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@ -0,0 +1,222 @@
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||||
using FishNet.Object;
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||||
using FishNet.Object.Prediction;
|
||||
using FishNet.Transporting;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace FishNet.Example.Prediction.Transforms
|
||||
{
|
||||
public class TransformPrediction : NetworkBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Data on how to move.
|
||||
/// This is processed locally as well sent to the server for processing.
|
||||
/// Any inputs or values which may affect your move should be placed in your own MoveData.
|
||||
/// The structure type may be named anything. Classes can also be used but will generate garbage, so structures
|
||||
/// are recommended.
|
||||
/// </summary>
|
||||
public struct TestStruct
|
||||
{
|
||||
public int Two;
|
||||
}
|
||||
public class TestClass
|
||||
{
|
||||
public int One;
|
||||
}
|
||||
public struct MoveData : IReplicateData
|
||||
{
|
||||
public Vector2 Movement;
|
||||
//public TestStruct _testStruct;
|
||||
//public TestClass _testClass;
|
||||
public float Horizontal;
|
||||
public float Vertical;
|
||||
private uint _tick;
|
||||
|
||||
public MoveData(float horizontal, float vertical)
|
||||
{
|
||||
Movement = new Vector2(horizontal, vertical);
|
||||
Horizontal = horizontal;
|
||||
Vertical = vertical;
|
||||
_tick = 0;
|
||||
//_testStruct = default;
|
||||
//_testClass = null;
|
||||
}
|
||||
|
||||
public void Dispose() { }
|
||||
public uint GetTick() => _tick;
|
||||
public void SetTick(uint value) => _tick = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Data on how to reconcile.
|
||||
/// Server sends this back to the client. Once the client receives this they
|
||||
/// will reset their object using this information. Like with MoveData anything that may
|
||||
/// affect your movement should be reset. Since this is just a transform only position and
|
||||
/// rotation would be reset. But a rigidbody would include velocities as well. If you are using
|
||||
/// an asset it's important to know what systems in that asset affect movement and need
|
||||
/// to be reset as well.
|
||||
/// </summary>
|
||||
public struct ReconcileData : IReconcileData
|
||||
{
|
||||
public Vector3 Position;
|
||||
public Quaternion Rotation;
|
||||
private uint _tick;
|
||||
|
||||
public ReconcileData(Vector3 position, Quaternion rotation)
|
||||
{
|
||||
Position = position;
|
||||
Rotation = rotation;
|
||||
_tick = 0;
|
||||
}
|
||||
|
||||
public void Dispose() { }
|
||||
public uint GetTick() => _tick;
|
||||
public void SetTick(uint value) => _tick = value;
|
||||
}
|
||||
|
||||
#region Serialized.
|
||||
/// <summary>
|
||||
/// How many units to move per second.
|
||||
/// </summary>
|
||||
[Tooltip("How many units to move per second.")]
|
||||
[SerializeField]
|
||||
private float _moveRate = 5f;
|
||||
#endregion
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
/* Prediction is tick based so you must
|
||||
* send datas during ticks. You can use whichever
|
||||
* tick best fits your need, such as PreTick, Tick, or PostTick.
|
||||
* In most cases you will send/move using Tick. For rigidbodies
|
||||
* you will send using PostTick. I subscribe to ticks using
|
||||
* the InstanceFinder class, which finds the first NetworkManager
|
||||
* loaded. If you are using several NetworkManagers you would want
|
||||
* to subscrube in OnStartServer/Client using base.TimeManager. */
|
||||
InstanceFinder.TimeManager.OnTick += TimeManager_OnTick;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
//Unsubscribe as well.
|
||||
if (InstanceFinder.TimeManager != null)
|
||||
{
|
||||
InstanceFinder.TimeManager.OnTick -= TimeManager_OnTick;
|
||||
}
|
||||
}
|
||||
|
||||
private void TimeManager_OnTick()
|
||||
{
|
||||
if (base.IsOwner)
|
||||
{
|
||||
/* Call reconcile using default, and false for
|
||||
* asServer. This will reset the client to the latest
|
||||
* values from server and replay cached inputs. */
|
||||
Reconciliation(default, false);
|
||||
/* CheckInput builds MoveData from user input. When there
|
||||
* is no input CheckInput returns default. You can handle this
|
||||
* however you like but Move should be called when default if
|
||||
* there is no input which needs to be sent to the server. */
|
||||
CheckInput(out MoveData md);
|
||||
/* Move using the input, and false for asServer.
|
||||
* Inputs are automatically sent with redundancy. How many past
|
||||
* inputs will be configurable at a later time.
|
||||
* When a default value is used the most recent past inputs
|
||||
* are sent a predetermined amount of times. It's important you
|
||||
* call Move whether your data is default or not. FishNet will
|
||||
* automatically determine how to send the data, and run the logic. */
|
||||
Move(md, false);
|
||||
}
|
||||
if (base.IsServer)
|
||||
{
|
||||
/* Move using default data with true for asServer.
|
||||
* The server will use stored data from the client automatically.
|
||||
* You may also run any sanity checks on the input as demonstrated
|
||||
* in the method. */
|
||||
Move(default, true);
|
||||
/* After the server has processed input you will want to send
|
||||
* the result back to clients. You are welcome to skip
|
||||
* a few sends if you like, eg only send every few ticks.
|
||||
* Generate data required on how the client will reset and send it by calling your Reconcile
|
||||
* method with the data, again using true for asServer. Like the
|
||||
* Replicate method (Move) this will send with redundancy a certain
|
||||
* amount of times. If there is no input to process from the client this
|
||||
* will not continue to send data. */
|
||||
ReconcileData rd = new ReconcileData(transform.position, transform.rotation);
|
||||
Reconciliation(rd, true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// A simple method to get input. This doesn't have any relation to the prediction.
|
||||
/// </summary>
|
||||
private void CheckInput(out MoveData md)
|
||||
{
|
||||
md = default;
|
||||
|
||||
float horizontal = Input.GetAxisRaw("Horizontal");
|
||||
float vertical = Input.GetAxisRaw("Vertical");
|
||||
|
||||
//No input to send.
|
||||
if (horizontal == 0f && vertical == 0f)
|
||||
return;
|
||||
|
||||
//Make movedata with input.
|
||||
md = new MoveData(horizontal, vertical);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Replicate attribute indicates the data is being sent from the client to the server.
|
||||
/// When Replicate is present data is automatically sent with redundancy.
|
||||
/// The replay parameter becomes true automatically when client inputs are
|
||||
/// being replayed after a reconcile. This is useful for a variety of things,
|
||||
/// such as if you only want to show effects the first time input is run you will
|
||||
/// do so when replaying is false.
|
||||
/// </summary>
|
||||
[Replicate]
|
||||
private void Move(MoveData md, bool asServer, Channel channel = Channel.Unreliable, bool replaying = false)
|
||||
{
|
||||
/* You can check if being run as server to
|
||||
* add security checks such as normalizing
|
||||
* the inputs. */
|
||||
if (asServer)
|
||||
{
|
||||
//Sanity check!
|
||||
}
|
||||
/* You may also use replaying to know
|
||||
* if a client is replaying inputs rather
|
||||
* than running them for the first time. This can
|
||||
* be useful because you may only want to run
|
||||
* VFX during the first input and not during
|
||||
* replayed inputs. */
|
||||
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Reference in New Issue
Block a user