Fish-Net: Networking Evolved
  • Overview
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      • Using SyncVars to Sync Colors
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      • Beyond the Basics
    • High-Level Overview
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        • Server, Client, Host
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          • Addressables
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            • Using States In Code
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    • Upgrading API
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      • Edgegap - Official Partner
        • Getting Started with Edgegap
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        • Getting Started with Hathora
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        • Getting Started with AWS
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  • FishNet Building Blocks
    • Components
      • Managers
        • NetworkManager
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        • SceneManager
        • TransportManager
          • IntermediateLayer
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      • Prediction
        • Network Collider
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        • OfflineRigidbody
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      • Utilities
        • PingDisplay
        • BandwidthDisplay
        • Tick Smoothers
          • NetworkTickSmoother
          • OfflineTickSmoother
          • MonoTickSmoother [Obsolete]
          • DetachableNetworkTickSmoother [Obsolete]
      • PlayerSpawner
      • DefaultScene
      • ServerSpawner
      • Authenticator
      • ColliderRollback
      • NetworkAnimator
      • NetworkBehaviour
      • NetworkTransform
      • NetworkObject
      • NetworkObserver
    • Prefabs
      • NetworkManager
      • NetworkHudCanvas
    • ScriptableObjects
      • ObserverConditions
        • DistanceCondition
        • GridCondition
        • HostOnlyCondition
        • MatchCondition
        • OwnerOnlyCondition
        • SceneCondition
      • SpawnablePrefabs
        • DefaultPrefabObjects
        • SinglePrefabObjects
        • DualPrefabObjects
      • LevelLoggingConfiguration
    • Transports
      • Tugboat
      • Multipass
      • Yak (Pro Feature)
      • Bayou
      • FishyWebRTC
      • FishyUnityTransport
      • FishySteamworks (Steam)
      • FishyEOS (Epic Online Services)
      • FishyFacepunch (Steam)
      • FishyRealtime (Photon)
  • API Documentation
    • API Reference
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On this page
  1. Guides
  2. Features
  3. Network Communication
  4. SyncTypes

SyncDictionary

SyncDictionary is an easy way to keep a Dictionary collection automatically synchronized over the network.

SyncDictionary supports all the functionality a normal dictionary would, just as SyncList supports List abilities.

Callbacks for SyncDictionary are similar to SyncList. And like other synchronization types changes are set immediately before the callback occurs.

private readonly SyncDictionary<NetworkConnection, string> _playerNames = new();
    
private void Awake()
{
    _playerNames.OnChange += _playerNames_OnChange;
}

//SyncDictionaries also include the asServer parameter.
private void _playerNames_OnChange(SyncDictionaryOperation op,
    NetworkConnection key, string value, bool asServer)
{
    /* Key will be provided for
    * Add, Remove, and Set. */     
    switch (op)
    {
        //Adds key with value.
        case SyncDictionaryOperation.Add:
            break;
        //Removes key.
        case SyncDictionaryOperation.Remove:
            break;
        //Sets key to a new value.
        case SyncDictionaryOperation.Set:
            break;
        //Clears the dictionary.
        case SyncDictionaryOperation.Clear:
            break;
        //Like SyncList, indicates all operations are complete.
        case SyncDictionaryOperation.Complete:
            break;
    }
}

If you are using this SyncType with a container, such as a class or structure, and want to modify values within that container, you must set the value dirty. See the example below.

[System.Serializable]
private struct MyContainer
{
    public string PlayerName;
    public int Level;
}

private readonly SyncDictionary<int, MyContainer> _containers = new();

private void Awake()
{
    MyContainer mc = new MyContainer
    {
        Level = 5
    };
    _containers[2] = mc;
}

[Server]
private void ModifyContainer()
{
    MyContainer mc = _containers[2];
    //This will change the value locally but it will not synchronize to clients.
    mc.Level = 10;
    //You may re-apply the value to the dictionary.
    _containers[2] = mc;
    //Or set dirty on the value or key. Using the key is often more performant.
    _containers.Dirty(2);
}
PreviousSyncHashSetNextSyncTimer

Last updated 1 year ago