com.unity.netcode.gameobjects@2.0.0-pre.2
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.0.0-pre.2] - 2024-06-17 ### Added - Added `AnticipatedNetworkVariable<T>`, which adds support for client anticipation of `NetworkVariable` values, allowing for more responsive gameplay. (#2957) - Added `AnticipatedNetworkTransform`, which adds support for client anticipation of NetworkTransforms. (#2957) - Added `NetworkVariableBase.ExceedsDirtinessThreshold` to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in `NetworkVariable<T>` with the callback `NetworkVariable<T>.CheckExceedsDirtinessThreshold`). (#2957) - Added `NetworkVariableUpdateTraits`, which add additional throttling support: `MinSecondsBetweenUpdates` will prevent the `NetworkVariable` from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while `MaxSecondsBetweenUpdates` will force a dirty `NetworkVariable` to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2957) - Added virtual method `NetworkVariableBase.OnInitialize` which can be used by `NetworkVariable` subclasses to add initialization code. (#2957) - Added `NetworkTime.TickWithPartial`, which represents the current tick as a double that includes the fractional/partial tick value. (#2957) - Added `NetworkTickSystem.AnticipationTick`, which can be helpful with implementation of client anticipation. This value represents the tick the current local client was at at the beginning of the most recent network round trip, which enables it to correlate server update ticks with the client tick that may have triggered them. (#2957) - Added event `NetworkManager.OnSessionOwnerPromoted` that is invoked when a new session owner promotion occurs. (#2948) - Added `NetworkRigidBodyBase.GetLinearVelocity` and `NetworkRigidBodyBase.SetLinearVelocity` convenience/helper methods. (#2948) - Added `NetworkRigidBodyBase.GetAngularVelocity` and `NetworkRigidBodyBase.SetAngularVelocity` convenience/helper methods. (#2948) ### Fixed - Fixed issue when `NetworkTransform` half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948) - Fixed issue where `OnClientConnected` not being invoked on the session owner when connecting to a new distributed authority session. (#2948) - Fixed issue where Rigidbody micro-motion (i.e. relatively small velocities) would result in non-authority instances slightly stuttering as the body would come to a rest (i.e. no motion). Now, the threshold value can increase at higher velocities and can decrease slightly below the provided threshold to account for this. (#2948) ### Changed - Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2957) - Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2957) - Changed the client's owned objects is now returned (`NetworkClient` and `NetworkSpawnManager`) as an array as opposed to a list for performance purposes. (#2948) - Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948) - Changed `NetworkTransformEditor.OnEnable` to a virtual method to be able to customize a `NetworkTransform` derived class by creating a derived editor control from `NetworkTransformEditor`. (#2948)
This commit is contained in:
392
Runtime/NetworkVariable/AnticipatedNetworkVariable.cs
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392
Runtime/NetworkVariable/AnticipatedNetworkVariable.cs
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@@ -0,0 +1,392 @@
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using System;
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using Unity.Mathematics;
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using UnityEngine;
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namespace Unity.Netcode
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{
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public enum StaleDataHandling
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{
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Ignore,
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Reanticipate
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}
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#pragma warning disable IDE0001
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/// <summary>
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/// A variable that can be synchronized over the network.
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/// This version supports basic client anticipation - the client can set a value on the belief that the server
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/// will update it to reflect the same value in a future update (i.e., as the result of an RPC call).
