mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
feat: Add SyncHashSet and SyncSortedSet (#685)
* feat: Add SyncHashSet and SyncSorted set
This commit is contained in:
parent
6ed7bded1e
commit
695979e914
@ -64,6 +64,7 @@ class Weaver
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public static TypeReference MessageBaseType;
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public static TypeReference SyncListType;
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public static TypeReference SyncSetType;
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public static TypeReference SyncDictionaryType;
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public static MethodReference NetworkBehaviourDirtyBitsReference;
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@ -1130,6 +1131,7 @@ static void SetupTargetTypes()
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MessageBaseType = NetAssembly.MainModule.GetType("Mirror.MessageBase");
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SyncListType = NetAssembly.MainModule.GetType("Mirror.SyncList`1");
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SyncSetType = NetAssembly.MainModule.GetType("Mirror.SyncSet`1");
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SyncDictionaryType = NetAssembly.MainModule.GetType("Mirror.SyncDictionary`2");
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NetworkBehaviourDirtyBitsReference = Resolvers.ResolveProperty(NetworkBehaviourType, CurrentAssembly, "syncVarDirtyBits");
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@ -1374,6 +1376,12 @@ static bool CheckSyncList(TypeDefinition td)
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didWork = true;
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break;
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}
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else if (parent.FullName.StartsWith(SyncSetType.FullName))
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{
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SyncListProcessor.Process(td);
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didWork = true;
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break;
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}
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else if (parent.FullName.StartsWith(SyncDictionaryType.FullName))
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{
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SyncDictionaryProcessor.Process(td);
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330
Assets/Mirror/Runtime/SyncSet.cs
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330
Assets/Mirror/Runtime/SyncSet.cs
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@ -0,0 +1,330 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.ComponentModel;
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namespace Mirror
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{
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[EditorBrowsable(EditorBrowsableState.Never)]
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public abstract class SyncSet<T> : ISet<T>, SyncObject
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{
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public delegate void SyncSetChanged(Operation op, T item);
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readonly ISet<T> objects;
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public int Count => objects.Count;
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public bool IsReadOnly { get; private set; }
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public event SyncSetChanged Callback;
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public enum Operation : byte
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{
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OP_ADD,
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OP_CLEAR,
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OP_REMOVE
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}
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struct Change
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{
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internal Operation operation;
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internal T item;
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}
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readonly List<Change> changes = new List<Change>();
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// how many changes we need to ignore
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// this is needed because when we initialize the list,
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// we might later receive changes that have already been applied
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// so we need to skip them
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int changesAhead = 0;
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protected SyncSet(ISet<T> objects)
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{
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this.objects = objects;
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}
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protected virtual void SerializeItem(NetworkWriter writer, T item) {}
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protected virtual T DeserializeItem(NetworkReader reader) => default;
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public bool IsDirty => changes.Count > 0;
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// throw away all the changes
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// this should be called after a successfull sync
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public void Flush() => changes.Clear();
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void AddOperation(Operation op, T item)
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{
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if (IsReadOnly)
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{
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throw new InvalidOperationException("SyncSets can only be modified at the server");
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}
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Change change = new Change
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{
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operation = op,
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item = item
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};
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changes.Add(change);
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Callback?.Invoke(op, item);
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}
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void AddOperation(Operation op) => AddOperation(op, default);
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public void OnSerializeAll(NetworkWriter writer)
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{
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// if init, write the full list content
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writer.WritePackedUInt32((uint)objects.Count);
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foreach (T obj in objects)
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{
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SerializeItem(writer, obj);
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}
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// all changes have been applied already
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// thus the client will need to skip all the pending changes
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// or they would be applied again.
