inserted into the list.
/// </summary>
OP_INSERT,
/// <summary>
/// An item was removed from the list.
/// </summary>
OP_REMOVE,
/// <summary>
/// An item was removed at an index from the list.
/// </summary>
OP_REMOVEAT,
/// <summary>
/// An item was set to a new value in the list.
/// </summary>
OP_SET,
/// <summary>
/// An item in the list was manually marked dirty.
/// </summary>
OP_DIRTY
};
NetworkBehaviour m_Behaviour;
int m_CmdHash;
SyncListChanged m_Callback;
/// <summary>
/// This is used to write a value object from a SyncList to a stream.
/// </summary>
/// <param name="writer">Stream to write to.</param>
/// <param name="item">Item to write.</param>
abstract protected void SerializeItem(NetworkWriter writer, T item);
/// <summary>
/// This method is used when deserializing SyncList items from a stream.
/// </summary>
/// <param name="reader">Stream to read from.</param>
/// <returns>New instance of the SyncList value type.</returns>
abstract protected T DeserializeItem(NetworkReader reader);
/// <summary>
/// Internal function.
/// </summary>
/// <param name="beh">The behaviour the list belongs to.</param>
/// <param name="cmdHash">Identifies this list.</param>
public void InitializeBehaviour(NetworkBehaviour beh, int cmdHash)
{
m_Behaviour = beh;
m_CmdHash = cmdHash;
}
void SendMsg(Operation op, int itemIndex, T item)
{
if (m_Behaviour == null)
{
if (LogFilter.logError) { Debug.LogError("SyncList not initialized"); }
return;
}
var uv = m_Behaviour.GetComponent<NetworkIdentity>();
if (uv == null)
{
if (LogFilter.logError) { Debug.LogError("SyncList no NetworkIdentity"); }
return;
}
if (!uv.isServer)
{
// object is not spawned yet, so no need to send updates.
return;
}
NetworkWriter writer = new NetworkWriter();
writer.StartMessage(MsgType.SyncList);
writer.Write(uv.netId);
writer.WritePackedUInt32((uint)m_CmdHash);
writer.Write((byte)op);
writer.WritePackedUInt32((uint)itemIndex);
SerializeItem(writer, item);
writer.FinishMessage();
NetworkServer.SendWriterToReady(uv.gameObject, writer, m_Behaviour.GetNetworkChannel());
#if UNITY_EDITOR
Profiler.IncrementStatOutgoing(MsgType.SyncList, op.ToString());
#endif
// ensure it is invoked on host
if (m_Behaviour.isServer && m_Behaviour.isClient && m_Callback != null)
{
m_Callback.Invoke(op, itemIndex);
}
}
void SendMsg(Operation op, int itemIndex)
{
SendMsg(op, itemIndex, default(T));
}
public void HandleMsg(NetworkReader reader)
{
byte op = reader.ReadByte();
int itemIndex = (int)reader.ReadPackedUInt32();
T item = DeserializeItem(reader);
switch ((Operation)op)
{
case Operation.OP_ADD:
m_Objects.Add(item);
break;
case Operation.OP_CLEAR:
m_Objects.Clear();
break;
case Operation.OP_INSERT:
m_Objects.Insert(itemIndex, item);
break;
case Operation.OP_REMOVE:
m_Objects.Remove(item);
break;
case Operation.OP_REMOVEAT:
m_Objects.RemoveAt(itemIndex);
break;
case Operation.OP_SET:
case Operation.OP_DIRTY:
m_Objects[itemIndex] = item;
break;
}
if (m_Callback != null)
{
m_Callback.Invoke((Operation)op, itemIndex);
}
}
// used to bypass Add message.
internal void AddInternal(T item)
{
m_Objects.Add(item);
}
/// <summary>
/// Same as List:Add() but the item is added on clients.
/// </summary>
/// <param name="item">Item to add.</param>
public void Add(T item)
{
m_Objects.Add(item);
SendMsg(Operation.OP_ADD, m_Objects.Count - 1, item);
}
/// <summary>
/// Same as List:Clear() but the list is cleared on clients.
/// </summary>
public void Clear()
{
m_Objects.Clear();
SendMsg(Operation.OP_CLEAR, 0);
}
/// <summary>
/// Determines whether the list contains item item.
/// </summary>
/// <param name="item">Item to search for.</param>
/// <returns>True if item contain</returns>
public bool Contains(T item)
{
return m_Objects.Contains(item);
}
/// <summary>
/// Copies the elements of the SyncList<T> to an Array, starting at a particular Array index.
/// </summary>
/// <param name="array">Array to copy elements to.</param>
/// <param name="index">The zero-based index in array at which copying begins.</param>
public void CopyTo(T[] array, int index)
{
m_Objects.CopyTo(array, index);
}
/// <summary>
/// Determines the index of a specific item in the SyncList<T>.
/// </summary>
/// <param name="item">The item to return the index for.</param>
/// <returns>Index of the item</returns>
public int IndexOf(T item)
{
return m_Objects.IndexOf(item);
}
/// <summary>
/// Same as List::Insert() but also inserts into list on clients.
/// </summary>
/// <param name="index">Where to insert the item.</param>
/// <param name="item">Item to insert.</param>
public void Insert(int index, T item)
{
m_Objects.Insert(index, item);
SendMsg(Operation.OP_INSERT, index, item);
}
/// <summary>
/// Same as List:Remove except removes on clients also.
/// </summary>
/// <param name="item">Item to remove.</param>
/// <returns></returns>
public bool Remove(T item)
{
var result = m_Objects.Remove(item);
if (result)
{
SendMsg(Operation.OP_REMOVE, 0, item);
}
return result;
}
/// <summary>
/// Same as List:Remove except it removes the index on clients also.
/// </summary>
/// <param name="index">Index to remove.</param>
public void RemoveAt(int index)
{
m_Objects.RemoveAt(index);
SendMsg(Operation.OP_REMOVEAT, index);
}
/// <summary>
/// Marks an item in the list as dirty, so it will be updated on clients.
/// </summary>
/// <param name="index">Index of item to dirty.</param>
public void Dirty(int index)
{
SendMsg(Operation.OP_DIRTY, index, m_Objects[index]);
}
public T this[int i]
{
get { return m_Objects[i]; }
set
{
bool changed = false;
if (m_Objects[i] == null)
{
if (value == null)
return;
else
changed = true;
}
else
{
changed = !m_Objects[i].Equals(value);
}
m_Objects[i] = value;
if (changed)
{
SendMsg(Operation.OP_SET, i, value);
}
}
}
/// <summary>
/// Returns an enumerator that iterates through the SyncList<T>.
/// </summary>
/// <returns></returns>
public IEnumerator<T> GetEnumerator()
{
return m_Objects.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}
}