2.2.0
This commit is contained in:
@@ -1,543 +0,0 @@
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using Unity.Mathematics;
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using UnityEngine;
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namespace Unity.Netcode.Components
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{
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#pragma warning disable IDE0001
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/// <summary>
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/// A subclass of <see cref="NetworkTransform"/> that supports basic client anticipation - the client
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/// can set a value on the belief that the server will update it to reflect the same value in a future update
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/// (i.e., as the result of an RPC call). This value can then be adjusted as new updates from the server come in,
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/// 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="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 one of the Anticipate methods, 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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#pragma warning restore IDE0001
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[DisallowMultipleComponent]
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[AddComponentMenu("Netcode/Anticipated Network Transform")]
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public class AnticipatedNetworkTransform : NetworkTransform
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{
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#if UNITY_EDITOR
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internal override bool HideInterpolateValue => true;
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#endif
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public struct TransformState
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{
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public Vector3 Position;
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public Quaternion Rotation;
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public Vector3 Scale;
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}
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private TransformState m_AuthoritativeTransform = new TransformState();
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private TransformState m_AnticipatedTransform = new TransformState();
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private TransformState m_PreviousAnticipatedTransform = new TransformState();
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private ulong m_LastAnticipaionCounter;
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private ulong m_LastAuthorityUpdateCounter;
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private TransformState m_SmoothFrom;
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private TransformState 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_OutstandingAuthorityChange = false;
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#if UNITY_EDITOR
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private void Reset()
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{
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// Anticipation + smoothing is a form of interpolation, and adding NetworkTransform's buffered interpolation
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// makes the anticipation get weird, so we default it to false.
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Interpolate = false;
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}
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#endif
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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="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="OnReanticipate"/> will be invoked.
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/// In this case, the authoritativeTime value passed to <see cref="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 = StaleDataHandling.Reanticipate;
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/// <summary>
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/// Contains the current state of this transform on the server side.
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/// Note that, on the server side, this gets updated at the end of the frame, and will not immediately reflect
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/// changes to the transform.
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/// </summary>
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public TransformState AuthoritativeState => m_AuthoritativeTransform;
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/// <summary>
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/// Contains the current anticipated state, which will match the values of this object's
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/// actual <see cref="MonoBehaviour.transform"/>. When a server
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/// update arrives, this value will be overwritten by the new
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/// server value (unless stale data handling is set to "Ignore"
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/// and the update is determined to be stale). This value will
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/// be duplicated in <see cref="PreviousAnticipatedState"/>, which
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/// will NOT be overwritten in server updates.
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/// </summary>
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public TransformState AnticipatedState => m_AnticipatedTransform;
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/// <summary>
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/// Indicates whether this transform 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 state, whatever was
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/// most recently set using the Anticipate methods. Unlike
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/// <see cref="AnticipatedState"/>, this does not get overwritten
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/// when a server update arrives.
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/// </summary>
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public TransformState PreviousAnticipatedState => m_PreviousAnticipatedTransform;
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/// <summary>
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/// Anticipate that, at the end of one round trip to the server, this transform will be in the given
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/// <see cref="newPosition"/>
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/// </summary>
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/// <param name="newPosition"></param>
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public void AnticipateMove(Vector3 newPosition)
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{
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if (NetworkManager.ShutdownInProgress || !NetworkManager.IsListening)
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{
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return;
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}
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transform.position = newPosition;
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m_AnticipatedTransform.Position = newPosition;
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if (CanCommitToTransform)
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{
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m_AuthoritativeTransform.Position = newPosition;
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}
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m_PreviousAnticipatedTransform = m_AnticipatedTransform;
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m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
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m_SmoothDuration = 0;
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m_CurrentSmoothTime = 0;
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}
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/// <summary>
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/// Anticipate that, at the end of one round trip to the server, this transform will have the given
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/// <see cref="newRotation"/>
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/// </summary>
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/// <param name="newRotation"></param>
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public void AnticipateRotate(Quaternion newRotation)
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{
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if (NetworkManager.ShutdownInProgress || !NetworkManager.IsListening)
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{
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return;
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}
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transform.rotation = newRotation;
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m_AnticipatedTransform.Rotation = newRotation;
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if (CanCommitToTransform)
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{
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m_AuthoritativeTransform.Rotation = newRotation;
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}
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m_PreviousAnticipatedTransform = m_AnticipatedTransform;
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m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
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m_SmoothDuration = 0;
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m_CurrentSmoothTime = 0;
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}
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/// <summary>
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/// Anticipate that, at the end of one round trip to the server, this transform will have the given
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/// <see cref="newScale"/>
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/// </summary>
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/// <param name="newScale"></param>
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public void AnticipateScale(Vector3 newScale)
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{
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if (NetworkManager.ShutdownInProgress || !NetworkManager.IsListening)
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{
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return;
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}
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transform.localScale = newScale;
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m_AnticipatedTransform.Scale = newScale;
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if (CanCommitToTransform)
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{
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m_AuthoritativeTransform.Scale = newScale;
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}
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m_PreviousAnticipatedTransform = m_AnticipatedTransform;
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m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
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m_SmoothDuration = 0;
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m_CurrentSmoothTime = 0;
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}
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/// <summary>
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/// Anticipate that, at the end of one round trip to the server, the transform will have the given
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/// <see cref="newState"/>
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/// </summary>
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/// <param name="newState"></param>
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public void AnticipateState(TransformState newState)
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{
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if (NetworkManager.ShutdownInProgress || !NetworkManager.IsListening)
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{
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return;
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}
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var transform_ = transform;
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transform_.position = newState.Position;
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transform_.rotation = newState.Rotation;
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transform_.localScale = newState.Scale;
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m_AnticipatedTransform = newState;
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if (CanCommitToTransform)
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{
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m_AuthoritativeTransform = newState;
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}
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m_PreviousAnticipatedTransform = m_AnticipatedTransform;
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m_SmoothDuration = 0;
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m_CurrentSmoothTime = 0;
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}
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private void ProcessSmoothing()
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{
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// If not spawned or this instance has authority, exit early
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if (!IsSpawned)
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{
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return;
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}
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if (m_CurrentSmoothTime < m_SmoothDuration)
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{
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m_CurrentSmoothTime += NetworkManager.RealTimeProvider.DeltaTime;
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var transform_ = transform;
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var pct = math.min(m_CurrentSmoothTime / m_SmoothDuration, 1f);
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m_AnticipatedTransform = new TransformState
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{
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Position = Vector3.Lerp(m_SmoothFrom.Position, m_SmoothTo.Position, pct),
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Rotation = Quaternion.Lerp(m_SmoothFrom.Rotation, m_SmoothTo.Rotation, pct),
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Scale = Vector3.Lerp(m_SmoothFrom.Scale, m_SmoothTo.Scale, pct)
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};
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m_PreviousAnticipatedTransform = m_AnticipatedTransform;
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if (!CanCommitToTransform)
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{
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transform_.position = m_AnticipatedTransform.Position;
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transform_.localScale = m_AnticipatedTransform.Scale;
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transform_.rotation = m_AnticipatedTransform.Rotation;
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}
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}
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}
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// TODO: This does not handle OnFixedUpdate
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// This requires a complete overhaul in this class to switch between using
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// NetworkRigidbody's position and rotation values.
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public override void OnUpdate()
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{
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ProcessSmoothing();
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// Do not call the base class implementation...
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// AnticipatedNetworkTransform applies its authoritative state immediately rather than waiting for update
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// This is because AnticipatedNetworkTransforms may need to reference each other in reanticipating
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// and we will want all reanticipation done before anything else wants to reference the transform in
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// OnUpdate()
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//base.OnUpdate();
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}
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/// <summary>
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/// Since authority does not subscribe to updates (OnUpdate or OnFixedUpdate),
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/// we have to update every frame to assure authority processes soothing.
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/// </summary>
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private void Update()
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{
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if (CanCommitToTransform && IsSpawned)
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{
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ProcessSmoothing();
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}
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}
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internal class AnticipatedObject : IAnticipationEventReceiver, IAnticipatedObject
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{
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public AnticipatedNetworkTransform Transform;
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public void SetupForRender()
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{
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if (Transform.CanCommitToTransform)
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{
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var transform_ = Transform.transform;
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Transform.m_AuthoritativeTransform = new TransformState
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{
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Position = transform_.position,
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Rotation = transform_.rotation,
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Scale = transform_.localScale
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};
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if (Transform.m_CurrentSmoothTime >= Transform.m_SmoothDuration)
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{
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// If we've had a call to Smooth() we'll continue interpolating.
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// Otherwise we'll go ahead and make the visual and actual locations
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// match.
