Moved a couple of folders and wrote some code
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8
Assets/Packages/FishNet/Example/All/Authenticator.meta
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8
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using FishNet.Broadcast;
|
||||
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||||
namespace FishNet.Example.Authenticating
|
||||
{
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||||
public struct HostPasswordBroadcast : IBroadcast
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{
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public string Password;
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}
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public struct PasswordBroadcast : IBroadcast
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{
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public string Password;
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}
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public struct ResponseBroadcast : IBroadcast
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{
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public bool Passed;
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}
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}
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using FishNet.Connection;
|
||||
using FishNet.Example.Authenticating;
|
||||
using FishNet.Managing;
|
||||
using FishNet.Transporting;
|
||||
using System;
|
||||
using System.Security.Cryptography;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace FishNet.Authenticating
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// This authenticator is an example of how to let host bypass the authentication process.
|
||||
/// When checking to authenticate on the client side call AuthenticateAsHost, and if returned true skip normal authentication.
|
||||
/// </summary>
|
||||
public abstract class HostAuthenticator : Authenticator
|
||||
{
|
||||
#region Serialized.
|
||||
/// <summary>
|
||||
/// True to enable use of AuthenticateAsHost.
|
||||
/// </summary>
|
||||
[Tooltip("True to enable use of AuthenticateAsHost.")]
|
||||
[SerializeField]
|
||||
private bool _allowHostAuthentication;
|
||||
/// <summary>
|
||||
/// Sets if to allow host authentication.
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
public void SetAllowHostAuthentication(bool value) => _allowHostAuthentication = value;
|
||||
/// <summary>
|
||||
/// Returns if AllowHostAuthentication is enabled.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public bool GetAllowHostAuthentication() => _allowHostAuthentication;
|
||||
#endregion
|
||||
|
||||
#region Private.
|
||||
/// <summary>
|
||||
/// A random hash which only exist if the server is started.
|
||||
/// </summary>
|
||||
private static string _hostHash = string.Empty;
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Initializes this script for use.
|
||||
/// </summary>
|
||||
/// <param name="networkManager"></param>
|
||||
public override void InitializeOnce(NetworkManager networkManager)
|
||||
{
|
||||
base.InitializeOnce(networkManager);
|
||||
//Listen for connection state of local server to set hash.
|
||||
base.NetworkManager.ServerManager.OnServerConnectionState += ServerManager_OnServerConnectionState;
|
||||
//Listen for broadcast from client. Be sure to set requireAuthentication to false.
|
||||
base.NetworkManager.ServerManager.RegisterBroadcast<HostPasswordBroadcast>(OnHostPasswordBroadcast, false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called after the local server connection state changes.
|
||||
/// </summary>
|
||||
private void ServerManager_OnServerConnectionState(ServerConnectionStateArgs obj)
|
||||
{
|
||||
int length = (obj.ConnectionState == LocalConnectionState.Started) ? 25 : 0;
|
||||
SetHostHash(length);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Received on server when a client sends the password broadcast message.
|
||||
/// </summary>
|
||||
/// <param name="conn">Connection sending broadcast.</param>
|
||||
/// <param name="hpb"></param>
|
||||
private void OnHostPasswordBroadcast(NetworkConnection conn, HostPasswordBroadcast hpb)
|
||||
{
|
||||
//Not accepting host authentications. This could be an attack.
|
||||
if (!_allowHostAuthentication)
|
||||
{
|
||||
conn.Disconnect(true);
|
||||
return;
|
||||
}
|
||||
/* If client is already authenticated this could be an attack. Connections
|
||||
* are removed when a client disconnects so there is no reason they should
|
||||
* already be considered authenticated. */
|
||||
if (conn.Authenticated)
|
||||
{
|
||||
conn.Disconnect(true);
|
||||
return;
|
||||
}
|
||||
|
||||
bool correctPassword = (hpb.Password == _hostHash);
|
||||
OnHostAuthenticationResult(conn, correctPassword);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called after handling a host authentication result.
|
||||
/// </summary>
|
||||
/// <param name="conn">Connection authenticating.</param>
|
||||
/// <param name="authenticated">True if authentication passed.</param>
|
||||
protected abstract void OnHostAuthenticationResult(NetworkConnection conn, bool authenticated);
|
||||
|
||||
/// <summary>
|
||||
/// Sets a host hash of length.
|
||||
/// </summary>
|
||||
/// https://stackoverflow.com/questions/32932679/using-rngcryptoserviceprovider-to-generate-random-string
|
||||
private void SetHostHash(int length)
|
||||
{
|
||||
if (length <= 0)
|
||||
{
|
||||
_hostHash = string.Empty;
|
||||
}
|
||||
else
|
||||
{
|
||||
const string charPool = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890!@#$%^&*()";
|
||||
StringBuilder result = new StringBuilder();
|
||||
using (RNGCryptoServiceProvider rng = new RNGCryptoServiceProvider())
|
||||
{
|
||||
byte[] uintBuffer = new byte[sizeof(uint)];
|
||||
while (length-- > 0)
|
||||
{
|
||||
rng.GetBytes(uintBuffer);
|
||||
uint num = BitConverter.ToUInt32(uintBuffer, 0);
|
||||
result.Append(charPool[(int)(num % (uint)charPool.Length)]);
|
||||
}
|
||||
}
|
||||
|
||||
_hostHash = result.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if authentication was sent as host.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
protected bool AuthenticateAsHost()
|
||||
{
|
||||
if (!_allowHostAuthentication)
|
||||
return false;
|
||||
if (_hostHash == string.Empty)
|
||||
return false;
|
||||
|
||||
HostPasswordBroadcast hpb = new HostPasswordBroadcast()
|
||||
{
|
||||
Password = _hostHash,
|
||||
};
|
||||
|
||||
base.NetworkManager.ClientManager.Broadcast(hpb);
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c7497d751bb68f444b4343e3edc28e39
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,132 @@
|
||||
using FishNet.Authenticating;
|
||||
using FishNet.Connection;
|
||||
using FishNet.Managing;
|
||||
using FishNet.Managing.Logging;
|
||||
using FishNet.Transporting;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace FishNet.Example.Authenticating
|
||||
{
|
||||
/// <summary>
|
||||
/// This is an example of a password authenticator.
