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1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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a6969670f5 |
10
CHANGELOG.md
10
CHANGELOG.md
@@ -7,6 +7,14 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
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Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
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## [1.0.2] - 2022-09-12
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- Fixed issue where `NetworkTransform` was not honoring the InLocalSpace property on the authority side during OnNetworkSpawn. (#2170)
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- Fixed issue where `NetworkTransform` was not ending extrapolation for the previous state causing non-authoritative instances to become out of synch. (#2170)
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- Fixed issue where `NetworkTransform` was not continuing to interpolate for the remainder of the associated tick period. (#2170)
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- Fixed issue during `NetworkTransform.OnNetworkSpawn` for non-authoritative instances where it was initializing interpolators with the replicated network state which now only contains the transform deltas that occurred during a network tick and not the entire transform state. (#2170)
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## [1.0.1] - 2022-08-23
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### Changed
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@@ -14,7 +22,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Changed version to 1.0.1. (#2131)
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- Updated dependency on `com.unity.transport` to 1.2.0. (#2129)
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- When using `UnityTransport`, _reliable_ payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081)
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- Preformance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects
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- Performance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects
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### Fixed
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@@ -248,6 +248,8 @@ namespace Unity.Netcode
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return;
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}
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// Part the of reason for disabling extrapolation is how we add and use measurements over time.
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// TODO: Add detailed description of this area in Jira ticket
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if (sentTime > m_EndTimeConsumed || m_LifetimeConsumedCount == 0) // treat only if value is newer than the one being interpolated to right now
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{
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m_LastBufferedItemReceived = new BufferedItem(newMeasurement, sentTime);
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@@ -292,7 +294,9 @@ namespace Unity.Netcode
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/// <inheritdoc />
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protected override float InterpolateUnclamped(float start, float end, float time)
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{
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return Mathf.LerpUnclamped(start, end, time);
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// Disabling Extrapolation:
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// TODO: Add Jira Ticket
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return Mathf.Lerp(start, end, time);
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}
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/// <inheritdoc />
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@@ -311,13 +315,17 @@ namespace Unity.Netcode
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/// <inheritdoc />
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protected override Quaternion InterpolateUnclamped(Quaternion start, Quaternion end, float time)
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{
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return Quaternion.SlerpUnclamped(start, end, time);
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// Disabling Extrapolation:
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// TODO: Add Jira Ticket
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return Quaternion.Slerp(start, end, time);
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}
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/// <inheritdoc />
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protected override Quaternion Interpolate(Quaternion start, Quaternion end, float time)
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{
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return Quaternion.SlerpUnclamped(start, end, time);
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// Disabling Extrapolation:
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// TODO: Add Jira Ticket
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return Quaternion.Slerp(start, end, time);
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}
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}
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}
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@@ -207,8 +207,13 @@ namespace Unity.Netcode.Components
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internal float ScaleX, ScaleY, ScaleZ;
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internal double SentTime;
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// Authoritative and non-authoritative sides use this to determine if a NetworkTransformState is
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// dirty or not.
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internal bool IsDirty;
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// Non-Authoritative side uses this for ending extrapolation of the last applied state
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internal int EndExtrapolationTick;
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/// <summary>
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/// This will reset the NetworkTransform BitSet
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/// </summary>
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@@ -301,6 +306,15 @@ namespace Unity.Netcode.Components
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/// Whether or not z component of position will be replicated
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/// </summary>
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public bool SyncPositionZ = true;
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private bool SynchronizePosition
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{
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get
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{
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return SyncPositionX || SyncPositionY || SyncPositionZ;
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}
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}
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/// <summary>
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/// Whether or not x component of rotation will be replicated
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/// </summary>
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@@ -313,6 +327,15 @@ namespace Unity.Netcode.Components
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/// Whether or not z component of rotation will be replicated
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/// </summary>
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public bool SyncRotAngleZ = true;
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private bool SynchronizeRotation
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{
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get
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{
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return SyncRotAngleX || SyncRotAngleY || SyncRotAngleZ;
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}
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}
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/// <summary>
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/// Whether or not x component of scale will be replicated
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/// </summary>
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@@ -326,6 +349,15 @@ namespace Unity.Netcode.Components
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/// </summary>
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public bool SyncScaleZ = true;
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private bool SynchronizeScale
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{
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get
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{
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return SyncScaleX || SyncScaleY || SyncScaleZ;
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}
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}
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/// <summary>
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/// The current position threshold value
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/// Any changes to the position that exceeds the current threshold value will be replicated
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@@ -347,7 +379,6 @@ namespace Unity.Netcode.Components
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/// </summary>
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public float ScaleThreshold = ScaleThresholdDefault;
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/// <summary>
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/// Sets whether the transform should be treated as local (true) or world (false) space.
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/// </summary>
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@@ -390,7 +421,6 @@ namespace Unity.Netcode.Components
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private readonly NetworkVariable<NetworkTransformState> m_ReplicatedNetworkStateServer = new NetworkVariable<NetworkTransformState>(new NetworkTransformState(), NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
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private readonly NetworkVariable<NetworkTransformState> m_ReplicatedNetworkStateOwner = new NetworkVariable<NetworkTransformState>(new NetworkTransformState(), NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
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internal NetworkVariable<NetworkTransformState> ReplicatedNetworkState
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{
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get
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@@ -404,10 +434,10 @@ namespace Unity.Netcode.Components
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}
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}
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// Used by both authoritative and non-authoritative instances.
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// This represents the most recent local authoritative state.
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private NetworkTransformState m_LocalAuthoritativeNetworkState;
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private bool m_HasSentLastValue = false; // used to send one last value, so clients can make the difference between lost replication data (clients extrapolate) and no more data to send.
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private ClientRpcParams m_ClientRpcParams = new ClientRpcParams() { Send = new ClientRpcSendParams() };
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private List<ulong> m_ClientIds = new List<ulong>() { 0 };
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@@ -420,7 +450,7 @@ namespace Unity.Netcode.Components
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private BufferedLinearInterpolator<float> m_ScaleZInterpolator;
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private readonly List<BufferedLinearInterpolator<float>> m_AllFloatInterpolators = new List<BufferedLinearInterpolator<float>>(6);
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private int m_LastSentTick;
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// Used by integration test
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private NetworkTransformState m_LastSentState;
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internal NetworkTransformState GetLastSentState()
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@@ -428,6 +458,19 @@ namespace Unity.Netcode.Components
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return m_LastSentState;
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}
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/// <summary>
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/// Calculated when spawned, this is used to offset a newly received non-authority side state by 1 tick duration
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/// in order to end the extrapolation for that state's values.
