The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.2.0] - 2024-12-12 ### Added - Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175) - Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130) - Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113) ### Fixed - Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177) - Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162) - Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160) - Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160) - Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118) - Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147) - Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133) - Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133) - Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122) - Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`. (#3113) - Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111) - Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110) - Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108) ### Changed - In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175) - Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode. - The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
1579 lines
69 KiB
C#
1579 lines
69 KiB
C#
#if COM_UNITY_MODULES_ANIMATION
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using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor.Animations;
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#endif
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namespace Unity.Netcode.Components
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{
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internal class NetworkAnimatorStateChangeHandler : INetworkUpdateSystem
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{
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private NetworkAnimator m_NetworkAnimator;
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private bool m_IsServer;
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/// <summary>
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/// This removes sending RPCs from within RPCs when the
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/// server is forwarding updates from clients to clients
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/// As well this handles newly connected client synchronization
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/// of the existing Animator's state.
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/// </summary>
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private void FlushMessages()
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{
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foreach (var animationUpdate in m_SendAnimationUpdates)
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{
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if (m_NetworkAnimator.NetworkManager.DistributedAuthorityMode)
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{
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m_NetworkAnimator.SendAnimStateRpc(animationUpdate.AnimationMessage);
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}
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else
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{
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m_NetworkAnimator.SendAnimStateClientRpc(animationUpdate.AnimationMessage, animationUpdate.ClientRpcParams);
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}
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}
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m_SendAnimationUpdates.Clear();
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foreach (var sendEntry in m_SendParameterUpdates)
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{
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if (m_NetworkAnimator.NetworkManager.DistributedAuthorityMode)
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{
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m_NetworkAnimator.SendParametersUpdateRpc(sendEntry.ParametersUpdateMessage);
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}
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else
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{
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m_NetworkAnimator.SendParametersUpdateClientRpc(sendEntry.ParametersUpdateMessage, sendEntry.ClientRpcParams);
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}
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}
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m_SendParameterUpdates.Clear();
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foreach (var sendEntry in m_SendTriggerUpdates)
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{
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if (m_NetworkAnimator.NetworkManager.DistributedAuthorityMode)
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{
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m_NetworkAnimator.SendAnimTriggerRpc(sendEntry.AnimationTriggerMessage);
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}
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else
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{
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if (!sendEntry.SendToServer)
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{
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m_NetworkAnimator.SendAnimTriggerClientRpc(sendEntry.AnimationTriggerMessage, sendEntry.ClientRpcParams);
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}
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else
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{
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m_NetworkAnimator.SendAnimTriggerServerRpc(sendEntry.AnimationTriggerMessage);
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}
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}
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}
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m_SendTriggerUpdates.Clear();
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}
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/// <inheritdoc />
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public void NetworkUpdate(NetworkUpdateStage updateStage)
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{
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switch (updateStage)
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{
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case NetworkUpdateStage.PreUpdate:
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{
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// Only the owner or the server send messages
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if (m_NetworkAnimator.IsOwner || m_IsServer)
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{
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// Flush any pending messages
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FlushMessages();
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}
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// Everyone applies any parameters updated
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for (int i = 0; i < m_ProcessParameterUpdates.Count; i++)
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{
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var parameterUpdate = m_ProcessParameterUpdates[i];
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m_NetworkAnimator.UpdateParameters(ref parameterUpdate);
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}
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m_ProcessParameterUpdates.Clear();
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var isServerAuthority = m_NetworkAnimator.IsServerAuthoritative();
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// owners when owner authoritative or the server when server authoritative are the only instances that
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// checks for Animator changes
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if ((!isServerAuthority && m_NetworkAnimator.IsOwner) || (isServerAuthority && m_NetworkAnimator.IsServer))
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{
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m_NetworkAnimator.CheckForAnimatorChanges();
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}
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break;
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}
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}
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}
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/// <summary>
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/// A pending outgoing Animation update for (n) clients
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/// </summary>
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private struct AnimationUpdate
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{
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public ClientRpcParams ClientRpcParams;
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public NetworkAnimator.AnimationMessage AnimationMessage;
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}
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private List<AnimationUpdate> m_SendAnimationUpdates = new List<AnimationUpdate>();
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/// <summary>
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/// Invoked when a server needs to forwarding an update to the animation state
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/// </summary>
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internal void SendAnimationUpdate(NetworkAnimator.AnimationMessage animationMessage, ClientRpcParams clientRpcParams = default)
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{
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m_SendAnimationUpdates.Add(new AnimationUpdate() { ClientRpcParams = clientRpcParams, AnimationMessage = animationMessage });
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}
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private struct ParameterUpdate
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{
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public ClientRpcParams ClientRpcParams;
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public NetworkAnimator.ParametersUpdateMessage ParametersUpdateMessage;
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}
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private List<ParameterUpdate> m_SendParameterUpdates = new List<ParameterUpdate>();
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/// <summary>
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/// Invoked when a server needs to forwarding an update to the parameter state
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/// </summary>
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internal void SendParameterUpdate(NetworkAnimator.ParametersUpdateMessage parametersUpdateMessage, ClientRpcParams clientRpcParams = default)
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{
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m_SendParameterUpdates.Add(new ParameterUpdate() { ClientRpcParams = clientRpcParams, ParametersUpdateMessage = parametersUpdateMessage });
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}
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private List<NetworkAnimator.ParametersUpdateMessage> m_ProcessParameterUpdates = new List<NetworkAnimator.ParametersUpdateMessage>();
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internal void ProcessParameterUpdate(NetworkAnimator.ParametersUpdateMessage parametersUpdateMessage)
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{
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m_ProcessParameterUpdates.Add(parametersUpdateMessage);
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}
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private struct TriggerUpdate
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{
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public bool SendToServer;
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public ClientRpcParams ClientRpcParams;
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public NetworkAnimator.AnimationTriggerMessage AnimationTriggerMessage;
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}
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private List<TriggerUpdate> m_SendTriggerUpdates = new List<TriggerUpdate>();
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/// <summary>
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/// Invoked when a server needs to forward an update to a Trigger state
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/// </summary>
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internal void QueueTriggerUpdateToClient(NetworkAnimator.AnimationTriggerMessage animationTriggerMessage, ClientRpcParams clientRpcParams = default)
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{
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m_SendTriggerUpdates.Add(new TriggerUpdate() { ClientRpcParams = clientRpcParams, AnimationTriggerMessage = animationTriggerMessage });
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}
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internal void QueueTriggerUpdateToServer(NetworkAnimator.AnimationTriggerMessage animationTriggerMessage)
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{
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m_SendTriggerUpdates.Add(new TriggerUpdate() { AnimationTriggerMessage = animationTriggerMessage, SendToServer = true });
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}
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internal void DeregisterUpdate()
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{
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NetworkUpdateLoop.UnregisterNetworkUpdate(this, NetworkUpdateStage.PreUpdate);
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}
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internal NetworkAnimatorStateChangeHandler(NetworkAnimator networkAnimator)
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{
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m_NetworkAnimator = networkAnimator;
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m_IsServer = networkAnimator.NetworkManager.IsServer;
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NetworkUpdateLoop.RegisterNetworkUpdate(this, NetworkUpdateStage.PreUpdate);
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}
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}
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/// <summary>
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/// NetworkAnimator enables remote synchronization of <see cref="UnityEngine.Animator"/> state for on network objects.