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// So we write how many changes are pending
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writer.WritePackedUInt32((uint)changes.Count);
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}
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public void OnSerializeDelta(NetworkWriter writer)
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{
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// write all the queued up changes
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writer.WritePackedUInt32((uint)changes.Count);
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for (int i = 0; i < changes.Count; i++)
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{
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Change change = changes[i];
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writer.Write((byte)change.operation);
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switch (change.operation)
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{
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case Operation.OP_ADD:
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SerializeItem(writer, change.item);
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break;
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case Operation.OP_CLEAR:
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break;
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case Operation.OP_REMOVE:
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SerializeItem(writer, change.item);
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break;
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}
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}
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}
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public void OnDeserializeAll(NetworkReader reader)
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{
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// This list can now only be modified by synchronization
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IsReadOnly = true;
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// if init, write the full list content
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int count = (int)reader.ReadPackedUInt32();
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objects.Clear();
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changes.Clear();
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for (int i = 0; i < count; i++)
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{
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T obj = DeserializeItem(reader);
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objects.Add(obj);
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}
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// We will need to skip all these changes
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// the next time the list is synchronized
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// because they have already been applied
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changesAhead = (int)reader.ReadPackedUInt32();
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}
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public void OnDeserializeDelta(NetworkReader reader)
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{
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// This list can now only be modified by synchronization
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IsReadOnly = true;
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int changesCount = (int)reader.ReadPackedUInt32();
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for (int i = 0; i < changesCount; i++)
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{
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Operation operation = (Operation)reader.ReadByte();
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// apply the operation only if it is a new change
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// that we have not applied yet
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bool apply = changesAhead == 0;
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T item = default;
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switch (operation)
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{
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case Operation.OP_ADD:
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item = DeserializeItem(reader);
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if (apply)
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{
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objects.Add(item);
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}
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break;
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case Operation.OP_CLEAR:
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if (apply)
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{
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objects.Clear();
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}
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break;
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case Operation.OP_REMOVE:
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item = DeserializeItem(reader);
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if (apply)
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{
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objects.Remove(item);
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}
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break;
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}
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if (apply)
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{
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Callback?.Invoke(operation, item);
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}
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// we just skipped this change
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else
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{
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changesAhead--;
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}
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}
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}
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public bool Add(T item)
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{
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if (objects.Add(item))
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{
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AddOperation(Operation.OP_ADD, item);
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return true;
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}
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return false;
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}
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void ICollection<T>.Add(T item)
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{
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if (objects.Add(item))
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{
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AddOperation(Operation.OP_ADD, item);
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}
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}
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public void Clear()
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{
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objects.Clear();
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AddOperation(Operation.OP_CLEAR);
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}
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public bool Contains(T item) => objects.Contains(item);