|
||||
/// Never send passwords without encryption.
|
||||
/// </summary>
|
||||
public class PasswordAuthenticator : HostAuthenticator
|
||||
{
|
||||
#region Public.
|
||||
/// <summary>
|
||||
/// Called when authenticator has concluded a result for a connection. Boolean is true if authentication passed, false if failed.
|
||||
/// Server listens for this event automatically.
|
||||
/// </summary>
|
||||
public override event Action<NetworkConnection, bool> OnAuthenticationResult;
|
||||
#endregion
|
||||
|
||||
#region Serialized.
|
||||
/// <summary>
|
||||
/// Password to authenticate.
|
||||
/// </summary>
|
||||
[Tooltip("Password to authenticate.")]
|
||||
[SerializeField]
|
||||
private string _password = "HelloWorld";
|
||||
#endregion
|
||||
|
||||
public override void InitializeOnce(NetworkManager networkManager)
|
||||
{
|
||||
base.InitializeOnce(networkManager);
|
||||
|
||||
//Listen for connection state change as client.
|
||||
base.NetworkManager.ClientManager.OnClientConnectionState += ClientManager_OnClientConnectionState;
|
||||
//Listen for broadcast from client. Be sure to set requireAuthentication to false.
|
||||
base.NetworkManager.ServerManager.RegisterBroadcast<PasswordBroadcast>(OnPasswordBroadcast, false);
|
||||
//Listen to response from server.
|
||||
base.NetworkManager.ClientManager.RegisterBroadcast<ResponseBroadcast>(OnResponseBroadcast);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when a connection state changes for the local client.
|
||||
/// </summary>
|
||||
private void ClientManager_OnClientConnectionState(ClientConnectionStateArgs args)
|
||||
{
|
||||
/* If anything but the started state then exit early.
|
||||
* Only try to authenticate on started state. The server
|
||||
* doesn't have to send an authentication request before client
|
||||
* can authenticate, that is entirely optional and up to you. In this
|
||||
* example the client tries to authenticate soon as they connect. */
|
||||
if (args.ConnectionState != LocalConnectionState.Started)
|
||||
return;
|
||||
//Authentication was sent as host, no need to authenticate normally.
|
||||
if (AuthenticateAsHost())
|
||||
return;
|
||||
|
||||
PasswordBroadcast pb = new PasswordBroadcast()
|
||||
{
|
||||
Password = _password
|
||||
};
|
||||
|
||||
base.NetworkManager.ClientManager.Broadcast(pb);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Received on server when a client sends the password broadcast message.
|
||||
/// </summary>
|
||||
/// <param name="conn">Connection sending broadcast.</param>
|
||||
/// <param name="pb"></param>
|
||||
private void OnPasswordBroadcast(NetworkConnection conn, PasswordBroadcast pb)
|
||||
{
|
||||
/* If client is already authenticated this could be an attack. Connections
|
||||
* are removed when a client disconnects so there is no reason they should
|
||||
* already be considered authenticated. */
|
||||
if (conn.Authenticated)
|
||||
{
|
||||
conn.Disconnect(true);
|
||||
return;
|
||||
}
|
||||
|
||||
bool correctPassword = (pb.Password == _password);
|
||||
SendAuthenticationResponse(conn, correctPassword);
|
||||
/* Invoke result. This is handled internally to complete the connection or kick client.
|
||||
* It's important to call this after sending the broadcast so that the broadcast
|
||||
* makes it out to the client before the kick. */
|
||||
OnAuthenticationResult?.Invoke(conn, correctPassword);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Received on client after server sends an authentication response.
|
||||
/// </summary>
|
||||
/// <param name="rb"></param>
|
||||
private void OnResponseBroadcast(ResponseBroadcast rb)
|
||||
{
|
||||
string result = (rb.Passed) ? "Authentication complete." : "Authenitcation failed.";
|
||||
NetworkManager.Log(result);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends an authentication result to a connection.
|
||||
/// </summary>
|
||||
private void SendAuthenticationResponse(NetworkConnection conn, bool authenticated)
|
||||
{
|
||||
/* Tell client if they authenticated or not. This is
|
||||
* entirely optional but does demonstrate that you can send
|
||||
* broadcasts to client on pass or fail. */
|
||||
ResponseBroadcast rb = new ResponseBroadcast()
|
||||
{
|
||||
Passed = authenticated
|
||||
};
|
||||
base.NetworkManager.ServerManager.Broadcast(conn, rb, false);
|
||||
}
|
||||
/// <summary>
|
||||
/// Called after handling a host authentication result.
|
||||
/// </summary>
|
||||
/// <param name="conn">Connection authenticating.</param>
|
||||
/// <param name="authenticated">True if authentication passed.</param>
|
||||
protected override void OnHostAuthenticationResult(NetworkConnection conn, bool authenticated)
|
||||
{
|
||||
SendAuthenticationResponse(conn, authenticated);
|
||||
OnAuthenticationResult?.Invoke(conn, authenticated);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 226e4eaf2fa685f48bdc3dfaa87c1453
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Packages/FishNet/Example/All/CustomSyncType.meta
Normal file
8
Assets/Packages/FishNet/Example/All/CustomSyncType.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f8bfe7bb849f1524fb53a1029c93cddc
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bca1763a5b81adc4f8a467bb085aa78a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,17 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace FishNet.Example.ComponentStateSync
|
||||
{
|
||||
|
||||
|
||||
public class AMonoScript : MonoBehaviour
|
||||
{
|
||||
|
||||
private void Start()
|
||||
{
|
||||
//Start is here to show enabled toggle within inspector.
