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https://github.com/MirrorNetworking/Mirror.git
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NetworkTransformUnreliable forked as NetworkTransformFastMode
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@ -0,0 +1,680 @@
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// NetworkTransform V3 based on NetworkTransformUnreliable, using Mirror's new
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// FastMode quake style networking model. by mischa (2024-07)
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using System.Collections.Generic;
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using UnityEngine;
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namespace Mirror
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{
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[AddComponentMenu("Network/Network Transform (Fast Mode)")]
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public class NetworkTransformFastMode : NetworkTransformBase
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{
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uint sendIntervalCounter = 0;
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double lastSendIntervalTime = double.MinValue;
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[Header("Additional Settings")]
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// Testing under really bad network conditions, 2%-5% packet loss and 250-1200ms ping, 5 proved to eliminate any twitching, however this should not be the default as it is a rare case Developers may want to cover.
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[Tooltip("How much time, as a multiple of send interval, has passed before clearing buffers.\nA larger buffer means more delay, but results in smoother movement.\nExample: 1 for faster responses minimal smoothing, 5 covers bad pings but has noticable delay, 3 is recommended for balanced results,.")]
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public float bufferResetMultiplier = 3;
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[Tooltip("Detect and send only changed data, such as Position X and Z, not the full Vector3 of X Y Z. Lowers network data at cost of extra calculations.")]
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public bool changedDetection = true;
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[Header("Sensitivity"), Tooltip("Sensitivity of changes needed before an updated state is sent over the network")]
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public float positionSensitivity = 0.01f;
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public float rotationSensitivity = 0.01f;
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public float scaleSensitivity = 0.01f;
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protected bool positionChanged;
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protected bool rotationChanged;
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protected bool scaleChanged;
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// Used to store last sent snapshots
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protected TransformSnapshot lastSnapshot;
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protected bool cachedSnapshotComparison;
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protected Changed cachedChangedComparison;
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protected bool hasSentUnchangedPosition;
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// update //////////////////////////////////////////////////////////////
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// Update applies interpolation
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void Update()
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{
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if (isServer) UpdateServerInterpolation();
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// for all other clients (and for local player if !authority),
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// we need to apply snapshots from the buffer.
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// 'else if' because host mode shouldn't interpolate client
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else if (isClient && !IsClientWithAuthority) UpdateClientInterpolation();
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}
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// LateUpdate broadcasts.
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// movement scripts may change positions in Update.
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// use LateUpdate to ensure changes are detected in the same frame.
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// otherwise this may run before user update, delaying detection until next frame.
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// this could cause visible jitter.
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void LateUpdate()
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{
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// if server then always sync to others.
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if (isServer) UpdateServerBroadcast();
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// client authority, and local player (= allowed to move myself)?
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// 'else if' because host mode shouldn't send anything to server.
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// it is the server. don't overwrite anything there.
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else if (isClient && IsClientWithAuthority) UpdateClientBroadcast();
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}
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protected virtual void CheckLastSendTime()
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{
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// We check interval every frame, and then send if interval is reached.
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// So by the time sendIntervalCounter == sendIntervalMultiplier, data is sent,
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// thus we reset the counter here.
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// This fixes previous issue of, if sendIntervalMultiplier = 1, we send every frame,
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// because intervalCounter is always = 1 in the previous version.
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// Changing == to >= https://github.com/MirrorNetworking/Mirror/issues/3571
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if (sendIntervalCounter >= sendIntervalMultiplier)
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sendIntervalCounter = 0;
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// timeAsDouble not available in older Unity versions.
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if (AccurateInterval.Elapsed(NetworkTime.localTime, NetworkServer.sendInterval, ref lastSendIntervalTime))
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sendIntervalCounter++;
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}
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void UpdateServerBroadcast()
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{
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// broadcast to all clients each 'sendInterval'
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// (client with authority will drop the rpc)
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// NetworkTime.localTime for double precision until Unity has it too
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//
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// IMPORTANT:
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// snapshot interpolation requires constant sending.
