1054 lines
38 KiB
C#
1054 lines
38 KiB
C#
using FishNet.Connection;
|
|
using FishNet.Documenting;
|
|
using FishNet.Object;
|
|
using FishNet.Serializing;
|
|
using FishNet.Serializing.Helping;
|
|
using FishNet.Transporting;
|
|
using FishNet.Utility;
|
|
using FishNet.Utility.Extension;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Runtime.CompilerServices;
|
|
using UnityEngine;
|
|
using SystemStopwatch = System.Diagnostics.Stopwatch;
|
|
using UnityScene = UnityEngine.SceneManagement.Scene;
|
|
|
|
namespace FishNet.Managing.Timing
|
|
{
|
|
|
|
/// <summary>
|
|
/// Provides data and actions for network time and tick based systems.
|
|
/// </summary>
|
|
[DisallowMultipleComponent]
|
|
[AddComponentMenu("FishNet/Manager/TimeManager")]
|
|
public sealed partial class TimeManager : MonoBehaviour
|
|
{
|
|
#region Types.
|
|
/// <summary>
|
|
/// How networking timing is performed.
|
|
/// </summary>
|
|
private enum TimingType
|
|
{
|
|
/// <summary>
|
|
/// Send and read data on tick.
|
|
/// </summary>
|
|
Tick = 0,
|
|
/// <summary>
|
|
/// Send and read data as soon as possible. This does not include built-in components, which will still run on tick.
|
|
/// </summary>
|
|
Variable = 1
|
|
}
|
|
private enum UpdateOrder : byte
|
|
{
|
|
BeforeTick = 0,
|
|
AfterTick = 1,
|
|
}
|
|
#endregion
|
|
|
|
#region Public.
|
|
/// <summary>
|
|
/// Called when the local clients ping is updated.
|
|
/// </summary>
|
|
public event Action<long> OnRoundTripTimeUpdated;
|
|
/// <summary>
|
|
/// Called right before a tick occurs, as well before data is read.
|
|
/// </summary>
|
|
public event Action OnPreTick;
|
|
/// <summary>
|
|
/// Called when a tick occurs.
|
|
/// </summary>
|
|
public event Action OnTick;
|
|
/// <summary>
|
|
/// When using TimeManager for physics timing, this is called immediately before physics simulation will occur for the tick.
|
|
/// While using Unity for physics timing, this is called during FixedUpdate.
|
|
/// This may be useful if you wish to run physics differently for stacked scenes.
|
|
/// </summary>
|
|
public event Action<float> OnPrePhysicsSimulation;
|
|
/// <summary>
|
|
/// When using TimeManager for physics timing, this is called immediately after the physics simulation has occured for the tick.
|
|
/// While using Unity for physics timing, this is called during Update, only if a physics frame.
|
|
/// This may be useful if you wish to run physics differently for stacked scenes.
|
|
/// </summary>
|
|
public event Action<float> OnPostPhysicsSimulation;
|
|
/// <summary>
|
|
/// Called after a tick occurs; physics would have simulated if using PhysicsMode.TimeManager.
|
|
/// </summary>
|
|
public event Action OnPostTick;
|
|
/// <summary>
|
|
/// Called when MonoBehaviours call Update.
|
|
/// </summary>
|
|
public event Action OnUpdate;
|
|
/// <summary>
|
|
/// Called when MonoBehaviours call LateUpdate.
|
|
/// </summary>
|
|
public event Action OnLateUpdate;
|
|
/// <summary>
|
|
/// Called when MonoBehaviours call FixedUpdate.
|
|
/// </summary>
|
|
public event Action OnFixedUpdate;
|
|
/// <summary>
|
|
/// RoundTripTime in milliseconds. This value includes latency from the tick rate.
|
|
/// </summary>
|
|
public long RoundTripTime { get; private set; }
|
|
/// <summary>
|
|
/// True if the number of frames per second are less than the number of expected ticks per second.
|
|
/// </summary>
|
|
internal bool LowFrameRate => ((Time.unscaledTime - _lastMultipleTicksTime) < 1f);
|
|
/// <summary>
|
|
/// Tick on the last received packet, be it from server or client.
|
|
/// </summary>
|
|
public uint LastPacketTick { get; internal set; }
|
|
/// <summary>
|
|
/// Current approximate network tick as it is on server.
|
|
/// When running as client only this is an approximation to what the server tick is.
|
|
/// The value of this field may increase and decrease as timing adjusts.
|
|
/// This value is reset upon disconnecting.
|
|
/// Tick can be used to get the server time by using TicksToTime().
|
|
/// Use LocalTick for values that only increase.
|
|
/// </summary>
|
|
public uint Tick { get; internal set; }
|
|
/// <summary>
|
|
/// A fixed deltaTime for TickRate.