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Transform.m_AnticipatedTransform = Transform.m_AuthoritativeTransform;
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}
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transform_.position = Transform.m_AnticipatedTransform.Position;
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transform_.rotation = Transform.m_AnticipatedTransform.Rotation;
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transform_.localScale = Transform.m_AnticipatedTransform.Scale;
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}
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}
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public void SetupForUpdate()
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{
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if (Transform.CanCommitToTransform)
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{
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var transform_ = Transform.transform;
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transform_.position = Transform.m_AuthoritativeTransform.Position;
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transform_.rotation = Transform.m_AuthoritativeTransform.Rotation;
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transform_.localScale = Transform.m_AuthoritativeTransform.Scale;
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}
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}
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public void Update()
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{
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// No need to do this, it's handled by NetworkTransform.OnUpdate
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}
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public void ResetAnticipation()
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{
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Transform.ShouldReanticipate = false;
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}
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public NetworkObject OwnerObject => Transform.NetworkObject;
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}
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private AnticipatedObject m_AnticipatedObject = null;
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private void ResetAnticipatedState()
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{
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var transform_ = transform;
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m_AuthoritativeTransform = new TransformState
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{
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Position = transform_.position,
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Rotation = transform_.rotation,
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Scale = transform_.localScale
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};
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m_AnticipatedTransform = m_AuthoritativeTransform;
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m_PreviousAnticipatedTransform = m_AnticipatedTransform;
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m_SmoothDuration = 0;
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m_CurrentSmoothTime = 0;
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}
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/// <summary>
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/// (This replaces the first OnSynchronize for NetworkTransforms)
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/// This is needed to initialize when fully synchronized since non-authority instances
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/// don't apply the initial synchronization (new client synchronization) until after
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/// everything has been spawned and synchronized.
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/// </summary>
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protected internal override void InternalOnNetworkSessionSynchronized()
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{
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var wasSynchronizing = SynchronizeState.IsSynchronizing;
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base.InternalOnNetworkSessionSynchronized();
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if (!CanCommitToTransform && wasSynchronizing && !SynchronizeState.IsSynchronizing)
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{
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m_OutstandingAuthorityChange = true;
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ApplyAuthoritativeState();
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ResetAnticipatedState();
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m_AnticipatedObject = new AnticipatedObject { Transform = this };
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NetworkManager.AnticipationSystem.RegisterForAnticipationEvents(m_AnticipatedObject);
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NetworkManager.AnticipationSystem.AllAnticipatedObjects.Add(m_AnticipatedObject);
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}
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}
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/// <summary>
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/// (This replaces the any subsequent OnSynchronize for NetworkTransforms post client synchronization)
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/// This occurs on already connected clients when dynamically spawning a NetworkObject for
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/// non-authoritative instances.
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/// </summary>
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protected internal override void InternalOnNetworkPostSpawn()
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{
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base.InternalOnNetworkPostSpawn();
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if (!CanCommitToTransform && NetworkManager.IsConnectedClient && !SynchronizeState.IsSynchronizing)
|
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{
|
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m_OutstandingAuthorityChange = true;
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ApplyAuthoritativeState();
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ResetAnticipatedState();
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m_AnticipatedObject = new AnticipatedObject { Transform = this };
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NetworkManager.AnticipationSystem.RegisterForAnticipationEvents(m_AnticipatedObject);
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NetworkManager.AnticipationSystem.AllAnticipatedObjects.Add(m_AnticipatedObject);
|
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}
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||||
}
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public override void OnNetworkSpawn()
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{
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if (NetworkManager.DistributedAuthorityMode)
|
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{
|
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Debug.LogWarning($"This component is not currently supported in distributed authority.");
|
||||
}
|
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base.OnNetworkSpawn();
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// Non-authoritative instances exit early if the synchronization has yet to
|
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// be applied at this point
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if (SynchronizeState.IsSynchronizing && !CanCommitToTransform)
|
||||
{
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return;
|
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}
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m_OutstandingAuthorityChange = true;
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ApplyAuthoritativeState();
|
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ResetAnticipatedState();
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m_AnticipatedObject = new AnticipatedObject { Transform = this };
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NetworkManager.AnticipationSystem.RegisterForAnticipationEvents(m_AnticipatedObject);
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NetworkManager.AnticipationSystem.AllAnticipatedObjects.Add(m_AnticipatedObject);
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}
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public override void OnNetworkDespawn()
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{
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if (m_AnticipatedObject != null)
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{
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NetworkManager.AnticipationSystem.DeregisterForAnticipationEvents(m_AnticipatedObject);
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NetworkManager.AnticipationSystem.AllAnticipatedObjects.Remove(m_AnticipatedObject);
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NetworkManager.AnticipationSystem.ObjectsToReanticipate.Remove(m_AnticipatedObject);
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m_AnticipatedObject = null;
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}
|
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ResetAnticipatedState();
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||||
|
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base.OnNetworkDespawn();
|
||||
}
|
||||
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||||
public override void OnDestroy()
|
||||
{
|
||||
if (m_AnticipatedObject != null)
|
||||
{
|
||||
NetworkManager.AnticipationSystem.DeregisterForAnticipationEvents(m_AnticipatedObject);
|
||||
NetworkManager.AnticipationSystem.AllAnticipatedObjects.Remove(m_AnticipatedObject);
|
||||
NetworkManager.AnticipationSystem.ObjectsToReanticipate.Remove(m_AnticipatedObject);
|
||||
m_AnticipatedObject = null;
|
||||
}
|
||||
|
||||
base.OnDestroy();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Interpolate between the transform represented by <see cref="from"/> to the transform represented by
|
||||
/// <see cref="to"/> over <see cref="durationSeconds"/> of real time. The duration uses
|
||||
/// <see cref="Time.deltaTime"/>, so it is affected by <see cref="Time.timeScale"/>.
|
||||
/// </summary>
|
||||
/// <param name="from"></param>
|
||||
/// <param name="to"></param>
|
||||
/// <param name="durationSeconds"></param>
|
||||
public void Smooth(TransformState from, TransformState to, float durationSeconds)
|
||||
{
|
||||
var transform_ = transform;
|
||||
if (durationSeconds <= 0)
|
||||
{
|
||||
m_AnticipatedTransform = to;
|
||||
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
|
||||
transform_.position = to.Position;
|
||||
transform_.rotation = to.Rotation;
|
||||
transform_.localScale = to.Scale;
|
||||
m_SmoothDuration = 0;
|
||||
m_CurrentSmoothTime = 0;
|
||||
return;
|
||||
}
|
||||
m_AnticipatedTransform = from;
|
||||
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
|
||||
|
||||
m_SmoothFrom = from;
|
||||
m_SmoothTo = to;
|
||||
m_SmoothDuration = durationSeconds;
|
||||
m_CurrentSmoothTime = 0;
|
||||
}
|
||||
|
||||
protected override void OnBeforeUpdateTransformState()
|
||||
{
|
||||
// this is called when new data comes from the server
|
||||
m_LastAuthorityUpdateCounter = NetworkManager.AnticipationSystem.LastAnticipationAck;
|
||||
m_OutstandingAuthorityChange = true;
|
||||
}
|
||||
|
||||
protected override void OnNetworkTransformStateUpdated(ref NetworkTransformState oldState, ref NetworkTransformState newState)
|
||||
{
|
||||
base.OnNetworkTransformStateUpdated(ref oldState, ref newState);
|
||||
ApplyAuthoritativeState();
|
||||
}
|
||||
|
||||
protected override void OnTransformUpdated()
|
||||
{
|
||||
if (CanCommitToTransform || m_AnticipatedObject == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// this is called pretty much every frame and will change the transform
|
||||
// If we've overridden the transform with an anticipated state, we need to be able to change it back
|
||||
// to the anticipated state (while updating the authority state accordingly) or else
|
||||
// mark this transform for reanticipation
|
||||
var transform_ = transform;
|
||||
|
||||
// Update authority state to catch any possible interpolation data
|
||||
m_AuthoritativeTransform.Position = transform_.position;
|
||||
m_AuthoritativeTransform.Rotation = transform_.rotation;
|
||||
m_AuthoritativeTransform.Scale = transform_.localScale;
|
||||
|
||||
if (!m_OutstandingAuthorityChange)
|
||||
{
|
||||
// Keep the anticipated value unchanged, we have no updates from the server at all.
|
||||
return;
|
||||
}
|
||||
|
||||
if (StaleDataHandling == StaleDataHandling.Ignore && m_LastAnticipaionCounter > m_LastAuthorityUpdateCounter)
|
||||
{
|
||||
// Keep the anticipated value unchanged because it is more recent than the authoritative one.
