Mirror/docs/Classes/SyncDictionary.md
Zac North 7d21bded9a feat(syncvar): Add SyncDictionary (#602)
* Added basic SyncDictionary support, no support for structs yet

* Fixed TryGetValue usage

* Removed extraneous hardcoded SyncDictionary type

* Added a couple basic tests, more coming

* Added 4 more tests

* Added two tests and SyncDictionary now bubbles item to Callback on Remove (both Remove cases)

* Added the remainder of tests

* Added basic documentation about SyncDictionaries on StateSync.md page

* Simplify test syntax

Co-Authored-By: Katori <znorth@gmail.com>

* Simplify test syntax

Co-Authored-By: Katori <znorth@gmail.com>

* Simplify test syntax

Co-Authored-By: Katori <znorth@gmail.com>

* Simplify test syntax

Co-Authored-By: Katori <znorth@gmail.com>

* Remove null-check when setting value directly (and updated expected test behaviour)

* fix: Provide default implementation for SyncDictionary serializers

* feat: Add Weaver support for syncdictionary

* Fix minor issue with Set code and made test use Weaved serialization instead of manual

* Added a new test for bare set (non-overwrite)

* Added another test for BareSetNull and cleaned up some tests

* Updated SyncDictionary documentation on StateSync.md

* Update docs with SyncDictionary info

* Update SyncDictionary docs wording

* docs: document the types and better example

* Add two SyncDictionary constructors

* Removed unnecessary initialization

* Style fixes

* - Merged many operation cases
- Fixed Contains method
- Added new test to test contains (and flag its earlier improper usage)
- Use PackedUInt32 instead of int for Changes and Counts

* - Simplify "default" syntax
- Use Rodol's remove method (faster)
- Don't use var

* Removed unnecessary newline, renamed <B, T> to <K, V> per vis2k, corrected wording of InvalidOperationException on ReadOnly AddOp

* Code simplification, style fixes, docs example style fixes, newly improved implementation for CopyTo that fails gracefully
2019-03-24 10:18:31 +01:00

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Markdown

# SyncDictionary
A `SyncDictionary` is an associative array containing an unordered list of key, value pairs. Keys and values can be 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.
- Struct with any of the above
SyncDictionaries work much like [SyncLists](SyncLists): when you make a change on the server the change is propagated to all clients and the Callback is called.
To use it, create a class that derives from `SyncDictionary` for your specific type. This is necesary because the Weaver will add methods to that class. Then add a field to your NetworkBehaviour class.
## Simple Example
```cs
using UnityEngine;
using Mirror;
public class ExamplePlayer : NetworkBehaviour
{
public class SyncDictionaryStringItem : SyncDictionary<string, Item> {}
public struct Item
{
public string name;
public int hitPoints;
public int durability;
}
public SyncDictionaryStringItem Equipment = new SyncDictionaryStringItem();
public void OnStartServer()
{
Equipment.Add("head", new Item { name = "Helmet", hitPoints = 10, durability = 20 });
Equipment.Add("body", new Item { name = "Epic Armor", hitPoints = 50, durability = 50 });
Equipment.Add("feet", new Item { name = "Sneakers", hitPoints = 3, durability = 40 });
Equipment.Add("hands", new Item { name = "Sword", hitPoints = 30, durability = 15 });
}
private void OnStartClient()
{
// Equipment is already populated with anything the server set up
// but we can subscribe to the callback in case it is updated later on
Equipment.Callback += OnEquipmentChange;
}
private void OnEquipmentChange(SyncDictionaryStringItem.Operation op, string key, Item item)
{
// equipment changed, perhaps update the gameobject
Debug.Log(op + " - " + key);
}
}
```