|
|
/// </summary>
|
|
[HideInInspector]
|
|
public double TickDelta { get; private set; }
|
|
/// <summary>
|
|
/// True if the TimeManager will or has ticked this frame.
|
|
/// </summary>
|
|
public bool FrameTicked { get; private set; }
|
|
/// <summary>
|
|
/// How long the local server has been connected.
|
|
/// </summary>
|
|
public float ServerUptime { get; private set; }
|
|
/// <summary>
|
|
/// How long the local client has been connected.
|
|
/// </summary>
|
|
public float ClientUptime { get; private set; }
|
|
#endregion
|
|
|
|
#region Serialized.
|
|
/// <summary>
|
|
/// When to invoke OnUpdate and other Unity callbacks relayed by the TimeManager.
|
|
/// </summary>
|
|
[Tooltip("When to invoke OnUpdate and other Unity callbacks relayed by the TimeManager.")]
|
|
[SerializeField]
|
|
private UpdateOrder _updateOrder = UpdateOrder.BeforeTick;
|
|
/// <summary>
|
|
/// Timing for sending and receiving data.
|
|
/// </summary>
|
|
[Tooltip("Timing for sending and receiving data.")]
|
|
[SerializeField]
|
|
private TimingType _timingType = TimingType.Tick;
|
|
/// <summary>
|
|
/// While true clients may drop local ticks if their devices are unable to maintain the tick rate.
|
|
/// This could result in a temporary desynchronization but will prevent the client falling further behind on ticks by repeatedly running the logic cycle multiple times per frame.
|
|
/// </summary>
|
|
[Tooltip("While true clients may drop local ticks if their devices are unable to maintain the tick rate. This could result in a temporary desynchronization but will prevent the client falling further behind on ticks by repeatedly running the logic cycle multiple times per frame.")]
|
|
[SerializeField]
|
|
private bool _allowTickDropping;
|
|
/// <summary>
|
|
/// Maximum number of ticks which may occur in a single frame before remainder are dropped for the frame.
|
|
/// </summary>
|
|
[Tooltip("Maximum number of ticks which may occur in a single frame before remainder are dropped for the frame.")]
|
|
[Range(1, 25)]
|
|
[SerializeField]
|
|
private byte _maximumFrameTicks = 2;
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
[Tooltip("How many times per second the server will simulate. This does not limit server frame rate.")]
|
|
[Range(1, 240)]
|
|
[SerializeField]
|
|
private ushort _tickRate = 30;
|
|
/// <summary>
|
|
/// How many times per second the server will simulate. This does not limit server frame rate.
|
|
/// </summary>
|
|
public ushort TickRate { get => _tickRate; private set => _tickRate = value; }
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
[Tooltip("How often in seconds to a connections ping. This is also responsible for approximating server tick. This value does not affect prediction.")]
|
|
[Range(1, 15)]
|
|
[SerializeField]
|
|
private byte _pingInterval = 1;
|
|
/// <summary>
|
|
/// How often in seconds to a connections ping. This is also responsible for approximating server tick. This value does not affect prediction.
|
|
/// </summary>
|
|
internal byte PingInterval => _pingInterval;
|
|
/// <summary>
|
|
/// How often in seconds to update prediction timing. Lower values will result in marginally more accurate timings at the cost of bandwidth.
|
|
/// </summary>
|
|
[Tooltip("How often in seconds to update prediction timing. Lower values will result in marginally more accurate timings at the cost of bandwidth.")]
|
|
[Range(1, 15)]
|
|
[SerializeField]
|
|
private byte _timingInterval = 2;
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
[Tooltip("How to perform physics.")]
|
|
[SerializeField]
|
|
private PhysicsMode _physicsMode = PhysicsMode.Unity;
|
|
/// <summary>
|
|
/// How to perform physics.
|
|
/// </summary>
|
|
public PhysicsMode PhysicsMode => _physicsMode;
|
|
#endregion
|
|
|
|
#region Private.
|
|
/// <summary>
|
|
/// Ticks that have passed on client since the last time server sent an UpdateTicksBroadcast.
|
|
/// </summary>
|
|
private uint _clientTicks = 0;
|
|
/// <summary>
|
|
/// Last Tick the server sent out UpdateTicksBroadcast.
|
|
/// </summary>
|
|
private uint _lastUpdateTicks = 0;
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
private uint _localTick;
|
|
/// <summary>
|
|
/// A tick that is not synchronized. This value will only increment. May be used for indexing or Ids with custom logic.
|
|
/// When called on the server Tick is returned, otherwise LocalTick is returned.
|
|
/// This value resets upon disconnecting.
