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bab41931ee |
@ -156,6 +156,54 @@ protected virtual void Awake()
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Configure();
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}
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// These are in global coordinates for calculating velocity and angular velocity.
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Vector3 lastPosition;
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Quaternion lastRotation;
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public Vector3 velocity { get; internal set; } = Vector3.zero;
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public Vector3 angularVelocity { get; internal set; } = Vector3.zero;
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protected virtual void Start()
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{
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// set target to self if none yet
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if (target == null) target = transform;
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// Set last position and rotation to current values
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// so we can calculate velocity and angular velocity.
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target.GetPositionAndRotation(out lastPosition, out lastRotation);
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}
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protected virtual void Update()
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{
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// set target to self if none yet
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if (target == null) target = transform;
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// Use global coordinates for velocity and angular velocity.
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target.GetPositionAndRotation(out Vector3 pos, out Quaternion rot);
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// Update velocity and angular velocity
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velocity = (pos - lastPosition) / Time.deltaTime;
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CalculateAngularVelocity(rot);
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// Update last position and rotation
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lastPosition = pos;
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lastRotation = rot;
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}
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void CalculateAngularVelocity(Quaternion currentRot)
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{
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// calculate angle between two rotations
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Quaternion deltaRotation = currentRot * Quaternion.Inverse(lastRotation);
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//Quaternion deltaRotation = (currentRot * Quaternion.Inverse(lastRotation)).normalize;
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// convert to angle axis
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deltaRotation.ToAngleAxis(out float angle, out Vector3 axis);
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// we assume the angle is always the shortest path
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// we don't need to check for 360 degree rotations
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angularVelocity = axis * angle * Mathf.Deg2Rad / Time.deltaTime;
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}
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// snapshot functions //////////////////////////////////////////////////
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// get local/world position
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protected virtual Vector3 GetPosition() =>
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@ -414,6 +462,16 @@ public virtual void ResetState()
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// so let's clear the buffers.
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serverSnapshots.Clear();
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clientSnapshots.Clear();
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// set target to self if none yet
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if (target == null) target = transform;
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// Reset last position and rotation
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target.GetPositionAndRotation(out lastPosition, out lastRotation);
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// Reset velocity / angular velocity
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velocity = Vector3.zero;
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angularVelocity = Vector3.zero;
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}
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public virtual void Reset()
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File diff suppressed because it is too large
Load Diff
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 8f63ea2e505fd484193fb31c5c55ca73
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -43,13 +43,15 @@ public class NetworkTransformReliable : NetworkTransformBase
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protected TransformSnapshot last;
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// update //////////////////////////////////////////////////////////////
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void Update()
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protected override void Update()
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{
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// if server then always sync to others.
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if (isServer) UpdateServer();
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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) UpdateClient();
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base.Update();
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}
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void LateUpdate()
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@ -27,13 +27,15 @@ public class NetworkTransformUnreliable : NetworkTransformBase
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// update //////////////////////////////////////////////////////////////
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// Update applies interpolation
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void Update()
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protected override 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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base.Update();
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}
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// LateUpdate broadcasts.
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@ -863,7 +863,7 @@ internal void OnStopLocalPlayer()
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for (int i = 0; i < components.Length; ++i)
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{
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NetworkBehaviour component = components[i];
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ulong nthBit = (1u << i);
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ulong nthBit = 1ul << i;
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bool dirty = component.IsDirty();
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@ -910,7 +910,7 @@ ulong ClientDirtyMask()
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// on client, only consider owned components with SyncDirection to server
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NetworkBehaviour component = components[i];
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ulong nthBit = (1u << i);
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ulong nthBit = 1ul << i;
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if (isOwned && component.syncDirection == SyncDirection.ClientToServer)
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{
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@ -928,7 +928,7 @@ ulong ClientDirtyMask()
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal static bool IsDirty(ulong mask, int index)
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{
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ulong nthBit = (ulong)(1 << index);
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ulong nthBit = 1ul << index;
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return (mask & nthBit) != 0;
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}
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@ -1,4 +1,5 @@
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// base class for networking tests to make things easier.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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@ -81,6 +82,18 @@ protected void CreateNetworked(out GameObject go, out NetworkIdentity identity)
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instantiated.Add(go);
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}
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protected void CreateNetworked(out GameObject go, out NetworkIdentity identity, Action<NetworkIdentity> preAwake)
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{
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go = new GameObject();
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identity = go.AddComponent<NetworkIdentity>();
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preAwake(identity);
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// Awake is only called in play mode.
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// call manually for initialization.
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identity.Awake();
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// track
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instantiated.Add(go);
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}
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// create GameObject + NetworkIdentity + NetworkBehaviour<T>
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// add to tracker list if needed (useful for cleanups afterwards)
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protected void CreateNetworked<T>(out GameObject go, out NetworkIdentity identity, out T component)
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@ -269,6 +282,44 @@ protected void CreateNetworkedAndSpawn(
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Assert.That(NetworkClient.spawned.ContainsKey(serverIdentity.netId));
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}
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// create GameObject + NetworkIdentity + NetworkBehaviour & SPAWN
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// => preAwake callbacks can be used to add network behaviours to the NI
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// => ownerConnection can be NetworkServer.localConnection if needed.