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/// </summary>
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[AddComponentMenu("Netcode/Network Animator")]
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public class NetworkAnimator : NetworkBehaviour, ISerializationCallbackReceiver
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{
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[Serializable]
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internal class TransitionStateinfo
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{
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public bool IsCrossFadeExit;
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public int Layer;
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public int OriginatingState;
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public int DestinationState;
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public float TransitionDuration;
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public int TriggerNameHash;
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public int TransitionIndex;
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}
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/// <summary>
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/// Used to build the destination state to transition info table
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/// </summary>
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[HideInInspector]
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[SerializeField]
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internal List<TransitionStateinfo> TransitionStateInfoList;
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// Used to get the associated transition information required to synchronize late joining clients with transitions
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// [Layer][DestinationState][TransitionStateInfo]
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private Dictionary<int, Dictionary<int, TransitionStateinfo>> m_DestinationStateToTransitioninfo = new Dictionary<int, Dictionary<int, TransitionStateinfo>>();
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/// <summary>
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/// Builds the m_DestinationStateToTransitioninfo lookup table
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/// </summary>
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private void BuildDestinationToTransitionInfoTable()
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{
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foreach (var entry in TransitionStateInfoList)
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{
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if (!m_DestinationStateToTransitioninfo.ContainsKey(entry.Layer))
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{
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m_DestinationStateToTransitioninfo.Add(entry.Layer, new Dictionary<int, TransitionStateinfo>());
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}
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var destinationStateTransitionInfo = m_DestinationStateToTransitioninfo[entry.Layer];
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if (!destinationStateTransitionInfo.ContainsKey(entry.DestinationState))
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{
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destinationStateTransitionInfo.Add(entry.DestinationState, entry);
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}
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}
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}
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#if UNITY_EDITOR
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private void ParseStateMachineStates(int layerIndex, ref AnimatorController animatorController, ref AnimatorStateMachine stateMachine)
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{
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for (int y = 0; y < stateMachine.states.Length; y++)
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{
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var animatorState = stateMachine.states[y].state;
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for (int z = 0; z < animatorState.transitions.Length; z++)
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{
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var transition = animatorState.transitions[z];
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if (transition.conditions.Length == 0 && transition.isExit)
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{
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// We don't need to worry about exit transitions with no conditions
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continue;
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}
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foreach (var condition in transition.conditions)
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{
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var parameterName = condition.parameter;
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var parameters = animatorController.parameters;
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// Find the associated parameter for the condition
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foreach (var parameter in parameters)
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{
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// Only process the associated parameter(s)
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if (parameter.name != parameterName)
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{
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continue;
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}
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switch (parameter.type)
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{
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case AnimatorControllerParameterType.Trigger:
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{
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if (transition.destinationStateMachine != null)
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{
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var destinationStateMachine = transition.destinationStateMachine;
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ParseStateMachineStates(layerIndex, ref animatorController, ref destinationStateMachine);
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}
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else if (transition.destinationState != null)
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{
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var transitionInfo = new TransitionStateinfo()
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{
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Layer = layerIndex,
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OriginatingState = animatorState.nameHash,
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DestinationState = transition.destinationState.nameHash,
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TransitionDuration = transition.duration,
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TriggerNameHash = parameter.nameHash,
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TransitionIndex = z
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};
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TransitionStateInfoList.Add(transitionInfo);
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}
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else
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{
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Debug.LogError($"[{name}][Conditional Transition for {animatorState.name}] Conditional triggered transition has neither a DestinationState nor a DestinationStateMachine! This transition is not likely to synchronize properly. " +
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$"Please file a GitHub issue about this error with details about your Animator's setup.");
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}
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break;
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}
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default:
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break;
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}
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}
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}
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}
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}
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}
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/// <summary>
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/// Creates the TransitionStateInfoList table
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/// </summary>
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private void BuildTransitionStateInfoList()
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{
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if (m_Animator == null)
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{
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return;
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}
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TransitionStateInfoList = new List<TransitionStateinfo>();
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var animatorController = m_Animator.runtimeAnimatorController as AnimatorController;
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if (animatorController == null)
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{
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return;
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}
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for (int x = 0; x < animatorController.layers.Length; x++)
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{
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var stateMachine = animatorController.layers[x].stateMachine;
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ParseStateMachineStates(x, ref animatorController, ref stateMachine);
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}
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}
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/// <summary>
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/// In-Editor Only
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/// Virtual OnValidate method for custom derived NetworkAnimator classes.
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/// </summary>
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protected virtual void OnValidate()
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{
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BuildTransitionStateInfoList();
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}
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#endif
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public void OnAfterDeserialize()
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{
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BuildDestinationToTransitionInfoTable();
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}
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public void OnBeforeSerialize()
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{
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// Do nothing when serializing (handled during OnValidate)
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}
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internal struct AnimationState : INetworkSerializable
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{
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// Not to be serialized, used for processing the animation state
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internal bool HasBeenProcessed;
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internal int StateHash;
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internal float NormalizedTime;
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internal int Layer;
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internal float Weight;
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internal float Duration;
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// For synchronizing transitions
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internal bool Transition;
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internal bool CrossFade;
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// Flags for bool states
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private const byte k_IsTransition = 0x01;
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private const byte k_IsCrossFade = 0x02;
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// Used to serialize the bool states
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private byte m_StateFlags;
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// The StateHash is where the transition starts
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// and the DestinationStateHash is the destination state
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internal int DestinationStateHash;
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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if (serializer.IsWriter)
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{
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var writer = serializer.GetFastBufferWriter();
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m_StateFlags = 0x00;
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if (Transition)
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{
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m_StateFlags |= k_IsTransition;
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}
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if (CrossFade)
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{
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m_StateFlags |= k_IsCrossFade;
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}
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serializer.SerializeValue(ref m_StateFlags);
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BytePacker.WriteValuePacked(writer, StateHash);
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BytePacker.WriteValuePacked(writer, Layer);
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if (Transition)
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{
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BytePacker.WriteValuePacked(writer, DestinationStateHash);
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}
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}
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else
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{
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var reader = serializer.GetFastBufferReader();
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serializer.SerializeValue(ref m_StateFlags);
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Transition = (m_StateFlags & k_IsTransition) == k_IsTransition;
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CrossFade = (m_StateFlags & k_IsCrossFade) == k_IsCrossFade;
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ByteUnpacker.ReadValuePacked(reader, out StateHash);
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ByteUnpacker.ReadValuePacked(reader, out Layer);
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if (Transition)
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{
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ByteUnpacker.ReadValuePacked(reader, out DestinationStateHash);
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}
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}
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serializer.SerializeValue(ref NormalizedTime);
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serializer.SerializeValue(ref Weight);
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// Cross fading includes the duration of the cross fade.
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if (CrossFade)
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{
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serializer.SerializeValue(ref Duration);
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}
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}
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}
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internal struct AnimationMessage : INetworkSerializable
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{
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// Not to be serialized, used for processing the animation message
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internal bool HasBeenProcessed;
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// This is preallocated/populated in OnNetworkSpawn for all instances in the event ownership or
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// authority changes. When serializing, IsDirtyCount determines how many AnimationState entries
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// should be serialized from the list. When deserializing the list is created and populated with
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// only the number of AnimationStates received which is dictated by the deserialized IsDirtyCount.