|
||||
return;
|
||||
}
|
||||
|
||||
m_SmoothDuration = 0;
|
||||
m_CurrentSmoothTime = 0;
|
||||
m_OutstandingAuthorityChange = false;
|
||||
m_AnticipatedTransform = m_AuthoritativeTransform;
|
||||
|
||||
ShouldReanticipate = true;
|
||||
NetworkManager.AnticipationSystem.ObjectsToReanticipate.Add(m_AnticipatedObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5abfce83aadd948498d4990c645a017b
|
||||
@@ -230,6 +230,7 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void ParseStateMachineStates(int layerIndex, ref AnimatorController animatorController, ref AnimatorStateMachine stateMachine)
|
||||
{
|
||||
@@ -263,7 +264,6 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
case AnimatorControllerParameterType.Trigger:
|
||||
{
|
||||
|
||||
if (transition.destinationStateMachine != null)
|
||||
{
|
||||
var destinationStateMachine = transition.destinationStateMachine;
|
||||
@@ -297,18 +297,12 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Creates the TransitionStateInfoList table
|
||||
/// </summary>
|
||||
private void BuildTransitionStateInfoList()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (UnityEditor.EditorApplication.isUpdating || UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (m_Animator == null)
|
||||
{
|
||||
return;
|
||||
@@ -326,9 +320,18 @@ namespace Unity.Netcode.Components
|
||||
var stateMachine = animatorController.layers[x].stateMachine;
|
||||
ParseStateMachineStates(x, ref animatorController, ref stateMachine);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// In-Editor Only
|
||||
/// Virtual OnValidate method for custom derived NetworkAnimator classes.
|
||||
/// </summary>
|
||||
protected virtual void OnValidate()
|
||||
{
|
||||
BuildTransitionStateInfoList();
|
||||
}
|
||||
#endif
|
||||
|
||||
public void OnAfterDeserialize()
|
||||
{
|
||||
BuildDestinationToTransitionInfoTable();
|
||||
@@ -336,7 +339,7 @@ namespace Unity.Netcode.Components
|
||||
|
||||
public void OnBeforeSerialize()
|
||||
{
|
||||
BuildTransitionStateInfoList();
|
||||
// Do nothing when serializing (handled during OnValidate)
|
||||
}
|
||||
|
||||
internal struct AnimationState : INetworkSerializable
|
||||
@@ -419,8 +422,8 @@ namespace Unity.Netcode.Components
|
||||
internal bool HasBeenProcessed;
|
||||
|
||||
// This is preallocated/populated in OnNetworkSpawn for all instances in the event ownership or
|
||||
// authority changes. When serializing, IsDirtyCount determines how many AnimationState entries
|
||||
// should be serialized from the list. When deserializing the list is created and populated with
|
||||
// authority changes. When serializing, IsDirtyCount determines how many AnimationState entries
|
||||
// should be serialized from the list. When deserializing the list is created and populated with
|
||||
// only the number of AnimationStates received which is dictated by the deserialized IsDirtyCount.
|
||||
internal List<AnimationState> AnimationStates;
|
||||
|
||||
@@ -496,7 +499,7 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Override this method and return false to switch to owner authoritative mode
|
||||
/// Override this method and return false to switch to owner authoritative mode.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// When using a distributed authority network topology, this will default to
|
||||
@@ -507,10 +510,6 @@ namespace Unity.Netcode.Components
|
||||
return NetworkManager ? !NetworkManager.DistributedAuthorityMode : true;
|
||||
}
|
||||
|
||||
// Animators only support up to 32 parameters
|
||||
// TODO: Look into making this a range limited property
|
||||
private const int k_MaxAnimationParams = 32;
|
||||
|
||||
private int[] m_TransitionHash;
|
||||
private int[] m_AnimationHash;
|
||||
private float[] m_LayerWeights;
|
||||
@@ -534,7 +533,7 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
|
||||
// 128 bytes per Animator
|
||||
private FastBufferWriter m_ParameterWriter = new FastBufferWriter(k_MaxAnimationParams * sizeof(float), Allocator.Persistent);
|
||||
private FastBufferWriter m_ParameterWriter;
|
||||
|
||||
private NativeArray<AnimatorParamCache> m_CachedAnimatorParameters;
|
||||
|
||||
@@ -586,6 +585,14 @@ namespace Unity.Netcode.Components
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
if (!m_Animator)
|
||||
{
|
||||
#if !UNITY_EDITOR
|
||||
Debug.LogError($"{nameof(NetworkAnimator)} {name} does not have an {nameof(UnityEngine.Animator)} assigned to it. The {nameof(NetworkAnimator)} will not initialize properly.");
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
int layers = m_Animator.layerCount;
|
||||
// Initializing the below arrays for everyone handles an issue
|
||||
// when running in owner authoritative mode and the owner changes.
|
||||
@@ -615,6 +622,9 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
}
|
||||
|
||||
// The total initialization size calculated for the m_ParameterWriter write buffer.
|
||||
var totalParameterSize = sizeof(uint);
|
||||
|
||||
// Build our reference parameter values to detect when they change
|
||||
var parameters = m_Animator.parameters;
|
||||
m_CachedAnimatorParameters = new NativeArray<AnimatorParamCache>(parameters.Length, Allocator.Persistent);
|
||||
@@ -655,7 +665,37 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
|
||||
m_CachedAnimatorParameters[i] = cacheParam;
|
||||
|
||||
// Calculate parameter sizes (index + type size)
|
||||
switch (parameter.type)
|
||||
{
|
||||
case AnimatorControllerParameterType.Int:
|
||||
{
|
||||
totalParameterSize += sizeof(int) * 2;
|
||||
break;
|
||||
}
|
||||
case AnimatorControllerParameterType.Bool:
|
||||
case AnimatorControllerParameterType.Trigger:
|
||||
{
|
||||
// Bool is serialized to 1 byte
|
||||
totalParameterSize += sizeof(int) + 1;
|
||||
break;
|
||||
}
|
||||
case AnimatorControllerParameterType.Float:
|
||||
{
|
||||
totalParameterSize += sizeof(int) + sizeof(float);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (m_ParameterWriter.IsInitialized)
|
||||
{
|
||||
m_ParameterWriter.Dispose();
|
||||
}
|
||||
|
||||
// Create our parameter write buffer for serialization
|
||||
m_ParameterWriter = new FastBufferWriter(totalParameterSize, Allocator.Persistent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -697,7 +737,7 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Wries all parameter and state information needed to initially synchronize a client
|
||||
/// Writes all parameter and state information needed to initially synchronize a client
|
||||
/// </summary>
|
||||
private void WriteSynchronizationData<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
@@ -772,8 +812,10 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
}
|
||||
|
||||
animationState.Transition = isInTransition; // The only time this could be set to true
|
||||
animationState.StateHash = stateHash; // When a transition, this is the originating/starting state
|
||||
// The only time this could be set to true
|
||||
animationState.Transition = isInTransition;
|
||||
// When a transition, this is the originating/starting state
|
||||
animationState.StateHash = stateHash;
|
||||
animationState.NormalizedTime = normalizedTime;
|
||||
animationState.Layer = layer;
|
||||
animationState.Weight = m_LayerWeights[layer];
|
||||
@@ -847,7 +889,8 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
m_TransitionHash[layer] = nt.fullPathHash;
|
||||
m_AnimationHash[layer] = 0;
|
||||
animState.DestinationStateHash = nt.fullPathHash; // Next state is the destination state for cross fade
|
||||
// Next state is the destination state for cross fade
|
||||
animState.DestinationStateHash = nt.fullPathHash;
|
||||
animState.CrossFade = true;
|
||||
animState.Transition = true;
|
||||
animState.Duration = tt.duration;
|
||||
@@ -865,7 +908,8 @@ namespace Unity.Netcode.Components
|
||||
// first time in this transition for this layer
|
||||
m_TransitionHash[layer] = tt.fullPathHash;
|
||||
m_AnimationHash[layer] = 0;
|
||||
animState.StateHash = tt.fullPathHash; // Transitioning from state
|
||||
// Transitioning from state
|
||||
animState.StateHash = tt.fullPathHash;
|
||||
animState.CrossFade = false;
|
||||
animState.Transition = true;
|
||||
animState.NormalizedTime = tt.normalizedTime;
|
||||
@@ -1081,7 +1125,7 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
writer.Seek(0);
|
||||
writer.Truncate();
|
||||
// Write how many parameter entries we are going to write
|
||||
// Write out how many parameter entries to read
|
||||
BytePacker.WriteValuePacked(writer, (uint)m_ParametersToUpdate.Count);
|
||||
foreach (var parameterIndex in m_ParametersToUpdate)
|
||||
{
|
||||
@@ -1230,10 +1274,11 @@ namespace Unity.Netcode.Components
|
||||
NetworkLog.LogError($"[DestinationState To Transition Info] Layer ({animationState.Layer}) sub-table does not contain destination state ({animationState.DestinationStateHash})!");
|
||||
}
|
||||
}
|
||||
else if (NetworkManager.LogLevel == LogLevel.Developer)
|
||||
{
|
||||
NetworkLog.LogError($"[DestinationState To Transition Info] Layer ({animationState.Layer}) does not exist!");
|
||||
}
|
||||
// For reference, it is valid to have no transition information
|
||||
//else if (NetworkManager.LogLevel == LogLevel.Developer)
|
||||
//{
|
||||
// NetworkLog.LogError($"[DestinationState To Transition Info] Layer ({animationState.Layer}) does not exist!");
|
||||
//}
|
||||
}
|
||||
else if (animationState.Transition && animationState.CrossFade)
|
||||
{
|
||||
@@ -1436,7 +1481,7 @@ namespace Unity.Netcode.Components
|
||||
|
||||
/// <summary>
|
||||
/// Distributed Authority: Internally-called RPC client receiving function to update a trigger when the server wants to forward
|
||||
/// a trigger for a client to play / reset
|
||||
/// a trigger to a client
|
||||
/// </summary>
|
||||
/// <param name="animationTriggerMessage">the payload containing the trigger data to apply</param>
|
||||
[Rpc(SendTo.NotAuthority)]
|
||||
@@ -1447,7 +1492,7 @@ namespace Unity.Netcode.Components
|
||||
|
||||
/// <summary>
|
||||
/// Client Server: Internally-called RPC client receiving function to update a trigger when the server wants to forward
|
||||
/// a trigger for a client to play / reset
|
||||
/// a trigger to a client
|
||||
/// </summary>
|
||||
/// <param name="animationTriggerMessage">the payload containing the trigger data to apply</param>
|
||||
/// <param name="clientRpcParams">unused</param>
|
||||
@@ -1513,7 +1558,7 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the trigger for the associated animation. See <see cref="SetTrigger(string)">SetTrigger</see> for more on how triggers are special
|
||||
/// Resets the trigger for the associated animation. See <see cref="SetTrigger(string)">SetTrigger</see> for more on how triggers are special
|
||||
/// </summary>
|
||||
/// <param name="triggerName">The string name of the trigger to reset</param>
|
||||
public void ResetTrigger(string triggerName)
|
||||
@@ -1529,4 +1574,5 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // COM_UNITY_MODULES_ANIMATION
|
||||
// COM_UNITY_MODULES_ANIMATION
|
||||
#endif
|
||||
|
||||
@@ -1,603 +0,0 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
using System.Runtime.CompilerServices;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// NetworkRigidbodyBase is a <see cref="Rigidbody"/> integration that helps to synchronize physics motion, collision, and interpolation
|
||||
/// when used with a <see cref="NetworkTransform"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// For a customizable netcode Rigidbody, create your own component from this class and use <see cref="Initialize(NetworkTransform, Rigidbody)"/>
|
||||
/// during instantiation (i.e. invoked from within the Awake method). You can re-initialize after having initialized but only when the <see cref="NetworkObject"/> is not spawned.
