746 lines
29 KiB
C#
746 lines
29 KiB
C#
using FishNet.Connection;
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using FishNet.Documenting;
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using FishNet.Managing.Predicting;
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using FishNet.Managing.Timing;
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using FishNet.Object.Prediction;
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using FishNet.Object.Prediction.Delegating;
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using FishNet.Serializing;
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using FishNet.Serializing.Helping;
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using FishNet.Transporting;
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using FishNet.Utility.Constant;
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using FishNet.Utility.Extension;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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using UnityScene = UnityEngine.SceneManagement.Scene;
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[assembly: InternalsVisibleTo(UtilityConstants.CODEGEN_ASSEMBLY_NAME)]
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namespace FishNet.Object
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{
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public abstract partial class NetworkBehaviour : MonoBehaviour
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{
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#region Public.
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/// <summary>
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///
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/// </summary>
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private uint _lastReconcileTick;
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/// <summary>
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/// Gets the last tick this NetworkBehaviour reconciled with.
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/// </summary>
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public uint GetLastReconcileTick() => _lastReconcileTick;
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internal void SetLastReconcileTick(uint value, bool updateGlobals = true)
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{
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_lastReconcileTick = value;
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if (updateGlobals)
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PredictionManager.LastReconcileTick = value;
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}
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/// <summary>
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///
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/// </summary>
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private uint _lastReplicateTick;
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/// <summary>
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/// Gets the last tick this NetworkBehaviour replicated with.
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/// </summary>
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public uint GetLastReplicateTick() => _lastReplicateTick;
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/// <summary>
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/// Sets the last tick this NetworkBehaviour replicated with.
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/// For internal use only.
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/// </summary>
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private void SetLastReplicateTick(uint value, bool updateGlobals = true)
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{
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_lastReplicateTick = value;
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if (updateGlobals)
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{
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Owner.LocalReplicateTick = TimeManager.LocalTick;
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PredictionManager.LastReplicateTick = value;
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}
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}
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/// <summary>
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/// True if this object is reconciling.
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/// </summary>
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public bool IsReconciling { get; internal set; }
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#endregion
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#region Private.
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/// <summary>
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/// Registered Replicate methods.
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/// </summary>
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private readonly Dictionary<uint, ReplicateRpcDelegate> _replicateRpcDelegates = new Dictionary<uint, ReplicateRpcDelegate>();
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/// <summary>
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/// Registered Reconcile methods.
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/// </summary>
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private readonly Dictionary<uint, ReconcileRpcDelegate> _reconcileRpcDelegates = new Dictionary<uint, ReconcileRpcDelegate>();
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/// <summary>
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/// True if initialized compnents for prediction.
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/// </summary>
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private bool _predictionInitialized;
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/// <summary>
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/// Rigidbody found on this object. This is used for prediction.
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/// </summary>
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private Rigidbody _predictionRigidbody;
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/// <summary>
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/// Rigidbody2D found on this object. This is used for prediction.
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/// </summary>
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private Rigidbody2D _predictionRigidbody2d;
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/// <summary>
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/// Last position for TransformMayChange.
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/// </summary>
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private Vector3 _lastMayChangePosition;
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/// <summary>
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/// Last rotation for TransformMayChange.
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/// </summary>
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private Quaternion _lastMayChangeRotation;
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/// <summary>
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/// Last scale for TransformMayChange.
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/// </summary>
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private Vector3 _lastMayChangeScale;
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/// <summary>
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/// Number of resends which may occur. This could be for client resending replicates to the server or the server resending reconciles to the client.
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/// </summary>
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private int _remainingResends;
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/// <summary>
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/// Last enqueued replicate tick on the server.
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/// </summary>
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private uint _lastReceivedReplicateTick;
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/// <summary>
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/// Last tick of a reconcile received from the server.
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/// </summary>
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private uint _lastReceivedReconcileTick;
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/// <summary>
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/// True if the client has cached reconcile
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/// </summary>
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private bool _clientHasReconcileData;
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#endregion
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/// <summary>
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/// Registers a RPC method.
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/// Internal use.
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/// </summary>
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/// <param name="hash"></param>
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/// <param name="del"></param>
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[APIExclude]
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[CodegenMakePublic]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected internal void RegisterReplicateRpc_Internal(uint hash, ReplicateRpcDelegate del)
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{
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_replicateRpcDelegates[hash] = del;
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}
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/// <summary>
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/// Registers a RPC method.