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internal List<AnimationState> AnimationStates;
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// Used to determine how many AnimationState entries we are sending or receiving
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internal int IsDirtyCount;
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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var animationState = new AnimationState();
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if (serializer.IsReader)
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{
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AnimationStates = new List<AnimationState>();
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serializer.SerializeValue(ref IsDirtyCount);
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// Since we create a new AnimationMessage when deserializing
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// we need to create new animation states for each incoming
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// AnimationState being updated
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for (int i = 0; i < IsDirtyCount; i++)
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{
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animationState = new AnimationState();
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serializer.SerializeValue(ref animationState);
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AnimationStates.Add(animationState);
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}
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}
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else
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{
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// When writing, only send the counted dirty animation states
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serializer.SerializeValue(ref IsDirtyCount);
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for (int i = 0; i < IsDirtyCount; i++)
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{
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animationState = AnimationStates[i];
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serializer.SerializeNetworkSerializable(ref animationState);
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}
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}
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}
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}
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internal struct ParametersUpdateMessage : INetworkSerializable
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{
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internal byte[] Parameters;
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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serializer.SerializeValue(ref Parameters);
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}
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}
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internal struct AnimationTriggerMessage : INetworkSerializable
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{
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internal int Hash;
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internal bool IsTriggerSet;
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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serializer.SerializeValue(ref Hash);
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serializer.SerializeValue(ref IsTriggerSet);
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}
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}
|
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[SerializeField] private Animator m_Animator;
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public Animator Animator
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{
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get { return m_Animator; }
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set
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{
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m_Animator = value;
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}
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}
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internal bool IsServerAuthoritative()
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{
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return OnIsServerAuthoritative();
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}
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|
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/// <summary>
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/// Override this method and return false to switch to owner authoritative mode.
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/// </summary>
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/// <remarks>
|
|
/// When using a distributed authority network topology, this will default to
|
|
/// owner authoritative.
|
|
/// </remarks>
|
|
protected virtual bool OnIsServerAuthoritative()
|
|
{
|
|
return NetworkManager ? !NetworkManager.DistributedAuthorityMode : true;
|
|
}
|
|
|
|
private int[] m_TransitionHash;
|
|
private int[] m_AnimationHash;
|
|
private float[] m_LayerWeights;
|
|
private static byte[] s_EmptyArray = new byte[] { };
|
|
private List<int> m_ParametersToUpdate;
|
|
private List<ulong> m_ClientSendList;
|
|
private ClientRpcParams m_ClientRpcParams;
|
|
private AnimationMessage m_AnimationMessage;
|
|
private NetworkAnimatorStateChangeHandler m_NetworkAnimatorStateChangeHandler;
|
|
|
|
/// <summary>
|
|
/// Used for integration test purposes
|
|
/// </summary>
|
|
internal List<AnimatorStateInfo> SynchronizationStateInfo;
|
|
|
|
private unsafe struct AnimatorParamCache
|
|
{
|
|
internal int Hash;
|
|
internal int Type;
|
|
internal fixed byte Value[4]; // this is a max size of 4 bytes
|
|
}
|
|
|
|
// 128 bytes per Animator
|
|
private FastBufferWriter m_ParameterWriter;
|
|
|
|
private NativeArray<AnimatorParamCache> m_CachedAnimatorParameters;
|
|
|
|
// We cache these values because UnsafeUtility.EnumToInt uses direct IL that allows a non-boxing conversion
|
|
private struct AnimationParamEnumWrapper
|
|
{
|
|
internal static readonly int AnimatorControllerParameterInt;
|
|
internal static readonly int AnimatorControllerParameterFloat;
|
|
internal static readonly int AnimatorControllerParameterBool;
|
|
internal static readonly int AnimatorControllerParameterTriggerBool;
|
|
|
|
static AnimationParamEnumWrapper()
|
|
{
|
|
AnimatorControllerParameterInt = UnsafeUtility.EnumToInt(AnimatorControllerParameterType.Int);
|
|
AnimatorControllerParameterFloat = UnsafeUtility.EnumToInt(AnimatorControllerParameterType.Float);
|
|
AnimatorControllerParameterBool = UnsafeUtility.EnumToInt(AnimatorControllerParameterType.Bool);
|
|
AnimatorControllerParameterTriggerBool = UnsafeUtility.EnumToInt(AnimatorControllerParameterType.Trigger);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Only things instantiated/created within OnNetworkSpawn should be
|
|
/// cleaned up here.
|
|
/// </summary>
|
|
private void SpawnCleanup()
|
|
{
|
|
if (m_NetworkAnimatorStateChangeHandler != null)
|
|
{
|
|
m_NetworkAnimatorStateChangeHandler.DeregisterUpdate();
|
|
m_NetworkAnimatorStateChangeHandler = null;
|
|
}
|
|
}
|
|
|
|
public override void OnDestroy()
|
|
{
|
|
SpawnCleanup();
|
|
|
|
if (m_CachedAnimatorParameters != null && m_CachedAnimatorParameters.IsCreated)
|
|
{
|
|
m_CachedAnimatorParameters.Dispose();
|
|
}
|
|
|
|
if (m_ParameterWriter.IsInitialized)
|
|
{
|
|
m_ParameterWriter.Dispose();
|
|
}
|
|
base.OnDestroy();
|
|
}
|
|
|
|
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.
|
|
m_TransitionHash = new int[layers];
|
|
m_AnimationHash = new int[layers];
|
|
m_LayerWeights = new float[layers];
|
|
|
|
// We initialize the m_AnimationMessage for all instances in the event that
|
|
// ownership or authority changes during runtime.
|
|
m_AnimationMessage = new AnimationMessage
|
|
{
|
|
AnimationStates = new List<AnimationState>()
|
|
};
|
|
|
|
// Store off our current layer weights and create our animation
|
|
// state entries per layer.
|
|
for (int layer = 0; layer < m_Animator.layerCount; layer++)
|
|
{
|
|
// We create an AnimationState per layer to preallocate the maximum
|
|
// number of possible AnimationState changes we could send in one
|
|
// AnimationMessage.
|
|
m_AnimationMessage.AnimationStates.Add(new AnimationState());
|
|
float layerWeightNow = m_Animator.GetLayerWeight(layer);
|
|
if (layerWeightNow != m_LayerWeights[layer])
|
|
{
|
|
m_LayerWeights[layer] = layerWeightNow;
|
|
}
|
|
}
|
|
|
|
// 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);
|
|
m_ParametersToUpdate = new List<int>(parameters.Length);
|
|
|
|
// Include all parameters including any controlled by an AnimationCurve as this could change during runtime.
|
|
// We ignore changes to any parameter controlled by an AnimationCurve when we are checking for changes in
|
|
// the Animator's parameters.
