2018-06-07 13:41:08 +00:00
#if ENABLE_UNET
using System ;
using UnityEngine ;
namespace UnityEngine.Networking
{
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkTransform")]
public class NetworkTransform : NetworkBehaviour
{
public enum TransformSyncMode
{
SyncNone = 0 ,
SyncTransform = 1 ,
SyncRigidbody2D = 2 ,
SyncRigidbody3D = 3 ,
SyncCharacterController = 4
}
public enum AxisSyncMode
{
None ,
AxisX ,
AxisY ,
AxisZ ,
AxisXY ,
AxisXZ ,
AxisYZ ,
AxisXYZ
}
public enum CompressionSyncMode
{
None ,
Low ,
High
}
public delegate bool ClientMoveCallback3D ( ref Vector3 position , ref Vector3 velocity , ref Quaternion rotation ) ;
public delegate bool ClientMoveCallback2D ( ref Vector2 position , ref Vector2 velocity , ref float rotation ) ;
[SerializeField] TransformSyncMode m_TransformSyncMode = TransformSyncMode . SyncNone ;
[SerializeField] float m_SendInterval = 0.1f ;
[SerializeField] AxisSyncMode m_SyncRotationAxis = AxisSyncMode . AxisXYZ ;
[SerializeField] CompressionSyncMode m_RotationSyncCompression = CompressionSyncMode . None ;
[SerializeField] bool m_SyncSpin ;
[SerializeField] float m_MovementTheshold = 0.001f ;
[SerializeField] float m_VelocityThreshold = 0.0001f ;
[SerializeField] float m_SnapThreshold = 5.0f ;
[SerializeField] float m_InterpolateRotation = 1.0f ;
[SerializeField] float m_InterpolateMovement = 1.0f ;
[SerializeField] ClientMoveCallback3D m_ClientMoveCallback3D ;
[SerializeField] ClientMoveCallback2D m_ClientMoveCallback2D ;
Rigidbody m_RigidBody3D ;
Rigidbody2D m_RigidBody2D ;
CharacterController m_CharacterController ;
bool m_Grounded = true ;
// movement smoothing
Vector3 m_TargetSyncPosition ;
Vector3 m_TargetSyncVelocity ;
Vector3 m_FixedPosDiff ;
Quaternion m_TargetSyncRotation3D ;
Vector3 m_TargetSyncAngularVelocity3D ;
float m_TargetSyncRotation2D ;
float m_TargetSyncAngularVelocity2D ;
float m_LastClientSyncTime ; // last time client received a sync from server
float m_LastClientSendTime ; // last time client send a sync to server
Vector3 m_PrevPosition ;
Quaternion m_PrevRotation ;
float m_PrevRotation2D ;
float m_PrevVelocity ;
const float k_LocalMovementThreshold = 0.00001f ;
const float k_LocalRotationThreshold = 0.00001f ;
const float k_LocalVelocityThreshold = 0.00001f ;
const float k_MoveAheadRatio = 0.1f ;
NetworkWriter m_LocalTransformWriter ;
// settings
public TransformSyncMode transformSyncMode { get { return m_TransformSyncMode ; } set { m_TransformSyncMode = value ; } }
public float sendInterval { get { return m_SendInterval ; } set { m_SendInterval = value ; } }
public AxisSyncMode syncRotationAxis { get { return m_SyncRotationAxis ; } set { m_SyncRotationAxis = value ; } }
public CompressionSyncMode rotationSyncCompression { get { return m_RotationSyncCompression ; } set { m_RotationSyncCompression = value ; } }
public bool syncSpin { get { return m_SyncSpin ; } set { m_SyncSpin = value ; } }
public float movementTheshold { get { return m_MovementTheshold ; } set { m_MovementTheshold = value ; } }
public float velocityThreshold { get { return m_VelocityThreshold ; } set { m_VelocityThreshold = value ; } }
public float snapThreshold { get { return m_SnapThreshold ; } set { m_SnapThreshold = value ; } }
public float interpolateRotation { get { return m_InterpolateRotation ; } set { m_InterpolateRotation = value ; } }
public float interpolateMovement { get { return m_InterpolateMovement ; } set { m_InterpolateMovement = value ; } }
public ClientMoveCallback3D clientMoveCallback3D { get { return m_ClientMoveCallback3D ; } set { m_ClientMoveCallback3D = value ; } }
public ClientMoveCallback2D clientMoveCallback2D { get { return m_ClientMoveCallback2D ; } set { m_ClientMoveCallback2D = value ; } }
// runtime data
public CharacterController characterContoller { get { return m_CharacterController ; } }
public Rigidbody rigidbody3D { get { return m_RigidBody3D ; } }
#if ! PLATFORM_WINRT
new
#endif
public Rigidbody2D rigidbody2D { get { return m_RigidBody2D ; } }
public float lastSyncTime { get { return m_LastClientSyncTime ; } }
public Vector3 targetSyncPosition { get { return m_TargetSyncPosition ; } }
public Vector3 targetSyncVelocity { get { return m_TargetSyncVelocity ; } }
public Quaternion targetSyncRotation3D { get { return m_TargetSyncRotation3D ; } }
public float targetSyncRotation2D { get { return m_TargetSyncRotation2D ; } }
public bool grounded { get { return m_Grounded ; } set { m_Grounded = value ; } }
void OnValidate ( )
{
if ( m_TransformSyncMode < TransformSyncMode . SyncNone | | m_TransformSyncMode > TransformSyncMode . SyncCharacterController )
{
m_TransformSyncMode = TransformSyncMode . SyncTransform ;
}
if ( m_SendInterval < 0 )
{
m_SendInterval = 0 ;
}
if ( m_SyncRotationAxis < AxisSyncMode . None | | m_SyncRotationAxis > AxisSyncMode . AxisXYZ )
{
m_SyncRotationAxis = AxisSyncMode . None ;
}
if ( m_MovementTheshold < 0 )
{
m_MovementTheshold = 0.00f ;
}
if ( m_VelocityThreshold < 0 )
{
m_VelocityThreshold = 0.00f ;
}
if ( m_SnapThreshold < 0 )
{
m_SnapThreshold = 0.01f ;
}
if ( m_InterpolateRotation < 0 )
{
m_InterpolateRotation = 0.01f ;
}
if ( m_InterpolateMovement < 0 )
{
m_InterpolateMovement = 0.01f ;
}
}
void Awake ( )
{
m_RigidBody3D = GetComponent < Rigidbody > ( ) ;
m_RigidBody2D = GetComponent < Rigidbody2D > ( ) ;
m_CharacterController = GetComponent < CharacterController > ( ) ;
m_PrevPosition = transform . position ;
m_PrevRotation = transform . rotation ;
m_PrevVelocity = 0 ;
// cache these to avoid per-frame allocations.
