NetworkTransform.cs
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using System;
using UnityEngine;
namespace UnityEngine.Networking
{
/// <summary>
/// A component to synchronize the position and rotation of networked objects.
/// <para>The movement of game objects can be networked by this component. There are two models of authority for networked movement:</para>
/// <para>If the object has authority on the client, then it should be controlled locally on the owning client, then movement state information will be sent from the owning client to the server, then broadcast to all of the other clients. This is common for player objects.</para>
/// <para>If the object has authority on the server, then it should be controlled on the server and movement state information will be sent to all clients. This is common for objects not related to a specific client, such as an enemy unit.</para>
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkTransform")]
[Obsolete("The high level API classes are deprecated and will be removed in the future.")]
public class NetworkTransform : NetworkBehaviour
{
/// <summary>
/// How to synchronize an object's position.
/// </summary>
public enum TransformSyncMode
{
/// <summary>
/// Dont synchronize.
/// </summary>
SyncNone = 0,
/// <summary>
/// Sync using the game object's base transform.
/// </summary>
SyncTransform = 1,
/// <summary>
/// Sync using the Rigidbody2D component.
/// </summary>
SyncRigidbody2D = 2,
/// <summary>
/// Sync using the Rigidbody component.
/// </summary>
SyncRigidbody3D = 3,
/// <summary>
/// Sync using the CharacterController component.
/// </summary>
SyncCharacterController = 4
}
/// <summary>
/// An axis or set of axis.
/// </summary>
public enum AxisSyncMode
{
/// <summary>
/// Do not sync.
/// </summary>
None,
/// <summary>
/// Only x axis.
/// </summary>
AxisX,
/// <summary>
/// Only the y axis.
/// </summary>
AxisY,
/// <summary>
/// Only the z axis.
/// </summary>
AxisZ,
/// <summary>
/// The x and y axis.
/// </summary>
AxisXY,
/// <summary>
/// The x and z axis.
/// </summary>
AxisXZ,
/// <summary>
/// The y and z axis.
/// </summary>
AxisYZ,
/// <summary>
/// The x, y and z axis.
/// </summary>
AxisXYZ
}
/// <summary>
/// How much to compress sync data.
/// </summary>
public enum CompressionSyncMode
{
/// <summary>
/// Do not compress.
/// </summary>
None,
/// <summary>
/// A low amount of compression that preserves accuracy.
/// </summary>
Low,
/// <summary>
/// High Compression - sacrificing accuracy.
/// </summary>
High
}
public delegate bool ClientMoveCallback3D(ref Vector3 position, ref Vector3 velocity, ref Quaternion rotation);
public delegate bool ClientMoveCallback2D(ref Vector2 position, ref Vector2 velocity, ref float rotation);
[SerializeField] TransformSyncMode m_TransformSyncMode = TransformSyncMode.SyncNone;
[SerializeField] float m_SendInterval = 0.1f;
[SerializeField] AxisSyncMode m_SyncRotationAxis = AxisSyncMode.AxisXYZ;
[SerializeField] CompressionSyncMode m_RotationSyncCompression = CompressionSyncMode.None;
[SerializeField] bool m_SyncSpin;
[SerializeField] float m_MovementTheshold = 0.001f;
[SerializeField] float m_VelocityThreshold = 0.0001f;
[SerializeField] float m_SnapThreshold = 5.0f;
[SerializeField] float m_InterpolateRotation = 1.0f;
[SerializeField] float m_InterpolateMovement = 1.0f;
[SerializeField] ClientMoveCallback3D m_ClientMoveCallback3D;
[SerializeField] ClientMoveCallback2D m_ClientMoveCallback2D;
Rigidbody m_RigidBody3D;
Rigidbody2D m_RigidBody2D;
CharacterController m_CharacterController;
bool m_Grounded = true;
// movement smoothing
Vector3 m_TargetSyncPosition;
Vector3 m_TargetSyncVelocity;
Vector3 m_FixedPosDiff;
Quaternion m_TargetSyncRotation3D;
Vector3 m_TargetSyncAngularVelocity3D;
float m_TargetSyncRotation2D;
float m_TargetSyncAngularVelocity2D;
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;
float m_PrevRotation2D;
float m_PrevVelocity;
const float k_LocalMovementThreshold = 0.00001f;
const float k_LocalRotationThreshold = 0.00001f;
const float k_LocalVelocityThreshold = 0.00001f;
const float k_MoveAheadRatio = 0.1f;
NetworkWriter m_LocalTransformWriter;
// settings
/// <summary>
/// What method to use to sync the object's position.
/// </summary>
public TransformSyncMode transformSyncMode { get { return m_TransformSyncMode; } set { m_TransformSyncMode = value; } }
/// <summary>
/// The sendInterval controls how often state updates are sent for this object.
/// <para>Unlike most NetworkBehaviour scripts, for NetworkTransform this is implemented at a per-object level rather than at the per-script level. This allows more flexibility as this component is used in various situation.</para>
/// <para>If sendInterval is non-zero, then transform state updates are send at most once every sendInterval seconds. However, if an object is stationary, no updates are sent.</para>
/// <para>If sendInterval is zero, then no automatic updates are sent. In this case, calling SetDirtyBits() on the NetworkTransform will cause an updates to be sent. This could be used for objects like bullets that have a predictable trajectory.</para>
/// </summary>
public float sendInterval { get { return m_SendInterval; } set { m_SendInterval = value; } }
/// <summary>
/// Which axis should rotation by synchronized for.
/// </summary>
public AxisSyncMode syncRotationAxis { get { return m_SyncRotationAxis; } set { m_SyncRotationAxis = value; } }
/// <summary>
/// How much to compress rotation sync updates.