|
||||
/// </remarks>
|
||||
public abstract class NetworkRigidbodyBase : NetworkBehaviour
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
internal bool NetworkRigidbodyBaseExpanded;
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// When enabled, the associated <see cref="NetworkTransform"/> will use the Rigidbody to apply and synchronize changes in position, rotation, and
|
||||
/// allows for the use of Rigidbody interpolation/extrapolation.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If <see cref="NetworkTransform.Interpolate"/> is enabled, non-authoritative instances can only use Rigidbody interpolation. If a network prefab is set to
|
||||
/// extrapolation and <see cref="NetworkTransform.Interpolate"/> is enabled, then non-authoritative instances will automatically be adjusted to use Rigidbody
|
||||
/// interpolation while the authoritative instance will still use extrapolation.
|
||||
/// </remarks>
|
||||
[Tooltip("When enabled and a NetworkTransform component is attached, the NetworkTransform will use the rigid body for motion and detecting changes in state.")]
|
||||
public bool UseRigidBodyForMotion;
|
||||
|
||||
/// <summary>
|
||||
/// When enabled (default), automatically set the Kinematic state of the Rigidbody based on ownership.
|
||||
/// When disabled, Kinematic state needs to be set by external script(s).
|
||||
/// </summary>
|
||||
public bool AutoUpdateKinematicState = true;
|
||||
|
||||
/// <summary>
|
||||
/// Primarily applies to the <see cref="AutoUpdateKinematicState"/> property when disabled but you still want
|
||||
/// the Rigidbody to be automatically set to Kinematic when despawned.
|
||||
/// </summary>
|
||||
public bool AutoSetKinematicOnDespawn = true;
|
||||
|
||||
// Used to cache the authority state of this Rigidbody during the last frame
|
||||
private bool m_IsAuthority;
|
||||
|
||||
protected internal Rigidbody m_InternalRigidbody { get; private set; }
|
||||
|
||||
internal NetworkTransform NetworkTransform;
|
||||
private float m_TickFrequency;
|
||||
private float m_TickRate;
|
||||
|
||||
private enum InterpolationTypes
|
||||
{
|
||||
None,
|
||||
Interpolate,
|
||||
Extrapolate
|
||||
}
|
||||
private InterpolationTypes m_OriginalInterpolation;
|
||||
|
||||
/// <summary>
|
||||
/// Initializes the networked Rigidbody based on the <see cref="RigidbodyTypes"/>
|
||||
/// passed in as a parameter.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Cannot be initialized while the associated <see cref="NetworkObject"/> is spawned.
|
||||
/// </remarks>
|
||||
/// <param name="rigidbody">(optional) The <see cref="Rigidbody"/> to be used</param>
|
||||
protected void Initialize(NetworkTransform networkTransform = null, Rigidbody rigidbody = null)
|
||||
{
|
||||
// Don't initialize if already spawned
|
||||
if (IsSpawned)
|
||||
{
|
||||
Debug.LogError($"[{name}] Attempting to initialize while spawned is not allowed.");
|
||||
return;
|
||||
}
|
||||
m_InternalRigidbody = rigidbody;
|
||||
NetworkTransform = networkTransform;
|
||||
|
||||
if (m_InternalRigidbody == null)
|
||||
{
|
||||
m_InternalRigidbody = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
SetOriginalInterpolation();
|
||||
|
||||
if (NetworkTransform == null)
|
||||
{
|
||||
NetworkTransform = GetComponent<NetworkTransform>();
|
||||
}
|
||||
|
||||
if (NetworkTransform != null)
|
||||
{
|
||||
NetworkTransform.RegisterRigidbody(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new System.Exception($"[Missing {nameof(NetworkTransform)}] No {nameof(NetworkTransform)} is assigned or can be found during initialization!");
|
||||
}
|
||||
|
||||
if (AutoUpdateKinematicState)
|
||||
{
|
||||
SetIsKinematic(true);
|
||||
}
|
||||
}
|
||||
|
||||
internal Vector3 GetAdjustedPositionThreshold()
|
||||
{
|
||||
// Since the threshold is a measurement of unity world space units per tick, we will allow for the maximum threshold
|
||||
// to be no greater than the threshold measured in unity world space units per second
|
||||
var thresholdMax = NetworkTransform.PositionThreshold * m_TickRate;
|
||||
// Get the velocity in unity world space units per tick
|
||||
var perTickVelocity = GetLinearVelocity() * m_TickFrequency;
|
||||
// Since a rigid body can have "micro-motion" when allowed to come to rest (based on friction etc), we will allow for
|
||||
// no less than 1/10th the threshold value.
|
||||
var minThreshold = NetworkTransform.PositionThreshold * 0.1f;
|
||||
|
||||
// Finally, we adjust the threshold based on the body's current velocity
|
||||
perTickVelocity.x = Mathf.Clamp(Mathf.Abs(perTickVelocity.x), minThreshold, thresholdMax);
|
||||
perTickVelocity.y = Mathf.Clamp(Mathf.Abs(perTickVelocity.y), minThreshold, thresholdMax);
|
||||
perTickVelocity.z = Mathf.Clamp(Mathf.Abs(perTickVelocity.z), minThreshold, thresholdMax);
|
||||
|
||||
return perTickVelocity;
|
||||
}
|
||||
|
||||
internal Vector3 GetAdjustedRotationThreshold()
|
||||
{
|
||||
// Since the rotation threshold is a measurement pf degrees per tick, we get the maximum threshold
|
||||
// by calculating the threshold in degrees per second.
|
||||
var thresholdMax = NetworkTransform.RotAngleThreshold * m_TickRate;
|
||||
// Angular velocity is expressed in radians per second where as the rotation being checked is in degrees.
|
||||
// Convert the angular velocity to degrees per second and then convert that to degrees per tick.
|
||||
var rotationPerTick = (GetAngularVelocity() * Mathf.Rad2Deg) * m_TickFrequency;
|
||||
var minThreshold = NetworkTransform.RotAngleThreshold * m_TickFrequency;
|
||||
|
||||
rotationPerTick.x = Mathf.Clamp(Mathf.Abs(rotationPerTick.x), minThreshold, thresholdMax);
|
||||
rotationPerTick.y = Mathf.Clamp(Mathf.Abs(rotationPerTick.y), minThreshold, thresholdMax);
|
||||
rotationPerTick.z = Mathf.Clamp(Mathf.Abs(rotationPerTick.z), minThreshold, thresholdMax);
|
||||
|
||||
return rotationPerTick;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the linear velocity of the Rigidbody.