|
|
/// </summary>
|
|
public uint LocalTick
|
|
{
|
|
get => (_networkManager.IsServer) ? Tick : _localTick;
|
|
private set => _localTick = value;
|
|
}
|
|
/// <summary>
|
|
/// Stopwatch used for pings.
|
|
/// </summary>
|
|
SystemStopwatch _pingStopwatch = new SystemStopwatch();
|
|
/// <summary>
|
|
/// Ticks passed since last ping.
|
|
/// </summary>
|
|
private uint _pingTicks;
|
|
/// <summary>
|
|
/// MovingAverage instance used to calculate mean ping.
|
|
/// </summary>
|
|
private MovingAverage _pingAverage = new MovingAverage(5);
|
|
/// <summary>
|
|
/// Accumulating frame time to determine when to increase tick.
|
|
/// </summary>
|
|
private double _elapsedTickTime;
|
|
/// <summary>
|
|
/// NetworkManager used with this.
|
|
/// </summary>
|
|
private NetworkManager _networkManager;
|
|
/// <summary>
|
|
/// Internal deltaTime for clients. Controlled by the server.
|
|
/// </summary>
|
|
private double _adjustedTickDelta;
|
|
/// <summary>
|
|
/// Range which client timing may reside within.
|
|
/// </summary>
|
|
private double[] _clientTimingRange;
|
|
/// <summary>
|
|
/// Last frame an iteration occurred for incoming.
|
|
/// </summary>
|
|
private int _lastIncomingIterationFrame = -1;
|
|
/// <summary>
|
|
/// True if client received Pong since last ping.
|
|
/// </summary>
|
|
private bool _receivedPong = true;
|
|
/// <summary>
|
|
/// Last unscaledTime multiple ticks occurred in a single frame.
|
|
/// </summary>
|
|
private float _lastMultipleTicksTime;
|
|
/// <summary>
|
|
/// Number of TimeManagers open which are using manual physics.
|
|
/// </summary>
|
|
private static uint _manualPhysics;
|
|
#endregion
|
|
|
|
#region Const.
|
|
/// <summary>
|
|
/// Maximum percentage timing may vary from SimulationInterval for clients.
|
|
/// </summary>
|
|
private const float CLIENT_TIMING_PERCENT_RANGE = 0.5f;
|
|
/// <summary>
|
|
/// Percentage of TickDelta client will adjust when needing to speed up.
|
|
/// </summary>
|
|
private const double CLIENT_SPEEDUP_PERCENT = 0.003d;
|
|
/// <summary>
|
|
/// Percentage of TickDelta client will adjust when needing to slow down.
|
|
/// </summary>
|
|
private const double CLIENT_SLOWDOWN_PERCENT = 0.005d;
|
|
/// <summary>
|
|
/// When steps to be sent to clients are equal to or higher than this value in either direction a reset steps will be sent.
|
|
/// </summary>
|
|
private const byte RESET_STEPS_THRESHOLD = 5;
|
|
/// <summary>
|
|
/// Playerprefs string to load and save user fixed time.
|
|
/// </summary>
|
|
private const string SAVED_FIXED_TIME_TEXT = "SavedFixedTimeFN";
|
|
#endregion
|
|
|
|
#if UNITY_EDITOR
|
|
private void OnDisable()
|
|
{
|
|
//If closing/stopping.
|
|
if (ApplicationState.IsQuitting())
|
|
{
|
|
_manualPhysics = 0;
|
|
UnsetSimulationSettings();
|
|
}
|
|
else if (PhysicsMode == PhysicsMode.TimeManager)
|
|
{
|
|
_manualPhysics = Math.Max(0, _manualPhysics - 1);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/// <summary>
|
|
/// Called when FixedUpdate ticks. This is called before any other script.
|
|
/// </summary>
|
|
internal void TickFixedUpdate()
|
|
{
|
|
OnFixedUpdate?.Invoke();
|
|
/* Invoke onsimulation if using Unity time.
|
|
* Otherwise let the tick cycling part invoke. */
|
|
if (PhysicsMode == PhysicsMode.Unity)
|
|
OnPrePhysicsSimulation?.Invoke(Time.fixedDeltaTime);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when Update ticks. This is called before any other script.
|
|
/// </summary>
|
|
internal void TickUpdate()
|
|
{
|
|
if (_networkManager.IsServer)
|
|
ServerUptime += Time.deltaTime;
|
|
if (_networkManager.IsClient)
|
|
ClientUptime += Time.deltaTime;
|
|
|
|
bool beforeTick = (_updateOrder == UpdateOrder.BeforeTick);
|
|
if (beforeTick)
|
|
{
|
|
OnUpdate?.Invoke();
|
|
MethodLogic();
|
|
}
|
|
else
|
|
{
|
|
MethodLogic();
|
|
OnUpdate?.Invoke();
|
|
}
|
|
|
|
void MethodLogic()
|
|
{
|
|
IncreaseTick();
|
|
/* Invoke onsimulation if using Unity time.
