mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
feat: NT-UR bit flag changed detection to lower bandwidth usage. (#3721)
* feat: NT-UR bit flag changed detection to lower bandwidth usage. Also major credits to our Ninja. * Tooltip updated * fix: NT-Unreliable Quaternion Compression Fix Credits to ninja of course :D * NT-U new improvements Credits to Ninja * Nothing to see here.. * Added comment to Quat Rotation Fix * Sensitivity check to improve value comparisons. Without this, X 0 and X -4.955753E-07 (0) would trigger as a change of value. Helps epsilon/floating point inaccuracies. * Moved around checks. rotationChanged not needed now for non-compressed bool, as we check individual rotation sensitivity changes. We can move this inside quat compress check. * Use Rot/All, not just RotX as a compress changed flag. * Set Just Rot. * Updated Reset to ResetState * Fixing PR 3571/3572/3572 in this new bitflag branch --------- Co-authored-by: ninjakickja <80569286+ninjakickja@users.noreply.github.com>
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@ -1,4 +1,5 @@
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// NetworkTransform V2 by mischa (2021-07)
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using System.Collections.Generic;
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using UnityEngine;
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namespace Mirror
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@ -12,6 +13,8 @@ public class NetworkTransformUnreliable : NetworkTransformBase
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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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@ -25,6 +28,7 @@ public class NetworkTransformUnreliable : NetworkTransformBase
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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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@ -61,7 +65,9 @@ protected virtual void CheckLastSendTime()
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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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if (sendIntervalCounter == sendIntervalMultiplier)
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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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@ -109,6 +115,29 @@ void UpdateServerBroadcast()
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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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@ -138,7 +167,16 @@ void UpdateServerBroadcast()
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else
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{
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hasSentUnchangedPosition = false;
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lastSnapshot = snapshot;
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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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@ -205,6 +243,29 @@ void UpdateClientBroadcast()
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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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@ -234,7 +295,15 @@ void UpdateClientBroadcast()
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else
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{
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hasSentUnchangedPosition = false;
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lastSnapshot = snapshot;
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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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@ -406,5 +475,204 @@ protected virtual void OnServerToClientSync(Vector3? position, Quaternion? rotat
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AddSnapshot(clientSnapshots, NetworkClient.connection.remoteTimeStamp + timeStampAdjustment + offset, position, rotation, scale);
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}
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protected virtual void UpdateLastSentSnapshot(Changed change, TransformSnapshot currentSnapshot)
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{
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if (change == Changed.None || change == Changed.CompressRot) return;
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if ((change & Changed.PosX) > 0) lastSnapshot.position.x = currentSnapshot.position.x;
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if ((change & Changed.PosY) > 0) lastSnapshot.position.y = currentSnapshot.position.y;
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if ((change & Changed.PosZ) > 0) lastSnapshot.position.z = currentSnapshot.position.z;
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if (compressRotation)
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{
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if ((change & Changed.Rot) > 0) lastSnapshot.rotation = currentSnapshot.rotation;
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}
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else
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{
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Vector3 newRotation;
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newRotation.x = (change & Changed.RotX) > 0 ? currentSnapshot.rotation.eulerAngles.x : lastSnapshot.rotation.eulerAngles.x;
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newRotation.y = (change & Changed.RotY) > 0 ? currentSnapshot.rotation.eulerAngles.y : lastSnapshot.rotation.eulerAngles.y;
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newRotation.z = (change & Changed.RotZ) > 0 ? currentSnapshot.rotation.eulerAngles.z : lastSnapshot.rotation.eulerAngles.z;
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lastSnapshot.rotation = Quaternion.Euler(newRotation);
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}
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if ((change & Changed.Scale) > 0) lastSnapshot.scale = currentSnapshot.scale;
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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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// Note the sensitivity comparison are different for pos, rot and scale.