|
||||
/// </summary>
|
||||
public void SetLinearVelocity(Vector3 linearVelocity)
|
||||
{
|
||||
m_InternalRigidbody.linearVelocity = linearVelocity;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the linear velocity of the Rigidbody.
|
||||
/// </summary>
|
||||
/// <returns><see cref="Vector3"/> as the linear velocity</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetLinearVelocity()
|
||||
{
|
||||
return m_InternalRigidbody.linearVelocity;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the angular velocity for the Rigidbody.
|
||||
/// </summary>
|
||||
/// <param name="angularVelocity">the angular velocity to apply to the body</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetAngularVelocity(Vector3 angularVelocity)
|
||||
{
|
||||
m_InternalRigidbody.angularVelocity = angularVelocity;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the angular velocity for the Rigidbody.
|
||||
/// </summary>
|
||||
/// <returns>angular velocity as a <see cref="Vector3"/></returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetAngularVelocity()
|
||||
{
|
||||
return m_InternalRigidbody.angularVelocity;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the position of the Rigidbody
|
||||
/// </summary>
|
||||
/// <returns><see cref="Vector3"/></returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetPosition()
|
||||
{
|
||||
return m_InternalRigidbody.position;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the rotation of the Rigidbody
|
||||
/// </summary>
|
||||
/// <returns><see cref="Quaternion"/></returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Quaternion GetRotation()
|
||||
{
|
||||
return m_InternalRigidbody.rotation;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Moves the rigid body
|
||||
/// </summary>
|
||||
/// <param name="position">The <see cref="Vector3"/> position to move towards</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void MovePosition(Vector3 position)
|
||||
{
|
||||
m_InternalRigidbody.MovePosition(position);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Directly applies a position (like teleporting)
|
||||
/// </summary>
|
||||
/// <param name="position"><see cref="Vector3"/> position to apply to the Rigidbody</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetPosition(Vector3 position)
|
||||
{
|
||||
m_InternalRigidbody.position = position;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies the rotation and position of the <see cref="GameObject"/>'s <see cref="Transform"/>
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ApplyCurrentTransform()
|
||||
{
|
||||
m_InternalRigidbody.position = transform.position;
|
||||
m_InternalRigidbody.rotation = transform.rotation;
|
||||
}
|
||||
|
||||
// Used for Rigidbody only (see info on normalized below)
|
||||
private Vector4 m_QuaternionCheck = Vector4.zero;
|
||||
|
||||
/// <summary>
|
||||
/// Rotatates the Rigidbody towards a specified rotation
|
||||
/// </summary>
|
||||
/// <param name="rotation">The rotation expressed as a <see cref="Quaternion"/></param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void MoveRotation(Quaternion rotation)
|
||||
{
|
||||
// Evidently we need to check to make sure the quaternion is a perfect
|
||||
// magnitude of 1.0f when applying the rotation to a rigid body.
|
||||
m_QuaternionCheck.x = rotation.x;
|
||||
m_QuaternionCheck.y = rotation.y;
|
||||
m_QuaternionCheck.z = rotation.z;
|
||||
m_QuaternionCheck.w = rotation.w;
|
||||
// If the magnitude is greater than 1.0f (even by a very small fractional value), then normalize the quaternion
|
||||
if (m_QuaternionCheck.magnitude != 1.0f)
|
||||
{
|
||||
rotation.Normalize();
|
||||
}
|
||||
m_InternalRigidbody.MoveRotation(rotation);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies a rotation to the Rigidbody
|
||||
/// </summary>
|
||||
/// <param name="rotation">The rotation to apply expressed as a <see cref="Quaternion"/></param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetRotation(Quaternion rotation)
|
||||
{
|
||||
m_InternalRigidbody.rotation = rotation;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the original interpolation of the Rigidbody while taking the Rigidbody type into consideration
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void SetOriginalInterpolation()
|
||||
{
|
||||
switch (m_InternalRigidbody.interpolation)
|
||||
{
|
||||
case RigidbodyInterpolation.None:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.None;
|
||||
break;
|
||||
}
|
||||
case RigidbodyInterpolation.Interpolate:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.Interpolate;
|
||||
break;
|
||||
}
|
||||
case RigidbodyInterpolation.Extrapolate:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.Extrapolate;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Wakes the Rigidbody if it is sleeping
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WakeIfSleeping()
|
||||
{
|
||||
if (m_InternalRigidbody.IsSleeping())
|
||||
{
|
||||
m_InternalRigidbody.WakeUp();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Puts the Rigidbody to sleep
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SleepRigidbody()
|
||||
{
|
||||
m_InternalRigidbody.Sleep();
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public bool IsKinematic()
|
||||
{
|
||||
return m_InternalRigidbody.isKinematic;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the kinematic state of the Rigidbody and handles updating the Rigidbody's
|
||||
/// interpolation setting based on the Kinematic state.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// When using the Rigidbody for <see cref="NetworkTransform"/> motion, this automatically
|
||||
/// adjusts from extrapolation to interpolation if:
|
||||
/// - The Rigidbody was originally set to extrapolation
|
||||
/// - The NetworkTransform is set to interpolate
|
||||
/// When the two above conditions are true:
|
||||
/// - When switching from non-kinematic to kinematic this will automatically
|
||||
/// switch the Rigidbody from extrapolation to interpolate.
|
||||
/// - When switching from kinematic to non-kinematic this will automatically
|
||||
/// switch the Rigidbody from interpolation back to extrapolation.
|
||||
/// </remarks>
|
||||
/// <param name="isKinematic"></param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetIsKinematic(bool isKinematic)
|
||||
{
|
||||
m_InternalRigidbody.isKinematic = isKinematic;
|
||||
|
||||
// If we are not spawned, then exit early
|
||||
if (!IsSpawned)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (UseRigidBodyForMotion)
|
||||
{
|
||||
// Only if the NetworkTransform is set to interpolate do we need to check for extrapolation
|
||||
if (NetworkTransform.Interpolate && m_OriginalInterpolation == InterpolationTypes.Extrapolate)
|
||||
{
|
||||
if (IsKinematic())
|
||||
{
|
||||
// If not already set to interpolate then set the Rigidbody to interpolate
|
||||
if (m_InternalRigidbody.interpolation == RigidbodyInterpolation.Extrapolate)
|
||||
{
|
||||
// Sleep until the next fixed update when switching from extrapolation to interpolation
|
||||
SleepRigidbody();
|
||||
SetInterpolation(InterpolationTypes.Interpolate);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Switch it back to the original interpolation if non-kinematic (doesn't require sleep).
|
||||
SetInterpolation(m_OriginalInterpolation);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SetInterpolation(m_IsAuthority ? m_OriginalInterpolation : (NetworkTransform.Interpolate ? InterpolationTypes.None : m_OriginalInterpolation));
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void SetInterpolation(InterpolationTypes interpolationType)
|
||||
{
|
||||
switch (interpolationType)
|
||||
{
|
||||
case InterpolationTypes.None:
|
||||
{
|
||||
m_InternalRigidbody.interpolation = RigidbodyInterpolation.None;
|
||||
break;
|
||||
}
|
||||
case InterpolationTypes.Interpolate:
|
||||
{
|
||||
m_InternalRigidbody.interpolation = RigidbodyInterpolation.Interpolate;
|
||||
break;
|
||||
}
|
||||
case InterpolationTypes.Extrapolate:
|
||||
{
|
||||
m_InternalRigidbody.interpolation = RigidbodyInterpolation.Extrapolate;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ResetInterpolation()
|
||||
{
|
||||
SetInterpolation(m_OriginalInterpolation);
|
||||
}
|
||||
|
||||
protected override void OnOwnershipChanged(ulong previous, ulong current)
|
||||
{
|
||||
UpdateOwnershipAuthority();
|
||||
base.OnOwnershipChanged(previous, current);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the authority based on whether it is server or owner authoritative
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Distributed authority sessions will always be owner authoritative.
|
||||
/// </remarks>
|
||||
internal void UpdateOwnershipAuthority()
|
||||
{
|
||||
if (NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
// When in distributed authority mode, always use HasAuthority
|
||||
m_IsAuthority = HasAuthority;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (NetworkTransform.IsServerAuthoritative())
|
||||
{
|
||||
m_IsAuthority = NetworkManager.IsServer;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_IsAuthority = IsOwner;
|
||||
}
|
||||
}
|
||||
|
||||
if (AutoUpdateKinematicState)
|
||||
{
|
||||
SetIsKinematic(!m_IsAuthority);
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
m_TickFrequency = 1.0f / NetworkManager.NetworkConfig.TickRate;
|
||||
m_TickRate = NetworkManager.NetworkConfig.TickRate;
|
||||
UpdateOwnershipAuthority();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
if (UseRigidBodyForMotion && HasAuthority)
|
||||
{
|
||||
DetachFromFixedJoint();
|
||||
NetworkRigidbodyConnections.Clear();
|
||||
}
|
||||
|
||||
// If we are automatically handling the kinematic state...