|
|
* Otherwise let the tick cycling part invoke. */
|
|
if (PhysicsMode == PhysicsMode.Unity && Time.inFixedTimeStep)
|
|
OnPostPhysicsSimulation?.Invoke(Time.fixedDeltaTime);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when LateUpdate ticks. This is called after all other scripts.
|
|
/// </summary>
|
|
internal void TickLateUpdate()
|
|
{
|
|
OnLateUpdate?.Invoke();
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Initializes this script for use.
|
|
/// </summary>
|
|
internal void InitializeOnce_Internal(NetworkManager networkManager)
|
|
{
|
|
_networkManager = networkManager;
|
|
SetInitialValues();
|
|
_networkManager.ServerManager.OnServerConnectionState += ServerManager_OnServerConnectionState;
|
|
_networkManager.ClientManager.OnClientConnectionState += ClientManager_OnClientConnectionState;
|
|
|
|
AddNetworkLoops();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds network loops to gameObject.
|
|
/// </summary>
|
|
private void AddNetworkLoops()
|
|
{
|
|
//Writer.
|
|
if (!gameObject.TryGetComponent<NetworkWriterLoop>(out _))
|
|
gameObject.AddComponent<NetworkWriterLoop>();
|
|
//Reader.
|
|
if (!gameObject.TryGetComponent<NetworkReaderLoop>(out _))
|
|
gameObject.AddComponent<NetworkReaderLoop>();
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Called after the local client connection state changes.
|
|
/// </summary>
|
|
private void ClientManager_OnClientConnectionState(ClientConnectionStateArgs obj)
|
|
{
|
|
if (obj.ConnectionState != LocalConnectionState.Started)
|
|
{
|
|
_pingStopwatch.Stop();
|
|
ClientUptime = 0f;
|
|
|
|
//Only reset ticks if also not server.
|
|
if (!_networkManager.IsServer)
|
|
{
|
|
LocalTick = 0;
|
|
Tick = 0;
|
|
}
|
|
}
|
|
//Started.
|
|
else
|
|
{
|
|
_pingStopwatch.Restart();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called after the local server connection state changes.
|
|
/// </summary>
|
|
private void ServerManager_OnServerConnectionState(ServerConnectionStateArgs obj)
|
|
{
|
|
//If no servers are running.
|
|
if (!_networkManager.ServerManager.AnyServerStarted())
|
|
{
|
|
ServerUptime = 0f;
|
|
Tick = 0;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets values to use based on settings.
|
|
/// </summary>
|
|
private void SetInitialValues()
|
|
{
|
|
SetTickRate(TickRate);
|
|
InitializePhysicsMode(PhysicsMode);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets simulation settings to Unity defaults.
|
|
/// </summary>
|
|
private void UnsetSimulationSettings()
|
|
{
|
|
Physics.autoSimulation = true;
|
|
#if !UNITY_2020_2_OR_NEWER
|
|
Physics2D.autoSimulation = true;
|
|
#else
|
|
Physics2D.simulationMode = SimulationMode2D.FixedUpdate;
|
|
#endif
|
|
|
|
float simulationTime = PlayerPrefs.GetFloat(SAVED_FIXED_TIME_TEXT, float.MinValue);
|
|
if (simulationTime != float.MinValue)
|
|
Time.fixedDeltaTime = simulationTime;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initializes physics mode when starting.
|
|
/// </summary>
|
|
/// <param name="automatic"></param>
|
|
private void InitializePhysicsMode(PhysicsMode mode)
|
|
{
|
|
//Disable.
|
|
if (mode == PhysicsMode.Disabled)
|
|
{
|
|
SetPhysicsMode(mode);
|
|
}
|
|
//Do not automatically simulate.
|
|
else if (mode == PhysicsMode.TimeManager)
|
|
{
|
|
#if UNITY_EDITOR
|
|
//Preserve user tick rate.
|
|
PlayerPrefs.SetFloat(SAVED_FIXED_TIME_TEXT, Time.fixedDeltaTime);
|
|
//Let the player know.
|
|
if (Time.fixedDeltaTime != (float)TickDelta)
|
|
Debug.LogWarning("Time.fixedDeltaTime is being overriden with TimeManager.TickDelta");
|
|
#endif
|
|
Time.fixedDeltaTime = (float)TickDelta;
|
|
/* Only check this if network manager
|
|
* is not null. It would be null via
|
|
* OnValidate. */
|
|
if (_networkManager != null)
|
|
{
|
|
//If at least one time manager is already running manual physics.
