diff --git a/Assets/Mirror/Components/NetworkRigidbody/NetworkRigidbodyUnreliableCompressed.cs b/Assets/Mirror/Components/NetworkRigidbody/NetworkRigidbodyUnreliableCompressed.cs new file mode 100644 index 000000000..e29f3c9d3 --- /dev/null +++ b/Assets/Mirror/Components/NetworkRigidbody/NetworkRigidbodyUnreliableCompressed.cs @@ -0,0 +1,115 @@ +using UnityEngine; + +namespace Mirror +{ + // [RequireComponent(typeof(Rigidbody))] <- OnValidate ensures this is on .target + [AddComponentMenu("Network/Network Rigidbody (Unreliable Compressed)")] + public class NetworkRigidbodyUnreliableCompressed : NetworkTransformUnreliableCompressed + { + bool clientAuthority => syncDirection == SyncDirection.ClientToServer; + + Rigidbody rb; + bool wasKinematic; + + protected override void OnValidate() + { + // Skip if Editor is in Play mode + if (Application.isPlaying) return; + + base.OnValidate(); + + // we can't overwrite .target to be a Rigidbody. + // but we can ensure that .target has a Rigidbody, and use it. + if (target.GetComponent() == null) + { + Debug.LogWarning($"{name}'s NetworkRigidbody.target {target.name} is missing a Rigidbody", this); + } + } + + // cach Rigidbody and original isKinematic setting + protected override void Awake() + { + // we can't overwrite .target to be a Rigidbody. + // but we can use its Rigidbody component. + rb = target.GetComponent(); + if (rb == null) + { + Debug.LogError($"{name}'s NetworkRigidbody.target {target.name} is missing a Rigidbody", this); + return; + } + wasKinematic = rb.isKinematic; + base.Awake(); + } + + // reset forced isKinematic flag to original. + // otherwise the overwritten value would remain between sessions forever. + // for example, a game may run as client, set rigidbody.iskinematic=true, + // then run as server, where .iskinematic isn't touched and remains at + // the overwritten=true, even though the user set it to false originally. + public override void OnStopServer() => rb.isKinematic = wasKinematic; + public override void OnStopClient() => rb.isKinematic = wasKinematic; + + // overwriting Construct() and Apply() to set Rigidbody.MovePosition + // would give more jittery movement. + + // FixedUpdate for physics + void FixedUpdate() + { + // who ever has authority moves the Rigidbody with physics. + // everyone else simply sets it to kinematic. + // so that only the Transform component is synced. + + // host mode + if (isServer && isClient) + { + // in host mode, we own it it if: + // clientAuthority is disabled (hence server / we own it) + // clientAuthority is enabled and we have authority over this object. + bool owned = !clientAuthority || IsClientWithAuthority; + + // only set to kinematic if we don't own it + // otherwise don't touch isKinematic. + // the authority owner might use it either way. + if (!owned) rb.isKinematic = true; + } + // client only + else if (isClient) + { + // on the client, we own it only if clientAuthority is enabled, + // and we have authority over this object. + bool owned = IsClientWithAuthority; + + // only set to kinematic if we don't own it + // otherwise don't touch isKinematic. + // the authority owner might use it either way. + if (!owned) rb.isKinematic = true; + } + // server only + else if (isServer) + { + // on the server, we always own it if clientAuthority is disabled. + bool owned = !clientAuthority; + + // only set to kinematic if we don't own it + // otherwise don't touch isKinematic. + // the authority owner might use it either way. + if (!owned) rb.isKinematic = true; + } + } + + protected override void OnTeleport(Vector3 destination) + { + base.OnTeleport(destination); + + rb.position = transform.position; + } + + protected override void OnTeleport(Vector3 destination, Quaternion rotation) + { + base.OnTeleport(destination, rotation); + + rb.position = transform.position; + rb.rotation = transform.rotation; + } + } +} diff --git a/Assets/Mirror/Components/NetworkRigidbody/NetworkRigidbodyUnreliableCompressed.cs.meta b/Assets/Mirror/Components/NetworkRigidbody/NetworkRigidbodyUnreliableCompressed.cs.meta new file mode 100644 index 000000000..c1fb167c3 --- /dev/null +++ b/Assets/Mirror/Components/NetworkRigidbody/NetworkRigidbodyUnreliableCompressed.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9f830b261ed7644a4b1cc262cf36fc96 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Components/NetworkTransform/NetworkTransformReliable.cs b/Assets/Mirror/Components/NetworkTransform/NetworkTransformReliable.cs index b81433773..78e63a8f5 100644 --- a/Assets/Mirror/Components/NetworkTransform/NetworkTransformReliable.cs +++ b/Assets/Mirror/Components/NetworkTransform/NetworkTransformReliable.cs @@ -42,6 +42,16 @@ public class NetworkTransformReliable : NetworkTransformBase // Used to store last sent snapshots protected TransformSnapshot last; + // validation ////////////////////////////////////////////////////////// + // Configure is called from OnValidate and Awake + protected override void Configure() + { + base.Configure(); + + // force syncMethod to reliable + syncMethod = SyncMethod.Reliable; + } + // update ////////////////////////////////////////////////////////////// void Update() { diff --git a/Assets/Mirror/Components/NetworkTransform/NetworkTransformUnreliable.cs b/Assets/Mirror/Components/NetworkTransform/NetworkTransformUnreliable.cs index 235a65a1d..fa6ecd1a9 100644 --- a/Assets/Mirror/Components/NetworkTransform/NetworkTransformUnreliable.cs +++ b/Assets/Mirror/Components/NetworkTransform/NetworkTransformUnreliable.cs @@ -30,6 +30,16 @@ public class NetworkTransformUnreliable : NetworkTransformBase protected Changed cachedChangedComparison; protected bool hasSentUnchangedPosition; + // validation ////////////////////////////////////////////////////////// + // Configure is called from OnValidate and Awake + protected override void Configure() + { + base.Configure(); + + // force syncMethod to unreliable + syncMethod = SyncMethod.Unreliable; + } + // update ////////////////////////////////////////////////////////////// // Update applies interpolation void Update() diff --git a/Assets/Mirror/Components/NetworkTransform/NetworkTransformUnreliableCompressed.cs b/Assets/Mirror/Components/NetworkTransform/NetworkTransformUnreliableCompressed.cs new file mode 100644 index 000000000..b59605521 --- /dev/null +++ b/Assets/Mirror/Components/NetworkTransform/NetworkTransformUnreliableCompressed.cs @@ -0,0 +1,436 @@ +// NetworkTransform V3 based on NetworkTransformUnreliable, using Mirror's new +// Unreliable quake style networking model with delta compression. +using System.Collections.Generic; +using System.Runtime.CompilerServices; +using UnityEngine; + +namespace Mirror +{ + [AddComponentMenu("Network/Network Transform (Unreliable Compressed)")] + public class NetworkTransformUnreliableCompressed : NetworkTransformBase + { + [Header("Additional Settings")] + [Tooltip("If we only sync on change, then we need to correct old snapshots if more time than sendInterval * multiplier has elapsed.\n\nOtherwise the first move will always start interpolating from the last move sequence's time, which will make it stutter when starting every time.")] + public float onlySyncOnChangeCorrectionMultiplier = 2; + + [Header("Rotation")] + [Tooltip("Sensitivity of changes needed before an updated state is sent over the network")] + public float rotationSensitivity = 0.01f; + + // delta compression is capable of detecting byte-level changes. + // if we scale float position to bytes, + // then small movements will only change one byte. + // this gives optimal bandwidth. + // benchmark with 0.01 precision: 130 KB/s => 60 KB/s + // benchmark with 0.1 precision: 130 KB/s => 30 KB/s + [Header("Precision")] + [Tooltip("Position is rounded in order to drastically minimize bandwidth.\n\nFor example, a precision of 0.01 rounds to a centimeter. In other words, sub-centimeter movements aren't synced until they eventually exceeded an actual centimeter.\n\nDepending on how important the object is, a precision of 0.01-0.10 (1-10 cm) is recommended.\n\nFor example, even a 1cm precision combined with delta compression cuts the Benchmark demo's bandwidth in half, compared to sending every tiny change.")] + [Range(0.00_01f, 1f)] // disallow 0 division. 1mm to 1m precision is enough range. + public float positionPrecision = 0.01f; // 1 cm + [Range(0.00_01f, 1f)] // disallow 0 division. 1mm to 1m precision is enough range. + public float scalePrecision = 0.01f; // 1 cm + + // delta compression needs to remember 'last' to compress against. + // this is from reliable full state serializations, not from last + // unreliable delta since that isn't guaranteed to be delivered. + protected Vector3Long lastSerializedPosition = Vector3Long.zero; + protected Vector3Long lastDeserializedPosition = Vector3Long.zero; + + protected Vector3Long lastSerializedScale = Vector3Long.zero; + protected Vector3Long lastDeserializedScale = Vector3Long.zero; + + // Used to store last sent snapshots + protected TransformSnapshot last; + + // validation ////////////////////////////////////////////////////////// + // Configure is called from OnValidate and Awake + protected override void Configure() + { + base.Configure(); + + // force syncMethod to unreliable + syncMethod = SyncMethod.Unreliable; + + // Unreliable ignores syncInterval. don't need to force anymore: + // sendIntervalMultiplier = 1; + } + + // update ////////////////////////////////////////////////////////////// + void Update() + { + // if server then always sync to others. + if (isServer) UpdateServer(); + // 'else if' because host mode shouldn't send anything to server. + // it is the server. don't overwrite anything there. + else if (isClient) UpdateClient(); + } + + void LateUpdate() + { + // set dirty to trigger OnSerialize. either always, or only if changed. + // It has to be checked in LateUpdate() for onlySyncOnChange to avoid + // the possibility of Update() running first before the object's movement + // script's Update(), which then causes NT to send every alternate frame + // instead. + if (isServer || (IsClientWithAuthority && NetworkClient.ready)) + { + if (!onlySyncOnChange || Changed(Construct())) + SetDirty(); + } + } + + protected virtual void UpdateServer() + { + // apply buffered snapshots IF client authority + // -> in server authority, server moves the object + // so no need to apply any snapshots there. + // -> don't apply for host mode player objects either, even if in + // client authority mode. if it doesn't go over the network, + // then we don't need to do anything. + // -> connectionToClient is briefly null after scene changes: + // https://github.com/MirrorNetworking/Mirror/issues/3329 + if (syncDirection == SyncDirection.ClientToServer && + connectionToClient != null && + !isOwned) + { + if (serverSnapshots.Count > 0) + { + // step the transform interpolation without touching time. + // NetworkClient is responsible for time globally. + SnapshotInterpolation.StepInterpolation( + serverSnapshots, + connectionToClient.remoteTimeline, + out TransformSnapshot from, + out TransformSnapshot to, + out double t); + + // interpolate & apply + TransformSnapshot computed = TransformSnapshot.Interpolate(from, to, t); + Apply(computed, to); + } + } + } + + protected virtual void UpdateClient() + { + // client authority, and local player (= allowed to move myself)? + if (!IsClientWithAuthority) + { + // only while we have snapshots + if (clientSnapshots.Count > 0) + { + // step the interpolation without touching time. + // NetworkClient is responsible for time globally. + SnapshotInterpolation.StepInterpolation( + clientSnapshots, + NetworkTime.time, // == NetworkClient.localTimeline from snapshot interpolation + out TransformSnapshot from, + out TransformSnapshot to, + out double t); + + // interpolate & apply + TransformSnapshot computed = TransformSnapshot.Interpolate(from, to, t); + Apply(computed, to); + } + } + } + + // check if position / rotation / scale changed since last _full reliable_ sync. + protected virtual bool Changed(TransformSnapshot current) => + // position is quantized and delta compressed. + // only consider it changed if the quantized representation is changed. + // careful: don't use 'serialized / deserialized last'. as it depends on sync mode etc. + QuantizedChanged(last.position, current.position, positionPrecision) || + // rotation isn't quantized / delta compressed. + // check with sensitivity. + Quaternion.Angle(last.rotation, current.rotation) > rotationSensitivity || + // scale is quantized and delta compressed. + // only consider it changed if the quantized representation is changed. + // careful: don't use 'serialized / deserialized last'. as it depends on sync mode etc. + QuantizedChanged(last.scale, current.scale, scalePrecision); + + // helper function to compare quantized representations of a Vector3 + [MethodImpl(MethodImplOptions.AggressiveInlining)] + protected bool QuantizedChanged(Vector3 u, Vector3 v, float precision) + { + Compression.ScaleToLong(u, precision, out Vector3Long uQuantized); + Compression.ScaleToLong(v, precision, out Vector3Long vQuantized); + return uQuantized != vQuantized; + } + + // Unreliable OnSerialize: + // - initial=true sends reliable full state + // - initial=false sends unreliable delta states + public override void OnSerialize(NetworkWriter writer, bool initialState) + { + // get current snapshot for broadcasting. + TransformSnapshot snapshot = Construct(); + + // ClientToServer optimization: + // for interpolated client owned identities, + // always broadcast the latest known snapshot so other clients can + // interpolate immediately instead of catching up too + + // TODO dirty mask? [compression is very good w/o it already] + // each vector's component is delta compressed. + // an unchanged component would still require 1 byte. + // let's use a dirty bit mask to filter those out as well. + + // Debug.Log($"NT OnSerialize: initial={initialState} method={syncMethod}"); + + // reliable full state + if (initialState) + { + // TODO initialState is now sent multiple times. find a new fix for this: + // If there is a last serialized snapshot, we use it. + // This prevents the new client getting a snapshot that is different + // from what the older clients last got. If this happens, and on the next + // regular serialisation the delta compression will get wrong values. + // Notes: + // 1. Interestingly only the older clients have it wrong, because at the end + // of this function, last = snapshot which is the initial state's snapshot + // 2. Regular NTR gets by this bug because it sends every frame anyway so initialstate + // snapshot constructed would have been the same as the last anyway. + // if (last.remoteTime > 0) snapshot = last; + + int startPosition = writer.Position; + + if (syncPosition) writer.WriteVector3(snapshot.position); + if (syncRotation) + { + // (optional) smallest three compression for now. no delta. + if (compressRotation) + writer.WriteUInt(Compression.CompressQuaternion(snapshot.rotation)); + else + writer.WriteQuaternion(snapshot.rotation); + } + if (syncScale) writer.WriteVector3(snapshot.scale); + + // save serialized as 'last' for next delta compression. + // only for reliable full sync, since unreliable isn't guaranteed to arrive. + if (syncPosition) Compression.ScaleToLong(snapshot.position, positionPrecision, out lastSerializedPosition); + if (syncScale) Compression.ScaleToLong(snapshot.scale, scalePrecision, out lastSerializedScale); + + Debug.Log($"{name} NT OnSerialize initial: {(writer.Position - startPosition)} bytes"); + + // set 'last' + last = snapshot; + } + // unreliable delta: compress against last full reliable state + else + { + int startPosition = writer.Position; + + if (syncPosition) + { + // quantize -> delta -> varint + Compression.ScaleToLong(snapshot.position, positionPrecision, out Vector3Long quantized); + DeltaCompression.Compress(writer, lastSerializedPosition, quantized); + } + if (syncRotation) + { + // (optional) smallest three compression for now. no delta. + if (compressRotation) + writer.WriteUInt(Compression.CompressQuaternion(snapshot.rotation)); + else + writer.WriteQuaternion(snapshot.rotation); + } + if (syncScale) + { + // quantize -> delta -> varint + Compression.ScaleToLong(snapshot.scale, scalePrecision, out Vector3Long quantized); + DeltaCompression.Compress(writer, lastSerializedScale, quantized); + } + + Debug.Log($"{name} NT OnSerialize delta: {(writer.Position - startPosition)} bytes"); + } + } + + // Unreliable OnDeserialize: + // - initial=true sends reliable full state + // - initial=false sends unreliable delta states + public override void OnDeserialize(NetworkReader reader, bool initialState) + { + Vector3? position = null; + Quaternion? rotation = null; + Vector3? scale = null; + + // reliable full state + if (initialState) + { + Debug.Log($"{name} NT OnDeserialize initial with total remaining: {reader.Remaining} bytes"); + + if (syncPosition) position = reader.ReadVector3(); + if (syncRotation) + { + // (optional) smallest three compression for now. no delta. + if (compressRotation) + rotation = Compression.DecompressQuaternion(reader.ReadUInt()); + else + rotation = reader.ReadQuaternion(); + } + if (syncScale) scale = reader.ReadVector3(); + + // save deserialized as 'last' for next delta compression. + // only for reliable full sync, since unreliable isn't guaranteed to arrive. + if (syncPosition) Compression.ScaleToLong(position.Value, positionPrecision, out lastDeserializedPosition); + if (syncScale) Compression.ScaleToLong(scale.Value, scalePrecision, out lastDeserializedScale); + } + // unreliable delta: decompress against last full reliable state + else + { + Debug.Log($"{name} NT OnDeserialize delta with total remaining: {reader.Remaining} bytes"); + + // varint -> delta -> quantize + if (syncPosition) + { + Vector3Long quantized = DeltaCompression.Decompress(reader, lastDeserializedPosition); + position = Compression.ScaleToFloat(quantized, positionPrecision); + } + if (syncRotation) + { + // (optional) smallest three compression for now. no delta. + if (compressRotation) + rotation = Compression.DecompressQuaternion(reader.ReadUInt()); + else + rotation = reader.ReadQuaternion(); + } + if (syncScale) + { + Vector3Long quantized = DeltaCompression.Decompress(reader, lastDeserializedScale); + scale = Compression.ScaleToFloat(quantized, scalePrecision); + } + } + + // handle depending on server / client / host. + // server has priority for host mode. + if (isServer) OnClientToServerSync(position, rotation, scale); + else if (isClient) OnServerToClientSync(position, rotation, scale); + } + + // sync //////////////////////////////////////////////////////////////// + + // local authority client sends sync message to server for broadcasting + protected virtual void OnClientToServerSync(Vector3? position, Quaternion? rotation, Vector3? scale) + { + // only apply if in client authority mode + if (syncDirection != SyncDirection.ClientToServer) return; + + // protect against ever growing buffer size attacks + if (serverSnapshots.Count >= connectionToClient.snapshotBufferSizeLimit) return; + + // 'only sync on change' needs a correction on every new move sequence. + if (onlySyncOnChange && + NeedsCorrection(serverSnapshots, connectionToClient.remoteTimeStamp, NetworkServer.sendInterval * sendIntervalMultiplier, onlySyncOnChangeCorrectionMultiplier)) + { + RewriteHistory( + serverSnapshots, + connectionToClient.remoteTimeStamp, + NetworkTime.localTime, // arrival remote timestamp. NOT remote timeline. + NetworkServer.sendInterval * sendIntervalMultiplier, // Unity 2019 doesn't have timeAsDouble yet + GetPosition(), + GetRotation(), + GetScale()); + } + + // add a small timeline offset to account for decoupled arrival of + // NetworkTime and NetworkTransform snapshots. + // needs to be sendInterval. half sendInterval doesn't solve it. + // https://github.com/MirrorNetworking/Mirror/issues/3427 + // remove this after LocalWorldState. + AddSnapshot(serverSnapshots, connectionToClient.remoteTimeStamp + timeStampAdjustment + offset, position, rotation, scale); + } + + // server broadcasts sync message to all clients + protected virtual void OnServerToClientSync(Vector3? position, Quaternion? rotation, Vector3? scale) + { + // don't apply for local player with authority + if (IsClientWithAuthority) return; + + // 'only sync on change' needs a correction on every new move sequence. + if (onlySyncOnChange && + NeedsCorrection(clientSnapshots, NetworkClient.connection.remoteTimeStamp, NetworkClient.sendInterval * sendIntervalMultiplier, onlySyncOnChangeCorrectionMultiplier)) + { + RewriteHistory( + clientSnapshots, + NetworkClient.connection.remoteTimeStamp, // arrival remote timestamp. NOT remote timeline. + NetworkTime.localTime, // Unity 2019 doesn't have timeAsDouble yet + NetworkClient.sendInterval * sendIntervalMultiplier, + GetPosition(), + GetRotation(), + GetScale()); + } + + // add a small timeline offset to account for decoupled arrival of + // NetworkTime and NetworkTransform snapshots. + // needs to be sendInterval. half sendInterval doesn't solve it. + // https://github.com/MirrorNetworking/Mirror/issues/3427 + // remove this after LocalWorldState. + AddSnapshot(clientSnapshots, NetworkClient.connection.remoteTimeStamp + timeStampAdjustment + offset, position, rotation, scale); + } + + // only sync on change ///////////////////////////////////////////////// + // snap interp. needs a continous flow of packets. + // 'only sync on change' interrupts it while not changed. + // once it restarts, snap interp. will interp from the last old position. + // this will cause very noticeable stutter for the first move each time. + // the fix is quite simple. + + // 1. detect if the remaining snapshot is too old from a past move. + static bool NeedsCorrection( + SortedList snapshots, + double remoteTimestamp, + double bufferTime, + double toleranceMultiplier) => + snapshots.Count == 1 && + remoteTimestamp - snapshots.Keys[0] >= bufferTime * toleranceMultiplier; + + // 2. insert a fake snapshot at current position, + // exactly one 'sendInterval' behind the newly received one. + static void RewriteHistory( + SortedList snapshots, + // timestamp of packet arrival, not interpolated remote time! + double remoteTimeStamp, + double localTime, + double sendInterval, + Vector3 position, + Quaternion rotation, + Vector3 scale) + { + // clear the previous snapshot + snapshots.Clear(); + + // insert a fake one at where we used to be, + // 'sendInterval' behind the new one. + SnapshotInterpolation.InsertIfNotExists( + snapshots, + NetworkClient.snapshotSettings.bufferLimit, + new TransformSnapshot( + remoteTimeStamp - sendInterval, // arrival remote timestamp. NOT remote time. + localTime - sendInterval, // Unity 2019 doesn't have timeAsDouble yet + position, + rotation, + scale + ) + ); + } + + // reset state for next session. + // do not ever call this during a session (i.e. after teleport). + // calling this will break delta compression. + public override void ResetState() + { + base.ResetState(); + + // reset delta + lastSerializedPosition = Vector3Long.zero; + lastDeserializedPosition = Vector3Long.zero; + + lastSerializedScale = Vector3Long.zero; + lastDeserializedScale = Vector3Long.zero; + + // reset 'last' for delta too + last = new TransformSnapshot(0, 0, Vector3.zero, Quaternion.identity, Vector3.zero); + } + } +} diff --git a/Assets/Mirror/Components/NetworkTransform/NetworkTransformUnreliableCompressed.cs.meta b/Assets/Mirror/Components/NetworkTransform/NetworkTransformUnreliableCompressed.cs.meta new file mode 100644 index 000000000..5eef915ca --- /dev/null +++ b/Assets/Mirror/Components/NetworkTransform/NetworkTransformUnreliableCompressed.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d993bac37a92145448c1ea027b3e9ddc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Core/Messages.cs b/Assets/Mirror/Core/Messages.cs index 62888c07e..569234073 100644 --- a/Assets/Mirror/Core/Messages.cs +++ b/Assets/Mirror/Core/Messages.cs @@ -94,6 +94,7 @@ public struct ObjectHideMessage : NetworkMessage public uint netId; } + // state update for reliable sync public struct EntityStateMessage : NetworkMessage { public uint netId; @@ -102,6 +103,15 @@ public struct EntityStateMessage : NetworkMessage public ArraySegment payload; } + // state update for unreliable sync + public struct EntityStateMessageUnreliable : NetworkMessage + { + public uint netId; + // the serialized component data + // -> ArraySegment to avoid unnecessary allocations + public ArraySegment payload; + } + // whoever wants to measure rtt, sends this to the other end. public struct NetworkPingMessage : NetworkMessage { diff --git a/Assets/Mirror/Core/NetworkBehaviour.cs b/Assets/Mirror/Core/NetworkBehaviour.cs index f76a4a389..ca3424bf1 100644 --- a/Assets/Mirror/Core/NetworkBehaviour.cs +++ b/Assets/Mirror/Core/NetworkBehaviour.cs @@ -18,12 +18,20 @@ public enum SyncMode { Observers, Owner } // client data before applying. it's really about direction, not authority. public enum SyncDirection { ServerToClient, ClientToServer } + // SyncMethod to choose between: + // * Reliable: oldschool reliable sync every syncInterval. If nothing changes, nothing is sent. + // * Unreliable: quake style unreliable state sync & delta compression, for fast paced games. + public enum SyncMethod { Reliable, Unreliable } + /// Base class for networked components. // [RequireComponent(typeof(NetworkIdentity))] disabled to allow child NetworkBehaviours [AddComponentMenu("")] [HelpURL("https://mirror-networking.gitbook.io/docs/guides/networkbehaviour")] public abstract class NetworkBehaviour : MonoBehaviour { + [Tooltip("Choose between:\n- Reliable: only sends when changed. Recommended for most games!\n- Unreliable: immediately sends at the expense of bandwidth. Only for hardcore competitive games.\nClick the Help icon for full details.")] + [HideInInspector] public SyncMethod syncMethod = SyncMethod.Reliable; + /// Sync direction for OnSerialize. ServerToClient by default. ClientToServer for client authority. [Tooltip("Server Authority calls OnSerialize on the server and syncs it to clients.\n\nClient Authority calls OnSerialize on the owning client, syncs it to server, which then broadcasts it to all other clients.