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80 lines
2.9 KiB
Markdown
80 lines
2.9 KiB
Markdown
# SyncDictionary
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A SyncDictionary is an associative array containing an unordered list of key, value pairs. Keys and values can be of the following types:
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- Basic type (byte, int, float, string, UInt64, etc)
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- Built-in Unity math type (Vector3, Quaternion, etc)
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- NetworkIdentity
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- Game object with a NetworkIdentity component attached.
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- Struct with any of the above
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SyncDictionary works much like [SyncLists](SyncLists.md): when you make a change on the server the change is propagated to all clients and the Callback is called.
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To use it, create a class that derives from SyncDictionary for your specific type. This is necessary because the Weaver will add methods to that class. Then add a field to your NetworkBehaviour class.
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> Note that by the time you subscribe to the callback, the dictionary will already be initialized, so you will not get a call for the initial data, only updates.</p>
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>Note SyncDictionaries must be initialized in the constructor, not in Startxxx(). You can make them readonly to ensure correct usage.
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## Simple Example
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```cs
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using UnityEngine;
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using Mirror;
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[System.Serializable]
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public struct Item
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{
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public string name;
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public int hitPoints;
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public int durability;
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}
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[System.Serializable]
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public class SyncDictionaryStringItem : SyncDictionary<string, Item> {}
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public class ExamplePlayer : NetworkBehaviour
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{
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[SerializeField]
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public readonly SyncDictionaryStringItem Equipment = new SyncDictionaryStringItem();
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public override void OnStartServer()
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{
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Equipment.Add("head", new Item { name = "Helmet", hitPoints = 10, durability = 20 });
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Equipment.Add("body", new Item { name = "Epic Armor", hitPoints = 50, durability = 50 });
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Equipment.Add("feet", new Item { name = "Sneakers", hitPoints = 3, durability = 40 });
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Equipment.Add("hands", new Item { name = "Sword", hitPoints = 30, durability = 15 });
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}
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public override void OnStartClient()
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{
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// Equipment is already populated with anything the server set up
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// but we can subscribe to the callback in case it is updated later on
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Equipment.Callback += OnEquipmentChange;
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}
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void OnEquipmentChange(SyncDictionaryStringItem.Operation op, string key, Item item)
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{
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// equipment changed, perhaps update the gameobject
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Debug.Log(op + " - " + key);
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}
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}
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```
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By default, SyncDictionary uses a Dictionary to store it's data. If you want to use a different `IDictionary `implementation such as `SortedList` or `SortedDictionary`, add a constructor to your SyncDictionary implementation and pass a dictionary to the base class. For example:
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```cs
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[System.Serializable]
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public class SyncDictionaryStringItem : SyncDictionary<string, Item>
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{
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public SyncDictionaryStringItem() : base (new SortedList<string,Item>()) {}
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}
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public class ExamplePlayer : NetworkBehaviour
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{
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[SerializeField]
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public readonly SyncDictionaryStringItem Equipment = new SyncDictionaryStringItem();
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}
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```
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