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/// This value can then be adjusted as new updates from the server come in, in three basic modes:
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///
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/// <list type="bullet">
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///
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/// <item><b>Snap:</b> In this mode (with <see cref="StaleDataHandling"/> set to
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/// <see cref="Netcode.StaleDataHandling.Ignore"/> and no <see cref="NetworkBehaviour.OnReanticipate"/> callback),
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/// the moment a more up-to-date value is received from the authority, it will simply replace the anticipated value,
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/// resulting in a "snap" to the new value if it is different from the anticipated value.</item>
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///
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/// <item><b>Smooth:</b> In this mode (with <see cref="StaleDataHandling"/> set to
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/// <see cref="Netcode.StaleDataHandling.Ignore"/> and an <see cref="NetworkBehaviour.OnReanticipate"/> callback that calls
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/// <see cref="Smooth"/> from the anticipated value to the authority value with an appropriate
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/// <see cref="Mathf.Lerp"/>-style smooth function), when a more up-to-date value is received from the authority,
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/// it will interpolate over time from an incorrect anticipated value to the correct authoritative value.</item>
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///
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/// <item><b>Constant Reanticipation:</b> In this mode (with <see cref="StaleDataHandling"/> set to
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/// <see cref="Netcode.StaleDataHandling.Reanticipate"/> and an <see cref="NetworkBehaviour.OnReanticipate"/> that calculates a
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/// new anticipated value based on the current authoritative value), when a more up-to-date value is received from
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/// the authority, user code calculates a new anticipated value, possibly calling <see cref="Smooth"/> to interpolate
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/// between the previous anticipation and the new anticipation. This is useful for values that change frequently and
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/// need to constantly be re-evaluated, as opposed to values that change only in response to user action and simply
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/// need a one-time anticipation when the user performs that action.</item>
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///
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/// </list>
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///
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/// Note that these three modes may be combined. For example, if an <see cref="NetworkBehaviour.OnReanticipate"/> callback
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/// does not call either <see cref="Smooth"/> or <see cref="Anticipate"/>, the result will be a snap to the
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/// authoritative value, enabling for a callback that may conditionally call <see cref="Smooth"/> when the
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/// difference between the anticipated and authoritative values is within some threshold, but fall back to
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/// snap behavior if the difference is too large.
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/// </summary>
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/// <typeparam name="T">the unmanaged type for <see cref="NetworkVariable{T}"/> </typeparam>
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#pragma warning restore IDE0001
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[Serializable]
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[GenerateSerializationForGenericParameter(0)]
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public class AnticipatedNetworkVariable<T> : NetworkVariableBase
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{
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[SerializeField]
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private NetworkVariable<T> m_AuthoritativeValue;
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private T m_AnticipatedValue;
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private T m_PreviousAnticipatedValue;
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private ulong m_LastAuthorityUpdateCounter = 0;
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private ulong m_LastAnticipationCounter = 0;
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private bool m_IsDisposed = false;
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private bool m_SettingAuthoritativeValue = false;
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private T m_SmoothFrom;
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private T m_SmoothTo;
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private float m_SmoothDuration;
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private float m_CurrentSmoothTime;
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private bool m_HasSmoothValues;
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#pragma warning disable IDE0001
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/// <summary>
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/// Defines what the behavior should be if we receive a value from the server with an earlier associated
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/// time value than the anticipation time value.
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/// <br/><br/>
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/// If this is <see cref="Netcode.StaleDataHandling.Ignore"/>, the stale data will be ignored and the authoritative
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/// value will not replace the anticipated value until the anticipation time is reached. <see cref="OnAuthoritativeValueChanged"/>
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/// and <see cref="NetworkBehaviour.OnReanticipate"/> will also not be invoked for this stale data.
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/// <br/><br/>
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/// If this is <see cref="Netcode.StaleDataHandling.Reanticipate"/>, the stale data will replace the anticipated data and
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/// <see cref="OnAuthoritativeValueChanged"/> and <see cref="NetworkBehaviour.OnReanticipate"/> will be invoked.
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/// In this case, the authoritativeTime value passed to <see cref="NetworkBehaviour.OnReanticipate"/> will be lower than
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/// the anticipationTime value, and that callback can be used to calculate a new anticipated value.
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/// </summary>
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#pragma warning restore IDE0001
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public StaleDataHandling StaleDataHandling;
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public delegate void OnAuthoritativeValueChangedDelegate(AnticipatedNetworkVariable<T> variable, in T previousValue, in T newValue);
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/// <summary>
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/// Invoked any time the authoritative value changes, even when the data is stale or has been changed locally.
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/// </summary>
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public OnAuthoritativeValueChangedDelegate OnAuthoritativeValueChanged = null;
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/// <summary>
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/// Determines if the difference between the last serialized value and the current value is large enough
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/// to serialize it again.