\n\nUse server authority for cheat safety.")] [HideInInspector] public SyncDirection syncDirection = SyncDirection.ServerToClient; @@ -228,6 +236,28 @@ public bool IsDirty() => // only check time if bits were dirty. this is more expensive. NetworkTime.localTime - lastSyncTime >= syncInterval; + [MethodImpl(MethodImplOptions.AggressiveInlining)] + bool IsDirty_BitsOnly() => + (syncVarDirtyBits | syncObjectDirtyBits) != 0UL; + + // convenience function to check if a component is dirty for the given + // SyncMethod. + internal bool IsDirtyFor(SyncMethod method) + { + // reliable: only if dirty bits were set and syncInterval elapsed + if (method == SyncMethod.Reliable && syncMethod == SyncMethod.Reliable) + { + return IsDirty(); + } + // unreliable: if dirty bits were set (ignored syncInterval for tick aligned SyncVars) + else if (method == SyncMethod.Unreliable && syncMethod == SyncMethod.Unreliable) + { + return IsDirty_BitsOnly(); + } + + return false; + } + /// Clears all the dirty bits that were set by SetSyncVarDirtyBit() (formally SetDirtyBits) // automatically invoked when an update is sent for this object, but can // be called manually as well. @@ -1077,7 +1107,7 @@ protected T GetSyncVarNetworkBehaviour(NetworkBehaviourSyncVar syncNetBehavio { return null; } - + // ensure componentIndex is in range. // show explicit errors if something went wrong, instead of IndexOutOfRangeException. // removing components at runtime isn't allowed, yet this happened in a project so we need to check for it. @@ -1259,7 +1289,11 @@ internal void Serialize(NetworkWriter writer, bool initialState) // write payload try { - // note this may not write anything if no syncIntervals elapsed + // SyncMethod support: + // Reliable: Serialize(initial) once, then Serialize(delta) all the time. + // Unreliable: Serialize(initial) all the time because we always need full state for unreliable messages + // => reusing OnSerialize(initial=true) for FastPaced allows us to keep the API clean and simple. + // this way the end user never needs to worry about SyncMethod serialization. OnSerialize(writer, initialState); } catch (Exception e) diff --git a/Assets/Mirror/Core/NetworkClient.cs b/Assets/Mirror/Core/NetworkClient.cs index 2aff2d47b..0bdcaae11 100644 --- a/Assets/Mirror/Core/NetworkClient.cs +++ b/Assets/Mirror/Core/NetworkClient.cs @@ -33,6 +33,12 @@ public static partial class NetworkClient public static float sendInterval => sendRate < int.MaxValue ? 1f / sendRate : 0; // for 30 Hz, that's 33ms static double lastSendTime; + // ocassionally send a full reliable state for unreliable components to delta compress against. + // This only applies to Components with SyncMethod=Unreliable. + public static int unreliableFullSendRate => NetworkServer.unreliableFullSendRate; + public static float unreliableFullSendInterval => unreliableFullSendRate < int.MaxValue ? 1f / unreliableFullSendRate : 0; // for 1 Hz, that's 1000ms + static double lastUnreliableFullSendTime; + // For security, it is recommended to disconnect a player if a networked // action triggers an exception\nThis could prevent components being // accessed in an undefined state, which may be an attack vector for @@ -505,6 +511,7 @@ internal static void RegisterMessageHandlers(bool hostMode) RegisterHandler(_ => { }); // host mode doesn't need state updates RegisterHandler(_ => { }); + RegisterHandler(_ => { }); } else { @@ -516,6 +523,7 @@ internal static void RegisterMessageHandlers(bool hostMode) RegisterHandler(OnObjectSpawnStarted); RegisterHandler(OnObjectSpawnFinished); RegisterHandler(OnEntityStateMessage); + RegisterHandler(OnEntityStateMessageUnreliable); } // These handlers are the same for host and remote clients @@ -1434,6 +1442,38 @@ static void OnEntityStateMessage(EntityStateMessage message) else Debug.LogWarning($"Did not find target for sync message for {message.netId}. Were all prefabs added to the NetworkManager's spawnable list?\nNote: this can be completely normal because UDP messages may arrive out of order, so this message might have arrived after a Destroy message."); } + static void OnEntityStateMessageUnreliable(EntityStateMessageUnreliable message, int channelId) + { + // Debug.Log($"NetworkClient.OnUpdateVarsMessage {msg.netId}"); + if (spawned.TryGetValue(message.netId, out NetworkIdentity identity) && identity != null) + { + // unreliable state sync messages may arrive out of order. + // only ever apply state that's newer than the last received state. + // note that we send one EntityStateMessage per Entity, + // so there will be multiple with the same == timestamp. + if (connection.remoteTimeStamp < identity.lastUnreliableStateTime) + { + // debug log to show that it's working. + // can be tested via LatencySimulation scramble easily. + Debug.Log($"Client caught out of order Unreliable state message for {identity.name}. This is fine.\nIdentity timestamp={identity.lastUnreliableStateTime:F3} batch remoteTimestamp={connection.remoteTimeStamp:F3}"); + return; + } + + // set the new last received time for unreliable + identity.lastUnreliableStateTime = connection.remoteTimeStamp; + + // iniital is always 'true' because unreliable state sync alwasy serializes full + using (NetworkReaderPooled reader = NetworkReaderPool.Get(message.payload)) + { + // full state updates (initial=true) arrive over reliable. + // delta state updates (initial=false) arrive over unreliable. + bool initialState = channelId == Channels.Reliable; + identity.DeserializeClient(reader, initialState); + } + } + else Debug.LogWarning($"Did not find target for sync message for {message.netId}. Were all prefabs added to the NetworkManager's spawnable list?\nNote: this can be completely normal because UDP messages may arrive out of order, so this message might have arrived after a Destroy message."); + } + static void OnRPCMessage(RpcMessage message) { // Debug.Log($"NetworkClient.OnRPCMessage hash:{message.functionHash} netId:{message.netId}"); @@ -1547,9 +1587,10 @@ internal static void NetworkLateUpdate() // // Unity 2019 doesn't have Time.timeAsDouble yet bool sendIntervalElapsed = AccurateInterval.Elapsed(NetworkTime.localTime, sendInterval, ref lastSendTime); + bool unreliableFullSendIntervalElapsed = AccurateInterval.Elapsed(NetworkTime.localTime, unreliableFullSendInterval, ref lastUnreliableFullSendTime); if (!Application.isPlaying || sendIntervalElapsed) { - Broadcast(); + Broadcast(unreliableFullSendIntervalElapsed); } UpdateConnectionQuality(); @@ -1609,11 +1650,13 @@ void UpdateConnectionQuality() if (Transport.active != null) Transport.active.ClientLateUpdate(); } - // broadcast /////////////////////////////////////////////////////////// // make sure Broadcast() is only called every sendInterval. // calling it every update() would require too much bandwidth. - static void Broadcast() + // + // unreliableFullSendIntervalElapsed: indicates that unreliable sync components need a reliable baseline sync this time. + // for reliable components, it just means sync as usual. + static void Broadcast(bool unreliableFullSendIntervalElapsed) { // joined the world yet? if (!connection.isReady) return; @@ -1625,12 +1668,15 @@ static void Broadcast() Send(new TimeSnapshotMessage(), Channels.Unreliable); // broadcast client state to server - BroadcastToServer(); + BroadcastToServer(unreliableFullSendIntervalElapsed); } // NetworkServer has BroadcastToConnection. // NetworkClient has BroadcastToServer. - static void BroadcastToServer() + // + // unreliableFullSendIntervalElapsed: indicates that unreliable sync components need a reliable baseline sync this time. + // for reliable components, it just means sync as usual. + static void BroadcastToServer(bool unreliableFullSendIntervalElapsed) { // for each entity that the client owns foreach (NetworkIdentity identity in connection.owned) @@ -1641,11 +1687,12 @@ static void BroadcastToServer() // NetworkServer.Destroy) if (identity != null) { + // 'Reliable' sync: send Reliable components over reliable. using (NetworkWriterPooled writer = NetworkWriterPool.Get()) { // get serialization for this entity viewed by this connection // (if anything was serialized this time) - identity.SerializeClient(writer); + identity.SerializeClient(SyncMethod.Reliable, writer, false); if (writer.Position > 0) { // send state update message @@ -1654,7 +1701,28 @@ static void BroadcastToServer() netId = identity.netId, payload = writer.ToArraySegment() }; - Send(message); + Send(message, Channels.Reliable); + } + } + + // 'Unreliable' quake style sync sync: send Unreliable components over unreliable + // state is always 'initial' since unreliable delivery isn't guaranteed, + using (NetworkWriterPooled writer = NetworkWriterPool.Get()) + { + // get serialization for this entity viewed by this connection + // (if anything was serialized this time) + identity.SerializeClient(SyncMethod.Unreliable, writer, unreliableFullSendIntervalElapsed); + if (writer.Position > 0) + { + // send state update message + EntityStateMessageUnreliable message = new EntityStateMessageUnreliable + { + netId = identity.netId, + payload = writer.ToArraySegment() + }; + // Unreliable mode still sends a reliable baseline every full interval. + int channel = unreliableFullSendIntervalElapsed ? Channels.Reliable : Channels.Unreliable; + Send(message, channel); } } } diff --git a/Assets/Mirror/Core/NetworkIdentity.cs b/Assets/Mirror/Core/NetworkIdentity.cs index 6148a478f..34215928c 100644 --- a/Assets/Mirror/Core/NetworkIdentity.cs +++ b/Assets/Mirror/Core/NetworkIdentity.cs @@ -27,13 +27,23 @@ public struct NetworkIdentitySerialization { // IMPORTANT: int tick avoids floating point inaccuracy over days/weeks public int tick; - public NetworkWriter ownerWriter; - public NetworkWriter observersWriter; + + // reliable sync + public NetworkWriter ownerWriterReliable; + public NetworkWriter observersWriterReliable; + + // unreliable sync + public bool unreliableInitialState; + public NetworkWriter ownerWriterFastPaced; + public NetworkWriter observersWriterFastPaced; public void ResetWriters() { - ownerWriter.Position = 0; - observersWriter.Position = 0; + ownerWriterReliable.Position = 0; + observersWriterReliable.Position = 0; + unreliableInitialState = false; + ownerWriterFastPaced.Position = 0; + observersWriterFastPaced.Position = 0; } } @@ -225,14 +235,21 @@ public Visibility visible // => way easier to store them per object NetworkIdentitySerialization lastSerialization = new NetworkIdentitySerialization { - ownerWriter = new NetworkWriter(), - observersWriter = new NetworkWriter() + ownerWriterReliable = new NetworkWriter(), + observersWriterReliable = new NetworkWriter(), + unreliableInitialState = false, + ownerWriterFastPaced = new NetworkWriter(), + observersWriterFastPaced = new NetworkWriter(), }; // Keep track of all sceneIds to detect scene duplicates static readonly Dictionary sceneIds = new Dictionary(); + // unreliable state sync messages may arrive out of order, or duplicated. + // keep latest received timestamp so we don't apply older messages. + internal double lastUnreliableStateTime; + // Helper function to handle Command/Rpc internal void HandleRemoteCall(byte componentIndex, ushort functionHash, RemoteCallType remoteCallType, NetworkReader reader, NetworkConnectionToClient senderConnection = null) { @@ -841,7 +858,9 @@ internal void OnStopLocalPlayer() // build dirty mask for server owner & observers (= all dirty components). // faster to do it in one iteration instead of iterating separately. - (ulong, ulong) ServerDirtyMasks(bool initialState) + // -> initialState=true: marks all components for spawn message no matter the method. + // -> initialState=false: marks only the dirty components. + (ulong, ulong) ServerDirtyMasks(bool initialState, SyncMethod method) { ulong ownerMask = 0; ulong observerMask = 0; @@ -852,7 +871,9 @@ internal void OnStopLocalPlayer() NetworkBehaviour component = components[i]; ulong nthBit = (1u << i); - bool dirty = component.IsDirty(); + // for initial sync, include all components. + // for delta sync, it depends on SyncMethod. + bool delta = component.IsDirtyFor(method); // owner needs to be considered for both SyncModes, because // Observers mode always includes the Owner. @@ -860,7 +881,7 @@ internal void OnStopLocalPlayer() // for initial, it should always sync owner. // for delta, only for ServerToClient and only if dirty. // ClientToServer comes from the owner client. - if (initialState || (component.syncDirection == SyncDirection.ServerToClient && dirty)) + if (initialState || (component.syncDirection == SyncDirection.ServerToClient && delta)) ownerMask |= nthBit; // observers need to be considered only in Observers mode, @@ -871,7 +892,7 @@ internal void OnStopLocalPlayer() // for delta, only if dirty. // SyncDirection is irrelevant, as both are broadcast to // observers which aren't the owner. - if (initialState || dirty) + if (initialState || delta) observerMask |= nthBit; } } @@ -881,7 +902,8 @@ internal void OnStopLocalPlayer() // build dirty mask for client. // server always knows initialState, so we don't need it here. - ulong ClientDirtyMask() + // this is only for delta sync. + ulong ClientDirtyMask(SyncMethod method) { ulong mask = 0; @@ -901,9 +923,13 @@ ulong ClientDirtyMask() if (isOwned && component.syncDirection == SyncDirection.ClientToServer) { - // set the n-th bit if dirty + // for initial sync, include all components. + // for delta sync, it depends on SyncMethod. + bool delta = component.IsDirtyFor(method); + + // set the n-th bit if delta sync is needed. // shifting from small to large numbers is varint-efficient. - if (component.IsDirty()) mask |= nthBit; + if (delta) mask |= nthBit; } } @@ -923,7 +949,11 @@ internal static bool IsDirty(ulong mask, int index) // check ownerWritten/observersWritten to know if anything was written // We pass dirtyComponentsMask into this function so that we can check // if any Components are dirty before creating writers - internal void SerializeServer(bool initialState, NetworkWriter ownerWriter, NetworkWriter observersWriter) + // -> SyncMethod: Serialize handles all the magic internally depending + // on SyncMethod, so that the user API (OnSerialize) remains the same. + // -> unreliableFullSendIntervalElapsed: indicates that unreliable sync components need a reliable baseline sync this time. + // for reliable components, it just means sync as usual. + internal void SerializeServer(bool initialState, SyncMethod method, NetworkWriter ownerWriter, NetworkWriter observersWriter, bool unreliableFullSendIntervalElapsed) { // ensure NetworkBehaviours are valid before usage ValidateComponents(); @@ -936,7 +966,14 @@ internal void SerializeServer(bool initialState, NetworkWriter ownerWriter, Netw // instead of writing a 1 byte index per component, // we limit components to 64 bits and write one ulong instead. // the ulong is also varint compressed for minimum bandwidth. - (ulong ownerMask, ulong observerMask) = ServerDirtyMasks(initialState); + (ulong ownerMask, ulong observerMask) = + // initialState: if true, flags all dirty bits. + // Reliable: initialState is true once, and then false on subsequent serializations. + // Unreliable: spawn message is Reliable with initialState=true. and for subsequent serializations: + // initialState is alwasy false because we only want to send reliable baseline (or unreliable deltas) + // while dirty bits are set. + // bits are reset after every reliable baseline send. + ServerDirtyMasks(method == SyncMethod.Reliable ? initialState : false, method); // if nothing dirty, then don't even write the mask. // otherwise, every unchanged object would send a 1 byte dirty mask! @@ -970,7 +1007,7 @@ internal void SerializeServer(bool initialState, NetworkWriter ownerWriter, Netw // serialize into helper writer using (NetworkWriterPooled temp = NetworkWriterPool.Get()) { - comp.Serialize(temp, initialState); + comp.Serialize(temp, method == SyncMethod.Reliable ? initialState : unreliableFullSendIntervalElapsed); ArraySegment segment = temp.ToArraySegment(); // copy to owner / observers as needed @@ -984,19 +1021,39 @@ internal void SerializeServer(bool initialState, NetworkWriter ownerWriter, Netw // // we don't want to clear bits before the syncInterval // was elapsed, as then they wouldn't be synced. - // - // only clear for delta, not for full (spawn messages). - // otherwise if a player joins, we serialize monster, - // and shouldn't clear dirty bits not yet synced to - // other players. - if (!initialState) comp.ClearAllDirtyBits(); + if (method == SyncMethod.Reliable) + { + // for reliable, only clear for delta, not for full (spawn messages). + // otherwise if a player joins, we serialize monster, + // and shouldn't clear dirty bits not yet synced to + // other players. + if (!initialState) comp.ClearAllDirtyBits(); + } + else if (method == SyncMethod.Unreliable) + { + // for unreliable: only clear for delta, not for full (spawn messages). + // otherwise if a player joins, we serialize monster, + // and shouldn't clear dirty bits not yet synced to + // other players. + // + // for delta: only clear for full syncs. + // delta syncs over unreliable may not be delivered, + // so we can only clear dirty bits for guaranteed to + // be delivered full syncs. + if (!initialState && unreliableFullSendIntervalElapsed) comp.ClearAllDirtyBits(); + } } } } } // serialize components into writer on the client. - internal void SerializeClient(NetworkWriter writer) + // -> SyncMethod: Serialize handles all the magic internally depending + // on SyncMethod, so that the user API (OnSerialize) remains the same. + // + // unreliableFullSendIntervalElapsed: indicates that unreliable sync components need a reliable baseline sync this time. + // for reliable components, it just means sync as usual. + internal void SerializeClient(SyncMethod method, NetworkWriter writer, bool unreliableFullSendIntervalElapsed) { // ensure NetworkBehaviours are valid before usage ValidateComponents(); @@ -1009,7 +1066,7 @@ internal void SerializeClient(NetworkWriter writer) // instead of writing a 1 byte index per component, // we limit components to 64 bits and write one ulong instead. // the ulong is also varint compressed for minimum bandwidth. - ulong dirtyMask = ClientDirtyMask(); + ulong dirtyMask = ClientDirtyMask(method); // varint compresses the mask to 1 byte in most cases. // instead of writing an 8 byte ulong. @@ -1038,7 +1095,7 @@ internal void SerializeClient(NetworkWriter writer) { // serialize into writer. // server always knows initialState, we never need to send it - comp.Serialize(writer, false); + comp.Serialize(writer, method == SyncMethod.Reliable ? false : unreliableFullSendIntervalElapsed); // clear dirty bits for the components that we serialized. // do not clear for _all_ components, only the ones that @@ -1046,15 +1103,30 @@ internal void SerializeClient(NetworkWriter writer) // // we don't want to clear bits before the syncInterval // was elapsed, as then they wouldn't be synced. - comp.ClearAllDirtyBits(); + if (method == SyncMethod.Reliable) + { + // for reliable: server knows initial. we only send deltas. + // so always clear for deltas. + comp.ClearAllDirtyBits(); + } + else if (method == SyncMethod.Unreliable) + { + // for unreliable: server knows initial. we only send deltas. + // but only clear for full syncs. + // delta syncs over unreliable may not be delivered, + // so we can only clear dirty bits for guaranteed to + // be delivered full syncs. + if (unreliableFullSendIntervalElapsed) comp.ClearAllDirtyBits(); + } } } } } // deserialize components from the client on the server. - // there's no 'initialState'. server always knows the initial state. - internal bool DeserializeServer(NetworkReader reader) + // for reliable state sync, server always knows the initial state. + // for unreliable, we always sync full state so we still need the parameter. + internal bool DeserializeServer(NetworkReader reader, bool initialState) { // ensure NetworkBehaviours are valid before usage ValidateComponents(); @@ -1078,7 +1150,7 @@ internal bool DeserializeServer(NetworkReader reader) // deserialize this component // server always knows the initial state (initial=false) // disconnect if failed, to prevent exploits etc. - if (!comp.Deserialize(reader, false)) return false; + if (!comp.Deserialize(reader, initialState)) return false; // server received state from the owner client. // set dirty so it's broadcast to other clients too. @@ -1122,7 +1194,10 @@ internal void DeserializeClient(NetworkReader reader, bool initialState) // get cached serialization for this tick (or serialize if none yet). // IMPORTANT: int tick avoids floating point inaccuracy over days/weeks. // calls SerializeServer, so this function is to be called on server. - internal NetworkIdentitySerialization GetServerSerializationAtTick(int tick) + // + // unreliableFullSendIntervalElapsed: indicates that unreliable sync components need a reliable baseline sync this time. + // for reliable components, it just means sync as usual. + internal NetworkIdentitySerialization GetServerSerializationAtTick(int tick, bool unreliableFullSendIntervalElapsed) { // only rebuild serialization once per tick. reuse otherwise. // except for tests, where Time.frameCount never increases. @@ -1130,7 +1205,9 @@ internal NetworkIdentitySerialization GetServerSerializationAtTick(int tick) // (otherwise [SyncVar] changes would never be serialized in tests) // // NOTE: != instead of < because int.max+1 overflows at some point. - if (lastSerialization.tick != tick + if (lastSerialization.tick != tick || + // if last one was for unreliable delta and we request unreliable full, then we need to resync. + lastSerialization.unreliableInitialState != unreliableFullSendIntervalElapsed #if UNITY_EDITOR || !Application.isPlaying #endif @@ -1139,13 +1216,23 @@ internal NetworkIdentitySerialization GetServerSerializationAtTick(int tick) // reset lastSerialization.ResetWriters(); - // serialize + // serialize - reliable SerializeServer(false, - lastSerialization.ownerWriter, - lastSerialization.observersWriter); + SyncMethod.Reliable, + lastSerialization.ownerWriterReliable, + lastSerialization.observersWriterReliable, + unreliableFullSendIntervalElapsed); + + // serialize - unreliable + SerializeServer(false, + SyncMethod.Unreliable, + lastSerialization.ownerWriterFastPaced, + lastSerialization.observersWriterFastPaced, + unreliableFullSendIntervalElapsed); // set tick lastSerialization.tick = tick; + lastSerialization.unreliableInitialState = unreliableFullSendIntervalElapsed; //Debug.Log($"{name} (netId={netId}) serialized for tick={tickTimeStamp}"); } diff --git a/Assets/Mirror/Core/NetworkManager.cs b/Assets/Mirror/Core/NetworkManager.cs index 301587904..b6ce8e363 100644 --- a/Assets/Mirror/Core/NetworkManager.cs +++ b/Assets/Mirror/Core/NetworkManager.cs @@ -42,6 +42,10 @@ public class NetworkManager : MonoBehaviour [FormerlySerializedAs("serverTickRate")] public int sendRate = 60; + /// + [Tooltip("Ocassionally send a full reliable state for unreliable components to delta compress against. This only applies to Components with SyncMethod=Unreliable.")] + public int unreliableFullSendRate = 1; + // Deprecated 2023-11-25 // Using SerializeField and HideInInspector to self-correct for being // replaced by headlessStartMode. This can be removed in the future. @@ -199,6 +203,11 @@ public virtual void OnValidate() autoConnectClientBuild = false; #pragma warning restore 618 + // unreliable full send rate needs to be >= 0. + // we need to have something to delta compress against. + // it should also be <= sendRate otherwise there's no point. + unreliableFullSendRate = Mathf.Clamp(unreliableFullSendRate, 1, sendRate); + // always >= 0 maxConnections = Mathf.Max(maxConnections, 0); @@ -308,6 +317,7 @@ bool IsServerOnlineSceneChangeNeeded() => void ApplyConfiguration() { NetworkServer.tickRate = sendRate; + NetworkServer.unreliableFullSendRate = unreliableFullSendRate; NetworkClient.snapshotSettings = snapshotSettings; NetworkClient.connectionQualityInterval = evaluationInterval; NetworkClient.connectionQualityMethod = evaluationMethod; diff --git a/Assets/Mirror/Core/NetworkServer.cs b/Assets/Mirror/Core/NetworkServer.cs index ccb30289c..01873285a 100644 --- a/Assets/Mirror/Core/NetworkServer.cs +++ b/Assets/Mirror/Core/NetworkServer.cs @@ -54,6 +54,12 @@ public static partial class NetworkServer public static float sendInterval => sendRate < int.MaxValue ? 1f / sendRate : 0; // for 30 Hz, that's 33ms static double lastSendTime; + // ocassionally send a full reliable state for unreliable components to delta compress against. + // This only applies to Components with SyncMethod=Unreliable. + public static int unreliableFullSendRate = 1; + public static float unreliableFullSendInterval => unreliableFullSendRate < int.MaxValue ? 1f / unreliableFullSendRate : 0; // for 1 Hz, that's 1000ms + static double lastUnreliableFullSendTime; + /// Connection to host mode client (if any) public static LocalConnectionToClient localConnection { get; private set; } @@ -312,6 +318,7 @@ internal static void RegisterMessageHandlers() RegisterHandler(NetworkTime.OnServerPing, false); RegisterHandler(NetworkTime.OnServerPong, false); RegisterHandler(OnEntityStateMessage, true); + RegisterHandler(OnEntityStateMessageUnreliable, true); RegisterHandler(OnTimeSnapshotMessage, false); // unreliable may arrive before reliable authority went through } @@ -400,7 +407,8 @@ static void OnEntityStateMessage(NetworkConnectionToClient connection, EntitySta { // DeserializeServer checks permissions internally. // failure to deserialize disconnects to prevent exploits. - if (!identity.DeserializeServer(reader)) + // for reliable sync, server always knows initial state so updates are initialState=false. + if (!identity.DeserializeServer(reader, false)) { if (exceptionsDisconnect) { @@ -423,6 +431,64 @@ static void OnEntityStateMessage(NetworkConnectionToClient connection, EntitySta // else Debug.LogWarning($"Did not find target for sync message for {message.netId} . Note: this can be completely normal because UDP messages may arrive out of order, so this message might have arrived after a Destroy message."); } + // for client's owned ClientToServer components. + static void OnEntityStateMessageUnreliable(NetworkConnectionToClient connection, EntityStateMessageUnreliable message, int channelId) + { + // need to validate permissions carefully. + // an attacker may attempt to modify a not-owned or not-ClientToServer component. + + // valid netId? + if (spawned.TryGetValue(message.netId, out NetworkIdentity identity) && identity != null) + { + // owned by the connection? + if (identity.connectionToClient == connection) + { + // unreliable state sync messages may arrive out of order. + // only ever apply state that's newer than the last received state. + // note that we send one EntityStateMessage per Entity, + // so there will be multiple with the same == timestamp. + if (connection.remoteTimeStamp < identity.lastUnreliableStateTime) + { + // debug log to show that it's working. + // can be tested via LatencySimulation scramble easily. + Debug.Log($"Server caught out of order Unreliable state message for {identity.name}. This is fine.