if ( localPlayerAuthority )
{
m_LocalTransformWriter = new NetworkWriter ( ) ;
}
}
public override void OnStartServer ( )
{
m_LastClientSyncTime = 0 ;
}
public override bool OnSerialize ( NetworkWriter writer , bool initialState )
{
if ( initialState )
{
// always write initial state, no dirty bits
}
else if ( syncVarDirtyBits = = 0 )
{
writer . WritePackedUInt32 ( 0 ) ;
return false ;
}
else
{
// dirty bits
writer . WritePackedUInt32 ( 1 ) ;
}
switch ( transformSyncMode )
{
case TransformSyncMode . SyncNone :
{
return false ;
}
case TransformSyncMode . SyncTransform :
{
SerializeModeTransform ( writer ) ;
break ;
}
case TransformSyncMode . SyncRigidbody3D :
{
SerializeMode3D ( writer ) ;
break ;
}
case TransformSyncMode . SyncRigidbody2D :
{
SerializeMode2D ( writer ) ;
break ;
}
case TransformSyncMode . SyncCharacterController :
{
SerializeModeCharacterController ( writer ) ;
break ;
}
}
return true ;
}
void SerializeModeTransform ( NetworkWriter writer )
{
// position
writer . Write ( transform . position ) ;
// no velocity
// rotation
if ( m_SyncRotationAxis ! = AxisSyncMode . None )
{
SerializeRotation3D ( writer , transform . rotation , syncRotationAxis , rotationSyncCompression ) ;
}
// no spin
m_PrevPosition = transform . position ;
m_PrevRotation = transform . rotation ;
m_PrevVelocity = 0 ;
}
void VerifySerializeComponentExists ( )
{
bool throwError = false ;
Type componentMissing = null ;
switch ( transformSyncMode )
{
case TransformSyncMode . SyncCharacterController :
if ( ! m_CharacterController & & ! ( m_CharacterController = GetComponent < CharacterController > ( ) ) )
{
throwError = true ;
componentMissing = typeof ( CharacterController ) ;
}
break ;
case TransformSyncMode . SyncRigidbody2D :
if ( ! m_RigidBody2D & & ! ( m_RigidBody2D = GetComponent < Rigidbody2D > ( ) ) )
{
throwError = true ;
componentMissing = typeof ( Rigidbody2D ) ;
}
break ;
case TransformSyncMode . SyncRigidbody3D :
if ( ! m_RigidBody3D & & ! ( m_RigidBody3D = GetComponent < Rigidbody > ( ) ) )
{
throwError = true ;
componentMissing = typeof ( Rigidbody ) ;
}
break ;
}
if ( throwError & & componentMissing ! = null )
{
throw new InvalidOperationException ( string . Format ( "transformSyncMode set to {0} but no {1} component was found, did you call NetworkServer.Spawn on a prefab?" , transformSyncMode , componentMissing . Name ) ) ;
}
}
void SerializeMode3D ( NetworkWriter writer )
{
VerifySerializeComponentExists ( ) ;
if ( isServer & & m_LastClientSyncTime ! = 0 )
{
// target position
writer . Write ( m_TargetSyncPosition ) ;
// target velocity
SerializeVelocity3D ( writer , m_TargetSyncVelocity , CompressionSyncMode . None ) ;
if ( syncRotationAxis ! = AxisSyncMode . None )
{
// target rotation
SerializeRotation3D ( writer , m_TargetSyncRotation3D , syncRotationAxis , rotationSyncCompression ) ;
}
}
else
{
// current position
writer . Write ( m_RigidBody3D . position ) ;
// current velocity
SerializeVelocity3D ( writer , m_RigidBody3D . velocity , CompressionSyncMode . None ) ;
if ( syncRotationAxis ! = AxisSyncMode . None )
{
// current rotation
SerializeRotation3D ( writer , m_RigidBody3D . rotation , syncRotationAxis , rotationSyncCompression ) ;
}
}
// spin
if ( m_SyncSpin )
{
SerializeSpin3D ( writer , m_RigidBody3D . angularVelocity , syncRotationAxis , rotationSyncCompression ) ;
}
m_PrevPosition = m_RigidBody3D . position ;
m_PrevRotation = transform . rotation ;
m_PrevVelocity = m_RigidBody3D . velocity . sqrMagnitude ;
}
void SerializeModeCharacterController ( NetworkWriter writer )
{
VerifySerializeComponentExists ( ) ;
if ( isServer & & m_LastClientSyncTime ! = 0 )
{
// target position
writer . Write ( m_TargetSyncPosition ) ;
// no velocity
if ( syncRotationAxis ! = AxisSyncMode . None )
{
// target rotation
SerializeRotation3D ( writer , m_TargetSyncRotation3D , syncRotationAxis , rotationSyncCompression ) ;
}
}
else
{
// current position
writer . Write ( transform . position ) ;
// no velocity
if ( syncRotationAxis ! = AxisSyncMode . None )
{
// current rotation
SerializeRotation3D ( writer , transform . rotation , syncRotationAxis , rotationSyncCompression ) ;
}
}
// no spin
m_PrevPosition = transform . position ;
m_PrevRotation = transform . rotation ;
m_PrevVelocity = 0 ;
}
void SerializeMode2D ( NetworkWriter writer )
{
VerifySerializeComponentExists ( ) ;
if ( isServer & & m_LastClientSyncTime ! = 0 )
{
// target position
writer . Write ( ( Vector2 ) m_TargetSyncPosition ) ;
// target velocity
SerializeVelocity2D ( writer , m_TargetSyncVelocity , CompressionSyncMode . None ) ;
// target rotation
if ( syncRotationAxis ! = AxisSyncMode . None )
{
float orientation = m_TargetSyncRotation2D % 360 ;
if ( orientation < 0 ) orientation + = 360 ;
SerializeRotation2D ( writer , orientation , rotationSyncCompression ) ;
}
}
else
{
// current position
writer . Write ( m_RigidBody2D . position ) ;
// current velocity
SerializeVelocity2D ( writer , m_RigidBody2D . velocity , CompressionSyncMode . None ) ;
// current rotation
if ( syncRotationAxis ! = AxisSyncMode . None )
{
float orientation = m_RigidBody2D . rotation % 360 ;
if ( orientation < 0 ) orientation + = 360 ;
SerializeRotation2D ( writer , orientation , rotationSyncCompression ) ;
}
}
// spin
if ( m_SyncSpin )
{
SerializeSpin2D ( writer , m_RigidBody2D . angularVelocity , rotationSyncCompression ) ;
