NetworkTranformChild.cs
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using System;
using UnityEngine;
namespace UnityEngine.Networking
{
/// <summary>
/// A component to synchronize the position of child transforms of networked objects.
/// <para>There must be a NetworkTransform on the root object of the hierarchy. There can be multiple NetworkTransformChild components on an object. This does not use physics for synchronization, it simply synchronizes the localPosition and localRotation of the child transform and lerps towards the recieved values.</para>
/// </summary>
[AddComponentMenu("Network/NetworkTransformChild")]
[Obsolete("The high level API classes are deprecated and will be removed in the future.")]
public class NetworkTransformChild : NetworkBehaviour
{
[SerializeField]
Transform m_Target;
[SerializeField]
uint m_ChildIndex;
NetworkTransform m_Root;
[SerializeField] float m_SendInterval = 0.1f;
[SerializeField] NetworkTransform.AxisSyncMode m_SyncRotationAxis = NetworkTransform.AxisSyncMode.AxisXYZ;
[SerializeField] NetworkTransform.CompressionSyncMode m_RotationSyncCompression = NetworkTransform.CompressionSyncMode.None;
[SerializeField] float m_MovementThreshold = 0.001f;
[SerializeField] float m_InterpolateRotation = 0.5f;
[SerializeField] float m_InterpolateMovement = 0.5f;
[SerializeField] NetworkTransform.ClientMoveCallback3D m_ClientMoveCallback3D;
// movement smoothing
Vector3 m_TargetSyncPosition;
Quaternion m_TargetSyncRotation3D;
float m_LastClientSyncTime; // last time client received a sync from server
float m_LastClientSendTime; // last time client send a sync to server
Vector3 m_PrevPosition;
Quaternion m_PrevRotation;
const float k_LocalMovementThreshold = 0.00001f;
const float k_LocalRotationThreshold = 0.00001f;
NetworkWriter m_LocalTransformWriter;
// settings
/// <summary>
/// The child transform to be synchronized.
/// </summary>
public Transform target { get {return m_Target; } set { m_Target = value; OnValidate(); } }
/// <summary>
/// A unique Identifier for this NetworkTransformChild component on this root object.
/// </summary>
public uint childIndex { get { return m_ChildIndex; }}
/// <summary>
/// The sendInterval controls how often state updates are sent for this object.
/// </summary>
public float sendInterval { get { return m_SendInterval; } set { m_SendInterval = value; } }
/// <summary>
/// Which axis should rotation by synchronized for.
/// </summary>
public NetworkTransform.AxisSyncMode syncRotationAxis { get { return m_SyncRotationAxis; } set { m_SyncRotationAxis = value; } }
/// <summary>
/// How much to compress rotation sync updates.
/// </summary>
public NetworkTransform.CompressionSyncMode rotationSyncCompression { get { return m_RotationSyncCompression; } set { m_RotationSyncCompression = value; } }
/// <summary>
/// The distance that an object can move without sending a movement synchronization update.
/// <para>This applies to the child object's localPosition, not it's world position.</para>
/// </summary>
public float movementThreshold { get { return m_MovementThreshold; } set { m_MovementThreshold = value; } }
/// <summary>
/// The rate to interpolate to the target rotation.
/// <para>A value of 1 will snap to the position, and lower positive values will interpolate more slowly.</para>
/// </summary>
public float interpolateRotation { get { return m_InterpolateRotation; } set { m_InterpolateRotation = value; } }
/// <summary>
/// The rate to interpolate towards the target position.
/// <para>A value of 1 will snap to the position, and lower positive values will interpolate more slowly.</para>
/// </summary>
public float interpolateMovement { get { return m_InterpolateMovement; } set { m_InterpolateMovement = value; } }
/// <summary>
/// A callback function to allow server side validation of the movement of the child object.
/// </summary>
public NetworkTransform.ClientMoveCallback3D clientMoveCallback3D { get { return m_ClientMoveCallback3D; } set { m_ClientMoveCallback3D = value; } }
// runtime data
/// <summary>
/// The most recent time when a movement synchronization packet arrived for this object.
/// </summary>
public float lastSyncTime { get { return m_LastClientSyncTime; } }
/// <summary>
/// The target position interpolating towards.
/// </summary>
public Vector3 targetSyncPosition { get { return m_TargetSyncPosition; } }
/// <summary>
/// The target rotation interpolating towards.