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protected virtual Changed CompareChangedSnapshots(TransformSnapshot currentSnapshot)
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{
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Changed change = Changed.None;
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if (syncPosition)
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{
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bool positionChanged = Vector3.SqrMagnitude(lastSnapshot.position - currentSnapshot.position) > positionSensitivity * positionSensitivity;
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if (positionChanged)
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{
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if (Mathf.Abs(lastSnapshot.position.x - currentSnapshot.position.x) > positionSensitivity) change |= Changed.PosX;
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if (Mathf.Abs(lastSnapshot.position.y - currentSnapshot.position.y) > positionSensitivity) change |= Changed.PosY;
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if (Mathf.Abs(lastSnapshot.position.z - currentSnapshot.position.z) > positionSensitivity) change |= Changed.PosZ;
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}
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}
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if (syncRotation)
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{
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if (compressRotation)
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{
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bool rotationChanged = Quaternion.Angle(lastSnapshot.rotation, currentSnapshot.rotation) > rotationSensitivity;
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if (rotationChanged)
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{
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// Here we set all Rot enum flags, to tell us if there was a change in rotation
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// when using compression. If no change, we don't write the compressed Quat.
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change |= Changed.CompressRot;
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change |= Changed.Rot;
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}
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else
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{
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change |= Changed.CompressRot;
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}
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}
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else
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{
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if (Mathf.Abs(lastSnapshot.rotation.eulerAngles.x - currentSnapshot.rotation.eulerAngles.x) > rotationSensitivity) change |= Changed.RotX;
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if (Mathf.Abs(lastSnapshot.rotation.eulerAngles.y - currentSnapshot.rotation.eulerAngles.y) > rotationSensitivity) change |= Changed.RotY;
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if (Mathf.Abs(lastSnapshot.rotation.eulerAngles.z - currentSnapshot.rotation.eulerAngles.z) > rotationSensitivity) change |= Changed.RotZ;
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}
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}
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if (syncScale)
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{
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if (Vector3.SqrMagnitude(lastSnapshot.scale - currentSnapshot.scale) > scaleSensitivity * scaleSensitivity) change |= Changed.Scale;
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}
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return change;
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}
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[Command(channel = Channels.Unreliable)]
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void CmdClientToServerSync(SyncData syncData)
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{
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OnClientToServerSync(syncData);
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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(syncData);
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}
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protected virtual void OnClientToServerSync(SyncData syncData)
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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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UpdateSyncData(ref syncData, serverSnapshots);
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AddSnapshot(serverSnapshots, connectionToClient.remoteTimeStamp + timeStampAdjustment + offset, syncData.position, syncData.quatRotation, syncData.scale);
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}
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[ClientRpc(channel = Channels.Unreliable)]
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void RpcServerToClientSync(SyncData syncData) =>
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OnServerToClientSync(syncData);
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protected virtual void OnServerToClientSync(SyncData syncData)
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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.
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double timestamp = NetworkClient.connection.remoteTimeStamp;
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if (onlySyncOnChange)
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{
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double timeIntervalCheck = bufferResetMultiplier * sendIntervalMultiplier * NetworkServer.sendInterval;
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if (clientSnapshots.Count > 0 && clientSnapshots.Values[clientSnapshots.Count - 1].remoteTime + timeIntervalCheck < timestamp)
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ResetState();
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}
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UpdateSyncData(ref syncData, clientSnapshots);
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AddSnapshot(clientSnapshots, NetworkClient.connection.remoteTimeStamp + timeStampAdjustment + offset, syncData.position, syncData.quatRotation, syncData.scale);
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}
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protected virtual void UpdateSyncData(ref SyncData syncData, SortedList<double, TransformSnapshot> snapshots)
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{
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if (syncData.changedDataByte == Changed.None || syncData.changedDataByte == Changed.CompressRot)
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{
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syncData.position = snapshots.Count > 0 ? snapshots.Values[snapshots.Count - 1].position : GetPosition();
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syncData.quatRotation = snapshots.Count > 0 ? snapshots.Values[snapshots.Count - 1].rotation : GetRotation();
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syncData.scale = snapshots.Count > 0 ? snapshots.Values[snapshots.Count - 1].scale : GetScale();
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}
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else
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{
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// Just going to update these without checking if syncposition or not,
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// because if not syncing position, NT will not apply any position data
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// to the target during Apply().