}
m_PrevPosition = m_RigidBody2D . position ;
m_PrevRotation = transform . rotation ;
m_PrevVelocity = m_RigidBody2D . velocity . sqrMagnitude ;
}
public override void OnDeserialize ( NetworkReader reader , bool initialState )
{
if ( isServer & & NetworkServer . localClientActive )
return ;
if ( ! initialState )
{
if ( reader . ReadPackedUInt32 ( ) = = 0 )
return ;
}
switch ( transformSyncMode )
{
case TransformSyncMode . SyncNone :
{
return ;
}
case TransformSyncMode . SyncTransform :
{
UnserializeModeTransform ( reader , initialState ) ;
break ;
}
case TransformSyncMode . SyncRigidbody3D :
{
UnserializeMode3D ( reader , initialState ) ;
break ;
}
case TransformSyncMode . SyncRigidbody2D :
{
UnserializeMode2D ( reader , initialState ) ;
break ;
}
case TransformSyncMode . SyncCharacterController :
{
UnserializeModeCharacterController ( reader , initialState ) ;
break ;
}
}
m_LastClientSyncTime = Time . time ;
}
void UnserializeModeTransform ( NetworkReader reader , bool initialState )
{
if ( hasAuthority )
{
// this component must read the data that the server wrote, even if it ignores it.
// otherwise the NetworkReader stream will still contain that data for the next component.
// position
reader . ReadVector3 ( ) ;
if ( syncRotationAxis ! = AxisSyncMode . None )
{
UnserializeRotation3D ( reader , syncRotationAxis , rotationSyncCompression ) ;
}
return ;
}
if ( isServer & & m_ClientMoveCallback3D ! = null )
{
var pos = reader . ReadVector3 ( ) ;
var vel = Vector3 . zero ;
var rot = Quaternion . identity ;
if ( syncRotationAxis ! = AxisSyncMode . None )
{
rot = UnserializeRotation3D ( reader , syncRotationAxis , rotationSyncCompression ) ;
}
if ( m_ClientMoveCallback3D ( ref pos , ref vel , ref rot ) )
{
transform . position = pos ;
if ( syncRotationAxis ! = AxisSyncMode . None )
{
transform . rotation = rot ;
}
}
else
{
// rejected by callback
return ;
}
}
else
{
// position
transform . position = reader . ReadVector3 ( ) ;
// no velocity
// rotation
if ( syncRotationAxis ! = AxisSyncMode . None )
{
transform . rotation = UnserializeRotation3D ( reader , syncRotationAxis , rotationSyncCompression ) ;
}
// no spin
}
}
void UnserializeMode3D ( NetworkReader reader , bool initialState )
{
if ( hasAuthority )
{
// this component must read the data that the server wrote, even if it ignores it.
// otherwise the NetworkReader stream will still contain that data for the next component.
// position
reader . ReadVector3 ( ) ;
// velocity
reader . ReadVector3 ( ) ;
if ( syncRotationAxis ! = AxisSyncMode . None )
{
UnserializeRotation3D ( reader , syncRotationAxis , rotationSyncCompression ) ;
}
if ( syncSpin )
{
UnserializeSpin3D ( reader , syncRotationAxis , rotationSyncCompression ) ;
}
return ;
}
if ( isServer & & m_ClientMoveCallback3D ! = null )
{
var pos = reader . ReadVector3 ( ) ;
var vel = reader . ReadVector3 ( ) ;
Quaternion rot = Quaternion . identity ;
if ( syncRotationAxis ! = AxisSyncMode . None )
{
rot = UnserializeRotation3D ( reader , syncRotationAxis , rotationSyncCompression ) ;
}
if ( m_ClientMoveCallback3D ( ref pos , ref vel , ref rot ) )
{
m_TargetSyncPosition = pos ;
m_TargetSyncVelocity = vel ;
if ( syncRotationAxis ! = AxisSyncMode . None )
{
m_TargetSyncRotation3D = rot ;
}
}
else
{
// rejected by callback
return ;
}
}
else
{
// position
m_TargetSyncPosition = reader . ReadVector3 ( ) ;
// velocity
m_TargetSyncVelocity = reader . ReadVector3 ( ) ;
// rotation
if ( syncRotationAxis ! = AxisSyncMode . None )
{
m_TargetSyncRotation3D = UnserializeRotation3D ( reader , syncRotationAxis , rotationSyncCompression ) ;
}
}
// spin
if ( syncSpin )
{
m_TargetSyncAngularVelocity3D = UnserializeSpin3D ( reader , syncRotationAxis , rotationSyncCompression ) ;
}
if ( m_RigidBody3D = = null )
return ;
if ( isServer & & ! isClient )
{
// dedicated server needs to apply immediately, there is no interpolation
m_RigidBody3D . MovePosition ( m_TargetSyncPosition ) ;
m_RigidBody3D . MoveRotation ( m_TargetSyncRotation3D ) ;
m_RigidBody3D . velocity = m_TargetSyncVelocity ;
return ;
}
// handle zero send rate
if ( GetNetworkSendInterval ( ) = = 0 )
{
m_RigidBody3D . MovePosition ( m_TargetSyncPosition ) ;
m_RigidBody3D . velocity = m_TargetSyncVelocity ;
if ( syncRotationAxis ! = AxisSyncMode . None )
{
m_RigidBody3D . MoveRotation ( m_TargetSyncRotation3D ) ;
}
if ( syncSpin )
{
m_RigidBody3D . angularVelocity = m_TargetSyncAngularVelocity3D ;
}
return ;
}
// handle position snap threshold
float dist = ( m_RigidBody3D . position - m_TargetSyncPosition ) . magnitude ;
if ( dist > snapThreshold )
{
m_RigidBody3D . position = m_TargetSyncPosition ;
m_RigidBody3D . velocity = m_TargetSyncVelocity ;
}
// handle no rotation interpolation
if ( interpolateRotation = = 0 & & syncRotationAxis ! = AxisSyncMode . None )
{
m_RigidBody3D . rotation = m_TargetSyncRotation3D ;
if ( syncSpin )
{
m_RigidBody3D . angularVelocity = m_TargetSyncAngularVelocity3D ;
}
}
// handle no movement interpolation
if ( m_InterpolateMovement = = 0 )
{
m_RigidBody3D . position = m_TargetSyncPosition ;
}
if ( initialState & & syncRotationAxis ! = AxisSyncMode . None )
{
m_RigidBody3D . rotation = m_TargetSyncRotation3D ;
}
}
void UnserializeMode2D ( NetworkReader reader , bool initialState )
{
if ( hasAuthority )
{
// this component must read the data that the server wrote, even if it ignores it.