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/// </summary>
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public event NetworkVariable<T>.CheckExceedsDirtinessThresholdDelegate CheckExceedsDirtinessThreshold
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{
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add => m_AuthoritativeValue.CheckExceedsDirtinessThreshold += value;
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remove => m_AuthoritativeValue.CheckExceedsDirtinessThreshold -= value;
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}
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private class AnticipatedObject : IAnticipatedObject
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{
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public AnticipatedNetworkVariable<T> Variable;
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public void Update()
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{
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Variable.Update();
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}
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public void ResetAnticipation()
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{
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Variable.ShouldReanticipate = false;
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}
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public NetworkObject OwnerObject => Variable.m_NetworkBehaviour.NetworkObject;
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}
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private AnticipatedObject m_AnticipatedObject;
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public override void OnInitialize()
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{
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m_AuthoritativeValue.Initialize(m_NetworkBehaviour);
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NetworkVariableSerialization<T>.Duplicate(m_AuthoritativeValue.Value, ref m_AnticipatedValue);
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NetworkVariableSerialization<T>.Duplicate(m_AnticipatedValue, ref m_PreviousAnticipatedValue);
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if (m_NetworkBehaviour != null && m_NetworkBehaviour.NetworkManager != null && m_NetworkBehaviour.NetworkManager.AnticipationSystem != null)
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{
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m_AnticipatedObject = new AnticipatedObject { Variable = this };
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m_NetworkBehaviour.NetworkManager.AnticipationSystem.AllAnticipatedObjects.Add(m_AnticipatedObject);
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}
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}
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public override bool ExceedsDirtinessThreshold()
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{
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return m_AuthoritativeValue.ExceedsDirtinessThreshold();
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}
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/// <summary>
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/// Retrieves the current value for the variable.
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/// This is the "display value" for this variable, and is affected by <see cref="Anticipate"/> and
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/// <see cref="Smooth"/>, as well as by updates from the authority, depending on <see cref="StaleDataHandling"/>
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/// and the behavior of any <see cref="NetworkBehaviour.OnReanticipate"/> callbacks.
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/// <br /><br />
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/// When a server update arrives, this value will be overwritten
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/// by the new server value (unless stale data handling is set
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/// to "Ignore" and the update is determined to be stale).
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/// This value will be duplicated in
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/// <see cref="PreviousAnticipatedValue"/>, which
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/// will NOT be overwritten in server updates.
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/// </summary>
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public T Value => m_AnticipatedValue;
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/// <summary>
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/// Indicates whether this variable currently needs
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/// reanticipation. If this is true, the anticipated value
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/// has been overwritten by the authoritative value from the
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/// server; the previous anticipated value is stored in <see cref="PreviousAnticipatedState"/>
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/// </summary>
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public bool ShouldReanticipate
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{
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get;
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private set;
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}
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/// <summary>
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/// Holds the most recent anticipated value, whatever was
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/// most recently set using <see cref="Anticipate"/>. Unlike
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/// <see cref="Value"/>, this does not get overwritten
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/// when a server update arrives.
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/// </summary>
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public T PreviousAnticipatedValue => m_PreviousAnticipatedValue;
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/// <summary>
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/// Sets the current value of the variable on the expectation that the authority will set the variable
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/// to the same value within one network round trip (i.e., in response to an RPC).
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/// </summary>
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/// <param name="value"></param>
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public void Anticipate(T value)
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{
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if (m_NetworkBehaviour.NetworkManager.ShutdownInProgress || !m_NetworkBehaviour.NetworkManager.IsListening)
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{
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return;
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}
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m_SmoothDuration = 0;
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m_CurrentSmoothTime = 0;
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m_LastAnticipationCounter = m_NetworkBehaviour.NetworkManager.AnticipationSystem.AnticipationCounter;
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m_AnticipatedValue = value;
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NetworkVariableSerialization<T>.Duplicate(m_AnticipatedValue, ref m_PreviousAnticipatedValue);
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if (CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
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{
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AuthoritativeValue = value;
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}
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}
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#pragma warning disable IDE0001
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/// <summary>
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/// Retrieves or sets the underlying authoritative value.