|
|
for (var i = 0; i < parameters.Length; i++)
|
|
{
|
|
var parameter = parameters[i];
|
|
|
|
var cacheParam = new AnimatorParamCache
|
|
{
|
|
Type = UnsafeUtility.EnumToInt(parameter.type),
|
|
Hash = parameter.nameHash
|
|
};
|
|
|
|
unsafe
|
|
{
|
|
switch (parameter.type)
|
|
{
|
|
case AnimatorControllerParameterType.Float:
|
|
var value = m_Animator.GetFloat(cacheParam.Hash);
|
|
UnsafeUtility.WriteArrayElement(cacheParam.Value, 0, value);
|
|
break;
|
|
case AnimatorControllerParameterType.Int:
|
|
var valueInt = m_Animator.GetInteger(cacheParam.Hash);
|
|
UnsafeUtility.WriteArrayElement(cacheParam.Value, 0, valueInt);
|
|
break;
|
|
case AnimatorControllerParameterType.Bool:
|
|
var valueBool = m_Animator.GetBool(cacheParam.Hash);
|
|
UnsafeUtility.WriteArrayElement(cacheParam.Value, 0, valueBool);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
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>
|
|
/// Used for integration test to validate that the
|
|
/// AnimationMessage.AnimationStates remains the same
|
|
/// size as the layer count.
|
|
/// </summary>
|
|
internal AnimationMessage GetAnimationMessage()
|
|
{
|
|
return m_AnimationMessage;
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
public override void OnNetworkSpawn()
|
|
{
|
|
// If there is no assigned Animator then generate a server network warning (logged locally and if applicable on the server-host side as well).
|
|
if (m_Animator == null)
|
|
{
|
|
NetworkLog.LogWarningServer($"[{gameObject.name}][{nameof(NetworkAnimator)}] {nameof(Animator)} is not assigned! Animation synchronization will not work for this instance!");
|
|
}
|
|
|
|
m_ClientSendList = new List<ulong>(128);
|
|
m_ClientRpcParams = new ClientRpcParams
|
|
{
|
|
Send = new ClientRpcSendParams
|
|
{
|
|
TargetClientIds = m_ClientSendList
|
|
}
|
|
};
|
|
|
|
// Create a handler for state changes
|
|
m_NetworkAnimatorStateChangeHandler = new NetworkAnimatorStateChangeHandler(this);
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
public override void OnNetworkDespawn()
|
|
{
|
|
SpawnCleanup();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Writes all parameter and state information needed to initially synchronize a client
|
|
/// </summary>
|
|
private void WriteSynchronizationData<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter
|
|
{
|
|
// Parameter synchronization
|
|
{
|
|
// We include all parameters for the initial synchronization
|
|
m_ParametersToUpdate.Clear();
|
|
for (int i = 0; i < m_CachedAnimatorParameters.Length; i++)
|
|
{
|
|
m_ParametersToUpdate.Add(i);
|
|
}
|
|
// Write, apply, and serialize
|
|
WriteParameters(ref m_ParameterWriter);
|
|
var parametersMessage = new ParametersUpdateMessage
|
|
{
|
|
Parameters = m_ParameterWriter.ToArray()
|
|
};
|
|
serializer.SerializeValue(ref parametersMessage);
|
|
}
|
|
|
|
// Animation state synchronization
|
|
{
|
|
// Reset the dirty count before synchronizing the newly connected client with all layers
|
|
m_AnimationMessage.IsDirtyCount = 0;
|
|
|
|
for (int layer = 0; layer < m_Animator.layerCount; layer++)
|
|
{
|
|
var synchronizationStateInfo = m_Animator.GetCurrentAnimatorStateInfo(layer);
|
|
SynchronizationStateInfo?.Add(synchronizationStateInfo);
|
|
var stateHash = synchronizationStateInfo.fullPathHash;
|
|
var normalizedTime = synchronizationStateInfo.normalizedTime;
|
|
var isInTransition = m_Animator.IsInTransition(layer);
|
|
|
|
// Grab one of the available AnimationState entries so we can fill it with the current
|
|
// layer's animation state.
|
|
var animationState = m_AnimationMessage.AnimationStates[layer];
|
|
|
|
// Synchronizing transitions with trigger conditions for late joining clients is now
|
|
// handled by cross fading between the late joining client's current layer's AnimationState
|
|
// and the transition's destination AnimationState.
|
|
if (isInTransition)
|
|
{
|
|
var tt = m_Animator.GetAnimatorTransitionInfo(layer);
|
|
var nextState = m_Animator.GetNextAnimatorStateInfo(layer);
|
|
|
|
if (nextState.length > 0)
|
|
{
|
|
var nextStateTotalSpeed = nextState.speed * nextState.speedMultiplier;
|
|
var nextStateAdjustedLength = nextState.length * nextStateTotalSpeed;
|
|
// TODO: We need to get the transition curve for the target state as well as some
|
|
// reasonable RTT estimate in order to get a more precise normalized synchronization time
|
|
var transitionTime = Mathf.Min(tt.duration, tt.duration * tt.normalizedTime) * 0.5f;
|
|
normalizedTime = Mathf.Min(1.0f, transitionTime > 0.0f ? transitionTime / nextStateAdjustedLength : 0.0f);
|
|
}
|
|
else
|
|
{
|
|
normalizedTime = 0.0f;
|
|
}
|
|
stateHash = nextState.fullPathHash;
|
|
|
|
// Use the destination state to transition info lookup table to see if this is a transition we can
|
|
// synchronize using cross fading
|
|
if (m_DestinationStateToTransitioninfo.ContainsKey(layer))
|
|
{
|
|
if (m_DestinationStateToTransitioninfo[layer].ContainsKey(nextState.shortNameHash))
|
|
{
|
|
var destinationInfo = m_DestinationStateToTransitioninfo[layer][nextState.shortNameHash];
|
|
stateHash = destinationInfo.OriginatingState;
|
|
// Set the destination state to cross fade to from the originating state
|
|
animationState.DestinationStateHash = destinationInfo.DestinationState;
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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];
|
|
|
|
// Apply the changes
|
|
m_AnimationMessage.AnimationStates[layer] = animationState;
|
|
}
|
|
// Send all animation states
|
|
m_AnimationMessage.IsDirtyCount = m_Animator.layerCount;
|
|
m_AnimationMessage.NetworkSerialize(serializer);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used to synchronize newly joined clients
|
|
/// </summary>
|
|
protected override void OnSynchronize<T>(ref BufferSerializer<T> serializer)
|
|
{
|
|
if (serializer.IsWriter)
|
|
{
|
|
WriteSynchronizationData(ref serializer);
|
|
}
|
|
else
|
|
{
|
|
var parameters = new ParametersUpdateMessage();
|
|
var animationMessage = new AnimationMessage();
|
|
serializer.SerializeValue(ref parameters);
|
|
UpdateParameters(ref parameters);
|
|
serializer.SerializeValue(ref animationMessage);
|
|
foreach (var animationState in animationMessage.AnimationStates)
|
|
{
|
|
UpdateAnimationState(animationState);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks for animation state changes in:
|
|
/// -Layer weights
|
|
/// -Cross fades
|
|
/// -Transitions
|
|
/// -Layer AnimationStates
|
|
/// </summary>
|
|
private void CheckForStateChange(int layer)
|
|
{
|
|
var stateChangeDetected = false;
|
|
var animState = m_AnimationMessage.AnimationStates[m_AnimationMessage.IsDirtyCount];
|
|
float layerWeightNow = m_Animator.GetLayerWeight(layer);
|
|
animState.CrossFade = false;
|
|
animState.Transition = false;
|
|
animState.NormalizedTime = 0.0f;
|
|
animState.Layer = layer;
|
|
animState.Duration = 0.0f;
|
|
animState.Weight = m_LayerWeights[layer];
|
|
animState.DestinationStateHash = 0;
|
|
|
|
if (layerWeightNow != m_LayerWeights[layer])
|
|
{
|
|
m_LayerWeights[layer] = layerWeightNow;
|
|
stateChangeDetected = true;
|
|
animState.Weight = layerWeightNow;
|
|
}
|
|
|
|
AnimatorStateInfo st = m_Animator.GetCurrentAnimatorStateInfo(layer);
|
|
|
|
if (m_Animator.IsInTransition(layer))
|
|
{
|
|
AnimatorTransitionInfo tt = m_Animator.GetAnimatorTransitionInfo(layer);
|
|
AnimatorStateInfo nt = m_Animator.GetNextAnimatorStateInfo(layer);
|
|
if (tt.anyState && tt.fullPathHash == 0 && m_TransitionHash[layer] != nt.fullPathHash)
|
|
{
|
|
m_TransitionHash[layer] = nt.fullPathHash;
|
|
m_AnimationHash[layer] = 0;
|
|
// Next state is the destination state for cross fade
|
|
animState.DestinationStateHash = nt.fullPathHash;
|
|
animState.CrossFade = true;
|
|
animState.Transition = true;
|
|
animState.Duration = tt.duration;
|
|
animState.NormalizedTime = tt.normalizedTime;
|
|
stateChangeDetected = true;
|
|
//Debug.Log($"[Cross-Fade] To-Hash: {nt.fullPathHash} | TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) | SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
|
|
}
|
|
// If we are not transitioned into the "any state" and the animator transition isn't a full path hash (layer to layer) and our pre-built destination state to transition does not contain the
|
|
// current layer (i.e. transitioning into a state from another layer) =or= we do contain the layer and the layer contains state to transition to is contained within our pre-built destination
|
|
// state then we can handle this transition as a non-cross fade state transition between layers.