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public void CopyTo(T[] array, int index) => objects.CopyTo(array, index);
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public bool Remove(T item)
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{
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if (objects.Remove(item))
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{
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AddOperation(Operation.OP_REMOVE, item);
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return true;
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}
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return false;
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}
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public IEnumerator<T> GetEnumerator() => objects.GetEnumerator();
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IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
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public void ExceptWith(IEnumerable<T> other)
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{
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if (other == this)
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{
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Clear();
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return;
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}
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// remove every element in other from this
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foreach (T element in other)
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{
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Remove(element);
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}
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}
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public void IntersectWith(IEnumerable<T> other)
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{
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if (other is ISet<T> otherSet)
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{
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IntersectWithSet(otherSet);
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}
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else
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{
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HashSet<T> otherAsSet = new HashSet<T>(other);
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IntersectWithSet(otherAsSet);
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}
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}
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void IntersectWithSet(ISet<T> otherSet)
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{
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List<T> elements = new List<T>(objects);
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foreach (T element in elements)
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{
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if (!otherSet.Contains(element))
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{
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Remove(element);
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}
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}
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}
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public bool IsProperSubsetOf(IEnumerable<T> other) => objects.IsProperSubsetOf(other);
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public bool IsProperSupersetOf(IEnumerable<T> other) => objects.IsProperSupersetOf(other);
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public bool IsSubsetOf(IEnumerable<T> other) => objects.IsSubsetOf(other);
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public bool IsSupersetOf(IEnumerable<T> other) => objects.IsSupersetOf(other);
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public bool Overlaps(IEnumerable<T> other) => objects.Overlaps(other);
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public bool SetEquals(IEnumerable<T> other) => objects.SetEquals(other);
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public void SymmetricExceptWith(IEnumerable<T> other)
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{
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if (other == this)
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{
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Clear();
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}
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else
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{
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foreach (T element in other)
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{
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if (!Remove(element))
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{
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Add(element);
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}
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}
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}
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}
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public void UnionWith(IEnumerable<T> other)
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{
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if (other != this)
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{
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foreach (T element in other)
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{
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Add(element);
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}
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}
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}
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}
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public abstract class SyncHashSet<T> : SyncSet<T>
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{
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protected SyncHashSet() : base(new HashSet<T>()) {}
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}
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public abstract class SyncSortedSet<T> : SyncSet<T>
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{
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protected SyncSortedSet() : base(new SortedSet<T>()) {}
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protected SyncSortedSet(IComparer<T> comparer) : base (new SortedSet<T>(comparer)) {}
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}
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}
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11
Assets/Mirror/Runtime/SyncSet.cs.meta
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11
Assets/Mirror/Runtime/SyncSet.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 8a31599d9f9dd4ef9999f7b9707c832c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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274
Assets/Mirror/Tests/SyncSetTest.cs
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274
Assets/Mirror/Tests/SyncSetTest.cs
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@ -0,0 +1,274 @@
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using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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namespace Mirror.Tests
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{
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[TestFixture]
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public class SyncSetTest
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{
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public class SyncSetString : SyncHashSet<string> {}