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/// Note that only a client or server with write permissions to this variable may set this value.
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/// When this variable has been anticipated, this value will alawys return the most recent authoritative
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/// state, which is updated even if <see cref="StaleDataHandling"/> is <see cref="Netcode.StaleDataHandling.Ignore"/>.
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/// </summary>
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#pragma warning restore IDE0001
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public T AuthoritativeValue
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{
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get => m_AuthoritativeValue.Value;
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set
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{
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m_SettingAuthoritativeValue = true;
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try
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{
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m_AuthoritativeValue.Value = value;
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m_AnticipatedValue = value;
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NetworkVariableSerialization<T>.Duplicate(m_AnticipatedValue, ref m_PreviousAnticipatedValue);
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}
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finally
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{
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m_SettingAuthoritativeValue = false;
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}
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}
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}
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/// <summary>
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/// A function to interpolate between two values based on a percentage.
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/// See <see cref="Mathf.Lerp"/>, <see cref="Vector3.Lerp"/>, <see cref="Vector3.Slerp"/>, and so on
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/// for examples.
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/// </summary>
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public delegate T SmoothDelegate(T authoritativeValue, T anticipatedValue, float amount);
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private SmoothDelegate m_SmoothDelegate = null;
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public AnticipatedNetworkVariable(T value = default,
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StaleDataHandling staleDataHandling = StaleDataHandling.Ignore)
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: base()
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{
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StaleDataHandling = staleDataHandling;
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m_AuthoritativeValue = new NetworkVariable<T>(value)
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{
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OnValueChanged = OnValueChangedInternal
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};
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}
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public void Update()
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{
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if (m_CurrentSmoothTime < m_SmoothDuration)
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{
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m_CurrentSmoothTime += m_NetworkBehaviour.NetworkManager.RealTimeProvider.DeltaTime;
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var pct = math.min(m_CurrentSmoothTime / m_SmoothDuration, 1f);
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m_AnticipatedValue = m_SmoothDelegate(m_SmoothFrom, m_SmoothTo, pct);
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NetworkVariableSerialization<T>.Duplicate(m_AnticipatedValue, ref m_PreviousAnticipatedValue);
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}
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}
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public override void Dispose()
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{
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if (m_IsDisposed)
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{
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return;
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}
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if (m_NetworkBehaviour != null && m_NetworkBehaviour.NetworkManager != null && m_NetworkBehaviour.NetworkManager.AnticipationSystem != null)
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{
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if (m_AnticipatedObject != null)
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{
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m_NetworkBehaviour.NetworkManager.AnticipationSystem.AllAnticipatedObjects.Remove(m_AnticipatedObject);
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m_NetworkBehaviour.NetworkManager.AnticipationSystem.ObjectsToReanticipate.Remove(m_AnticipatedObject);
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m_AnticipatedObject = null;
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}
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}
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m_IsDisposed = true;
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m_AuthoritativeValue.Dispose();
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if (m_AnticipatedValue is IDisposable anticipatedValueDisposable)
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{
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anticipatedValueDisposable.Dispose();
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}
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m_AnticipatedValue = default;
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if (m_PreviousAnticipatedValue is IDisposable previousValueDisposable)
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{
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previousValueDisposable.Dispose();
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m_PreviousAnticipatedValue = default;
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}
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if (m_HasSmoothValues)
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{
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if (m_SmoothFrom is IDisposable smoothFromDisposable)
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{
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smoothFromDisposable.Dispose();
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m_SmoothFrom = default;
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}
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if (m_SmoothTo is IDisposable smoothToDisposable)
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{
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smoothToDisposable.Dispose();
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m_SmoothTo = default;
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}
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m_HasSmoothValues = false;
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}
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}
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~AnticipatedNetworkVariable()
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{
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Dispose();
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}
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private void OnValueChangedInternal(T previousValue, T newValue)
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{
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if (!m_SettingAuthoritativeValue)
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{
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m_LastAuthorityUpdateCounter = m_NetworkBehaviour.NetworkManager.AnticipationSystem.LastAnticipationAck;
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if (StaleDataHandling == StaleDataHandling.Ignore && m_LastAnticipationCounter > m_LastAuthorityUpdateCounter)
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{
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// Keep the anticipated value unchanged because it is more recent than the authoritative one.