|
|
if (_manualPhysics > 0)
|
|
_networkManager.LogError($"There are multiple TimeManagers instantiated which are using manual physics. Manual physics with multiple TimeManagers is not supported.");
|
|
|
|
_manualPhysics++;
|
|
}
|
|
|
|
SetPhysicsMode(mode);
|
|
}
|
|
//Automatically simulate.
|
|
else
|
|
{
|
|
#if UNITY_EDITOR
|
|
float savedTime = PlayerPrefs.GetFloat(SAVED_FIXED_TIME_TEXT, float.MinValue);
|
|
if (savedTime != float.MinValue && Time.fixedDeltaTime != savedTime)
|
|
{
|
|
Debug.LogWarning("Time.fixedDeltaTime has been set back to user values.");
|
|
Time.fixedDeltaTime = savedTime;
|
|
}
|
|
|
|
PlayerPrefs.DeleteKey(SAVED_FIXED_TIME_TEXT);
|
|
#endif
|
|
SetPhysicsMode(mode);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates physics based on which physics mode to use.
|
|
/// </summary>
|
|
/// <param name="enabled"></param>
|
|
public void SetPhysicsMode(PhysicsMode mode)
|
|
{
|
|
_physicsMode = mode;
|
|
|
|
//Disable.
|
|
if (mode == PhysicsMode.Disabled || mode == PhysicsMode.TimeManager)
|
|
{
|
|
Physics.autoSimulation = false;
|
|
#if !UNITY_2020_2_OR_NEWER
|
|
Physics2D.autoSimulation = false;
|
|
#else
|
|
Physics2D.simulationMode = SimulationMode2D.Script;
|
|
#endif
|
|
}
|
|
//Automatically simulate.
|
|
else
|
|
{
|
|
Physics.autoSimulation = true;
|
|
#if !UNITY_2020_2_OR_NEWER
|
|
Physics2D.autoSimulation = true;
|
|
#else
|
|
Physics2D.simulationMode = SimulationMode2D.FixedUpdate;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
#region PingPong.
|
|
/// <summary>
|
|
/// Modifies client ping based on LocalTick and clientTIck.
|
|
/// </summary>
|
|
/// <param name="clientTick"></param>
|
|
internal void ModifyPing(uint clientTick)
|
|
{
|
|
uint tickDifference = (LocalTick - clientTick);
|
|
_pingAverage.ComputeAverage(tickDifference);
|
|
double averageInTime = (_pingAverage.Average * TickDelta * 1000);
|
|
RoundTripTime = (long)Math.Round(averageInTime);
|
|
_receivedPong = true;
|
|
|
|
OnRoundTripTimeUpdated?.Invoke(RoundTripTime);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends a ping to the server.
|
|
/// </summary>
|
|
private void TrySendPing(uint? tickOverride = null)
|
|
{
|
|
byte pingInterval = PingInterval;
|
|
|
|
/* How often client may send ping is based on if
|
|
* the server responded to the last ping.
|
|
* A response may not be received if the server
|
|
* believes the client is pinging too fast, or if the
|
|
* client is having difficulties reaching the server. */
|
|
long requiredTime = (pingInterval * 1000);
|
|
float multiplier = (_receivedPong) ? 1f : 1.5f;
|
|
|
|
requiredTime = (long)(requiredTime * multiplier);
|
|
uint requiredTicks = TimeToTicks(pingInterval * multiplier);
|
|
|
|
_pingTicks++;
|
|
/* We cannot just consider time because ticks might run slower
|
|
* from adjustments. We also cannot only consider ticks because
|
|
* they might run faster from adjustments. Therefor require both
|
|
* to have pass checks. */
|
|
if (_pingTicks < requiredTicks || _pingStopwatch.ElapsedMilliseconds < requiredTime)
|
|
return;
|
|
|
|
_pingTicks = 0;
|
|
_pingStopwatch.Restart();
|
|
//Unset receivedPong, wait for new response.
|
|
_receivedPong = false;
|
|
|
|
uint tick = (tickOverride == null) ? LocalTick : tickOverride.Value;
|
|
using (PooledWriter writer = WriterPool.GetWriter())
|
|
{
|
|
writer.WritePacketId(PacketId.PingPong);
|
|
writer.WriteUInt32(tick, AutoPackType.Unpacked);
|
|
_networkManager.TransportManager.SendToServer((byte)Channel.Unreliable, writer.GetArraySegment());
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends a pong to a client.
|
|
/// </summary>
|
|
internal void SendPong(NetworkConnection conn, uint clientTick)
|
|
{
|
|
if (!conn.IsActive || !conn.Authenticated)
|
|
return;
|
|
|
|
using (PooledWriter writer = WriterPool.GetWriter())
|
|
{
|
|
writer.WritePacketId(PacketId.PingPong);
|
|
writer.WriteUInt32(clientTick, AutoPackType.Unpacked);
|
|
conn.SendToClient((byte)Channel.Unreliable, writer.GetArraySegment());
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Increases the tick based on simulation rate.