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// DO NOT only send if position changed. for example:
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// ---
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// * client sends first position at t=0
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// * ... 10s later ...
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// * client moves again, sends second position at t=10
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// ---
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// * server gets first position at t=0
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// * server gets second position at t=10
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// * server moves from first to second within a time of 10s
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// => would be a super slow move, instead of a wait & move.
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//
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// IMPORTANT:
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// DO NOT send nulls if not changed 'since last send' either. we
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// send unreliable and don't know which 'last send' the other end
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// received successfully.
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//
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// Checks to ensure server only sends snapshots if object is
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// on server authority(!clientAuthority) mode because on client
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// authority mode snapshots are broadcasted right after the authoritative
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// client updates server in the command function(see above), OR,
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// since host does not send anything to update the server, any client
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// authoritative movement done by the host will have to be broadcasted
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// here by checking IsClientWithAuthority.
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// TODO send same time that NetworkServer sends time snapshot?
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CheckLastSendTime();
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if (sendIntervalCounter == sendIntervalMultiplier && // same interval as time interpolation!
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(syncDirection == SyncDirection.ServerToClient || IsClientWithAuthority))
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{
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// send snapshot without timestamp.
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// receiver gets it from batch timestamp to save bandwidth.
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TransformSnapshot snapshot = Construct();
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if (changedDetection)
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{
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cachedChangedComparison = CompareChangedSnapshots(snapshot);
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if ((cachedChangedComparison == Changed.None || cachedChangedComparison == Changed.CompressRot) && hasSentUnchangedPosition && onlySyncOnChange) { return; }
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SyncData syncData = new SyncData(cachedChangedComparison, snapshot);
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RpcServerToClientSync(syncData);
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if (cachedChangedComparison == Changed.None || cachedChangedComparison == Changed.CompressRot)
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{
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hasSentUnchangedPosition = true;
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}
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else
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{
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hasSentUnchangedPosition = false;
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UpdateLastSentSnapshot(cachedChangedComparison, snapshot);
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}
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}
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else
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{
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cachedSnapshotComparison = CompareSnapshots(snapshot);
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if (cachedSnapshotComparison && hasSentUnchangedPosition && onlySyncOnChange) { return; }
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if (compressRotation)
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{
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RpcServerToClientSyncCompressRotation(
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// only sync what the user wants to sync
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syncPosition && positionChanged ? snapshot.position : default(Vector3?),
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syncRotation && rotationChanged ? Compression.CompressQuaternion(snapshot.rotation) : default(uint?),
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syncScale && scaleChanged ? snapshot.scale : default(Vector3?)
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);
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}
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else
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{
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RpcServerToClientSync(
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// only sync what the user wants to sync
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syncPosition && positionChanged ? snapshot.position : default(Vector3?),
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syncRotation && rotationChanged ? snapshot.rotation : default(Quaternion?),
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syncScale && scaleChanged ? snapshot.scale : default(Vector3?)
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);
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}
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if (cachedSnapshotComparison)
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{
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hasSentUnchangedPosition = true;
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}
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else
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{
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hasSentUnchangedPosition = false;
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// Fixes https://github.com/MirrorNetworking/Mirror/issues/3572
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// This also fixes https://github.com/MirrorNetworking/Mirror/issues/3573
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// with the exception of Quaternion.Angle sensitivity has to be > 0.16.
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// Unity issue, we are leaving it as is.
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if (positionChanged) lastSnapshot.position = snapshot.position;
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if (rotationChanged) lastSnapshot.rotation = snapshot.rotation;
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if (positionChanged) lastSnapshot.scale = snapshot.scale;
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}
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}
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}
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}
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void UpdateServerInterpolation()
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{
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// apply buffered snapshots IF client authority
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// -> in server authority, server moves the object
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// so no need to apply any snapshots there.
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// -> don't apply for host mode player objects either, even if in
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// client authority mode. if it doesn't go over the network,
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// then we don't need to do anything.