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return;
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}
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ShouldReanticipate = true;
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m_NetworkBehaviour.NetworkManager.AnticipationSystem.ObjectsToReanticipate.Add(m_AnticipatedObject);
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}
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NetworkVariableSerialization<T>.Duplicate(AuthoritativeValue, ref m_AnticipatedValue);
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m_SmoothDuration = 0;
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m_CurrentSmoothTime = 0;
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OnAuthoritativeValueChanged?.Invoke(this, previousValue, newValue);
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}
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/// <summary>
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/// Interpolate this variable from <see cref="from"/> to <see cref="to"/> over <see cref="durationSeconds"/> of
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/// real time. The duration uses <see cref="Time.deltaTime"/>, so it is affected by <see cref="Time.timeScale"/>.
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/// </summary>
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/// <param name="from"></param>
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/// <param name="to"></param>
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/// <param name="durationSeconds"></param>
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/// <param name="how"></param>
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public void Smooth(in T from, in T to, float durationSeconds, SmoothDelegate how)
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{
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if (durationSeconds <= 0)
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{
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NetworkVariableSerialization<T>.Duplicate(to, ref m_AnticipatedValue);
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m_SmoothDuration = 0;
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m_CurrentSmoothTime = 0;
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m_SmoothDelegate = null;
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return;
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}
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NetworkVariableSerialization<T>.Duplicate(from, ref m_AnticipatedValue);
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NetworkVariableSerialization<T>.Duplicate(from, ref m_SmoothFrom);
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NetworkVariableSerialization<T>.Duplicate(to, ref m_SmoothTo);
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m_SmoothDuration = durationSeconds;
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m_CurrentSmoothTime = 0;
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m_SmoothDelegate = how;
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m_HasSmoothValues = true;
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}
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public override bool IsDirty()
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{
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return m_AuthoritativeValue.IsDirty();
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}
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public override void ResetDirty()
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{
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m_AuthoritativeValue.ResetDirty();
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}
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public override void WriteDelta(FastBufferWriter writer)
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{
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m_AuthoritativeValue.WriteDelta(writer);
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}
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public override void WriteField(FastBufferWriter writer)
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{
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m_AuthoritativeValue.WriteField(writer);
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}
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public override void ReadField(FastBufferReader reader)
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{
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m_AuthoritativeValue.ReadField(reader);
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NetworkVariableSerialization<T>.Duplicate(m_AuthoritativeValue.Value, ref m_AnticipatedValue);
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NetworkVariableSerialization<T>.Duplicate(m_AnticipatedValue, ref m_PreviousAnticipatedValue);
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}
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public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
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{
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m_AuthoritativeValue.ReadDelta(reader, keepDirtyDelta);
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: fc9fd5701bee8534a971eb9f49178e21
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@@ -21,6 +21,29 @@ namespace Unity.Netcode
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/// The callback to be invoked when the value gets changed
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/// </summary>
|
||||
public OnValueChangedDelegate OnValueChanged;
|
||||
|
||||
public delegate bool CheckExceedsDirtinessThresholdDelegate(in T previousValue, in T newValue);
|
||||
|
||||
public CheckExceedsDirtinessThresholdDelegate CheckExceedsDirtinessThreshold;
|
||||
|
||||
public override bool ExceedsDirtinessThreshold()
|
||||
{
|
||||
if (CheckExceedsDirtinessThreshold != null && m_HasPreviousValue)
|
||||
{
|
||||
return CheckExceedsDirtinessThreshold(m_PreviousValue, m_InternalValue);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void OnInitialize()
|
||||
{
|
||||
base.OnInitialize();
|
||||
|
||||
m_HasPreviousValue = true;
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
|
||||
}
|
||||
|
||||
internal override NetworkVariableType Type => NetworkVariableType.Value;
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -3,11 +3,26 @@ using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
public struct NetworkVariableUpdateTraits
|
||||
{
|
||||
[Tooltip("The minimum amount of time that must pass between sending updates. If this amount of time has not passed since the last update, dirtiness will be ignored.")]