|
|
// Otherwise, if we don't enter into this then this is a "trigger transition to some state that is now being transitioned back to the Idle state via trigger" or "Dual Triggers" IDLE<-->State.
|
|
else if (!tt.anyState && tt.fullPathHash != m_TransitionHash[layer] && (!m_DestinationStateToTransitioninfo.ContainsKey(layer) ||
|
|
(m_DestinationStateToTransitioninfo.ContainsKey(layer) && m_DestinationStateToTransitioninfo[layer].ContainsKey(nt.fullPathHash))))
|
|
{
|
|
// first time in this transition for this layer
|
|
m_TransitionHash[layer] = tt.fullPathHash;
|
|
m_AnimationHash[layer] = 0;
|
|
// Transitioning from state
|
|
animState.StateHash = tt.fullPathHash;
|
|
animState.CrossFade = false;
|
|
animState.Transition = true;
|
|
animState.NormalizedTime = tt.normalizedTime;
|
|
if (m_DestinationStateToTransitioninfo.ContainsKey(layer) && m_DestinationStateToTransitioninfo[layer].ContainsKey(nt.fullPathHash))
|
|
{
|
|
animState.DestinationStateHash = nt.fullPathHash;
|
|
}
|
|
stateChangeDetected = true;
|
|
//Debug.Log($"[Transition] TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) |SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (st.fullPathHash != m_AnimationHash[layer])
|
|
{
|
|
m_TransitionHash[layer] = 0;
|
|
m_AnimationHash[layer] = st.fullPathHash;
|
|
// first time in this animation state
|
|
if (m_AnimationHash[layer] != 0)
|
|
{
|
|
// came from another animation directly - from Play()
|
|
animState.StateHash = st.fullPathHash;
|
|
animState.NormalizedTime = st.normalizedTime;
|
|
}
|
|
stateChangeDetected = true;
|
|
//Debug.Log($"[State] From-Hash: ({m_AnimationHash[layer]}) |SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
|
|
}
|
|
}
|
|
if (stateChangeDetected)
|
|
{
|
|
m_AnimationMessage.AnimationStates[m_AnimationMessage.IsDirtyCount] = animState;
|
|
m_AnimationMessage.IsDirtyCount++;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks for changes in both Animator parameters and state.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is only invoked by clients that are the owner when not in server authoritative mode
|
|
/// or by the server itself when in server authoritative mode.
|
|
/// </remarks>
|
|
internal void CheckForAnimatorChanges()
|
|
{
|
|
if (CheckParametersChanged())
|
|
{
|
|
SendParametersUpdate();
|
|
}
|
|
|
|
if (m_Animator.runtimeAnimatorController == null)
|
|
{
|
|
if (NetworkManager.LogLevel == LogLevel.Developer)
|
|
{
|
|
Debug.LogError($"[{GetType().Name}] Could not find an assigned {nameof(RuntimeAnimatorController)}! Cannot check {nameof(Animator)} for changes in state!");
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Reset the dirty count before checking for AnimationState updates
|
|
m_AnimationMessage.IsDirtyCount = 0;
|
|
|
|
// This sends updates only if a layer's state has changed
|
|
for (int layer = 0; layer < m_Animator.layerCount; layer++)
|
|
{
|
|
AnimatorStateInfo st = m_Animator.GetCurrentAnimatorStateInfo(layer);
|
|
var totalSpeed = st.speed * st.speedMultiplier;
|
|
var adjustedNormalizedMaxTime = totalSpeed > 0.0f ? 1.0f / totalSpeed : 0.0f;
|
|
CheckForStateChange(layer);
|
|
}
|
|
|
|
// Send an AnimationMessage only if there are dirty AnimationStates to send
|
|
if (m_AnimationMessage.IsDirtyCount > 0)
|
|
{
|
|
if (NetworkManager.DistributedAuthorityMode)
|
|
{
|
|
SendAnimStateRpc(m_AnimationMessage);
|
|
}
|
|
else
|
|
if (!IsServer && IsOwner)
|
|
{
|
|
SendAnimStateServerRpc(m_AnimationMessage);
|
|
}
|
|
else
|
|
{
|
|
// Just notify all remote clients and not the local server
|
|
m_ClientSendList.Clear();
|
|
foreach (var clientId in NetworkManager.ConnectedClientsIds)
|
|
{
|
|
if (clientId == NetworkManager.LocalClientId || !NetworkObject.Observers.Contains(clientId))
|
|
{
|
|
continue;
|
|
}
|
|
m_ClientSendList.Add(clientId);
|
|
}
|
|
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
|
|
SendAnimStateClientRpc(m_AnimationMessage, m_ClientRpcParams);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void SendParametersUpdate(ClientRpcParams clientRpcParams = default, bool sendDirect = false)
|
|
{
|
|
WriteParameters(ref m_ParameterWriter);
|
|
|
|
var parametersMessage = new ParametersUpdateMessage
|
|
{
|
|
Parameters = m_ParameterWriter.ToArray()
|
|
};
|
|
if (NetworkManager.DistributedAuthorityMode)
|
|
{
|
|
if (IsOwner)
|
|
{
|
|
SendParametersUpdateRpc(parametersMessage);
|
|
}
|
|
else
|
|
{
|
|
Debug.LogError($"[{name}][Client-{NetworkManager.LocalClientId}] Attempting to send parameter updates but not the owner!");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!IsServer)
|
|
{
|
|
SendParametersUpdateServerRpc(parametersMessage);
|
|
}
|
|
else
|
|
{
|
|
if (sendDirect)
|
|
{
|
|
SendParametersUpdateClientRpc(parametersMessage, clientRpcParams);
|
|
}
|
|
else
|
|
{
|
|
m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersMessage, clientRpcParams);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper function to get the cached value
|
|
/// </summary>
|
|
private unsafe T GetValue<T>(ref AnimatorParamCache animatorParamCache)
|
|
{
|
|
T currentValue;
|
|
fixed (void* value = animatorParamCache.Value)
|
|
{
|
|
currentValue = UnsafeUtility.ReadArrayElement<T>(value, 0);
|
|
}
|
|
return currentValue;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if any of the Animator's parameters have changed
|
|
/// If so, it fills out m_ParametersToUpdate with the indices of the parameters
|
|
/// that have changed. Returns true if any parameters changed.
