Mirror
  • Mirror Networking
  • API Reference
  • Development Blog
    • A Brief History of Mirror
  • User Manual
    • General
      • Getting Started
      • Script Templates
      • Change Log
        • 2024 Change Log
        • 2023 Change Log
        • 2022 Change Log
        • 2021 Change Log
        • 2020 Change Log
        • 2019 Change Log
      • Deprecations
      • Migration Guide
      • Integrations
      • Timestamp Batching
      • TCP and UDP
      • CCU
      • SyncDirection
      • Round Trip Time (RTT)
      • Connection Quality
      • Lag Compensation
      • Client Side Prediction
      • History Bounds
      • Tests
      • NetGraph
    • FAQ
      • Execution Order
    • Transports
      • KCP Transport
      • Telepathy Transport
      • WebSockets Transport
        • Reverse Proxy
          • Windows
            • IIS
          • Linux
            • NGINX
            • Caddy
            • Apache
            • HA Proxy
        • SSL
      • Multiplex Transport
      • Latency Simulation Transport
      • Ignorance
      • LiteNetLib Transport
      • FizzySteamworks Transport
      • FizzyFacepunch Transport
      • Encryption Transport
      • Edgegap Transports
        • Edgegap Relay
        • Edgegap Lobby
    • Components
      • Network Animator
      • Network Authenticators
        • Basic Authenticator
        • Device Authenticator
      • Network Behaviour
      • Network Discovery
      • Network Identity
      • Network Manager
      • Network Manager HUD
      • Network Ping Display
      • Network Profiler
      • Network Rigidbody
      • Network Lerp Rigidbody
      • Network Room Manager
      • Network Room Player
      • Network Start Position
      • Network Statistics
      • Remote Statistics
      • Network Transform
        • Snapshot Interpolation
      • Deprecated
        • Network Proximity Checker
        • Network Scene Checker
        • Network Match Checker
        • Network Owner Checker
    • Interest Management
      • Spatial Hashing
      • Distance
      • Scene
      • Scene + Distance
      • Match
      • Team
      • Custom
      • Legacy
    • Guides
      • Authority
      • IDs
      • Attributes
      • Time Synchronization
      • Data types
      • Serialization
      • Synchronization
        • SyncVars
        • SyncVar Hooks
        • SyncEvent (Obsolete)
        • SyncLists
        • SyncDictionary
        • SyncHashSet
        • SyncSortedSet
      • Communications
        • Remote Actions
        • NetworkManager Callbacks
        • NetworkBehaviour Callbacks
        • Network Messages
      • GameObjects
        • Player Game Objects
        • Custom Character Spawning
        • Custom Spawn Functions
        • Scene GameObjects
        • Pickups, Drops, and Child Objects
    • Examples
      • Additive Levels
      • Additive Scenes
      • Basic
      • Billiards
      • Multiple Additive Scenes
      • Pong
      • Room
      • Tanks
      • EdgegapLobby
  • Server Hosting
    • The Pragmatic Hosting Guide
    • Cloud Hosting Guides
      • AWS
      • Google Cloud
      • Oracle Free Tier
    • Hosting with a Remote Desktop
    • Edgegap Hosting Plugin Guide
  • Security
    • Security Overview
    • Cheat Protection Stages
    • Cheats & Anticheats
  • Community Guides
    • Community Translations
    • Video Tutorials
    • Resources
    • Mirror Quick Start Project
    • Unity for MMORPGs
    • Unity Canvas HUD
    • Odin Inspector Support
    • Ready Up And Die!
    • iOS AppStore
    • Mirror Docker Guide
    • Gitbook Guide
    • Mirror Branding
    • Contributors Agreement
    • Documentation License
Powered by GitBook
On this page
  1. User Manual
  2. Guides
  3. Synchronization

SyncLists

PreviousSyncEvent (Obsolete)NextSyncDictionary

Last updated 7 months ago

SyncLists are array based lists similar to C# that synchronize their contents from the server to the clients.

A SyncList can contain any .

Usage

SyncList must be declared readonly and initialized in the constructor.

Note that by the time you wire up the Action handlers, the list will already be initialized, so they will not get invoked for the initial data, only updates.

using UnityEngine;
using Mirror;

public class SyncListExample : NetworkBehaviour
{
    public readonly SyncList<string> namesList = new SyncList<string>();

    public override void OnStartClient()
    {
        // Add handlers for SyncList Actions
        namesList.OnAdd += OnItemAdded;
        namesList.OnInsert += OnItemInserted;
        namesList.OnSet += OnItemChanged;
        namesList.OnRemove += OnItemRemoved;
        namesList.OnClear += OnListCleared;

        // OnChange is a catch-all event that is called for any change
        // to the list. It is called after the specific events above.
        // Strongly recommended to use the specific events above instead!
        namesList.OnChange += OnListChanged;

        // List is populated before handlers are wired up so we
        // need to manually invoke OnAdd for each element.
        for (int i = 0; i < namesList.Count; i++)
            namesList.OnAdd.Invoke(i);
    }

    public override void OnStopClient()
    {
        // Remove handlers when client stops
        namesList.OnAdd -= OnItemAdded;
        namesList.OnInsert -= OnItemInserted;
        namesList.OnSet -= OnItemChanged;
        namesList.OnRemove -= OnItemRemoved;
        namesList.OnClear -= OnListCleared;
        namesList.OnChange -= OnListChanged;
    }

    void OnItemAdded(int index)
    {
        Debug.Log($"Element added at index {index} {namesList[index]}");
    }

    void OnItemInserted(int index)
    {
        Debug.Log($"Element inserted at index {index} {namesList[index]}");
    }

    void OnItemChanged(int index, string oldValue)
    {
        Debug.Log($"Element changed at index {index} from {oldValue} to {namesList[index]}");
    }

    void OnItemRemoved(int index, string oldValue)
    {
        Debug.Log($"Element removed at index {index} {oldValue}");
    }

    void OnListCleared()
    {
        // OnListCleared is called before the list is actually cleared
        // so we can iterate the list to get the elements if needed.
        foreach (string name in namesList)
            Debug.Log($"Element cleared {name}");
    }

    // OnListChanged is a catch-all event that is called for any change
    // to the list. It is called after the specific events above.
    //
    // NOTE: It's strongly recommended to use the specific events above instead!
    //
    // For OP_ADD and OP_INSERT, the value param is the NEW entry.
    // For OP_SET and OP_REMOVEAT, the value param is the OLD entry.
    // For OP_CLEAR, the param is null / default but you can iterate the list.
    void OnListChanged(SyncList<string>.Operation op, int index, string value)
    {
        switch (op)
        {
            case SyncList<string>.Operation.OP_ADD:
                // value is the NEW value of the entry
                Debug.Log($"Element added at index {index} {value}");
                break;

            case SyncList<string>.Operation.OP_INSERT:
                // value is the NEW value of the entry
                Debug.Log($"Element inserted at index {index} {value}");
                break;

            case SyncList<string>.Operation.OP_SET:
                // value is the OLD value of the entry
                Debug.Log($"Element changed at index {index} from {value} to {namesList[index]}");
                break;

            case SyncList<string>.Operation.OP_REMOVEAT:
                // value is the OLD value of the entry
                Debug.Log($"Element removed at index {index} was {value}");
                break;

            case SyncList<string>.Operation.OP_CLEAR:
                // value is null / default
                // we can iterate the list to get the elements if needed.
                foreach (string name in namesList)
                    Debug.Log($"Element cleared {name}");
                break;
        }
    }
}
List
supported mirror type