|
||||
public float MinSecondsBetweenUpdates;
|
||||
|
||||
[Tooltip("The maximum amount of time that a variable can be dirty without sending an update. If this amount of time has passed since the last update, an update will be sent even if the dirtiness threshold has not been met.")]
|
||||
public float MaxSecondsBetweenUpdates;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Interface for network value containers
|
||||
/// </summary>
|
||||
public abstract class NetworkVariableBase : IDisposable
|
||||
{
|
||||
[SerializeField]
|
||||
internal NetworkVariableUpdateTraits UpdateTraits = default;
|
||||
|
||||
[NonSerialized]
|
||||
internal double LastUpdateSent;
|
||||
|
||||
/// <summary>
|
||||
/// The delivery type (QoS) to send data with
|
||||
/// </summary>
|
||||
@@ -52,7 +67,42 @@ namespace Unity.Netcode
|
||||
m_InternalNetworkManager = m_NetworkBehaviour.NetworkObject?.NetworkManager;
|
||||
// When in distributed authority mode, there is no such thing as server write permissions
|
||||
InternalWritePerm = m_InternalNetworkManager.DistributedAuthorityMode ? NetworkVariableWritePermission.Owner : InternalWritePerm;
|
||||
|
||||
if (m_NetworkBehaviour.NetworkManager.NetworkTimeSystem != null)
|
||||
{
|
||||
UpdateLastSentTime();
|
||||
}
|
||||
}
|
||||
|
||||
OnInitialize();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called on initialization
|
||||
/// </summary>
|
||||
public virtual void OnInitialize()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the update traits for this network variable to determine how frequently it will send updates.
|
||||
/// </summary>
|
||||
/// <param name="traits"></param>
|
||||
public void SetUpdateTraits(NetworkVariableUpdateTraits traits)
|
||||
{
|
||||
UpdateTraits = traits;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check whether or not this variable has changed significantly enough to send an update.
|
||||
/// If not, no update will be sent even if the variable is dirty, unless the time since last update exceeds
|
||||
/// the <see cref="UpdateTraits"/>' <see cref="NetworkVariableUpdateTraits.MaxSecondsBetweenUpdates"/>.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual bool ExceedsDirtinessThreshold()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -125,6 +175,25 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
internal bool CanSend()
|
||||
{
|
||||
var timeSinceLastUpdate = m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime - LastUpdateSent;
|
||||
return
|
||||
(
|
||||
UpdateTraits.MaxSecondsBetweenUpdates > 0 &&
|
||||
timeSinceLastUpdate >= UpdateTraits.MaxSecondsBetweenUpdates
|
||||
) ||
|
||||
(
|
||||
timeSinceLastUpdate >= UpdateTraits.MinSecondsBetweenUpdates &&
|
||||
ExceedsDirtinessThreshold()
|
||||
);
|
||||
}
|
||||
|
||||
internal void UpdateLastSentTime()
|
||||
{
|
||||
LastUpdateSent = m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime;
|
||||
}
|
||||
|
||||
internal static bool IgnoreInitializeWarning;
|
||||
|
||||
protected void MarkNetworkBehaviourDirty()
|
||||
@@ -147,6 +216,17 @@ namespace Unity.Netcode
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (!m_NetworkBehaviour.NetworkManager.IsListening)
|
||||
{
|
||||
if (m_NetworkBehaviour.NetworkManager.LogLevel <= LogLevel.Developer)
|
||||
{
|
||||
Debug.LogWarning($"NetworkVariable is written to after the NetworkManager has already shutdown! " +
|
||||
"Are you modifying a NetworkVariable within a NetworkBehaviour.OnDestroy or NetworkBehaviour.OnDespawn method?");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
m_NetworkBehaviour.NetworkManager.BehaviourUpdater?.AddForUpdate(m_NetworkBehaviour.NetworkObject);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user