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// => returns objects from client and from server.
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// will be same in host mode.
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protected void CreateNetworkedAndSpawn(
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out GameObject serverGO, out NetworkIdentity serverIdentity, Action<NetworkIdentity> serverPreAwake,
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out GameObject clientGO, out NetworkIdentity clientIdentity, Action<NetworkIdentity> clientPreAwake,
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NetworkConnectionToClient ownerConnection = null)
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{
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// server & client need to be active before spawning
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Debug.Assert(NetworkClient.active, "NetworkClient needs to be active before spawning.");
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Debug.Assert(NetworkServer.active, "NetworkServer needs to be active before spawning.");
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// create one on server, one on client
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// (spawning has to find it on client, it doesn't create it)
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CreateNetworked(out serverGO, out serverIdentity, serverPreAwake);
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CreateNetworked(out clientGO, out clientIdentity, clientPreAwake);
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// give both a scene id and register it on client for spawnables
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clientIdentity.sceneId = serverIdentity.sceneId = (ulong)serverGO.GetHashCode();
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NetworkClient.spawnableObjects[clientIdentity.sceneId] = clientIdentity;
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// spawn
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NetworkServer.Spawn(serverGO, ownerConnection);
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ProcessMessages();
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// double check isServer/isClient. avoids debugging headaches.
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Assert.That(serverIdentity.isServer, Is.True);
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Assert.That(clientIdentity.isClient, Is.True);
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// double check that we have authority if we passed an owner connection
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if (ownerConnection != null)
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Debug.Assert(clientIdentity.isOwned == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
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// make sure the client really spawned it.
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Assert.That(NetworkClient.spawned.ContainsKey(serverIdentity.netId));
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}
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// create GameObject + NetworkIdentity + NetworkBehaviour & SPAWN
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// => ownerConnection can be NetworkServer.localConnection if needed.
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protected void CreateNetworkedAndSpawn<T>(out GameObject go, out NetworkIdentity identity, out T component, NetworkConnectionToClient ownerConnection = null)
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@ -1,4 +1,5 @@
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// OnDe/SerializeSafely tests.
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using System.Collections.Generic;
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using System.Text.RegularExpressions;
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using Mirror.Tests.EditorBehaviours.NetworkIdentities;
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using NUnit.Framework;
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@ -42,7 +43,7 @@ public void SerializeAndDeserializeAll()
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);
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// set sync modes
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serverOwnerComp.syncMode = clientOwnerComp.syncMode = SyncMode.Owner;
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serverOwnerComp.syncMode = clientOwnerComp.syncMode = SyncMode.Owner;
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serverObserversComp.syncMode = clientObserversComp.syncMode = SyncMode.Observers;
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// set unique values on server components
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@ -65,10 +66,127 @@ public void SerializeAndDeserializeAll()
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// deserialize client object with OBSERVERS payload
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reader = new NetworkReader(observersWriter.ToArray());
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clientIdentity.DeserializeClient(reader, true);
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Assert.That(clientOwnerComp.value, Is.EqualTo(null)); // owner mode shouldn't be in data
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Assert.That(clientOwnerComp.value, Is.EqualTo(null)); // owner mode shouldn't be in data
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Assert.That(clientObserversComp.value, Is.EqualTo(42)); // observers mode should be in data
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}
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// test serialize -> deserialize of any supported number of components
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[Test]
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public void SerializeAndDeserializeN([NUnit.Framework.Range(1, 64)] int numberOfNBs)
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{
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List<SerializeTest1NetworkBehaviour> serverNBs = new List<SerializeTest1NetworkBehaviour>();
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List<SerializeTest1NetworkBehaviour> clientNBs = new List<SerializeTest1NetworkBehaviour>();
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// need two of both versions so we can serialize -> deserialize
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CreateNetworkedAndSpawn(
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out _, out NetworkIdentity serverIdentity, ni =>
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{
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for (int i = 0; i < numberOfNBs; i++)
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{
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SerializeTest1NetworkBehaviour nb = ni.gameObject.AddComponent<SerializeTest1NetworkBehaviour>();
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nb.syncInterval = 0;
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nb.syncMode = SyncMode.Observers;
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serverNBs.Add(nb);
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}
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},
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out _, out NetworkIdentity clientIdentity, ni =>
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{
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for (int i = 0; i < numberOfNBs; i++)
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{
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SerializeTest1NetworkBehaviour nb = ni.gameObject.AddComponent<SerializeTest1NetworkBehaviour>();
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nb.syncInterval = 0;
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nb.syncMode = SyncMode.Observers;
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clientNBs.Add(nb);
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}
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}
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);
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// INITIAL SYNC
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// set unique values on server components
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for (int i = 0; i < serverNBs.Count; i++)
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{
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serverNBs[i].value = (i + 1) * 3;
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serverNBs[i].SetDirty();
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}
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// serialize server object
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serverIdentity.SerializeServer(true, ownerWriter, observersWriter);