/// </summary>
public CompressionSyncMode rotationSyncCompression { get { return m_RotationSyncCompression; } set { m_RotationSyncCompression = value; } }
public bool syncSpin { get { return m_SyncSpin; } set { m_SyncSpin = value; } }
/// <summary>
/// The distance that an object can move without sending a movement synchronization update.
/// </summary>
public float movementTheshold { get { return m_MovementTheshold; } set { m_MovementTheshold = value; } }
/// <summary>
/// The minimum velocity difference that will be synchronized over the network.
/// </summary>
public float velocityThreshold { get { return m_VelocityThreshold; } set { m_VelocityThreshold = value; } }
/// <summary>
/// If a movement update puts an object further from its current position that this value, it will snap to the position instead of moving smoothly.
/// </summary>
public float snapThreshold { get { return m_SnapThreshold; } set { m_SnapThreshold = value; } }
/// <summary>
/// Enables interpolation of the synchronized rotation.
/// <para>If this is not set, object will snap to the new rotation. The larger this number is, the faster the object will interpolate to the target facing direction.</para>
/// </summary>
public float interpolateRotation { get { return m_InterpolateRotation; } set { m_InterpolateRotation = value; } }
/// <summary>
/// Enables interpolation of the synchronized movement.
/// <para>The larger this number is, the faster the object will interpolate to the target position.</para>
/// </summary>
public float interpolateMovement { get { return m_InterpolateMovement; } set { m_InterpolateMovement = value; } }
/// <summary>
/// A callback that can be used to validate on the server, the movement of client authoritative objects.
/// <para>This version of the callback works with objects that use 3D physics. The callback function may return false to reject the movement request completely. It may also modify the movement parameters - which are passed by reference.</para>
/// <para>The example below set the callback in OnStartServer, and will disconnect a client that moves an object into an invalid position after a number of failures.</para>
/// <code>
/// using UnityEngine;
/// using UnityEngine.Networking;
///
/// public class MyMover : NetworkManager
/// {
/// public int cheatCount = 0;
///
/// public bool ValidateMove(ref Vector3 position, ref Vector3 velocity, ref Quaternion rotation)
/// {
/// Debug.Log("pos:" + position);
/// if (position.y > 9)
/// {
/// position.y = 9;
/// cheatCount += 1;
/// if (cheatCount == 10)
/// {
/// Invoke("DisconnectCheater", 0.1f);
/// }
/// }
/// return true;
/// }
///
/// void DisconnectCheater()
/// {
/// GetComponent<<see cref="NetworkIdentity">NetworkIdentity</see>>().connectionToClient.Disconnect();
/// }
///
/// public override void OnStartServer()
/// {
/// GetComponent<<see cref="NetworkTransform">NetworkTransform</see>>().clientMoveCallback3D = ValidateMove;
/// }
/// }
/// </code>
/// This kind of server-side movement validation should be used in conjunction with client side movement validation. The callback should only detect a failure if a client is by-passing client side movement checks - by cheating.
/// </summary>
public ClientMoveCallback3D clientMoveCallback3D { get { return m_ClientMoveCallback3D; } set { m_ClientMoveCallback3D = value; } }
/// <summary>
/// A callback that can be used to validate on the server, the movement of client authoritative objects.
/// <para>This version of the callback works with objects that use 2D physics. The callback function may return false to reject the movement request completely. It may also modify the movement parameters - which are passed by reference.</para>
/// <para>The example below set the callback in OnStartServer, and will disconnect a client that moves an object into an invalid position after a number of failures.</para>
/// <code>
/// using UnityEngine;
/// using UnityEngine.Networking;
///
/// public class MyMover : NetworkManager
/// {
/// public int cheatCount = 0;
///
/// public bool ValidateMove(ref Vector2 position, ref Vector2 velocity, ref float rotation)
/// {
/// Debug.Log("pos:" + position);
/// if (position.y > 9)
/// {
/// position.y = 9;
/// cheatCount += 1;
/// if (cheatCount == 10)
/// {
/// Invoke("DisconnectCheater", 0.1f);
/// }
/// }
/// return true;
/// }
///
/// void DisconnectCheater()
/// {
/// GetComponent<<see cref="NetworkIdentity">NetworkIdentity</see>>().connectionToClient.Disconnect();
/// }
///
/// public override void OnStartServer()
/// {
/// GetComponent<<see cref="NetworkTransform">NetworkTransform</see>>().clientMoveCallback2D = ValidateMove;
/// }
/// }
/// </code>
/// This kind of server-side movement validation should be used in conjunction with client side movement validation. The callback should only detect a failure if a client is by-passing client side movement checks - by cheating.
/// </summary>
public ClientMoveCallback2D clientMoveCallback2D { get { return m_ClientMoveCallback2D; } set { m_ClientMoveCallback2D = value; } }
// runtime data
/// <summary>
/// Cached CharacterController.
/// </summary>
public CharacterController characterContoller { get { return m_CharacterController; } }
/// <summary>
/// Cached Rigidbody.
/// </summary>
public Rigidbody rigidbody3D { get { return m_RigidBody3D; } }
/// <summary>
/// Cached Rigidbody2D.
/// </summary>
#pragma warning disable 109
new public Rigidbody2D rigidbody2D { get { return m_RigidBody2D; } }
#pragma warning restore 109
/// <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 velocity send for synchronization.
/// </summary>
public Vector3 targetSyncVelocity { get { return m_TargetSyncVelocity; } }
/// <summary>
/// The target position interpolating towards.
/// </summary>
public Quaternion targetSyncRotation3D { get { return m_TargetSyncRotation3D; } }
/// <summary>
/// The target rotation interpolating towards.
/// </summary>
public float targetSyncRotation2D { get { return m_TargetSyncRotation2D; } }
/// <summary>
/// Tells the NetworkTransform that it is on a surface (this is the default).