|
|
/// </summary>
|
|
private unsafe bool CheckParametersChanged()
|
|
{
|
|
m_ParametersToUpdate.Clear();
|
|
for (int i = 0; i < m_CachedAnimatorParameters.Length; i++)
|
|
{
|
|
ref var cacheValue = ref UnsafeUtility.ArrayElementAsRef<AnimatorParamCache>(m_CachedAnimatorParameters.GetUnsafePtr(), i);
|
|
|
|
// If a parameter gets controlled by a curve during runtime after initialization of NetworkAnimator
|
|
// then ignore changes to this parameter. We are not removing the parameter in the event that
|
|
// it no longer is controlled by a curve.
|
|
if (m_Animator.IsParameterControlledByCurve(cacheValue.Hash))
|
|
{
|
|
continue;
|
|
}
|
|
var hash = cacheValue.Hash;
|
|
if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterInt)
|
|
{
|
|
var valueInt = m_Animator.GetInteger(hash);
|
|
var currentValue = GetValue<int>(ref cacheValue);
|
|
if (currentValue != valueInt)
|
|
{
|
|
m_ParametersToUpdate.Add(i);
|
|
continue;
|
|
}
|
|
}
|
|
else if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterBool)
|
|
{
|
|
var valueBool = m_Animator.GetBool(hash);
|
|
var currentValue = GetValue<bool>(ref cacheValue);
|
|
if (currentValue != valueBool)
|
|
{
|
|
m_ParametersToUpdate.Add(i);
|
|
continue;
|
|
}
|
|
}
|
|
else if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterFloat)
|
|
{
|
|
var valueFloat = m_Animator.GetFloat(hash);
|
|
var currentValue = GetValue<float>(ref cacheValue);
|
|
if (currentValue != valueFloat)
|
|
{
|
|
m_ParametersToUpdate.Add(i);
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
return m_ParametersToUpdate.Count > 0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Writes all of the Animator's parameters
|
|
/// This uses the m_ParametersToUpdate list to write out only
|
|
/// the parameters that have changed
|
|
/// </summary>
|
|
private unsafe void WriteParameters(ref FastBufferWriter writer)
|
|
{
|
|
writer.Seek(0);
|
|
writer.Truncate();
|
|
// Write out how many parameter entries to read
|
|
BytePacker.WriteValuePacked(writer, (uint)m_ParametersToUpdate.Count);
|
|
foreach (var parameterIndex in m_ParametersToUpdate)
|
|
{
|
|
ref var cacheValue = ref UnsafeUtility.ArrayElementAsRef<AnimatorParamCache>(m_CachedAnimatorParameters.GetUnsafePtr(), parameterIndex);
|
|
var hash = cacheValue.Hash;
|
|
BytePacker.WriteValuePacked(writer, (uint)parameterIndex);
|
|
if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterInt)
|
|
{
|
|
var valueInt = m_Animator.GetInteger(hash);
|
|
fixed (void* value = cacheValue.Value)
|
|
{
|
|
UnsafeUtility.WriteArrayElement(value, 0, valueInt);
|
|
BytePacker.WriteValuePacked(writer, (uint)valueInt);
|
|
}
|
|
}
|
|
else // Note: Triggers are treated like boolean values
|
|
if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterBool)
|
|
{
|
|
var valueBool = m_Animator.GetBool(hash);
|
|
fixed (void* value = cacheValue.Value)
|
|
{
|
|
UnsafeUtility.WriteArrayElement(value, 0, valueBool);
|
|
BytePacker.WriteValuePacked(writer, valueBool);
|
|
}
|
|
}
|
|
else if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterFloat)
|
|
{
|
|
var valueFloat = m_Animator.GetFloat(hash);
|
|
fixed (void* value = cacheValue.Value)
|
|
{
|
|
UnsafeUtility.WriteArrayElement(value, 0, valueFloat);
|
|
BytePacker.WriteValuePacked(writer, valueFloat);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reads all parameters that were updated and applies the values
|
|
/// </summary>
|
|
private unsafe void ReadParameters(FastBufferReader reader)
|
|
{
|
|
ByteUnpacker.ReadValuePacked(reader, out uint totalParametersToRead);
|
|
var totalParametersRead = 0;
|
|
|
|
while (totalParametersRead < totalParametersToRead)
|
|
{
|
|
ByteUnpacker.ReadValuePacked(reader, out uint parameterIndex);
|
|
ref var cacheValue = ref UnsafeUtility.ArrayElementAsRef<AnimatorParamCache>(m_CachedAnimatorParameters.GetUnsafePtr(), (int)parameterIndex);
|
|
var hash = cacheValue.Hash;
|
|
if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterInt)
|
|
{
|
|
ByteUnpacker.ReadValuePacked(reader, out uint newValue);
|
|
m_Animator.SetInteger(hash, (int)newValue);
|
|
fixed (void* value = cacheValue.Value)
|
|
{
|
|
UnsafeUtility.WriteArrayElement(value, 0, newValue);
|
|
}
|
|
}
|
|
else if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterBool)
|
|
{
|
|
ByteUnpacker.ReadValuePacked(reader, out bool newBoolValue);
|
|
m_Animator.SetBool(hash, newBoolValue);
|
|
fixed (void* value = cacheValue.Value)
|
|
{
|
|
UnsafeUtility.WriteArrayElement(value, 0, newBoolValue);
|
|
}
|
|
}
|
|
else if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterFloat)
|
|
{
|
|
ByteUnpacker.ReadValuePacked(reader, out float newFloatValue);
|
|
m_Animator.SetFloat(hash, newFloatValue);
|
|
fixed (void* value = cacheValue.Value)
|
|
{
|
|
UnsafeUtility.WriteArrayElement(value, 0, newFloatValue);
|
|
}
|
|
}
|
|
totalParametersRead++;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Applies the ParametersUpdateMessage state to the Animator
|
|
/// </summary>
|
|
internal unsafe void UpdateParameters(ref ParametersUpdateMessage parametersUpdate)
|
|
{
|
|
if (parametersUpdate.Parameters != null && parametersUpdate.Parameters.Length != 0)
|
|
{
|
|
// We use a fixed value here to avoid the copy of data from the byte buffer since we own the data
|
|
fixed (byte* parameters = parametersUpdate.Parameters)
|
|
{
|
|
var reader = new FastBufferReader(parameters, Allocator.None, parametersUpdate.Parameters.Length);
|
|
ReadParameters(reader);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Applies the AnimationState state to the Animator
|
|
/// </summary>
|
|
internal void UpdateAnimationState(AnimationState animationState)
|
|
{
|
|
// Handle updating layer weights first.