\nIdentity timestamp={identity.lastUnreliableStateTime:F3} batch remoteTimestamp={connection.remoteTimeStamp:F3}"); + return; + } + + // set the new last received time for unreliable + identity.lastUnreliableStateTime = connection.remoteTimeStamp; + + using (NetworkReaderPooled reader = NetworkReaderPool.Get(message.payload)) + { + // DeserializeServer checks permissions internally. + // failure to deserialize disconnects to prevent exploits. + // + // full state updates (initial=true) arrive over reliable. + // delta state updates (initial=false) arrive over unreliable. + bool initialState = channelId == Channels.Reliable; + if (!identity.DeserializeServer(reader, initialState)) + { + if (exceptionsDisconnect) + { + Debug.LogError($"Server failed to deserialize client unreliable state for {identity.name} with netId={identity.netId}, Disconnecting."); + connection.Disconnect(); + } + else + Debug.LogWarning($"Server failed to deserialize client unreliable state for {identity.name} with netId={identity.netId}."); + } + } + } + // An attacker may attempt to modify another connection's entity + // This could also be a race condition of message in flight when + // RemoveClientAuthority is called, so not malicious. + // Don't disconnect, just log the warning. + else + Debug.LogWarning($"EntityStateMessage from {connection} for {identity.name} without authority."); + } + // no warning. don't spam server logs. + // else Debug.LogWarning($"Did not find target for sync message for {message.netId} . Note: this can be completely normal because UDP messages may arrive out of order, so this message might have arrived after a Destroy message."); + } + // client sends TimeSnapshotMessage every sendInterval. // batching already includes the remoteTimestamp. // we simply insert it on-message here. @@ -1405,7 +1471,8 @@ static ArraySegment CreateSpawnMessagePayload(bool isOwner, NetworkIdentit // serialize all components with initialState = true // (can be null if has none) - identity.SerializeServer(true, ownerWriter, observersWriter); + // SyncMethod doesn't matter for initialState, since everything is included + identity.SerializeServer(true, SyncMethod.Reliable, ownerWriter, observersWriter, false); // convert to ArraySegment to avoid reader allocations // if nothing was written, .ToArraySegment returns an empty segment. @@ -1870,37 +1937,63 @@ public static void RebuildObservers(NetworkIdentity identity, bool initialize) // broadcasting //////////////////////////////////////////////////////// // helper function to get the right serialization for a connection - static NetworkWriter SerializeForConnection(NetworkIdentity identity, NetworkConnectionToClient connection) + // unreliableFullSendIntervalElapsed: indicates that unreliable sync components need a reliable baseline sync this time. + // for reliable components, it just means sync as usual. + static NetworkWriter SerializeForConnection(NetworkIdentity identity, NetworkConnectionToClient connection, SyncMethod method, bool unreliableFullSendIntervalElapsed) { // get serialization for this entity (cached) // IMPORTANT: int tick avoids floating point inaccuracy over days/weeks - NetworkIdentitySerialization serialization = identity.GetServerSerializationAtTick(Time.frameCount); + NetworkIdentitySerialization serialization = identity.GetServerSerializationAtTick(Time.frameCount, unreliableFullSendIntervalElapsed); // is this entity owned by this connection? bool owned = identity.connectionToClient == connection; - // send serialized data - // owner writer if owned - if (owned) + if (method == SyncMethod.Reliable) { - // was it dirty / did we actually serialize anything? - if (serialization.ownerWriter.Position > 0) - return serialization.ownerWriter; + // send serialized data + // owner writer if owned + if (owned) + { + // was it dirty / did we actually serialize anything? + if (serialization.ownerWriterReliable.Position > 0) + return serialization.ownerWriterReliable; + } + // observers writer if not owned + else + { + // was it dirty / did we actually serialize anything? + if (serialization.observersWriterReliable.Position > 0) + return serialization.observersWriterReliable; + } } - // observers writer if not owned - else + else if (method == SyncMethod.Unreliable) { - // was it dirty / did we actually serialize anything? - if (serialization.observersWriter.Position > 0) - return serialization.observersWriter; + // send serialized data + // owner writer if owned + if (owned) + { + // was it dirty / did we actually serialize anything? + if (serialization.ownerWriterFastPaced.Position > 0) + return serialization.ownerWriterFastPaced; + } + // observers writer if not owned + else + { + // was it dirty / did we actually serialize anything? + if (serialization.observersWriterFastPaced.Position > 0) + return serialization.observersWriterFastPaced; + } } + // nothing was serialized return null; } // helper function to broadcast the world to a connection - static void BroadcastToConnection(NetworkConnectionToClient connection) + // unreliableFullSendIntervalElapsed: indicates that unreliable sync components need a reliable baseline sync this time. + // for reliable components, it just means sync as usual. + static void BroadcastToConnection(NetworkConnectionToClient connection, bool unreliableFullSendIntervalElapsed) { // for each entity that this connection is seeing bool hasNull = false; @@ -1912,9 +2005,10 @@ static void BroadcastToConnection(NetworkConnectionToClient connection) // NetworkServer.Destroy) if (identity != null) { + // 'Reliable' sync: send Reliable components over reliable with initial/delta // get serialization for this entity viewed by this connection // (if anything was serialized this time) - NetworkWriter serialization = SerializeForConnection(identity, connection); + NetworkWriter serialization = SerializeForConnection(identity, connection, SyncMethod.Reliable, false); if (serialization != null) { EntityStateMessage message = new EntityStateMessage @@ -1922,7 +2016,24 @@ static void BroadcastToConnection(NetworkConnectionToClient connection) netId = identity.netId, payload = serialization.ToArraySegment() }; - connection.Send(message); + connection.Send(message, Channels.Reliable); + } + + // 'Unreliable' sync: send Unreliable components over unreliable + // state is 'initial' for reliable baseline, and 'not initial' for unreliable deltas. + // note that syncInterval is always ignored for unreliable in order to have tick aligned [SyncVars]. + // even if we pass SyncMethod.Reliable, it serializes with initialState=true. + serialization = SerializeForConnection(identity, connection, SyncMethod.Unreliable, unreliableFullSendIntervalElapsed); + if (serialization != null) + { + EntityStateMessageUnreliable message = new EntityStateMessageUnreliable + { + netId = identity.netId, + payload = serialization.ToArraySegment() + }; + // Unreliable mode still sends a reliable baseline every full interval. + int channel = unreliableFullSendIntervalElapsed ? Channels.Reliable : Channels.Unreliable; + connection.Send(message, channel); } } // spawned list should have no null entries because we @@ -1962,7 +2073,10 @@ static bool DisconnectIfInactive(NetworkConnectionToClient connection) internal static readonly List connectionsCopy = new List(); - static void Broadcast() + // broadcast world state to all connections. + // unreliableFullSendIntervalElapsed: indicates that unreliable sync components need a reliable baseline sync this time. + // for reliable components, it just means sync as usual. + static void Broadcast(bool unreliableFullSendIntervalElapsed) { // copy all connections into a helper collection so that // OnTransportDisconnected can be called while iterating. @@ -1999,7 +2113,7 @@ static void Broadcast() connection.Send(new TimeSnapshotMessage(), Channels.Unreliable); // broadcast world state to this connection - BroadcastToConnection(connection); + BroadcastToConnection(connection, unreliableFullSendIntervalElapsed); } // update connection to flush out batched messages @@ -2053,8 +2167,9 @@ internal static void NetworkLateUpdate() // snapshots _but_ not every single tick. // Unity 2019 doesn't have Time.timeAsDouble yet bool sendIntervalElapsed = AccurateInterval.Elapsed(NetworkTime.localTime, sendInterval, ref lastSendTime); + bool unreliableFullSendIntervalElapsed = AccurateInterval.Elapsed(NetworkTime.localTime, unreliableFullSendInterval, ref lastUnreliableFullSendTime); if (!Application.isPlaying || sendIntervalElapsed) - Broadcast(); + Broadcast(unreliableFullSendIntervalElapsed); } // process all outgoing messages after updating the world diff --git a/Assets/Mirror/Editor/NetworkBehaviourInspector.cs b/Assets/Mirror/Editor/NetworkBehaviourInspector.cs index 52c56d6b6..90bbd1481 100644 --- a/Assets/Mirror/Editor/NetworkBehaviourInspector.cs +++ b/Assets/Mirror/Editor/NetworkBehaviourInspector.cs @@ -86,6 +86,16 @@ protected void DrawDefaultSyncSettings() EditorGUILayout.Space(); EditorGUILayout.LabelField("Sync Settings", EditorStyles.boldLabel); + // sync method + SerializedProperty syncMethod = serializedObject.FindProperty("syncMethod"); + EditorGUILayout.PropertyField(syncMethod); + + // Unreliable sync method: show a warning! + if (syncMethod.enumValueIndex == (int)SyncMethod.Unreliable) + { + EditorGUILayout.HelpBox("Beware!\nUnreliable is experimental and only meant for hardcore competitive games!", MessageType.Warning); + } + // sync direction SerializedProperty syncDirection = serializedObject.FindProperty("syncDirection"); EditorGUILayout.PropertyField(syncDirection); @@ -94,8 +104,9 @@ protected void DrawDefaultSyncSettings() if (syncDirection.enumValueIndex == (int)SyncDirection.ServerToClient) EditorGUILayout.PropertyField(serializedObject.FindProperty("syncMode")); - // sync interval - EditorGUILayout.PropertyField(serializedObject.FindProperty("syncInterval")); + // sync interval: only shown for reliable sync + if (syncMethod.enumValueIndex == (int)SyncMethod.Reliable) + EditorGUILayout.PropertyField(serializedObject.FindProperty("syncInterval")); // apply serializedObject.ApplyModifiedProperties(); diff --git a/Assets/Mirror/Examples/Billiards/Ball/Red.prefab b/Assets/Mirror/Examples/Billiards/Ball/Red.prefab index 1fe4451ae..546cd1da0 100644 --- a/Assets/Mirror/Examples/Billiards/Ball/Red.prefab +++ b/Assets/Mirror/Examples/Billiards/Ball/Red.prefab @@ -142,6 +142,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 4662d0882e1d446089fb4f73bfcaa224, type: 3} m_Name: m_EditorClassIdentifier: + syncMethod: 0 syncDirection: 0 syncMode: 0 syncInterval: 0 @@ -154,9 +155,10 @@ MonoBehaviour: m_GameObject: {fileID: 3429911415116987808} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 3b20dc110904e47f8a154cdcf6433eae, type: 3} + m_Script: {fileID: 11500000, guid: 9f830b261ed7644a4b1cc262cf36fc96, type: 3} m_Name: m_EditorClassIdentifier: + syncMethod: 0 syncDirection: 0 syncMode: 0 syncInterval: 0 @@ -176,6 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utilizing Mirror's advanced features: + +- Snapshot Interpolation: this gives us perfectly smooth movement sync. +- Lag Compensation: accurate hit detection that goes back in time to compensate for latency. +- Client Side Prediction: immediate feedback when shooting interactable objects, with server corrections if needed. +- Two Click Hosting: host a server with two clicks directly from the Unity Editor. +- Character Controller 2k: our free open source collide & slide character controller. + https://github.com/MirrorNetworking/CharacterController2k + The Unity built in controller doesn't support sliding down slopes. + And for deterministic physics, we'll need an open controller anyway. + +The goal is to provide a lightweight demo that users can learn from. +All the complicated magic should be hidden in Mirror Components, with minimal custom code. +We want users to understand this easily and implement it in their own projects with very little effort. + +# Documentation + +## Preventing 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{ + public float time = 1; + + void Start() + { + Destroy(gameObject, time); + } + } +} diff --git a/Assets/Mirror/Examples/ShooterFastPaced/Scripts/DestroyAfter.cs.meta b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/DestroyAfter.cs.meta new file mode 100644 index 000000000..85cc2d143 --- /dev/null +++ b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/DestroyAfter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3bcd1176dfa3d479980986cbe210b348 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/ShooterFastPaced/Scripts/MuzzleFlash.cs b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/MuzzleFlash.cs new file mode 100644 index 000000000..755817481 --- /dev/null +++ b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/MuzzleFlash.cs @@ -0,0 +1,36 @@ +// source: Unity Standard Assets - Angry Bots (Unity Companion License). +// Modifications by Mirror. +using UnityEngine; + +namespace Mirror.Examples.Shooter +{ + public class MuzzleFlash : MonoBehaviour + { + public float visibleTime = 0.1f; + public bool rotate = true; + float endTime; + Vector3 originalScale; + + void Awake() + { + originalScale = transform.localScale; + } + + void FixedUpdate() + { + transform.localScale = originalScale * Random.Range(0.5f, 1.5f); + if (rotate) transform.Rotate(0, 0, Random.Range(0f, 90f)); + + // hide self after end time. we don't use Invoke because it might be + // enabled over and over again + if (Time.time >= endTime) gameObject.SetActive(false); + } + + public void Fire() + { + // reset end time + gameObject.SetActive(true); + endTime = Time.time + visibleTime; + } + } +} diff --git a/Assets/Mirror/Examples/ShooterFastPaced/Scripts/MuzzleFlash.cs.meta b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/MuzzleFlash.cs.meta new file mode 100644 index 000000000..eaa520c22 --- /dev/null +++ b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/MuzzleFlash.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 36a51ca4527194b0285f98d4fd2eb1eb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/ShooterFastPaced/Scripts/Player.cs b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/Player.cs new file mode 100644 index 000000000..ade8f0f0a --- /dev/null +++ b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/Player.cs @@ -0,0 +1,41 @@ +using UnityEngine; + +namespace Mirror.Examples.Shooter +{ + public class Player : NetworkBehaviour + { + /* + [Header("Camera")] + public Transform cameraMount; + Vector3 initialCameraPosition; + Quaternion initialCameraRotation; + Camera cam; + + protected virtual void Awake() + { + // find main camera once + cam = Camera.main; + } + + public override void OnStartLocalPlayer() + { + // remember initial camera position/rotation + initialCameraPosition = cam.transform.position; + initialCameraRotation = cam.transform.rotation; + + // move main camera into camera mount + cam.transform.SetParent(cameraMount, false); + cam.transform.localPosition = Vector3.zero; + cam.transform.localRotation = Quaternion.identity; + } + + public override void OnStopLocalPlayer() + { + // move the camera back to the original point. + // otherwise it would be destroyed when stopping the game (and player) + cam.transform.SetParent(null, true); + cam.transform.position = initialCameraPosition; + cam.transform.rotation = initialCameraRotation; + }*/ + } +} diff --git a/Assets/Mirror/Examples/ShooterFastPaced/Scripts/Player.cs.meta b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/Player.cs.meta new file mode 100644 index 000000000..d2b5db3f9 --- /dev/null +++ b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/Player.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9f56acb44c5a747bea79199d6832c34d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/ShooterFastPaced/Scripts/PlayerLook.cs b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/PlayerLook.cs new file mode 100644 index 000000000..bb6916953 --- /dev/null +++ b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/PlayerLook.cs @@ -0,0 +1,266 @@ +using System; +using UnityEngine; + +namespace Mirror.Examples.Shooter +{ + public class PlayerLook : NetworkBehaviour + { + [Header("Components")] + #pragma warning disable CS0109 // member does not hide accessible member + [HideInInspector] public new Camera camera; + #pragma warning restore CS0109 // member does not hide accessible member + + [Header("Camera")] + public float XSensitivity = 2; + public float YSensitivity = 2; + public float MinimumX = -90; + public float MaximumX = 90; + + // head position is useful for raycasting etc. + [Tooltip("Camera will be mounted to this in first person view. Highly recommended to position this at (0,Y,0), otherwise at (0,Y,0.5) etc. there might be jitter since the camera is not only rotated, but also moved.")] + public Transform firstPersonParent; + public Vector3 headPosition => firstPersonParent.position; + Vector3 originalCameraPosition; + + // the layer mask to use when trying to detect view blocking + // (this way we dont zoom in all the way when standing in another entity) + // (-> create a entity layer for them if needed) + public LayerMask viewBlockingLayers; + public float zoomSpeed = 0.5f; + public float distance = 0; + public float minDistance = 0; + public float maxDistance = 7; + + [Header("Physical Interaction")] + [Tooltip("Layers to use for raycasting. Check Default, Walls, Player, Zombie, Doors, Interactables, Item, etc. Uncheck IgnoreRaycast, AggroArea, Water, UI, etc.")] + public LayerMask raycastLayers = Physics.DefaultRaycastLayers; + + // camera offsets. Vector2 because we only want X (left/right) and Y (up/down) + // to be modified. Z (forward/backward) should NEVER be modified because + // then we could look through walls when tilting our head forward to look + // downwards, etc. This can be avoided in the camera positioning logic, but + // is way to complex and not worth it at all. + [Header("Offsets - Standing")] + public Vector2 firstPersonOffsetStanding = Vector2.zero; + public Vector2 thirdPersonOffsetStanding = Vector2.up; + public Vector2 thirdPersonOffsetStandingMultiplier = Vector2.zero; + + // look directions ///////////////////////////////////////////////////////// + // * for first person, all we need is the camera.forward + // + // * for third person, we need to raycast where the camera looks and then + // calculate the direction from the eyes. + // BUT for animations we actually only want camera.forward because it + // looks strange if we stand right in front of a wall, camera aiming above + // a player's head (because of head offset) and then the players arms + // aiming at that point above his head (on the wall) too. + // => he should always appear to aim into the far direction + // => he should always fire at the raycasted point + // in other words, if we want 1st and 3rd person WITH camera offsets, then + // we need both the FAR direction and the RAYCASTED direction + // + // * we also need to sync it over the network to animate other players. + // => we compress it as far as possible to save bandwidth. syncing it via + // rotation bytes X and Y uses 2 instead of 12 bytes per observer(!) + // + // * and we can't only calculate and store the values in Update because + // ShoulderLookAt needs them live in LateUpdate, Update is too far behind + // and would cause the arms to be lag behind a bit. + // + public Vector3 lookDirectionFar + { + get + { + return camera.transform.forward; + } + } + + //[SyncVar, HideInInspector] Vector3 syncedLookDirectionRaycasted; not needed atm, see lookPositionRaycasted comment + public Vector3 lookDirectionRaycasted + { + get + { + // same for local and other players + // (positionRaycasted uses camera || syncedDirectionRaycasted anyway) + return (lookPositionRaycasted - headPosition).normalized; + } + } + + // the far position, directionFar projected into nirvana + public Vector3 lookPositionFar + { + get + { + Vector3 position = camera.transform.position; + return position + lookDirectionFar * 9999f; + } + } + + // the raycasted position is needed for lookDirectionRaycasted calculation + // and for firing, so we might as well reuse it here + public Vector3 lookPositionRaycasted + { + get + { + // raycast based on position and direction, project into nirvana if nothing hit + // (not * infinity because might overflow depending on position) + return LookPositionRaycasted(out RaycastHit hit) ? hit.point : lookPositionFar; + } + } + + public bool LookPositionRaycasted(out RaycastHit hit) => + Utils.RaycastWithout(camera.transform.position, camera.transform.forward, out hit, Mathf.Infinity, gameObject, raycastLayers); + + void Awake() + { + camera = Camera.main; + } + + public override void OnStartLocalPlayer() + { + Cursor.lockState = CursorLockMode.Locked; + + // set camera parent to player + camera.transform.SetParent(transform, false); + + // look into player forward direction, which was loaded from the db + camera.transform.rotation = transform.rotation; + + // set camera to head position + camera.transform.position = headPosition; + + // remember original camera position + originalCameraPosition = camera.transform.localPosition; + } + + void OnDestroy() + { + // LateUpdate may lock the cursor. + // always free it in OnDestroy so players can use the UI after disconnects. + if (isLocalPlayer) + { + Cursor.lockState = CursorLockMode.None; + } + } + + //////////////////////////////////////////////////////////////////////////// + // Update camera position after everything else was updated + void LateUpdate() + { + if (!isLocalPlayer) return; + + // escape unlocks cursor + if (Input.GetKeyDown(KeyCode.Escape)) + { + Cursor.lockState = CursorLockMode.None; + } + // mouse click locks cursor + else if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + // only while alive and while cursor is locked, otherwise we are in a UI + if (Cursor.lockState == CursorLockMode.Locked) + { + // calculate horizontal and vertical rotation steps + float xExtra = Input.GetAxis("Mouse X") * XSensitivity; + float yExtra = Input.GetAxis("Mouse Y") * YSensitivity; + + // use mouse to rotate character + // set to player parent already? + if (camera.transform.parent != transform) + InitializeForcedLook(); + + // rotate character for horizontal, rotate camera for vertical + transform.Rotate(new Vector3(0, xExtra, 0)); + camera.transform.Rotate(new Vector3(-yExtra, 0, 0)); + } + + // clamp camera rotation automatically. this way we can rotate it to + // whatever we like in Update, and LateUpdate will correct it. + camera.transform.localRotation = Utils.ClampRotationAroundXAxis(camera.transform.localRotation, MinimumX, MaximumX); + + // zoom after rotating, otherwise it won't be smooth and would overwrite + // each other. + + // zoom should only happen if not in a UI right now + if (!Utils.IsCursorOverUserInterface()) + { + float step = Utils.GetZoomUniversal() * zoomSpeed; + distance = Mathf.Clamp(distance - step, minDistance, maxDistance); + } + + // calculate target and zoomed position + if (distance == 0) // first person + { + // we use the current head bone position as origin here + // -> gets rid of the idle->run head change effect that was odd + // -> gets rid of upper body culling issues when looking downwards + Vector3 headLocal = transform.InverseTransformPoint(headPosition); + Vector3 origin = headLocal; + Vector3 offset = firstPersonOffsetStanding; + + // set final position + Vector3 target = transform.TransformPoint(origin + offset); + camera.transform.position = target; + } + else // third person + { + Vector3 origin = originalCameraPosition; + Vector3 offsetBase = thirdPersonOffsetStanding; + Vector3 offsetMult = thirdPersonOffsetStandingMultiplier; + + Vector3 target = transform.TransformPoint(origin + offsetBase + offsetMult * distance); + Vector3 newPosition = target - (camera.transform.rotation * Vector3.forward * distance); + + // avoid view blocking (only third person, pointless in first person) + // -> always based on original distance and only overwrite if necessary + // so that we dont have to zoom out again after view block disappears + // -> we cast exactly from cam to target, which is the crosshair position. + // if anything is inbetween then view blocking changes the distance. + // this works perfectly. + float finalDistance = distance; + RaycastHit hit; + Debug.DrawLine(target, camera.transform.position, Color.white); + if (Physics.Linecast(target, newPosition, out hit, viewBlockingLayers)) + { + // calculate a better distance (with some space between it) + finalDistance = Vector3.Distance(target, hit.point) - 0.1f; + Debug.DrawLine(target, hit.point, Color.red); + } + else Debug.DrawLine(target, newPosition, Color.green); + + // set final position + camera.transform.position = target - (camera.transform.rotation * Vector3.forward * finalDistance); + } + } + + public bool InFirstPerson() + { + return distance == 0; + } + + // free look mode ////////////////////////////////////////////////////////// + public void InitializeForcedLook() + { + camera.transform.SetParent(transform, false); + } + + // debugging /////////////////////////////////////////////////////////////// + void OnDrawGizmos() + { + if (camera == null) return; + + // draw camera forward + Gizmos.color = Color.white; + Gizmos.DrawLine(headPosition, camera.transform.position + camera.transform.forward * 9999f); + + // draw all the different look positions + Gizmos.color = Color.blue; + Gizmos.DrawLine(headPosition, lookPositionFar); + Gizmos.color = Color.cyan; + Gizmos.DrawLine(headPosition, lookPositionRaycasted); + } + } +} diff --git a/Assets/Mirror/Examples/ShooterFastPaced/Scripts/PlayerLook.cs.meta b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/PlayerLook.cs.meta new file mode 100644 index 000000000..0031e166e --- /dev/null +++ b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/PlayerLook.