/// <para>Object that are NOT grounded will not interpolate their vertical velocity. This avoid the problem of interpolation fighting with gravity on non-authoritative objects. This only works for RigidBody2D physics objects.</para>
/// </summary>
public bool grounded { get { return m_Grounded; } set { m_Grounded = value; } }
void OnValidate()
{
if (m_TransformSyncMode < TransformSyncMode.SyncNone || m_TransformSyncMode > TransformSyncMode.SyncCharacterController)
{
m_TransformSyncMode = TransformSyncMode.SyncTransform;
}
if (m_SendInterval < 0)
{
m_SendInterval = 0;
}
if (m_SyncRotationAxis < AxisSyncMode.None || m_SyncRotationAxis > AxisSyncMode.AxisXYZ)
{
m_SyncRotationAxis = AxisSyncMode.None;
}
if (m_MovementTheshold < 0)
{
m_MovementTheshold = 0.00f;
}
if (m_VelocityThreshold < 0)
{
m_VelocityThreshold = 0.00f;
}
if (m_SnapThreshold < 0)
{
m_SnapThreshold = 0.01f;
}
if (m_InterpolateRotation < 0)
{
m_InterpolateRotation = 0.01f;
}
if (m_InterpolateMovement < 0)
{
m_InterpolateMovement = 0.01f;
}
}
void Awake()
{
m_RigidBody3D = GetComponent<Rigidbody>();
m_RigidBody2D = GetComponent<Rigidbody2D>();
m_CharacterController = GetComponent<CharacterController>();
m_PrevPosition = transform.position;
m_PrevRotation = transform.rotation;
m_PrevVelocity = 0;
// cache these to avoid per-frame allocations.
if (localPlayerAuthority)
{
m_LocalTransformWriter = new NetworkWriter();
}
}
public override void OnStartServer()
{
m_LastClientSyncTime = 0;
}
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);
}
switch (transformSyncMode)
{
case TransformSyncMode.SyncNone:
{
return false;
}
case TransformSyncMode.SyncTransform:
{
SerializeModeTransform(writer);
break;
}
case TransformSyncMode.SyncRigidbody3D:
{
SerializeMode3D(writer);
break;
}
case TransformSyncMode.SyncRigidbody2D:
{
SerializeMode2D(writer);
break;
}
case TransformSyncMode.SyncCharacterController:
{
SerializeModeCharacterController(writer);
break;
}
}
return true;
}
void SerializeModeTransform(NetworkWriter writer)
{
// position
writer.Write(transform.position);
// no velocity
// rotation
if (m_SyncRotationAxis != AxisSyncMode.None)
{
SerializeRotation3D(writer, transform.rotation, syncRotationAxis, rotationSyncCompression);
}
// no spin
m_PrevPosition = transform.position;
m_PrevRotation = transform.rotation;
m_PrevVelocity = 0;
}
void VerifySerializeComponentExists()
{
bool throwError = false;
Type componentMissing = null;
switch (transformSyncMode)
{
case TransformSyncMode.SyncCharacterController:
if (!m_CharacterController && !(m_CharacterController = GetComponent<CharacterController>()))
{
throwError = true;
componentMissing = typeof(CharacterController);
}
break;
case TransformSyncMode.SyncRigidbody2D:
if (!m_RigidBody2D && !(m_RigidBody2D = GetComponent<Rigidbody2D>()))
{
throwError = true;
componentMissing = typeof(Rigidbody2D);
}
break;
case TransformSyncMode.SyncRigidbody3D:
if (!m_RigidBody3D && !(m_RigidBody3D = GetComponent<Rigidbody>()))
{
throwError = true;
componentMissing = typeof(Rigidbody);
}
break;
}
if (throwError && componentMissing != null)
{
throw new InvalidOperationException(string.Format("transformSyncMode set to {0} but no {1} component was found, did you call NetworkServer.Spawn on a prefab?", transformSyncMode, componentMissing.Name));
}
}
void SerializeMode3D(NetworkWriter writer)
{
VerifySerializeComponentExists();
if (isServer && m_LastClientSyncTime != 0)
{
// target position
writer.Write(m_TargetSyncPosition);
// target velocity
SerializeVelocity3D(writer, m_TargetSyncVelocity, CompressionSyncMode.None);
if (syncRotationAxis != AxisSyncMode.None)
{
// target rotation
SerializeRotation3D(writer, m_TargetSyncRotation3D, syncRotationAxis, rotationSyncCompression);
}
}
else
{
// current position
writer.Write(m_RigidBody3D.position);
// current velocity
SerializeVelocity3D(writer, m_RigidBody3D.velocity, CompressionSyncMode.None);
if (syncRotationAxis != AxisSyncMode.None)
{
// current rotation
SerializeRotation3D(writer, m_RigidBody3D.rotation, syncRotationAxis, rotationSyncCompression);
}
}
// spin
if (m_SyncSpin)
{
SerializeSpin3D(writer, m_RigidBody3D.angularVelocity, syncRotationAxis, rotationSyncCompression);
}
m_PrevPosition = m_RigidBody3D.position;
m_PrevRotation = transform.rotation;
m_PrevVelocity = m_RigidBody3D.velocity.sqrMagnitude;
}
void SerializeModeCharacterController(NetworkWriter writer)
{
VerifySerializeComponentExists();
if (isServer && m_LastClientSyncTime != 0)
{
// target position
writer.Write(m_TargetSyncPosition);
// no velocity
if (syncRotationAxis != AxisSyncMode.None)
{
// target rotation
SerializeRotation3D(writer, m_TargetSyncRotation3D, syncRotationAxis, rotationSyncCompression);
}
}
else
{
// current position
writer.Write(transform.position);
// no velocity
if (syncRotationAxis != AxisSyncMode.None)
{
// current rotation
SerializeRotation3D(writer, transform.rotation, syncRotationAxis, rotationSyncCompression);
