Unity-Technologies / Unity-Technologies/com.unity.netcode.gameobjects
How about a NetworkBehaviourReference<T>?
还没有人认领这个 Issue。
- 主要语言
- C#
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描述
It would be amazing if RPC arguments could just actually be any NetworkBehaviour derivative class instead of only NetworkBehaviourReference so that the compiler could enforce type on those RPC arguments instead of boilerplate cast / TryGet code.
Short of that, doing an RPC with NetworkBehaviourReference<MyNetworkBehaviourClass> at least gives me peace of mind that the compiler can catch me trying to pass the RPC a reference to a NetworkBehaviour that isn't a MyNetworkBehaviourClass.
I did it like this:
using System;
using System.Runtime.CompilerServices;
namespace Unity.Netcode
{
public struct NetworkBehaviourReference<T> : INetworkSerializable, IEquatable<NetworkBehaviourReference<T>>
where T : NetworkBehaviour
{
private NetworkObjectReference m_NetworkObjectReference;
private ushort m_NetworkBehaviourId;
public NetworkBehaviourReference(NetworkBehaviour networkBehaviour)
{
if (networkBehaviour == null)
{
m_NetworkObjectReference = new NetworkObjectReference((NetworkObject)null);
m_NetworkBehaviourId = 0;
return;
// throw new ArgumentNullException(nameof(networkBehaviour));
}
if (networkBehaviour.NetworkObject == null)
{
throw new ArgumentException($"Cannot create {nameof(NetworkBehaviourReference<T>)} from {nameof(NetworkBehaviour)} without a {nameof(NetworkObject)}.");
}
m_NetworkObjectReference = networkBehaviour.NetworkObject;
m_NetworkBehaviourId = networkBehaviour.NetworkBehaviourId;
}
public bool TryGet(out T networkBehaviourSubtype, NetworkManager networkManager = null)
{
networkBehaviourSubtype = GetInternal(this, null) as T;
return networkBehaviourSubtype != null;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static NetworkBehaviour GetInternal(NetworkBehaviourReference<T> networkBehaviourRef, NetworkManager networkManager = null)
{
if (networkBehaviourRef.m_NetworkObjectReference.TryGet(out NetworkObject networkObject, networkManager))
{
return networkObject.GetNetworkBehaviourAtOrderIndex(networkBehaviourRef.m_NetworkBehaviourId);
}
return null;
}
public bool Equals(NetworkBehaviourReference<T> other)
{
return m_NetworkObjectReference.Equals(other.m_NetworkObjectReference) && m_NetworkBehaviourId == other.m_NetworkBehaviourId;
}
public override bool Equals(object obj)
{
return obj is NetworkBehaviourReference<T> other && Equals(other);
}
public override int GetHashCode()
{
unchecked
{
return (m_NetworkObjectReference.GetHashCode() * 397) ^ m_NetworkBehaviourId.GetHashCode();
}
}
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
m_NetworkObjectReference.NetworkSerialize(serializer);
serializer.SerializeValue(ref m_NetworkBehaviourId);
}
public static implicit operator T(NetworkBehaviourReference<T> networkBehaviourRef) => GetInternal(networkBehaviourRef) as T;
public static implicit operator NetworkBehaviourReference<T>(T networkBehaviourSubtype) => new NetworkBehaviourReference<T>(networkBehaviourSubtype);
}
}
贡献指南
从这里开始
- 先读完整个 Issue,再读项目的贡献指南。
- 在 Issue 下留言说明你要接手 —— 这能避免两个人做同样的事。
- Fork 仓库,在一个分支上完成修改。
- 提交 Pull Request,并在描述里引用这个 Issue 编号。
调研方向
首先检查 NetworkBehaviourReference、NetworkObjectReference 以及 issue 中描述的 RPC 参数处理。确定泛型 NetworkBehaviour 引用或直接类型化的 RPC 参数是否适合现有的序列化和 lookup 路径;完成的标准是强制使用类型化引用,并且无需当前的 cast 或 TryGet boilerplate 即可解析,同时添加适当的覆盖测试。
由索引模型根据 Issue 内容生成。
评估
- 技术栈
- csharp, unity
- 领域
- game-dev, networking
- Issue 类型
- 功能
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- 5/5
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- 一周以上
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- 基本清楚
- 新手友好度
- 25/100