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3423ce099aa694162ac6f6b517c00ac4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/ShooterFastPaced/Scripts/PlayerMovement.cs b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/PlayerMovement.cs new file mode 100644 index 000000000..44b392d0e --- /dev/null +++ b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/PlayerMovement.cs @@ -0,0 +1,475 @@ +// based on Unity's FirstPersonController & ThirdPersonController scripts +using UnityEngine; +using Controller2k; +using Random = UnityEngine.Random; + +namespace Mirror.Examples.Shooter +{ + // MoveState as byte for minimal bandwidth (otherwise it's int by default) + // note: distinction between WALKING and RUNNING in case we need to know the + // difference somewhere (e.g. for endurance recovery) + public enum MoveState : byte {IDLE, WALKING, RUNNING, AIRBORNE, CLIMBING} + + [RequireComponent(typeof(CharacterController2k))] + [RequireComponent(typeof(AudioSource))] + public class PlayerMovement : NetworkBehaviour + { + // components to be assigned in inspector + [Header("Components")] + public Animator animator; + public CharacterController2k controller; + public AudioSource feetAudio; + // the collider for the character controller. NOT the hips collider. this + // one is NOT affected by animations and generally a better choice for state + // machine logic. + public CapsuleCollider controllerCollider; + #pragma warning disable CS0109 // member does not hide accessible member + new Camera camera; + #pragma warning restore CS0109 // member does not hide accessible member + + [Header("State")] + [SyncVar] public MoveState state = MoveState.IDLE; + [HideInInspector] public Vector3 moveDir; + + [Header("Walking")] + public float walkSpeed = 5; + public float walkAcceleration = 15; // set to maxint for instant speed + public float walkDeceleration = 20; // feels best if higher than acceleration + + [Header("Running")] + public float runSpeed = 8; + [Range(0f, 1f)] public float runStepLength = 0.7f; + public float runStepInterval = 3; + public float runCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others + public KeyCode walkKey = KeyCode.LeftShift; + float stepCycle; + float nextStep; + + [Header("Jumping")] + public float jumpSpeed = 7; + [HideInInspector] public float jumpLeg; + bool jumpKeyPressed; + + [Header("Falling")] + public float airborneAcceleration = 15; // set to maxint for instant speed + public float airborneDeceleration = 20; // feels best if higher than acceleration + public float fallMinimumMagnitude = 9; // walking down steps shouldn't count as falling and play no falling sound. + public float fallDamageMinimumMagnitude = 13; + public float fallDamageMultiplier = 2; + [HideInInspector] public Vector3 lastFall; + bool sprintingBeforeAirborne; // don't allow sprint key to accelerate while jumping. decision has to be made before that. + + [Header("Climbing")] + public float climbSpeed = 3; + Collider ladderCollider; + + [Header("Physics")] + public float gravityMultiplier = 2; + + // we need to remember the last accelerated xz speed without gravity etc. + // (using moveDir.xz.magnitude doesn't work well with mounted movement) + float horizontalSpeed; + + // helper property to check grounded with some tolerance. technically we + // aren't grounded when walking down steps, but this way we factor in a + // minimum fall magnitude. useful for more tolerant jumping etc. + // (= while grounded or while velocity not smaller than min fall yet) + public bool isGroundedWithinTolerance => + controller.isGrounded || controller.velocity.y > -fallMinimumMagnitude; + + [Header("Sounds")] + public AudioClip[] footstepSounds; // an array of footstep sounds that will be randomly selected from. + public AudioClip jumpSound; // the sound played when character leaves the ground. + public AudioClip landSound; // the sound played when character touches back on ground. + + void Awake() + { + camera = Camera.main; + } + + // input directions //////////////////////////////////////////////////////// + Vector2 GetInputDirection() + { + // get input direction while alive and while not typing in chat + // (otherwise 0 so we keep falling even if we die while jumping etc.) + // => 'Raw' because otherwise running takes almost a second to stop! + float horizontal = Input.GetAxisRaw("Horizontal"); + float vertical = Input.GetAxisRaw("Vertical"); + return new Vector2(horizontal, vertical).normalized; + } + + Vector3 GetDesiredDirection(Vector2 inputDir) + { + // always move along the camera forward as it is the direction that is being aimed at + return transform.forward * inputDir.y + transform.right * inputDir.x; + } + + // movement state machine ////////////////////////////////////////////////// + bool EventJumpRequested() + { + // only while grounded, so jump key while jumping doesn't start a new + // jump immediately after landing + // => and not while sliding, otherwise we could climb slides by jumping + // => not even while SlidingState.Starting, so we aren't able to avoid + // sliding by bunny hopping. + // => grounded check uses min fall tolerance so we can actually still + // jump when walking down steps. + return isGroundedWithinTolerance && + controller.slidingState == SlidingState.NONE && + jumpKeyPressed; + } + + bool EventFalling() + { + // use minimum fall magnitude so walking down steps isn't detected as + // falling! otherwise walking down steps would show the fall animation + // and play the landing sound. + return !isGroundedWithinTolerance; + } + + bool EventLanded() + { + return controller.isGrounded; + } + + bool EventLadderEnter() + { + return ladderCollider != null; + } + + bool EventLadderExit() + { + // OnTriggerExit isn't good enough to detect ladder exits because we + // shouldn't exit as soon as our head sticks out of the ladder collider. + // only if we fully left it. so check this manually here: + return ladderCollider != null && + !ladderCollider.bounds.Intersects(controllerCollider.bounds); + } + + // helper function to apply gravity based on previous Y direction + float ApplyGravity(float moveDirY) + { + // apply full gravity while falling + if (!controller.isGrounded) + // gravity needs to be * Time.fixedDeltaTime even though we multiply + // the final controller.Move * Time.fixedDeltaTime too, because the + // unit is 9.81m/s² + return moveDirY + Physics.gravity.y * gravityMultiplier * Time.deltaTime; + // if grounded then apply no force. the new OpenCharacterController + // doesn't need a ground stick force. it would only make the character + // slide on all uneven surfaces. + return 0; + } + + // helper function to get move or walk speed depending on key press & endurance + float GetWalkOrRunSpeed() + { + bool walkRequested = Input.GetKey(walkKey); + return walkRequested ? walkSpeed : runSpeed; + } + + void ApplyFallDamage() + { + // measure only the Y direction. we don't want to take fall damage + // if we jump forward into a wall because xz is high. + float fallMagnitude = Mathf.Abs(lastFall.y); + if(fallMagnitude >= fallDamageMinimumMagnitude) + { + int damage = Mathf.RoundToInt(fallMagnitude * fallDamageMultiplier); + Debug.Log($"Fall with magnitude={fallMagnitude} damage={damage}"); + } + } + + // acceleration can be different when accelerating/decelerating + float AccelerateSpeed(Vector2 inputDir, float currentSpeed, float targetSpeed, float acceleration) + { + // desired speed is between 'speed' and '0' + float desiredSpeed = inputDir.magnitude * targetSpeed; + + // accelerate speed + return Mathf.MoveTowards(currentSpeed, desiredSpeed, acceleration * Time.deltaTime); + } + + void EnterLadder() + { + // make player look directly at ladder forward. + // note: even though we set the rotation perfectly here, there's + // still one frame where it seems to interpolate between the + // new and the old rotation, which causes 1 odd camera frame. + // this could be avoided by overwriting transform.forward once + // more in LateUpdate. + transform.forward = ladderCollider.transform.forward; + } + + MoveState UpdateIDLE(Vector2 inputDir, Vector3 desiredDir) + { + // decelerate from last move (e.g. from jump) + // (moveDir.xz can be set to 0 to have an interruption when landing) + horizontalSpeed = AccelerateSpeed(inputDir, horizontalSpeed, 0, walkDeceleration); + moveDir.x = desiredDir.x * horizontalSpeed; + moveDir.y = ApplyGravity(moveDir.y); + moveDir.z = desiredDir.z * horizontalSpeed; + + if (EventFalling()) + { + sprintingBeforeAirborne = false; + return MoveState.AIRBORNE; + } + else if (EventJumpRequested()) + { + // start the jump movement into Y dir, go to jumping + // note: no endurance>0 check because it feels odd if we can't jump + moveDir.y = jumpSpeed; + sprintingBeforeAirborne = false; + PlayJumpSound(); + return MoveState.AIRBORNE; + } + else if (EventLadderEnter()) + { + EnterLadder(); + return MoveState.CLIMBING; + } + else if (inputDir != Vector2.zero) + { + return MoveState.WALKING; + } + + return MoveState.IDLE; + } + + MoveState UpdateWALKINGandRUNNING(Vector2 inputDir, Vector3 desiredDir) + { + // walk or run? + float speed = GetWalkOrRunSpeed(); + + // move with acceleration (feels better) + horizontalSpeed = AccelerateSpeed(inputDir, horizontalSpeed, speed, inputDir != Vector2.zero ? walkAcceleration : walkDeceleration); + moveDir.x = desiredDir.x * horizontalSpeed; + moveDir.y = ApplyGravity(moveDir.y); + moveDir.z = desiredDir.z * horizontalSpeed; + + if (EventFalling()) + { + sprintingBeforeAirborne = speed == runSpeed; + return MoveState.AIRBORNE; + } + else if (EventJumpRequested()) + { + // start the jump movement into Y dir, go to jumping + // note: no endurance>0 check because it feels odd if we can't jump + moveDir.y = jumpSpeed; + sprintingBeforeAirborne = speed == runSpeed; + PlayJumpSound(); + return MoveState.AIRBORNE; + } + else if (EventLadderEnter()) + { + EnterLadder(); + return MoveState.CLIMBING; + } + // go to idle after fully decelerating (y doesn't matter) + else if (moveDir.x == 0 && moveDir.z == 0) + { + return MoveState.IDLE; + } + + ProgressStepCycle(inputDir, speed); + return speed == walkSpeed ? MoveState.WALKING : MoveState.RUNNING; + } + + MoveState UpdateAIRBORNE(Vector2 inputDir, Vector3 desiredDir) + { + // max speed depends on what we did before jumping/falling + float speed = sprintingBeforeAirborne ? runSpeed : walkSpeed; + + // move with acceleration (feels better) + horizontalSpeed = AccelerateSpeed(inputDir, horizontalSpeed, speed, inputDir != Vector2.zero ? airborneAcceleration : airborneDeceleration); + moveDir.x = desiredDir.x * horizontalSpeed; + moveDir.y = ApplyGravity(moveDir.y); + moveDir.z = desiredDir.z * horizontalSpeed; + + if (EventLanded()) + { + // apply fall damage only in AIRBORNE->Landed. + // (e.g. not if we run face forward into a wall with high velocity) + ApplyFallDamage(); + PlayLandingSound(); + // transition to the idle/walk/run depending on state. + // if we always transition to IDLE, it woul always play the IDLE + // animation once after jumping, even while running, which + // looks odd. + if (moveDir.x == 0 && moveDir.z == 0) + { + return MoveState.IDLE; + } + else + { + return MoveState.WALKING; + } + } + else if (EventLadderEnter()) + { + EnterLadder(); + return MoveState.CLIMBING; + } + + return MoveState.AIRBORNE; + } + + MoveState UpdateCLIMBING(Vector2 inputDir, Vector3 desiredDir) + { + // finished climbing? + if (EventLadderExit()) + { + // player rotation was adjusted to ladder rotation before. + // let's reset it, but also keep look forward + transform.rotation = Quaternion.Euler(0, transform.rotation.eulerAngles.y, 0); + ladderCollider = null; + return MoveState.IDLE; + } + + // interpret forward/backward movement as upward/downward + // note: NO ACCELERATION, otherwise we would climb really fast when + // sprinting towards a ladder. and the actual climb feels way too + // unresponsive when accelerating. + moveDir.x = inputDir.x * climbSpeed; + moveDir.y = inputDir.y * climbSpeed; + moveDir.z = 0; + + // make the direction relative to ladder rotation. so when pressing right + // we always climb to the right of the ladder, no matter how it's rotated + moveDir = ladderCollider.transform.rotation * moveDir; + Debug.DrawLine(transform.position, transform.position + moveDir, Color.yellow, 0.1f, false); + + return MoveState.CLIMBING; + } + + // usually it's best practice to apply physics in FixedUpdate. + // however, since controller.Move() does not interpolate, using only + // FixedUpdate would look noticably jitter in first person view. + // let's try Update + Time.deltaTime instead of Time.fixedDeltaTime. + void Update() + { + if (isLocalPlayer) + { + // get input and desired direction based on camera and ground + Vector2 inputDir = GetInputDirection(); + Vector3 desiredDir = GetDesiredDirection(inputDir); + Debug.DrawLine(transform.position, transform.position + desiredDir, Color.blue); + Debug.DrawLine(transform.position, transform.position + desiredDir, Color.cyan); + if (!jumpKeyPressed) jumpKeyPressed = Input.GetButtonDown("Jump"); + + // update state machine + if (state == MoveState.IDLE) state = UpdateIDLE(inputDir, desiredDir); + else if (state == MoveState.WALKING) state = UpdateWALKINGandRUNNING(inputDir, desiredDir); + else if (state == MoveState.RUNNING) state = UpdateWALKINGandRUNNING(inputDir, desiredDir); + else if (state == MoveState.AIRBORNE) state = UpdateAIRBORNE(inputDir, desiredDir); + else if (state == MoveState.CLIMBING) state = UpdateCLIMBING(inputDir, desiredDir); + else Debug.LogError("Unhandled Movement State: " + state); + + // cache this move's state to detect landing etc. next time + if (!controller.isGrounded) lastFall = controller.velocity; + + // move depending on latest moveDir changes + Debug.DrawLine(transform.position, transform.position + moveDir * Time.deltaTime, Color.magenta); + controller.Move(moveDir * Time.deltaTime); // note: returns CollisionFlags if needed + + // calculate which leg is behind, so as to leave that leg trailing in the jump animation + // (This code is reliant on the specific run cycle offset in our animations, + // and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5) + if (animator != null) + { + float runCycle = Mathf.Repeat(animator.GetCurrentAnimatorStateInfo(0).normalizedTime + runCycleLegOffset, 1); + jumpLeg = (runCycle < 0.5f ? 1 : -1);// * move.z; + } + + // reset keys no matter what + jumpKeyPressed = false; + } + + // update animations for everyone + SetAnimations(); + } + + void OnGUI() + { + // show data next to player for easier debugging. this is very useful! + if (Debug.isDebugBuild) + { + // project player position to screen + Vector3 center = controllerCollider.bounds.center; + Vector3 point = camera.WorldToScreenPoint(center); + + // in front of camera and in screen? + if (point.z >= 0 && Utils.IsPointInScreen(point)) + { + GUI.color = new Color(0, 0, 0, 0.5f); + GUILayout.BeginArea(new Rect(point.x, Screen.height - point.y, 150, 200)); + + // some info for all players, including local + GUILayout.Label("grounded=" + controller.isGrounded); + GUILayout.Label("groundedTol=" + isGroundedWithinTolerance); + GUILayout.Label("lastFall=" + lastFall); + GUILayout.Label("sliding=" + controller.slidingState); + + GUILayout.EndArea(); + GUI.color = Color.white; + } + } + } + + void PlayLandingSound() + { + feetAudio.clip = landSound; + feetAudio.Play(); + nextStep = stepCycle + .5f; + } + + void PlayJumpSound() + { + feetAudio.clip = jumpSound; + feetAudio.Play(); + } + + void ProgressStepCycle(Vector3 inputDir, float speed) + { + if (controller.velocity.sqrMagnitude > 0 && (inputDir.x != 0 || inputDir.y != 0)) + { + stepCycle += (controller.velocity.magnitude + (speed*(state == MoveState.WALKING ? 1 : runStepLength)))* + Time.deltaTime; + } + + if (stepCycle > nextStep) + { + nextStep = stepCycle + runStepInterval; + PlayFootStepAudio(); + } + } + + void PlayFootStepAudio() + { + if (!controller.isGrounded) return; + + // any configured sounds? + if (footstepSounds == null || footstepSounds.Length == 0) return; + + // pick & play a random footstep sound from the array, + // excluding sound at index 0 + int n = Random.Range(1, footstepSounds.Length); + feetAudio.clip = footstepSounds[n]; + feetAudio.PlayOneShot(feetAudio.clip); + + // move picked sound to index 0 so it's not picked next time + footstepSounds[n] = footstepSounds[0]; + footstepSounds[0] = feetAudio.clip; + } + + void SetAnimations() + { + animator.SetBool("IDLE", state == MoveState.IDLE); + animator.SetBool("WALKING", state == MoveState.WALKING); + animator.SetBool("RUNNING", state == MoveState.RUNNING); + animator.SetBool("AIRBORNE", state == MoveState.AIRBORNE); + } + } +} diff --git a/Assets/Mirror/Examples/ShooterFastPaced/Scripts/PlayerMovement.cs.meta b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/PlayerMovement.cs.meta new file mode 100644 index 000000000..39d588ce8 --- /dev/null +++ b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/PlayerMovement.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 558b1c31c2abf40f2ac0db01688ab8ae +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/ShooterFastPaced/Scripts/PlayerWeapon.cs b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/PlayerWeapon.cs new file mode 100644 index 000000000..4f67e0408 --- /dev/null +++ b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/PlayerWeapon.cs @@ -0,0 +1,80 @@ +using UnityEngine; + +namespace Mirror.Examples.Shooter +{ + public class PlayerWeapon : NetworkBehaviour + { + public Transform weaponMount; + public PlayerLook playerLook; + + [Header("Decal")] + public GameObject decalPrefab; + public float decalOffset = 0.01f; + + void RotateWeaponToLookDirection() + { + weaponMount.LookAt(playerLook.lookPositionFar); + } + + void ApplyBulletForce(Rigidbody rigid, Vector3 hitNormal, float impactForce) + { + rigid.AddForce(-hitNormal * impactForce, ForceMode.Impulse); + } + + // TODO sync LookPosition/DirectionRaycasted instead of passing it here + // TODO NOT CHEAT SAFE DONT TRUST CLIENT WITH impactForce etc. + [Command] + void CmdApplyBulletForce(PredictedRigidbody hitObject, Vector3 hitNormal, float impactForce) + { + // on server, the rigidbody is attached to the PredictedRigidbody (not separated) + Rigidbody rigid = hitObject.GetComponent(); + ApplyBulletForce(rigid, hitNormal, impactForce); + } + + void FireWeapon() + { + // raycast + if (playerLook.LookPositionRaycasted(out RaycastHit hit)) + { + Debug.Log($"fired at: {hit.collider.name}"); + + // any weapon equipped? + WeaponDetails weapon = weaponMount.GetComponentInChildren(); + if (weapon != null) + { + // muzzle flash + if (weapon.muzzleFlash != null) weapon.muzzleFlash.Fire(); + + // instantiate decal when shooting static objects. + // if it has a rigidbody (like a ball), don't add a decal. + Rigidbody rigid = hit.collider.GetComponent(); + if (rigid == null) + { + // parent to hit collider so that decals don't hang in air if we + // hit a moving object like a door. + // (.collider.transform instead of + // -> parent to .collider.transform instead of .transform because + // for our doors, .transform would be the door parent, while + // .collider is the part that actually moves. so this is safer. + GameObject go = Instantiate(decalPrefab, hit.point + hit.normal * decalOffset, Quaternion.LookRotation(-hit.normal)); + go.transform.parent = hit.collider.transform; + } + } + } + } + + void LateUpdate() + { + // TODO rotate weapon for other players too, but PlayerLook needs to sync lookDirection first + if (!isLocalPlayer) return; + + RotateWeaponToLookDirection(); + + + if (Input.GetMouseButtonDown(0)) + { + FireWeapon(); + } + } + } +} diff --git a/Assets/Mirror/Examples/ShooterFastPaced/Scripts/PlayerWeapon.cs.meta b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/PlayerWeapon.cs.meta new file mode 100644 index 000000000..d1797796c --- /dev/null +++ b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/PlayerWeapon.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 306eb44bdddc74fd787a0a72afb5dd6e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/ShooterFastPaced/Scripts/Utils.cs b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/Utils.cs new file mode 100644 index 000000000..ebabcc067 --- /dev/null +++ b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/Utils.cs @@ -0,0 +1,393 @@ +// This class contains some helper functions. +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.EventSystems; +using UnityEngine.AI; +using System; +using System.Collections.Generic; + +namespace Mirror.Examples.Shooter +{ + // serializable events + [Serializable] public class UnityEventGameObject : UnityEvent {} + + public class Utils + { + // is any of the keys UP? + public static bool AnyKeyUp(KeyCode[] keys) + { + // avoid Linq.Any because it is HEAVY(!) on GC and performance + foreach (KeyCode key in keys) + if (Input.GetKeyUp(key)) + return true; + return false; + } + + // is any of the keys DOWN? + public static bool AnyKeyDown(KeyCode[] keys) + { + // avoid Linq.Any because it is HEAVY(!) on GC and performance + foreach (KeyCode key in keys) + if (Input.GetKeyDown(key)) + return true; + return false; + } + + // is any of the keys PRESSED? + public static bool AnyKeyPressed(KeyCode[] keys) + { + // avoid Linq.Any because it is HEAVY(!) on GC and performance + foreach (KeyCode key in keys) + if (Input.GetKey(key)) + return true; + return false; + } + + // is a 2D point in screen? + public static bool IsPointInScreen(Vector2 point) + { + return 0 <= point.x && point.x <= Screen.width && + 0 <= point.y && point.y <= Screen.height; + } + + // Distance between two ClosestPoints + // this is needed in cases where entites are really big. in those cases, + // we can't just move to entity.transform.position, because it will be + // unreachable. instead we have to go the closest point on the boundary. + // + // Vector3.Distance(a.transform.position, b.transform.position): + // _____ _____ + // | | | | + // | x==|======|==x | + // |_____| |_____| + // + // + // Utils.ClosestDistance(a.collider, b.collider): + // _____ _____ + // | | | | + // | |x====x| | + // |_____| |_____| + // + public static float ClosestDistance(Collider a, Collider b) + { + // return 0 if both intersect or if one is inside another. + // ClosestPoint distance wouldn't be > 0 in those cases otherwise. + if (a.bounds.Intersects(b.bounds)) + return 0; + + // Unity offers ClosestPointOnBounds and ClosestPoint. + // ClosestPoint is more accurate. OnBounds often doesn't get <1 because + // it uses a point at the top of the player collider, not in the center. + // (use Debug.DrawLine here to see the difference) + return Vector3.Distance(a.ClosestPoint(b.transform.position), + b.ClosestPoint(a.transform.position)); + } + + // CastWithout functions all need a backups dictionary. this is in hot path + // and creating a Dictionary for every single call would be insanity. + static Dictionary castBackups = new Dictionary(); + + // raycast while ignoring self (by setting layer to "Ignore Raycasts" first) + // => setting layer to IgnoreRaycasts before casting is the easiest way to do it + // => raycast + !=this check would still cause hit.point to be on player + // => raycastall is not sorted and child objects might have different layers etc. + public static bool RaycastWithout(Vector3 origin, Vector3 direction, out RaycastHit hit, float maxDistance, GameObject ignore, int layerMask=Physics.DefaultRaycastLayers) + { + // remember layers + castBackups.Clear(); + + // set all to ignore raycast + foreach (Transform tf in ignore.GetComponentsInChildren(true)) + { + castBackups[tf] = tf.gameObject.layer; + tf.gameObject.layer = LayerMask.NameToLayer("Ignore Raycast"); + } + + // raycast + bool result = Physics.Raycast(origin, direction, out hit, maxDistance, layerMask); + + // restore layers + foreach (KeyValuePair kvp in castBackups) + kvp.Key.gameObject.layer = kvp.Value; + + return result; + } + + public static bool LinecastWithout(Vector3 start, Vector3 end, out RaycastHit hit, GameObject ignore, int layerMask=Physics.DefaultRaycastLayers) + { + // remember layers + castBackups.Clear(); + + // set all to ignore raycast + foreach (Transform tf in ignore.GetComponentsInChildren(true)) + { + castBackups[tf] = tf.gameObject.layer; + tf.gameObject.layer = LayerMask.NameToLayer("Ignore Raycast"); + } + + // raycast + bool result = Physics.Linecast(start, end, out hit, layerMask); + + // restore layers + foreach (KeyValuePair kvp in castBackups) + kvp.Key.gameObject.layer = kvp.Value; + + return result; + } + + public static bool SphereCastWithout(Vector3 origin, float sphereRadius, Vector3 direction, out RaycastHit hit, float maxDistance, GameObject ignore, int layerMask=Physics.DefaultRaycastLayers) + { + // remember layers + castBackups.Clear(); + + // set all to ignore raycast + foreach (Transform tf in ignore.GetComponentsInChildren(true)) + { + castBackups[tf] = tf.gameObject.layer; + tf.gameObject.layer = LayerMask.NameToLayer("Ignore Raycast"); + } + + // raycast + bool result = Physics.SphereCast(origin, sphereRadius, direction, out hit, maxDistance, layerMask); + + // restore layers + foreach (KeyValuePair kvp in castBackups) + kvp.Key.gameObject.layer = kvp.Value; + + return result; + } + + // pretty print seconds as hours:minutes:seconds(.milliseconds/100)s + public static string PrettySeconds(float seconds) + { + TimeSpan t = TimeSpan.FromSeconds(seconds); + string res = ""; + if (t.Days > 0) res += t.Days + "d"; + if (t.Hours > 0) res += " " + t.Hours + "h"; + if (t.Minutes > 0) res += " " + t.Minutes + "m"; + // 0.5s, 1.5s etc. if any milliseconds. 