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a5821b28e5b90ef44b4910a640482c15
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,155 @@
|
||||
using FishNet.Documenting;
|
||||
using FishNet.Managing.Logging;
|
||||
using FishNet.Object.Synchronizing;
|
||||
using FishNet.Object.Synchronizing.Internal;
|
||||
using FishNet.Serializing;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.CompilerServices;
|
||||
using UnityEngine;
|
||||
|
||||
namespace FishNet.Example.ComponentStateSync
|
||||
{
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// It's very important to exclude this from codegen.
|
||||
/// However, whichever value you are synchronizing must not be excluded. This is why the value is outside the StructySync class.
|
||||
/// </summary>
|
||||
public class ComponentStateSync<T> : SyncBase, ICustomSync where T : MonoBehaviour
|
||||
{
|
||||
#region Public.
|
||||
/// <summary>
|
||||
/// Gets or Sets the enabled state for Component.
|
||||
/// </summary>
|
||||
public bool Enabled
|
||||
{
|
||||
get => (Component == null) ? false : GetState();
|
||||
set => SetState(value);
|
||||
}
|
||||
/// <summary>
|
||||
/// Component to state sync.
|
||||
/// </summary>
|
||||
public T Component { get; private set; }
|
||||
/// <summary>
|
||||
/// Delegate signature for when the component changes.
|
||||
/// </summary>
|
||||
public delegate void StateChanged(T component, bool prevState, bool nextState, bool asServer);
|
||||
/// <summary>
|
||||
/// Called when the component state changes.
|
||||
/// </summary>
|
||||
public event StateChanged OnChange;
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Initializes this StateSync with a component.
|
||||
/// </summary>
|
||||
/// <param name="monoComponent"></param>
|
||||
public void Initialize(T component)
|
||||
{
|
||||
Component = component;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the enabled state for Component.
|
||||
/// </summary>
|
||||
/// <param name="enabled"></param>
|
||||
private void SetState(bool enabled)
|
||||
{
|
||||
if (base.NetworkManager == null)
|
||||
return;
|
||||
|
||||
if (Component == null)
|
||||
NetworkManager.LogError($"State cannot be changed as Initialize has not been called with a valid component.");
|
||||
|
||||
//If hasn't changed then ignore.
|
||||
bool prev = GetState();
|
||||
if (enabled == prev)
|
||||
return;
|
||||
|
||||
//Set to new value and add operation.
|
||||
Component.enabled = enabled;
|
||||
AddOperation(Component, prev, enabled);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the enabled state for Component.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private bool GetState()
|
||||
{
|
||||
return Component.enabled;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds an operation to synchronize.
|
||||
/// </summary>
|
||||
private void AddOperation(T component, bool prev, bool next)
|
||||
{
|
||||
if (!base.IsRegistered)
|
||||
return;
|
||||
|
||||
if (base.NetworkManager != null && !base.NetworkBehaviour.IsServer)
|
||||
{
|
||||
NetworkManager.LogWarning($"Cannot complete operation as server when server is not active.");
|
||||
return;
|
||||
}
|
||||
|
||||
base.Dirty();
|
||||
|
||||
//Data can currently only be set from server, so this is always asServer.
|
||||
bool asServer = true;
|
||||
OnChange?.Invoke(component, prev, next, asServer);
|
||||
}
|
||||
/// <summary>
|
||||
/// Writes all changed values.
|
||||
/// </summary>
|
||||
///<param name="resetSyncTick">True to set the next time data may sync.</param>
|
||||
public override void WriteDelta(PooledWriter writer, bool resetSyncTick = true)
|
||||
{
|
||||
base.WriteDelta(writer, resetSyncTick);
|
||||
writer.WriteBoolean(Component.enabled);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Writes all values.
|
||||
/// </summary>
|
||||
public override void WriteFull(PooledWriter writer)
|
||||
{
|
||||
/* Always write full for this custom sync type.
|
||||
* It would be difficult to know if the
|
||||
* state has changed given it's a boolean, and
|
||||
* may or may not be true/false after pooling is added. */
|
||||
WriteDelta(writer, false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reads and sets the current values for server or client.
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
[APIExclude]
|
||||
public override void Read(PooledReader reader, bool asServer)
|
||||
{
|
||||
bool nextValue = reader.ReadBoolean();
|
||||
if (base.NetworkManager == null)
|
||||
return;
|
||||
|
||||
bool prevValue = GetState();
|
||||
|
||||
/* When !asServer don't make changes if server is running.
|
||||
* This is because changes would have already been made on
|
||||
* the server side and doing so again would result in duplicates
|
||||
* and potentially overwrite data not yet sent. */
|
||||
bool asClientAndHost = (!asServer && base.NetworkManager.IsServer);
|
||||
if (!asClientAndHost)
|
||||
Component.enabled = nextValue;
|
||||
|
||||
OnChange?.Invoke(Component, prevValue, nextValue, asServer);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return the serialized type.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public object GetSerializedType() => typeof(bool);
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ce7cdae4a8f3d914fa9141b4bd760faa
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,43 @@
|
||||
using FishNet.Object;
|
||||
using FishNet.Object.Synchronizing;
|
||||
using UnityEngine;
|
||||
|
||||
namespace FishNet.Example.ComponentStateSync
|
||||
{
|
||||
|
||||
public class ComponentSyncStateBehaviour : NetworkBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Using my custom SyncType for Structy.
|
||||
/// </summary>
|
||||
[SyncObject]
|
||||
private readonly ComponentStateSync<AMonoScript> _syncScript = new ComponentStateSync<AMonoScript>();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
AMonoScript ams = GetComponent<AMonoScript>();
|
||||
//Initialize with the component of your choice.
|
||||
_syncScript.Initialize(ams);
|
||||
//Optionally listen for changes.
|
||||
_syncScript.OnChange += _syncScript_OnChange;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when enabled state changes for SyncScript.