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/// Internal use.
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/// </summary>
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/// <param name="hash"></param>
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/// <param name="del"></param>
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[APIExclude]
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[CodegenMakePublic]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected internal void RegisterReconcileRpc_Internal(uint hash, ReconcileRpcDelegate del)
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{
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_reconcileRpcDelegates[hash] = del;
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}
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/// <summary>
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/// Called when a replicate is received.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal void OnReplicateRpc(uint? methodHash, PooledReader reader, NetworkConnection sendingClient, Channel channel)
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{
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if (methodHash == null)
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methodHash = ReadRpcHash(reader);
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if (sendingClient == null)
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{
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_networkObjectCache.NetworkManager.LogError($"NetworkConnection is null. Replicate {methodHash.Value} on {gameObject.name}, behaviour {GetType().Name} will not complete. Remainder of packet may become corrupt.");
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return;
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}
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if (_replicateRpcDelegates.TryGetValueIL2CPP(methodHash.Value, out ReplicateRpcDelegate del))
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del.Invoke(reader, sendingClient, channel);
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else
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_networkObjectCache.NetworkManager.LogWarning($"Replicate not found for hash {methodHash.Value} on {gameObject.name}, behaviour {GetType().Name}. Remainder of packet may become corrupt.");
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}
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/// <summary>
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/// Called when a reconcile is received.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal void OnReconcileRpc(uint? methodHash, PooledReader reader, Channel channel)
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{
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if (methodHash == null)
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methodHash = ReadRpcHash(reader);
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if (_reconcileRpcDelegates.TryGetValueIL2CPP(methodHash.Value, out ReconcileRpcDelegate del))
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del.Invoke(reader, channel);
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else
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_networkObjectCache.NetworkManager.LogWarning($"Reconcile not found for hash {methodHash.Value}. Remainder of packet may become corrupt.");
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}
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/// <summary>
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/// Clears cached replicates. This can be useful to call on server and client after teleporting.
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/// </summary>
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/// <param name="asServer">True to reset values for server, false to reset values for client.</param>
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public void ClearReplicateCache(bool asServer)
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{
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ResetLastPredictionTicks();
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ClearReplicateCache_Internal(asServer);
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}
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/// <summary>
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/// Clears cached replicates for server and client. This can be useful to call on server and client after teleporting.
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/// </summary>
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public void ClearReplicateCache()
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{
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ResetLastPredictionTicks();
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ClearReplicateCache_Internal(true);
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ClearReplicateCache_Internal(false);
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}
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/// <summary>
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/// Resets last predirection tick values.
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/// </summary>
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private void ResetLastPredictionTicks()
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{
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_lastSentReplicateTick = 0;
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_lastReceivedReplicateTick = 0;
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_lastReceivedReconcileTick = 0;
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SetLastReconcileTick(0, false);
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SetLastReplicateTick(0, false);
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}
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/// <summary>
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/// Clears cached replicates.
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/// For internal use only.
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/// </summary>
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/// <param name="asServer"></param>
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[CodegenMakePublic]
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[APIExclude]
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protected internal virtual void ClearReplicateCache_Internal(bool asServer) { }
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/// <summary>
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/// Writes number of past inputs from buffer to writer and sends it to the server.
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/// Internal use.
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/// </summary>
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[CodegenMakePublic]
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[APIExclude]
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private void SendReplicateRpc<T>(uint hash, List<T> replicates, Channel channel) where T : IReplicateData
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{
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if (!IsSpawnedWithWarning())
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return;
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int bufferCount = replicates.Count;
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int lastBufferIndex = (bufferCount - 1);
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//Nothing to send; should never be possible.
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if (lastBufferIndex < 0)
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return;
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//Number of past inputs to send.
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int pastInputs = Mathf.Min(PredictionManager.GetRedundancyCount(), bufferCount);
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/* Where to start writing from. When passed
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* into the writer values from this offset
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* and forward will be written. */
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int offset = bufferCount - pastInputs;
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if (offset < 0)
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offset = 0;
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uint lastReplicateTick = _lastSentReplicateTick;
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if (lastReplicateTick > 0)
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{
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uint diff = TimeManager.LocalTick - GetLastReplicateTick();
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offset += (int)diff - 1;
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if (offset >= replicates.Count)
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return;
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}
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_lastSentReplicateTick = TimeManager.LocalTick;
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//Write history to methodWriter.