}
}
// no spin
m_PrevPosition = transform.position;
m_PrevRotation = transform.rotation;
m_PrevVelocity = 0;
}
void SerializeMode2D(NetworkWriter writer)
{
VerifySerializeComponentExists();
if (isServer && m_LastClientSyncTime != 0)
{
// target position
writer.Write((Vector2)m_TargetSyncPosition);
// target velocity
SerializeVelocity2D(writer, m_TargetSyncVelocity, CompressionSyncMode.None);
// target rotation
if (syncRotationAxis != AxisSyncMode.None)
{
float orientation = m_TargetSyncRotation2D % 360;
if (orientation < 0) orientation += 360;
SerializeRotation2D(writer, orientation, rotationSyncCompression);
}
}
else
{
// current position
writer.Write(m_RigidBody2D.position);
// current velocity
SerializeVelocity2D(writer, m_RigidBody2D.velocity, CompressionSyncMode.None);
// current rotation
if (syncRotationAxis != AxisSyncMode.None)
{
float orientation = m_RigidBody2D.rotation % 360;
if (orientation < 0) orientation += 360;
SerializeRotation2D(writer, orientation, rotationSyncCompression);
}
}
// spin
if (m_SyncSpin)
{
SerializeSpin2D(writer, m_RigidBody2D.angularVelocity, rotationSyncCompression);
}
m_PrevPosition = m_RigidBody2D.position;
m_PrevRotation = transform.rotation;
m_PrevVelocity = m_RigidBody2D.velocity.sqrMagnitude;
}
public override void OnDeserialize(NetworkReader reader, bool initialState)
{
if (isServer && NetworkServer.localClientActive)
return;
if (!initialState)
{
if (reader.ReadPackedUInt32() == 0)
return;
}
switch (transformSyncMode)
{
case TransformSyncMode.SyncNone:
{
return;
}
case TransformSyncMode.SyncTransform:
{
UnserializeModeTransform(reader, initialState);
break;
}
case TransformSyncMode.SyncRigidbody3D:
{
UnserializeMode3D(reader, initialState);
break;
}
case TransformSyncMode.SyncRigidbody2D:
{
UnserializeMode2D(reader, initialState);
break;
}
case TransformSyncMode.SyncCharacterController:
{
UnserializeModeCharacterController(reader, initialState);
break;
}
}
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 != AxisSyncMode.None)
{
UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression);
}
return;
}
if (isServer && m_ClientMoveCallback3D != null)
{
var pos = reader.ReadVector3();
var vel = Vector3.zero;
var rot = Quaternion.identity;
if (syncRotationAxis != AxisSyncMode.None)
{
rot = UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression);
}
if (m_ClientMoveCallback3D(ref pos, ref vel, ref rot))
{
transform.position = pos;
if (syncRotationAxis != AxisSyncMode.None)
{
transform.rotation = rot;
}
}
else
{
// rejected by callback
return;
}
}
else
{
// position
transform.position = reader.ReadVector3();
// no velocity
// rotation
if (syncRotationAxis != AxisSyncMode.None)
{
transform.rotation = UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression);
}
// no spin
}
}
void UnserializeMode3D(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();
// velocity
reader.ReadVector3();
if (syncRotationAxis != AxisSyncMode.None)
{
UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression);
}
if (syncSpin)
{
UnserializeSpin3D(reader, syncRotationAxis, rotationSyncCompression);
}
return;
}
if (isServer && m_ClientMoveCallback3D != null)
{
var pos = reader.ReadVector3();
var vel = reader.ReadVector3();
Quaternion rot = Quaternion.identity;
if (syncRotationAxis != AxisSyncMode.None)
{
rot = UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression);
}
if (m_ClientMoveCallback3D(ref pos, ref vel, ref rot))
{
m_TargetSyncPosition = pos;
m_TargetSyncVelocity = vel;
if (syncRotationAxis != AxisSyncMode.None)
{
m_TargetSyncRotation3D = rot;
}
}
else
{
// rejected by callback
return;
}
}
else
{
// position
m_TargetSyncPosition = reader.ReadVector3();
// velocity
m_TargetSyncVelocity = reader.ReadVector3();
// rotation
if (syncRotationAxis != AxisSyncMode.None)
{
m_TargetSyncRotation3D = UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression);
}
}
// spin
if (syncSpin)
{
m_TargetSyncAngularVelocity3D = UnserializeSpin3D(reader, syncRotationAxis, rotationSyncCompression);
}
if (m_RigidBody3D == null)
return;
if (isServer && !isClient)
{
// dedicated server needs to apply immediately, there is no interpolation
m_RigidBody3D.MovePosition(m_TargetSyncPosition);
m_RigidBody3D.MoveRotation(m_TargetSyncRotation3D);
m_RigidBody3D.velocity = m_TargetSyncVelocity;
return;
}
// handle zero send rate
if (GetNetworkSendInterval() == 0)
{
m_RigidBody3D.MovePosition(m_TargetSyncPosition);
m_RigidBody3D.velocity = m_TargetSyncVelocity;
if (syncRotationAxis != AxisSyncMode.None)
{
m_RigidBody3D.MoveRotation(m_TargetSyncRotation3D);
}
if (syncSpin)
{
m_RigidBody3D.angularVelocity = m_TargetSyncAngularVelocity3D;
}
return;
}
// handle position snap threshold
float dist = (m_RigidBody3D.position - m_TargetSyncPosition).magnitude;
if (dist > snapThreshold)
{
m_RigidBody3D.position = m_TargetSyncPosition;
m_RigidBody3D.velocity = m_TargetSyncVelocity;
}