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SyncSetString serverSyncSet;
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SyncSetString clientSyncSet;
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void SerializeAllTo<T>(T fromList, T toList) where T : SyncObject
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{
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NetworkWriter writer = new NetworkWriter();
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fromList.OnSerializeAll(writer);
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NetworkReader reader = new NetworkReader(writer.ToArray());
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toList.OnDeserializeAll(reader);
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}
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void SerializeDeltaTo<T>(T fromList, T toList) where T : SyncObject
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{
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NetworkWriter writer = new NetworkWriter();
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fromList.OnSerializeDelta(writer);
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NetworkReader reader = new NetworkReader(writer.ToArray());
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toList.OnDeserializeDelta(reader);
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fromList.Flush();
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}
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[SetUp]
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public void SetUp()
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{
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serverSyncSet = new SyncSetString();
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clientSyncSet = new SyncSetString();
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// add some data to the list
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serverSyncSet.Add("Hello");
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serverSyncSet.Add("World");
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serverSyncSet.Add("!");
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SerializeAllTo(serverSyncSet, clientSyncSet);
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}
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[Test]
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public void TestInit()
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{
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Assert.That(serverSyncSet, Is.EquivalentTo(new[] {"Hello", "World", "!"}));
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Assert.That(clientSyncSet, Is.EquivalentTo(new[] {"Hello", "World", "!"}));
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}
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[Test]
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public void TestAdd()
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{
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serverSyncSet.Add("yay");
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Assert.That(serverSyncSet.IsDirty, Is.True);
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SerializeDeltaTo(serverSyncSet, clientSyncSet);
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Assert.That(clientSyncSet, Is.EquivalentTo(new[] { "Hello", "World", "!", "yay" }));
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Assert.That(serverSyncSet.IsDirty, Is.False);
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}
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[Test]
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public void TestClear()
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{
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serverSyncSet.Clear();
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Assert.That(serverSyncSet.IsDirty, Is.True);
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SerializeDeltaTo(serverSyncSet, clientSyncSet);
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Assert.That(clientSyncSet, Is.EquivalentTo(new string[] {}));
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Assert.That(serverSyncSet.IsDirty, Is.False);
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}
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[Test]
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public void TestRemove()
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{
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serverSyncSet.Remove("World");
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Assert.That(serverSyncSet.IsDirty, Is.True);
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SerializeDeltaTo(serverSyncSet, clientSyncSet);
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Assert.That(clientSyncSet, Is.EquivalentTo(new[] { "Hello", "!" }));
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Assert.That(serverSyncSet.IsDirty, Is.False);
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}
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[Test]
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public void TestMultSync()
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{
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serverSyncSet.Add("1");
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SerializeDeltaTo(serverSyncSet, clientSyncSet);
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// add some delta and see if it applies
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serverSyncSet.Add("2");
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SerializeDeltaTo(serverSyncSet, clientSyncSet);
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Assert.That(clientSyncSet, Is.EquivalentTo(new[] { "Hello", "World", "!", "1","2" }));
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}
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[Test]
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public void CallbackTest()
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{
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bool called = false;
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clientSyncSet.Callback += (op, item) =>
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{
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called = true;
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Assert.That(op, Is.EqualTo(SyncSetString.Operation.OP_ADD));
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Assert.That(item, Is.EqualTo("yay"));
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};
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serverSyncSet.Add("yay");
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SerializeDeltaTo(serverSyncSet, clientSyncSet);
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Assert.That(called, Is.True);
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}
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[Test]
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public void CallbackRemoveTest()
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{
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bool called = false;
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clientSyncSet.Callback += (op, item) =>
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{
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called = true;
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Assert.That(op, Is.EqualTo(SyncSetString.Operation.OP_REMOVE));
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Assert.That(item, Is.EqualTo("World"));
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};
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serverSyncSet.Remove("World");
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SerializeDeltaTo(serverSyncSet, clientSyncSet);
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Assert.That(called, Is.True);