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// deserialize client object with OBSERVERS payload
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NetworkReader reader = new NetworkReader(observersWriter.ToArray());
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clientIdentity.DeserializeClient(reader, true);
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for (int i = 0; i < clientNBs.Count; i++)
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{
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int expected = (i + 1) * 3;
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Assert.That(clientNBs[i].value, Is.EqualTo(expected), $"Expected the clientNBs[{i}] to have a value of {expected}");
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}
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// clear dirty bits for incremental sync
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foreach (SerializeTest1NetworkBehaviour serverNB in serverNBs)
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serverNB.ClearAllDirtyBits();
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// INCREMENTAL SYNC ALL
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// set unique values on server components
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for (int i = 0; i < serverNBs.Count; i++)
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{
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serverNBs[i].value = (i + 1) * 11;
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serverNBs[i].SetDirty();
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}
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ownerWriter.Reset();
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observersWriter.Reset();
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// serialize server object
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serverIdentity.SerializeServer(false, ownerWriter, observersWriter);
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// deserialize client object with OBSERVERS payload
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reader = new NetworkReader(observersWriter.ToArray());
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clientIdentity.DeserializeClient(reader, false);
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for (int i = 0; i < clientNBs.Count; i++)
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{
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int expected = (i + 1) * 11;
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Assert.That(clientNBs[i].value, Is.EqualTo(expected), $"Expected the clientNBs[{i}] to have a value of {expected}");
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}
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// clear dirty bits for incremental sync
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foreach (SerializeTest1NetworkBehaviour serverNB in serverNBs)
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serverNB.ClearAllDirtyBits();
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// INCREMENTAL SYNC INDIVIDUAL
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for (int i = 0; i < numberOfNBs; i++)
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{
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// reset all client nbs
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foreach (SerializeTest1NetworkBehaviour clientNB in clientNBs)
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clientNB.value = 0;
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int expected = (i + 1) * 7;
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// set unique value on server components
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serverNBs[i].value = expected;
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serverNBs[i].SetDirty();
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ownerWriter.Reset();
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observersWriter.Reset();
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// serialize server object
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serverIdentity.SerializeServer(false, ownerWriter, observersWriter);
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// deserialize client object with OBSERVERS payload
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reader = new NetworkReader(observersWriter.ToArray());
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clientIdentity.DeserializeClient(reader, false);
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for (int index = 0; index < clientNBs.Count; index++)
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{
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SerializeTest1NetworkBehaviour clientNB = clientNBs[index];
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if (index == i)
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{
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Assert.That(clientNB.value, Is.EqualTo(expected), $"Expected the clientNBs[{index}] to have a value of {expected}");
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}
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else
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{
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Assert.That(clientNB.value, Is.EqualTo(0), $"Expected the clientNBs[{index}] to have a value of 0 since we're not syncing that index (on sync of #{i})");
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}
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}
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}
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}
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// serialization should work even if a component throws an exception.
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// so if first component throws, second should still be serialized fine.
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[Test]
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@ -150,20 +268,20 @@ public void TooManyComponents()
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public void ErrorCorrection()
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{
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int original = 0x12345678;
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byte safety = 0x78; // last byte
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byte safety = 0x78; // last byte
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// correct size shouldn't be corrected
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Assert.That(NetworkBehaviour.ErrorCorrection(original + 0, safety), Is.EqualTo(original));
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Assert.That(NetworkBehaviour.ErrorCorrection(original + 0, safety), Is.EqualTo(original));
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// read a little too much
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Assert.That(NetworkBehaviour.ErrorCorrection(original + 1, safety), Is.EqualTo(original));
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Assert.That(NetworkBehaviour.ErrorCorrection(original + 2, safety), Is.EqualTo(original));
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Assert.That(NetworkBehaviour.ErrorCorrection(original + 42, safety), Is.EqualTo(original));
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Assert.That(NetworkBehaviour.ErrorCorrection(original + 1, safety), Is.EqualTo(original));
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Assert.That(NetworkBehaviour.ErrorCorrection(original + 2, safety), Is.EqualTo(original));
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Assert.That(NetworkBehaviour.ErrorCorrection(original + 42, safety), Is.EqualTo(original));
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// read a little too less
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Assert.That(NetworkBehaviour.ErrorCorrection(original - 1, safety), Is.EqualTo(original));
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Assert.That(NetworkBehaviour.ErrorCorrection(original - 2, safety), Is.EqualTo(original));
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Assert.That(NetworkBehaviour.ErrorCorrection(original - 42, safety), Is.EqualTo(original));
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Assert.That(NetworkBehaviour.ErrorCorrection(original - 1, safety), Is.EqualTo(original));
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Assert.That(NetworkBehaviour.ErrorCorrection(original - 2, safety), Is.EqualTo(original));
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Assert.That(NetworkBehaviour.ErrorCorrection(original - 42, safety), Is.EqualTo(original));
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// reading way too much / less is expected to fail.
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// we can only correct the last byte, not more.
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