Mirror/doc/Articles/Guides/Sync/SyncSortedSet.md

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# SyncSortedSet
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`SyncSortedSet` are sets similar to C\# [SortedSet\<T\>](https://docs.microsoft.com/en-us/dotnet/api/system.collections.generic.sortedset-1) that synchronize their contents from the server to the clients.
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Unlike SyncHashSets, all elements in a SyncSortedSet are sorted when they are inserted. Please note this has some performance implications.
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A SyncSortedSet can contain any [supported mirror type](../DataTypes.md)
## Usage
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Add a SyncSortedSet field to your NetworkBehaviour class. For example:
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```cs
class Player : NetworkBehaviour {
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readonly SyncSortedSet<string> skills = new SyncSortedSet<string>();
int skillPoints = 10;
[Command]
public void CmdLearnSkill(string skillName)
{
if (skillPoints > 1)
{
skillPoints--;
skills.Add(skillName);
}
}
}
```
You can also detect when a SyncSortedSet changes. This is useful for refreshing your character in the client or determining when you need to update your database. Subscribe to the Callback event typically during `Start`, `OnClientStart` or `OnServerStart` for that.
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> Note that by the time you subscribe, the set will already be initialized, so you will not get a call for the initial data, only updates.</p>
> Note SyncSets must be initialized in the constructor, not in Startxxx(). You can make them readonly to ensure correct usage.
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```cs
class Player : NetworkBehaviour
{
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readonly SyncSortedSet<string> buffs = new SyncSortedSet<string>();
// this will add the delegate on the client.
// Use OnStartServer instead if you want it on the server
public override void OnStartClient()
{
buffs.Callback += OnBuffsChanged;
}
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void OnBuffsChanged(SyncSortedSet<string>.Operation op, string buff)
{
switch (op)
{
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case SyncSortedSet<string>.Operation.OP_ADD:
// we added a buff, draw an icon on the character
break;
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case SyncSortedSet<string>.Operation.OP_CLEAR:
// clear all buffs from the character
break;
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case SyncSortedSet<string>.Operation.OP_REMOVE:
// We removed a buff from the character
break;
}
}
}
```