|
||||
/// </summary>
|
||||
private void _syncScript_OnChange(AMonoScript component, bool prevState, bool nextState, bool asServer)
|
||||
{
|
||||
Debug.Log($"Change received on {component.GetType().Name}. New value is {nextState}. Received asServer {asServer}.");
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
//Every so often flip the state of the component.
|
||||
if (base.IsServer && Time.frameCount % 200 == 0)
|
||||
_syncScript.Enabled = !_syncScript.Enabled;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
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|
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userData:
|
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|
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|
@ -0,0 +1,41 @@
|
||||
using FishNet.Object;
|
||||
using FishNet.Object.Synchronizing;
|
||||
using UnityEngine;
|
||||
|
||||
namespace FishNet.Example.CustomSyncObject
|
||||
{
|
||||
|
||||
public class StructSyncBehaviour : NetworkBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Using my custom SyncType for Structy.
|
||||
/// </summary>
|
||||
[SyncObject]
|
||||
private readonly StructySync _structy = new StructySync();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
//Listen for change events.
|
||||
_structy.OnChange += _structy_OnChange;
|
||||
}
|
||||
|
||||
private void _structy_OnChange(StructySync.CustomOperation op, Structy oldItem, Structy newItem, bool asServer)
|
||||
{
|
||||
Debug.Log("Changed " + op.ToString() + ", " + newItem.Age + ", " + asServer);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
//Every so often increase the age property on structy using StructySync, my custom sync type.
|
||||
if (base.IsServer && Time.frameCount % 200 == 0)
|
||||
{
|
||||
//Increase the age and set that values have changed.
|
||||
_structy.Value.Age += 1;
|
||||
_structy.ValuesChanged();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
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guid: c2cc7cbbeb4170642ac60367303222ef
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,256 @@
|
||||
using FishNet.Documenting;
|
||||
using FishNet.Object.Synchronizing;
|
||||
using FishNet.Object.Synchronizing.Internal;
|
||||
using FishNet.Serializing;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
namespace FishNet.Example.CustomSyncObject
|
||||
{
|
||||
/// <summary>
|
||||
/// This is the data type I want to create a custom SyncType for.
|
||||
/// </summary>
|
||||
public struct Structy
|
||||
{
|
||||
public string Name;
|
||||
public ushort Age;
|
||||
|
||||
public Structy(string name, ushort age)
|
||||
{
|
||||
Name = name;
|
||||
Age = age;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// It's very important to exclude this from codegen.
|
||||
/// However, whichever value you are synchronizing must not be excluded. This is why the value is outside the StructySync class.
|
||||
/// </summary>
|
||||
public class StructySync : SyncBase, ICustomSync
|
||||
{
|
||||
#region Types.
|
||||
/// <summary>
|
||||
/// Information about how the struct has changed.
|
||||
/// You could send the entire struct on every change
|
||||
/// but this is an example of how you might send individual changed
|
||||
/// fields.
|
||||
/// </summary>
|
||||
private struct ChangeData
|
||||
{
|
||||
internal CustomOperation Operation;
|
||||
internal Structy Data;
|
||||
|
||||
public ChangeData(CustomOperation operation, Structy data)
|
||||
{
|
||||
Operation = operation;
|
||||
Data = data;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Types of changes. This is related to ChangedData
|
||||
/// where you can specify what has changed.
|
||||
/// </summary>
|
||||
public enum CustomOperation : byte
|
||||
{
|
||||
Full = 0,
|
||||
Name = 1,
|
||||
Age = 2
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Public.
|
||||
/// <summary>
|
||||
/// Delegate signature for when Structy changes.
|
||||
/// </summary>
|
||||
/// <param name="op"></param>
|
||||
/// <param name="oldItem"></param>
|
||||
/// <param name="newItem"></param>
|
||||
public delegate void CustomChanged(CustomOperation op, Structy oldItem, Structy newItem, bool asServer);
|
||||
/// <summary>
|
||||
/// Called when the Structy changes.
|
||||
/// </summary>
|
||||
public event CustomChanged OnChange;
|
||||
/// <summary>
|
||||
/// Current value of Structy.
|
||||
/// </summary>
|
||||
public Structy Value = new Structy();
|
||||
#endregion
|
||||
|
||||
#region Private.
|
||||
/// <summary>
|
||||
/// Initial value when initialized. Used to reset this sync type.
|
||||
/// </summary>
|
||||
private Structy _initialValue;
|
||||
/// <summary>
|
||||
/// Changed data which will be sent next tick.
|
||||
/// </summary>
|
||||
private readonly List<ChangeData> _changed = new List<ChangeData>();
|
||||
/// <summary>
|
||||
/// True if values have changed since initialization.
|
||||
/// </summary>
|
||||
private bool _valuesChanged;
|
||||
/// <summary>
|
||||
/// Last value after dirty call.
|
||||
/// </summary>
|
||||
private Structy _lastDirtied = new Structy();
|
||||
#endregion
|
||||
|
||||
protected override void Registered()
|
||||
{
|
||||
base.Registered();
|
||||
_initialValue = Value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds an operation and invokes locally.
|
||||
/// </summary>
|
||||
/// <param name="operation"></param>
|
||||
/// <param name="index"></param>
|
||||
/// <param name="prev"></param>
|
||||
/// <param name="next"></param>
|
||||
private void AddOperation(CustomOperation operation, Structy prev, Structy next)
|
||||
{
|
||||
if (!base.IsRegistered)
|
||||
return;
|
||||
|
||||
if (base.NetworkManager != null && !base.NetworkBehaviour.IsServer)
|
||||
{
|
||||
NetworkManager.LogWarning($"Cannot complete operation as server when server is not active.");
|
||||
return;
|
||||
}
|
||||
|
||||
/* Set as changed even if cannot dirty.
|
||||
* Dirty is only set when there are observers,
|
||||
* but even if there are not observers
|
||||
* values must be marked as changed so when
|
||||
* there are observers, new values are sent. */
|
||||
_valuesChanged = true;
|
||||
base.Dirty();
|
||||
|
||||
//Data can currently only be set from server, so this is always asServer.