|
||||
if (AutoUpdateKinematicState || AutoSetKinematicOnDespawn)
|
||||
{
|
||||
// Turn off physics for the rigid body until spawned, otherwise
|
||||
// non-owners can run fixed updates before the first full
|
||||
// NetworkTransform update and physics will be applied (i.e. gravity, etc)
|
||||
SetIsKinematic(true);
|
||||
}
|
||||
SetInterpolation(m_OriginalInterpolation);
|
||||
}
|
||||
|
||||
// TODO: Possibly provide a NetworkJoint that allows for more options than fixed.
|
||||
// Rigidbodies do not have the concept of "local space", and as such using a fixed joint will hold the object
|
||||
// in place relative to the parent so jitter/stutter does not occur.
|
||||
// Alternately, users can affix the fixed joint to a child GameObject (without a rigid body) of the parent NetworkObject
|
||||
// and then add a NetworkTransform to that in order to get the parented child NetworkObject to move around in "local space"
|
||||
public FixedJoint FixedJoint { get; private set; }
|
||||
|
||||
internal System.Collections.Generic.List<NetworkRigidbodyBase> NetworkRigidbodyConnections = new System.Collections.Generic.List<NetworkRigidbodyBase>();
|
||||
internal NetworkRigidbodyBase ParentBody;
|
||||
|
||||
private bool m_OriginalGravitySetting;
|
||||
private float m_OriginalGravityScale;
|
||||
|
||||
/// <summary>
|
||||
/// When using a custom <see cref="NetworkRigidbodyBase"/>, this virtual method is invoked when the
|
||||
/// <see cref="FixedJoint"/> is created in the event any additional adjustments are needed.
|
||||
/// </summary>
|
||||
protected virtual void OnFixedJointCreated()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void ApplyFixedJoint(NetworkRigidbodyBase bodyToConnectTo, Vector3 position, float connectedMassScale = 0.0f, float massScale = 1.0f, bool useGravity = false, bool zeroVelocity = true)
|
||||
{
|
||||
transform.position = position;
|
||||
m_InternalRigidbody.position = position;
|
||||
if (zeroVelocity)
|
||||
{
|
||||
m_InternalRigidbody.linearVelocity = Vector3.zero;
|
||||
m_InternalRigidbody.angularVelocity = Vector3.zero;
|
||||
}
|
||||
m_OriginalGravitySetting = m_InternalRigidbody.useGravity;
|
||||
m_InternalRigidbody.useGravity = useGravity;
|
||||
FixedJoint = gameObject.AddComponent<FixedJoint>();
|
||||
FixedJoint.connectedBody = bodyToConnectTo.m_InternalRigidbody;
|
||||
FixedJoint.connectedMassScale = connectedMassScale;
|
||||
FixedJoint.massScale = massScale;
|
||||
OnFixedJointCreated();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Authority Only:
|
||||
/// When invoked and not already attached to a fixed joint, this will connect two rigid bodies with <see cref="UseRigidBodyForMotion"/> enabled.
|
||||
/// Invoke this method on the rigid body you wish to attach to another (i.e. weapon to player, sticky bomb to player/object, etc).
|
||||
/// <seealso cref="FixedJoint"/>
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Parenting relative:
|
||||
/// - This instance can be viewed as the child.
|
||||
/// - The <param name="objectToConnectTo"/> can be viewed as the parent.
|
||||
/// <br/>
|
||||
/// This is the recommended way, as opposed to parenting, to attached/detatch two rigid bodies to one another when <see cref="UseRigidBodyForMotion"/> is enabled.
|
||||
/// For more details on using <see cref="UnityEngine.FixedJoint"/>.
|
||||
/// <br/>
|
||||
/// This provides a simple joint solution between two rigid bodies and serves as an example. You can add different joint types by creating a customized/derived
|
||||
/// version of <see cref="NetworkRigidbodyBase"/>.
|
||||
/// </remarks>
|
||||
/// <param name="objectToConnectTo">The target object to attach to.</param>
|
||||
/// <param name="positionOfConnection">The position of the connection (i.e. where you want the object to be affixed).</param>
|
||||
/// <param name="connectedMassScale">The target object's mass scale relative to this object being attached.</param>
|
||||
/// <param name="massScale">This object's mass scale relative to the target object's.</param>
|
||||
/// <param name="useGravity">Determines if this object will have gravity applied to it along with the object you are connecting this one to (the default is to not use gravity for this object)</param>
|
||||
/// <param name="zeroVelocity">When true (the default), both linear and angular velocities of this object are set to zero.</param>
|
||||
/// <param name="teleportObject">When true (the default), this object will teleport itself to the position of connection.</param>
|
||||
/// <returns>true (success) false (failed)</returns>
|
||||
public bool AttachToFixedJoint(NetworkRigidbodyBase objectToConnectTo, Vector3 positionOfConnection, float connectedMassScale = 0.0f, float massScale = 1.0f, bool useGravity = false, bool zeroVelocity = true, bool teleportObject = true)
|
||||
{
|
||||
if (!UseRigidBodyForMotion)
|
||||
{
|
||||
Debug.LogError($"[{GetType().Name}] {name} does not have {nameof(UseRigidBodyForMotion)} set! Either enable {nameof(UseRigidBodyForMotion)} on this component or do not use a {nameof(FixedJoint)} when parenting under a {nameof(NetworkObject)}.");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (IsKinematic())
|
||||
{
|
||||
Debug.LogError($"[{GetType().Name}] {name} is currently kinematic! You cannot use a {nameof(FixedJoint)} with Kinematic bodies!");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (objectToConnectTo != null)
|
||||
{
|
||||
ApplyFixedJoint(objectToConnectTo, positionOfConnection, connectedMassScale, massScale, useGravity, zeroVelocity);
|
||||
|
||||
ParentBody = objectToConnectTo;
|
||||
ParentBody.NetworkRigidbodyConnections.Add(this);
|
||||
if (teleportObject)
|
||||
{
|
||||
NetworkTransform.SetState(teleportDisabled: false);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void RemoveFromParentBody()
|
||||
{
|
||||
ParentBody.NetworkRigidbodyConnections.Remove(this);
|
||||
ParentBody = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Authority Only:
|
||||
/// When invoked and already connected to an object via <see cref="FixedJoint"/>,
|
||||
/// this will detach from the fixed joint and destroy the fixed joint component.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is the recommended way, as opposed to parenting, to attached/detatch two rigid bodies to one another when <see cref="UseRigidBodyForMotion"/> is enabled.