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}
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[Test]
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public void CountTest()
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{
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Assert.That(serverSyncSet.Count, Is.EqualTo(3));
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}
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[Test]
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public void ReadOnlyTest()
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{
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Assert.That(serverSyncSet.IsReadOnly, Is.False);
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}
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[Test]
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public void ReadonlyTest()
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{
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SyncSetString serverList = new SyncSetString();
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SyncSetString clientList = new SyncSetString();
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// data has been flushed, should go back to clear
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Assert.That(clientList.IsReadOnly, Is.False);
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serverList.Add("1");
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serverList.Add("2");
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serverList.Add("3");
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SerializeDeltaTo(serverList, clientList);
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// client list should now lock itself, trying to modify it
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// should produce an InvalidOperationException
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Assert.That(clientList.IsReadOnly, Is.True);
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Assert.Throws<InvalidOperationException>(() => { clientList.Add("5"); });
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}
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[Test]
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public void TestExceptWith()
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{
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serverSyncSet.ExceptWith(new[] { "World", "Hello" });
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SerializeDeltaTo(serverSyncSet, clientSyncSet);
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Assert.That(clientSyncSet, Is.EquivalentTo(new[] { "!" }));
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}
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[Test]
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public void TestExceptWithSelf()
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{
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serverSyncSet.ExceptWith(serverSyncSet);
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SerializeDeltaTo(serverSyncSet, clientSyncSet);
|
||||
Assert.That(clientSyncSet, Is.EquivalentTo(new String [] {}));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestIntersectWith()
|
||||
{
|
||||
serverSyncSet.IntersectWith(new[] { "World", "Hello" });
|
||||
SerializeDeltaTo(serverSyncSet, clientSyncSet);
|
||||
Assert.That(clientSyncSet, Is.EquivalentTo(new[] { "World", "Hello" }));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestIntersectWithSet()
|
||||
{
|
||||
serverSyncSet.IntersectWith(new HashSet<string> { "World", "Hello" });
|
||||
SerializeDeltaTo(serverSyncSet, clientSyncSet);
|
||||
Assert.That(clientSyncSet, Is.EquivalentTo(new[] { "World", "Hello" }));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestIsProperSubsetOf()
|
||||
{
|
||||
Assert.That(clientSyncSet.IsProperSubsetOf(new[] { "World", "Hello", "!", "pepe" }));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestIsProperSubsetOfSet()
|
||||
{
|
||||
Assert.That(clientSyncSet.IsProperSubsetOf(new HashSet<string> { "World", "Hello", "!", "pepe" }));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestIsNotProperSubsetOf()
|
||||
{
|
||||
Assert.That(clientSyncSet.IsProperSubsetOf(new[] { "World", "!", "pepe"}), Is.False);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestIsProperSuperSetOf()
|
||||
{
|
||||
Assert.That(clientSyncSet.IsProperSupersetOf(new[] { "World", "Hello" }));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestIsSubsetOf()
|
||||
{
|
||||
Assert.That(clientSyncSet.IsSubsetOf(new[] { "World", "Hello", "!" }));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestIsSupersetOf()
|
||||
{
|
||||
Assert.That(clientSyncSet.IsSupersetOf(new[] { "World", "Hello" }));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestOverlaps()
|
||||
{
|
||||
Assert.That(clientSyncSet.Overlaps(new[] { "World", "my", "baby"}));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSetEquals()
|
||||
{
|
||||
Assert.That(clientSyncSet.SetEquals(new[] { "World","Hello", "!" }));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSymmetricExceptWith()
|
||||
{
|
||||
serverSyncSet.SymmetricExceptWith(new HashSet<string> { "Hello", "is" });
|
||||
SerializeDeltaTo(serverSyncSet, clientSyncSet);
|
||||
Assert.That(clientSyncSet, Is.EquivalentTo(new[] { "World", "is", "!" }));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSymmetricExceptWithSelf()
|
||||
{
|
||||
serverSyncSet.SymmetricExceptWith(serverSyncSet);
|
||||
SerializeDeltaTo(serverSyncSet, clientSyncSet);
|
||||
Assert.That(clientSyncSet, Is.EquivalentTo(new String[] { }));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestUnionWith()
|
||||
{
|
||||
serverSyncSet.UnionWith(new HashSet<string> { "Hello", "is" });
|
||||
SerializeDeltaTo(serverSyncSet, clientSyncSet);
|
||||
Assert.That(clientSyncSet, Is.EquivalentTo(new[] { "World", "Hello", "is", "!" }));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestUnionWithSelf()
|
||||
{
|
||||
serverSyncSet.UnionWith(serverSyncSet);
|
||||
SerializeDeltaTo(serverSyncSet, clientSyncSet);
|
||||
Assert.That(clientSyncSet, Is.EquivalentTo(new[] { "World", "Hello", "!" }));
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Mirror/Tests/SyncSetTest.cs.meta
Normal file
11
Assets/Mirror/Tests/SyncSetTest.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 36dbb64593fa546edb477df3d88b6e1a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,3 +1,71 @@
|
||||
# SyncHashSet
|
||||
|
||||
Need description and code samples for SyncHashSet.
|
||||
`SyncHashSet` are sets similar to C# [HashSet\<T\>](https://docs.microsoft.com/en-us/dotnet/api/system.collections.generic.hashset-1) that synchronize their contents from the server to the clients.
|
||||
|
||||
A SyncHashSet can contain items of the following types:
|
||||
|
||||
- Basic type (byte, int, float, string, UInt64, etc)
|
||||
- Built-in Unity math type (Vector3, Quaternion, etc)
|
||||
- NetworkIdentity
|
||||
- GameObject with a NetworkIdentity component attached.
|
||||
- Structure with any of the above
|
||||
|
||||
## Usage
|
||||
|
||||
Create a class that derives from SyncHashSet<T> for your specific type. This is necesary because Mirror will add methods to that class with the weaver. Then add a SyncHashSet field to your NetworkBehaviour class. For example:
|
||||
|
||||
```cs
|
||||
class Player : NetworkBehaviour {
|
||||
|
||||
class SyncSkillSet : SyncHashSet<string> {}
|
||||
|
||||
SyncSkillSet skills = new SyncSkillSet();
|
||||
|
||||
int skillPoints = 10;
|
||||
|
||||
[Command]
|
||||
public void CmdLearnSkill(string skillName)
|
||||
{
|
||||
if (skillPoints > 1)
|
||||
{
|
||||
skillPoints--;
|
||||
|
||||
skills.Add(skillName);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
You can also detect when a SyncHashSet 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. 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.
