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PredictedRigidbody: sync & show remote.sleeping to easier debug objects coming to rest
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@ -19,6 +19,7 @@ namespace Mirror
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public class PredictedRigidbody : NetworkBehaviour
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{
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Transform tf; // this component is performance critical. cache .transform getter!
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Renderer rend;
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// Prediction sometimes moves the Rigidbody to a ghost object.
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// .predictedRigidbody is always kept up to date to wherever the RB is.
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@ -93,7 +94,8 @@ public class PredictedRigidbody : NetworkBehaviour
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public bool reduceSendsWhileIdle = true;
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[Header("Debugging")]
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public float lineTime = 10;
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[Tooltip("Useful to debug objects not coming to rest. This color codes the local objects which are already asleep on the server.")]
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public bool showRemoteSleeping = false;
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// Rigidbody & Collider are moved out into a separate object.
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// this way the visual object can smoothly follow.
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@ -112,9 +114,12 @@ public class PredictedRigidbody : NetworkBehaviour
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Quaternion initialRotation;
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// Vector3 initialScale; // don't change scale for now. causes issues with parenting.
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Color originalColor;
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protected virtual void Awake()
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{
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tf = transform;
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rend = GetComponent<Renderer>();
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predictedRigidbody = GetComponent<Rigidbody>();
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if (predictedRigidbody == null) throw new InvalidOperationException($"Prediction: {name} is missing a Rigidbody component.");
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predictedRigidbodyTransform = predictedRigidbody.transform;
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@ -133,6 +138,9 @@ protected virtual void Awake()
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motionSmoothingVelocityThresholdSqr = motionSmoothingVelocityThreshold * motionSmoothingVelocityThreshold;
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motionSmoothingAngularVelocityThresholdSqr = motionSmoothingAngularVelocityThreshold * motionSmoothingAngularVelocityThreshold;
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positionCorrectionThresholdSqr = positionCorrectionThreshold * positionCorrectionThreshold;
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// renderer
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originalColor = rend.material.color;
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}
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protected virtual void CopyRenderersAsGhost(GameObject destination, Material material)
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@ -662,7 +670,7 @@ void ApplyState(double timestamp, Vector3 position, Quaternion rotation, Vector3
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// process a received server state.
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// compares it against our history and applies corrections if needed.
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void OnReceivedState(double timestamp, RigidbodyState state)
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void OnReceivedState(double timestamp, RigidbodyState state, bool sleeping)
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{
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// always update remote state ghost
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if (remoteCopy != null)
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@ -672,6 +680,12 @@ void OnReceivedState(double timestamp, RigidbodyState state)
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remoteCopyTransform.localScale = tf.lossyScale; // world scale! see CreateGhosts comment.
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}
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// color code remote sleeping objects to debug objects coming to rest
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if (showRemoteSleeping)
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{
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rend.material.color = sleeping ? Color.gray : originalColor;
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}
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// performance: get Rigidbody position & rotation only once,
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// and together via its transform
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predictedRigidbodyTransform.GetPositionAndRotation(out Vector3 physicsPosition, out Quaternion physicsRotation);
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@ -830,7 +844,13 @@ public override void OnSerialize(NetworkWriter writer, bool initialState)
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// writer.WriteVector3(predictedRigidbody.angularVelocity);
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// performance optimization: write a whole struct at once via blittable:
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PredictedSyncData data = new PredictedSyncData(Time.deltaTime, position, rotation, predictedRigidbody.velocity, predictedRigidbody.angularVelocity);
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PredictedSyncData data = new PredictedSyncData(
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Time.deltaTime,
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position,
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rotation,
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predictedRigidbody.velocity,
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predictedRigidbody.angularVelocity,
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predictedRigidbody.IsSleeping());
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writer.WritePredictedSyncData(data);
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}
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@ -855,6 +875,7 @@ public override void OnDeserialize(NetworkReader reader, bool initialState)
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Quaternion rotation = data.rotation;
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Vector3 velocity = data.velocity;
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Vector3 angularVelocity = data.angularVelocity;
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bool sleeping = data.sleeping != 0;
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// server sends state at the end of the frame.
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// parse and apply the server's delta time to our timestamp.
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@ -868,7 +889,7 @@ public override void OnDeserialize(NetworkReader reader, bool initialState)
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if (oneFrameAhead) timestamp += serverDeltaTime;
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// process received state
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OnReceivedState(timestamp, new RigidbodyState(timestamp, Vector3.zero, position, Quaternion.identity, rotation, Vector3.zero, velocity, Vector3.zero, angularVelocity));
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OnReceivedState(timestamp, new RigidbodyState(timestamp, Vector3.zero, position, Quaternion.identity, rotation, Vector3.zero, velocity, Vector3.zero, angularVelocity), sleeping);
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}
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protected override void OnValidate()
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@ -17,20 +17,22 @@ namespace Mirror
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[StructLayout(LayoutKind.Sequential)] // explicitly force sequential
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public struct PredictedSyncData
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{
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public float deltaTime; // 4 bytes (word aligned)
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public Vector3 position; // 12 bytes (word aligned)
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public Quaternion rotation; // 16 bytes (word aligned)
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public Vector3 velocity; // 12 bytes (word aligned)
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public float deltaTime; // 4 bytes (word aligned)
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public Vector3 position; // 12 bytes (word aligned)
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public Quaternion rotation; // 16 bytes (word aligned)
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public Vector3 velocity; // 12 bytes (word aligned)
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public Vector3 angularVelocity; // 12 bytes (word aligned)
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public byte sleeping; // 1 byte: bool isn't blittable
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// constructor for convenience
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public PredictedSyncData(float deltaTime, Vector3 position, Quaternion rotation, Vector3 velocity, Vector3 angularVelocity)
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public PredictedSyncData(float deltaTime, Vector3 position, Quaternion rotation, Vector3 velocity, Vector3 angularVelocity, bool sleeping)
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{
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this.deltaTime = deltaTime;
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this.position = position;
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this.rotation = rotation;
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this.velocity = velocity;
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this.angularVelocity = angularVelocity;
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this.sleeping = sleeping ? (byte)1 : (byte)0;
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}
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}
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