OnSerialize() public method

Virtual function to override to send custom serialization data. The corresponding function to send serialization data is OnDeserialize().

The initialState flag is useful to differentiate between the first time an object is serialized and when incremental updates can be sent. The first time an object is sent to a client, it must include a full state snapshot, but subsequent updates can save on bandwidth by including only incremental changes. Note that SyncVar hook functions are not called when initialState is true, only for incremental updates.

If a class has SyncVars, then an implementation of this function and OnDeserialize() are added automatically to the class. So a class that has SyncVars cannot also have custom serialization functions.

The OnSerialize function should return true to indicate that an update should be sent. If it returns true, then the dirty bits for that script are set to zero, if it returns false then the dirty bits are not changed. This allows multiple changes to a script to be accumulated over time and sent when the system is ready, instead of every frame.

public OnSerialize ( Mirror.NetworkWriter writer, bool initialState ) : bool
writer Mirror.NetworkWriter Writer to use to write to the stream.
initialState bool If this is being called to send initial state.
return bool
Example #1
0
        ////////////////////////////////////////////////////////////////////////////////////////////////////////////////

        // vis2k: readstring bug prevention: https://issuetracker.unity3d.com/issues/unet-networkwriter-dot-write-causing-readstring-slash-readbytes-out-of-range-errors-in-clients
        // -> OnSerialize writes length,componentData,length,componentData,...
        // -> OnDeserialize carefully extracts each data, then deserializes each component with separate readers
        //    -> it will be impossible to read too many or too few bytes in OnDeserialize
        //    -> we can properly track down errors
        internal bool OnSerializeSafely(NetworkBehaviour comp, NetworkWriter writer, bool initialState)
        {
            // serialize into a temporary writer
            NetworkWriter temp   = new NetworkWriter();
            bool          result = false;

            try
            {
                result = comp.OnSerialize(temp, initialState);
            }
            catch (Exception e)
            {
                // show a detailed error and let the user know what went wrong
                Debug.LogError("OnSerialize failed for: object=" + name + " component=" + comp.GetType() + " sceneId=" + m_SceneId + "\n\n" + e.ToString());
            }
            byte[] bytes = temp.ToArray();
            if (LogFilter.logDebug)
            {
                Debug.Log("OnSerializeSafely written for object=" + comp.name + " component=" + comp.GetType() + " sceneId=" + m_SceneId + " length=" + bytes.Length);
            }

            // original HLAPI had a warning in UNetUpdate() in case of large state updates. let's move it here, might
            // be useful for debugging.
            if (bytes.Length > Transport.MaxPacketSize)
            {
                if (LogFilter.logWarn)
                {
                    Debug.LogWarning("Large state update of " + bytes.Length + " bytes for netId:" + netId + " from script:" + comp);
                }
            }

            // serialize length,data into the real writer, untouched by user code
            writer.WriteBytesAndSize(bytes);
            return(result);
        }
Example #2
0
        ////////////////////////////////////////////////////////////////////////////////////////////////////////////////

        // vis2k: readstring bug prevention: https://issuetracker.unity3d.com/issues/unet-networkwriter-dot-write-causing-readstring-slash-readbytes-out-of-range-errors-in-clients
        // -> OnSerialize writes length,componentData,length,componentData,...
        // -> OnDeserialize carefully extracts each data, then deserializes each component with separate readers
        //    -> it will be impossible to read too many or too few bytes in OnDeserialize
        //    -> we can properly track down errors
        internal bool OnSerializeSafely(NetworkBehaviour comp, NetworkWriter writer, bool initialState)
        {
            // write placeholder length bytes
            // (jumping back later is WAY faster than allocating a temporary
            //  writer for the payload, then writing payload.size, payload)
            int headerPosition = writer.Position;

            writer.Write((int)0);
            int contentPosition = writer.Position;

            // write payload
            bool result = false;

            try
            {
                result = comp.OnSerialize(writer, initialState);
            }
            catch (Exception e)
            {
                // show a detailed error and let the user know what went wrong
                Debug.LogError("OnSerialize failed for: object=" + name + " component=" + comp.GetType() + " sceneId=" + m_SceneId + "\n\n" + e.ToString());
            }
            int endPosition = writer.Position;

            // fill in length now
            writer.Position = headerPosition;
            writer.Write(endPosition - contentPosition);
            writer.Position = endPosition;

            if (LogFilter.Debug)
            {
                Debug.Log("OnSerializeSafely written for object=" + comp.name + " component=" + comp.GetType() + " sceneId=" + m_SceneId + "header@" + headerPosition + " content@" + contentPosition + " end@" + endPosition + " contentSize=" + (endPosition - contentPosition));
            }

            return(result);
        }