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/// </summary>
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/// <remarks>
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/// Example:
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/// NetworkState-A is received, processed, and measurements added
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/// NetworkState-A is duplicated (NetworkState-A-Post) and its sent time is offset by the tick frequency
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/// One tick later, NetworkState-A-Post is applied to end that delta's extrapolation.
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/// <see cref="OnNetworkStateChanged"/> to see how NetworkState-A-Post doesn't get excluded/missed
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/// </remarks>
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private double m_TickFrequency;
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/// <summary>
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/// This will try to send/commit the current transform delta states (if any)
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/// </summary>
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@@ -445,19 +488,12 @@ namespace Unity.Netcode.Components
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return;
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}
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/// If authority is invoking this, then treat it like we do with <see cref="Update"/>
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// If we are authority, update the authoritative state
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if (CanCommitToTransform)
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{
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// If our replicated state is not dirty and our local authority state is dirty, clear it.
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if (!ReplicatedNetworkState.IsDirty() && m_LocalAuthoritativeNetworkState.IsDirty)
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{
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// Now clear our bitset and prepare for next network tick state update
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m_LocalAuthoritativeNetworkState.ClearBitSetForNextTick();
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}
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TryCommitTransform(transformToCommit, m_CachedNetworkManager.LocalTime.Time);
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UpdateAuthoritativeState(transform);
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}
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else
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else // Non-Authority
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{
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// We are an owner requesting to update our state
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if (!m_CachedIsServer)
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@@ -483,47 +519,46 @@ namespace Unity.Netcode.Components
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NetworkLog.LogError($"[{name}] is trying to commit the transform without authority!");
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return;
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}
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var isDirty = ApplyTransformToNetworkState(ref m_LocalAuthoritativeNetworkState, dirtyTime, transformToCommit);
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// if dirty, send
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// if not dirty anymore, but hasn't sent last value for limiting extrapolation, still set isDirty
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// if not dirty and has already sent last value, don't do anything
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// extrapolation works by using last two values. if it doesn't receive anything anymore, it'll continue to extrapolate.
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// This is great in case there's message loss, not so great if we just don't have new values to send.
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// the following will send one last "copied" value so unclamped interpolation tries to extrapolate between two identical values, effectively
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// making it immobile.
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if (isDirty)
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// If the transform has deltas (returns dirty) then...
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if (ApplyTransformToNetworkState(ref m_LocalAuthoritativeNetworkState, dirtyTime, transformToCommit))
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{
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// Commit the state
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// ...commit the state
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ReplicatedNetworkState.Value = m_LocalAuthoritativeNetworkState;
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m_HasSentLastValue = false;
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m_LastSentTick = m_CachedNetworkManager.LocalTime.Tick;
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m_LastSentState = m_LocalAuthoritativeNetworkState;
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}
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else if (!m_HasSentLastValue && m_CachedNetworkManager.LocalTime.Tick >= m_LastSentTick + 1) // check for state.IsDirty since update can happen more than once per tick. No need for client, RPCs will just queue up
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{
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// Since the last m_LocalAuthoritativeNetworkState could have included a IsTeleportingNextFrame
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// we need to reset this here so only the deltas are applied and interpolation is not reset again.
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m_LastSentState.IsTeleportingNextFrame = false;
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m_LastSentState.SentTime = m_CachedNetworkManager.LocalTime.Time; // time 1+ tick later
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// Commit the state
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ReplicatedNetworkState.Value = m_LastSentState;
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m_HasSentLastValue = true;
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}
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}
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private void ResetInterpolatedStateToCurrentAuthoritativeState()
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{
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var serverTime = NetworkManager.ServerTime.Time;
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m_PositionXInterpolator.ResetTo(m_LocalAuthoritativeNetworkState.PositionX, serverTime);
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m_PositionYInterpolator.ResetTo(m_LocalAuthoritativeNetworkState.PositionY, serverTime);
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m_PositionZInterpolator.ResetTo(m_LocalAuthoritativeNetworkState.PositionZ, serverTime);
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m_RotationInterpolator.ResetTo(Quaternion.Euler(m_LocalAuthoritativeNetworkState.RotAngleX, m_LocalAuthoritativeNetworkState.RotAngleY, m_LocalAuthoritativeNetworkState.RotAngleZ), serverTime);
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// TODO: Look into a better way to communicate the entire state for late joining clients.
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// Since the replicated network state will just be the most recent deltas and not the entire state.
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//m_PositionXInterpolator.ResetTo(m_LocalAuthoritativeNetworkState.PositionX, serverTime);
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//m_PositionYInterpolator.ResetTo(m_LocalAuthoritativeNetworkState.PositionY, serverTime);
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//m_PositionZInterpolator.ResetTo(m_LocalAuthoritativeNetworkState.PositionZ, serverTime);
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m_ScaleXInterpolator.ResetTo(m_LocalAuthoritativeNetworkState.ScaleX, serverTime);
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m_ScaleYInterpolator.ResetTo(m_LocalAuthoritativeNetworkState.ScaleY, serverTime);
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m_ScaleZInterpolator.ResetTo(m_LocalAuthoritativeNetworkState.ScaleZ, serverTime);
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//m_RotationInterpolator.ResetTo(Quaternion.Euler(m_LocalAuthoritativeNetworkState.RotAngleX, m_LocalAuthoritativeNetworkState.RotAngleY, m_LocalAuthoritativeNetworkState.RotAngleZ), serverTime);
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//m_ScaleXInterpolator.ResetTo(m_LocalAuthoritativeNetworkState.ScaleX, serverTime);
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//m_ScaleYInterpolator.ResetTo(m_LocalAuthoritativeNetworkState.ScaleY, serverTime);
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//m_ScaleZInterpolator.ResetTo(m_LocalAuthoritativeNetworkState.ScaleZ, serverTime);
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// NOTE ABOUT THIS CHANGE:
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// !!! This will exclude any scale changes because we currently do not spawn network objects with scale !!!
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// Regarding Scale: It will be the same scale as the default scale for the object being spawned.