|
||||
/// </remarks>
|
||||
public void DetachFromFixedJoint()
|
||||
{
|
||||
if (!HasAuthority)
|
||||
{
|
||||
Debug.LogError($"[{name}] Only authority can invoke {nameof(DetachFromFixedJoint)}!");
|
||||
}
|
||||
if (UseRigidBodyForMotion)
|
||||
{
|
||||
if (FixedJoint != null)
|
||||
{
|
||||
FixedJoint.connectedBody = null;
|
||||
m_InternalRigidbody.useGravity = m_OriginalGravitySetting;
|
||||
Destroy(FixedJoint);
|
||||
FixedJoint = null;
|
||||
ResetInterpolation();
|
||||
RemoveFromParentBody();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // COM_UNITY_MODULES_PHYSICS
|
||||
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8c4434f0563fb7f42b3b2993c97ae81a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,24 +0,0 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// NetworkRigidbody allows for the use of <see cref="Rigidbody"/> on network objects. By controlling the kinematic
|
||||
/// mode of the <see cref="Rigidbody"/> and disabling it on all peers but the authoritative one.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(NetworkTransform))]
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
[AddComponentMenu("Netcode/Network Rigidbody")]
|
||||
public class NetworkRigidbody : NetworkRigidbodyBase
|
||||
{
|
||||
|
||||
public Rigidbody Rigidbody => m_InternalRigidbody;
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
Initialize();
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // COM_UNITY_MODULES_PHYSICS
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f6c0be61502bb534f922ebb746851216
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,22 +0,0 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS2D
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// NetworkRigidbody allows for the use of <see cref="Rigidbody2D"/> on network objects. By controlling the kinematic
|
||||
/// mode of the rigidbody and disabling it on all peers but the authoritative one.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(NetworkTransform))]
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
[AddComponentMenu("Netcode/Network Rigidbody 2D")]
|
||||
public class NetworkRigidbody2D : NetworkRigidbodyBase
|
||||
{
|
||||
public Rigidbody2D Rigidbody2D => m_InternalRigidbody2D;
|
||||
protected virtual void Awake()
|
||||
{
|
||||
Initialize(RigidbodyTypes.Rigidbody2D);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // COM_UNITY_MODULES_PHYSICS2D
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 80d7c879794dfda4687da0e400131852
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -32,7 +32,8 @@ namespace Unity.Netcode.Components
|
||||
/// </summary>
|
||||
public struct NetworkTransformState : INetworkSerializable
|
||||
{
|
||||
private const int k_InLocalSpaceBit = 0x00000001; // Persists between state updates (authority dictates if this is set)
|
||||
// Persists between state updates (authority dictates if this is set)
|
||||
private const int k_InLocalSpaceBit = 0x00000001;
|
||||
private const int k_PositionXBit = 0x00000002;
|
||||
private const int k_PositionYBit = 0x00000004;
|
||||
private const int k_PositionZBit = 0x00000008;
|
||||
@@ -43,18 +44,25 @@ namespace Unity.Netcode.Components
|
||||
private const int k_ScaleYBit = 0x00000100;
|
||||
private const int k_ScaleZBit = 0x00000200;
|
||||
private const int k_TeleportingBit = 0x00000400;
|
||||
private const int k_Interpolate = 0x00000800; // Persists between state updates (authority dictates if this is set)
|
||||
private const int k_QuaternionSync = 0x00001000; // Persists between state updates (authority dictates if this is set)
|
||||
private const int k_QuaternionCompress = 0x00002000; // Persists between state updates (authority dictates if this is set)
|
||||
private const int k_UseHalfFloats = 0x00004000; // Persists between state updates (authority dictates if this is set)
|
||||
// Persists between state updates (authority dictates if this is set)
|
||||
private const int k_Interpolate = 0x00000800;
|
||||
// Persists between state updates (authority dictates if this is set)
|
||||
private const int k_QuaternionSync = 0x00001000;
|
||||
// Persists between state updates (authority dictates if this is set)
|
||||
private const int k_QuaternionCompress = 0x00002000;
|
||||
// Persists between state updates (authority dictates if this is set)
|
||||
private const int k_UseHalfFloats = 0x00004000;
|
||||
private const int k_Synchronization = 0x00008000;
|
||||
private const int k_PositionSlerp = 0x00010000; // Persists between state updates (authority dictates if this is set)
|
||||
private const int k_IsParented = 0x00020000; // When parented and synchronizing, we need to have both lossy and local scale due to varying spawn order
|
||||
// Persists between state updates (authority dictates if this is set)
|
||||
private const int k_PositionSlerp = 0x00010000;
|
||||
// When parented and synchronizing, we need to have both lossy and local scale due to varying spawn order
|
||||
private const int k_IsParented = 0x00020000;
|
||||
private const int k_SynchBaseHalfFloat = 0x00040000;
|
||||
private const int k_ReliableSequenced = 0x00080000;
|
||||
private const int k_UseUnreliableDeltas = 0x00100000;
|
||||
private const int k_UnreliableFrameSync = 0x00200000;
|
||||
private const int k_TrackStateId = 0x10000000; // (Internal Debugging) When set each state update will contain a state identifier
|
||||
// (Internal Debugging) When set each state update will contain a state identifier
|
||||
private const int k_TrackStateId = 0x10000000;
|
||||
|
||||
// Stores persistent and state relative flags
|
||||
private uint m_Bitset;
|
||||
@@ -409,8 +417,8 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether this state update was a frame synchronization when
|
||||
/// UseUnreliableDeltas is enabled. When set, the entire transform will
|
||||
/// Returns whether this state update was a frame synchronization when
|
||||
/// UseUnreliableDeltas is enabled. When set, the entire transform will
|
||||
/// be or has been synchronized.
|
||||
/// </summary>
|
||||
public bool IsUnreliableFrameSync()
|
||||
@@ -929,8 +937,6 @@ namespace Unity.Netcode.Components
|
||||
#endregion
|
||||
|
||||
#region PROPERTIES AND GENERAL METHODS
|
||||
|
||||
|
||||
public enum AuthorityModes
|
||||
{
|
||||
Server,
|
||||
@@ -1370,7 +1376,8 @@ namespace Unity.Netcode.Components
|
||||
|
||||
private BufferedLinearInterpolatorVector3 m_PositionInterpolator;
|
||||
private BufferedLinearInterpolatorVector3 m_ScaleInterpolator;
|
||||
private BufferedLinearInterpolatorQuaternion m_RotationInterpolator; // rotation is a single Quaternion since each Euler axis will affect the quaternion's final value
|
||||
// rotation is a single Quaternion since each Euler axis will affect the quaternion's final value
|
||||
private BufferedLinearInterpolatorQuaternion m_RotationInterpolator;
|
||||
|
||||
// The previous network state
|
||||
private NetworkTransformState m_OldState = new NetworkTransformState();
|
||||
@@ -1643,11 +1650,11 @@ namespace Unity.Netcode.Components
|
||||
Debug.LogException(ex);
|
||||
}
|
||||
|
||||
// The below is part of assuring we only send a frame synch, when sending unreliable deltas, if
|
||||
// The below is part of assuring we only send a frame synch, when sending unreliable deltas, if
|
||||
// we have already sent at least one unreliable delta state update. At this point in the callstack,
|
||||
// a delta state update has just been sent in the above UpdateTransformState() call and as long as
|
||||
// we didn't send a frame synch and we are not synchronizing then we know at least one unreliable
|
||||
// delta has been sent. Under this scenario, we should start checking for this instance's alloted
|
||||
// delta has been sent. Under this scenario, we should start checking for this instance's alloted
|
||||
// frame synch "tick slot". Once we send a frame synch, if no other deltas occur after that
|
||||
// (i.e. the object is at rest) then we will stop sending frame synch's until the object begins
|
||||
// moving, rotating, or scaling again.
|
||||
@@ -1964,7 +1971,7 @@ namespace Unity.Netcode.Components
|
||||
|
||||
networkState.NetworkDeltaPosition = m_HalfPositionState;
|
||||
|
||||
// If ownership offset is greater or we are doing an axial synchronization then synchronize the base position
|
||||
// If ownership offset is greater or we are doing an axial synchronization then synchronize the base position
|
||||
if ((m_HalfFloatTargetTickOwnership > m_CachedNetworkManager.ServerTime.Tick || isAxisSync) && !networkState.IsTeleportingNextFrame)
|
||||
{
|
||||
networkState.SynchronizeBaseHalfFloat = true;
|
||||
@@ -3403,7 +3410,7 @@ namespace Unity.Netcode.Components
|
||||
/// - Local space to local space (<see cref="NetworkObject"/> parent to <see cref="NetworkObject"/> parent)
|
||||
/// Will all smoothly transition while interpolation is enabled.
|
||||
/// (Does not work if using a <see cref="Rigidbody"/> or <see cref="Rigidbody2D"/> for motion)
|
||||
///
|
||||
///
|
||||
/// When a parent changes, non-authoritative instances should:<br />
|
||||
/// - Apply the resultant position, rotation, and scale from the parenting action.<br />
|
||||
/// - Clear interpolators (even if not enabled on this frame)<br />
|
||||
@@ -3575,7 +3582,7 @@ namespace Unity.Netcode.Components
|
||||
|
||||
var transformToCommit = transform;
|
||||
|
||||
// Explicit set states are cumulative during a fractional tick period of time (i.e. each SetState invocation will
|
||||
// Explicit set states are cumulative during a fractional tick period of time (i.e. each SetState invocation will
|
||||
// update the axial deltas to whatever changes are applied). As such, we need to preserve the dirty and explicit
|
||||
// state flags.
|
||||
var stateWasDirty = m_LocalAuthoritativeNetworkState.IsDirty;
|
||||
@@ -3658,7 +3665,7 @@ namespace Unity.Netcode.Components
|
||||
|
||||
var serverTime = m_CachedNetworkManager.ServerTime;
|
||||
var cachedServerTime = serverTime.Time;
|
||||
//var offset = (float)serverTime.TickOffset;
|
||||
// var offset = (float)serverTime.TickOffset;
|
||||
#if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D
|
||||
var cachedDeltaTime = m_UseRigidbodyForMotion ? m_CachedNetworkManager.RealTimeProvider.FixedDeltaTime : m_CachedNetworkManager.RealTimeProvider.DeltaTime;
|
||||
#else
|
||||
@@ -3669,7 +3676,7 @@ namespace Unity.Netcode.Components
|
||||
// is to make their cachedRenderTime run 2 ticks behind.
|
||||
|
||||
// TODO: This could most likely just always be 2
|
||||
//var ticksAgo = ((!IsServerAuthoritative() && !IsServer) || m_CachedNetworkManager.DistributedAuthorityMode) && !m_CachedNetworkManager.DAHost ? 2 : 1;
|
||||
// var ticksAgo = ((!IsServerAuthoritative() && !IsServer) || m_CachedNetworkManager.DistributedAuthorityMode) && !m_CachedNetworkManager.DAHost ? 2 : 1;
|
||||
var ticksAgo = 2;
|
||||
|
||||
var cachedRenderTime = serverTime.TimeTicksAgo(ticksAgo).Time;
|
||||
@@ -3746,7 +3753,7 @@ namespace Unity.Netcode.Components
|
||||
|
||||
/// <summary>
|
||||
/// Determines whether the <see cref="NetworkTransform"/> is <see cref="AuthorityModes.Server"/> or <see cref="AuthorityModes.Owner"/> based on the <see cref="AuthorityMode"/> property.