|
|
/// </summary>
|
|
private void IncreaseTick()
|
|
{
|
|
bool isClient = _networkManager.IsClient;
|
|
bool isServer = _networkManager.IsServer;
|
|
|
|
double tickDelta = TickDelta;
|
|
double timePerSimulation = (isServer) ? tickDelta : _adjustedTickDelta;
|
|
double time = Time.unscaledDeltaTime;
|
|
_elapsedTickTime += time;
|
|
FrameTicked = (_elapsedTickTime >= timePerSimulation);
|
|
|
|
//Number of ticks to occur this frame.
|
|
int ticksCount = Mathf.FloorToInt((float)(_elapsedTickTime / timePerSimulation));
|
|
if (ticksCount > 1)
|
|
_lastMultipleTicksTime = Time.unscaledDeltaTime;
|
|
|
|
if (_allowTickDropping && !_networkManager.IsServer)
|
|
{
|
|
//If ticks require dropping. Set exactly to maximum ticks.
|
|
if (ticksCount > _maximumFrameTicks)
|
|
_elapsedTickTime = (timePerSimulation * (double)_maximumFrameTicks);
|
|
}
|
|
|
|
bool variableTiming = (_timingType == TimingType.Variable);
|
|
bool frameTicked = FrameTicked;
|
|
|
|
do
|
|
{
|
|
if (frameTicked)
|
|
{
|
|
_elapsedTickTime -= timePerSimulation;
|
|
OnPreTick?.Invoke();
|
|
}
|
|
|
|
/* This has to be called inside the loop because
|
|
* OnPreTick promises data hasn't been read yet.
|
|
* Therefor iterate must occur after OnPreTick.
|
|
* Iteration will only run once per frame. */
|
|
if (frameTicked || variableTiming)
|
|
TryIterateData(true);
|
|
|
|
if (frameTicked)
|
|
{
|
|
OnTick?.Invoke();
|
|
|
|
if (PhysicsMode == PhysicsMode.TimeManager)
|
|
{
|
|
float tick = (float)TickDelta;
|
|
OnPrePhysicsSimulation?.Invoke(tick);
|
|
Physics.Simulate(tick);
|
|
Physics2D.Simulate(tick);
|
|
OnPostPhysicsSimulation?.Invoke(tick);
|
|
}
|
|
|
|
OnPostTick?.Invoke();
|
|
/* If isClient this is the
|
|
* last tick during this loop. */
|
|
if (isClient && (_elapsedTickTime < timePerSimulation))
|
|
{
|
|
_networkManager.ClientManager.SendLodUpdate(false);
|
|
TrySendPing(LocalTick + 1);
|
|
}
|
|
|
|
if (_networkManager.IsServer)
|
|
SendTimingAdjustment();
|
|
}
|
|
|
|
//Send out data.
|
|
if (frameTicked || variableTiming)
|
|
TryIterateData(false);
|
|
|
|
if (frameTicked)
|
|
{
|
|
if (_networkManager.IsClient)
|
|
_clientTicks++;
|
|
|
|
Tick++;
|
|
LocalTick++;
|
|
|
|
_networkManager.ObserverManager.CalculateLevelOfDetail(LocalTick);
|
|
}
|
|
|
|
} while (_elapsedTickTime >= timePerSimulation);
|
|
}
|
|
|
|
|
|
|
|
#region Tick conversions.
|
|
/// <summary>
|
|
/// Returns the percentage of how far the TimeManager is into the next tick.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public double GetTickPercent()
|
|
{
|
|
if (_networkManager == null)
|
|
return default;
|
|
|
|
double delta = (_networkManager.IsServer) ? TickDelta : _adjustedTickDelta;
|
|
double percent = (_elapsedTickTime / delta) * 100d;
|
|
return percent;
|
|
}
|
|
/// <summary>
|
|
/// Returns a PreciseTick.
|
|
/// </summary>
|
|
/// <param name="tick">Tick to set within the returned PreciseTick.</param>
|
|
/// <returns></returns>
|
|
public PreciseTick GetPreciseTick(uint tick)
|
|
{
|
|
if (_networkManager == null)
|
|
return default;
|
|
|
|
double delta = (_networkManager.IsServer) ? TickDelta : _adjustedTickDelta;
|
|
double percent = (_elapsedTickTime / delta) * 100;
|
|
|
|
return new PreciseTick(tick, percent);
|
|
}
|
|
/// <summary>
|
|
/// Returns a PreciseTick.