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// -> connectionToClient is briefly null after scene changes:
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// https://github.com/MirrorNetworking/Mirror/issues/3329
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if (syncDirection == SyncDirection.ClientToServer &&
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connectionToClient != null &&
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!isOwned)
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{
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if (serverSnapshots.Count == 0) return;
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// step the transform interpolation without touching time.
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// NetworkClient is responsible for time globally.
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SnapshotInterpolation.StepInterpolation(
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serverSnapshots,
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connectionToClient.remoteTimeline,
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out TransformSnapshot from,
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out TransformSnapshot to,
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out double t);
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// interpolate & apply
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TransformSnapshot computed = TransformSnapshot.Interpolate(from, to, t);
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Apply(computed, to);
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}
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}
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void UpdateClientBroadcast()
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{
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// https://github.com/vis2k/Mirror/pull/2992/
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if (!NetworkClient.ready) return;
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// send to server each 'sendInterval'
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// NetworkTime.localTime for double precision until Unity has it too
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//
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// IMPORTANT:
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// snapshot interpolation requires constant sending.
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// DO NOT only send if position changed. for example:
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// ---
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// * client sends first position at t=0
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// * ... 10s later ...
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// * client moves again, sends second position at t=10
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// ---
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// * server gets first position at t=0
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// * server gets second position at t=10
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// * server moves from first to second within a time of 10s
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// => would be a super slow move, instead of a wait & move.
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//
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// IMPORTANT:
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// DO NOT send nulls if not changed 'since last send' either. we
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// send unreliable and don't know which 'last send' the other end
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// received successfully.
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CheckLastSendTime();
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if (sendIntervalCounter == sendIntervalMultiplier) // same interval as time interpolation!
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{
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// send snapshot without timestamp.
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// receiver gets it from batch timestamp to save bandwidth.
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TransformSnapshot snapshot = Construct();
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if (changedDetection)
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{
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cachedChangedComparison = CompareChangedSnapshots(snapshot);
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if ((cachedChangedComparison == Changed.None || cachedChangedComparison == Changed.CompressRot) && hasSentUnchangedPosition && onlySyncOnChange) { return; }
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SyncData syncData = new SyncData(cachedChangedComparison, snapshot);
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CmdClientToServerSync(syncData);
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if (cachedChangedComparison == Changed.None || cachedChangedComparison == Changed.CompressRot)
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{
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hasSentUnchangedPosition = true;
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}
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else
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{
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hasSentUnchangedPosition = false;
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UpdateLastSentSnapshot(cachedChangedComparison, snapshot);
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}
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}
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else
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{
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cachedSnapshotComparison = CompareSnapshots(snapshot);
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if (cachedSnapshotComparison && hasSentUnchangedPosition && onlySyncOnChange) { return; }
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if (compressRotation)
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{
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CmdClientToServerSyncCompressRotation(
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// only sync what the user wants to sync
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syncPosition && positionChanged ? snapshot.position : default(Vector3?),
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syncRotation && rotationChanged ? Compression.CompressQuaternion(snapshot.rotation) : default(uint?),
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syncScale && scaleChanged ? snapshot.scale : default(Vector3?)
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);
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}
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else
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{
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CmdClientToServerSync(
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// only sync what the user wants to sync
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syncPosition && positionChanged ? snapshot.position : default(Vector3?),
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syncRotation && rotationChanged ? snapshot.rotation : default(Quaternion?),
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syncScale && scaleChanged ? snapshot.scale : default(Vector3?)
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);
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}
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if (cachedSnapshotComparison)
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{
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hasSentUnchangedPosition = true;
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}
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else
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{
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hasSentUnchangedPosition = false;
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// Fixes https://github.com/MirrorNetworking/Mirror/issues/3572
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// This also fixes https://github.com/MirrorNetworking/Mirror/issues/3573
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// with the exception of Quaternion.Angle sensitivity has to be > 0.16.