// otherwise the NetworkReader stream will still contain that data for the next component.
// position
reader . ReadVector2 ( ) ;
// velocity
reader . ReadVector2 ( ) ;
if ( syncRotationAxis ! = AxisSyncMode . None )
{
UnserializeRotation2D ( reader , rotationSyncCompression ) ;
}
if ( syncSpin )
{
UnserializeSpin2D ( reader , rotationSyncCompression ) ;
}
return ;
}
if ( m_RigidBody2D = = null )
return ;
if ( isServer & & m_ClientMoveCallback2D ! = null )
{
Vector2 pos = reader . ReadVector2 ( ) ;
Vector2 vel = reader . ReadVector2 ( ) ;
float rot = 0 ;
if ( syncRotationAxis ! = AxisSyncMode . None )
{
rot = UnserializeRotation2D ( reader , rotationSyncCompression ) ;
}
if ( m_ClientMoveCallback2D ( ref pos , ref vel , ref rot ) )
{
m_TargetSyncPosition = pos ;
m_TargetSyncVelocity = vel ;
if ( syncRotationAxis ! = AxisSyncMode . None )
{
m_TargetSyncRotation2D = rot ;
}
}
else
{
// rejected by callback
return ;
}
}
else
{
// position
m_TargetSyncPosition = reader . ReadVector2 ( ) ;
// velocity
m_TargetSyncVelocity = reader . ReadVector2 ( ) ;
// rotation
if ( syncRotationAxis ! = AxisSyncMode . None )
{
m_TargetSyncRotation2D = UnserializeRotation2D ( reader , rotationSyncCompression ) ;
}
}
// spin
if ( syncSpin )
{
m_TargetSyncAngularVelocity2D = UnserializeSpin2D ( reader , rotationSyncCompression ) ;
}
if ( isServer & & ! isClient )
{
// dedicated server needs to apply immediately, there is no interpolation
transform . position = m_TargetSyncPosition ;
m_RigidBody2D . MoveRotation ( m_TargetSyncRotation2D ) ;
m_RigidBody2D . velocity = m_TargetSyncVelocity ;
return ;
}
// handle zero send rate
if ( GetNetworkSendInterval ( ) = = 0 )
{
// NOTE: cannot use m_RigidBody2D.MovePosition() and set velocity in the same frame, so use transform.position
transform . position = m_TargetSyncPosition ;
m_RigidBody2D . velocity = m_TargetSyncVelocity ;
if ( syncRotationAxis ! = AxisSyncMode . None )
{
m_RigidBody2D . MoveRotation ( m_TargetSyncRotation2D ) ;
}
if ( syncSpin )
{
m_RigidBody2D . angularVelocity = m_TargetSyncAngularVelocity2D ;
}
return ;
}
// handle position snap threshold
float dist = ( m_RigidBody2D . position - ( Vector2 ) m_TargetSyncPosition ) . magnitude ;
if ( dist > snapThreshold )
{
m_RigidBody2D . position = m_TargetSyncPosition ;
m_RigidBody2D . velocity = m_TargetSyncVelocity ;
}
// handle no rotation interpolation
if ( interpolateRotation = = 0 & & syncRotationAxis ! = AxisSyncMode . None )
{
m_RigidBody2D . rotation = m_TargetSyncRotation2D ;
if ( syncSpin )
{
m_RigidBody2D . angularVelocity = m_TargetSyncAngularVelocity2D ;
}
}
// handle no movement interpolation
if ( m_InterpolateMovement = = 0 )
{
m_RigidBody2D . position = m_TargetSyncPosition ;
}
if ( initialState )
{
m_RigidBody2D . rotation = m_TargetSyncRotation2D ;
}
}
void UnserializeModeCharacterController ( NetworkReader reader , bool initialState )
{
if ( hasAuthority )
{
// this component must read the data that the server wrote, even if it ignores it.
// otherwise the NetworkReader stream will still contain that data for the next component.