|
|
/// </summary>
|
|
/// <param name="tickType">Tick to use within PreciseTick.</param>
|
|
/// <returns></returns>
|
|
public PreciseTick GetPreciseTick(TickType tickType)
|
|
{
|
|
if (_networkManager == null)
|
|
return default;
|
|
|
|
if (tickType == TickType.Tick)
|
|
{
|
|
return GetPreciseTick(Tick);
|
|
}
|
|
else if (tickType == TickType.LocalTick)
|
|
{
|
|
return GetPreciseTick(LocalTick);
|
|
}
|
|
else if (tickType == TickType.LastPacketTick)
|
|
{
|
|
return GetPreciseTick(LastPacketTick);
|
|
}
|
|
else
|
|
{
|
|
_networkManager.LogError($"TickType {tickType.ToString()} is unhandled.");
|
|
return default;
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Converts current ticks to time.
|
|
/// </summary>
|
|
/// <param name="tickType">TickType to compare against.</param>
|
|
/// <returns></returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public double TicksToTime(TickType tickType = TickType.LocalTick)
|
|
{
|
|
if (tickType == TickType.LocalTick)
|
|
{
|
|
return TicksToTime(LocalTick);
|
|
}
|
|
else if (tickType == TickType.Tick)
|
|
{
|
|
return TicksToTime(Tick);
|
|
}
|
|
else if (tickType == TickType.LastPacketTick)
|
|
{
|
|
return TicksToTime(LastPacketTick);
|
|
}
|
|
else
|
|
{
|
|
_networkManager.LogError($"TickType {tickType} is unhandled.");
|
|
return 0d;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Converts a number ticks to time.
|
|
/// </summary>
|
|
/// <param name="ticks">Ticks to convert.</param>
|
|
/// <returns></returns>
|
|
public double TicksToTime(uint ticks)
|
|
{
|
|
return (TickDelta * (double)ticks);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets time passed from currentTick to previousTick.
|
|
/// </summary>
|
|
/// <param name="currentTick">The current tick.</param>
|
|
/// <param name="previousTick">The previous tick.</param>
|
|
/// <returns></returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public double TimePassed(uint currentTick, uint previousTick)
|
|
{
|
|
double multiplier;
|
|
double result;
|
|
if (currentTick >= previousTick)
|
|
{
|
|
multiplier = 1f;
|
|
result = TicksToTime(currentTick - previousTick);
|
|
}
|
|
else
|
|
{
|
|
multiplier = -1f;
|
|
result = TicksToTime(previousTick - currentTick);
|
|
}
|
|
|
|
return (result * multiplier);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets time passed from Tick to preciseTick.
|
|
/// </summary>
|
|
/// <param name="preciseTick">PreciseTick value to compare against.</param>
|
|
/// <param name="allowNegative">True to allow negative values. When false and value would be negative 0 is returned.</param>
|
|
/// <returns></returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public double TimePassed(PreciseTick preciseTick, bool allowNegative = false)
|
|
{
|
|
PreciseTick currentPt = GetPreciseTick(TickType.Tick);
|
|
|
|
long tickDifference = (currentPt.Tick - preciseTick.Tick);
|
|
double percentDifference = (currentPt.Percent - preciseTick.Percent);
|
|
|
|
/* If tickDifference is less than 0 or tickDifference and percentDifference are 0 or less
|
|
* then the result would be negative. */
|
|
bool negativeValue = (tickDifference < 0 || (tickDifference <= 0 && percentDifference <= 0));
|
|
|
|
if (!allowNegative && negativeValue)
|
|
return 0d;
|
|
|
|
double tickTime = TimePassed(preciseTick.Tick, true);
|
|
double percent = (percentDifference / 100);
|
|
double percentTime = (percent * TickDelta);
|
|
|
|
return (tickTime + percentTime);
|
|
}
|
|
/// <summary>
|
|
/// Gets time passed from Tick to previousTick.
|
|
/// </summary>
|
|
/// <param name="previousTick">The previous tick.</param>
|
|
/// <param name="allowNegative">True to allow negative values. When false and value would be negative 0 is returned.</param>
|
|
/// <returns></returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public double TimePassed(uint previousTick, bool allowNegative = false)
|
|
{
|
|
uint currentTick = Tick;
|
|
//Difference will be positive.
|
|
if (currentTick >= previousTick)
|
|
{
|
|
return TicksToTime(currentTick - previousTick);
|
|
}
|
|
//Difference would be negative.
|
|
else
|
|
{
|
|
if (!allowNegative)
|
|
{
|
|
return 0d;
|
|
}
|
|
else
|
|
{
|
|
double difference = TicksToTime(previousTick - currentTick);
|
|
return (difference * -1d);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Converts time to ticks.