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// Unity issue, we are leaving it as is.
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if (positionChanged) lastSnapshot.position = snapshot.position;
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if (rotationChanged) lastSnapshot.rotation = snapshot.rotation;
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if (positionChanged) lastSnapshot.scale = snapshot.scale;
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}
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}
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}
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}
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void UpdateClientInterpolation()
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{
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// only while we have snapshots
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if (clientSnapshots.Count == 0) return;
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// step the interpolation without touching time.
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// NetworkClient is responsible for time globally.
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SnapshotInterpolation.StepInterpolation(
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clientSnapshots,
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NetworkTime.time, // == NetworkClient.localTimeline from snapshot interpolation
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out TransformSnapshot from,
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out TransformSnapshot to,
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out double t);
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// interpolate & apply
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TransformSnapshot computed = TransformSnapshot.Interpolate(from, to, t);
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Apply(computed, to);
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}
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public override void OnSerialize(NetworkWriter writer, bool initialState)
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{
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// sync target component's position on spawn.
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// fixes https://github.com/vis2k/Mirror/pull/3051/
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// (Spawn message wouldn't sync NTChild positions either)
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if (initialState)
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{
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if (syncPosition) writer.WriteVector3(GetPosition());
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if (syncRotation) writer.WriteQuaternion(GetRotation());
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if (syncScale) writer.WriteVector3(GetScale());
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}
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}
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public override void OnDeserialize(NetworkReader reader, bool initialState)
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{
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// sync target component's position on spawn.
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// fixes https://github.com/vis2k/Mirror/pull/3051/
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// (Spawn message wouldn't sync NTChild positions either)
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if (initialState)
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{
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if (syncPosition) SetPosition(reader.ReadVector3());
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if (syncRotation) SetRotation(reader.ReadQuaternion());
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if (syncScale) SetScale(reader.ReadVector3());
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}
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}
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// Returns true if position, rotation AND scale are unchanged, within given sensitivity range.
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protected virtual bool CompareSnapshots(TransformSnapshot currentSnapshot)
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{
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positionChanged = Vector3.SqrMagnitude(lastSnapshot.position - currentSnapshot.position) > positionSensitivity * positionSensitivity;
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rotationChanged = Quaternion.Angle(lastSnapshot.rotation, currentSnapshot.rotation) > rotationSensitivity;
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scaleChanged = Vector3.SqrMagnitude(lastSnapshot.scale - currentSnapshot.scale) > scaleSensitivity * scaleSensitivity;
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return (!positionChanged && !rotationChanged && !scaleChanged);
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}
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// cmd /////////////////////////////////////////////////////////////////
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// only unreliable. see comment above of this file.
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[Command(channel = Channels.Unreliable)]
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void CmdClientToServerSync(Vector3? position, Quaternion? rotation, Vector3? scale)
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{
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OnClientToServerSync(position, rotation, scale);
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//For client authority, immediately pass on the client snapshot to all other
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//clients instead of waiting for server to send its snapshots.
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if (syncDirection == SyncDirection.ClientToServer)
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RpcServerToClientSync(position, rotation, scale);
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}
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// cmd /////////////////////////////////////////////////////////////////
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// only unreliable. see comment above of this file.
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[Command(channel = Channels.Unreliable)]
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void CmdClientToServerSyncCompressRotation(Vector3? position, uint? rotation, Vector3? scale)
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{
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// A fix to not apply current interpolated GetRotation when receiving null/unchanged value, instead use last sent snapshot rotation.
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Quaternion newRotation;
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if (rotation.HasValue)
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{
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newRotation = Compression.DecompressQuaternion((uint)rotation);
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}
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else
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{
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newRotation = serverSnapshots.Count > 0 ? serverSnapshots.Values[serverSnapshots.Count - 1].rotation : GetRotation();
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}
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OnClientToServerSync(position, newRotation, scale);
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//For client authority, immediately pass on the client snapshot to all other
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//clients instead of waiting for server to send its snapshots.