|
|
if (animationState.Layer < m_LayerWeights.Length)
|
|
{
|
|
if (m_LayerWeights[animationState.Layer] != animationState.Weight)
|
|
{
|
|
m_Animator.SetLayerWeight(animationState.Layer, animationState.Weight);
|
|
m_LayerWeights[animationState.Layer] = animationState.Weight;
|
|
}
|
|
}
|
|
|
|
// If there is no state transition then return
|
|
if (animationState.StateHash == 0 && !animationState.Transition)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var currentState = m_Animator.GetCurrentAnimatorStateInfo(animationState.Layer);
|
|
// If it is a transition, then we are synchronizing transitions in progress when a client late joins
|
|
if (animationState.Transition && !animationState.CrossFade)
|
|
{
|
|
// We should have all valid entries for any animation state transition update
|
|
// Verify the AnimationState's assigned Layer exists
|
|
if (m_DestinationStateToTransitioninfo.ContainsKey(animationState.Layer))
|
|
{
|
|
// Verify the inner-table has the destination AnimationState name hash
|
|
if (m_DestinationStateToTransitioninfo[animationState.Layer].ContainsKey(animationState.DestinationStateHash))
|
|
{
|
|
// Make sure we are on the originating/starting state we are going to cross fade into
|
|
if (currentState.shortNameHash == animationState.StateHash)
|
|
{
|
|
// Get the transition state information
|
|
var transitionStateInfo = m_DestinationStateToTransitioninfo[animationState.Layer][animationState.DestinationStateHash];
|
|
|
|
// Cross fade from the current to the destination state for the transitions duration while starting at the server's current normalized time of the transition
|
|
m_Animator.CrossFade(transitionStateInfo.DestinationState, transitionStateInfo.TransitionDuration, transitionStateInfo.Layer, 0.0f, animationState.NormalizedTime);
|
|
}
|
|
else if (NetworkManager.LogLevel == LogLevel.Developer)
|
|
{
|
|
NetworkLog.LogWarning($"Current State Hash ({currentState.fullPathHash}) != AnimationState.StateHash ({animationState.StateHash})");
|
|
}
|
|
}
|
|
else if (NetworkManager.LogLevel == LogLevel.Developer)
|
|
{
|
|
NetworkLog.LogError($"[DestinationState To Transition Info] Layer ({animationState.Layer}) sub-table does not contain destination state ({animationState.DestinationStateHash})!");
|
|
}
|
|
}
|
|
// For reference, it is valid to have no transition information
|
|
//else if (NetworkManager.LogLevel == LogLevel.Developer)
|
|
//{
|
|
// NetworkLog.LogError($"[DestinationState To Transition Info] Layer ({animationState.Layer}) does not exist!");
|
|
//}
|
|
}
|
|
else if (animationState.Transition && animationState.CrossFade)
|
|
{
|
|
m_Animator.CrossFade(animationState.DestinationStateHash, animationState.Duration, animationState.Layer, animationState.NormalizedTime);
|
|
}
|
|
else
|
|
{
|
|
// Make sure we are not just updating the weight of a layer.
|
|
if (currentState.fullPathHash != animationState.StateHash && m_Animator.HasState(animationState.Layer, animationState.StateHash))
|
|
{
|
|
m_Animator.Play(animationState.StateHash, animationState.Layer, animationState.NormalizedTime);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Server-side animator parameter update request
|
|
/// The server sets its local parameters and then forwards the message to the remaining clients
|
|
/// </summary>
|
|
[ServerRpc]
|
|
private unsafe void SendParametersUpdateServerRpc(ParametersUpdateMessage parametersUpdate, ServerRpcParams serverRpcParams = default)
|
|
{
|
|
if (IsServerAuthoritative())
|
|
{
|
|
m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersUpdate);
|
|
}
|
|
else
|
|
{
|
|
if (serverRpcParams.Receive.SenderClientId != OwnerClientId)
|
|
{
|
|
return;
|
|
}
|
|
UpdateParameters(ref parametersUpdate);
|
|
if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
|
|
{
|
|
m_ClientSendList.Clear();
|
|
foreach (var clientId in NetworkManager.ConnectedClientsIds)
|
|
{
|
|
if (clientId == serverRpcParams.Receive.SenderClientId || clientId == NetworkManager.ServerClientId || !NetworkObject.Observers.Contains(clientId))
|
|
{
|
|
continue;
|
|
}
|
|
m_ClientSendList.Add(clientId);
|
|
}
|
|
|
|
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
|
|
m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersUpdate, m_ClientRpcParams);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Distributed Authority: Updates the client's animator's parameters
|
|
/// </summary>
|
|
[Rpc(SendTo.NotAuthority)]
|
|
internal void SendParametersUpdateRpc(ParametersUpdateMessage parametersUpdate)
|
|
{
|
|
m_NetworkAnimatorStateChangeHandler.ProcessParameterUpdate(parametersUpdate);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Client-Server: Updates the client's animator's parameters
|
|
/// </summary>
|
|
[ClientRpc]
|
|
internal void SendParametersUpdateClientRpc(ParametersUpdateMessage parametersUpdate, ClientRpcParams clientRpcParams = default)
|
|
{
|
|
var isServerAuthoritative = IsServerAuthoritative();
|
|
if (!isServerAuthoritative && !IsOwner || isServerAuthoritative)
|
|
{
|
|
m_NetworkAnimatorStateChangeHandler.ProcessParameterUpdate(parametersUpdate);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Server-side animation state update request
|
|
/// The server sets its local state and then forwards the message to the remaining clients
|
|
/// </summary>
|
|
[ServerRpc]
|
|
private void SendAnimStateServerRpc(AnimationMessage animationMessage, ServerRpcParams serverRpcParams = default)
|
|
{
|
|
if (IsServerAuthoritative())
|
|
{
|
|
m_NetworkAnimatorStateChangeHandler.SendAnimationUpdate(animationMessage);
|
|
}
|
|
else
|
|
{
|
|
if (serverRpcParams.Receive.SenderClientId != OwnerClientId)
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (var animationState in animationMessage.AnimationStates)
|
|
{
|
|
UpdateAnimationState(animationState);
|
|
}
|
|
|
|
if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
|
|
{
|
|
m_ClientSendList.Clear();
|
|
foreach (var clientId in NetworkManager.ConnectedClientsIds)
|
|
{
|
|
if (clientId == serverRpcParams.Receive.SenderClientId || clientId == NetworkManager.ServerClientId || !NetworkObject.Observers.Contains(clientId))
|
|
{
|
|
continue;
|
|
}
|
|
m_ClientSendList.Add(clientId);
|
|
}
|
|
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
|
|
m_NetworkAnimatorStateChangeHandler.SendAnimationUpdate(animationMessage, m_ClientRpcParams);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Client-Server: Internally-called RPC client-side receiving function to update animation states
|
|
/// </summary>
|
|
[ClientRpc]
|
|
internal void SendAnimStateClientRpc(AnimationMessage animationMessage, ClientRpcParams clientRpcParams = default)
|
|
{
|
|
ProcessAnimStates(animationMessage);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Distributed Authority: Internally-called RPC non-authority receiving function to update animation states
|
|
/// </summary>
|
|
[Rpc(SendTo.NotAuthority)]
|
|
internal void SendAnimStateRpc(AnimationMessage animationMessage)
|
|
{
|
|
ProcessAnimStates(animationMessage);
|
|
}
|
|
|
|
private void ProcessAnimStates(AnimationMessage animationMessage)
|
|
{
|
|
if (HasAuthority)
|
|
{
|
|
if (NetworkManager.LogLevel == LogLevel.Developer)
|
|
{
|
|
var hostOrOwner = NetworkManager.DistributedAuthorityMode ? "Owner" : "Host";
|
|
var clientServerOrDAMode = NetworkManager.DistributedAuthorityMode ? "distributed authority" : "client-server";
|
|
NetworkLog.LogWarning($"Detected the {hostOrOwner} is sending itself animation updates in {clientServerOrDAMode} mode! Please report this issue.");
|
|
}
|
|
return;
|
|
}
|
|
|
|
foreach (var animationState in animationMessage.AnimationStates)
|
|
{
|
|
UpdateAnimationState(animationState);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
/// Server-side trigger state update request
|
|
/// The server sets its local state and then forwards the message to the remaining clients
|
|
/// </summary>
|
|
[ServerRpc]
|
|
internal void SendAnimTriggerServerRpc(AnimationTriggerMessage animationTriggerMessage, ServerRpcParams serverRpcParams = default)
|
|
{
|
|
// Ignore if a non-owner sent this.