|
||||
bool asServer = true;
|
||||
//Add to changed.
|
||||
ChangeData cd = new ChangeData(operation, next);
|
||||
_changed.Add(cd);
|
||||
OnChange?.Invoke(operation, prev, next, asServer);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Writes all changed values.
|
||||
/// </summary>
|
||||
/// <param name="writer"></param>
|
||||
///<param name="resetSyncTick">True to set the next time data may sync.</param>
|
||||
public override void WriteDelta(PooledWriter writer, bool resetSyncTick = true)
|
||||
{
|
||||
base.WriteDelta(writer, resetSyncTick);
|
||||
writer.WriteInt32(_changed.Count);
|
||||
|
||||
for (int i = 0; i < _changed.Count; i++)
|
||||
{
|
||||
ChangeData change = _changed[i];
|
||||
writer.WriteByte((byte)change.Operation);
|
||||
|
||||
//Clear does not need to write anymore data so it is not included in checks.
|
||||
if (change.Operation == CustomOperation.Age)
|
||||
{
|
||||
writer.WriteUInt16(change.Data.Age);
|
||||
}
|
||||
else if (change.Operation == CustomOperation.Name)
|
||||
{
|
||||
writer.WriteString(change.Data.Name);
|
||||
}
|
||||
}
|
||||
|
||||
_changed.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Writes all values if not initial values.
|
||||
/// </summary>
|
||||
/// <param name="writer"></param>
|
||||
public override void WriteFull(PooledWriter writer)
|
||||
{
|
||||
if (!_valuesChanged)
|
||||
return;
|
||||
|
||||
base.WriteHeader(writer, false);
|
||||
//Write one change.
|
||||
writer.WriteInt32(1);
|
||||
//Write if changed is from the server, so always use the server _value.
|
||||
writer.WriteByte((byte)CustomOperation.Full);
|
||||
//Write value.
|
||||
writer.Write(Value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reads and sets the current values for server or client.
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
[APIExclude]
|
||||
public override void Read(PooledReader reader, bool asServer)
|
||||
{
|
||||
/* When !asServer don't make changes if server is running.
|
||||
* This is because changes would have already been made on
|
||||
* the server side and doing so again would result in duplicates
|
||||
* and potentially overwrite data not yet sent. */
|
||||
bool asClientAndHost = (!asServer && base.NetworkManager.IsServer);
|
||||
|
||||
int changes = reader.ReadInt32();
|
||||
for (int i = 0; i < changes; i++)
|
||||
{
|
||||
CustomOperation operation = (CustomOperation)reader.ReadByte();
|
||||
Structy prev = Value;
|
||||
Structy next = prev;
|
||||
|
||||
//Full.
|
||||
if (operation == CustomOperation.Full)
|
||||
next = reader.Read<Structy>();
|
||||
//Name.
|
||||
else if (operation == CustomOperation.Name)
|
||||
next.Name = reader.ReadString();
|
||||
//Age
|
||||
else if (operation == CustomOperation.Age)
|
||||
next.Age = reader.ReadUInt16();
|
||||
|
||||
OnChange?.Invoke(operation, prev, next, asServer);
|
||||
|
||||
if (!asClientAndHost)
|
||||
Value = next;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks Value for changes and sends them to clients.
|
||||
/// </summary>
|
||||
public void ValuesChanged()
|
||||
{
|
||||
Structy prev = _lastDirtied;
|
||||
Structy current = Value;
|
||||
|
||||
if (prev.Name != current.Name)
|
||||
AddOperation(CustomOperation.Name, prev, current);
|
||||
if (prev.Age != current.Age)
|
||||
AddOperation(CustomOperation.Age, prev, current);
|
||||
|
||||
_lastDirtied = Value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets to initialized values.
|
||||
/// </summary>
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
_changed.Clear();
|
||||
Value = _initialValue;
|
||||
_valuesChanged = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return the serialized type.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public object GetSerializedType() => typeof(Structy);
|
||||
}
|
||||
}
|
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using FishNet;
|
||||
using FishNet.Object;
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||||
using FishNet.Object.Prediction;
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||||
using FishNet.Transporting;
|
||||
using UnityEngine;
|
||||
|
||||
/*
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||||
*
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||||
* See TransformPrediction.cs for more detailed notes.
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*
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*/
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namespace FishNet.Example.Prediction.CharacterControllers
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{
|
||||
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public class CharacterControllerPrediction : NetworkBehaviour
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||||
{
|
||||
#region Types.
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public struct MoveData : IReplicateData
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{
|
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public float Horizontal;
|
||||
public float Vertical;
|
||||
|
||||
private uint _tick;
|
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public void Dispose() { }
|
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public uint GetTick() => _tick;
|
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public void SetTick(uint value) => _tick = value;
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}
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public struct ReconcileData : IReconcileData
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{
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public Vector3 Position;
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public Quaternion Rotation;
|
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public ReconcileData(Vector3 position, Quaternion rotation)
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{
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Position = position;
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Rotation = rotation;
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_tick = 0;
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}
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private uint _tick;
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public void Dispose() { }
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public uint GetTick() => _tick;
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public void SetTick(uint value) => _tick = value;
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}
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#endregion
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#region Serialized.
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[SerializeField]
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private float _moveRate = 5f;
|
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#endregion
|
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|
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#region Private.