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if (syncDirection == SyncDirection.ClientToServer)
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RpcServerToClientSyncCompressRotation(position, rotation, scale);
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}
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// local authority client sends sync message to server for broadcasting
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protected virtual void OnClientToServerSync(Vector3? position, Quaternion? rotation, Vector3? scale)
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{
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// only apply if in client authority mode
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if (syncDirection != SyncDirection.ClientToServer) return;
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// protect against ever growing buffer size attacks
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if (serverSnapshots.Count >= connectionToClient.snapshotBufferSizeLimit) return;
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// only player owned objects (with a connection) can send to
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// server. we can get the timestamp from the connection.
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double timestamp = connectionToClient.remoteTimeStamp;
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if (onlySyncOnChange)
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{
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double timeIntervalCheck = bufferResetMultiplier * sendIntervalMultiplier * NetworkClient.sendInterval;
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if (serverSnapshots.Count > 0 && serverSnapshots.Values[serverSnapshots.Count - 1].remoteTime + timeIntervalCheck < timestamp)
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ResetState();
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}
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AddSnapshot(serverSnapshots, connectionToClient.remoteTimeStamp + timeStampAdjustment + offset, position, rotation, scale);
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}
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// rpc /////////////////////////////////////////////////////////////////
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// only unreliable. see comment above of this file.
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[ClientRpc(channel = Channels.Unreliable)]
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void RpcServerToClientSync(Vector3? position, Quaternion? rotation, Vector3? scale) =>
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OnServerToClientSync(position, rotation, scale);
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// rpc /////////////////////////////////////////////////////////////////
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// only unreliable. see comment above of this file.
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[ClientRpc(channel = Channels.Unreliable)]
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void RpcServerToClientSyncCompressRotation(Vector3? position, uint? rotation, Vector3? scale)
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{
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// A fix to not apply current interpolated GetRotation when receiving null/unchanged value, instead use last sent snapshot rotation.
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Quaternion newRotation;
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if (rotation.HasValue)
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{
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newRotation = Compression.DecompressQuaternion((uint)rotation);
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}
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else
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{
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newRotation = clientSnapshots.Count > 0 ? clientSnapshots.Values[clientSnapshots.Count - 1].rotation : GetRotation();
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}
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OnServerToClientSync(position, newRotation, scale);
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}
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// server broadcasts sync message to all clients
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protected virtual void OnServerToClientSync(Vector3? position, Quaternion? rotation, Vector3? scale)
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{
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// in host mode, the server sends rpcs to all clients.
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// the host client itself will receive them too.
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// -> host server is always the source of truth
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// -> we can ignore any rpc on the host client
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// => otherwise host objects would have ever growing clientBuffers
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// (rpc goes to clients. if isServer is true too then we are host)
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if (isServer) return;
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// don't apply for local player with authority
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if (IsClientWithAuthority) return;
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// on the client, we receive rpcs for all entities.
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// not all of them have a connectionToServer.
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// but all of them go through NetworkClient.connection.
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// we can get the timestamp from there.