// position
reader . ReadVector3 ( ) ;
if ( syncRotationAxis ! = AxisSyncMode . None )
{
UnserializeRotation3D ( reader , syncRotationAxis , rotationSyncCompression ) ;
}
return ;
}
if ( isServer & & m_ClientMoveCallback3D ! = null )
{
var pos = reader . ReadVector3 ( ) ;
Quaternion rot = Quaternion . identity ;
if ( syncRotationAxis ! = AxisSyncMode . None )
{
rot = UnserializeRotation3D ( reader , syncRotationAxis , rotationSyncCompression ) ;
}
if ( m_CharacterController = = null )
return ;
// no velocity in packet, use current local velocity
var vel = m_CharacterController . velocity ;
if ( m_ClientMoveCallback3D ( ref pos , ref vel , ref rot ) )
{
m_TargetSyncPosition = pos ;
m_TargetSyncVelocity = vel ;
if ( syncRotationAxis ! = AxisSyncMode . None )
{
m_TargetSyncRotation3D = rot ;
}
}
else
{
// rejected by callback
return ;
}
}
else
{
// position
m_TargetSyncPosition = reader . ReadVector3 ( ) ;
// no velocity
// rotation
if ( syncRotationAxis ! = AxisSyncMode . None )
{
m_TargetSyncRotation3D = UnserializeRotation3D ( reader , syncRotationAxis , rotationSyncCompression ) ;
}
// no spin
}
if ( m_CharacterController = = null )
return ;
// total distance away the target position is
var totalDistToTarget = ( m_TargetSyncPosition - transform . position ) ; // 5 units
var perSecondDist = totalDistToTarget / GetNetworkSendInterval ( ) ;
m_FixedPosDiff = perSecondDist * Time . fixedDeltaTime ;
if ( isServer & & ! isClient )
{
// dedicated server needs to apply immediately, there is no interpolation
transform . position = m_TargetSyncPosition ;
transform . rotation = m_TargetSyncRotation3D ;
return ;
}
// handle zero send rate
if ( GetNetworkSendInterval ( ) = = 0 )
{
transform . position = m_TargetSyncPosition ;
//m_RigidBody3D.velocity = m_TargetSyncVelocity;
if ( syncRotationAxis ! = AxisSyncMode . None )
{
transform . rotation = m_TargetSyncRotation3D ;
}
return ;
}
// handle position snap threshold
float dist = ( transform . position - m_TargetSyncPosition ) . magnitude ;
if ( dist > snapThreshold )
{
transform . position = m_TargetSyncPosition ;
}
// handle no rotation interpolation
if ( interpolateRotation = = 0 & & syncRotationAxis ! = AxisSyncMode . None )
{
transform . rotation = m_TargetSyncRotation3D ;
}
// handle no movement interpolation
if ( m_InterpolateMovement = = 0 )
{
transform . position = m_TargetSyncPosition ;
}
if ( initialState & & syncRotationAxis ! = AxisSyncMode . None )
{
transform . rotation = m_TargetSyncRotation3D ;
}
}
void FixedUpdate ( )
{
if ( isServer )
{
FixedUpdateServer ( ) ;
}
if ( isClient )
{
FixedUpdateClient ( ) ;
}
}
void FixedUpdateServer ( )
{
if ( syncVarDirtyBits ! = 0 )
return ;
// dont run if network isn't active
if ( ! NetworkServer . active )
return ;
// dont run if we haven't been spawned yet
if ( ! isServer )
return ;
// dont' auto-dirty if no send interval
if ( GetNetworkSendInterval ( ) = = 0 )
return ;
float distance = ( transform . position - m_PrevPosition ) . magnitude ;
if ( distance < movementTheshold )
{
distance = Quaternion . Angle ( m_PrevRotation , transform . rotation ) ;
if ( distance < movementTheshold )
{
if ( ! CheckVelocityChanged ( ) )
{
return ;
}
}
}
// This will cause transform to be sent
SetDirtyBit ( 1 ) ;
}
bool CheckVelocityChanged ( )
{
switch ( transformSyncMode )
{
case TransformSyncMode . SyncRigidbody2D :
if ( m_RigidBody2D & & m_VelocityThreshold > 0 )
{
return Mathf . Abs ( m_RigidBody2D . velocity . sqrMagnitude - m_PrevVelocity ) > = m_VelocityThreshold ;
}
else
{
return false ;
}
case TransformSyncMode . SyncRigidbody3D :
if ( m_RigidBody3D & & m_VelocityThreshold > 0 )
{
return Mathf . Abs ( m_RigidBody3D . velocity . sqrMagnitude - m_PrevVelocity ) > = m_VelocityThreshold ;
}
else
{
return false ;
}
default :
return false ;
}
}
void FixedUpdateClient ( )
{
// dont run if we haven't received any sync data
if ( m_LastClientSyncTime = = 0 )
return ;
// dont run if network isn't active
if ( ! NetworkServer . active & & ! NetworkClient . active )
return ;
// dont run if we haven't been spawned yet
if ( ! isServer & & ! isClient )
return ;
// dont run if not expecting continuous updates
if ( GetNetworkSendInterval ( ) = = 0 )
return ;
// dont run this if this client has authority over this player object
if ( hasAuthority )
return ;
// interpolate on client
switch ( transformSyncMode )
{
case TransformSyncMode . SyncNone :
{
return ;
}
case TransformSyncMode . SyncTransform :
{
return ;
}
case TransformSyncMode . SyncRigidbody3D :
{
InterpolateTransformMode3D ( ) ;
break ;
}
case TransformSyncMode . SyncRigidbody2D :
{
InterpolateTransformMode2D ( ) ;
break ;
}
case TransformSyncMode . SyncCharacterController :
{
InterpolateTransformModeCharacterController ( ) ;
break ;
}
}
}
void InterpolateTransformMode3D ( )
{
if ( m_InterpolateMovement ! = 0 )
{
Vector3 newVelocity = ( m_TargetSyncPosition - m_RigidBody3D . position ) * m_InterpolateMovement / GetNetworkSendInterval ( ) ;