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syncData.position.x = (syncData.changedDataByte & Changed.PosX) > 0 ? syncData.position.x : (snapshots.Count > 0 ? snapshots.Values[snapshots.Count - 1].position.x : GetPosition().x);
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syncData.position.y = (syncData.changedDataByte & Changed.PosY) > 0 ? syncData.position.y : (snapshots.Count > 0 ? snapshots.Values[snapshots.Count - 1].position.y : GetPosition().y);
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syncData.position.z = (syncData.changedDataByte & Changed.PosZ) > 0 ? syncData.position.z : (snapshots.Count > 0 ? snapshots.Values[snapshots.Count - 1].position.z : GetPosition().z);
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// If compressRot is true, we already have the Quat in syncdata.
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if ((syncData.changedDataByte & Changed.CompressRot) == 0)
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{
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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);
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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); ;
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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);
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syncData.quatRotation = Quaternion.Euler(syncData.vecRotation);
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}
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else
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{
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syncData.quatRotation = (syncData.changedDataByte & Changed.Rot) > 0 ? syncData.quatRotation : (snapshots.Count > 0 ? snapshots.Values[snapshots.Count - 1].rotation : GetRotation());
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}
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syncData.scale = (syncData.changedDataByte & Changed.Scale) > 0 ? syncData.scale : (snapshots.Count > 0 ? snapshots.Values[snapshots.Count - 1].scale : GetScale());
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}
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}
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// This is to extract position/rotation/scale data from payload. Override
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// Construct and Deconstruct if you are implementing a different SyncData logic.
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// Note however that snapshot interpolation still requires the basic 3 data
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// position, rotation and scale, which are computed from here.
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protected virtual void DeconstructSyncData(System.ArraySegment<byte> receivedPayload, out byte? changedFlagData, out Vector3? position, out Quaternion? rotation, out Vector3? scale)
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{
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using (NetworkReaderPooled reader = NetworkReaderPool.Get(receivedPayload))
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{
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SyncData syncData = reader.Read<SyncData>();
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changedFlagData = (byte)syncData.changedDataByte;
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position = syncData.position;
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rotation = syncData.quatRotation;
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scale = syncData.scale;
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}
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}
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}
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}
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|
156
Assets/Mirror/Components/NetworkTransform/TransformSyncData.cs
Normal file
156
Assets/Mirror/Components/NetworkTransform/TransformSyncData.cs
Normal file
@ -0,0 +1,156 @@
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using UnityEngine;
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using System;
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using Mirror;
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namespace Mirror
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{
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[Serializable]
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public struct SyncData
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{
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public Changed changedDataByte;
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public Vector3 position;
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public Quaternion quatRotation;
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public Vector3 vecRotation;
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public Vector3 scale;
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public SyncData(Changed _dataChangedByte, Vector3 _position, Quaternion _rotation, Vector3 _scale)
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{
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this.changedDataByte = _dataChangedByte;
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this.position = _position;
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this.quatRotation = _rotation;
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this.vecRotation = quatRotation.eulerAngles;
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this.scale = _scale;
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}
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public SyncData(Changed _dataChangedByte, TransformSnapshot _snapshot)
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{
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this.changedDataByte = _dataChangedByte;
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this.position = _snapshot.position;
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this.quatRotation = _snapshot.rotation;