// handle no rotation interpolation
if (interpolateRotation == 0 && syncRotationAxis != AxisSyncMode.None)
{
m_RigidBody3D.rotation = m_TargetSyncRotation3D;
if (syncSpin)
{
m_RigidBody3D.angularVelocity = m_TargetSyncAngularVelocity3D;
}
}
// handle no movement interpolation
if (m_InterpolateMovement == 0)
{
m_RigidBody3D.position = m_TargetSyncPosition;
}
if (initialState && syncRotationAxis != AxisSyncMode.None)
{
m_RigidBody3D.rotation = m_TargetSyncRotation3D;
}
}
void UnserializeMode2D(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.ReadVector2();
// velocity
reader.ReadVector2();
if (syncRotationAxis != AxisSyncMode.None)
{
UnserializeRotation2D(reader, rotationSyncCompression);
}
if (syncSpin)
{
UnserializeSpin2D(reader, rotationSyncCompression);
}
return;
}
if (m_RigidBody2D == null)
return;
if (isServer && m_ClientMoveCallback2D != null)
{
Vector2 pos = reader.ReadVector2();
Vector2 vel = reader.ReadVector2();
float rot = 0;
if (syncRotationAxis != AxisSyncMode.None)
{
rot = UnserializeRotation2D(reader, rotationSyncCompression);
}
if (m_ClientMoveCallback2D(ref pos, ref vel, ref rot))
{
m_TargetSyncPosition = pos;
m_TargetSyncVelocity = vel;
if (syncRotationAxis != AxisSyncMode.None)
{
m_TargetSyncRotation2D = rot;
}
}
else
{
// rejected by callback
return;
}
}
else
{
// position
m_TargetSyncPosition = reader.ReadVector2();
// velocity
m_TargetSyncVelocity = reader.ReadVector2();
// rotation
if (syncRotationAxis != AxisSyncMode.None)
{
m_TargetSyncRotation2D = UnserializeRotation2D(reader, rotationSyncCompression);
}
}
// spin
if (syncSpin)
{
m_TargetSyncAngularVelocity2D = UnserializeSpin2D(reader, rotationSyncCompression);
}
if (isServer && !isClient)
{
// dedicated server needs to apply immediately, there is no interpolation
transform.position = m_TargetSyncPosition;
m_RigidBody2D.MoveRotation(m_TargetSyncRotation2D);
m_RigidBody2D.velocity = m_TargetSyncVelocity;
return;
}
// handle zero send rate
if (GetNetworkSendInterval() == 0)
{
// NOTE: cannot use m_RigidBody2D.MovePosition() and set velocity in the same frame, so use transform.position
transform.position = m_TargetSyncPosition;
m_RigidBody2D.velocity = m_TargetSyncVelocity;
if (syncRotationAxis != AxisSyncMode.None)
{
m_RigidBody2D.MoveRotation(m_TargetSyncRotation2D);
}
if (syncSpin)
{
m_RigidBody2D.angularVelocity = m_TargetSyncAngularVelocity2D;
}
return;
}
// handle position snap threshold
float dist = (m_RigidBody2D.position - (Vector2)m_TargetSyncPosition).magnitude;
if (dist > snapThreshold)
{
m_RigidBody2D.position = m_TargetSyncPosition;
m_RigidBody2D.velocity = m_TargetSyncVelocity;
}
// handle no rotation interpolation
if (interpolateRotation == 0 && syncRotationAxis != AxisSyncMode.None)
{
m_RigidBody2D.rotation = m_TargetSyncRotation2D;
if (syncSpin)
{
m_RigidBody2D.angularVelocity = m_TargetSyncAngularVelocity2D;
}
}
// handle no movement interpolation
if (m_InterpolateMovement == 0)
{
m_RigidBody2D.position = m_TargetSyncPosition;
}
if (initialState)
{
m_RigidBody2D.rotation = m_TargetSyncRotation2D;
}
}
void UnserializeModeCharacterController(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 != AxisSyncMode.None)
{
UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression);
}
return;
}
if (isServer && m_ClientMoveCallback3D != null)
{
var pos = reader.ReadVector3();
Quaternion rot = Quaternion.identity;
if (syncRotationAxis != AxisSyncMode.None)
{
rot = UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression);
}
if (m_CharacterController == null)
return;
// no velocity in packet, use current local velocity
var vel = m_CharacterController.velocity;
if (m_ClientMoveCallback3D(ref pos, ref vel, ref rot))
{
m_TargetSyncPosition = pos;
m_TargetSyncVelocity = vel;
if (syncRotationAxis != AxisSyncMode.None)
{
m_TargetSyncRotation3D = rot;
}
}
else
{
// rejected by callback
return;
}
}
else
{
// position
m_TargetSyncPosition = reader.ReadVector3();
// no velocity
// rotation
if (syncRotationAxis != AxisSyncMode.None)
{
m_TargetSyncRotation3D = UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression);
}
// no spin
}
if (m_CharacterController == null)
return;
// total distance away the target position is
var totalDistToTarget = (m_TargetSyncPosition - transform.position); // 5 units
var perSecondDist = totalDistToTarget / GetNetworkSendInterval();
m_FixedPosDiff = perSecondDist * Time.fixedDeltaTime;
if (isServer && !isClient)
{
// dedicated server needs to apply immediately, there is no interpolation
transform.position = m_TargetSyncPosition;
transform.rotation = m_TargetSyncRotation3D;
return;
}
// handle zero send rate
if (GetNetworkSendInterval() == 0)
{
transform.position = m_TargetSyncPosition;
//m_RigidBody3D.velocity = m_TargetSyncVelocity;
if (syncRotationAxis != AxisSyncMode.None)
{
transform.rotation = m_TargetSyncRotation3D;
}
return;
}
// handle position snap threshold