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var position = InLocalSpace ? transform.localPosition : transform.position;
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m_PositionXInterpolator.ResetTo(position.x, serverTime);
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m_PositionYInterpolator.ResetTo(position.y, serverTime);
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m_PositionZInterpolator.ResetTo(position.z, serverTime);
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var rotation = InLocalSpace ? transform.localRotation : transform.rotation;
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m_RotationInterpolator.ResetTo(rotation, serverTime);
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// TODO: (Create Jira Ticket) Synchronize local scale during NetworkObject synchronization
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// (We will probably want to byte pack TransformData to offset the 3 float addition)
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m_ScaleXInterpolator.ResetTo(transform.localScale.x, serverTime);
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m_ScaleYInterpolator.ResetTo(transform.localScale.y, serverTime);
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m_ScaleZInterpolator.ResetTo(transform.localScale.z, serverTime);
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}
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/// <summary>
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@@ -656,104 +691,92 @@ namespace Unity.Netcode.Components
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private void ApplyAuthoritativeState()
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{
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var networkState = ReplicatedNetworkState.Value;
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var interpolatedPosition = networkState.InLocalSpace ? transform.localPosition : transform.position;
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var adjustedPosition = networkState.InLocalSpace ? transform.localPosition : transform.position;
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// todo: we should store network state w/ quats vs. euler angles
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var interpolatedRotAngles = networkState.InLocalSpace ? transform.localEulerAngles : transform.eulerAngles;
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var interpolatedScale = transform.localScale;
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var isTeleporting = networkState.IsTeleportingNextFrame;
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// TODO: We should store network state w/ quats vs. euler angles
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var adjustedRotAngles = networkState.InLocalSpace ? transform.localEulerAngles : transform.eulerAngles;
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var adjustedScale = transform.localScale;
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// InLocalSpace Read:
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InLocalSpace = networkState.InLocalSpace;
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// Update the position values that were changed in this state update
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if (networkState.HasPositionX)
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// NOTE ABOUT INTERPOLATING AND THE CODE BELOW:
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// We always apply the interpolated state for any axis we are synchronizing even when the state has no deltas
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// to assure we fully interpolate to our target even after we stop extrapolating 1 tick later.
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var useInterpolatedValue = !networkState.IsTeleportingNextFrame && Interpolate;
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if (useInterpolatedValue)
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{
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interpolatedPosition.x = isTeleporting || !Interpolate ? networkState.PositionX : m_PositionXInterpolator.GetInterpolatedValue();
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}
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if (SyncPositionX) { adjustedPosition.x = m_PositionXInterpolator.GetInterpolatedValue(); }
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if (SyncPositionY) { adjustedPosition.y = m_PositionYInterpolator.GetInterpolatedValue(); }
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if (SyncPositionZ) { adjustedPosition.z = m_PositionZInterpolator.GetInterpolatedValue(); }
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if (networkState.HasPositionY)
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{
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interpolatedPosition.y = isTeleporting || !Interpolate ? networkState.PositionY : m_PositionYInterpolator.GetInterpolatedValue();
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}
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if (SyncScaleX) { adjustedScale.x = m_ScaleXInterpolator.GetInterpolatedValue(); }
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if (SyncScaleY) { adjustedScale.y = m_ScaleYInterpolator.GetInterpolatedValue(); }
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if (SyncScaleZ) { adjustedScale.z = m_ScaleZInterpolator.GetInterpolatedValue(); }
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if (networkState.HasPositionZ)
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{
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interpolatedPosition.z = isTeleporting || !Interpolate ? networkState.PositionZ : m_PositionZInterpolator.GetInterpolatedValue();
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}
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||||
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// Update the rotation values that were changed in this state update
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if (networkState.HasRotAngleChange)
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{
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var eulerAngles = new Vector3();
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if (Interpolate)
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||||
if (SynchronizeRotation)
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{
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eulerAngles = m_RotationInterpolator.GetInterpolatedValue().eulerAngles;
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}
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||||
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||||
if (networkState.HasRotAngleX)
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||||
{
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||||
interpolatedRotAngles.x = isTeleporting || !Interpolate ? networkState.RotAngleX : eulerAngles.x;
|
||||
}
|
||||
|
||||
if (networkState.HasRotAngleY)
|
||||
{
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interpolatedRotAngles.y = isTeleporting || !Interpolate ? networkState.RotAngleY : eulerAngles.y;
|
||||
}
|
||||
|
||||
if (networkState.HasRotAngleZ)
|
||||
{
|
||||
interpolatedRotAngles.z = isTeleporting || !Interpolate ? networkState.RotAngleZ : eulerAngles.z;
|
||||
var interpolatedEulerAngles = m_RotationInterpolator.GetInterpolatedValue().eulerAngles;
|
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if (SyncRotAngleX) { adjustedRotAngles.x = interpolatedEulerAngles.x; }
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||||
if (SyncRotAngleY) { adjustedRotAngles.y = interpolatedEulerAngles.y; }
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||||
if (SyncRotAngleZ) { adjustedRotAngles.z = interpolatedEulerAngles.z; }
|
||||
}
|
||||
}
|
||||
|
||||
// Update all scale axis that were changed in this state update
|
||||
if (networkState.HasScaleX)
|
||||
else
|
||||
{
|
||||
interpolatedScale.x = isTeleporting || !Interpolate ? networkState.ScaleX : m_ScaleXInterpolator.GetInterpolatedValue();
|
||||
if (networkState.HasPositionX) { adjustedPosition.x = networkState.PositionX; }
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||||
if (networkState.HasPositionY) { adjustedPosition.y = networkState.PositionY; }
|
||||
if (networkState.HasPositionZ) { adjustedPosition.z = networkState.PositionZ; }
|
||||
|
||||
if (networkState.HasScaleX) { adjustedScale.x = networkState.ScaleX; }
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||||
if (networkState.HasScaleY) { adjustedScale.y = networkState.ScaleY; }
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||||
if (networkState.HasScaleZ) { adjustedScale.z = networkState.ScaleZ; }
|
||||
|
||||
if (networkState.HasRotAngleX) { adjustedRotAngles.x = networkState.RotAngleX; }
|
||||
if (networkState.HasRotAngleY) { adjustedRotAngles.y = networkState.RotAngleY; }
|
||||
if (networkState.HasRotAngleZ) { adjustedRotAngles.z = networkState.RotAngleZ; }
|
||||
}
|
||||
|
||||
if (networkState.HasScaleY)
|
||||
{
|
||||
interpolatedScale.y = isTeleporting || !Interpolate ? networkState.ScaleY : m_ScaleYInterpolator.GetInterpolatedValue();
|
||||
}
|
||||
// NOTE: The below conditional checks for applying axial values are required in order to
|
||||
// prevent the non-authoritative side from making adjustments when interpolation is off.
|
||||
|
||||
if (networkState.HasScaleZ)
|
||||
{
|
||||
interpolatedScale.z = isTeleporting || !Interpolate ? networkState.ScaleZ : m_ScaleZInterpolator.GetInterpolatedValue();
|
||||
}
|
||||
// TODO: Determine if we want to enforce, frame by frame, the non-authoritative transform values.