|
||||
/// You can override this method to control this logic.
|
||||
/// You can override this method to control this logic.
|
||||
/// </summary>
|
||||
/// <returns><see cref="true"/> or <see cref="false"/></returns>
|
||||
protected virtual bool OnIsServerAuthoritative()
|
||||
@@ -3772,7 +3779,6 @@ namespace Unity.Netcode.Components
|
||||
return OnIsServerAuthoritative();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region MESSAGE HANDLING
|
||||
@@ -3964,7 +3970,7 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
return 2 * m_TickFrequency;
|
||||
// TODO: We need an RTT that updates regularly and not just when the client sends packets
|
||||
//return Mathf.Max(1.0f, TicksAgo) * m_TickFrequency;
|
||||
// return Mathf.Max(1.0f, TicksAgo) * m_TickFrequency;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -3974,25 +3980,25 @@ namespace Unity.Netcode.Components
|
||||
private void TickUpdate()
|
||||
{
|
||||
// TODO: We need an RTT that updates regularly and not just when the client sends packets
|
||||
//if (m_UnityTransport != null)
|
||||
//{
|
||||
// // Determine the desired ticks ago by the RTT (this really should be the combination of the
|
||||
// // authority and non-authority 1/2 RTT but in the end anything beyond 300ms is considered very poor
|
||||
// // network quality so latent interpolation is going to be expected).
|
||||
// var rtt = Mathf.Max(m_TickInMS, m_UnityTransport.GetCurrentRtt(NetworkManager.ServerClientId));
|
||||
// m_TicksAgoSamples[m_TickSampleIndex] = Mathf.Max(1, (int)(rtt * m_TickFrequency));
|
||||
// var tickAgoSum = 0.0f;
|
||||
// foreach (var tickAgo in m_TicksAgoSamples)
|
||||
// {
|
||||
// tickAgoSum += tickAgo;
|
||||
// }
|
||||
// m_PreviousTicksAgo = TicksAgo;
|
||||
// TicksAgo = Mathf.Lerp(m_PreviousTicksAgo, tickAgoSum / m_TickRate, m_TickFrequency);
|
||||
// m_TickSampleIndex = (m_TickSampleIndex + 1) % m_TickRate;
|
||||
// // Get the partial tick value for when this is all calculated to provide an offset for determining
|
||||
// // the relative starting interpolation point for the next update
|
||||
// Offset = m_OffsetTickFrequency * (Mathf.Max(2, TicksAgo) - (int)TicksAgo);
|
||||
//}
|
||||
// if (m_UnityTransport != null)
|
||||
// {
|
||||
// // Determine the desired ticks ago by the RTT (this really should be the combination of the
|
||||
// // authority and non-authority 1/2 RTT but in the end anything beyond 300ms is considered very poor
|
||||
// // network quality so latent interpolation is going to be expected).
|
||||
// var rtt = Mathf.Max(m_TickInMS, m_UnityTransport.GetCurrentRtt(NetworkManager.ServerClientId));
|
||||
// m_TicksAgoSamples[m_TickSampleIndex] = Mathf.Max(1, (int)(rtt * m_TickFrequency));
|
||||
// var tickAgoSum = 0.0f;
|
||||
// foreach (var tickAgo in m_TicksAgoSamples)
|
||||
// {
|
||||
// tickAgoSum += tickAgo;
|
||||
// }
|
||||
// m_PreviousTicksAgo = TicksAgo;
|
||||
// TicksAgo = Mathf.Lerp(m_PreviousTicksAgo, tickAgoSum / m_TickRate, m_TickFrequency);
|
||||
// m_TickSampleIndex = (m_TickSampleIndex + 1) % m_TickRate;
|
||||
// // Get the partial tick value for when this is all calculated to provide an offset for determining
|
||||
// // the relative starting interpolation point for the next update
|
||||
// Offset = m_OffsetTickFrequency * (Mathf.Max(2, TicksAgo) - (int)TicksAgo);
|
||||
// }
|
||||
|
||||
// TODO FIX: The local NetworkTickSystem can invoke with the same network tick as before
|
||||
if (m_NetworkManager.ServerTime.Tick <= m_LastTick)
|
||||
@@ -4012,13 +4018,13 @@ namespace Unity.Netcode.Components
|
||||
|
||||
private UnityTransport m_UnityTransport;
|
||||
private float m_TickFrequency;
|
||||
//private float m_OffsetTickFrequency;
|
||||
//private ulong m_TickInMS;
|
||||
//private int m_TickSampleIndex;
|
||||
// private float m_OffsetTickFrequency;
|
||||
// private ulong m_TickInMS;
|
||||
// private int m_TickSampleIndex;
|
||||
private int m_TickRate;
|
||||
public float TicksAgo { get; private set; }
|
||||
//public float Offset { get; private set; }
|
||||
//private float m_PreviousTicksAgo;
|
||||
// public float Offset { get; private set; }
|
||||
// private float m_PreviousTicksAgo;
|
||||
|
||||
private List<float> m_TicksAgoSamples = new List<float>();
|
||||
|
||||
@@ -4032,16 +4038,16 @@ namespace Unity.Netcode.Components
|
||||
//// For the offset, it uses the fractional remainder of the tick to determine the offset.
|
||||
//// In order to keep within tick boundaries, we increment the tick rate by 1 to assure it
|
||||
//// will always be < the tick frequency.
|
||||
//m_OffsetTickFrequency = 1.0f / (m_TickRate + 1);
|
||||
//m_TickInMS = (ulong)(1000 * m_TickFrequency);
|
||||
//m_UnityTransport = m_NetworkManager.NetworkConfig.NetworkTransport as UnityTransport;
|
||||
// m_OffsetTickFrequency = 1.0f / (m_TickRate + 1);
|
||||
// m_TickInMS = (ulong)(1000 * m_TickFrequency);
|
||||
// m_UnityTransport = m_NetworkManager.NetworkConfig.NetworkTransport as UnityTransport;
|
||||
//// Fill the sample with a starting value of 1
|
||||
//for (int i = 0; i < m_TickRate; i++)
|
||||
//{
|
||||
// m_TicksAgoSamples.Add(1f);
|
||||
//}
|
||||
// for (int i = 0; i < m_TickRate; i++)
|
||||
// {
|
||||
// m_TicksAgoSamples.Add(1f);
|
||||
// }
|
||||
TicksAgo = 2f;
|
||||
//m_PreviousTicksAgo = 1f;
|
||||
// m_PreviousTicksAgo = 1f;
|
||||
if (networkManager.IsServer)
|
||||
{
|
||||
networkManager.OnServerStopped += OnNetworkManagerStopped;
|
||||
|
||||
@@ -27,7 +27,7 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Default implementation required to register a <see cref="Rigidbody"/> with a <see cref="RigidbodyContactEventManager"/> instance.
|
||||
/// Default implementation required to register a <see cref="Rigidbody"/> with a <see cref="RigidbodyContactEventManager"/> instance.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Recommended to implement this method on a <see cref="NetworkBehaviour"/> component
|
||||
@@ -52,7 +52,7 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This is an extended version of <see cref="IContactEventHandler"/> and can be used to register a <see cref="Rigidbody"/> with a <see cref="RigidbodyContactEventManager"/> instance. <br />
|
||||
/// This is an extended version of <see cref="IContactEventHandler"/> and can be used to register a <see cref="Rigidbody"/> with a <see cref="RigidbodyContactEventManager"/> instance.<br />
|
||||
/// This provides additional <see cref="ContactEventHandlerInfo"/> information to the <see cref="RigidbodyContactEventManager"/> for each set of contact events it is processing.
|
||||
/// </summary>
|
||||
public interface IContactEventHandlerWithInfo : IContactEventHandler
|
||||
@@ -66,9 +66,9 @@ namespace Unity.Netcode.Components
|
||||
|
||||
/// <summary>
|
||||
/// Add this component to an in-scene placed GameObject to provide faster collision event processing between <see cref="Rigidbody"/> instances and optionally static colliders.
|
||||
/// <see cref="IContactEventHandler"/> <br />
|
||||
/// <see cref="IContactEventHandlerWithInfo"/> <br />
|
||||
/// <see cref="ContactEventHandlerInfo"/> <br />
|
||||
/// <see cref="IContactEventHandler"/><br />
|
||||
/// <see cref="IContactEventHandlerWithInfo"/><br />
|
||||
/// <see cref="ContactEventHandlerInfo"/><br />
|
||||
/// </summary>
|
||||
[AddComponentMenu("Netcode/Rigidbody Contact Event Manager")]
|
||||
public class RigidbodyContactEventManager : MonoBehaviour
|
||||
|
||||
Reference in New Issue
Block a user