float dist = (transform.position - m_TargetSyncPosition).magnitude;
if (dist > snapThreshold)
{
transform.position = m_TargetSyncPosition;
}
// handle no rotation interpolation
if (interpolateRotation == 0 && syncRotationAxis != AxisSyncMode.None)
{
transform.rotation = m_TargetSyncRotation3D;
}
// handle no movement interpolation
if (m_InterpolateMovement == 0)
{
transform.position = m_TargetSyncPosition;
}
if (initialState && syncRotationAxis != AxisSyncMode.None)
{
transform.rotation = m_TargetSyncRotation3D;
}
}
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 = (transform.position - m_PrevPosition).magnitude;
if (distance < movementTheshold)
{
distance = Quaternion.Angle(m_PrevRotation, transform.rotation);
if (distance < movementTheshold)
{
if (!CheckVelocityChanged())
{
return;
}
}
}
// This will cause transform to be sent
SetDirtyBit(1);
}
bool CheckVelocityChanged()
{
switch (transformSyncMode)
{
case TransformSyncMode.SyncRigidbody2D:
if (m_RigidBody2D && m_VelocityThreshold > 0)
{
return Mathf.Abs(m_RigidBody2D.velocity.sqrMagnitude - m_PrevVelocity) >= m_VelocityThreshold;
}
else
{
return false;
}
case TransformSyncMode.SyncRigidbody3D:
if (m_RigidBody3D && m_VelocityThreshold > 0)
{
return Mathf.Abs(m_RigidBody3D.velocity.sqrMagnitude - m_PrevVelocity) >= m_VelocityThreshold;
}
else
{
return false;
}
default:
return false;
}
}
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
switch (transformSyncMode)
{
case TransformSyncMode.SyncNone:
{
return;
}
case TransformSyncMode.SyncTransform:
{
return;
}
case TransformSyncMode.SyncRigidbody3D:
{
InterpolateTransformMode3D();
break;
}
case TransformSyncMode.SyncRigidbody2D:
{
InterpolateTransformMode2D();
break;
}
case TransformSyncMode.SyncCharacterController:
{
InterpolateTransformModeCharacterController();
break;
}
}
}
void InterpolateTransformMode3D()
{
if (m_InterpolateMovement != 0)
{
Vector3 newVelocity = (m_TargetSyncPosition - m_RigidBody3D.position) * m_InterpolateMovement / GetNetworkSendInterval();
m_RigidBody3D.velocity = newVelocity;
}
if (interpolateRotation != 0)
{
m_RigidBody3D.MoveRotation(Quaternion.Slerp(
m_RigidBody3D.rotation,
m_TargetSyncRotation3D,
Time.fixedDeltaTime * interpolateRotation));
//m_TargetSyncRotation3D *= Quaternion.Euler(m_TargetSyncAngularVelocity3D * Time.fixedDeltaTime);
// move sync rotation slightly in rotation direction
//m_TargetSyncRotation3D += (m_TargetSyncAngularVelocity3D * Time.fixedDeltaTime * moveAheadRatio);
}
// move sync position slightly in the position of velocity
m_TargetSyncPosition += (m_TargetSyncVelocity * Time.fixedDeltaTime * k_MoveAheadRatio);
}
void InterpolateTransformModeCharacterController()
{
if (m_FixedPosDiff == Vector3.zero && m_TargetSyncRotation3D == transform.rotation)
return;
if (m_InterpolateMovement != 0)
{
m_CharacterController.Move(m_FixedPosDiff * m_InterpolateMovement);
}
if (interpolateRotation != 0)
{
transform.rotation = Quaternion.Slerp(
transform.rotation,
m_TargetSyncRotation3D,
Time.fixedDeltaTime * interpolateRotation * 10);
}
if (Time.time - m_LastClientSyncTime > GetNetworkSendInterval())
{
// turn off interpolation if we go out of the time window for a new packet
m_FixedPosDiff = Vector3.zero;
var diff = m_TargetSyncPosition - transform.position;
m_CharacterController.Move(diff);
}
}
void InterpolateTransformMode2D()
{
if (m_InterpolateMovement != 0)
{
Vector2 oldVelocity = m_RigidBody2D.velocity;
Vector2 newVelocity = (((Vector2)m_TargetSyncPosition - m_RigidBody2D.position)) * m_InterpolateMovement / GetNetworkSendInterval();
if (!m_Grounded && newVelocity.y < 0)
{
newVelocity.y = oldVelocity.y;
}
m_RigidBody2D.velocity = newVelocity;
}
if (interpolateRotation != 0)
{
float orientation = m_RigidBody2D.rotation % 360;
if (orientation < 0)
{
orientation += 360;
}
Quaternion newRotation = Quaternion.Slerp(
transform.rotation,
Quaternion.Euler(0, 0, m_TargetSyncRotation2D),
Time.fixedDeltaTime * interpolateRotation / GetNetworkSendInterval());
m_RigidBody2D.MoveRotation(newRotation.eulerAngles.z);
// move sync rotation slightly in rotation direction
m_TargetSyncRotation2D += (m_TargetSyncAngularVelocity2D * Time.fixedDeltaTime * k_MoveAheadRatio);
}
// move sync position slightly in the position of velocity
m_TargetSyncPosition += (m_TargetSyncVelocity * Time.fixedDeltaTime * k_MoveAheadRatio);
}
// --------------------- 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
if (m_RigidBody3D != null)
{
diff = (m_RigidBody3D.position - m_PrevPosition).magnitude;
}
else if (m_RigidBody2D != null)
{
diff = (m_RigidBody2D.position - (Vector2)m_PrevPosition).magnitude;
}
else
{
diff = (transform.position - m_PrevPosition).magnitude;
}
if (diff > k_LocalMovementThreshold)
{
return true;
}
// check if rotation has changed
if (m_RigidBody3D != null)
{
diff = Quaternion.Angle(m_RigidBody3D.rotation, m_PrevRotation);
}
else if (m_RigidBody2D != null)
{
diff = Math.Abs(m_RigidBody2D.rotation - m_PrevRotation2D);