m_RigidBody3D . velocity = newVelocity ;
}
if ( interpolateRotation ! = 0 )
{
m_RigidBody3D . MoveRotation ( Quaternion . Slerp (
m_RigidBody3D . rotation ,
m_TargetSyncRotation3D ,
Time . fixedDeltaTime * interpolateRotation ) ) ;
//m_TargetSyncRotation3D *= Quaternion.Euler(m_TargetSyncAngularVelocity3D * Time.fixedDeltaTime);
// move sync rotation slightly in rotation direction
//m_TargetSyncRotation3D += (m_TargetSyncAngularVelocity3D * Time.fixedDeltaTime * moveAheadRatio);
}
// move sync position slightly in the position of velocity
m_TargetSyncPosition + = ( m_TargetSyncVelocity * Time . fixedDeltaTime * k_MoveAheadRatio ) ;
}
void InterpolateTransformModeCharacterController ( )
{
if ( m_FixedPosDiff = = Vector3 . zero & & m_TargetSyncRotation3D = = transform . rotation )
return ;
if ( m_InterpolateMovement ! = 0 )
{
m_CharacterController . Move ( m_FixedPosDiff * m_InterpolateMovement ) ;
}
if ( interpolateRotation ! = 0 )
{
transform . rotation = Quaternion . Slerp (
transform . rotation ,
m_TargetSyncRotation3D ,
Time . fixedDeltaTime * interpolateRotation * 10 ) ;
}
if ( Time . time - m_LastClientSyncTime > GetNetworkSendInterval ( ) )
{
// turn off interpolation if we go out of the time window for a new packet
m_FixedPosDiff = Vector3 . zero ;
var diff = m_TargetSyncPosition - transform . position ;
m_CharacterController . Move ( diff ) ;
}
}
void InterpolateTransformMode2D ( )
{
if ( m_InterpolateMovement ! = 0 )
{
Vector2 oldVelocity = m_RigidBody2D . velocity ;
Vector2 newVelocity = ( ( ( Vector2 ) m_TargetSyncPosition - m_RigidBody2D . position ) ) * m_InterpolateMovement / GetNetworkSendInterval ( ) ;
if ( ! m_Grounded & & newVelocity . y < 0 )
{
newVelocity . y = oldVelocity . y ;
}
m_RigidBody2D . velocity = newVelocity ;
}
if ( interpolateRotation ! = 0 )
{
float orientation = m_RigidBody2D . rotation % 360 ;
if ( orientation < 0 )
{
orientation + = 360 ;
}
Quaternion newRotation = Quaternion . Slerp (
transform . rotation ,
Quaternion . Euler ( 0 , 0 , m_TargetSyncRotation2D ) ,
Time . fixedDeltaTime * interpolateRotation / GetNetworkSendInterval ( ) ) ;
m_RigidBody2D . MoveRotation ( newRotation . eulerAngles . z ) ;
// move sync rotation slightly in rotation direction
m_TargetSyncRotation2D + = ( m_TargetSyncAngularVelocity2D * Time . fixedDeltaTime * k_MoveAheadRatio ) ;
}
// move sync position slightly in the position of velocity
m_TargetSyncPosition + = ( m_TargetSyncVelocity * Time . fixedDeltaTime * k_MoveAheadRatio ) ;
}
// --------------------- local transform sync ------------------------
void Update ( )
{
if ( ! hasAuthority )
return ;
if ( ! localPlayerAuthority )
return ;
if ( NetworkServer . active )
return ;
if ( Time . time - m_LastClientSendTime > GetNetworkSendInterval ( ) )
{
SendTransform ( ) ;
m_LastClientSendTime = Time . time ;
}
}
bool HasMoved ( )
{
float diff = 0 ;
// check if position has changed
if ( m_RigidBody3D ! = null )
{
diff = ( m_RigidBody3D . position - m_PrevPosition ) . magnitude ;
}
else if ( m_RigidBody2D ! = null )
{
diff = ( m_RigidBody2D . position - ( Vector2 ) m_PrevPosition ) . magnitude ;
}
else
{
diff = ( transform . position - m_PrevPosition ) . magnitude ;
}
if ( diff > k_LocalMovementThreshold )
{
return true ;
}
// check if rotation has changed
if ( m_RigidBody3D ! = null )
{
diff = Quaternion . Angle ( m_RigidBody3D . rotation , m_PrevRotation ) ;
}
else if ( m_RigidBody2D ! = null )
{
diff = Math . Abs ( m_RigidBody2D . rotation - m_PrevRotation2D ) ;
}
else
{
diff = Quaternion . Angle ( transform . rotation , m_PrevRotation ) ;
}
if ( diff > k_LocalRotationThreshold )
{
return true ;
}
// check if velocty has changed
if ( m_RigidBody3D ! = null )
{
diff = Mathf . Abs ( m_RigidBody3D . velocity . sqrMagnitude - m_PrevVelocity ) ;
}
else if ( m_RigidBody2D ! = null )
{
diff = Mathf . Abs ( m_RigidBody2D . velocity . sqrMagnitude - m_PrevVelocity ) ;
}
if ( diff > k_LocalVelocityThreshold )
{
return true ;
}
return false ;
}
[Client]
void SendTransform ( )
{
if ( ! HasMoved ( ) | | ClientScene . readyConnection = = null )
{
return ;
}
2018-07-19 19:03:00 +00:00
m_LocalTransformWriter . StartMessage ( ( short ) MsgType . LocalPlayerTransform ) ;
2018-06-07 13:41:08 +00:00
m_LocalTransformWriter . Write ( netId ) ;
switch ( transformSyncMode )
{
case TransformSyncMode . SyncNone :
{
return ;
}
case TransformSyncMode . SyncTransform :
{
SerializeModeTransform ( m_LocalTransformWriter ) ;
break ;
}
case TransformSyncMode . SyncRigidbody3D :
{
SerializeMode3D ( m_LocalTransformWriter ) ;
break ;
}
case TransformSyncMode . SyncRigidbody2D :
{
SerializeMode2D ( m_LocalTransformWriter ) ;
break ;
}
case TransformSyncMode . SyncCharacterController :
{
SerializeModeCharacterController ( m_LocalTransformWriter ) ;
break ;
}
}
if ( m_RigidBody3D ! = null )
{
m_PrevPosition = m_RigidBody3D . position ;
m_PrevRotation = m_RigidBody3D . rotation ;
m_PrevVelocity = m_RigidBody3D . velocity . sqrMagnitude ;