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PooledWriter methodWriter = WriterPool.GetWriter(WriterPool.LENGTH_BRACKET);
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methodWriter.WriteReplicate<T>(replicates, offset);
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PooledWriter writer;
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//if (_rpcLinks.TryGetValueIL2CPP(hash, out RpcLinkType link))
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//writer = CreateLinkedRpc(link, methodWriter, Channel.Unreliable);
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//else //todo add support for -> server rpc links.
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writer = CreateRpc(hash, methodWriter, PacketId.Replicate, channel);
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NetworkManager.TransportManager.SendToServer((byte)channel, writer.GetArraySegment(), false);
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/* If being sent as reliable then clear buffer
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* since we know it will get there.
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* Also reset remaining resends. */
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if (channel == Channel.Reliable)
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{
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replicates.Clear();
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_remainingResends = 0;
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}
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methodWriter.DisposeLength();
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writer.DisposeLength();
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}
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private uint _lastSentReplicateTick;
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/// <summary>
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/// Sends a RPC to target.
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/// Internal use.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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[CodegenMakePublic]
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[APIExclude]
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internal void SendReconcileRpc<T>(uint hash, T reconcileData, Channel channel)
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{
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if (!IsSpawned)
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return;
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if (!Owner.IsActive)
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return;
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PooledWriter methodWriter = WriterPool.GetWriter();
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methodWriter.WriteUInt32(GetLastReplicateTick());
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methodWriter.Write(reconcileData);
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PooledWriter writer;
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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if (NetworkManager.DebugManager.ReconcileRpcLinks && _rpcLinks.TryGetValueIL2CPP(hash, out RpcLinkType link))
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#else
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if (_rpcLinks.TryGetValueIL2CPP(hash, out RpcLinkType link))
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#endif
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writer = CreateLinkedRpc(link, methodWriter, channel);
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else
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writer = CreateRpc(hash, methodWriter, PacketId.Reconcile, channel);
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_networkObjectCache.NetworkManager.TransportManager.SendToClient((byte)channel, writer.GetArraySegment(), Owner);
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methodWriter.Dispose();
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writer.Dispose();
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}
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/// <summary>
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/// Returns if there is a chance the transform may change after the tick.
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/// </summary>
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/// <returns></returns>
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protected internal bool TransformMayChange()
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{
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if (!_predictionInitialized)
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{
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_predictionInitialized = true;
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_predictionRigidbody = GetComponentInParent<Rigidbody>();
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_predictionRigidbody2d = GetComponentInParent<Rigidbody2D>();
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}
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/* Use distance when checking if changed because rigidbodies can twitch
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* or move an extremely small amount. These small moves are not worth
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* resending over because they often fix themselves each frame. */
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float changeDistance = 0.000004f;
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bool positionChanged = (transform.position - _lastMayChangePosition).sqrMagnitude > changeDistance;
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bool rotationChanged = (transform.rotation.eulerAngles - _lastMayChangeRotation.eulerAngles).sqrMagnitude > changeDistance;
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bool scaleChanged = (transform.localScale - _lastMayChangeScale).sqrMagnitude > changeDistance;
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bool transformChanged = (positionChanged || rotationChanged || scaleChanged);
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/* Returns true if transform.hasChanged, or if either
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* of the rigidbodies have velocity. */
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bool changed = (
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transformChanged ||
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(_predictionRigidbody != null && (_predictionRigidbody.velocity != Vector3.zero || _predictionRigidbody.angularVelocity != Vector3.zero)) ||
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(_predictionRigidbody2d != null && (_predictionRigidbody2d.velocity != Vector2.zero || _predictionRigidbody2d.angularVelocity != 0f))
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);
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//If transform changed update last values.
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if (transformChanged)
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{
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_lastMayChangePosition = transform.position;
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_lastMayChangeRotation = transform.rotation;
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_lastMayChangeScale = transform.localScale;
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}
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return changed;
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}
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/// <summary>
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/// Checks conditions for a replicate.
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/// </summary>
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/// <param name="asServer">True if checking as server.</param>
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/// <returns>Returns true if to exit the replicate early.</returns>
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[CodegenMakePublic] //internal
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[APIExclude]
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public bool Replicate_ExitEarly_A_Internal(bool asServer, bool replaying)
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{
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bool isOwner = IsOwner;
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//Server.
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if (asServer)
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{
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//No owner, do not try to replicate 'owner' input.