1s, 2s etc. if any seconds + if (t.Milliseconds > 0) res += " " + t.Seconds + "." + (t.Milliseconds / 100) + "s"; + else if (t.Seconds > 0) res += " " + t.Seconds + "s"; + // if the string is still empty because the value was '0', then at least + // return the seconds instead of returning an empty string + return res != "" ? res : "0s"; + } + + // hard mouse scrolling that is consistent between all platforms + // Input.GetAxis("Mouse ScrollWheel") and + // Input.GetAxisRaw("Mouse ScrollWheel") + // both return values like 0.01 on standalone and 0.5 on WebGL, which + // causes too fast zooming on WebGL etc. + // normally GetAxisRaw should return -1,0,1, but it doesn't for scrolling + public static float GetAxisRawScrollUniversal() + { + float scroll = Input.GetAxisRaw("Mouse ScrollWheel"); + if (scroll < 0) return -1; + if (scroll > 0) return 1; + return 0; + } + + // two finger pinch detection + // source: https://docs.unity3d.com/Manual/PlatformDependentCompilation.html + public static float GetPinch() + { + if (Input.touchCount == 2) + { + // Store both touches. + Touch touchZero = Input.GetTouch(0); + Touch touchOne = Input.GetTouch(1); + + // Find the position in the previous frame of each touch. + Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition; + Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition; + + // Find the magnitude of the vector (the distance) between the touches in each frame. + float prevTouchDeltaMag = (touchZeroPrevPos - touchOnePrevPos).magnitude; + float touchDeltaMag = (touchZero.position - touchOne.position).magnitude; + + // Find the difference in the distances between each frame. + return touchDeltaMag - prevTouchDeltaMag; + } + return 0; + } + + // universal zoom: mouse scroll if mouse, two finger pinching otherwise + public static float GetZoomUniversal() + { + if (Input.mousePresent) + return GetAxisRawScrollUniversal(); + else if (Input.touchSupported) + return GetPinch(); + return 0; + } + + // check if the cursor is over a UI or OnGUI element right now + // note: for UI, this only works if the UI's CanvasGroup blocks Raycasts + // note: for OnGUI: hotControl is only set while clicking, not while zooming + public static bool IsCursorOverUserInterface() + { + // IsPointerOverGameObject check for left mouse (default) + if (EventSystem.current != null && EventSystem.current.IsPointerOverGameObject()) + return true; + + // IsPointerOverGameObject check for touches + for (int i = 0; i < Input.touchCount; ++i) + if (EventSystem.current.IsPointerOverGameObject(Input.GetTouch(i).fingerId)) + return true; + + // OnGUI check + return GUIUtility.hotControl != 0; + } + + // random point on NavMesh for item drops, etc. + public static Vector3 RandomUnitCircleOnNavMesh(Vector3 position, float radiusMultiplier) + { + // random circle point + Vector2 r = UnityEngine.Random.insideUnitCircle * radiusMultiplier; + + // convert to 3d + Vector3 randomPosition = new Vector3(position.x + r.x, position.y, position.z + r.y); + + // raycast to find valid point on NavMesh. otherwise return original one + if (NavMesh.SamplePosition(randomPosition, out NavMeshHit hit, radiusMultiplier * 2, NavMesh.AllAreas)) + return hit.position; + return position; + } + + // random point on NavMesh that has no obstacles (walls) between point and center + // -> useful because items shouldn't be dropped behind walls, etc. + public static Vector3 ReachableRandomUnitCircleOnNavMesh(Vector3 position, float radiusMultiplier, int solverAttempts) + { + for (int i = 0; i < solverAttempts; ++i) + { + // get random point on navmesh around position + Vector3 candidate = RandomUnitCircleOnNavMesh(position, radiusMultiplier); + + // check if anything obstructs the way (walls etc.) + if (!NavMesh.Raycast(position, candidate, out NavMeshHit hit, NavMesh.AllAreas)) + return candidate; + } + + // otherwise return original position if we can't find any good point. + // in that case it's best to just drop it where the entity stands. + return position; + } + + // can Collider A 'reach' Collider B? + // e.g. can monster reach player to attack? + // can player reach item to pick up? + // => NOTE: we only try to reach the center vertical line of the collider. + // this is not a perfect 'is collider reachable' function that checks + // any point on the collider. it is perfect for monsters and players + // though, because they are rather vertical + public static bool IsReachableVertically(Collider origin, Collider other, float maxDistance) + { + // we need to find the closest collider points first, because using + // maxDistance for checks between collider.center points is meaningless + // for monsters with huge colliders. + // (we use ClosestPointOnBounds for all other attack range checks too) + Vector3 originClosest = origin.ClosestPoint(other.transform.position); + Vector3 otherClosest = other.ClosestPoint(origin.transform.position); + + // linecast from origin to other to decide if reachable + // -> we cast from origin center/top to all center/top/bottom of other + // aka 'can origin attack any part of other with head or hands?' + Vector3 otherCenter = new Vector3(otherClosest.x, other.bounds.center.y, otherClosest.z); // closest centered at y + Vector3 otherTop = otherCenter + Vector3.up * other.bounds.extents.y; + Vector3 otherBottom = otherCenter + Vector3.down * other.bounds.extents.y; + + Vector3 originCenter = new Vector3(originClosest.x, origin.bounds.center.y, originClosest.z); // origin centered at y + Vector3 originTop = originCenter + Vector3.up * origin.bounds.extents.y; + + // maxDistance is from origin center to any other point. + // -> it's not meant from origin head to other feet, in which case we + // could reach objects that are too far above us, e.g. a monster + // could reach a player standing on the battle bus. + // -> in other words, the origin head checks should be reduced by size/2 + // since they start further away from the hips + float originHalf = origin.bounds.size.y / 2; + + // reachable if there is nothing between us and the other collider + // -> check distance too, e.g. monsters attacking upwards + // + // NOTE: checking 'if nothing is between' is the way to go, because + // monster and player main colliders have IgnoreRaycast layers, so + // checking 'if linecast reaches other collider' wouldn't work. + // (this is also faster, since we only Linecast if dist <= ...) + // + // NOTE: this can be done shorter with just Linecast || Linecast || ... + // but color coded DrawLines are significantly(!) easier to debug! + // + // IMPORTANT: we do NOT have to ignore any colliders manually because + // the monster/player main colliders are on IgnoreRaycast + // layers, and all the body part colliders are triggers! + if (Vector3.Distance(originCenter, otherCenter) <= maxDistance && + !Physics.Linecast(originCenter, otherCenter, Physics.DefaultRaycastLayers, QueryTriggerInteraction.Ignore)) + { + Debug.DrawLine(originCenter, otherCenter, Color.white); + return true; + } + else Debug.DrawLine(originCenter, otherCenter, Color.gray); + + if (Vector3.Distance(originCenter, otherTop) <= maxDistance && + !Physics.Linecast(originCenter, otherTop, Physics.DefaultRaycastLayers, QueryTriggerInteraction.Ignore)) + { + Debug.DrawLine(originCenter, otherTop, Color.white); + return true; + } + else Debug.DrawLine(originCenter, otherTop, Color.gray); + + if (Vector3.Distance(originCenter, otherBottom) <= maxDistance && + !Physics.Linecast(originCenter, otherBottom, Physics.DefaultRaycastLayers, QueryTriggerInteraction.Ignore)) + { + Debug.DrawLine(originCenter, otherBottom, Color.white); + return true; + } + else Debug.DrawLine(originCenter, otherBottom, Color.gray); + + if (Vector3.Distance(originTop, otherCenter) <= maxDistance - originHalf && + !Physics.Linecast(originTop, otherCenter, Physics.DefaultRaycastLayers, QueryTriggerInteraction.Ignore)) + { + Debug.DrawLine(originTop, otherCenter, Color.white); + return true; + } + else Debug.DrawLine(originTop, otherCenter, Color.gray); + + if (Vector3.Distance(originTop, otherTop) <= maxDistance - originHalf && + !Physics.Linecast(originTop, otherTop, Physics.DefaultRaycastLayers, QueryTriggerInteraction.Ignore)) + { + Debug.DrawLine(originTop, otherTop, Color.white); + return true; + } + else Debug.DrawLine(originTop, otherTop, Color.gray); + + if (Vector3.Distance(originTop, otherBottom) <= maxDistance - originHalf && + !Physics.Linecast(originTop, otherBottom, Physics.DefaultRaycastLayers, QueryTriggerInteraction.Ignore)) + { + Debug.DrawLine(originTop, otherBottom, Color.white); + return true; + } + else Debug.DrawLine(originTop, otherBottom, Color.gray); + + // no point was reachable + return false; + } + + // clamp a rotation around x axis + // (e.g. camera up/down rotation so we can't look below character's pants etc.) + // original source: Unity's standard assets MouseLook.cs + public static Quaternion ClampRotationAroundXAxis(Quaternion q, float min, float max) + { + q.x /= q.w; + q.y /= q.w; + q.z /= q.w; + q.w = 1.0f; + + float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x); + angleX = Mathf.Clamp (angleX, min, max); + q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX); + + return q; + } + } +} diff --git a/Assets/Mirror/Examples/ShooterFastPaced/Scripts/Utils.cs.meta b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/Utils.cs.meta new file mode 100644 index 000000000..ee4396c7e --- /dev/null +++ b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/Utils.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3f967eb984d104cd9a5372b250e0cf81 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/ShooterFastPaced/Scripts/WeaponDetails.cs b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/WeaponDetails.cs new file mode 100644 index 000000000..a286144e9 --- /dev/null +++ b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/WeaponDetails.cs @@ -0,0 +1,14 @@ +// can be added to weapons to define more details like muzzle location, etc. +using UnityEngine; + +namespace Mirror.Examples.Shooter +{ + public class WeaponDetails : MonoBehaviour + { + [Header("Muzzle")] + public MuzzleFlash muzzleFlash; + + [Header("Physics")] + public float impactForce = 2000; + } +} diff --git a/Assets/Mirror/Examples/ShooterFastPaced/Scripts/WeaponDetails.cs.meta b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/WeaponDetails.cs.meta new file mode 100644 index 000000000..b1edecf9a --- /dev/null +++ b/Assets/Mirror/Examples/ShooterFastPaced/Scripts/WeaponDetails.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 638fdf3aa75404ebcb55b8a740e2de88 +MonoImporter: + externalObjects: {} 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y: 0.003368157, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: HipsCtrl + parentName: Root + position: {x: 0.0000022340876, y: -0.00031240255, z: 0.015641721} + rotation: {x: -0.0009546565, y: 0.7071061, z: -0.70710593, w: -0.0010861999} + scale: {x: 0.99999994, y: 1.0000002, z: 1} + - name: Hips + parentName: HipsCtrl + position: {x: -0.000004645995, y: 0.00321951, z: -4.6911414e-10} + rotation: {x: -0.00009301444, y: -0.0000002664779, z: 0.999999, w: -0.0014431035} + scale: {x: 1.000004, y: 1, z: 0.9999999} + - name: Spine + parentName: Hips + position: {x: 5.046533e-14, y: 0.003219516, z: 7.755615e-12} + rotation: {x: -0.061042577, y: 0.00000001054578, z: 0.000000010392165, w: 0.9981352} + scale: {x: 1.000004, y: 0.99999994, z: 1.0000002} + - name: Chest + parentName: Spine + position: {x: -1.3624496e-13, y: 0.0028704882, z: 2.560622e-10} + rotation: {x: 0.011894642, y: -0.000000009999341, z: -0.000000011040931, w: 0.99992925} + scale: {x: 1, y: 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parentName: characterMedium(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: -0.7071068, y: 0, z: -0, w: 0.7071067} + scale: {x: 100, y: 100, z: 100} + armTwist: 0.5 + foreArmTwist: 0.5 + upperLegTwist: 0.5 + legTwist: 0.5 + armStretch: 0.05 + legStretch: 0.05 + feetSpacing: 0 + globalScale: 1 + rootMotionBoneName: + hasTranslationDoF: 0 + hasExtraRoot: 1 + skeletonHasParents: 1 + lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: 38f8f72a2b1da474f81c1e0f227bdaed, + type: 3} + autoGenerateAvatarMappingIfUnspecified: 1 + animationType: 3 + humanoidOversampling: 1 + avatarSetup: 2 + addHumanoidExtraRootOnlyWhenUsingAvatar: 1 + importBlendShapeDeformPercent: 1 + remapMaterialsIfMaterialImportModeIsNone: 0 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Animated Characters 3/License.txt b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Animated Characters 3/License.txt new file mode 100644 index 000000000..284e25374 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Animated Characters 3/License.txt @@ -0,0 +1,27 @@ + + + Animated Characters 3 (1.1) + + Created/distributed by Kenney (www.kenney.nl) + + ------------------------------ + + License: (Creative Commons Zero, CC0) + http://creativecommons.org/publicdomain/zero/1.0/ + + You can use this content for personal, educational, and commercial purposes. + + Support by crediting 'Kenney' or 'www.kenney.nl' (this is not a requirement) + + ------------------------------ + + • Website : www.kenney.nl + • Donate : www.kenney.nl/donate + + • Patreon : patreon.com/kenney + + Follow on social media for updates: + + • Twitter: twitter.com/KenneyNL + • Instagram: instagram.com/kenney_nl + • Mastodon: mastodon.gamedev.place/@kenney \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Animated Characters 3/License.txt.meta 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new file mode 100644 index 000000000..4890fe524 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/License.txt @@ -0,0 +1,23 @@ + + + Impact Sounds (1.0) + + Created/distributed by Kenney (www.kenney.nl) + Creation date: 19-12-2019 + + ------------------------------ + + License: (Creative Commons Zero, CC0) + http://creativecommons.org/publicdomain/zero/1.0/ + + This content is free to use in personal, educational and commercial projects. + Support us by crediting Kenney or www.kenney.nl (this is not mandatory) + + ------------------------------ + + Donate: http://support.kenney.nl + Request: http://request.kenney.nl + Patreon: http://patreon.com/kenney/ + + Follow on Twitter for updates: + http://twitter.com/KenneyNL \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/License.txt.meta b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/License.txt.meta new file mode 100644 index 000000000..0d30625b9 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/License.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3215d79dcda9a47a19de1a35afec6648 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/Patreon.url b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/Patreon.url new file mode 100644 index 000000000..439ef262a --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/Patreon.url @@ -0,0 +1,2 @@ +[InternetShortcut] +URL=https://www.patreon.com/kenney/ \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/Patreon.url.meta b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/Patreon.url.meta new file mode 100644 index 000000000..2e53fe404 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/Patreon.url.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 014acf2a5372e4fe290b94895ad778a2 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack.meta b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack.meta new file mode 100644 index 000000000..350c7832f --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5482e0f1b17404e6886faae5501a65fb +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/License.txt b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/License.txt new file mode 100644 index 000000000..c5867c362 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/License.txt @@ -0,0 +1,22 @@ + + + Weapon Models + + by Kenney Vleugels (Kenney.nl) + and Casper Jorissen (Kenney.nl) + + ------------------------------ + + License (Creative Commons Zero, CC0) + http://creativecommons.org/publicdomain/zero/1.0/ + + You may use these assets in personal and commercial projects. + Credit (Kenney or www.kenney.nl) would be nice but is not mandatory. + + ------------------------------ + + Donate: http://support.kenney.nl + Request: http://request.kenney.nl + + Follow on Twitter for updates: + @KenneyWings \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/License.txt.meta b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/License.txt.meta new file mode 100644 index 000000000..0032e603e --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/License.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 81a8c5516a841457f882e090433e5bd0 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models.meta b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models.meta new file mode 100644 index 000000000..79a0294e2 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c833152d960c6484b90b095814304f34 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models/ammo_machinegun.mtl b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models/ammo_machinegun.mtl new file mode 100644 index 000000000..5c93cac1f --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models/ammo_machinegun.mtl @@ -0,0 +1,19 @@ +# +## Alias OBJ Material File +# Exported from SketchUp, (c) 2000-2012 Trimble Navigation Limited + +newmtl Gold +Ka 0.000000 0.000000 0.000000 +Kd 0.803922 0.698039 0.094118 +Ks 0.330000 0.330000 0.330000 + +newmtl Gray8 +Ka 0.000000 0.000000 0.000000 +Kd 0.266667 0.266667 0.266667 +Ks 0.330000 0.330000 0.330000 + +newmtl Redwood +Ka 0.000000 0.000000 0.000000 +Kd 0.654902 0.396078 0.321569 +Ks 0.330000 0.330000 0.330000 + diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models/ammo_machinegun.mtl.meta b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models/ammo_machinegun.mtl.meta new file mode 100644 index 000000000..6ab16f9c9 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models/ammo_machinegun.mtl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c8bd383291d2c40b3a941929219a1371 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models/ammo_machinegun.obj b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon 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------------------------------------------------------------------------------------------------------------- +// Original License from: https://github.com/Unity-Technologies/Standard-Assets-Characters: +// Licensed under the Unity Companion License for Unity-dependent projects--see Unity Companion License. +// Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. +// +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Serialization; + +namespace Controller2k +{ + // sliding starts after a delay, and stops after a delay. we need an enum. + public enum SlidingState : byte { NONE, STARTING, SLIDING, STOPPING }; + + // + // Open character controller. Handles the movement of a character, by using a capsule for movement and collision detection. + // Note: The capsule is always upright. It ignores rotation. + // + [RequireComponent(typeof(CapsuleCollider))] + [RequireComponent(typeof(Rigidbody))] + public class CharacterController2k : MonoBehaviour + { + // Fired on collision with colliders in the world + public event Action collision; + + [Header("Player Root")] + [FormerlySerializedAs("m_PlayerRootTransform")] + [Tooltip("The root bone in the avatar.")] + public Transform playerRootTransform; + + [FormerlySerializedAs("m_RootTransformOffset")] + [Tooltip("The root transform will be positioned at this offset.")] + public Vector3 rootTransformOffset = Vector3.zero; + + [Header("Collision")] + [FormerlySerializedAs("m_SlopeLimit")] + [Tooltip("Limits the collider to only climb slopes that are less steep (in degrees) than the indicated value.")] + public float slopeLimit = 45.0f; + + [FormerlySerializedAs("m_StepOffset")] + [Tooltip("The character will step up a stair only if it is closer to the ground than the indicated value. " + + "This should not be greater than the Character Controller’s height or it will generate an error. " + + "Generally this should be kept as small as possible.")] + public float stepOffset = 0.3f; + + [FormerlySerializedAs("m_SkinWidth")] + [Tooltip("Two colliders can penetrate each other as deep as their Skin Width. Larger Skin Widths reduce jitter. " + + "Low Skin Width can cause the character to get stuck. A good setting is to make this value 10% of the Radius.")] + public float skinWidth = 0.08f; + + [FormerlySerializedAs("m_GroundedTestDistance")] + [Tooltip("Distance to test beneath the character when doing the grounded test. Increase if controller.isGrounded doesn't give the correct results or switches between true/false a lot.")] + public float groundedTestDistance = 0.002f; // 0.001f isn't enough for big BoxColliders like uSurvival's Floor, even though it would work for MeshColliders. + + [FormerlySerializedAs("m_Center")] + [Tooltip("This will offset the Capsule Collider in world space, and won’t affect how the Character pivots. " + + "Ideally, x and z should be zero to avoid rotating into another collider.")] + public Vector3 center; + + [FormerlySerializedAs("m_Radius")] + [Tooltip("Length of the Capsule Collider’s radius. This is essentially the width of the collider.")] + public float radius = 0.5f; + + [FormerlySerializedAs("m_Height")] + [Tooltip("The Character’s Capsule Collider height. It should be at least double the radius.")] + public float height = 2.0f; + + [FormerlySerializedAs("m_CollisionLayerMask")] + [Tooltip("Layers to test against for collisions.")] + public LayerMask collisionLayerMask = ~0; // ~0 sets it to Everything + + [FormerlySerializedAs("m_IsLocalHuman")] + [Tooltip("Is the character controlled by a local human? If true then more calculations are done for more accurate movement.")] + public bool isLocalHuman = true; + + [FormerlySerializedAs("m_SlideAlongCeiling")] + [Tooltip("Can character slide vertically when touching the ceiling? (For example, if ceiling is sloped.)")] + public bool slideAlongCeiling = true; + + [FormerlySerializedAs("m_SlowAgainstWalls")] + [Tooltip("Should the character slow down against walls?")] + public bool slowAgainstWalls = false; + + [FormerlySerializedAs("m_MinSlowAgainstWallsAngle")] + [Range(0.0f, 90.0f), Tooltip("The minimal angle from which the character will start slowing down on walls.")] + public float minSlowAgainstWallsAngle = 10.0f; + + [FormerlySerializedAs("m_TriggerQuery")] + [Tooltip("The desired interaction that cast calls should make against triggers")] + public QueryTriggerInteraction triggerQuery = QueryTriggerInteraction.Ignore; + + [Header("Sliding")] + [FormerlySerializedAs("m_SlideDownSlopes")] + [Tooltip("Should the character slide down slopes when their angle is more than the slope limit?")] + public bool slideDownSlopes = true; + + [FormerlySerializedAs("m_SlideMaxSpeed")] + [Tooltip("The maximum speed that the character can slide downwards")] + public float slideMaxSpeed = 10.0f; + + [FormerlySerializedAs("m_SlideGravityScale")] + [Tooltip("Gravity multiplier to apply when sliding down slopes.")] + public float slideGravityMultiplier = 1.0f; + + [FormerlySerializedAs("m_SlideStartTime")] + [Tooltip("The time (in seconds) after initiating a slide classified as a slide start. Used to disable jumping.")] + public float slideStartDelay = 0.1f; + + [Tooltip("Slight delay (in seconds) before we stop sliding down slopes. To handle cases where sliding test fails for a few frames.")] + public float slideStopDelay = 0.1f; + + // Max slope limit. + const float k_MaxSlopeLimit = 90.0f; + + // Max slope angle on which character can slide down automatically. + const float k_MaxSlideAngle = 90.0f; + + // Distance to test for ground when sliding down slopes. + const float k_SlideDownSlopeTestDistance = 1.0f; + + // Distance to push away from slopes when sliding down them. + const float k_PushAwayFromSlopeDistance = 0.001f; + + // Minimum distance to use when checking ahead for steep slopes, when checking if it's safe to do the step offset. + const float k_MinCheckSteepSlopeAheadDistance = 0.2f; + + // Min skin width. + const float k_MinSkinWidth = 0.0001f; + + // The maximum move iterations. Mainly used as a fail safe to prevent an infinite loop. + const int k_MaxMoveIterations = 20; + + // Stick to the ground if it is less than this distance from the character. + const float k_MaxStickToGroundDownDistance = 1.0f; + + // Min distance to test for the ground when sticking to the ground. + const float k_MinStickToGroundDownDistance = 0.01f; + + // Max colliders to use in the overlap methods. + const int k_MaxOverlapColliders = 10; + + // Offset to use when moving to a collision point, to try to prevent overlapping the colliders + const float k_CollisionOffset = 0.001f; + + // Minimum distance to move. This minimizes small penetrations and inaccurate casts (e.g. into the floor) + const float k_MinMoveDistance = 0.0001f; + + // Minimum step offset height to move (if character has a step offset). + const float k_MinStepOffsetHeight = k_MinMoveDistance; + + // Small value to test if the movement vector is small. + const float k_SmallMoveVector = 1e-6f; + + // If angle between raycast and capsule/sphere cast normal is less than this then use the raycast normal, which is more accurate. + const float k_MaxAngleToUseRaycastNormal = 5.0f; + + // Scale the capsule/sphere hit distance when doing the additional raycast to get a more accurate normal + const float k_RaycastScaleDistance = 2.0f; + + // Slope check ahead is clamped by the distance moved multiplied by this scale. + const float k_SlopeCheckDistanceMultiplier = 5.0f; + + // The capsule collider. + CapsuleCollider m_CapsuleCollider; + + // The position at the start of the movement. + Vector3 m_StartPosition; + + // Movement vectors used in the move loop. + List m_MoveVectors = new List(); + + // Next index in the moveVectors list. + int m_NextMoveVectorIndex; + + // Surface normal of the last collision while moving down. + Vector3? m_DownCollisionNormal; + + // Stuck info. + StuckInfo m_StuckInfo = new StuckInfo(); + + // The collision info when hitting colliders. + Dictionary m_CollisionInfoDictionary = new Dictionary(); + + // Collider array used for UnityEngine.Physics.OverlapCapsuleNonAlloc in GetPenetrationInfo + readonly Collider[] m_PenetrationInfoColliders = new Collider[k_MaxOverlapColliders]; + + // Velocity of the last movement. It's the new position minus the old position. + // (should only be set internally, but needs to be readable for animations) + public Vector3 velocity { get; private set; } + + // Default center of the capsule (e.g. for resetting it). + Vector3 m_DefaultCenter; + + // Used to offset movement raycast when determining if a slope is travesable. + float m_SlopeMovementOffset; + + // current sliding state + // * NONE means we aren't sliding + // * STARTING means we are standing on a slide, going go start soon + // * SLIDING means we are sliding down right now + // * STOPPING means we were standing on a slide, not anymore, just + // waiting a little longer so we don't immediately stop sliding when + // sliding over an tiny even surface + public SlidingState slidingState { get; private set; } + + // We need to know how long a character has been sliding down a steep + // slope in order to calculate sliding speed (it gets faster the longer + // we have been sliding). + // => remembering the start time is easier than adding += deltaTime + // everywhere. + float slidingStartedTime; + + // we need to know when the physical sliding finished, so we can remain + // in sliding state a little longer before we truly quit. + // this is necessary so we don't immediately stop sliding if we slide + // over a tiny flat surface. + float slidingStoppedTime; + + // The capsule center with scaling and rotation applied. + Vector3 transformedCenter { get { return transform.TransformVector(center); } } + + // The capsule height with the relevant scaling applied (e.g. if object scale is not 1,1,1) + float scaledHeight { get { return height * transform.lossyScale.y; } } + + // Is the character on the ground? This is updated during Move or SetPosition. + public bool isGrounded { get; private set; } + + // Collision flags from the last move. + public CollisionFlags collisionFlags { get; private set; } + + // Default height of the capsule (e.g. for resetting it). + public float defaultHeight { get; private set; } + + // The capsule radius with the relevant scaling applied (e.g. if object scale is not 1,1,1) + public float scaledRadius + { + get + { + Vector3 scale = transform.lossyScale; + float maxScale = Mathf.Max(Mathf.Max(scale.x, scale.y), scale.z); + return radius * maxScale; + } + } + + // vis2k: add old character controller compatibility + public Bounds bounds => m_CapsuleCollider.bounds; + + // Initialise the capsule and rigidbody, and set the root position. + void Awake() + { + InitCapsuleColliderAndRigidbody(); + + SetRootToOffset(); + + m_SlopeMovementOffset = stepOffset / Mathf.Tan(slopeLimit * Mathf.Deg2Rad); + } + + // Update sliding down slopes, and changes to the capsule's height and center. + void Update() + { + UpdateSlideDownSlopes(); + } + + // Set the root position. + void LateUpdate() + { + SetRootToOffset(); + } + +#if UNITY_EDITOR + // Validate the capsule. + void OnValidate() + { + Vector3 position = transform.position; + ValidateCapsule(false, ref position); + transform.position = position; + SetRootToOffset(); + } + + // Draws the debug Gizmos + void OnDrawGizmosSelected() + { + // Foot position + Gizmos.color = Color.cyan; + Vector3 footPosition = GetFootWorldPosition(transform.position); + Gizmos.DrawLine(footPosition + Vector3.left * scaledRadius, + footPosition + Vector3.right * scaledRadius); + Gizmos.DrawLine(footPosition + Vector3.back * scaledRadius, + footPosition + Vector3.forward * scaledRadius); + + // Top of head + Vector3 headPosition = transform.position + transformedCenter + Vector3.up * (scaledHeight / 2.0f + skinWidth); + Gizmos.DrawLine(headPosition + Vector3.left * scaledRadius, + headPosition + Vector3.right * scaledRadius); + Gizmos.DrawLine(headPosition + Vector3.back * scaledRadius, + headPosition + Vector3.forward * scaledRadius); + + // Center position + Vector3 centerPosition = transform.position + transformedCenter; + Gizmos.DrawLine(centerPosition + Vector3.left * scaledRadius, + centerPosition + Vector3.right * scaledRadius); + Gizmos.DrawLine(centerPosition + Vector3.back * scaledRadius, + centerPosition + Vector3.forward * scaledRadius); + } +#endif + + // Move the character. This function does not apply any gravity. + // moveVector: Move along this vector. + // CollisionFlags is the summary of collisions that occurred during the Move. + public CollisionFlags Move(Vector3 moveVector) + { + MoveInternal(moveVector, true); + return collisionFlags; + } + + // Set the position of the character. + // position: Position to set. + // updateGrounded: Update the grounded state? This