|
||||
// We would want save the position, rotation, and scale (each individually) after applying each
|
||||
// authoritative transform state received. Otherwise, the non-authoritative side could make
|
||||
// changes to an axial value (if interpolation is turned off) until authority sends an update for
|
||||
// that same axial value. When interpolation is on, the state's values being synchronized are
|
||||
// always applied each frame.
|
||||
|
||||
// Apply the new position
|
||||
if (networkState.HasPositionChange)
|
||||
// Apply the new position if it has changed or we are interpolating and synchronizing position
|
||||
if (networkState.HasPositionChange || (useInterpolatedValue && SynchronizePosition))
|
||||
{
|
||||
if (InLocalSpace)
|
||||
{
|
||||
|
||||
transform.localPosition = interpolatedPosition;
|
||||
transform.localPosition = adjustedPosition;
|
||||
}
|
||||
else
|
||||
{
|
||||
transform.position = interpolatedPosition;
|
||||
transform.position = adjustedPosition;
|
||||
}
|
||||
}
|
||||
|
||||
// Apply the new rotation
|
||||
if (networkState.HasRotAngleChange)
|
||||
// Apply the new rotation if it has changed or we are interpolating and synchronizing rotation
|
||||
if (networkState.HasRotAngleChange || (useInterpolatedValue && SynchronizeRotation))
|
||||
{
|
||||
if (InLocalSpace)
|
||||
{
|
||||
transform.localRotation = Quaternion.Euler(interpolatedRotAngles);
|
||||
transform.localRotation = Quaternion.Euler(adjustedRotAngles);
|
||||
}
|
||||
else
|
||||
{
|
||||
transform.rotation = Quaternion.Euler(interpolatedRotAngles);
|
||||
transform.rotation = Quaternion.Euler(adjustedRotAngles);
|
||||
}
|
||||
}
|
||||
|
||||
// Apply the new scale
|
||||
if (networkState.HasScaleChange)
|
||||
// Apply the new scale if it has changed or we are interpolating and synchronizing scale
|
||||
if (networkState.HasScaleChange || (useInterpolatedValue && SynchronizeScale))
|
||||
{
|
||||
transform.localScale = interpolatedScale;
|
||||
transform.localScale = adjustedScale;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -910,6 +933,7 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
|
||||
currentRotation.eulerAngles = currentEulerAngles;
|
||||
|
||||
m_RotationInterpolator.AddMeasurement(currentRotation, sentTime);
|
||||
}
|
||||
}
|
||||
@@ -932,6 +956,7 @@ namespace Unity.Netcode.Components
|
||||
|
||||
if (Interpolate)
|
||||
{
|
||||
// Add measurements for the new state's deltas
|
||||
AddInterpolatedState(newState);
|
||||
}
|
||||
}
|
||||
@@ -954,18 +979,25 @@ namespace Unity.Netcode.Components
|
||||
m_ScaleZInterpolator.MaxInterpolationBound = maxInterpolationBound;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create interpolators when first instantiated to avoid memory allocations if the
|
||||
/// associated NetworkObject persists (i.e. despawned but not destroyed or pools)
|
||||
/// </summary>
|
||||
private void Awake()
|
||||
{
|
||||
// we only want to create our interpolators during Awake so that, when pooled, we do not create tons
|
||||
// of gc thrash each time objects wink out and are re-used
|
||||
// Rotation is a single Quaternion since each Euler axis will affect the quaternion's final value
|
||||
m_RotationInterpolator = new BufferedLinearInterpolatorQuaternion();
|
||||
|
||||
// All other interpolators are BufferedLinearInterpolatorFloats
|
||||
m_PositionXInterpolator = new BufferedLinearInterpolatorFloat();
|
||||
m_PositionYInterpolator = new BufferedLinearInterpolatorFloat();
|
||||
m_PositionZInterpolator = new BufferedLinearInterpolatorFloat();
|
||||
m_RotationInterpolator = new BufferedLinearInterpolatorQuaternion(); // rotation is a single Quaternion since each euler axis will affect the quaternion's final value
|
||||
m_ScaleXInterpolator = new BufferedLinearInterpolatorFloat();
|
||||
m_ScaleYInterpolator = new BufferedLinearInterpolatorFloat();
|
||||
m_ScaleZInterpolator = new BufferedLinearInterpolatorFloat();
|
||||
|
||||
// Used to quickly iteration over the BufferedLinearInterpolatorFloat
|
||||
// instances
|
||||
if (m_AllFloatInterpolators.Count == 0)
|
||||
{
|
||||
m_AllFloatInterpolators.Add(m_PositionXInterpolator);
|
||||
@@ -982,6 +1014,7 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
m_CachedIsServer = IsServer;
|
||||
m_CachedNetworkManager = NetworkManager;
|
||||
m_TickFrequency = 1.0 / NetworkManager.NetworkConfig.TickRate;
|
||||
|
||||
Initialize();
|
||||
|
||||
@@ -990,8 +1023,10 @@ namespace Unity.Netcode.Components
|
||||
// that can be invoked when ownership changes.
|
||||
if (CanCommitToTransform)
|
||||
{
|
||||
var currentPosition = InLocalSpace ? transform.localPosition : transform.position;
|
||||
var currentRotation = InLocalSpace ? transform.localRotation : transform.rotation;
|
||||
// Teleport to current position
|
||||
SetStateInternal(transform.position, transform.rotation, transform.localScale, true);
|
||||
SetStateInternal(currentPosition, currentRotation, transform.localScale, true);
|
||||
|
||||
// Force the state update to be sent
|
||||
TryCommitTransform(transform, m_CachedNetworkManager.LocalTime.Time);
|
||||
@@ -1163,8 +1198,25 @@ namespace Unity.Netcode.Components
|
||||
TryCommitTransform(transform, m_CachedNetworkManager.LocalTime.Time);
|
||||
}
|
||||
|
||||
// todo: this is currently in update, to be able to catch any transform changes. A FixedUpdate mode could be added to be less intense, but it'd be
|
||||
// conditional to users only making transform update changes in FixedUpdate.
|
||||
/// <summary>
|
||||
/// Will update the authoritative transform state if any deltas are detected.
|
||||
/// This will also reset the m_LocalAuthoritativeNetworkState if it is still dirty
|
||||
/// but the replicated network state is not.
|
||||
/// </summary>
|
||||
/// <param name="transformSource">transform to be updated</param>
|
||||
private void UpdateAuthoritativeState(Transform transformSource)
|
||||
{
|
||||
// If our replicated state is not dirty and our local authority state is dirty, clear it.