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if (!Owner.IsActive)
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{
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ClearReplicateCache(true);
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return true;
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}
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//Is client host, no need to use CSP; trust client.
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if (isOwner)
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{
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ClearReplicateCache();
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return true;
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}
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}
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//Client.
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else
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{
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//Server does not replay; this should never happen.
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if (replaying && IsServer)
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return true;
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//Spectators cannot replicate.
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if (!isOwner)
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{
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ClearReplicateCache(false);
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return true;
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}
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}
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//Checks pass.
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return false;
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}
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/// <summary>
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/// Clears a Queue.
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/// This is used as a patch for Unity 2022 Burst compiler bugs.
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/// Using Queue.Clear via codegen throws for an unknown reason.
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/// </summary>
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public void ClearQueue_Server_Internal<T>(Queue<T> q)
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{
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q.Clear();
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}
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/// <summary>
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/// Gets the next replicate in queue.
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/// </summary>
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[CodegenMakePublic] //internal
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[APIExclude]
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public void Replicate_Server_Internal<T>(ReplicateUserLogicDelegate<T> del, Queue<T> q, Channel channel) where T : IReplicateData
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{
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int count = q.Count;
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if (count > 0)
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{
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ReplicateData(q.Dequeue());
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count--;
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PredictionManager pm = PredictionManager;
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bool consumeExcess = !pm.DropExcessiveReplicates;
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//Number of entries to leave in buffer when consuming.
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const int leaveInBuffer = 2;
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//Only consume if the queue count is over leaveInBuffer.
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if (consumeExcess && count > leaveInBuffer)
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{
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byte maximumAllowedConsumes = pm.GetMaximumConsumeCount();
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int maximumPossibleConsumes = (count - leaveInBuffer);
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int consumeAmount = Mathf.Min(maximumAllowedConsumes, maximumPossibleConsumes);
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for (int i = 0; i < consumeAmount; i++)
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ReplicateData(q.Dequeue());
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}
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void ReplicateData(T data)
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{
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uint tick = data.GetTick();
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SetLastReplicateTick(tick);
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del.Invoke(data, true, channel, false);
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}
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_remainingResends = pm.GetRedundancyCount();
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}
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else
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{
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del.Invoke(default, true, channel, false);
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}
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}
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/// <summary>
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/// Returns the maximum amount of replicates when consuming multiple inputs per tick.
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/// </summary>
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/// <returns></returns>
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private int GetMaximumReplicatesWhenConsuming() => (TimeManager.TickRate * 3);
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/// <summary>
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/// Returns if a replicates data changed and updates resends as well data tick.
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/// </summary>
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/// <param name="enqueueData">True to enqueue data for replaying.</param>
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/// <returns>True if data has changed..</returns>
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[CodegenMakePublic] //internal
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[APIExclude]
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public void Replicate_Client_Internal<T>(ReplicateUserLogicDelegate<T> del, uint methodHash, List<T> replicates, T data, Channel channel) where T : IReplicateData
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{
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//Only check to enqueu/send if not clientHost.
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if (!IsServer)
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{
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Func<T, bool> isDefaultDel = GeneratedComparer<T>.IsDefault;
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if (isDefaultDel == null)
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{
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NetworkManager.LogError($"ReplicateComparers not found for type {typeof(T).FullName}");
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return;
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}
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//If there's no datas then reset last replicate send tick.
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if (replicates.Count == 0)
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_lastSentReplicateTick = 0;
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PredictionManager pm = NetworkManager.PredictionManager;
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bool isDefault = isDefaultDel.Invoke(data);
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bool mayChange = TransformMayChange();
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bool resetResends = (pm.UsingRigidbodies || mayChange || !isDefault);
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/* If there is going to be a resend then enqueue data no matter what.
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* Then ensures there are no data gaps for ticks. EG, input may
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* look like this...
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* Move - tick 0.
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* Idle - tick 1.
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* Move - tick 2.
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*
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* If there were no 'using rigidbodies' then resetResends may be false.
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* As result the queue would be filled like this...
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* Move - tick 0.
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* Move - tick 2.
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*
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* The ticks are not sent per data, just once and incremented once per data.
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* Due to this the results would actually be...
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* Move - tick 0.
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* Move - tick 1 (should be tick 2!).
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*
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* But by including data if there will be resends the defaults will become added. */
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if (resetResends)
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_remainingResends = pm.GetRedundancyCount();
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bool enqueueData = (_remainingResends > 0);
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if (enqueueData)
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{
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/* Replicates will be limited to 1 second
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* worth on the client. That means the client
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* will only lose replays if they do not receive
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* a response back from the server for over a second.