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private CharacterController _characterController;
|
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#endregion
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private void Awake()
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{
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InstanceFinder.TimeManager.OnTick += TimeManager_OnTick;
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_characterController = GetComponent<CharacterController>();
|
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}
|
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public override void OnStartClient()
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{
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base.OnStartClient();
|
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_characterController.enabled = (base.IsServer || base.IsOwner);
|
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}
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private void OnDestroy()
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{
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if (InstanceFinder.TimeManager != null)
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{
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InstanceFinder.TimeManager.OnTick -= TimeManager_OnTick;
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}
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}
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private void TimeManager_OnTick()
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{
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if (base.IsOwner)
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{
|
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Reconciliation(default, false);
|
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CheckInput(out MoveData md);
|
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Move(md, false);
|
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}
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if (base.IsServer)
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{
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Move(default, true);
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ReconcileData rd = new ReconcileData(transform.position, transform.rotation);
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Reconciliation(rd, true);
|
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}
|
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}
|
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private void CheckInput(out MoveData md)
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{
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md = default;
|
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|
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float horizontal = Input.GetAxisRaw("Horizontal");
|
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float vertical = Input.GetAxisRaw("Vertical");
|
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|
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if (horizontal == 0f && vertical == 0f)
|
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return;
|
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|
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md = new MoveData()
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{
|
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Horizontal = horizontal,
|
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Vertical = vertical
|
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};
|
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}
|
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|
||||
[Replicate]
|
||||
private void Move(MoveData md, bool asServer, Channel channel = Channel.Unreliable, bool replaying = false)
|
||||
{
|
||||
Vector3 move = new Vector3(md.Horizontal, 0f, md.Vertical).normalized + new Vector3(0f, Physics.gravity.y, 0f);
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_characterController.Move(move * _moveRate * (float)base.TimeManager.TickDelta);
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}
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[Reconcile]
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private void Reconciliation(ReconcileData rd, bool asServer, Channel channel = Channel.Unreliable)
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{
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transform.position = rd.Position;
|
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transform.rotation = rd.Rotation;
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}
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|
@ -0,0 +1,59 @@
|
||||
using FishNet;
|
||||
using FishNet.Object;
|
||||
using FishNet.Object.Synchronizing;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BulletTest : NetworkBehaviour
|
||||
{
|
||||
[SyncObject]
|
||||
public readonly SyncList<int> SyncListNumbers = new SyncList<int>();
|
||||
|
||||
[SyncVar]
|
||||
public Vector3 SyncVarScale = Vector3.one;
|
||||
|
||||
public float Force;
|
||||
|
||||
public void SendSpeed()
|
||||
{
|
||||
//Debug.Log("Local tick " + InstanceFinder.TimeManager.LocalTick);
|
||||
Rigidbody rb = GetComponent<Rigidbody>();
|
||||
rb.AddForce((transform.forward * Force), ForceMode.Impulse);
|
||||
}
|
||||
|
||||
public override void OnStartNetwork()
|
||||
{
|
||||
base.OnStartNetwork();
|
||||
transform.localScale = SyncVarScale;
|
||||
|
||||
Debug.Log("Reading numbers");
|
||||
foreach (var item in SyncListNumbers)
|
||||
Debug.Log(item);
|
||||
|
||||
}
|
||||
|
||||
public override void OnStartServer()
|
||||
{
|
||||
base.OnStartServer();
|
||||
SendSpeed();
|
||||
StartCoroutine(__DelayDestroy(3f));
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (base.TimeManager == null)
|
||||
return;
|
||||
if (base.TimeManager.FrameTicked)
|
||||
{
|
||||
// Debug.Log(_scale);
|
||||
//Rigidbody rb = GetComponent<Rigidbody>();
|
||||
//Debug.Log(rb.velocity.z);
|
||||
}
|
||||
}
|
||||
private IEnumerator __DelayDestroy(float time)
|
||||
{
|
||||
yield return new WaitForSeconds(time);
|
||||
base.Despawn();
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
|
||||
guid: fc7792d9dc338aa4dbc8a2f0533cf6ec
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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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|
||||
userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,106 @@
|
||||
using FishNet.Component.Prediction;
|
||||
using FishNet.Object;
|
||||
using FishNet.Object.Synchronizing;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
public class PredictedBullet : NetworkBehaviour
|
||||
{
|
||||
//SyncVar to set spawn force. This is set by predicted spawner and sent to the server.
|
||||
[SyncVar(OnChange = nameof(_startingForce_OnChange))]
|
||||
private Vector3 _startingForce;
|
||||
//Tick to set rb to kinematic.
|
||||
private uint _stopTick = uint.MaxValue;
|
||||
|
||||
public void SetStartingForce(Vector3 value)
|
||||
{
|
||||
/* If the object is not yet initialized then
|
||||
* this is being set prior to network spawning.
|
||||
* Such a scenario occurs because the client which is
|
||||
* predicted spawning sets the synctype value before network
|
||||
* spawning to ensure the server receives the value.
|
||||
* Just as when the server sets synctypes, if they are set
|
||||
* before the object is spawned it's gauranteed clients will
|
||||
* get the value in the spawn packet; same practice is used here. */
|
||||
if (!base.IsSpawned)
|
||||
SetVelocity(value);
|
||||
|
||||
_startingForce = value;
|
||||
}
|
||||
|
||||
//Simple delay destroy so object does not exist forever.
|
||||
public override void OnStartServer()
|
||||
{
|
||||
base.OnStartServer();
|
||||
StartCoroutine(__DelayDestroy(3f));
|
||||
}
|
||||
|
||||
public override void OnStartNetwork()
|
||||
{
|
||||
base.OnStartNetwork();
|
||||
uint timeToTicks = base.TimeManager.TimeToTicks(0.65f);
|
||||
/* If server or predicted spawner then add the kinematic
|
||||
* tick onto local. Predicted spawner and server should behave
|
||||
* as though no time has elapsed since this spawned. */
|
||||
if (base.IsServer || base.Owner.IsLocalClient)
|
||||
{
|
||||
_stopTick = base.TimeManager.LocalTick + timeToTicks;
|
||||
}
|
||||
/* If not server or a client that did not predicted spawn this
|
||||
* then calculate time passed and set kinematic tick to the same
|
||||
* amount in the future while subtracting already passed ticks. */
|
||||
else
|
||||
{
|
||||
uint passed = (uint)Mathf.Max(1, base.TimeManager.Tick - base.TimeManager.LastPacketTick);
|
||||
long stopTick = (base.TimeManager.Tick + timeToTicks - passed - 1);
|
||||
if (stopTick > 0)
|
||||
_stopTick = (uint)stopTick;
|
||||
else
|
||||
_stopTick = 0;
|
||||
}
|
||||
|
||||
base.TimeManager.OnTick += TimeManager_OnTick;
|
||||
}
|
||||
|
||||
public override void OnStopNetwork()
|
||||
{
|
||||
base.OnStopNetwork();
|
||||
base.TimeManager.OnTick -= TimeManager_OnTick;
|
||||
}
|
||||
private void TimeManager_OnTick()
|
||||
{
|
||||
if (base.TimeManager.LocalTick >= _stopTick)
|
||||
{
|
||||
Rigidbody rb = GetComponent<Rigidbody>();
|
||||
rb.isKinematic = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When starting force changes set that velocity to the rigidbody.