|
||||
double timestamp = NetworkClient.connection.remoteTimeStamp;
|
||||
|
||||
if (onlySyncOnChange)
|
||||
{
|
||||
double timeIntervalCheck = bufferResetMultiplier * sendIntervalMultiplier * NetworkServer.sendInterval;
|
||||
|
||||
if (clientSnapshots.Count > 0 && clientSnapshots.Values[clientSnapshots.Count - 1].remoteTime + timeIntervalCheck < timestamp)
|
||||
ResetState();
|
||||
}
|
||||
|
||||
AddSnapshot(clientSnapshots, NetworkClient.connection.remoteTimeStamp + timeStampAdjustment + offset, position, rotation, scale);
|
||||
}
|
||||
|
||||
protected virtual void UpdateLastSentSnapshot(Changed change, TransformSnapshot currentSnapshot)
|
||||
{
|
||||
if (change == Changed.None || change == Changed.CompressRot) return;
|
||||
|
||||
if ((change & Changed.PosX) > 0) lastSnapshot.position.x = currentSnapshot.position.x;
|
||||
if ((change & Changed.PosY) > 0) lastSnapshot.position.y = currentSnapshot.position.y;
|
||||
if ((change & Changed.PosZ) > 0) lastSnapshot.position.z = currentSnapshot.position.z;
|
||||
|
||||
if (compressRotation)
|
||||
{
|
||||
if ((change & Changed.Rot) > 0) lastSnapshot.rotation = currentSnapshot.rotation;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3 newRotation;
|
||||
newRotation.x = (change & Changed.RotX) > 0 ? currentSnapshot.rotation.eulerAngles.x : lastSnapshot.rotation.eulerAngles.x;
|
||||
newRotation.y = (change & Changed.RotY) > 0 ? currentSnapshot.rotation.eulerAngles.y : lastSnapshot.rotation.eulerAngles.y;
|
||||
newRotation.z = (change & Changed.RotZ) > 0 ? currentSnapshot.rotation.eulerAngles.z : lastSnapshot.rotation.eulerAngles.z;
|
||||
|
||||
lastSnapshot.rotation = Quaternion.Euler(newRotation);
|
||||
}
|
||||
|
||||
if ((change & Changed.Scale) > 0) lastSnapshot.scale = currentSnapshot.scale;
|
||||
}
|
||||
|
||||
// Returns true if position, rotation AND scale are unchanged, within given sensitivity range.
|
||||
// Note the sensitivity comparison are different for pos, rot and scale.
|
||||
protected virtual Changed CompareChangedSnapshots(TransformSnapshot currentSnapshot)
|
||||
{
|
||||
Changed change = Changed.None;
|
||||
|
||||
if (syncPosition)
|
||||
{
|
||||
bool positionChanged = Vector3.SqrMagnitude(lastSnapshot.position - currentSnapshot.position) > positionSensitivity * positionSensitivity;
|
||||
if (positionChanged)
|
||||
{
|
||||
if (Mathf.Abs(lastSnapshot.position.x - currentSnapshot.position.x) > positionSensitivity) change |= Changed.PosX;
|
||||
if (Mathf.Abs(lastSnapshot.position.y - currentSnapshot.position.y) > positionSensitivity) change |= Changed.PosY;
|
||||
if (Mathf.Abs(lastSnapshot.position.z - currentSnapshot.position.z) > positionSensitivity) change |= Changed.PosZ;
|
||||
}
|
||||
}
|
||||
|
||||
if (syncRotation)
|
||||
{
|
||||
if (compressRotation)
|
||||
{
|
||||
bool rotationChanged = Quaternion.Angle(lastSnapshot.rotation, currentSnapshot.rotation) > rotationSensitivity;
|
||||
if (rotationChanged)
|
||||
{
|
||||
// Here we set all Rot enum flags, to tell us if there was a change in rotation
|
||||
// when using compression. If no change, we don't write the compressed Quat.
|
||||
change |= Changed.CompressRot;
|
||||
change |= Changed.Rot;
|
||||
}
|
||||
else
|
||||
{
|
||||
change |= Changed.CompressRot;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Mathf.Abs(lastSnapshot.rotation.eulerAngles.x - currentSnapshot.rotation.eulerAngles.x) > rotationSensitivity) change |= Changed.RotX;
|
||||
if (Mathf.Abs(lastSnapshot.rotation.eulerAngles.y - currentSnapshot.rotation.eulerAngles.y) > rotationSensitivity) change |= Changed.RotY;
|
||||
if (Mathf.Abs(lastSnapshot.rotation.eulerAngles.z - currentSnapshot.rotation.eulerAngles.z) > rotationSensitivity) change |= Changed.RotZ;
|
||||
}
|
||||
}
|
||||
|
||||
if (syncScale)
|
||||
{
|
||||
if (Vector3.SqrMagnitude(lastSnapshot.scale - currentSnapshot.scale) > scaleSensitivity * scaleSensitivity) change |= Changed.Scale;
|
||||
}
|
||||
|
||||
return change;
|
||||
}
|
||||
|
||||
[Command(channel = Channels.Unreliable)]
|
||||
void CmdClientToServerSync(SyncData syncData)
|
||||
{
|
||||
OnClientToServerSync(syncData);
|
||||
//For client authority, immediately pass on the client snapshot to all other
|
||||
//clients instead of waiting for server to send its snapshots.
