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breaking(NetworkTransform): Use Flags enum for Sync and Interpolation (#3751)
* breaking(NetworkTransform): Use Flags enum for Sync and Interpolation - retains public fields converted to readonly shortcuts to flag enum value - breaking change because components would be reset to defaults. This may not get merged to current NT, but could be applied to future versions. * NetworkTransform2kTests: removed commented code * Better Naming and Bandwidth Savings Flags * Removed comment
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@ -24,6 +24,25 @@ namespace Mirror
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{
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public enum CoordinateSpace { Local, World }
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[Flags]
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public enum SyncInterpolateOptions
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{
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Nothing,
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Position = 1 << 0,
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Rotation = 1 << 1,
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Scale = 1 << 2,
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Default = Position | Rotation
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}
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[Flags]
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public enum BandwidthSavingsOptions
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{
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Nothing,
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OnlySyncOnChange = 1 << 0,
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CompressRotation = 1 << 1,
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Default = OnlySyncOnChange | CompressRotation
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}
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public abstract class NetworkTransformBase : NetworkBehaviour
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{
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// target transform to sync. can be on a child.
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@ -41,29 +60,33 @@ public abstract class NetworkTransformBase : NetworkBehaviour
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public readonly SortedList<double, TransformSnapshot> serverSnapshots = new SortedList<double, TransformSnapshot>(16);
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// selective sync //////////////////////////////////////////////////////
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[Header("Selective Sync\nDon't change these at Runtime")]
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public bool syncPosition = true; // do not change at runtime!
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public bool syncRotation = true; // do not change at runtime!
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public bool syncScale = false; // do not change at runtime! rare. off by default.
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[Header("Synchronization - Do Not Change At Runtime")]
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[SerializeField, Tooltip("Selectively syncs position, rotation, and scale.\nDo Not Change At Runtime!")]
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internal SyncInterpolateOptions synchronizationSelections = SyncInterpolateOptions.Default;
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[Header("Bandwidth Savings")]
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[Tooltip("When true, changes are not sent unless greater than sensitivity values below.")]
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public bool onlySyncOnChange = true;
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[Tooltip("Apply smallest-three quaternion compression. This is lossy, you can disable it if the small rotation inaccuracies are noticeable in your project.")]
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public bool compressRotation = true;
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public bool syncPosition => (synchronizationSelections & SyncInterpolateOptions.Position) == SyncInterpolateOptions.Position;
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public bool syncRotation => (synchronizationSelections & SyncInterpolateOptions.Rotation) == SyncInterpolateOptions.Rotation;
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public bool syncScale => (synchronizationSelections & SyncInterpolateOptions.Scale) == SyncInterpolateOptions.Scale;
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// interpolation is on by default, but can be disabled to jump to
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// the destination immediately. some projects need this.
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[Header("Interpolation")]
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[Tooltip("Set to false to have a snap-like effect on position movement.")]
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public bool interpolatePosition = true;
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[Tooltip("Set to false to have a snap-like effect on rotations.")]
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public bool interpolateRotation = true;
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[Tooltip("Set to false to remove scale smoothing. Example use-case: Instant flipping of sprites that use -X and +X for direction.")]
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public bool interpolateScale = true;
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[Header("Interpolation - Do Not Change At Runtime")]
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[SerializeField, Tooltip("Interpolate smoothly between snapshots.\nDo Not Change At Runtime!")]
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internal SyncInterpolateOptions interpolationOptions = SyncInterpolateOptions.Default;
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public bool interpolatePosition => (interpolationOptions & SyncInterpolateOptions.Position) == SyncInterpolateOptions.Position;
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public bool interpolateRotation => (interpolationOptions & SyncInterpolateOptions.Rotation) == SyncInterpolateOptions.Rotation;
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public bool interpolateScale => (interpolationOptions & SyncInterpolateOptions.Scale) == SyncInterpolateOptions.Scale;
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[Header("Bandwidth Savings - Do Not Change At Runtime")]
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[SerializeField, Tooltip("Settings for reducing bandwidth usage.\nDo Not Change At Runtime!")]
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internal BandwidthSavingsOptions bandwidthSavingsOptions = BandwidthSavingsOptions.Default;
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public bool onlySyncOnChange => (bandwidthSavingsOptions & BandwidthSavingsOptions.OnlySyncOnChange) == BandwidthSavingsOptions.OnlySyncOnChange;
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public bool compressRotation => (bandwidthSavingsOptions & BandwidthSavingsOptions.CompressRotation) == BandwidthSavingsOptions.CompressRotation;
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// CoordinateSpace ///////////////////////////////////////////////////////////
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[Header("Coordinate Space")]
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[Header("Coordinate Space - Do Not Change At Runtime")]
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[Tooltip("Local by default. World may be better when changing hierarchy, or non-NetworkTransforms root position/rotation/scale values.")]
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public CoordinateSpace coordinateSpace = CoordinateSpace.Local;
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@ -118,7 +141,7 @@ protected override void OnValidate()
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// Unity doesn't support setting world scale.
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// OnValidate force disables syncScale in world mode.
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if (coordinateSpace == CoordinateSpace.World) syncScale = false;
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if (coordinateSpace == CoordinateSpace.World) synchronizationSelections &= ~SyncInterpolateOptions.Scale;
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}
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// snapshot functions //////////////////////////////////////////////////
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@ -123,9 +123,7 @@ public void Apply()
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Vector3 scale = new Vector3(4, 5, 6);
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// apply snapshot with interpolation
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component.syncPosition = true;
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component.syncRotation = true;
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component.syncScale = true;
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component.synchronizationSelections = SyncInterpolateOptions.Position | SyncInterpolateOptions.Rotation | SyncInterpolateOptions.Scale;
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component.Apply(new TransformSnapshot(0, 0, position, rotation, scale));
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// was it applied?
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@ -143,9 +141,7 @@ public void ApplySnapshot_DontSyncPosition()
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Vector3 scale = new Vector3(4, 5, 6);
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// apply snapshot without position sync should not apply position
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component.syncPosition = false;
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component.syncRotation = true;
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component.syncScale = true;
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component.synchronizationSelections = SyncInterpolateOptions.Rotation | SyncInterpolateOptions.Scale;
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component.Apply(new TransformSnapshot(0, 0, position, rotation, scale));
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// was it applied?
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@ -163,9 +159,7 @@ public void ApplySnapshot_DontSyncRotation()
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Vector3 scale = new Vector3(4, 5, 6);
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// apply snapshot without position sync should not apply position
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component.syncPosition = true;
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component.syncRotation = false;
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component.syncScale = true;
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component.synchronizationSelections = SyncInterpolateOptions.Position | SyncInterpolateOptions.Scale;
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component.Apply(new TransformSnapshot(0, 0, position, rotation, scale));
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// was it applied?
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@ -183,9 +177,7 @@ public void ApplySnapshot_DontSyncScale()
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Vector3 scale = new Vector3(4, 5, 6);
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// apply snapshot without position sync should not apply position
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component.syncPosition = true;
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component.syncRotation = true;
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component.syncScale = false;
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component.synchronizationSelections = SyncInterpolateOptions.Position | SyncInterpolateOptions.Rotation;
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component.Apply(new TransformSnapshot(0, 0, position, rotation, scale));
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// was it applied?
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