uses a cast, so only set it to true if you need it. + public void SetPosition(Vector3 position, bool updateGrounded) + { + transform.position = position; + + if (updateGrounded) + { + UpdateGrounded(CollisionFlags.None); + } + } + + // Compute the minimal translation required to separate the character from the collider. + // positionOffset: Position offset to add to the capsule collider's position. + // collider: The collider to test. + // colliderPosition: Position of the collider. + // colliderRotation: Rotation of the collider. + // direction: Direction along which the translation required to separate the colliders apart is minimal. + // distance: The distance along direction that is required to separate the colliders apart. + // includeSkinWidth: Include the skin width in the test? + // currentPosition: Position of the character + // True if found penetration. + bool ComputePenetration(Vector3 positionOffset, + Collider collider, Vector3 colliderPosition, Quaternion colliderRotation, + out Vector3 direction, out float distance, + bool includeSkinWidth, Vector3 currentPosition) + { + if (collider == m_CapsuleCollider) + { + // Ignore self + direction = Vector3.one; + distance = 0; + return false; + } + + if (includeSkinWidth) + { + m_CapsuleCollider.radius = radius + skinWidth; + m_CapsuleCollider.height = height + (skinWidth * 2.0f); + } + + // Note: Physics.ComputePenetration does not always return values when the colliders overlap. + bool result = Physics.ComputePenetration(m_CapsuleCollider, + currentPosition + positionOffset, + Quaternion.identity, + collider, colliderPosition, colliderRotation, + out direction, out distance); + if (includeSkinWidth) + { + m_CapsuleCollider.radius = radius; + m_CapsuleCollider.height = height; + } + + return result; + } + + // Check for collision below the character, using a ray or sphere cast. + // distance: Distance to check. + // hitInfo: Get the hit info. + // offsetPosition: Position offset. If we want to do a cast relative to the character's current position. + // useSphereCast: Use a sphere cast? If false then use a ray cast. + // useSecondSphereCast: The second cast includes the skin width. Ideally only needed for human controlled player, for more accuracy. + // adjustPositionSlightly: Adjust position slightly up, in case it's already inside an obstacle. + // currentPosition: Position of the character + // True if collision occurred. + public bool CheckCollisionBelow(float distance, out RaycastHit hitInfo, Vector3 currentPosition, + Vector3 offsetPosition, + bool useSphereCast = false, + bool useSecondSphereCast = false, + bool adjustPositionSlightly = false) + { + bool didCollide = false; + float extraDistance = adjustPositionSlightly ? k_CollisionOffset : 0.0f; + if (!useSphereCast) + { +#if UNITY_EDITOR + Vector3 start = GetFootWorldPosition(currentPosition) + offsetPosition + Vector3.up * extraDistance; + Debug.DrawLine(start, start + Vector3.down * (distance + extraDistance), Color.red); +#endif + if (Physics.Raycast(GetFootWorldPosition(currentPosition) + offsetPosition + Vector3.up * extraDistance, + Vector3.down, + out hitInfo, + distance + extraDistance, + collisionLayerMask, + triggerQuery)) + { + didCollide = true; + hitInfo.distance = Mathf.Max(0.0f, hitInfo.distance - extraDistance); + } + } + else + { +#if UNITY_EDITOR + Debug.DrawRay(currentPosition, Vector3.down, Color.red); // Center + + Debug.DrawRay(currentPosition + new Vector3(scaledRadius, 0.0f), Vector3.down, Color.blue); + Debug.DrawRay(currentPosition + new Vector3(-scaledRadius, 0.0f), Vector3.down, Color.blue); + Debug.DrawRay(currentPosition + new Vector3(0.0f, 0.0f, scaledRadius), Vector3.down, Color.blue); + Debug.DrawRay(currentPosition + new Vector3(0.0f, 0.0f, -scaledRadius), Vector3.down, Color.blue); +#endif + if (SmallSphereCast(Vector3.down, + skinWidth + distance, + out hitInfo, + offsetPosition, + true, currentPosition)) + { + didCollide = true; + hitInfo.distance = Mathf.Max(0.0f, hitInfo.distance - skinWidth); + } + + if (!didCollide && useSecondSphereCast) + { + if (BigSphereCast(Vector3.down, + distance + extraDistance, currentPosition, + out hitInfo, + offsetPosition + Vector3.up * extraDistance, + true)) + { + didCollide = true; + hitInfo.distance = Mathf.Max(0.0f, hitInfo.distance - extraDistance); + } + } + } + + return didCollide; + } + + // Try to set the capsule's height and center. Originally, this would + // keep trying every Update until it's safe to resize. this required a + // LOT of magic. It now either resizes immediately or it returns false + // if there is no space. + // newHeight: The new height. + // newCenter: The new center. + // checkForPenetration: Check for collision, and then de-penetrate if there's collision? + // updateGrounded: Update the grounded state? This uses a cast, so only set it to true if you need it. + public bool TrySetHeightAndCenter(float newHeight, Vector3 newCenter, + bool checkForPenetration, + bool updateGrounded) + { + // only resize if we will succeed. otherwise don't. + if (checkForPenetration && + !CanSetHeightAndCenter(newHeight, newCenter)) + return false; + + float oldHeight = height; + Vector3 oldCenter = center; + Vector3 oldPosition = transform.position; + Vector3 virtualPosition = oldPosition; + + // set center, set height + // if either one fails, we don't return immediately. + // we want to do the penetration test no matter what, + // and restore data no matter what if it fails. + bool result = TrySetCenter(newCenter, false, false) && + TrySetHeight(newHeight, false, false, false); + + if (checkForPenetration) + { + if (Depenetrate(ref virtualPosition)) + { + // Inside colliders? + if (CheckCapsule(virtualPosition)) + { + // Restore data + // NOTE: even though we simulate the resize first, we + // might still end up inside a collider after resizing + // because the simulation isn't 100% precise. so we + // sometimes still get here when it 'almost' succeeeds + height = oldHeight; + center = oldCenter; + transform.position = oldPosition; + ValidateCapsule(true, ref virtualPosition); + + // return false later + result = false; + } + } + } + + if (updateGrounded) + { + UpdateGrounded(CollisionFlags.None); + } + + transform.position = virtualPosition; + return result; + } + + // Reset the capsule's height and center to the default values. + // checkForPenetration: Check for collision, and then de-penetrate if there's collision? + // updateGrounded: Update the grounded state? This uses a cast, so only set it to true if you need it. + public bool TryResetHeightAndCenter(bool checkForPenetration, bool updateGrounded) + { + return TrySetHeightAndCenter(defaultHeight, m_DefaultCenter, checkForPenetration, updateGrounded); + } + + // Try to set the capsule's center (local). Originally, this would + // keep trying every Update until it's safe to resize. this required a + // LOT of magic. It now either resizes immediately or it returns false + // if there is no space. + // newCenter: The new center. + // checkForPenetration: Check for collision, and then de-penetrate if there's collision? + // updateGrounded: Update the grounded state? This uses a cast, so only set it to true if you need it. + public bool TrySetCenter(Vector3 newCenter, bool checkForPenetration, bool updateGrounded) + { + // only resize if we will succeed. otherwise don't. + if (checkForPenetration && + !CanSetCenter(newCenter)) + return false; + + Vector3 oldCenter = center; + Vector3 oldPosition = transform.position; + Vector3 virtualPosition = oldPosition; + + center = newCenter; + ValidateCapsule(true, ref virtualPosition); + + bool result = true; + if (checkForPenetration) + { + if (Depenetrate(ref virtualPosition)) + { + // Inside colliders? + if (CheckCapsule(virtualPosition)) + { + // Restore data + // NOTE: even though we simulate the resize first, we + // might still end up inside a collider after resizing + // because the simulation isn't 100% precise. so we + // sometimes still get here when it 'almost' succeeeds + center = oldCenter; + transform.position = oldPosition; + ValidateCapsule(true, ref virtualPosition); + + // return false later + result = false; + } + } + } + + if (updateGrounded) + { + UpdateGrounded(CollisionFlags.None); + } + + transform.position = virtualPosition; + return result; + } + + // Reset the capsule's center to the default value. + // checkForPenetration: Check for collision, and then de-penetrate if there's collision? + // updateGrounded: Update the grounded state? This uses a cast, so only set it to true if you need it. + public bool TryResetCenter(bool checkForPenetration, bool updateGrounded) + { + return TrySetCenter(m_DefaultCenter, checkForPenetration, updateGrounded); + } + + // Validate the capsule's height. (It must be at least double the radius size.) + public float ValidateHeight(float newHeight) + { + return Mathf.Clamp(newHeight, radius * 2.0f, float.MaxValue); + } + + // Set the capsule's height (local). Minimum limit is double the capsule radius size. + // Call CanSetHeight if you want to test if height can change, e.g. when changing from crouch to stand. + // newHeight: The new height. + // preserveFootPosition: Adjust the capsule's center to preserve the foot position? + // checkForPenetration: Check for collision, and then de-penetrate if there's collision? + // updateGrounded: Update the grounded state? This uses a cast, so only set it to true if you need it. + public bool TrySetHeight(float newHeight, bool preserveFootPosition, + bool checkForPenetration, + bool updateGrounded) + { + // only resize if we will succeed. otherwise don't. + if (checkForPenetration && + !CanSetHeight(newHeight, preserveFootPosition)) + return false; + + // vis2k fix: + // IMPORTANT: adjust height BEFORE ever calculating the center. + // previously it was adjusted AFTER calculating the center. + // so the center would NOT EXACTLY be the center anymore + // if the height was adjusted. + // => causing all future center calculations to be wrong. + // => causing center.y to increase every time + // => causing the character to float in the air over time + // see also: https://github.com/vis2k/uMMORPG/issues/36 + newHeight = ValidateHeight(newHeight); + + Vector3 virtualPosition = transform.position; + bool changeCenter = preserveFootPosition; + Vector3 newCenter = changeCenter ? Helpers.CalculateCenterWithSameFootPosition(center, height, newHeight, skinWidth) : center; + if (Mathf.Approximately(height, newHeight)) + { + // Height remains the same. only set new center, which may have + // changed because of preserveFootPosition + return TrySetCenter(newCenter, checkForPenetration, updateGrounded); + } + + float oldHeight = height; + Vector3 oldCenter = center; + Vector3 oldPosition = transform.position; + + if (changeCenter) + { + center = newCenter; + } + + height = newHeight; + ValidateCapsule(true, ref virtualPosition); + + bool result = true; + if (checkForPenetration) + { + if (Depenetrate(ref virtualPosition)) + { + // Inside colliders? + if (CheckCapsule(virtualPosition)) + { + // Restore data + // NOTE: even though we simulate the resize first, we + // might still end up inside a collider after resizing + // because the simulation isn't 100% precise. so we + // sometimes still get here when it 'almost' succeeeds + height = oldHeight; + if (changeCenter) + { + center = oldCenter; + } + transform.position = oldPosition; + ValidateCapsule(true, ref virtualPosition); + + // return false later + result = false; + } + } + } + + if (updateGrounded) + { + UpdateGrounded(CollisionFlags.None); + } + + transform.position = virtualPosition; + return result; + } + + // vis2k: add missing CanSetHeight function & helper functions + // Collider array used for UnityEngine.Physics.OverlapCapsuleNonAlloc in GetPenetrationInfo + readonly Collider[] m_OverlapCapsuleColliders = new Collider[k_MaxOverlapColliders]; + public bool CanSetHeight(float newHeight, bool preserveFootPosition) + { + // vis2k fix: + // IMPORTANT: adjust height BEFORE ever calculating the center. + // previously it was adjusted AFTER calculating the center. + // so the center would NOT EXACTLY be the center anymore + // if the height was adjusted. + // => causing all future center calculations to be wrong. + // => causing center.y to increase every time + // => causing the character to float in the air over time + // see also: https://github.com/vis2k/uMMORPG/issues/36 + newHeight = ValidateHeight(newHeight); + + // calculate the new capsule center & height + bool changeCenter = preserveFootPosition; + Vector3 newCenter = changeCenter ? Helpers.CalculateCenterWithSameFootPosition(center, height, newHeight, skinWidth) : center; + if (Mathf.Approximately(height, newHeight)) + { + // Height remains the same + return true; + } + + return CanSetHeightAndCenter(newHeight, newCenter); + } + + // vis2k: add missing CanSetCenter function + public bool CanSetCenter(Vector3 newCenter) + { + return CanSetHeightAndCenter(height, newCenter); + } + + // vis2k: add missing CanSetHeightAndCenter function + public bool CanSetHeightAndCenter(float newHeight, Vector3 newCenter) + { + // vis2k fix: + // IMPORTANT: adjust height BEFORE ever calculating the center. + // previously it was adjusted AFTER calculating the center. + // so the center would NOT EXACTLY be the center anymore + // if the height was adjusted. + // => causing all future center calculations to be wrong. + // => causing center.y to increase every time + // => causing the character to float in the air over time + // see also: https://github.com/vis2k/uMMORPG/issues/36 + newHeight = ValidateHeight(newHeight); + + // debug draw + Debug.DrawLine( + Helpers.GetTopSphereWorldPositionSimulated(transform, newCenter, scaledRadius, newHeight), + Helpers.GetBottomSphereWorldPositionSimulated(transform, newCenter, scaledRadius, newHeight), + Color.yellow, + 3f + ); + + // check the overlap capsule + int hits = Physics.OverlapCapsuleNonAlloc( + Helpers.GetTopSphereWorldPositionSimulated(transform, newCenter, scaledRadius, newHeight), + Helpers.GetBottomSphereWorldPositionSimulated(transform, newCenter, scaledRadius, newHeight), + radius, + m_OverlapCapsuleColliders, + collisionLayerMask, + triggerQuery); + + for (int i = 0; i < hits; ++i) + { + // a collider that is not self? + if (m_OverlapCapsuleColliders[i] != m_CapsuleCollider) + { + return false; + } + } + + // no overlaps + return true; + } + + // Reset the capsule's height to the default value. + // preserveFootPosition: Adjust the capsule's center to preserve the foot position? + // checkForPenetration: Check for collision, and then de-penetrate if there's collision? + // updateGrounded: Update the grounded state? This uses a cast, so only set it to true if you need it. + // Returns the reset height. + public bool TryResetHeight(bool preserveFootPosition, bool checkForPenetration, bool updateGrounded) + { + return TrySetHeight(defaultHeight, preserveFootPosition, checkForPenetration, updateGrounded); + } + + // Get the foot world position. + public Vector3 GetFootWorldPosition() + { + return GetFootWorldPosition(transform.position); + } + + // Get the foot world position. + Vector3 GetFootWorldPosition(Vector3 position) + { + return position + transformedCenter + (Vector3.down * (scaledHeight / 2.0f + skinWidth)); + } + + // Initialize the capsule collider and the rigidbody + void InitCapsuleColliderAndRigidbody() + { + GameObject go = transform.gameObject; + m_CapsuleCollider = go.GetComponent(); + + // Copy settings to the capsule collider + m_CapsuleCollider.center = center; + m_CapsuleCollider.radius = radius; + m_CapsuleCollider.height = height; + + // Ensure that the rigidbody is kinematic and does not use gravity + Rigidbody rigidbody = go.GetComponent(); + rigidbody.isKinematic = true; + rigidbody.useGravity = false; + + defaultHeight = height; + m_DefaultCenter = center; + } + + // Call this when the capsule's values change. + // updateCapsuleCollider: Update the capsule collider's values (e.g. center, height, radius)? + // currentPosition: position of the character + // checkForPenetration: Check for collision, and then de-penetrate if there's collision? + // updateGrounded: Update the grounded state? This uses a cast, so only set it to true if you need it. + void ValidateCapsule(bool updateCapsuleCollider, + ref Vector3 currentPosition, + bool checkForPenetration = false, + bool updateGrounded = false) + { + slopeLimit = Mathf.Clamp(slopeLimit, 0.0f, k_MaxSlopeLimit); + skinWidth = Mathf.Clamp(skinWidth, k_MinSkinWidth, float.MaxValue); + float oldHeight = height; + height = ValidateHeight(height); + + if (m_CapsuleCollider != null) + { + if (updateCapsuleCollider) + { + // Copy settings to the capsule collider + m_CapsuleCollider.center = center; + m_CapsuleCollider.radius = radius; + m_CapsuleCollider.height = height; + } + else if (!Mathf.Approximately(height, oldHeight)) + { + // Height changed + m_CapsuleCollider.height = height; + } + } + + if (checkForPenetration) + { + Depenetrate(ref currentPosition); + } + + if (updateGrounded) + { + UpdateGrounded(CollisionFlags.None); + } + } + + // Moves the characters. + // moveVector: Move vector + // slideWhenMovingDown: Slide against obstacles when moving down? (e.g. we don't want to slide when applying gravity while the character is grounded) + // forceTryStickToGround: Force try to stick to ground? Only used if character is grounded before moving. + // doNotStepOffset: Do not try to perform the step offset? + void MoveInternal(Vector3 moveVector, + bool slideWhenMovingDown, + bool forceTryStickToGround = false, + bool doNotStepOffset = false) + { + bool wasGrounded = isGrounded; + Vector3 moveVectorNoY = new Vector3(moveVector.x, 0, moveVector.z); + bool tryToStickToGround = wasGrounded && (forceTryStickToGround || (moveVector.y <= 0.0f && moveVectorNoY.sqrMagnitude.NotEqualToZero())); + + m_StartPosition = transform.position; + + collisionFlags = CollisionFlags.None; + m_CollisionInfoDictionary.Clear(); + m_DownCollisionNormal = null; + + // Stop sliding down slopes when character jumps + if (moveVector.y > 0.0f && slidingState != SlidingState.NONE) + { + // this hasn't really been tested. let's show a log message for + // now. + Debug.Log("CharacterController2k: a jump stopped sliding: " + slidingState); + slidingState = SlidingState.NONE; + } + + // Do the move loop + MoveLoop(moveVector, tryToStickToGround, slideWhenMovingDown, doNotStepOffset); + + bool doDownCast = tryToStickToGround || moveVector.y <= 0.0f; + UpdateGrounded(collisionFlags, doDownCast); + + // vis2k: fix velocity + // set velocity, which is direction * speed. we don't have speed, + // but we do have elapsed time + velocity = (transform.position - m_StartPosition) / Time.deltaTime; + + BroadcastCollisionEvent(); + } + + // Send hit messages. + void BroadcastCollisionEvent() + { + if (collision == null || m_CollisionInfoDictionary == null || m_CollisionInfoDictionary.Count <= 0) + { + return; + } + + foreach (KeyValuePair kvp in m_CollisionInfoDictionary) + { + collision(kvp.Value); + } + } + + // Determine if the character is grounded. + // movedCollisionFlags: Moved collision flags of the current move. Set to None if not moving. + // doDownCast: Do a down cast? We want to avoid this when the character is jumping upwards. + void UpdateGrounded(CollisionFlags movedCollisionFlags, bool doDownCast = true) + { + if ((movedCollisionFlags & CollisionFlags.CollidedBelow) != 0) + { + isGrounded = true; + } + else if (doDownCast) + { + isGrounded = CheckCollisionBelow(groundedTestDistance, + out RaycastHit hitInfo, + transform.position, + Vector3.zero, + true, + isLocalHuman, + isLocalHuman); + } + else + { + isGrounded = false; + } + } + + // Movement loop. Keep moving until completely blocked by obstacles, or we reached the desired position/distance. + // moveVector: The move vector. + // tryToStickToGround: Try to stick to the ground? + // slideWhenMovingDown: Slide against obstacles when moving down? (e.g. we don't want to slide when applying gravity while the character is grounded) + // doNotStepOffset: Do not try to perform the step offset? + void MoveLoop(Vector3 moveVector, bool tryToStickToGround, bool slideWhenMovingDown, bool doNotStepOffset) + { + m_MoveVectors.Clear(); + m_NextMoveVectorIndex = 0; + + // Split the move vector into horizontal and vertical components. + SplitMoveVector(moveVector, slideWhenMovingDown, doNotStepOffset); + MoveVector remainingMoveVector = m_MoveVectors[m_NextMoveVectorIndex]; + m_NextMoveVectorIndex++; + + bool didTryToStickToGround = false; + m_StuckInfo.OnMoveLoop(); + Vector3 virtualPosition = transform.position; + + // The loop + for (int i = 0; i < k_MaxMoveIterations; i++) + { + Vector3 refMoveVector = remainingMoveVector.moveVector; + bool collided = MoveMajorStep(ref refMoveVector, remainingMoveVector.canSlide, didTryToStickToGround, ref virtualPosition); + + remainingMoveVector.moveVector = refMoveVector; + + // Character stuck? + if (m_StuckInfo.UpdateStuck(virtualPosition, remainingMoveVector.moveVector, moveVector)) + { + // Stop current move loop vector + remainingMoveVector = new MoveVector(Vector3.zero); + } + else if (!isLocalHuman && collided) + { + // Only slide once for non-human controlled characters + remainingMoveVector.canSlide = false; + } + + // Not collided OR vector used up (i.e. vector is zero)? + if (!collided || remainingMoveVector.moveVector.sqrMagnitude.IsEqualToZero()) + { + // Are there remaining movement vectors? + if (m_NextMoveVectorIndex < m_MoveVectors.Count) + { + remainingMoveVector = m_MoveVectors[m_NextMoveVectorIndex]; + m_NextMoveVectorIndex++; + } + else + { + if (!tryToStickToGround || didTryToStickToGround) + { + break; + } + + // Try to stick to the ground + didTryToStickToGround = true; + if (!CanStickToGround(moveVector, out remainingMoveVector)) + { + break; + } + } + } + +#if UNITY_EDITOR + if (i == k_MaxMoveIterations - 1) + { + Debug.Log(name + " reached MaxMoveInterations(" + k_MaxMoveIterations + "): remainingVector=" + remainingMoveVector + " moveVector=" + moveVector + " hitCount=" + m_StuckInfo.hitCount); + } +#endif + } + + transform.position = virtualPosition; + } + + // A single movement major step. Returns true when there is collision. + // moveVector: The move vector. + // canSlide: Can slide against obstacles? + // tryGrounding: Try grounding the player? + // currentPosition: position of the character + bool MoveMajorStep(ref Vector3 moveVector, bool canSlide, bool tryGrounding, ref Vector3 currentPosition) + { + Vector3 direction = moveVector.normalized; + float distance = moveVector.magnitude; + RaycastHit bigRadiusHitInfo; + RaycastHit smallRadiusHitInfo; + bool smallRadiusHit; + bool bigRadiusHit; + + if (!CapsuleCast(direction, distance, currentPosition, + out smallRadiusHit, out bigRadiusHit, + out smallRadiusHitInfo, out bigRadiusHitInfo, + Vector3.zero)) + { + // No collision, so move to the position + MovePosition(moveVector, null, null, ref currentPosition); + + // Check for penetration + float penetrationDistance; + Vector3 penetrationDirection; + if (GetPenetrationInfo(out penetrationDistance, out penetrationDirection, currentPosition)) + { + // Push away from obstacles + MovePosition(penetrationDirection * penetrationDistance, null, null, ref currentPosition); + } + + // Stop current move loop vector + moveVector = Vector3.zero; + + return false; + } + + // Did the big radius not hit an obstacle? + if (!bigRadiusHit) + { + // The small radius hit an obstacle, so character is inside an obstacle + MoveAwayFromObstacle(ref moveVector, ref smallRadiusHitInfo, + direction, distance, + canSlide, + tryGrounding, + true, ref currentPosition); + + return true; + } + + // Use the nearest collision point (e.g. to handle cases where 2 or more colliders' edges meet) + if (smallRadiusHit && smallRadiusHitInfo.distance < bigRadiusHitInfo.distance) + { + MoveAwayFromObstacle(ref moveVector, ref smallRadiusHitInfo, + direction, distance, + canSlide, + tryGrounding, + true, ref currentPosition); + return true; + } + + MoveAwayFromObstacle(ref moveVector, ref bigRadiusHitInfo, + direction, distance, + canSlide, + tryGrounding, + false, ref currentPosition); + + return true; + } + + // Can the character perform a step offset? + // moveVector: Horizontal movement vector. + bool CanStepOffset(Vector3 moveVector) + { + float moveVectorMagnitude = moveVector.magnitude; + Vector3 position = transform.position; + RaycastHit hitInfo; + + // Only step up if there's an obstacle at the character's feet (e.g. do not step when only character's head collides) + if (!SmallSphereCast(moveVector, moveVectorMagnitude, out hitInfo, Vector3.zero, true, position) && + !BigSphereCast(moveVector, moveVectorMagnitude, position, out hitInfo, Vector3.zero, true)) + { + return false; + } + + float upDistance = Mathf.Max(stepOffset, k_MinStepOffsetHeight); + + // We only step over obstacles if we can partially fit on it (i.e. fit the capsule's radius) + Vector3 horizontal = moveVector * scaledRadius; + float horizontalSize = horizontal.magnitude; + horizontal.Normalize(); + + // Any obstacles ahead (after we moved up)? + Vector3 up = Vector3.up * upDistance; + if (SmallCapsuleCast(horizontal, skinWidth + horizontalSize, out hitInfo, up, position) || + BigCapsuleCast(horizontal, horizontalSize, out hitInfo, up, position)) + { + return false; + } + + return !CheckSteepSlopeAhead(moveVector); + } + + // Returns true if there's a steep slope ahead. + // moveVector: The movement vector. + // alsoCheckForStepOffset: Do a second test where the step offset will move the player to? + bool CheckSteepSlopeAhead(Vector3 moveVector, bool alsoCheckForStepOffset = true) + { + Vector3 direction = moveVector.normalized; + float distance = moveVector.magnitude; + + if (CheckSteepSlopAhead(direction, distance, Vector3.zero)) + { + return true; + } + + // Only need to do the second test for human controlled character + if (!alsoCheckForStepOffset || !isLocalHuman) + { + return false; + } + + // Check above where the step offset will move the player to + return CheckSteepSlopAhead(direction, + Mathf.Max(distance, k_MinCheckSteepSlopeAheadDistance), + Vector3.up * stepOffset); + } + + // Returns true if there's a steep slope ahead. + bool CheckSteepSlopAhead(Vector3 direction, float distance, Vector3 offsetPosition) + { + RaycastHit bigRadiusHitInfo; + RaycastHit smallRadiusHitInfo; + bool smallRadiusHit; + bool bigRadiusHit; + + if (!CapsuleCast(direction, distance, transform.position, + out smallRadiusHit, out bigRadiusHit, + out smallRadiusHitInfo, out bigRadiusHitInfo, + offsetPosition)) + { + // No collision + return false; + } + + RaycastHit hitInfoCapsule = (!bigRadiusHit || (smallRadiusHit && smallRadiusHitInfo.distance < bigRadiusHitInfo.distance)) + ? smallRadiusHitInfo + : bigRadiusHitInfo; + + RaycastHit hitInfoRay; + Vector3 rayOrigin = transform.position + transformedCenter + offsetPosition; + + float offset = Mathf.Clamp(m_SlopeMovementOffset, 0.0f, distance * k_SlopeCheckDistanceMultiplier); + Vector3 rayDirection = (hitInfoCapsule.point + direction * offset) - rayOrigin; + + // Raycast returns a more accurate normal than SphereCast/CapsuleCast + if (Physics.Raycast(rayOrigin, + rayDirection, + out hitInfoRay, + rayDirection.magnitude * k_RaycastScaleDistance, + collisionLayerMask, + triggerQuery) && + hitInfoRay.collider == hitInfoCapsule.collider) + { + hitInfoCapsule = hitInfoRay; + } + else + { + return false; + } + + float slopeAngle = Vector3.Angle(Vector3.up, hitInfoCapsule.normal); + bool slopeIsSteep = slopeAngle > slopeLimit && + slopeAngle < k_MaxSlopeLimit && + Vector3.Dot(direction, hitInfoCapsule.normal) < 0.0f; + + return slopeIsSteep; + } + + // Split the move vector into horizontal and vertical components. The results are added to the moveVectors list. + // moveVector: The move vector. + // slideWhenMovingDown: Slide against obstacles when moving down? (e.g. we don't want to slide when applying gravity while the character is grounded) + // doNotStepOffset: Do not try to perform the step offset? + void SplitMoveVector(Vector3 moveVector, bool slideWhenMovingDown, bool doNotStepOffset) + { + Vector3 horizontal = new Vector3(moveVector.x, 0.0f, moveVector.z); + Vector3 vertical = new Vector3(0.0f, moveVector.y, 0.0f); + bool horizontalIsAlmostZero = Helpers.IsMoveVectorAlmostZero(horizontal, k_SmallMoveVector); + float tempStepOffset = stepOffset; + bool doStepOffset = isGrounded && + !doNotStepOffset && + !Mathf.Approximately(tempStepOffset, 0.0f) && + !horizontalIsAlmostZero; + + // Note: Vector is split in this order: up, horizontal, down + + if (vertical.y > 0.0f) + { + // Up + if (horizontal.x.NotEqualToZero() || horizontal.z.NotEqualToZero()) + { + // Move up then horizontal + AddMoveVector(vertical, slideAlongCeiling); + AddMoveVector(horizontal); + } + else + { + // Move up + AddMoveVector(vertical, slideAlongCeiling); + } + } + else if (vertical.y < 0.0f) + { + // Down + if (horizontal.x.NotEqualToZero() || horizontal.z.NotEqualToZero()) + { + if (doStepOffset && CanStepOffset(horizontal)) + { + // Move up, horizontal then down + AddMoveVector(Vector3.up * tempStepOffset, false); + AddMoveVector(horizontal); + if (slideWhenMovingDown) + { + AddMoveVector(vertical); + AddMoveVector(Vector3.down * tempStepOffset); + } + else + { + AddMoveVector(vertical + Vector3.down * tempStepOffset); + } + } + else + { + // Move horizontal then down + AddMoveVector(horizontal); + AddMoveVector(vertical, slideWhenMovingDown); + } + } + else + { + // Move down + AddMoveVector(vertical, slideWhenMovingDown); + } + } + else + { + // Horizontal + if (doStepOffset && CanStepOffset(horizontal)) + { + // Move up, horizontal then down + AddMoveVector(Vector3.up * tempStepOffset, false); + AddMoveVector(horizontal); + AddMoveVector(Vector3.down * tempStepOffset); + } + else + { + // Move horizontal + AddMoveVector(horizontal); + } + } + } + + // Add the movement vector to the moveVectors list. + // moveVector: Move vector to add. + // canSlide: Can the movement slide along obstacles? + void AddMoveVector(Vector3 moveVector, bool canSlide = true) + { + m_MoveVectors.Add(new MoveVector(moveVector, canSlide)); + } + + // Test if character can stick to the ground, and set the down vector if so. + // moveVector: The original movement vector. + // getDownVector: Get the down vector. + bool CanStickToGround(Vector3 moveVector, out MoveVector getDownVector) + { + Vector3 moveVectorNoY = new Vector3(moveVector.x, 0.0f, moveVector.z); + float downDistance = Mathf.Max(moveVectorNoY.magnitude, k_MinStickToGroundDownDistance); + if (moveVector.y < 0.0f) + { + downDistance = Mathf.Max(downDistance, Mathf.Abs(moveVector.y)); + } + + if (downDistance <= k_MaxStickToGroundDownDistance) + { + getDownVector = new MoveVector(Vector3.down * downDistance, false); + return true; + } + + getDownVector = new MoveVector(Vector3.zero); + return false; + } + + // Do two capsule casts. One excluding the capsule's skin width and one including the skin width. + // direction: Direction to cast + // distance: Distance to cast + // currentPosition: position of the character + // smallRadiusHit: Did hit, excluding the skin width? + // bigRadiusHit: Did hit, including the skin width? + // smallRadiusHitInfo: Hit info for cast excluding the skin width. + // bigRadiusHitInfo: Hit info for cast including the skin width. + // offsetPosition: Offset position, if we want to test somewhere relative to the capsule's position. + bool CapsuleCast(Vector3 direction, float distance, Vector3 currentPosition, + out bool smallRadiusHit, out bool bigRadiusHit, + out RaycastHit smallRadiusHitInfo, out RaycastHit bigRadiusHitInfo, + Vector3 offsetPosition) + { + // Exclude the skin width in the test + smallRadiusHit = SmallCapsuleCast(direction, distance, out smallRadiusHitInfo, offsetPosition, currentPosition); + + // Include the skin width in the test + bigRadiusHit = BigCapsuleCast(direction, distance, out bigRadiusHitInfo, offsetPosition, currentPosition); + + return smallRadiusHit || bigRadiusHit; + } + + // Do a capsule cast, excluding the skin width. + // direction: Direction to cast. + // distance: Distance to cast. + // smallRadiusHitInfo: Hit info. + // offsetPosition: Offset position, if we want to test somewhere relative to the capsule's position. + // currentPosition: position of the character + bool SmallCapsuleCast(Vector3 direction, float distance, + out RaycastHit smallRadiusHitInfo, + Vector3 offsetPosition, Vector3 currentPosition) + { + // Cast further than the distance we need, to try to take into account small edge cases (e.g. Casts fail + // when moving almost parallel to an obstacle for small distances). + float extraDistance = scaledRadius; + + if (Physics.CapsuleCast(Helpers.GetTopSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offsetPosition, + Helpers.GetBottomSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offsetPosition, + scaledRadius, + direction, + out smallRadiusHitInfo, + distance + extraDistance, + collisionLayerMask, + triggerQuery)) + { + return smallRadiusHitInfo.distance <= distance; + } + + return false; + } + + // Do a capsule cast, includes the skin width. + // direction: Direction to cast. + // distance: Distance to cast. + // bigRadiusHitInfo: Hit info. + // offsetPosition: Offset position, if we want to test somewhere relative to the capsule's position. + // currentPosition: position of the character + bool BigCapsuleCast(Vector3 direction, float distance, + out RaycastHit bigRadiusHitInfo, + Vector3 offsetPosition, Vector3 currentPosition) + { + // Cast further than the distance we need, to try to take into account small edge cases (e.g. Casts fail + // when moving almost parallel to an obstacle for small distances). + float extraDistance = scaledRadius + skinWidth; + + if (Physics.CapsuleCast(Helpers.GetTopSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offsetPosition, + Helpers.GetBottomSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offsetPosition, + scaledRadius + skinWidth, + direction, + out bigRadiusHitInfo, + distance + extraDistance, + collisionLayerMask, + triggerQuery)) + { + return bigRadiusHitInfo.distance <= distance; + } + + return false; + } + + // Do a sphere cast, excludes the skin width. Sphere position is at the top or bottom of the capsule. + // direction: Direction to cast. + // distance: Distance to cast. + // smallRadiusHitInfo: Hit info. + // offsetPosition: Offset position, if we want to test somewhere relative to the capsule's position. + // useBottomSphere: Use the sphere at the bottom of the capsule? If false then use the top sphere. + // currentPosition: position of the character + bool SmallSphereCast(Vector3 direction, float distance, + out RaycastHit smallRadiusHitInfo, + Vector3 offsetPosition, + bool useBottomSphere, Vector3 currentPosition) + { + // Cast further than the distance we need, to try to take into account small edge cases (e.g. Casts fail + // when moving almost parallel to an obstacle for small distances). + float extraDistance = scaledRadius; + + Vector3 spherePosition = useBottomSphere ? Helpers.GetBottomSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offsetPosition + : Helpers.GetTopSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offsetPosition; + if (Physics.SphereCast(spherePosition, + scaledRadius, + direction, + out smallRadiusHitInfo, + distance + extraDistance, + collisionLayerMask, + triggerQuery)) + { + return smallRadiusHitInfo.distance <= distance; + } + + return false; + } + + // Do a sphere cast, including the skin width. Sphere position is at the top or bottom of the capsule. + // direction: Direction to cast. + // distance: Distance to cast. + // currentPosition: position of the character + // bigRadiusHitInfo: Hit info. + // offsetPosition: Offset position, if we want to test somewhere relative to the capsule's position. + // useBottomSphere: Use the sphere at the bottom of the capsule? If false then use the top sphere. + bool BigSphereCast(Vector3 direction, float distance, Vector3 currentPosition, + out RaycastHit bigRadiusHitInfo, + Vector3 offsetPosition, + bool useBottomSphere) + { + // Cast further than the distance we need, to try to take into account small edge cases (e.g. Casts fail + // when moving almost parallel to an obstacle for small distances). + float extraDistance = scaledRadius + skinWidth; + + Vector3 spherePosition = useBottomSphere ? Helpers.GetBottomSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offsetPosition + : Helpers.GetTopSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offsetPosition; + if (Physics.SphereCast(spherePosition, + scaledRadius + skinWidth, + direction, + out bigRadiusHitInfo, + distance + extraDistance, + collisionLayerMask, + triggerQuery)) + { + return bigRadiusHitInfo.distance <= distance; + } + + return false; + } + + // Called when a capsule cast detected an obstacle. Move away from the obstacle and slide against it if needed. + // moveVector: The movement vector. + // hitInfoCapsule: Hit info of the capsule cast collision. + // direction: Direction of the cast. + // distance: Distance of the cast. + // canSlide: Can slide against obstacles? + // tryGrounding: Try grounding the player? + // hitSmallCapsule: Did the collision occur with the small capsule (i.e. no skin width)? + // currentPosition: position of the character + void MoveAwayFromObstacle(ref Vector3 moveVector, ref RaycastHit hitInfoCapsule, + Vector3 direction, float distance, + bool canSlide, + bool tryGrounding, + bool hitSmallCapsule, ref Vector3 currentPosition) + { + // IMPORTANT: This method must set moveVector. + + // When the small capsule hit then stop skinWidth away from obstacles + float collisionOffset = hitSmallCapsule ? skinWidth : k_CollisionOffset; + + float hitDistance = Mathf.Max(hitInfoCapsule.distance - collisionOffset, 0.0f); + // Note: remainingDistance is more accurate is we use hitDistance, but using hitInfoCapsule.distance gives a tiny + // bit of dampening when sliding along obstacles + float remainingDistance = Mathf.Max(distance - hitInfoCapsule.distance, 0.0f); + + // Move to the collision point + MovePosition(direction * hitDistance, direction, hitInfoCapsule, ref currentPosition); + + Vector3 hitNormal; + RaycastHit hitInfoRay; + Vector3 rayOrigin = currentPosition + transformedCenter; + Vector3 rayDirection = hitInfoCapsule.point - rayOrigin; + + // Raycast returns a more accurate normal than SphereCast/CapsuleCast + // Using angle <= k_MaxAngleToUseRaycastNormal gives a curve when collision is near an edge. + if (Physics.Raycast(rayOrigin, + rayDirection, + out hitInfoRay, + rayDirection.magnitude * k_RaycastScaleDistance, + collisionLayerMask, + triggerQuery) && + hitInfoRay.collider == hitInfoCapsule.collider && + Vector3.Angle(hitInfoCapsule.normal, hitInfoRay.normal) <= k_MaxAngleToUseRaycastNormal) + { + hitNormal = hitInfoRay.normal; + } + else + { + hitNormal = hitInfoCapsule.normal; + } + + float penetrationDistance; + Vector3 penetrationDirection; + + if (GetPenetrationInfo(out penetrationDistance, out penetrationDirection, currentPosition, true, null, hitInfoCapsule)) + { + // Push away from the obstacle + MovePosition(penetrationDirection * penetrationDistance, null, null, ref currentPosition); + } + + bool slopeIsSteep = false; + if (tryGrounding || m_StuckInfo.isStuck) + { + // No further movement when grounding the character, or the character is stuck + canSlide = false; + } + else if (moveVector.x.NotEqualToZero() || moveVector.z.NotEqualToZero()) + { + // Test if character is trying to walk up a steep slope + float slopeAngle = Vector3.Angle(Vector3.up, hitNormal); + slopeIsSteep = slopeAngle > slopeLimit && slopeAngle < k_MaxSlopeLimit && Vector3.Dot(direction, hitNormal) < 0.0f; + } + + // Set moveVector + if (canSlide && remainingDistance > 0.0f) + { + Vector3 slideNormal = hitNormal; + + if (slopeIsSteep && slideNormal.y > 0.0f) + { + // Do not move up the slope + slideNormal.y = 0.0f; + slideNormal.Normalize(); + } + + // Vector to slide along the obstacle + Vector3 project = Vector3.Cross(direction, slideNormal); + project = Vector3.Cross(slideNormal, project); + + if (slopeIsSteep && project.y > 0.0f) + { + // Do not move up the slope + project.y = 0.0f; + } + + project.Normalize(); + + // Slide along the obstacle + bool isWallSlowingDown = slowAgainstWalls && minSlowAgainstWallsAngle < 90.0f; + + if (isWallSlowingDown) + { + // Factor used to perform a slow down against the walls. + float invRescaleFactor = 1 / Mathf.Cos(minSlowAgainstWallsAngle * Mathf.Deg2Rad); + + // Cosine of angle between the movement direction and the tangent is equivalent to the sin of + // the angle between the movement direction and the normal, which is the sliding component of + // our movement. + float cosine = Vector3.Dot(project, direction); + float slowDownFactor = Mathf.Clamp01(cosine * invRescaleFactor); + + moveVector = project * (remainingDistance * slowDownFactor); + } + else + { + // No slow down, keep the same speed even against walls. + moveVector = project * remainingDistance; + } + } + else + { + // Stop current move loop vector + moveVector = Vector3.zero; + } + + if (direction.y < 0.0f && Mathf.Approximately(direction.x, 0.0f) && Mathf.Approximately(direction.z, 0.0f)) + { + // This is used by the sliding down slopes + m_DownCollisionNormal = hitNormal; + } + } + + // Check for collision penetration, then try to de-penetrate if there is collision. + bool Depenetrate(ref Vector3 currentPosition) + { + float distance; + Vector3 direction; + if (GetPenetrationInfo(out distance, out direction, currentPosition)) + { + MovePosition(direction * distance, null, null, ref currentPosition); + return true; + } + + return false; + } + + // Get direction and distance to move out of the obstacle. + // getDistance: Get distance to move out of the obstacle. + // getDirection: Get direction to move out of the obstacle. + // currentPosition: position of the character + // includeSkinWidth: Include the skin width in the test? + // offsetPosition: Offset position, if we want to test somewhere relative to the capsule's position. + // hitInfo: The hit info. + bool GetPenetrationInfo(out float getDistance, out Vector3 getDirection, + Vector3 currentPosition, + bool includeSkinWidth = true, + Vector3? offsetPosition = null, + RaycastHit? hitInfo = null) + { + getDistance = 0.0f; + getDirection = Vector3.zero; + + Vector3 offset = offsetPosition != null ? offsetPosition.Value : Vector3.zero; + float tempSkinWidth = includeSkinWidth ? skinWidth : 0.0f; + int overlapCount = Physics.OverlapCapsuleNonAlloc(Helpers.GetTopSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offset, + Helpers.GetBottomSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offset, + scaledRadius + tempSkinWidth, + m_PenetrationInfoColliders, + collisionLayerMask, + triggerQuery); + if (overlapCount <= 0 || m_PenetrationInfoColliders.Length <= 0) + { + return false; + } + + bool result = false; + Vector3 localPos = Vector3.zero; + for (int i = 0; i < overlapCount; i++) + { + Collider col = m_PenetrationInfoColliders[i]; + if (col == null) + { + break; + } + + Vector3 direction; + float distance; + Transform colliderTransform = col.transform; + if (ComputePenetration(offset, + col, colliderTransform.position, colliderTransform.rotation, + out direction, out distance, includeSkinWidth, currentPosition)) + { + localPos += direction * (distance + k_CollisionOffset); + result = true; + } + else if (hitInfo != null && hitInfo.Value.collider == col) + { + // We can use the hit normal to push away from the collider, because CapsuleCast generally returns a normal + // that pushes away from the collider. + localPos += hitInfo.Value.normal * k_CollisionOffset; + result = true; + } + } + + if (result) + { + getDistance = localPos.magnitude; + getDirection = localPos.normalized; + } + + return result; + } + + // Check if any colliders overlap the capsule. + // includeSkinWidth: Include the skin width in the test? + // offsetPosition: Offset position, if we want to test somewhere relative to the capsule's position. + bool CheckCapsule(Vector3 currentPosition, bool includeSkinWidth = true, + Vector3? offsetPosition = null) + { + Vector3 offset = offsetPosition != null ? offsetPosition.Value : Vector3.zero; + float tempSkinWidth = includeSkinWidth ? skinWidth : 0; + return Physics.CheckCapsule(Helpers.GetTopSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offset, + Helpers.GetBottomSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offset, + scaledRadius + tempSkinWidth, + collisionLayerMask, + triggerQuery); + } + + // Move the capsule position. + // moveVector: Move vector. + // collideDirection: Direction we encountered collision. Null if no collision. + // hitInfo: Hit info of the collision. Null if no collision. + // currentPosition: position of the character + void MovePosition(Vector3 moveVector, Vector3? collideDirection, RaycastHit? hitInfo, ref Vector3 currentPosition) + { + if (moveVector.sqrMagnitude.NotEqualToZero()) + { + currentPosition += moveVector; + } + + if (collideDirection != null && hitInfo != null) + { + UpdateCollisionInfo(collideDirection.Value, hitInfo.Value, currentPosition); + } + } + + // Update the collision flags and info. + // direction: The direction moved. + // hitInfo: The hit info of the collision. + // currentPosition: position of the character + void UpdateCollisionInfo(Vector3 direction, RaycastHit? hitInfo, Vector3 currentPosition) + { + if (direction.x.NotEqualToZero() || direction.z.NotEqualToZero()) + { + collisionFlags |= CollisionFlags.Sides; + } + + if (direction.y > 0.0f) + { + collisionFlags |= CollisionFlags.CollidedAbove; + } + else if (direction.y < 0.0f) + { + collisionFlags |= CollisionFlags.CollidedBelow; + } + + m_StuckInfo.hitCount++; + + if (hitInfo != null) + { + Collider collider = hitInfo.Value.collider; + + // We only care about the first collision with a collider + if (!m_CollisionInfoDictionary.ContainsKey(collider)) + { + Vector3 moved = currentPosition - m_StartPosition; + CollisionInfo newCollisionInfo = new CollisionInfo(this, hitInfo.Value, direction, moved.magnitude); + m_CollisionInfoDictionary.Add(collider, newCollisionInfo); + } + } + } + + // do different casts downwards to find the best slope normal + bool CastForSlopeNormal(out Vector3 slopeNormal) + { + + // sphere down to hit slope + RaycastHit hitInfoSphere; + if (!SmallSphereCast(Vector3.down, + skinWidth + k_SlideDownSlopeTestDistance, + out hitInfoSphere, + Vector3.zero, + true, transform.position)) + { + // no slope found, not sliding anymore + slopeNormal = Vector3.zero; + return false; + } + + RaycastHit hitInfoRay; + Vector3 rayOrigin = Helpers.GetBottomSphereWorldPosition(transform.position, transformedCenter, scaledRadius, scaledHeight); + Vector3 rayDirection = hitInfoSphere.point - rayOrigin; + + // there is a slope below us. + // let's raycast again for a more accurate normal than spherecast/capsulecast + if (Physics.Raycast(rayOrigin, + rayDirection, + out hitInfoRay, + rayDirection.magnitude * k_RaycastScaleDistance, + collisionLayerMask, + triggerQuery) && + hitInfoRay.collider == hitInfoSphere.collider) + { + // raycast hit something, so we have a more accurate normal now + slopeNormal = hitInfoRay.normal; + } + else + { + // raycast hit nothing. let's keep the first normal. + slopeNormal = hitInfoSphere.normal; + } + return true; + } + + // get best slope normal from either: + // * reusing last move's down collision normal IF sliding already + // * or casting for slope normal if NOT sliding yet + bool ReuseOrCastForSlopeNormal(out Vector3 slopeNormal) + { + // if we are about to slide, or currently sliding, then we already + // moved down and collided with the slope's surface. in that case, + // simply reuse the normal instead of casting again. + // IMPORTANT: we are NOT on a slope surface if state == Stopped! + bool onSlopeSurface = slidingState == SlidingState.STARTING || + slidingState == SlidingState.SLIDING; + if (onSlopeSurface && m_DownCollisionNormal != null) + { + slopeNormal = m_DownCollisionNormal.Value; + return true; + } + // otherwise sphere/raycast to find a really good slope normal + else if (CastForSlopeNormal(out slopeNormal)) + { + return true; + } + // no slope found + return false; + } + + public static bool IsSlideableAngle(float slopeAngle, float slopeLimit) + { + // needs to be between slopeLimit (to start sliding) and maxSlide + // (to stop sliding) + return slopeLimit <= slopeAngle && slopeAngle < k_MaxSlideAngle; + } + + // calculate y (down) component of slide move + public static float CalculateSlideVerticalVelocity(Vector3 slopeNormal, float slidingTime, float slideGravityMultiplier, float slideMaxSpeed) + { + // calculate slope angle + float slopeAngle = Vector3.Angle(Vector3.up, slopeNormal); + + // Speed increases as slope angle increases + float slideSpeedScale = Mathf.Clamp01(slopeAngle / k_MaxSlideAngle); + + // gravity depends on Physics.gravity and how steep the slide is + float gravity = Mathf.Abs(Physics.gravity.y) * slideGravityMultiplier * slideSpeedScale; + + // Apply gravity and slide along the obstacle + // -> multiplied by slidingTime so it gets faster the longer we slide + return -Mathf.Clamp(gravity * slidingTime, 0, Mathf.Abs(slideMaxSpeed)); + } + + // helper function to do the actual sliding move + // returns true if we did slide. false otherwise. + bool DoSlideMove(Vector3 slopeNormal, float slidingTimeElapsed) + { + // calculate slide velocity Y based on parameters + float velocityY = CalculateSlideVerticalVelocity(slopeNormal, slidingTimeElapsed, slideGravityMultiplier, slideMaxSpeed); + + // multiply with deltaTime so it's frame rate independent + velocityY *= Time.deltaTime; + + // Push slightly away from the slope + // => not multiplied by deltaTime because we stay away 'pushDistance' + // from the slope surface at all times + Vector3 push = new Vector3(slopeNormal.x, 0, slopeNormal.z).normalized * k_PushAwayFromSlopeDistance; + Vector3 moveVector = new Vector3(push.x, velocityY, push.z); + + // Preserve collision flags and velocity. Because user expects them to only be set when manually calling Move/SimpleMove. + CollisionFlags oldCollisionFlags = collisionFlags; + Vector3 oldVelocity = velocity; + + // move along the slope + bool didSlide = true; + MoveInternal(moveVector, true, true, true); + if ((collisionFlags & CollisionFlags.CollidedSides) != 0) + { + // Stop sliding when hit something on the side + didSlide = false; + } + + // restore collision flags and velocity + collisionFlags = oldCollisionFlags; + velocity = oldVelocity; + + // return result + return didSlide; + } + + // sliding FSM state update + SlidingState UpdateSlidingNONE() + { + // find slope normal by reusing or casting for a new one + // AND check if valid angle + if (ReuseOrCastForSlopeNormal(out Vector3 slopeNormal) && + IsSlideableAngle(Vector3.Angle(Vector3.up, slopeNormal), slopeLimit)) + { + // we are definitely on a slide. + // sometimes, we are running over tiny slides, but we + // shouldn't immediately start sliding every time. + // only after a 'slideStartTime' + // (originally slideStartTime was completely ignored. + // this fixes it.) + //Debug.Log("Considering sliding for slope with angle: " + Vector3.Angle(Vector3.up, slopeNormal)); + slidingStartedTime = Time.time; + return SlidingState.STARTING; + } + // if none is found, then we just aren't sliding + else return SlidingState.NONE; + } + + // sliding FSM state update + SlidingState UpdateSlidingSTARTING() + { + // find slope normal by reusing or casting for a new one + // AND check if valid angle + if (ReuseOrCastForSlopeNormal(out Vector3 slopeNormal) && + IsSlideableAngle(Vector3.Angle(Vector3.up, slopeNormal), slopeLimit)) + { + // we are still on a slope that will cause sliding. + // but wait until start time has elapsed. + if (Time.time >= slidingStartedTime + slideStartDelay) + { + // actually start sliding in the next frame + //Debug.LogWarning("Starting sliding for slope with angle: " + Vector3.Angle(Vector3.up, slopeNormal) + " after on it for " + slideStartDelay + " seconds"); + return SlidingState.SLIDING; + } + // otherwise wait a little longer + else return SlidingState.STARTING; + } + // if none is found, then we briefly walked over a slope, but not + // long enough to actually start sliding + else + { + return SlidingState.NONE; + } + } + + // sliding FSM state update + SlidingState UpdateSlidingSLIDING() + { + // find slope normal by reusing or casting for a new one + // AND check if valid angle + if (ReuseOrCastForSlopeNormal(out Vector3 slopeNormal) && + IsSlideableAngle(Vector3.Angle(Vector3.up, slopeNormal), slopeLimit)) + { + // Pro tip: Here you can also use the friction of the physics material of the slope, to adjust the slide speed. + + // find out how long we have been sliding for. + // speed gets faster the longer we have been sliding. + float slidingTimeElapsed = Time.time - slidingStartedTime; + + // do the slide move + // if we slided, then keep sliding + if (DoSlideMove(slopeNormal, slidingTimeElapsed)) + { + return SlidingState.SLIDING; + } + // if we collided on the side, we transition to stopping + else + { + slidingStoppedTime = Time.time; + return SlidingState.STOPPING; + } + } + // if none is found, then we transition to stopping + else + { + //Debug.LogWarning("Sliding->Stopping"); + slidingStoppedTime = Time.time; + return SlidingState.STOPPING; + } + } + + // sliding FSM state update + SlidingState UpdateSlidingSTOPPING() + { + // find slope normal by reusing or casting for a new one + // AND check if valid angle + if (ReuseOrCastForSlopeNormal(out Vector3 slopeNormal) && + IsSlideableAngle(Vector3.Angle(Vector3.up, slopeNormal), slopeLimit)) + { + // we found a new one even though we were about to stop. + // in that case, continue sliding in the next frame. + return SlidingState.SLIDING; + } + // not on a slope and enough time elapsed to stop? + // this is necessary for two reason: + // * so we don't immediately stop to slide when sliding over a + // tiny flat surface + // * so we don't allow jumping immediately after sliding, which + // is useful in some games. + else if (Time.time >= slidingStoppedTime + slideStopDelay) + { + //Debug.LogWarning("Stopping sliding after not on a slope for " + slideStopDelay + " seconds"); + return SlidingState.NONE; + } + // not on a slope, but not enough time elapsed. + // wait a little longer. + else + { + return SlidingState.STOPPING; + } + } + + // Auto-slide down steep slopes. + void UpdateSlideDownSlopes() + { + // only if sliding feature enabled, and if on ground + if (!slideDownSlopes || !isGrounded) + { + slidingState = SlidingState.NONE; + return; + } + + // sliding mechanics are complex. we need a state machine to keep + // it simple, understandable and modifiable. + // (previously it used complex if/else cases, which were hard to + // understand and hard to modify/debug) + if (slidingState == SlidingState.NONE) slidingState = UpdateSlidingNONE(); + else if (slidingState == SlidingState.STARTING) slidingState = UpdateSlidingSTARTING(); + else if (slidingState == SlidingState.SLIDING) slidingState = UpdateSlidingSLIDING(); + else if (slidingState == SlidingState.STOPPING) slidingState = UpdateSlidingSTOPPING(); + else Debug.LogError("Unhandled sliding state: " + slidingState); + } + + // Sets the playerRootTransform's localPosition to the rootTransformOffset + void SetRootToOffset() + { + if (playerRootTransform != null) + { + playerRootTransform.localPosition = rootTransformOffset; + } + } + } +} \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/CharacterController2k.cs.meta b/Assets/Mirror/Examples/_Common/CharacterController2k/CharacterController2k.cs.meta new file mode 100644 index 000000000..86efd442f --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/CharacterController2k.