|
||||
/// This is an example as how a predicted spawn can modify sync types for server and other clients.
|
||||
/// </summary>
|
||||
private void _startingForce_OnChange(Vector3 prev, Vector3 next, bool asServer)
|
||||
{
|
||||
SetVelocity(next);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets velocity of the rigidbody.
|
||||
/// </summary>
|
||||
public void SetVelocity(Vector3 value)
|
||||
{
|
||||
Rigidbody rb = GetComponent<Rigidbody>();
|
||||
rb.velocity = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Destroy object after time.
|
||||
/// </summary>
|
||||
private IEnumerator __DelayDestroy(float time)
|
||||
{
|
||||
yield return new WaitForSeconds(time);
|
||||
base.Despawn();
|
||||
}
|
||||
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2878f245b0c06ce49b3e98d5984e8d41
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,285 @@
|
||||
using FishNet;
|
||||
using FishNet.Object;
|
||||
using FishNet.Object.Prediction;
|
||||
using FishNet.Transporting;
|
||||
using UnityEngine;
|
||||
|
||||
/*
|
||||
*
|
||||
* See TransformPrediction.cs for more detailed notes.
|
||||
*
|
||||
*/
|
||||
|
||||
namespace FishNet.Example.Prediction.Rigidbodies
|
||||
{
|
||||
|
||||
public class RigidbodyPrediction : NetworkBehaviour
|
||||
{
|
||||
#region Types.
|
||||
public struct MoveData : IReplicateData
|
||||
{
|
||||
public bool Jump;
|
||||
public float Horizontal;
|
||||
public float Vertical;
|
||||
public MoveData(bool jump, float horizontal, float vertical)
|
||||
{
|
||||
Jump = jump;
|
||||
Horizontal = horizontal;
|
||||
Vertical = vertical;
|
||||
_tick = 0;
|
||||
}
|
||||
|
||||
private uint _tick;
|
||||
public void Dispose() { }
|
||||
public uint GetTick() => _tick;
|
||||
public void SetTick(uint value) => _tick = value;
|
||||
}
|
||||
public struct ReconcileData : IReconcileData
|
||||
{
|
||||
public Vector3 Position;
|
||||
public Quaternion Rotation;
|
||||
public Vector3 Velocity;
|
||||
public Vector3 AngularVelocity;
|
||||
public ReconcileData(Vector3 position, Quaternion rotation, Vector3 velocity, Vector3 angularVelocity)
|
||||
{
|
||||
Position = position;
|
||||
Rotation = rotation;
|
||||
Velocity = velocity;
|
||||
AngularVelocity = angularVelocity;
|
||||
_tick = 0;
|
||||
}
|
||||
|
||||
private uint _tick;
|
||||
public void Dispose() { }
|
||||
public uint GetTick() => _tick;
|
||||
public void SetTick(uint value) => _tick = value;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Serialized.
|
||||
[SerializeField]
|
||||
private float _jumpForce = 15f;
|
||||
[SerializeField]
|
||||
private float _moveRate = 15f;
|
||||
#endregion
|
||||
|
||||
#region Private.
|
||||
/// <summary>
|
||||
/// Rigidbody on this object.
|
||||
/// </summary>
|
||||
private Rigidbody _rigidbody;
|
||||
/// <summary>
|
||||
/// Next time a jump is allowed.
|
||||
/// </summary>
|
||||
private float _nextJumpTime;
|
||||
/// <summary>
|
||||
/// True to jump next frame.
|
||||
/// </summary>
|
||||
private bool _jump;
|
||||
#endregion
|
||||
|
||||
#region Predicted spawning.
|
||||
/// <summary>
|
||||
/// Prefab to spawn for predicted spawning.
|
||||
/// </summary>
|
||||
public NetworkObject BulletPrefab;
|
||||
/// <summary>
|
||||
/// True if a spawn is queued from input.
|
||||
/// </summary>
|
||||
private bool _spawnBullet;
|
||||
/// <summary>
|
||||
/// True if a despawn is queued from input.
|
||||
/// </summary>
|
||||
private bool _despawnBullet;
|
||||
/// <summary>
|
||||
/// Last spawned bullet. Used to test predicted despawn.
|
||||
/// </summary>
|
||||
private NetworkObject _lastSpawnedBullet;
|
||||
#endregion
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
|
||||
_rigidbody = GetComponent<Rigidbody>();
|
||||
InstanceFinder.TimeManager.OnTick += TimeManager_OnTick;
|
||||
InstanceFinder.TimeManager.OnPostTick += TimeManager_OnPostTick;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (InstanceFinder.TimeManager != null)
|
||||
{
|
||||
InstanceFinder.TimeManager.OnTick -= TimeManager_OnTick;
|
||||
InstanceFinder.TimeManager.OnPostTick -= TimeManager_OnPostTick;
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnStartClient()
|
||||
{
|
||||
base.OnStartClient();
|
||||
base.PredictionManager.OnPreReplicateReplay += PredictionManager_OnPreReplicateReplay;
|
||||
}
|
||||
public override void OnStopClient()
|
||||
{
|
||||
base.OnStopClient();
|
||||
base.PredictionManager.OnPreReplicateReplay -= PredictionManager_OnPreReplicateReplay;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (base.IsOwner)
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.RightAlt))
|
||||
{
|
||||
_rigidbody.velocity = Vector3.zero;
|
||||
_rigidbody.angularVelocity = Vector3.zero;
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.Space) && Time.time > _nextJumpTime)
|
||||
{
|
||||
_nextJumpTime = Time.time + 1f;
|
||||
_jump = true;
|
||||
}
|
||||
else if (Input.GetKeyDown(KeyCode.LeftShift))
|
||||
{
|
||||
_spawnBullet = true;
|
||||
}
|
||||
//else if (Input.GetKeyDown(KeyCode.LeftAlt))
|
||||
//{
|
||||
// _despawnBullet = true;
|
||||
//}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called every time any predicted object is replaying. Replays only occur for owner.