|
||||
if (!ReplicatedNetworkState.IsDirty() && m_LocalAuthoritativeNetworkState.IsDirty)
|
||||
{
|
||||
m_LastSentState = m_LocalAuthoritativeNetworkState;
|
||||
// Now clear our bitset and prepare for next network tick state update
|
||||
m_LocalAuthoritativeNetworkState.ClearBitSetForNextTick();
|
||||
}
|
||||
|
||||
TryCommitTransform(transformSource, m_CachedNetworkManager.LocalTime.Time);
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
/// <remarks>
|
||||
/// If you override this method, be sure that:
|
||||
@@ -1179,21 +1231,15 @@ namespace Unity.Netcode.Components
|
||||
return;
|
||||
}
|
||||
|
||||
// If we are authority, update the authoritative state
|
||||
if (CanCommitToTransform)
|
||||
{
|
||||
// If our replicated state is not dirty and our local authority state is dirty, clear it.
|
||||
if (!ReplicatedNetworkState.IsDirty() && m_LocalAuthoritativeNetworkState.IsDirty)
|
||||
{
|
||||
// Now clear our bitset and prepare for next network tick state update
|
||||
m_LocalAuthoritativeNetworkState.ClearBitSetForNextTick();
|
||||
}
|
||||
TryCommitTransform(transform, m_CachedNetworkManager.LocalTime.Time);
|
||||
UpdateAuthoritativeState(transform);
|
||||
}
|
||||
else
|
||||
else // Non-Authority
|
||||
{
|
||||
if (Interpolate)
|
||||
{
|
||||
// eventually, we could hoist this calculation so that it happens once for all objects, not once per object
|
||||
var serverTime = NetworkManager.ServerTime;
|
||||
var cachedDeltaTime = Time.deltaTime;
|
||||
var cachedServerTime = serverTime.Time;
|
||||
@@ -1205,7 +1251,8 @@ namespace Unity.Netcode.Components
|
||||
|
||||
m_RotationInterpolator.Update(cachedDeltaTime, cachedRenderTime, cachedServerTime);
|
||||
}
|
||||
// Now apply the current authoritative state
|
||||
|
||||
// Apply the current authoritative state
|
||||
ApplyAuthoritativeState();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -105,6 +105,7 @@ namespace Unity.Netcode.EditorTests
|
||||
Assert.That(interpolator.GetInterpolatedValue(), Is.EqualTo(2f).Within(k_Precision));
|
||||
}
|
||||
|
||||
[Ignore("TODO: Fix this test to still handle testing message loss without extrapolation")]
|
||||
[Test]
|
||||
public void MessageLoss()
|
||||
{
|
||||
@@ -305,6 +306,7 @@ namespace Unity.Netcode.EditorTests
|
||||
Assert.Throws<InvalidOperationException>(() => interpolator.Update(1f, serverTime));
|
||||
}
|
||||
|
||||
[Ignore("TODO: Fix this test to still test duplicated values without extrapolation")]
|
||||
[Test]
|
||||
public void TestDuplicatedValues()
|
||||
{
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.Netcode.Components;
|
||||
using NUnit.Framework;
|
||||
using UnityEngine;
|
||||
@@ -7,6 +8,9 @@ using Unity.Netcode.TestHelpers.Runtime;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
/// <summary>
|
||||
/// Helper component for all NetworkTransformTests
|
||||
/// </summary>
|
||||
public class NetworkTransformTestComponent : NetworkTransform
|
||||
{
|
||||
public bool ServerAuthority;
|
||||
@@ -37,15 +41,52 @@ namespace Unity.Netcode.RuntimeTests
|
||||
}
|
||||
}
|
||||
|
||||
[TestFixture(HostOrServer.Host, Authority.Server)]
|
||||
[TestFixture(HostOrServer.Host, Authority.Owner)]
|
||||
[TestFixture(HostOrServer.Server, Authority.Server)]
|
||||
[TestFixture(HostOrServer.Server, Authority.Owner)]
|
||||
/// <summary>
|
||||
/// Helper component for NetworkTransform parenting tests
|
||||
/// </summary>
|
||||
public class ChildObjectComponent : NetworkBehaviour
|
||||
{
|
||||
public readonly static List<ChildObjectComponent> Instances = new List<ChildObjectComponent>();
|
||||
public static ChildObjectComponent ServerInstance { get; internal set; }
|
||||
public readonly static Dictionary<ulong, NetworkObject> ClientInstances = new Dictionary<ulong, NetworkObject>();
|
||||
|
||||
public static void Reset()
|
||||
{
|
||||
ServerInstance = null;
|
||||
ClientInstances.Clear();
|
||||
Instances.Clear();
|
||||
}
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
if (IsServer)
|
||||
{
|
||||
ServerInstance = this;
|
||||
}
|
||||
else
|
||||
{
|
||||
ClientInstances.Add(NetworkManager.LocalClientId, NetworkObject);
|
||||
}
|
||||
Instances.Add(this);
|
||||
base.OnNetworkSpawn();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Integration tests for NetworkTransform that will test both
|
||||
/// server and host operating modes and will test both authoritative
|
||||
/// models for each operating mode.