}
else if ( m_RigidBody2D ! = null )
{
m_PrevPosition = m_RigidBody2D . position ;
m_PrevRotation2D = m_RigidBody2D . rotation ;
m_PrevVelocity = m_RigidBody2D . velocity . sqrMagnitude ;
}
else
{
m_PrevPosition = transform . position ;
m_PrevRotation = transform . rotation ;
}
m_LocalTransformWriter . FinishMessage ( ) ;
#if UNITY_EDITOR
UnityEditor . NetworkDetailStats . IncrementStat (
UnityEditor . NetworkDetailStats . NetworkDirection . Outgoing ,
2018-07-19 19:03:00 +00:00
( short ) MsgType . LocalPlayerTransform , "6:LocalPlayerTransform" , 1 ) ;
2018-06-07 13:41:08 +00:00
#endif
ClientScene . readyConnection . SendWriter ( m_LocalTransformWriter , GetNetworkChannel ( ) ) ;
}
static public void HandleTransform ( NetworkMessage netMsg )
{
NetworkInstanceId netId = netMsg . reader . ReadNetworkId ( ) ;
#if UNITY_EDITOR
UnityEditor . NetworkDetailStats . IncrementStat (
UnityEditor . NetworkDetailStats . NetworkDirection . Incoming ,
2018-07-19 19:03:00 +00:00
( short ) MsgType . LocalPlayerTransform , "6:LocalPlayerTransform" , 1 ) ;
2018-06-07 13:41:08 +00:00
#endif
GameObject foundObj = NetworkServer . FindLocalObject ( netId ) ;
if ( foundObj = = null )
{
if ( LogFilter . logError ) { Debug . LogError ( "Received NetworkTransform data for GameObject that doesn't exist" ) ; }
return ;
}
NetworkTransform foundSync = foundObj . GetComponent < NetworkTransform > ( ) ;
if ( foundSync = = null )
{
if ( LogFilter . logError ) { Debug . LogError ( "HandleTransform null target" ) ; }
return ;
}
if ( ! foundSync . localPlayerAuthority )
{
if ( LogFilter . logError ) { Debug . LogError ( "HandleTransform no localPlayerAuthority" ) ; }
return ;
}
if ( netMsg . conn . clientOwnedObjects = = null )
{
if ( LogFilter . logError ) { Debug . LogError ( "HandleTransform object not owned by connection" ) ; }
return ;
}
if ( netMsg . conn . clientOwnedObjects . Contains ( netId ) )
{
switch ( foundSync . transformSyncMode )
{
case TransformSyncMode . SyncNone :
{
return ;
}
case TransformSyncMode . SyncTransform :
{
foundSync . UnserializeModeTransform ( netMsg . reader , false ) ;
break ;
}
case TransformSyncMode . SyncRigidbody3D :
{
foundSync . UnserializeMode3D ( netMsg . reader , false ) ;
break ;
}
case TransformSyncMode . SyncRigidbody2D :
{
foundSync . UnserializeMode2D ( netMsg . reader , false ) ;
break ;
}
case TransformSyncMode . SyncCharacterController :
{
foundSync . UnserializeModeCharacterController ( netMsg . reader , false ) ;
break ;
}
}
foundSync . m_LastClientSyncTime = Time . time ;
return ;
}
if ( LogFilter . logWarn ) { Debug . LogWarning ( "HandleTransform netId:" + netId + " is not for a valid player" ) ; }
}
// --------------------- Compression Helper functions ------------------------
static void WriteAngle ( NetworkWriter writer , float angle , CompressionSyncMode compression )
{
switch ( compression )
{
case CompressionSyncMode . None :
{
writer . Write ( angle ) ;
break ;
}
case CompressionSyncMode . Low :
{
writer . Write ( ( short ) angle ) ;
break ;
}
case CompressionSyncMode . High :
{
writer . Write ( ( short ) angle ) ;
break ;
}
}
}
static float ReadAngle ( NetworkReader reader , CompressionSyncMode compression )
{
switch ( compression )
{
case CompressionSyncMode . None :
{
return reader . ReadSingle ( ) ;
}
case CompressionSyncMode . Low :
{
return reader . ReadInt16 ( ) ;
}
case CompressionSyncMode . High :
{
return reader . ReadInt16 ( ) ;
}
}
return 0 ;
}
// --------------------- Serialization Helper functions ------------------------
static public void SerializeVelocity3D ( NetworkWriter writer , Vector3 velocity , CompressionSyncMode compression )
{
writer . Write ( velocity ) ;
}
static public void SerializeVelocity2D ( NetworkWriter writer , Vector2 velocity , CompressionSyncMode compression )
{
writer . Write ( velocity ) ;
}
static public void SerializeRotation3D ( NetworkWriter writer , Quaternion rot , AxisSyncMode mode , CompressionSyncMode compression )
{
switch ( mode )
{
case AxisSyncMode . None :
break ;
case AxisSyncMode . AxisX :
WriteAngle ( writer , rot . eulerAngles . x , compression ) ;
break ;
case AxisSyncMode . AxisY :
WriteAngle ( writer , rot . eulerAngles . y , compression ) ;
break ;
case AxisSyncMode . AxisZ :
WriteAngle ( writer , rot . eulerAngles . z , compression ) ;
break ;
case AxisSyncMode . AxisXY :
WriteAngle ( writer , rot . eulerAngles . x , compression ) ;
WriteAngle ( writer , rot . eulerAngles . y , compression ) ;
break ;
case AxisSyncMode . AxisXZ :
WriteAngle ( writer , rot . eulerAngles . x , compression ) ;
WriteAngle ( writer , rot . eulerAngles . z , compression ) ;
break ;
case AxisSyncMode . AxisYZ :
WriteAngle ( writer , rot . eulerAngles . y , compression ) ;
WriteAngle ( writer , rot . eulerAngles . z , compression ) ;
break ;
case AxisSyncMode . AxisXYZ :
WriteAngle ( writer , rot . eulerAngles . x , compression ) ;
WriteAngle ( writer , rot . eulerAngles . y , compression ) ;