|
||||
/// Currently owners may only predict one object at a time.
|
||||
/// </summary>
|
||||
private void PredictionManager_OnPreReplicateReplay(uint arg1, PhysicsScene arg2, PhysicsScene2D arg3)
|
||||
{
|
||||
/* Server does not replay so it does
|
||||
* not need to add gravity. */
|
||||
if (!base.IsServer)
|
||||
AddGravity();
|
||||
}
|
||||
|
||||
|
||||
private void TimeManager_OnTick()
|
||||
{
|
||||
if (base.IsOwner)
|
||||
{
|
||||
Reconciliation(default, false);
|
||||
BuildMoveData(out MoveData md);
|
||||
Move(md, false);
|
||||
//Predicted spawning example.
|
||||
TryDespawnBullet();
|
||||
TrySpawnBullet();
|
||||
}
|
||||
if (base.IsServer)
|
||||
{
|
||||
Move(default, true);
|
||||
}
|
||||
|
||||
/* Server and all clients must add the additional gravity.
|
||||
* Adding gravity is not necessarily required in general but
|
||||
* to make jumps more snappy extra gravity is added per tick.
|
||||
* All clients and server need to simulate the gravity to keep
|
||||
* prediction equal across the network. */
|
||||
AddGravity();
|
||||
}
|
||||
|
||||
private void TimeManager_OnPostTick()
|
||||
{
|
||||
/* Reconcile is sent during PostTick because we
|
||||
* want to send the rb data AFTER the simulation. */
|
||||
if (base.IsServer)
|
||||
{
|
||||
ReconcileData rd = new ReconcileData(transform.position, transform.rotation, _rigidbody.velocity, _rigidbody.angularVelocity);
|
||||
Reconciliation(rd, true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Builds a MoveData to use within replicate.
|
||||
/// </summary>
|
||||
/// <param name="md"></param>
|
||||
private void BuildMoveData(out MoveData md)
|
||||
{
|
||||
md = default;
|
||||
|
||||
float horizontal = Input.GetAxisRaw("Horizontal");
|
||||
float vertical = Input.GetAxisRaw("Vertical");
|
||||
|
||||
if (horizontal == 0f && vertical == 0f && !_jump)
|
||||
return;
|
||||
|
||||
md = new MoveData(_jump, horizontal, vertical);
|
||||
_jump = false;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// PredictedObject example (unpolished)
|
||||
/// </summary>
|
||||
private void TrySpawnBullet()
|
||||
{
|
||||
if (_spawnBullet)
|
||||
{
|
||||
_spawnBullet = false;
|
||||
|
||||
NetworkObject nob = Instantiate(BulletPrefab, transform.position + (transform.forward * 1f), transform.rotation);
|
||||
//Set last spawned to test destroy with ALT key.
|
||||
_lastSpawnedBullet = nob;
|
||||
|
||||
//Set force to 100f at current forward.
|
||||
PredictedBullet bt = nob.GetComponent<PredictedBullet>();
|
||||
bt.SetStartingForce(transform.forward * 20f);
|
||||
//Spawn client side, which will send the predicted spawn to server.
|
||||
base.Spawn(nob, base.Owner);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// PredictedObject example (unpolished)
|
||||
/// </summary>
|
||||
private void TryDespawnBullet()
|
||||
{
|
||||
if (_despawnBullet)
|
||||
{
|
||||
_despawnBullet = false;
|
||||
_lastSpawnedBullet?.Despawn();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds gravity to the rigidbody.
|
||||
/// </summary>
|
||||
private void AddGravity()
|
||||
{
|
||||
_rigidbody.AddForce(Physics.gravity * 2f);
|
||||
}
|
||||
|
||||
[Replicate]
|
||||
private void Move(MoveData md, bool asServer, Channel channel = Channel.Unreliable, bool replaying = false)
|
||||
{
|
||||
Vector3 forces = new Vector3(md.Horizontal, 0f, md.Vertical) * _moveRate;
|
||||
_rigidbody.AddForce(forces);
|
||||
|
||||
if (md.Jump)
|
||||
_rigidbody.AddForce(new Vector3(0f, _jumpForce, 0f), ForceMode.Impulse);
|
||||
}
|
||||
|
||||
[Reconcile]
|
||||
private void Reconciliation(ReconcileData rd, bool asServer, Channel channel = Channel.Unreliable)
|
||||
{
|
||||
transform.position = rd.Position;
|
||||
transform.rotation = rd.Rotation;
|
||||
_rigidbody.velocity = rd.Velocity;
|
||||
_rigidbody.angularVelocity = rd.AngularVelocity;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
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using FishNet.Object;
|
||||
using FishNet.Object.Prediction;
|
||||
using FishNet.Transporting;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
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||||
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)
|
||||
{
|
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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. */
|
||||
if (!replaying)
|
||||
{
|
||||
//VFX!
|
||||
}
|
||||
|
||||
Vector3 move = new Vector3(md.Horizontal, 0f, md.Vertical);
|
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transform.position += (move * _moveRate * (float)base.TimeManager.TickDelta);
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user