|
||||
if (syncDirection == SyncDirection.ClientToServer)
|
||||
RpcServerToClientSync(syncData);
|
||||
}
|
||||
|
||||
protected virtual void OnClientToServerSync(SyncData syncData)
|
||||
{
|
||||
// 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 player owned objects (with a connection) can send to
|
||||
// server. we can get the timestamp from the connection.
|
||||
double timestamp = connectionToClient.remoteTimeStamp;
|
||||
|
||||
if (onlySyncOnChange)
|
||||
{
|
||||
double timeIntervalCheck = bufferResetMultiplier * sendIntervalMultiplier * NetworkClient.sendInterval;
|
||||
|
||||
if (serverSnapshots.Count > 0 && serverSnapshots.Values[serverSnapshots.Count - 1].remoteTime + timeIntervalCheck < timestamp)
|
||||
ResetState();
|
||||
}
|
||||
|
||||
UpdateSyncData(ref syncData, serverSnapshots);
|
||||
|
||||
AddSnapshot(serverSnapshots, connectionToClient.remoteTimeStamp + timeStampAdjustment + offset, syncData.position, syncData.quatRotation, syncData.scale);
|
||||
}
|
||||
|
||||
|
||||
[ClientRpc(channel = Channels.Unreliable)]
|
||||
void RpcServerToClientSync(SyncData syncData) =>
|
||||
OnServerToClientSync(syncData);
|
||||
|
||||
protected virtual void OnServerToClientSync(SyncData syncData)
|
||||
{
|
||||
// in host mode, the server sends rpcs to all clients.
|
||||
// the host client itself will receive them too.
|
||||
// -> host server is always the source of truth
|
||||
// -> we can ignore any rpc on the host client
|
||||
// => otherwise host objects would have ever growing clientBuffers
|
||||
// (rpc goes to clients. if isServer is true too then we are host)
|
||||
if (isServer) return;
|
||||
|
||||
// don't apply for local player with authority
|
||||
if (IsClientWithAuthority) return;
|
||||
|
||||
// on the client, we receive rpcs for all entities.
|
||||
// not all of them have a connectionToServer.
|
||||
// but all of them go through NetworkClient.connection.
|
||||
// we can get the timestamp from there.
|
||||
double timestamp = NetworkClient.connection.remoteTimeStamp;
|
||||
|
||||
if (onlySyncOnChange)
|
||||
{
|
||||
double timeIntervalCheck = bufferResetMultiplier * sendIntervalMultiplier * NetworkServer.sendInterval;
|
||||
|
||||
if (clientSnapshots.Count > 0 && clientSnapshots.Values[clientSnapshots.Count - 1].remoteTime + timeIntervalCheck < timestamp)
|
||||
ResetState();
|
||||
}
|
||||
|
||||
UpdateSyncData(ref syncData, clientSnapshots);
|
||||
|
||||
AddSnapshot(clientSnapshots, NetworkClient.connection.remoteTimeStamp + timeStampAdjustment + offset, syncData.position, syncData.quatRotation, syncData.scale);
|
||||
}
|
||||
|
||||
protected virtual void UpdateSyncData(ref SyncData syncData, SortedList<double, TransformSnapshot> snapshots)
|
||||
{
|
||||
if (syncData.changedDataByte == Changed.None || syncData.changedDataByte == Changed.CompressRot)
|
||||
{
|
||||
syncData.position = snapshots.Count > 0 ? snapshots.Values[snapshots.Count - 1].position : GetPosition();
|
||||
syncData.quatRotation = snapshots.Count > 0 ? snapshots.Values[snapshots.Count - 1].rotation : GetRotation();
|
||||
syncData.scale = snapshots.Count > 0 ? snapshots.Values[snapshots.Count - 1].scale : GetScale();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Just going to update these without checking if syncposition or not,
|
||||
// because if not syncing position, NT will not apply any position data
|
||||
// to the target during Apply().