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* When a client drops a replay it does not necessarily mean
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* they will be out of synchronization, but rather they
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|
* will not be able to reconcile that tick. */
|
|
/* Even though limit is 1 second only remove entries if over 2 seconds
|
|
* to prevent constant remove calls to the collection. */
|
|
int maximumReplicates = (TimeManager.TickRate * 2);
|
|
//If over then remove half the replicates.
|
|
if (replicates.Count >= maximumReplicates)
|
|
{
|
|
int removeCount = (maximumReplicates / 2);
|
|
//Dispose first.
|
|
for (int i = 0; i < removeCount; i++)
|
|
replicates[i].Dispose();
|
|
//Then remove.
|
|
replicates.RemoveRange(0, removeCount);
|
|
}
|
|
|
|
uint localTick = TimeManager.LocalTick;
|
|
//Update tick on the data to current.
|
|
data.SetTick(localTick);
|
|
//Add to collection.
|
|
replicates.Add(data);
|
|
}
|
|
|
|
//If theres resends left.
|
|
if (_remainingResends > 0)
|
|
{
|
|
_remainingResends--;
|
|
SendReplicateRpc<T>(methodHash, replicates, channel);
|
|
//Update last replicate tick.
|
|
SetLastReplicateTick(TimeManager.LocalTick);
|
|
}
|
|
}
|
|
|
|
del.Invoke(data, false, channel, false);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Reads a replicate the client.
|
|
/// </summary>
|
|
public void Replicate_Reader_Internal<T>(PooledReader reader, NetworkConnection sender, T[] arrBuffer, Queue<T> replicates, Channel channel) where T : IReplicateData
|
|
{
|
|
int receivedReplicatesCount = reader.ReadReplicate<T>(ref arrBuffer, TimeManager.LastPacketTick);
|
|
if (!OwnerMatches(sender))
|
|
return;
|
|
|
|
PredictionManager pm = PredictionManager;
|
|
bool consumeExcess = !pm.DropExcessiveReplicates;
|
|
//Maximum number of replicates allowed to be queued at once.
|
|
int replicatesCountLimit = (consumeExcess) ?
|
|
GetMaximumReplicatesWhenConsuming() : pm.GetMaximumServerReplicates();
|
|
|
|
for (int i = 0; i < receivedReplicatesCount; i++)
|
|
{
|
|
uint tick = arrBuffer[i].GetTick();
|
|
if (tick > _lastReceivedReplicateTick)
|
|
{
|
|
//Cannot queue anymore, discard oldest.
|
|
if (replicates.Count >= replicatesCountLimit)
|
|
{
|
|
T data = replicates.Dequeue();
|
|
data.Dispose();
|
|
}
|
|
|
|
replicates.Enqueue(arrBuffer[i]);
|
|
_lastReceivedReplicateTick = tick;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks conditions for a reconcile.
|
|
/// </summary>
|
|
/// <param name="asServer">True if checking as server.</param>
|
|
/// <returns>Returns true if able to continue.</returns>
|
|
[CodegenMakePublic] //internal
|
|
[APIExclude]
|
|
public bool Reconcile_ExitEarly_A_Internal(bool asServer, out Channel channel)
|
|
{
|
|
channel = Channel.Unreliable;
|
|
//Server.
|
|
if (asServer)
|
|
{
|
|
if (_remainingResends <= 0)
|
|
return true;
|
|
|
|
_remainingResends--;
|
|
if (_remainingResends == 0)
|
|
channel = Channel.Reliable;
|
|
}
|
|
//Client.
|
|
else
|
|
{
|
|
if (!_clientHasReconcileData)
|
|
return true;
|
|
|
|
_clientHasReconcileData = false;
|
|
/* If clientHost then invoke reconciles but
|
|
* don't actually reconcile. This is done
|
|
* because certain user code may
|
|
* rely on those events running even as host. */
|
|
if (IsServer)
|
|
{
|
|
PredictionManager.InvokeOnReconcile_Internal(this, true);
|
|
PredictionManager.InvokeOnReconcile_Internal(this, false);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
//Checks pass.