WriteAngle ( writer , rot . eulerAngles . z , compression ) ;
break ;
}
}
static public void SerializeRotation2D ( NetworkWriter writer , float rot , CompressionSyncMode compression )
{
WriteAngle ( writer , rot , compression ) ;
}
static public void SerializeSpin3D ( NetworkWriter writer , Vector3 angularVelocity , AxisSyncMode mode , CompressionSyncMode compression )
{
switch ( mode )
{
case AxisSyncMode . None :
break ;
case AxisSyncMode . AxisX :
WriteAngle ( writer , angularVelocity . x , compression ) ;
break ;
case AxisSyncMode . AxisY :
WriteAngle ( writer , angularVelocity . y , compression ) ;
break ;
case AxisSyncMode . AxisZ :
WriteAngle ( writer , angularVelocity . z , compression ) ;
break ;
case AxisSyncMode . AxisXY :
WriteAngle ( writer , angularVelocity . x , compression ) ;
WriteAngle ( writer , angularVelocity . y , compression ) ;
break ;
case AxisSyncMode . AxisXZ :
WriteAngle ( writer , angularVelocity . x , compression ) ;
WriteAngle ( writer , angularVelocity . z , compression ) ;
break ;
case AxisSyncMode . AxisYZ :
WriteAngle ( writer , angularVelocity . y , compression ) ;
WriteAngle ( writer , angularVelocity . z , compression ) ;
break ;
case AxisSyncMode . AxisXYZ :
WriteAngle ( writer , angularVelocity . x , compression ) ;
WriteAngle ( writer , angularVelocity . y , compression ) ;
WriteAngle ( writer , angularVelocity . z , compression ) ;
break ;
}
}
static public void SerializeSpin2D ( NetworkWriter writer , float angularVelocity , CompressionSyncMode compression )
{
WriteAngle ( writer , angularVelocity , compression ) ;
}
static public Vector3 UnserializeVelocity3D ( NetworkReader reader , CompressionSyncMode compression )
{
return reader . ReadVector3 ( ) ;
}
static public Vector3 UnserializeVelocity2D ( NetworkReader reader , CompressionSyncMode compression )
{
return reader . ReadVector2 ( ) ;
}
static public Quaternion UnserializeRotation3D ( NetworkReader reader , AxisSyncMode mode , CompressionSyncMode compression )
{
Quaternion rotation = Quaternion . identity ;
Vector3 rotv = Vector3 . zero ;
switch ( mode )
{
case AxisSyncMode . None :
break ;
case AxisSyncMode . AxisX :
rotv . Set ( ReadAngle ( reader , compression ) , 0 , 0 ) ;
rotation . eulerAngles = rotv ;
break ;
case AxisSyncMode . AxisY :
rotv . Set ( 0 , ReadAngle ( reader , compression ) , 0 ) ;
rotation . eulerAngles = rotv ;
break ;
case AxisSyncMode . AxisZ :
rotv . Set ( 0 , 0 , ReadAngle ( reader , compression ) ) ;
rotation . eulerAngles = rotv ;
break ;
case AxisSyncMode . AxisXY :
rotv . Set ( ReadAngle ( reader , compression ) , ReadAngle ( reader , compression ) , 0 ) ;
rotation . eulerAngles = rotv ;
break ;
case AxisSyncMode . AxisXZ :
rotv . Set ( ReadAngle ( reader , compression ) , 0 , ReadAngle ( reader , compression ) ) ;
rotation . eulerAngles = rotv ;
break ;
case AxisSyncMode . AxisYZ :
rotv . Set ( 0 , ReadAngle ( reader , compression ) , ReadAngle ( reader , compression ) ) ;
rotation . eulerAngles = rotv ;
break ;
case AxisSyncMode . AxisXYZ :
rotv . Set ( ReadAngle ( reader , compression ) , ReadAngle ( reader , compression ) , ReadAngle ( reader , compression ) ) ;
rotation . eulerAngles = rotv ;
break ;
}
return rotation ;
}
static public float UnserializeRotation2D ( NetworkReader reader , CompressionSyncMode compression )
{
return ReadAngle ( reader , compression ) ;
}
static public Vector3 UnserializeSpin3D ( NetworkReader reader , AxisSyncMode mode , CompressionSyncMode compression )
{
Vector3 spin = Vector3 . zero ;
switch ( mode )
{
case AxisSyncMode . None :
break ;
case AxisSyncMode . AxisX :
spin . Set ( ReadAngle ( reader , compression ) , 0 , 0 ) ;
break ;
case AxisSyncMode . AxisY :
spin . Set ( 0 , ReadAngle ( reader , compression ) , 0 ) ;
break ;
case AxisSyncMode . AxisZ :
spin . Set ( 0 , 0 , ReadAngle ( reader , compression ) ) ;
break ;
case AxisSyncMode . AxisXY :
spin . Set ( ReadAngle ( reader , compression ) , ReadAngle ( reader , compression ) , 0 ) ;
break ;
case AxisSyncMode . AxisXZ :
spin . Set ( ReadAngle ( reader , compression ) , 0 , ReadAngle ( reader , compression ) ) ;
break ;
case AxisSyncMode . AxisYZ :
spin . Set ( 0 , ReadAngle ( reader , compression ) , ReadAngle ( reader , compression ) ) ;
break ;
case AxisSyncMode . AxisXYZ :
spin . Set ( ReadAngle ( reader , compression ) , ReadAngle ( reader , compression ) , ReadAngle ( reader , compression ) ) ;
break ;
}
return spin ;
}
static public float UnserializeSpin2D ( NetworkReader reader , CompressionSyncMode compression )
{
return ReadAngle ( reader , compression ) ;
}
public override int GetNetworkChannel ( )
{
return Channels . DefaultUnreliable ;
}
public override float GetNetworkSendInterval ( )
{
return m_SendInterval ;
}
public override void OnStartAuthority ( )
{
// must reset this timer, or the server will continue to send target position instead of current position
m_LastClientSyncTime = 0 ;
}
}
}
#endif //ENABLE_UNET