|
|
if (serverRpcParams.Receive.SenderClientId != OwnerClientId)
|
|
{
|
|
if (NetworkManager.LogLevel == LogLevel.Developer)
|
|
{
|
|
NetworkLog.LogWarning($"[Owner Authoritative] Detected the a non-authoritative client is sending the server animation trigger updates. If you recently changed ownership of the {name} object, then this could be the reason.");
|
|
}
|
|
return;
|
|
}
|
|
|
|
// set the trigger locally on the server
|
|
InternalSetTrigger(animationTriggerMessage.Hash, animationTriggerMessage.IsTriggerSet);
|
|
|
|
m_ClientSendList.Clear();
|
|
foreach (var clientId in NetworkManager.ConnectedClientsIds)
|
|
{
|
|
if (clientId == NetworkManager.ServerClientId || !NetworkObject.Observers.Contains(clientId))
|
|
{
|
|
continue;
|
|
}
|
|
m_ClientSendList.Add(clientId);
|
|
}
|
|
if (IsServerAuthoritative())
|
|
{
|
|
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animationTriggerMessage, m_ClientRpcParams);
|
|
}
|
|
else if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
|
|
{
|
|
m_ClientSendList.Remove(serverRpcParams.Receive.SenderClientId);
|
|
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animationTriggerMessage, m_ClientRpcParams);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// See above <see cref="m_LastTriggerHash"/>
|
|
/// </summary>
|
|
private void InternalSetTrigger(int hash, bool isSet = true)
|
|
{
|
|
m_Animator.SetBool(hash, isSet);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Distributed Authority: Internally-called RPC client receiving function to update a trigger when the server wants to forward
|
|
/// a trigger to a client
|
|
/// </summary>
|
|
/// <param name="animationTriggerMessage">the payload containing the trigger data to apply</param>
|
|
[Rpc(SendTo.NotAuthority)]
|
|
internal void SendAnimTriggerRpc(AnimationTriggerMessage animationTriggerMessage)
|
|
{
|
|
InternalSetTrigger(animationTriggerMessage.Hash, animationTriggerMessage.IsTriggerSet);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Client Server: Internally-called RPC client receiving function to update a trigger when the server wants to forward
|
|
/// a trigger to a client
|
|
/// </summary>
|
|
/// <param name="animationTriggerMessage">the payload containing the trigger data to apply</param>
|
|
/// <param name="clientRpcParams">unused</param>
|
|
[ClientRpc]
|
|
internal void SendAnimTriggerClientRpc(AnimationTriggerMessage animationTriggerMessage, ClientRpcParams clientRpcParams = default)
|
|
{
|
|
InternalSetTrigger(animationTriggerMessage.Hash, animationTriggerMessage.IsTriggerSet);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the trigger for the associated animation
|
|
/// </summary>
|
|
/// <param name="triggerName">The string name of the trigger to activate</param>
|
|
public void SetTrigger(string triggerName)
|
|
{
|
|
SetTrigger(Animator.StringToHash(triggerName));
|
|
}
|
|
|
|
/// <inheritdoc cref="SetTrigger(string)" />
|
|
/// <param name="hash">The hash for the trigger to activate</param>
|
|
/// <param name="setTrigger">sets (true) or resets (false) the trigger. The default is to set it (true).</param>
|
|
public void SetTrigger(int hash, bool setTrigger = true)
|
|
{
|
|
if (!IsSpawned)
|
|
{
|
|
NetworkLog.LogError($"[{gameObject.name}] Cannot set a synchronized trigger when the {nameof(NetworkObject)} is not spawned!");
|
|
return;
|
|
}
|
|
|
|
// MTT-3564:
|
|
// After fixing the issue with trigger controlled Transitions being synchronized twice,
|
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// it exposed additional issues with this logic. Now, either the owner or the server can
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// update triggers. Since server-side RPCs are immediately invoked, for a host a trigger
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// will happen when SendAnimTriggerClientRpc is called. For a client owner, we call the
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// SendAnimTriggerServerRpc and then trigger locally when running in owner authority mode.
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var animTriggerMessage = new AnimationTriggerMessage() { Hash = hash, IsTriggerSet = setTrigger };
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if (NetworkManager.DistributedAuthorityMode && HasAuthority)
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|
{
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|
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animTriggerMessage);
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InternalSetTrigger(hash, setTrigger);
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}
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|
else if (!NetworkManager.DistributedAuthorityMode && (IsOwner || IsServer))
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|
{
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|
if (IsServer)
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|
{
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|
/// <see cref="UpdatePendingTriggerStates"/> as to why we queue
|
|
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animTriggerMessage);
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|
if (!IsHost)
|
|
{
|
|
InternalSetTrigger(hash, setTrigger);
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|
}
|
|
}
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|
else
|
|
{
|
|
/// <see cref="UpdatePendingTriggerStates"/> as to why we queue
|
|
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToServer(animTriggerMessage);
|
|
if (!IsServerAuthoritative())
|
|
{
|
|
InternalSetTrigger(hash, setTrigger);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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)
|
|
{
|
|
ResetTrigger(Animator.StringToHash(triggerName));
|
|
}
|
|
|
|
/// <inheritdoc cref="ResetTrigger(string)" path="summary" />
|
|
/// <param name="hash">The hash for the trigger to activate</param>
|
|
public void ResetTrigger(int hash)
|
|
{
|
|
SetTrigger(hash, false);
|
|
}
|
|
}
|
|
}
|
|
// COM_UNITY_MODULES_ANIMATION
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|
#endif
|