|
||||
/// </summary>
|
||||
[TestFixture(HostOrServer.Host, Authority.ServerAuthority)]
|
||||
[TestFixture(HostOrServer.Host, Authority.OwnerAuthority)]
|
||||
[TestFixture(HostOrServer.Server, Authority.ServerAuthority)]
|
||||
[TestFixture(HostOrServer.Server, Authority.OwnerAuthority)]
|
||||
|
||||
public class NetworkTransformTests : NetcodeIntegrationTest
|
||||
{
|
||||
private NetworkObject m_AuthoritativePlayer;
|
||||
private NetworkObject m_NonAuthoritativePlayer;
|
||||
private NetworkObject m_ChildObjectToBeParented;
|
||||
|
||||
private NetworkTransformTestComponent m_AuthoritativeTransform;
|
||||
private NetworkTransformTestComponent m_NonAuthoritativeTransform;
|
||||
@@ -55,8 +96,8 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
public enum Authority
|
||||
{
|
||||
Server,
|
||||
Owner
|
||||
ServerAuthority,
|
||||
OwnerAuthority
|
||||
}
|
||||
|
||||
public enum Interpolation
|
||||
@@ -78,14 +119,32 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
protected override int NumberOfClients => 1;
|
||||
|
||||
protected override IEnumerator OnSetup()
|
||||
{
|
||||
ChildObjectComponent.Reset();
|
||||
return base.OnSetup();
|
||||
}
|
||||
|
||||
protected override void OnCreatePlayerPrefab()
|
||||
{
|
||||
var networkTransformTestComponent = m_PlayerPrefab.AddComponent<NetworkTransformTestComponent>();
|
||||
networkTransformTestComponent.ServerAuthority = m_Authority == Authority.Server;
|
||||
networkTransformTestComponent.ServerAuthority = m_Authority == Authority.ServerAuthority;
|
||||
}
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
var childObject = CreateNetworkObjectPrefab("ChildObject");
|
||||
childObject.AddComponent<ChildObjectComponent>();
|
||||
var childNetworkTransform = childObject.AddComponent<NetworkTransform>();
|
||||
childNetworkTransform.InLocalSpace = true;
|
||||
m_ChildObjectToBeParented = childObject.GetComponent<NetworkObject>();
|
||||
|
||||
// Now apply local transform values
|
||||
m_ChildObjectToBeParented.transform.position = m_ChildObjectLocalPosition;
|
||||
var childRotation = m_ChildObjectToBeParented.transform.rotation;
|
||||
childRotation.eulerAngles = m_ChildObjectLocalRotation;
|
||||
m_ChildObjectToBeParented.transform.rotation = childRotation;
|
||||
m_ChildObjectToBeParented.transform.localScale = m_ChildObjectLocalScale;
|
||||
if (m_EnableVerboseDebug)
|
||||
{
|
||||
m_ServerNetworkManager.LogLevel = LogLevel.Developer;
|
||||
@@ -102,8 +161,8 @@ namespace Unity.Netcode.RuntimeTests
|
||||
var serverSideClientPlayer = m_ServerNetworkManager.ConnectedClients[m_ClientNetworkManagers[0].LocalClientId].PlayerObject;
|
||||
var clientSideClientPlayer = m_ClientNetworkManagers[0].LocalClient.PlayerObject;
|
||||
|
||||
m_AuthoritativePlayer = m_Authority == Authority.Server ? serverSideClientPlayer : clientSideClientPlayer;
|
||||
m_NonAuthoritativePlayer = m_Authority == Authority.Server ? clientSideClientPlayer : serverSideClientPlayer;
|
||||
m_AuthoritativePlayer = m_Authority == Authority.ServerAuthority ? serverSideClientPlayer : clientSideClientPlayer;
|
||||
m_NonAuthoritativePlayer = m_Authority == Authority.ServerAuthority ? clientSideClientPlayer : serverSideClientPlayer;
|
||||
|
||||
// Get the NetworkTransformTestComponent to make sure the client side is ready before starting test
|
||||
m_AuthoritativeTransform = m_AuthoritativePlayer.GetComponent<NetworkTransformTestComponent>();
|
||||
@@ -118,7 +177,6 @@ namespace Unity.Netcode.RuntimeTests
|
||||
Assert.True(m_AuthoritativeTransform.CanCommitToTransform);
|
||||
Assert.False(m_NonAuthoritativeTransform.CanCommitToTransform);
|
||||
|
||||
|
||||
yield return base.OnServerAndClientsConnected();
|
||||
}
|
||||
|
||||
@@ -134,6 +192,305 @@ namespace Unity.Netcode.RuntimeTests
|
||||
CommitToTransform
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true when the server-host and all clients have
|
||||
/// instantiated the child object to be used in <see cref="NetworkTransformParentingLocalSpaceOffsetTests"/>
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private bool AllChildObjectInstancesAreSpawned()
|
||||
{
|
||||
if (ChildObjectComponent.ServerInstance == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
if (!ChildObjectComponent.ClientInstances.ContainsKey(clientNetworkManager.LocalClientId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool AllChildObjectInstancesHaveChild()
|
||||
{
|
||||
foreach (var instance in ChildObjectComponent.ClientInstances.Values)
|
||||
{
|
||||
if (instance.transform.parent == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// To test that local position, rotation, and scale remain the same when parented.
|
||||
private Vector3 m_ChildObjectLocalPosition = new Vector3(5.0f, 0.0f, -5.0f);
|
||||
private Vector3 m_ChildObjectLocalRotation = new Vector3(-35.0f, 90.0f, 270.0f);
|
||||
private Vector3 m_ChildObjectLocalScale = new Vector3(0.1f, 0.5f, 0.4f);
|
||||
|
||||
/// <summary>
|
||||
/// A wait condition specific method that assures the local space coordinates
|
||||
/// are not impacted by NetworkTransform when parented.
|
||||
/// </summary>
|
||||
private bool AllInstancesKeptLocalTransformValues()
|
||||
{
|
||||
foreach (var childInstance in ChildObjectComponent.Instances)
|
||||
{
|
||||
var childLocalPosition = childInstance.transform.localPosition;
|
||||
var childLocalRotation = childInstance.transform.localRotation.eulerAngles;
|
||||
var childLocalScale = childInstance.transform.localScale;
|
||||
|
||||
if (!Aproximately(childLocalPosition, m_ChildObjectLocalPosition))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (!AproximatelyEuler(childLocalRotation, m_ChildObjectLocalRotation))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (!Aproximately(childLocalScale, m_ChildObjectLocalScale))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles validating the local space values match the original local space values.
|
||||
/// If not, it generates a message containing the axial values that did not match
|
||||
/// the target/start local space values.