/// </summary>
public Quaternion targetSyncRotation3D { get { return m_TargetSyncRotation3D; } }
void OnValidate()
{
// root parent of target must have a NetworkTransform
if (m_Target != null)
{
Transform parent = m_Target.parent;
if (parent == null)
{
if (LogFilter.logError) { Debug.LogError("NetworkTransformChild target cannot be the root transform."); }
m_Target = null;
return;
}
while (parent.parent != null)
{
parent = parent.parent;
}
m_Root = parent.gameObject.GetComponent<NetworkTransform>();
if (m_Root == null)
{
if (LogFilter.logError) { Debug.LogError("NetworkTransformChild root must have NetworkTransform"); }
m_Target = null;
return;
}
}
if (m_Root != null)
{
// childIndex is the index within all the NetworkChildTransforms on the root
m_ChildIndex = UInt32.MaxValue;
var childTransforms = m_Root.GetComponents<NetworkTransformChild>();
for (uint i = 0; i < childTransforms.Length; i++)
{
if (childTransforms[i] == this)
{
m_ChildIndex = i;
break;
}
}
if (m_ChildIndex == UInt32.MaxValue)
{
if (LogFilter.logError) { Debug.LogError("NetworkTransformChild component must be a child in the same hierarchy"); }
m_Target = null;
}
}
if (m_SendInterval < 0)
{
m_SendInterval = 0;
}
if (m_SyncRotationAxis < NetworkTransform.AxisSyncMode.None || m_SyncRotationAxis > NetworkTransform.AxisSyncMode.AxisXYZ)
{
m_SyncRotationAxis = NetworkTransform.AxisSyncMode.None;
}
if (movementThreshold < 0)
{
movementThreshold = 0.00f;
}
if (interpolateRotation < 0)
{
interpolateRotation = 0.01f;
}
if (interpolateRotation > 1.0f)
{
interpolateRotation = 1.0f;
}
if (interpolateMovement < 0)
{
interpolateMovement = 0.01f;
}
if (interpolateMovement > 1.0f)
{
interpolateMovement = 1.0f;
}
}
void Awake()
{
m_PrevPosition = m_Target.localPosition;
m_PrevRotation = m_Target.localRotation;
// cache these to avoid per-frame allocations.
if (localPlayerAuthority)
{
m_LocalTransformWriter = new NetworkWriter();
}
}
public override bool OnSerialize(NetworkWriter writer, bool initialState)
{
if (initialState)
{
// always write initial state, no dirty bits
}
else if (syncVarDirtyBits == 0)
{
writer.WritePackedUInt32(0);
return false;
}
else
{
// dirty bits
writer.WritePackedUInt32(1);
}
SerializeModeTransform(writer);
return true;
}
void SerializeModeTransform(NetworkWriter writer)
{
// position
writer.Write(m_Target.localPosition);
// rotation
if (m_SyncRotationAxis != NetworkTransform.AxisSyncMode.None)
{
NetworkTransform.SerializeRotation3D(writer, m_Target.localRotation, syncRotationAxis, rotationSyncCompression);
}
m_PrevPosition = m_Target.localPosition;
m_PrevRotation = m_Target.localRotation;
}
public override void OnDeserialize(NetworkReader reader, bool initialState)
{
if (isServer && NetworkServer.localClientActive)
return;
if (!initialState)
{
if (reader.ReadPackedUInt32() == 0)
return;
}
UnserializeModeTransform(reader, initialState);
m_LastClientSyncTime = Time.time;
}
void UnserializeModeTransform(NetworkReader reader, bool initialState)
{
if (hasAuthority)
{
// this component must read the data that the server wrote, even if it ignores it.
// otherwise the NetworkReader stream will still contain that data for the next component.
// position
reader.ReadVector3();
if (syncRotationAxis != NetworkTransform.AxisSyncMode.None)
{
NetworkTransform.UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression);
}
return;
}
if (isServer && m_ClientMoveCallback3D != null)
{
var pos = reader.ReadVector3();
var vel = Vector3.zero;
var rot = Quaternion.identity;
if (syncRotationAxis != NetworkTransform.AxisSyncMode.None)
{
rot = NetworkTransform.UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression);
}
if (m_ClientMoveCallback3D(ref pos, ref vel, ref rot))
{
m_TargetSyncPosition = pos;
if (syncRotationAxis != NetworkTransform.AxisSyncMode.None)
{
m_TargetSyncRotation3D = rot;
}
}
else
{
// rejected by callback
return;
}
}
else
{
// position
m_TargetSyncPosition = reader.ReadVector3();
// rotation
if (syncRotationAxis != NetworkTransform.AxisSyncMode.None)
{
m_TargetSyncRotation3D = NetworkTransform.UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression);
}
}
}
void FixedUpdate()
{
if (isServer)
{
FixedUpdateServer();
}
if (isClient)
{
FixedUpdateClient();
}
}
void FixedUpdateServer()
{
if (syncVarDirtyBits != 0)
return;
// dont run if network isn't active
if (!NetworkServer.active)
return;
// dont run if we haven't been spawned yet
if (!isServer)
return;