|
||||
|
||||
syncData.position.x = (syncData.changedDataByte & Changed.PosX) > 0 ? syncData.position.x : (snapshots.Count > 0 ? snapshots.Values[snapshots.Count - 1].position.x : GetPosition().x);
|
||||
syncData.position.y = (syncData.changedDataByte & Changed.PosY) > 0 ? syncData.position.y : (snapshots.Count > 0 ? snapshots.Values[snapshots.Count - 1].position.y : GetPosition().y);
|
||||
syncData.position.z = (syncData.changedDataByte & Changed.PosZ) > 0 ? syncData.position.z : (snapshots.Count > 0 ? snapshots.Values[snapshots.Count - 1].position.z : GetPosition().z);
|
||||
|
||||
// If compressRot is true, we already have the Quat in syncdata.
|
||||
if ((syncData.changedDataByte & Changed.CompressRot) == 0)
|
||||
{
|
||||
syncData.vecRotation.x = (syncData.changedDataByte & Changed.RotX) > 0 ? syncData.vecRotation.x : (snapshots.Count > 0 ? snapshots.Values[snapshots.Count - 1].rotation.eulerAngles.x : GetRotation().eulerAngles.x);
|
||||
syncData.vecRotation.y = (syncData.changedDataByte & Changed.RotY) > 0 ? syncData.vecRotation.y : (snapshots.Count > 0 ? snapshots.Values[snapshots.Count - 1].rotation.eulerAngles.y : GetRotation().eulerAngles.y); ;
|
||||
syncData.vecRotation.z = (syncData.changedDataByte & Changed.RotZ) > 0 ? syncData.vecRotation.z : (snapshots.Count > 0 ? snapshots.Values[snapshots.Count - 1].rotation.eulerAngles.z : GetRotation().eulerAngles.z);
|
||||
|
||||
syncData.quatRotation = Quaternion.Euler(syncData.vecRotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
syncData.quatRotation = (syncData.changedDataByte & Changed.Rot) > 0 ? syncData.quatRotation : (snapshots.Count > 0 ? snapshots.Values[snapshots.Count - 1].rotation : GetRotation());
|
||||
}
|
||||
|
||||
syncData.scale = (syncData.changedDataByte & Changed.Scale) > 0 ? syncData.scale : (snapshots.Count > 0 ? snapshots.Values[snapshots.Count - 1].scale : GetScale());
|
||||
}
|
||||
}
|
||||
|
||||
// This is to extract position/rotation/scale data from payload. Override
|
||||
// Construct and Deconstruct if you are implementing a different SyncData logic.
|
||||
// Note however that snapshot interpolation still requires the basic 3 data
|
||||
// position, rotation and scale, which are computed from here.
|
||||
protected virtual void DeconstructSyncData(System.ArraySegment<byte> receivedPayload, out byte? changedFlagData, out Vector3? position, out Quaternion? rotation, out Vector3? scale)
|
||||
{
|
||||
using (NetworkReaderPooled reader = NetworkReaderPool.Get(receivedPayload))
|
||||
{
|
||||
SyncData syncData = reader.Read<SyncData>();
|
||||
changedFlagData = (byte)syncData.changedDataByte;
|
||||
position = syncData.position;
|
||||
rotation = syncData.quatRotation;
|
||||
scale = syncData.scale;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -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:
|
Loading…
Reference in New Issue
Block a user