|
||||
/// </summary>
|
||||
private IEnumerator WaitForAllChildrenLocalTransformValuesToMatch()
|
||||
{
|
||||
yield return WaitForConditionOrTimeOut(AllInstancesKeptLocalTransformValues);
|
||||
var infoMessage = string.Empty;
|
||||
if (s_GlobalTimeoutHelper.TimedOut)
|
||||
{
|
||||
foreach (var childInstance in ChildObjectComponent.Instances)
|
||||
{
|
||||
var childLocalPosition = childInstance.transform.localPosition;
|
||||
var childLocalRotation = childInstance.transform.localRotation.eulerAngles;
|
||||
var childLocalScale = childInstance.transform.localScale;
|
||||
|
||||
if (!Aproximately(childLocalPosition, m_ChildObjectLocalPosition))
|
||||
{
|
||||
infoMessage += $"[{childInstance.name}] Child's Local Position ({childLocalPosition}) | Original Local Position ({m_ChildObjectLocalPosition})\n";
|
||||
}
|
||||
if (!AproximatelyEuler(childLocalRotation, m_ChildObjectLocalRotation))
|
||||
{
|
||||
infoMessage += $"[{childInstance.name}] Child's Local Rotation ({childLocalRotation}) | Original Local Rotation ({m_ChildObjectLocalRotation})\n";
|
||||
}
|
||||
if (!Aproximately(childLocalScale, m_ChildObjectLocalScale))
|
||||
{
|
||||
infoMessage += $"[{childInstance.name}] Child's Local Scale ({childLocalScale}) | Original Local Rotation ({m_ChildObjectLocalScale})\n";
|
||||
}
|
||||
}
|
||||
AssertOnTimeout($"Timed out waiting for all children to have the correct local space values:\n {infoMessage}");
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates that local space transform values remain the same when a NetworkTransform is
|
||||
/// parented under another NetworkTransform
|
||||
/// </summary>
|
||||
[UnityTest]
|
||||
public IEnumerator NetworkTransformParentedLocalSpaceTest([Values] Interpolation interpolation, [Values] OverrideState overideState)
|
||||
{
|
||||
var overrideUpdate = overideState == OverrideState.CommitToTransform;
|
||||
m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
|
||||
m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate;
|
||||
var authoritativeChildObject = SpawnObject(m_ChildObjectToBeParented.gameObject, m_AuthoritativeTransform.NetworkManager);
|
||||
|
||||
// Assure all of the child object instances are spawned
|
||||
yield return WaitForConditionOrTimeOut(AllChildObjectInstancesAreSpawned);
|
||||
AssertOnTimeout("Timed out waiting for all child instances to be spawned!");
|
||||
// Just a sanity check as it should have timed out before this check
|
||||
Assert.IsNotNull(ChildObjectComponent.ServerInstance, $"The server-side {nameof(ChildObjectComponent)} instance is null!");
|
||||
|
||||
// This determines which parent on the server side should be the parent
|
||||
if (m_AuthoritativeTransform.IsServerAuthoritative())
|
||||
{
|
||||
Assert.True(ChildObjectComponent.ServerInstance.NetworkObject.TrySetParent(m_AuthoritativeTransform.transform, false), "[Authoritative] Failed to parent the child object!");
|
||||
}
|
||||
else
|
||||
{
|
||||
Assert.True(ChildObjectComponent.ServerInstance.NetworkObject.TrySetParent(m_NonAuthoritativeTransform.transform, false), "[Non-Authoritative] Failed to parent the child object!");
|
||||
}
|
||||
|
||||
// This waits for all child instances to be parented
|
||||
yield return WaitForConditionOrTimeOut(AllChildObjectInstancesHaveChild);
|
||||
AssertOnTimeout("Timed out waiting for all instances to have parented a child!");
|
||||
|
||||
// This validates each child instance has preserved their local space values
|
||||
yield return WaitForAllChildrenLocalTransformValuesToMatch();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates that moving, rotating, and scaling the authority side with a single
|
||||
/// tick will properly synchronize the non-authoritative side with the same values.
|
||||
/// </summary>
|
||||
private IEnumerator MoveRotateAndScaleAuthority(Vector3 position, Vector3 rotation, Vector3 scale)
|
||||
{
|
||||
m_AuthoritativeTransform.transform.position = position;
|
||||
yield return null;
|
||||
var authoritativeRotation = m_AuthoritativeTransform.transform.rotation;
|
||||
authoritativeRotation.eulerAngles = rotation;
|
||||
m_AuthoritativeTransform.transform.rotation = authoritativeRotation;
|
||||
yield return null;
|
||||
m_AuthoritativeTransform.transform.localScale = scale;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates we don't extrapolate beyond the target value
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This will first wait for any authoritative changes to have been synchronized
|
||||
/// with the non-authoritative side. It will then wait for the specified number
|
||||
/// of tick periods to assure the values don't change
|
||||
/// </remarks>
|
||||
private IEnumerator WaitForPositionRotationAndScaleToMatch(int ticksToWait)
|
||||
{
|
||||
// Validate we interpolate to the appropriate position and rotation
|
||||
yield return WaitForConditionOrTimeOut(PositionRotationScaleMatches);
|
||||
AssertOnTimeout("Timed out waiting for non-authority to match authority's position or rotation");
|
||||
|
||||
// Wait for the specified number of ticks
|
||||
for (int i = 0; i < ticksToWait; i++)
|
||||
{
|
||||
yield return s_DefaultWaitForTick;
|
||||
}
|
||||
|
||||
// Verify both sides match (i.e. no drifting or over-extrapolating)
|
||||
Assert.IsTrue(PositionsMatch(), $"Non-authority position did not match after waiting for {ticksToWait} ticks! " +
|
||||
$"Authority ({m_AuthoritativeTransform.transform.position}) Non-Authority ({m_NonAuthoritativeTransform.transform.position})");
|
||||
Assert.IsTrue(RotationsMatch(), $"Non-authority rotation did not match after waiting for {ticksToWait} ticks! " +
|
||||
$"Authority ({m_AuthoritativeTransform.transform.rotation.eulerAngles}) Non-Authority ({m_NonAuthoritativeTransform.transform.rotation.eulerAngles})");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Waits until the next tick
|
||||
/// </summary>
|
||||
private IEnumerator WaitForNextTick()
|
||||
{
|
||||
var currentTick = m_AuthoritativeTransform.NetworkManager.LocalTime.Tick;
|
||||
while (m_AuthoritativeTransform.NetworkManager.LocalTime.Tick == currentTick)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
// The number of iterations to change position, rotation, and scale for NetworkTransformMultipleChangesOverTime
|
||||
private const int k_PositionRotationScaleIterations = 8;
|
||||
|
||||
protected override void OnNewClientCreated(NetworkManager networkManager)
|
||||
{
|
||||
networkManager.NetworkConfig.NetworkPrefabs = m_ServerNetworkManager.NetworkConfig.NetworkPrefabs;
|
||||
base.OnNewClientCreated(networkManager);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This validates that multiple changes can occur within the same tick or over
|
||||
/// several ticks while still keeping non-authoritative instances synchronized.
|
||||
/// </summary>
|
||||
[UnityTest]
|
||||
public IEnumerator NetworkTransformMultipleChangesOverTime([Values] TransformSpace testLocalTransform, [Values] OverrideState overideState)
|
||||
{
|
||||
var overrideUpdate = overideState == OverrideState.CommitToTransform;
|
||||
m_AuthoritativeTransform.InLocalSpace = testLocalTransform == TransformSpace.Local;
|
||||
|
||||
var positionStart = new Vector3(1.0f, 0.5f, 2.0f);
|
||||
var rotationStart = new Vector3(0.0f, 45.0f, 0.0f);
|
||||
var scaleStart = new Vector3(1.0f, 1.0f, 1.0f);
|
||||
var position = positionStart;
|
||||
var rotation = rotationStart;
|
||||
var scale = scaleStart;
|
||||
|
||||
// Move and rotate within the same tick, validate the non-authoritative instance updates
|
||||
// to each set of changes. Repeat several times.