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates lastReconcileTick as though running asServer.
|
|
/// </summary>
|
|
/// <param name="ird">Data to set tick on.</param>
|
|
public void Reconcile_Server_Internal<T>(uint methodHash, T data, Channel channel) where T : IReconcileData
|
|
{
|
|
//Server always uses last replicate tick as reconcile tick.
|
|
uint tick = _lastReplicateTick;
|
|
data.SetTick(tick);
|
|
SetLastReconcileTick(tick);
|
|
|
|
PredictionManager.InvokeServerReconcile(this, true);
|
|
SendReconcileRpc(methodHash, data, channel);
|
|
PredictionManager.InvokeServerReconcile(this, false);
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Processes a reconcile for client.
|
|
/// </summary>
|
|
public void Reconcile_Client_Internal<T, T2>(ReconcileUserLogicDelegate<T> reconcileDel, ReplicateUserLogicDelegate<T2> replicateULDel, List<T2> replicates, T data, Channel channel) where T : IReconcileData where T2 : IReplicateData
|
|
{
|
|
uint tick = data.GetTick();
|
|
|
|
/* If the first entry in cllection has a tick higher than
|
|
* the received tick then something went wrong, do not reconcile. */
|
|
if (replicates.Count > 0 && replicates[0].GetTick() > tick)
|
|
return;
|
|
|
|
UnityScene scene = gameObject.scene;
|
|
PhysicsScene ps = scene.GetPhysicsScene();
|
|
PhysicsScene2D ps2d = scene.GetPhysicsScene2D();
|
|
|
|
//This must be set before reconcile is invoked.
|
|
SetLastReconcileTick(tick);
|
|
//Invoke that reconcile is starting.
|
|
PredictionManager.InvokeOnReconcile_Internal(this, true);
|
|
//Call reconcile user logic.
|
|
reconcileDel?.Invoke(data, false, channel);
|
|
|
|
//True if the timemanager is handling physics simulations.
|
|
bool tmPhysics = (TimeManager.PhysicsMode == PhysicsMode.TimeManager);
|
|
//Sync transforms if using tm physics.
|
|
if (tmPhysics)
|
|
{
|
|
Physics.SyncTransforms();
|
|
Physics2D.SyncTransforms();
|
|
}
|
|
|
|
//Remove excess from buffered inputs.
|
|
int queueIndex = -1;
|
|
for (int i = 0; i < replicates.Count; i++)
|
|
{
|
|
if (replicates[i].GetTick() == tick)
|
|
{
|
|
queueIndex = i;
|
|
break;
|
|
}
|
|
}
|
|
//Now found, weird.
|
|
if (queueIndex == -1)
|
|
replicates.Clear();
|
|
//Remove up to found, including it.
|
|
else
|
|
replicates.RemoveRange(0, queueIndex + 1);
|
|
|
|
//Number of replays which will be performed.
|
|
int replays = replicates.Count;
|
|
float tickDelta = (float)TimeManager.TickDelta;
|
|
|
|
for (int i = 0; i < replays; i++)
|
|
{
|
|
T2 rData = replicates[i];
|
|
uint replayTick = rData.GetTick();
|
|
|
|
PredictionManager.InvokeOnReplicateReplay_Internal(scene, replayTick, ps, ps2d, true);
|
|
|
|
//Replay the data using the replicate logic delegate.
|
|
replicateULDel.Invoke(rData, false, channel, true);
|
|
if (tmPhysics)
|
|
{
|
|
ps.Simulate(tickDelta);
|
|
ps2d.Simulate(tickDelta);
|
|
}
|
|
|
|
PredictionManager.InvokeOnReplicateReplay_Internal(scene, replayTick, ps, ps2d, false);
|
|
}
|
|
|
|
//Reconcile ended.
|
|
PredictionManager.InvokeOnReconcile_Internal(this, false);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reads a reconcile the client.
|
|
/// </summary>
|
|
public void Reconcile_Reader_Internal<T>(PooledReader reader, ref T data, Channel channel) where T : IReconcileData
|
|
{
|
|
uint tick = reader.ReadUInt32();
|
|
T newData = reader.Read<T>();
|
|
|
|
//Tick is old or already processed.
|
|
if (tick <= _lastReceivedReconcileTick)
|
|
return;
|
|
//Only owner reconciles. Maybe ownership changed then packet arrived out of order.
|
|
if (!IsOwner)
|
|
return;
|
|
|
|
data = newData;
|
|
data.SetTick(tick);
|
|
_clientHasReconcileData = true;
|
|
_lastReceivedReconcileTick = tick;
|
|
}
|
|
|
|
}
|
|
} |