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this.vecRotation = quatRotation.eulerAngles;
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this.scale = _snapshot.scale;
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}
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public SyncData(Changed _dataChangedByte, Vector3 _position, Vector3 _vecRotation, Vector3 _scale)
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{
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this.changedDataByte = _dataChangedByte;
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this.position = _position;
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this.vecRotation = _vecRotation;
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this.quatRotation = Quaternion.Euler(vecRotation);
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this.scale = _scale;
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}
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}
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[Flags]
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public enum Changed : byte
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{
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None = 0,
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PosX = 1 << 0,
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PosY = 1 << 1,
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PosZ = 1 << 2,
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CompressRot = 1 << 3,
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RotX = 1 << 4,
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RotY = 1 << 5,
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RotZ = 1 << 6,
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Scale = 1 << 7,
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Pos = PosX | PosY | PosZ,
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Rot = RotX | RotY | RotZ
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}
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public static class SyncDataReaderWriter
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{
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public static void WriteSyncData(this NetworkWriter writer, SyncData syncData)
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{
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writer.WriteByte((byte)syncData.changedDataByte);
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// Write position
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if ((syncData.changedDataByte & Changed.PosX) > 0)
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{
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writer.WriteFloat(syncData.position.x);
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}
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if ((syncData.changedDataByte & Changed.PosY) > 0)
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{
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writer.WriteFloat(syncData.position.y);
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}
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if ((syncData.changedDataByte & Changed.PosZ) > 0)
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{
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writer.WriteFloat(syncData.position.z);
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}
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// Write rotation
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if ((syncData.changedDataByte & Changed.CompressRot) > 0)
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||||
{
|
||||
if((syncData.changedDataByte & Changed.Rot) > 0)
|
||||
{
|
||||
writer.WriteUInt(Compression.CompressQuaternion(syncData.quatRotation));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((syncData.changedDataByte & Changed.RotX) > 0)
|
||||
{
|
||||
writer.WriteFloat(syncData.quatRotation.eulerAngles.x);
|
||||
}
|
||||
|
||||
if ((syncData.changedDataByte & Changed.RotY) > 0)
|
||||
{
|
||||
writer.WriteFloat(syncData.quatRotation.eulerAngles.y);
|
||||
}
|
||||
|
||||
if ((syncData.changedDataByte & Changed.RotZ) > 0)
|
||||
{
|
||||
writer.WriteFloat(syncData.quatRotation.eulerAngles.z);
|
||||
}
|
||||
}
|
||||
|
||||
// Write scale
|
||||
if ((syncData.changedDataByte & Changed.Scale) > 0)
|
||||
{
|
||||
writer.WriteVector3(syncData.scale);
|
||||
}
|
||||
}
|
||||
|
||||
public static SyncData ReadSyncData(this NetworkReader reader)
|
||||
{
|
||||
Changed changedData = (Changed)reader.ReadByte();
|
||||
|
||||
// If we have nothing to read here, let's say because posX is unchanged, then we can write anything
|
||||
// for now, but in the NT, we will need to check changedData again, to put the right values of the axis
|
||||
// back. We don't have it here.
|
||||
|
||||
Vector3 position =
|
||||
new Vector3(
|
||||
(changedData & Changed.PosX) > 0 ? reader.ReadFloat() : 0,
|
||||
(changedData & Changed.PosY) > 0 ? reader.ReadFloat() : 0,
|
||||
(changedData & Changed.PosZ) > 0 ? reader.ReadFloat() : 0
|
||||
);
|
||||
|
||||
Vector3 vecRotation = new Vector3();
|
||||
Quaternion quatRotation = new Quaternion();
|
||||
|
||||
if ((changedData & Changed.CompressRot) > 0)
|
||||
{
|
||||
quatRotation = (changedData & Changed.RotX) > 0 ? Compression.DecompressQuaternion(reader.ReadUInt()) : new Quaternion();
|
||||
}
|
||||
else
|
||||
{
|
||||
vecRotation =
|
||||
new Vector3(
|
||||
(changedData & Changed.RotX) > 0 ? reader.ReadFloat() : 0,
|
||||
(changedData & Changed.RotY) > 0 ? reader.ReadFloat() : 0,
|
||||
(changedData & Changed.RotZ) > 0 ? reader.ReadFloat() : 0
|
||||
);
|
||||
}
|
||||
|
||||
Vector3 scale = (changedData & Changed.Scale) == Changed.Scale ? reader.ReadVector3() : new Vector3();
|
||||
|
||||
SyncData _syncData = (changedData & Changed.CompressRot) > 0 ? new SyncData(changedData, position, quatRotation, scale) : new SyncData(changedData, position, vecRotation, scale);
|
||||
|
||||
return _syncData;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a1c0832ca88e749ff96fe04cebb617ef
|
||||
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