|
||||
|
||||
```cs
|
||||
class Player : NetworkBehaviour
|
||||
{
|
||||
class SyncSetBuffs : SyncHashSet<string> {};
|
||||
|
||||
SyncSetBuffs buffs = new SyncSetBuffs();
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
void OnBuffsChanged(SyncSetBuffs.Operation op, string buff)
|
||||
{
|
||||
switch (op)
|
||||
{
|
||||
case SyncSetBuffs.Operation.OP_ADD:
|
||||
// we added a buff, draw an icon on the character
|
||||
break;
|
||||
case SyncSetBuffs.Operation.OP_CLEAR:
|
||||
// clear all buffs from the character
|
||||
break;
|
||||
case SyncSetBuffs.Operation.OP_REMOVE:
|
||||
// We removed a buff from the character
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
@ -1,3 +1,74 @@
|
||||
# SyncSortedSet
|
||||
|
||||
Need description and code samples for SyncSortedSet
|
||||
`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.
|
||||
|
||||
Unlike SyncHashSets, all elements in a SyncSortedSet are sorted when they are inserted. Please note this has some performance implications.
|
||||
|
||||
A SyncSortedSet can contain items of the following types:
|
||||
|
||||
- Basic type (byte, int, float, string, UInt64, etc)
|
||||
- Built-in Unity math type (Vector3, Quaternion, etc)
|
||||
- NetworkIdentity
|
||||
- GameObject with a NetworkIdentity component attached.
|
||||
- Structure with any of the above
|
||||
|
||||
## Usage
|
||||
|
||||
Create a class that derives from SyncSortedSet<T> for your specific type. This is necesary because Mirror will add methods to that class with the weaver. Then add a SyncSortedSet field to your NetworkBehaviour class. For example:
|
||||
|
||||
```cs
|
||||
class Player : NetworkBehaviour {
|
||||
|
||||
class SyncSkillSet : SyncSortedSet<string> {}
|
||||
|
||||
SyncSkillSet skills = new SyncSkillSet();
|
||||
|
||||
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. 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.
|
||||
|
||||
```cs
|
||||
class Player : NetworkBehaviour
|
||||
{
|
||||
|
||||
class SyncSetBuffs : SyncSortedSet<string> {};
|
||||
|
||||
SyncSetBuffs buffs = new SyncSetBuffs();
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
void OnBuffsChanged(SyncSetBuffs.Operation op, string buff)
|
||||
{
|
||||
switch (op)
|
||||
{
|
||||
case SyncSetBuffs.Operation.OP_ADD:
|
||||
// we added a buff, draw an icon on the character
|
||||
break;
|
||||
case SyncSetBuffs.Operation.OP_CLEAR:
|
||||
// clear all buffs from the character
|
||||
break;
|
||||
case SyncSetBuffs.Operation.OP_REMOVE:
|
||||
// We removed a buff from the character
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
@ -21,6 +21,6 @@ General description of Classes
|
||||
- [SyncDictionary](SyncDictionary)
|
||||
A SyncDictionary is an associative array containing an unordered list of key, value pairs.
|
||||
- [SyncHashSet](SyncHashSet)
|
||||
Description Needed
|
||||
An unordered set of values that do not repeat.
|
||||
- [SyncSortedSet](SyncSortedSet)
|
||||
Description Needed
|
||||
A sorted set of values tha do not repeat.
|
||||
|
@ -15,9 +15,9 @@ Data is not synchronized in the opposite direction - from remote clients to the
|
||||
- [SyncDictionary](../Classes/SyncDictionary)
|
||||
A SyncDictionary is an associative array containing an unordered list of key, value pairs.
|
||||
- [SyncHashSet](../Classes/SyncHashSet)
|
||||
Description Needed
|
||||
An unordered set of values that do not repeat.
|
||||
- [SyncSortedSet](../Classes/SyncSortedSet)
|
||||
Description Needed
|
||||
A sorted set of values tha do not repeat.
|
||||
|
||||
## Advanced State Synchronization
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user