}
else
{
diff = Quaternion.Angle(transform.rotation, m_PrevRotation);
}
if (diff > k_LocalRotationThreshold)
{
return true;
}
// check if velocty has changed
if (m_RigidBody3D != null)
{
diff = Mathf.Abs(m_RigidBody3D.velocity.sqrMagnitude - m_PrevVelocity);
}
else if (m_RigidBody2D != null)
{
diff = Mathf.Abs(m_RigidBody2D.velocity.sqrMagnitude - m_PrevVelocity);
}
if (diff > k_LocalVelocityThreshold)
{
return true;
}
return false;
}
[Client]
void SendTransform()
{
if (!HasMoved() || ClientScene.readyConnection == null)
{
return;
}
m_LocalTransformWriter.StartMessage(MsgType.LocalPlayerTransform);
m_LocalTransformWriter.Write(netId);
switch (transformSyncMode)
{
case TransformSyncMode.SyncNone:
{
return;
}
case TransformSyncMode.SyncTransform:
{
SerializeModeTransform(m_LocalTransformWriter);
break;
}
case TransformSyncMode.SyncRigidbody3D:
{
SerializeMode3D(m_LocalTransformWriter);
break;
}
case TransformSyncMode.SyncRigidbody2D:
{
SerializeMode2D(m_LocalTransformWriter);
break;
}
case TransformSyncMode.SyncCharacterController:
{
SerializeModeCharacterController(m_LocalTransformWriter);
break;
}
}
if (m_RigidBody3D != null)
{
m_PrevPosition = m_RigidBody3D.position;
m_PrevRotation = m_RigidBody3D.rotation;
m_PrevVelocity = m_RigidBody3D.velocity.sqrMagnitude;
}
else if (m_RigidBody2D != null)
{
m_PrevPosition = m_RigidBody2D.position;
m_PrevRotation2D = m_RigidBody2D.rotation;
m_PrevVelocity = m_RigidBody2D.velocity.sqrMagnitude;
}
else
{
m_PrevPosition = transform.position;
m_PrevRotation = transform.rotation;
}
m_LocalTransformWriter.FinishMessage();
#if UNITY_EDITOR
Profiler.IncrementStatOutgoing(MsgType.LocalPlayerTransform, "6:LocalPlayerTransform");
#endif
ClientScene.readyConnection.SendWriter(m_LocalTransformWriter, GetNetworkChannel());
}
static public void HandleTransform(NetworkMessage netMsg)
{
NetworkInstanceId netId = netMsg.reader.ReadNetworkId();
#if UNITY_EDITOR
Profiler.IncrementStatIncoming(MsgType.LocalPlayerTransform, "6:LocalPlayerTransform");
#endif
GameObject foundObj = NetworkServer.FindLocalObject(netId);
if (foundObj == null)
{
if (LogFilter.logError) { Debug.LogError("Received NetworkTransform data for GameObject that doesn't exist"); }
return;
}
NetworkTransform foundSync = foundObj.GetComponent<NetworkTransform>();
if (foundSync == null)
{
if (LogFilter.logError) { Debug.LogError("HandleTransform null target"); }
return;
}
if (!foundSync.localPlayerAuthority)
{
if (LogFilter.logError) { Debug.LogError("HandleTransform no localPlayerAuthority"); }
return;
}
if (netMsg.conn.clientOwnedObjects == null)
{
if (LogFilter.logError) { Debug.LogError("HandleTransform object not owned by connection"); }
return;
}
if (netMsg.conn.clientOwnedObjects.Contains(netId))
{
switch (foundSync.transformSyncMode)
{
case TransformSyncMode.SyncNone:
{
return;
}
case TransformSyncMode.SyncTransform:
{
foundSync.UnserializeModeTransform(netMsg.reader, false);
break;
}
case TransformSyncMode.SyncRigidbody3D:
{
foundSync.UnserializeMode3D(netMsg.reader, false);
break;
}
case TransformSyncMode.SyncRigidbody2D:
{
foundSync.UnserializeMode2D(netMsg.reader, false);
break;
}
case TransformSyncMode.SyncCharacterController:
{
foundSync.UnserializeModeCharacterController(netMsg.reader, false);
break;
}
}
foundSync.m_LastClientSyncTime = Time.time;
return;
}
if (LogFilter.logWarn) { Debug.LogWarning("HandleTransform netId:" + netId + " is not for a valid player"); }
}
// --------------------- Compression Helper functions ------------------------
static void WriteAngle(NetworkWriter writer, float angle, CompressionSyncMode compression)
{
switch (compression)
{
case CompressionSyncMode.None:
{
writer.Write(angle);
break;
}
case CompressionSyncMode.Low:
{
writer.Write((short)angle);
break;
}
case CompressionSyncMode.High:
{
//TODO
writer.Write((short)angle);
break;
}
}
}
static float ReadAngle(NetworkReader reader, CompressionSyncMode compression)
{
switch (compression)
{
case CompressionSyncMode.None:
{
return reader.ReadSingle();
}
case CompressionSyncMode.Low:
{
return reader.ReadInt16();
}
case CompressionSyncMode.High:
{
//TODO
return reader.ReadInt16();
}
}
return 0;
}
// --------------------- Serialization Helper functions ------------------------
static public void SerializeVelocity3D(NetworkWriter writer, Vector3 velocity, CompressionSyncMode compression)
{
writer.Write(velocity);
}
static public void SerializeVelocity2D(NetworkWriter writer, Vector2 velocity, CompressionSyncMode compression)
{
writer.Write(velocity);
}
static public void SerializeRotation3D(NetworkWriter writer, Quaternion rot, AxisSyncMode mode, CompressionSyncMode compression)
{
switch (mode)
{
case AxisSyncMode.None:
break;
case AxisSyncMode.AxisX:
WriteAngle(writer, rot.eulerAngles.x, compression);
break;
case AxisSyncMode.AxisY:
WriteAngle(writer, rot.eulerAngles.y, compression);
break;
case AxisSyncMode.AxisZ:
WriteAngle(writer, rot.eulerAngles.z, compression);
break;
case AxisSyncMode.AxisXY:
WriteAngle(writer, rot.eulerAngles.x, compression);
WriteAngle(writer, rot.eulerAngles.y, compression);
break;
case AxisSyncMode.AxisXZ:
WriteAngle(writer, rot.eulerAngles.x, compression);
WriteAngle(writer, rot.eulerAngles.z, compression);
break;
case AxisSyncMode.AxisYZ:
WriteAngle(writer, rot.eulerAngles.y, compression);
WriteAngle(writer, rot.eulerAngles.z, compression);
break;
case AxisSyncMode.AxisXYZ:
WriteAngle(writer, rot.eulerAngles.x, compression);
WriteAngle(writer, rot.eulerAngles.y, compression);
WriteAngle(writer, rot.eulerAngles.z, compression);
break;
}
}
static public void SerializeRotation2D(NetworkWriter writer, float rot, CompressionSyncMode compression)
{
WriteAngle(writer, rot, compression);
}
static public void SerializeSpin3D(NetworkWriter writer, Vector3 angularVelocity, AxisSyncMode mode, CompressionSyncMode compression)
{
switch (mode)
{
case AxisSyncMode.None:
break;
case AxisSyncMode.AxisX:
WriteAngle(writer, angularVelocity.x, compression);
break;
case AxisSyncMode.AxisY:
WriteAngle(writer, angularVelocity.y, compression);
break;
case AxisSyncMode.AxisZ:
WriteAngle(writer, angularVelocity.z, compression);
break;
case AxisSyncMode.AxisXY:
WriteAngle(writer, angularVelocity.x, compression);
WriteAngle(writer, angularVelocity.y, compression);
break;
case AxisSyncMode.AxisXZ:
WriteAngle(writer, angularVelocity.x, compression);
WriteAngle(writer, angularVelocity.z, compression);
break;
case AxisSyncMode.AxisYZ:
WriteAngle(writer, angularVelocity.y, compression);
WriteAngle(writer, angularVelocity.z, compression);
break;
case AxisSyncMode.AxisXYZ:
WriteAngle(writer, angularVelocity.x, compression);
WriteAngle(writer, angularVelocity.y, compression);
WriteAngle(writer, angularVelocity.z, compression);
break;
}
}
static public void SerializeSpin2D(NetworkWriter writer, float angularVelocity, CompressionSyncMode compression)
{
WriteAngle(writer, angularVelocity, compression);
}
static public Vector3 UnserializeVelocity3D(NetworkReader reader, CompressionSyncMode compression)
{
return reader.ReadVector3();
}
static public Vector3 UnserializeVelocity2D(NetworkReader reader, CompressionSyncMode compression)
{
return reader.ReadVector2();
}
static public Quaternion UnserializeRotation3D(NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression)
{
Quaternion rotation = Quaternion.identity;
Vector3 rotv = Vector3.zero;
switch (mode)
{
case AxisSyncMode.None:
break;
case AxisSyncMode.AxisX:
rotv.Set(ReadAngle(reader, compression), 0, 0);
rotation.eulerAngles = rotv;
break;
case AxisSyncMode.AxisY:
rotv.Set(0, ReadAngle(reader, compression), 0);
rotation.eulerAngles = rotv;
break;
case AxisSyncMode.AxisZ:
rotv.Set(0, 0, ReadAngle(reader, compression));
rotation.eulerAngles = rotv;
break;
case AxisSyncMode.AxisXY:
rotv.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), 0);
rotation.eulerAngles = rotv;
break;
case AxisSyncMode.AxisXZ:
rotv.Set(ReadAngle(reader, compression), 0, ReadAngle(reader, compression));
rotation.eulerAngles = rotv;
break;
case AxisSyncMode.AxisYZ:
rotv.Set(0, ReadAngle(reader, compression), ReadAngle(reader, compression));
rotation.eulerAngles = rotv;
break;
case AxisSyncMode.AxisXYZ:
rotv.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), ReadAngle(reader, compression));
rotation.eulerAngles = rotv;
break;
}
return rotation;
}
static public float UnserializeRotation2D(NetworkReader reader, CompressionSyncMode compression)
{
return ReadAngle(reader, compression);
}
static public Vector3 UnserializeSpin3D(NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression)
{
Vector3 spin = Vector3.zero;
switch (mode)
{
case AxisSyncMode.None:
break;
case AxisSyncMode.AxisX:
spin.Set(ReadAngle(reader, compression), 0, 0);
break;
case AxisSyncMode.AxisY:
spin.Set(0, ReadAngle(reader, compression), 0);
break;
case AxisSyncMode.AxisZ:
spin.Set(0, 0, ReadAngle(reader, compression));
break;
case AxisSyncMode.AxisXY:
spin.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), 0);
break;
case AxisSyncMode.AxisXZ:
spin.Set(ReadAngle(reader, compression), 0, ReadAngle(reader, compression));
break;
case AxisSyncMode.AxisYZ:
spin.Set(0, ReadAngle(reader, compression), ReadAngle(reader, compression));
break;
case AxisSyncMode.AxisXYZ:
spin.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), ReadAngle(reader, compression));
break;
}
return spin;
}
static public float UnserializeSpin2D(NetworkReader reader, CompressionSyncMode compression)
{
return ReadAngle(reader, compression);
}
public override int GetNetworkChannel()
{
return Channels.DefaultUnreliable;
}
public override float GetNetworkSendInterval()
{
return m_SendInterval;
}
public override void OnStartAuthority()
{
// must reset this timer, or the server will continue to send target position instead of current position
m_LastClientSyncTime = 0;
}
}
}