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 29d02e23dd78c434baee064aae1caed9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/CollisionInfo.cs b/Assets/Mirror/Examples/_Common/CharacterController2k/CollisionInfo.cs new file mode 100644 index 000000000..bb9ff543c --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/CollisionInfo.cs @@ -0,0 +1,56 @@ +using UnityEngine; + +namespace Controller2k +{ + // Collision info used by the OpenCharacterController and sent to the OnOpenCharacterControllerHit message. + public struct CollisionInfo + { + // The collider that was hit by the controller. + public readonly Collider collider; + + // The controller that hit the collider. + public readonly CharacterController2k controller; + + // The game object that was hit by the controller. + public readonly GameObject gameObject; + + // The direction the character Controller was moving in when the collision occured. + public readonly Vector3 moveDirection; + + // How far the character has travelled until it hit the collider. + public readonly float moveLength; + + // The normal of the surface we collided with in world space. + public readonly Vector3 normal; + + // The impact point in world space. + public readonly Vector3 point; + + // The rigidbody that was hit by the controller. + public readonly Rigidbody rigidbody; + + // The transform that was hit by the controller. + public readonly Transform transform; + + // Constructor + // openCharacterController: The character controller that hit. + // hitInfo: The hit info. + // directionMoved: Direction moved when collision occured. + // distanceMoved: How far the character has travelled until it hit the collider. + public CollisionInfo(CharacterController2k openCharacterController, + RaycastHit hitInfo, + Vector3 directionMoved, + float distanceMoved) + { + collider = hitInfo.collider; + controller = openCharacterController; + gameObject = hitInfo.collider.gameObject; + moveDirection = directionMoved; + moveLength = distanceMoved; + normal = hitInfo.normal; + point = hitInfo.point; + rigidbody = hitInfo.rigidbody; + transform = hitInfo.transform; + } + } +} \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/CollisionInfo.cs.meta b/Assets/Mirror/Examples/_Common/CharacterController2k/CollisionInfo.cs.meta new file mode 100644 index 000000000..205eccb72 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/CollisionInfo.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 2bce0b825e3445f3b49647a68f0f85ab +timeCreated: 1584448919 \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/Extensions.cs b/Assets/Mirror/Examples/_Common/CharacterController2k/Extensions.cs new file mode 100755 index 000000000..256e9b463 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/Extensions.cs @@ -0,0 +1,26 @@ +// CharacterController2k is based on Unity's OpenCharacterController, modified by vis2k, all rights reserved. +// +// ------------------------------------------------------------------------------------------------------------- +// Original License from: https://github.com/Unity-Technologies/Standard-Assets-Characters: +// Licensed under the Unity Companion License for Unity-dependent projects--see Unity Companion License. +// Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. +// +using UnityEngine; + +namespace Controller2k +{ + public static class Extensions + { + // Is floatA equal to zero? Takes floating point inaccuracy into account, by using Epsilon. + public static bool IsEqualToZero(this float floatA) + { + return Mathf.Abs(floatA) < Mathf.Epsilon; + } + + // Is floatA not equal to zero? Takes floating point inaccuracy into account, by using Epsilon. + public static bool NotEqualToZero(this float floatA) + { + return Mathf.Abs(floatA) > Mathf.Epsilon; + } + } +} \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/Extensions.cs.meta b/Assets/Mirror/Examples/_Common/CharacterController2k/Extensions.cs.meta new file mode 100644 index 000000000..6dc28932b --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/Extensions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 60075d32bcb8144eb8ac8b9a5f0964fe +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/Helpers.cs b/Assets/Mirror/Examples/_Common/CharacterController2k/Helpers.cs new file mode 100644 index 000000000..d107d89ec --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/Helpers.cs @@ -0,0 +1,55 @@ +using UnityEngine; + +namespace Controller2k +{ + public static class Helpers + { + // Get the top sphere's world position. + public static Vector3 GetTopSphereWorldPosition(Vector3 position, Vector3 transformedCenter, float scaledRadius, float scaledHeight) + { + Vector3 sphereOffsetY = Vector3.up * (scaledHeight / 2.0f - scaledRadius); + return position + transformedCenter + sphereOffsetY; + } + + // added to simulate collision checks for CanSetHeight/Center + // TODO can probably get rid of it and use the above function with proper parameters + public static Vector3 GetTopSphereWorldPositionSimulated(Transform transform, Vector3 center, float scaledRadius, float height) + { + float scaledHeight = height * transform.lossyScale.y; + Vector3 transformedCenter = transform.TransformVector(center); + return GetTopSphereWorldPosition(transform.position, transformedCenter, scaledRadius, scaledHeight); + } + + // Get the bottom sphere's world position. + public static Vector3 GetBottomSphereWorldPosition(Vector3 position, Vector3 transformedCenter, float scaledRadius, float scaledHeight) + { + Vector3 sphereOffsetY = Vector3.up * (scaledHeight / 2.0f - scaledRadius); + return position + transformedCenter - sphereOffsetY; + } + + // added to simulate collision checks for CanSetHeight/Center + // TODO can probably get rid of it and use the above function with proper parameters + public static Vector3 GetBottomSphereWorldPositionSimulated(Transform transform, Vector3 center, float scaledRadius, float height) + { + float scaledHeight = height * transform.lossyScale.y; + Vector3 transformedCenter = transform.TransformVector(center); + return GetBottomSphereWorldPosition(transform.position, transformedCenter, scaledRadius, scaledHeight); + } + + // Calculate a new center if the height changes and preserve the foot position. + public static Vector3 CalculateCenterWithSameFootPosition(Vector3 center, float height, float newHeight, float skinWidth) + { + float localFootY = center.y - (height / 2.0f + skinWidth); + float newCenterY = localFootY + (newHeight / 2.0f + skinWidth); + return new Vector3(center.x, newCenterY, center.z); + } + + // Is the movement vector almost zero (i.e. very small)? + public static bool IsMoveVectorAlmostZero(Vector3 moveVector, float smallThreshold) + { + return Mathf.Abs(moveVector.x) <= smallThreshold && + Mathf.Abs(moveVector.y) <= smallThreshold && + Mathf.Abs(moveVector.z) <= smallThreshold; + } + } +} \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/Helpers.cs.meta b/Assets/Mirror/Examples/_Common/CharacterController2k/Helpers.cs.meta new file mode 100644 index 000000000..ab24e3aa4 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/Helpers.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 5f775b01ec9694dd48d4f0fb917bae6a +timeCreated: 1584448919 \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/MoveVector.cs b/Assets/Mirror/Examples/_Common/CharacterController2k/MoveVector.cs new file mode 100644 index 000000000..4e3dc6709 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/MoveVector.cs @@ -0,0 +1,24 @@ +using UnityEngine; + +namespace Controller2k +{ + // A vector used by the OpenCharacterController. + public struct MoveVector + { + // The move vector. + // Note: This gets used up during the move loop, so will be zero by the end of the loop. + public Vector3 moveVector; + + // Can the movement slide along obstacles? + public bool canSlide; + + // Constructor. + // newMoveVector: The move vector. + // newCanSlide: Can the movement slide along obstacles? + public MoveVector(Vector3 newMoveVector, bool newCanSlide = true) + { + moveVector = newMoveVector; + canSlide = newCanSlide; + } + } +} \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/MoveVector.cs.meta b/Assets/Mirror/Examples/_Common/CharacterController2k/MoveVector.cs.meta new file mode 100644 index 000000000..d36f14217 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/MoveVector.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: f2e60d0f4bf94ed5a2dc010f693c75e6 +timeCreated: 1584449049 \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/StuckInfo.cs b/Assets/Mirror/Examples/_Common/CharacterController2k/StuckInfo.cs new file mode 100644 index 000000000..3d8ca1929 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/StuckInfo.cs @@ -0,0 +1,97 @@ +using UnityEngine; + +namespace Controller2k +{ + // Stuck info and logic used by the OpenCharacterController. + public class StuckInfo + { + // For keeping track of the character's position, to determine when the character gets stuck. + Vector3? stuckPosition; + + // Count how long the character is in the same position. + int stuckPositionCount; + + // If character's position does not change by more than this amount then we assume the character is stuck. + const float k_StuckDistance = 0.001f; + + // If character collided this number of times during the movement loop then test if character is stuck by examining the position + const int k_HitCountForStuck = 6; + + // Assume character is stuck if the position is the same for longer than this number of loop iterations + const int k_MaxStuckPositionCount = 1; + + // Is the character stuck in the current move loop iteration? + public bool isStuck; + + // Count the number of collisions during movement, to determine when the character gets stuck. + public int hitCount; + + // Called when the move loop starts. + public void OnMoveLoop() + { + hitCount = 0; + stuckPositionCount = 0; + stuckPosition = null; + isStuck = false; + } + + // Is the character stuck during the movement loop (e.g. bouncing between 2 or more colliders)? + // characterPosition: The character's position. + // currentMoveVector: Current move vector. + // originalMoveVector: Original move vector. + public bool UpdateStuck(Vector3 characterPosition, Vector3 currentMoveVector, + Vector3 originalMoveVector) + { + // First test + if (!isStuck) + { + // From Quake2: "if velocity is against the original velocity, stop dead to avoid tiny occilations in sloping corners" + if (currentMoveVector.sqrMagnitude.NotEqualToZero() && + Vector3.Dot(currentMoveVector, originalMoveVector) <= 0.0f) + { + isStuck = true; + } + } + + // Second test + if (!isStuck) + { + // Test if collided and while position remains the same + if (hitCount < k_HitCountForStuck) + { + return false; + } + + if (stuckPosition == null) + { + stuckPosition = characterPosition; + } + else if (Vector3.Distance(stuckPosition.Value, characterPosition) <= k_StuckDistance) + { + stuckPositionCount++; + if (stuckPositionCount > k_MaxStuckPositionCount) + { + isStuck = true; + } + } + else + { + stuckPositionCount = 0; + stuckPosition = null; + } + } + + if (isStuck) + { + isStuck = false; + hitCount = 0; + stuckPositionCount = 0; + stuckPosition = null; + + return true; + } + + return false; + } + } +} \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/StuckInfo.cs.meta b/Assets/Mirror/Examples/_Common/CharacterController2k/StuckInfo.cs.meta new file mode 100644 index 000000000..2f485a85b --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/StuckInfo.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: fed936502da948c4b94c434014c8852f +timeCreated: 1584449202 \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/Models.meta b/Assets/Mirror/Examples/_Common/Models.meta new file mode 100644 index 000000000..35e8bd929 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Models.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 21e72b655a0704529a5cd44b30ce4476 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Tests/Editor/NetworkIdentity/NetworkIdentitySerializationTests.cs b/Assets/Mirror/Tests/Editor/NetworkIdentity/NetworkIdentitySerializationTests.cs index 9b8eab08e..6e05a9c50 100644 --- a/Assets/Mirror/Tests/Editor/NetworkIdentity/NetworkIdentitySerializationTests.cs +++ b/Assets/Mirror/Tests/Editor/NetworkIdentity/NetworkIdentitySerializationTests.cs @@ -33,7 +33,9 @@ public override void TearDown() // serialize -> deserialize. multiple components to be sure. // one for Owner, one for Observer [Test] - public void SerializeAndDeserializeAll() + [TestCase(SyncMethod.Reliable)] + [TestCase(SyncMethod.Unreliable)] + public void SerializeAndDeserializeAll_Reliable(SyncMethod method) { // need two of both versions so we can serialize -> deserialize CreateNetworkedAndSpawn( @@ -41,6 +43,9 @@ public void SerializeAndDeserializeAll() out _, out NetworkIdentity clientIdentity, out SerializeTest2NetworkBehaviour clientOwnerComp, out SerializeTest1NetworkBehaviour clientObserversComp ); + // set sync methods + serverOwnerComp.syncMethod = clientOwnerComp.syncMethod = method; + // set sync modes serverOwnerComp.syncMode = clientOwnerComp.syncMode = SyncMode.Owner; serverObserversComp.syncMode = clientObserversComp.syncMode = SyncMode.Observers; @@ -50,7 +55,7 @@ public void SerializeAndDeserializeAll() serverObserversComp.value = 42; // serialize server object - serverIdentity.SerializeServer(true, ownerWriter, observersWriter); + serverIdentity.SerializeServer(true, method, ownerWriter, observersWriter, false); // deserialize client object with OWNER payload NetworkReader reader = new NetworkReader(ownerWriter.ToArray()); @@ -72,7 +77,9 @@ public void SerializeAndDeserializeAll() // serialization should work even if a component throws an exception. // so if first component throws, second should still be serialized fine. [Test] - public void SerializationException() + [TestCase(SyncMethod.Reliable)] + [TestCase(SyncMethod.Unreliable)] + public void SerializationException(SyncMethod method) { // the exception component will log exception errors all the way // through this function, starting from spawning where it's @@ -96,7 +103,7 @@ public void SerializationException() // serialize server object // should work even if compExc throws an exception. // error log because of the exception is expected. - serverIdentity.SerializeServer(true, ownerWriter, observersWriter); + serverIdentity.SerializeServer(true, method, ownerWriter, observersWriter, false); // deserialize client object with OWNER payload // should work even if compExc throws an exception @@ -176,7 +183,9 @@ public void ErrorCorrection() // insane runtime errors like monsters that look like npcs. that's what // happened back in the day with UNET). [Test] - public void SerializationMismatch() + [TestCase(SyncMethod.Reliable)] + [TestCase(SyncMethod.Unreliable)] + public void SerializationMismatch(SyncMethod method) { // create spawned so that isServer/isClient is set properly CreateNetworkedAndSpawn( @@ -187,7 +196,7 @@ public void SerializationMismatch() serverComp.value = "42"; // serialize server object - serverIdentity.SerializeServer(true, ownerWriter, observersWriter); + serverIdentity.SerializeServer(true, method, ownerWriter, observersWriter, false); // deserialize on client // ignore warning log because of serialization mismatch @@ -201,12 +210,12 @@ public void SerializationMismatch() Assert.That(clientComp.value, Is.EqualTo("42")); } - // ensure Serialize writes nothing if not dirty. + // ensure Reliable Serialize writes nothing if not dirty. // previously after the dirty mask improvement, it would write a 1 byte // 0-dirty-mask. instead, we need to ensure it writes nothing. // too easy to miss, with too significant bandwidth implications. [Test] - public void SerializeServer_NotInitial_NotDirty_WritesNothing() + public void SerializeServer_Reliable_NotInitial_NotDirty_WritesNothing() { // create spawned so that isServer/isClient is set properly CreateNetworkedAndSpawn( @@ -219,13 +228,36 @@ public void SerializeServer_NotInitial_NotDirty_WritesNothing() // serialize server object. // 'initial' would write everything. // instead, try 'not initial' with 0 dirty bits - serverIdentity.SerializeServer(false, ownerWriter, observersWriter); + serverIdentity.SerializeServer(false, SyncMethod.Reliable, ownerWriter, observersWriter, false); Assert.That(ownerWriter.Position, Is.EqualTo(0)); Assert.That(observersWriter.Position, Is.EqualTo(0)); } + // ensure Unreliable Serialize still writes full state even if not dirty. [Test] - public void SerializeClient_NotInitial_NotDirty_WritesNothing() + public void SerializeServer_Unreliable_NotInitial_NotDirty_WritesFull() + { + // create spawned so that isServer/isClient is set properly + CreateNetworkedAndSpawn( + out _, out NetworkIdentity serverIdentity, out SerializeTest1NetworkBehaviour serverComp1, out SerializeTest2NetworkBehaviour serverComp2, + out _, out NetworkIdentity clientIdentity, out SerializeTest1NetworkBehaviour clientComp1, out SerializeTest2NetworkBehaviour clientComp2); + + serverComp1.syncMethod = SyncMethod.Unreliable; + clientComp1.syncMethod = SyncMethod.Unreliable; + + // change nothing + // serverComp.value = "42"; + + // serialize server object. + // 'initial' would write everything. + // instead, try 'not initial' with 0 dirty bits + serverIdentity.SerializeServer(false, SyncMethod.Unreliable, ownerWriter, observersWriter, false); + Assert.That(ownerWriter.Position, Is.GreaterThan(0)); + Assert.That(observersWriter.Position, Is.GreaterThan(0)); + } + + [Test] + public void SerializeClient_Reliable_NotInitial_NotDirty_WritesNothing() { // create spawned so that isServer/isClient is set properly CreateNetworkedAndSpawn( @@ -243,15 +275,44 @@ public void SerializeClient_NotInitial_NotDirty_WritesNothing() // clientComp.value = "42"; // serialize client object - clientIdentity.SerializeClient(ownerWriter); + clientIdentity.SerializeClient(SyncMethod.Reliable, ownerWriter, false); Assert.That(ownerWriter.Position, Is.EqualTo(0)); } + // ensure Unreliable Serialize still writes full state even if not dirty. + [Test] + public void SerializeClient_Unreliable_NotInitial_NotDirty_WritesFull() + { + // create spawned so that isServer/isClient is set properly + CreateNetworkedAndSpawn( + out _, out NetworkIdentity serverIdentity, out SerializeTest1NetworkBehaviour serverComp1, out SerializeTest2NetworkBehaviour serverComp2, + out _, out NetworkIdentity clientIdentity, out SerializeTest1NetworkBehaviour clientComp1, out SerializeTest2NetworkBehaviour clientComp2); + + // client only serializes owned ClientToServer components + clientIdentity.isOwned = true; + serverComp1.syncDirection = SyncDirection.ClientToServer; + serverComp2.syncDirection = SyncDirection.ClientToServer; + clientComp1.syncDirection = SyncDirection.ClientToServer; + clientComp2.syncDirection = SyncDirection.ClientToServer; + + serverComp1.syncMethod = SyncMethod.Unreliable; + clientComp1.syncMethod = SyncMethod.Unreliable; + + // change nothing + // clientComp.value = "42"; + + // serialize client object + clientIdentity.SerializeClient(SyncMethod.Unreliable, ownerWriter, false); + Assert.That(ownerWriter.Position, Is.GreaterThan(0)); + } + // serialize -> deserialize. multiple components to be sure. // one for Owner, one for Observer // one ServerToClient, one ClientToServer [Test] - public void SerializeAndDeserialize_ClientToServer_NOT_OWNED() + [TestCase(SyncMethod.Reliable)] + [TestCase(SyncMethod.Unreliable)] + public void SerializeAndDeserialize_ClientToServer_NOT_OWNED(SyncMethod method) { CreateNetworked(out GameObject _, out NetworkIdentity identity, out SerializeTest1NetworkBehaviour comp1, @@ -267,7 +328,7 @@ public void SerializeAndDeserialize_ClientToServer_NOT_OWNED() comp2.value = "67890"; // serialize all - identity.SerializeClient(ownerWriter); + identity.SerializeClient(method, ownerWriter, false); // shouldn't sync anything. because even though it's ClientToServer, // we don't own this one so we shouldn't serialize & sync it. @@ -276,7 +337,9 @@ public void SerializeAndDeserialize_ClientToServer_NOT_OWNED() // server should still send initial even if Owner + ClientToServer [Test] - public void SerializeServer_OwnerMode_ClientToServer() + [TestCase(SyncMethod.Reliable)] + [TestCase(SyncMethod.Unreliable)] + public void SerializeServer_OwnerMode_ClientToServer(SyncMethod method) { CreateNetworked(out GameObject _, out NetworkIdentity identity, out SyncVarTest1NetworkBehaviour comp); @@ -292,7 +355,7 @@ public void SerializeServer_OwnerMode_ClientToServer() comp.SetValue(11); // modify with helper function to avoid #3525 // initial: should still write for owner - identity.SerializeServer(true, ownerWriter, observersWriter); + identity.SerializeServer(true, method, ownerWriter, observersWriter, false); Debug.Log("initial ownerWriter: " + ownerWriter); Debug.Log("initial observerWriter: " + observersWriter); Assert.That(ownerWriter.Position, Is.GreaterThan(0)); @@ -302,7 +365,7 @@ public void SerializeServer_OwnerMode_ClientToServer() comp.SetValue(22); // modify with helper function to avoid #3525 ownerWriter.Position = 0; observersWriter.Position = 0; - identity.SerializeServer(false, ownerWriter, observersWriter); + identity.SerializeServer(false,method, ownerWriter, observersWriter, false); Debug.Log("delta ownerWriter: " + ownerWriter); Debug.Log("delta observersWriter: " + observersWriter); Assert.That(ownerWriter.Position, Is.EqualTo(0)); @@ -314,13 +377,16 @@ public void SerializeServer_OwnerMode_ClientToServer() // server should still broadcast ClientToServer components to everyone // except the owner. [Test] - public void SerializeServer_ObserversMode_ClientToServer() + [TestCase(SyncMethod.Reliable)] + [TestCase(SyncMethod.Unreliable)] + public void SerializeServer_ObserversMode_ClientToServer(SyncMethod method) { CreateNetworked(out GameObject _, out NetworkIdentity identity, out SyncVarTest1NetworkBehaviour comp); // pretend to be owned identity.isOwned = true; + comp.syncMethod = method; comp.syncMode = SyncMode.Observers; comp.syncInterval = 0; @@ -330,7 +396,7 @@ public void SerializeServer_ObserversMode_ClientToServer() comp.SetValue(11); // modify with helper function to avoid #3525 // initial: should write something for owner and observers - identity.SerializeServer(true, ownerWriter, observersWriter); + identity.SerializeServer(true, method, ownerWriter, observersWriter, false); Debug.Log("initial ownerWriter: " + ownerWriter); Debug.Log("initial observerWriter: " + observersWriter); Assert.That(ownerWriter.Position, Is.GreaterThan(0)); @@ -340,7 +406,7 @@ public void SerializeServer_ObserversMode_ClientToServer() comp.SetValue(22); // modify with helper function to avoid #3525 ownerWriter.Position = 0; observersWriter.Position = 0; - identity.SerializeServer(false, ownerWriter, observersWriter); + identity.SerializeServer(false, method, ownerWriter, observersWriter, false); Debug.Log("delta ownerWriter: " + ownerWriter); Debug.Log("delta observersWriter: " + observersWriter); Assert.That(ownerWriter.Position, Is.EqualTo(0)); diff --git a/Assets/Mirror/Tests/Editor/SyncVars/SyncVarAttributeTest.cs b/Assets/Mirror/Tests/Editor/SyncVars/SyncVarAttributeTest.cs index b40d7360f..77db851f1 100644 --- a/Assets/Mirror/Tests/Editor/SyncVars/SyncVarAttributeTest.cs +++ b/Assets/Mirror/Tests/Editor/SyncVars/SyncVarAttributeTest.cs @@ -404,7 +404,7 @@ public void TestSyncingAbstractNetworkBehaviour() NetworkWriter ownerWriter = new NetworkWriter(); // not really used in this Test NetworkWriter observersWriter = new NetworkWriter(); - serverIdentity.SerializeServer(true, ownerWriter, observersWriter); + serverIdentity.SerializeServer(true, SyncMethod.Reliable, ownerWriter, observersWriter, false); // set up a "client" object CreateNetworked(out _, out NetworkIdentity clientIdentity, out SyncVarAbstractNetworkBehaviour clientBehaviour); diff --git a/Assets/Mirror/Tests/Runtime/NetworkIdentityTests.cs b/Assets/Mirror/Tests/Runtime/NetworkIdentityTests.cs index f47870427..644c2b8a4 100644 --- a/Assets/Mirror/Tests/Runtime/NetworkIdentityTests.cs +++ b/Assets/Mirror/Tests/Runtime/NetworkIdentityTests.cs @@ -66,10 +66,10 @@ public IEnumerator TestSerializationWithLargeTimestamps() // 14 * 24 hours per day * 60 minutes per hour * 60 seconds per minute = 14 days // NOTE: change this to 'float' to see the tests fail int tick = 14 * 24 * 60 * 60; - NetworkIdentitySerialization serialization = identity.GetServerSerializationAtTick(tick); + NetworkIdentitySerialization serialization = identity.GetServerSerializationAtTick(tick, false); // advance tick ++tick; - NetworkIdentitySerialization serializationNew = identity.GetServerSerializationAtTick(tick); + NetworkIdentitySerialization serializationNew = identity.GetServerSerializationAtTick(tick, false); // if the serialization has been changed the tickTimeStamp should have moved Assert.That(serialization.tick == serializationNew.tick, Is.False); diff --git a/Packages/manifest.json b/Packages/manifest.json index aa9ec5501..7557e9068 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -1,5 +1,6 @@ { "dependencies": { + "com.jeffjadulco.guidregenerator": "https://github.com/jeffjadulco/unity-guid-regenerator.git", "com.unity.2d.sprite": "1.0.0", "com.unity.2d.tilemap": "1.0.0", "com.unity.ide.rider": "3.0.27", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index 6ada93dd6..a847f5529 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -1,5 +1,12 @@ { "dependencies": { + "com.jeffjadulco.guidregenerator": { + "version": "https://github.com/jeffjadulco/unity-guid-regenerator.git", + "depth": 0, + "source": "git", + "dependencies": {}, + "hash": "7dbce4b94bd7f92c33de382439f662a0731a1db9" + }, "com.unity.2d.sprite": { "version": "1.0.0", "depth": 0,