|
||||
for (int i = 1; i < k_PositionRotationScaleIterations + 1; i++)
|
||||
{
|
||||
position = positionStart * i;
|
||||
rotation = rotationStart * i;
|
||||
scale = scaleStart * i;
|
||||
// Wait for tick to change so we cam start close to the beginning the next tick in order
|
||||
// to apply both deltas within the same tick period.
|
||||
yield return WaitForNextTick();
|
||||
|
||||
// Apply deltas
|
||||
MoveRotateAndScaleAuthority(position, rotation, scale);
|
||||
|
||||
// Wait for deltas to synchronize on non-authoritative side
|
||||
yield return WaitForPositionRotationAndScaleToMatch(4);
|
||||
}
|
||||
|
||||
// Check scale for all player instances when a client late joins
|
||||
// NOTE: This validates the use of the spawned object's transform values as opposed to the replicated state (which now is only the last deltas)
|
||||
yield return CreateAndStartNewClient();
|
||||
var newClientNetworkManager = m_ClientNetworkManagers[NumberOfClients];
|
||||
foreach (var playerRelativeEntry in m_PlayerNetworkObjects)
|
||||
{
|
||||
foreach (var playerInstanceEntry in playerRelativeEntry.Value)
|
||||
{
|
||||
var playerInstance = playerInstanceEntry.Value;
|
||||
if (newClientNetworkManager.LocalClientId == playerInstance.OwnerClientId)
|
||||
{
|
||||
Assert.IsTrue(Aproximately(m_PlayerPrefab.transform.localScale, playerInstance.transform.localScale), $"{playerInstance.name}'s cloned instance's scale does not match original scale!\n" +
|
||||
$"[ClientId-{playerRelativeEntry.Key} Relative] Player-{playerInstance.OwnerClientId}'s LocalScale ({playerInstance.transform.localScale}) vs Target Scale ({m_PlayerPrefab.transform.localScale})");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Repeat this in the opposite direction
|
||||
for (int i = -1; i > -1 * (k_PositionRotationScaleIterations + 1); i--)
|
||||
{
|
||||
position = positionStart * i;
|
||||
rotation = rotationStart * i;
|
||||
scale = scaleStart * i;
|
||||
// Wait for tick to change so we cam start close to the beginning the next tick in order
|
||||
// to apply both deltas within the same tick period.
|
||||
yield return WaitForNextTick();
|
||||
|
||||
MoveRotateAndScaleAuthority(position, rotation, scale);
|
||||
yield return WaitForPositionRotationAndScaleToMatch(4);
|
||||
}
|
||||
|
||||
// Wait for tick to change so we cam start close to the beginning the next tick in order
|
||||
// to apply as many deltas within the same tick period as we can (if not all)
|
||||
yield return WaitForNextTick();
|
||||
|
||||
// Move and rotate within the same tick several times, then validate the non-authoritative
|
||||
// instance updates to the authoritative instance's final position and rotation.
|
||||
for (int i = 1; i < k_PositionRotationScaleIterations + 1; i++)
|
||||
{
|
||||
position = positionStart * i;
|
||||
rotation = rotationStart * i;
|
||||
scale = scaleStart * i;
|
||||
|
||||
MoveRotateAndScaleAuthority(position, rotation, scale);
|
||||
}
|
||||
|
||||
yield return WaitForPositionRotationAndScaleToMatch(1);
|
||||
|
||||
// Wait for tick to change so we cam start close to the beginning the next tick in order
|
||||
// to apply as many deltas within the same tick period as we can (if not all)
|
||||
yield return WaitForNextTick();
|
||||
|
||||
// Repeat this in the opposite direction and rotation
|
||||
for (int i = -1; i > -1 * (k_PositionRotationScaleIterations + 1); i--)
|
||||
{
|
||||
position = positionStart * i;
|
||||
rotation = rotationStart * i;
|
||||
scale = scaleStart * i;
|
||||
MoveRotateAndScaleAuthority(position, rotation, scale);
|
||||
}
|
||||
yield return WaitForPositionRotationAndScaleToMatch(1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests changing all axial values one at a time.
|
||||
/// These tests are performed:
|
||||
@@ -419,6 +776,13 @@ namespace Unity.Netcode.RuntimeTests
|
||||
Mathf.Abs(a.z - b.z) <= k_AproximateDeltaVariance;
|
||||
}
|
||||
|
||||
private bool AproximatelyEuler(Vector3 a, Vector3 b)
|
||||
{
|
||||
return Mathf.DeltaAngle(a.x, b.x) <= k_AproximateDeltaVariance &&
|
||||
Mathf.DeltaAngle(a.y, b.y) <= k_AproximateDeltaVariance &&
|
||||
Mathf.DeltaAngle(a.z, b.z) <= k_AproximateDeltaVariance;
|
||||
}
|
||||
|
||||
private const float k_AproximateDeltaVariance = 0.01f;
|
||||
private bool PositionsMatchesValue(Vector3 positionToMatch)
|
||||
{
|
||||
@@ -504,6 +868,11 @@ namespace Unity.Netcode.RuntimeTests
|
||||
return PositionsMatchesValue(position) && RotationMatchesValue(eulerRotation) && ScaleMatchesValue(scale);
|
||||
}
|
||||
|
||||
private bool PositionRotationScaleMatches()
|
||||
{
|
||||
return RotationsMatch() && PositionsMatch() && ScaleValuesMatch();
|
||||
}
|
||||
|
||||
private bool RotationsMatch()
|
||||
{
|
||||
var authorityEulerRotation = m_AuthoritativeTransform.transform.rotation.eulerAngles;
|
||||
|
||||
@@ -2,19 +2,19 @@
|
||||
"name": "com.unity.netcode.gameobjects",
|
||||
"displayName": "Netcode for GameObjects",
|
||||
"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
|
||||
"version": "1.0.1",
|
||||
"version": "1.0.2",
|
||||
"unity": "2020.3",
|
||||
"dependencies": {
|
||||
"com.unity.nuget.mono-cecil": "1.10.1",
|
||||
"com.unity.transport": "1.2.0"
|
||||
},
|
||||
"upmCi": {
|
||||
"footprint": "8824c99a21c438135052b8a8d42b6a8cb865bea3"
|
||||
"footprint": "01764b7751e27d1e2af672c49cec3ed5691b53b7"
|
||||
},
|
||||
"repository": {
|
||||
"url": "https://github.com/Unity-Technologies/com.unity.netcode.gameobjects.git",
|
||||
"type": "git",
|
||||
"revision": "ce1ab3ca9495caf3f906d8ca5459677614214837"
|
||||
"revision": "fe0c300aa691f31d2aec1d4b73e2971f28122d3b"
|
||||
},
|
||||
"samples": [
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user