// dont' auto-dirty if no send interval
if (GetNetworkSendInterval() == 0)
return;
float distance = (m_Target.localPosition - m_PrevPosition).sqrMagnitude;
if (distance < movementThreshold)
{
distance = Quaternion.Angle(m_PrevRotation, m_Target.localRotation);
if (distance < movementThreshold)
{
return;
}
}
// This will cause transform to be sent
SetDirtyBit(1);
}
void FixedUpdateClient()
{
// dont run if we haven't received any sync data
if (m_LastClientSyncTime == 0)
return;
// dont run if network isn't active
if (!NetworkServer.active && !NetworkClient.active)
return;
// dont run if we haven't been spawned yet
if (!isServer && !isClient)
return;
// dont run if not expecting continuous updates
if (GetNetworkSendInterval() == 0)
return;
// dont run this if this client has authority over this player object
if (hasAuthority)
return;
// interpolate on client
if (m_LastClientSyncTime != 0)
{
if (m_InterpolateMovement > 0)
{
m_Target.localPosition = Vector3.Lerp(m_Target.localPosition, m_TargetSyncPosition, m_InterpolateMovement);
}
else
{
m_Target.localPosition = m_TargetSyncPosition;
}
if (m_InterpolateRotation > 0)
{
m_Target.localRotation = Quaternion.Slerp(m_Target.localRotation, m_TargetSyncRotation3D, m_InterpolateRotation);
}
else
{
m_Target.localRotation = m_TargetSyncRotation3D;
}
}
}
// --------------------- local transform sync ------------------------
void Update()
{
if (!hasAuthority)
return;
if (!localPlayerAuthority)
return;
if (NetworkServer.active)
return;
if (Time.time - m_LastClientSendTime > GetNetworkSendInterval())
{
SendTransform();
m_LastClientSendTime = Time.time;
}
}
bool HasMoved()
{
float diff = 0;
// check if position has changed
diff = (m_Target.localPosition - m_PrevPosition).sqrMagnitude;
if (diff > k_LocalMovementThreshold)
{
return true;
}
// check if rotation has changed
diff = Quaternion.Angle(m_Target.localRotation, m_PrevRotation);
if (diff > k_LocalRotationThreshold)
{
return true;
}
// check if velocty has changed
return false;
}
[Client]
void SendTransform()
{
if (!HasMoved() || ClientScene.readyConnection == null)
{
return;
}
m_LocalTransformWriter.StartMessage(MsgType.LocalChildTransform);
m_LocalTransformWriter.Write(netId);
m_LocalTransformWriter.WritePackedUInt32(m_ChildIndex);
SerializeModeTransform(m_LocalTransformWriter);
m_PrevPosition = m_Target.localPosition;
m_PrevRotation = m_Target.localRotation;
m_LocalTransformWriter.FinishMessage();
#if UNITY_EDITOR
Profiler.IncrementStatOutgoing(MsgType.LocalChildTransform, "16:LocalChildTransform");
#endif
ClientScene.readyConnection.SendWriter(m_LocalTransformWriter, GetNetworkChannel());
}
static internal void HandleChildTransform(NetworkMessage netMsg)
{
NetworkInstanceId netId = netMsg.reader.ReadNetworkId();
uint childIndex = netMsg.reader.ReadPackedUInt32();
#if UNITY_EDITOR
Profiler.IncrementStatIncoming(MsgType.LocalChildTransform, "16:LocalChildTransform");
#endif
GameObject foundObj = NetworkServer.FindLocalObject(netId);
if (foundObj == null)
{
if (LogFilter.logError) { Debug.LogError("Received NetworkTransformChild data for GameObject that doesn't exist"); }
return;
}
var children = foundObj.GetComponents<NetworkTransformChild>();
if (children == null || children.Length == 0)
{
if (LogFilter.logError) { Debug.LogError("HandleChildTransform no children"); }
return;
}
if (childIndex >= children.Length)
{
if (LogFilter.logError) { Debug.LogError("HandleChildTransform childIndex invalid"); }
return;
}
NetworkTransformChild foundSync = children[childIndex];
if (foundSync == null)
{
if (LogFilter.logError) { Debug.LogError("HandleChildTransform null target"); }
return;
}
if (!foundSync.localPlayerAuthority)
{
if (LogFilter.logError) { Debug.LogError("HandleChildTransform no localPlayerAuthority"); }
return;
}
if (!netMsg.conn.clientOwnedObjects.Contains(netId))
{
if (LogFilter.logWarn) { Debug.LogWarning("NetworkTransformChild netId:" + netId + " is not for a valid player"); }
return;
}
foundSync.UnserializeModeTransform(netMsg.reader, false);
foundSync.m_LastClientSyncTime = Time.time;
if (!foundSync.isClient)
{
// dedicated server wont interpolate, so snap.
foundSync.m_Target.localPosition = foundSync.m_TargetSyncPosition;
foundSync.m_Target.localRotation = foundSync.m_TargetSyncRotation3D;
}
}
public override int GetNetworkChannel()
{
return Channels.DefaultUnreliable;
}
public override float GetNetworkSendInterval()
{
return m_SendInterval;
}
}
}