|
|
/// </summary>
|
|
/// <param name="time">Time to convert.</param>
|
|
/// <returns></returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public uint TimeToTicks(double time, TickRounding rounding = TickRounding.RoundNearest)
|
|
{
|
|
double result = (time / TickDelta);
|
|
|
|
if (rounding == TickRounding.RoundNearest)
|
|
return (uint)Math.Round(result);
|
|
else if (rounding == TickRounding.RoundDown)
|
|
return (uint)Math.Floor(result);
|
|
else
|
|
return (uint)Math.Ceiling(result);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Estimatedly converts a synchronized tick to what it would be for the local tick.
|
|
/// </summary>
|
|
/// <param name="tick">Synchronized tick to convert.</param>
|
|
/// <returns></returns>
|
|
public uint TickToLocalTick(uint tick)
|
|
{
|
|
//Server will always have local and tick aligned.
|
|
if (_networkManager.IsServer)
|
|
return tick;
|
|
|
|
long difference = (Tick - tick);
|
|
//If no ticks have passed then return current local tick.
|
|
if (difference <= 0)
|
|
return LocalTick;
|
|
|
|
long result = (LocalTick - difference);
|
|
if (result <= 0)
|
|
result = 0;
|
|
|
|
return (uint)result;
|
|
}
|
|
/// <summary>
|
|
/// Estimatedly converts a local tick to what it would be for the synchronized tick.
|
|
/// </summary>
|
|
/// <param name="localTick">Local tick to convert.</param>
|
|
/// <returns></returns>
|
|
public uint LocalTickToTick(uint localTick)
|
|
{
|
|
//Server will always have local and tick aligned.
|
|
if (_networkManager.IsServer)
|
|
return localTick;
|
|
|
|
long difference = (LocalTick - localTick);
|
|
//If no ticks have passed then return current local tick.
|
|
if (difference <= 0)
|
|
return Tick;
|
|
|
|
long result = (Tick - difference);
|
|
if (result <= 0)
|
|
result = 0;
|
|
|
|
return (uint)result;
|
|
|
|
}
|
|
#endregion
|
|
|
|
|
|
/// <summary>
|
|
/// Tries to iterate incoming or outgoing data.
|
|
/// </summary>
|
|
/// <param name="incoming">True to iterate incoming.</param>
|
|
private void TryIterateData(bool incoming)
|
|
{
|
|
if (incoming)
|
|
{
|
|
/* It's not possible for data to come in
|
|
* more than once per frame but there could
|
|
* be new data going out each tick, since
|
|
* movement is often based off the tick system.
|
|
* Because of this don't iterate incoming if
|
|
* it's the same frame but the outgoing
|
|
* may iterate multiple times per frame. */
|
|
int frameCount = Time.frameCount;
|
|
if (frameCount == _lastIncomingIterationFrame)
|
|
return;
|
|
_lastIncomingIterationFrame = frameCount;
|
|
|
|
_networkManager.TransportManager.IterateIncoming(true);
|
|
_networkManager.TransportManager.IterateIncoming(false);
|
|
}
|
|
else
|
|
{
|
|
_networkManager.TransportManager.IterateOutgoing(true);
|
|
_networkManager.TransportManager.IterateOutgoing(false);
|
|
}
|
|
}
|
|
|
|
|
|
#region Timing adjusting.
|
|
/// <summary>
|
|
/// Sends a TimingUpdate packet to clients.
|
|
/// </summary>
|
|
private void SendTimingAdjustment()
|
|
{
|
|
uint requiredTicks = TimeToTicks(_timingInterval);
|
|
uint tick = Tick;
|
|
if (tick - _lastUpdateTicks >= requiredTicks)
|
|
{
|
|
//Now send using a packetId.
|
|
PooledWriter writer = WriterPool.GetWriter();
|
|
writer.WritePacketId(PacketId.TimingUpdate);
|
|
_networkManager.TransportManager.SendToClients((byte)Channel.Unreliable, writer.GetArraySegment());
|
|
writer.Dispose();
|
|
|
|
_lastUpdateTicks = tick;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called on client when server sends a timing update.
|
|
/// </summary>
|
|
/// <param name="ta"></param>
|
|
internal void ParseTimingUpdate()
|
|
{
|
|
//Don't adjust timing on server.
|
|
if (_networkManager.IsServer)
|
|
return;
|
|
|
|
//Add half of rtt onto tick.
|
|
uint rttTicks = TimeToTicks((RoundTripTime / 2) / 1000f);
|
|
Tick = LastPacketTick + rttTicks;
|
|
uint expected = (uint)(TickRate * _timingInterval);
|
|
long difference;
|
|
//If ticking too fast.
|
|
if (_clientTicks > expected)
|
|
difference = (long)(_clientTicks - expected);
|
|
//Not ticking fast enough.
|
|
else
|
|
difference = (long)((expected - _clientTicks) * -1);
|
|
|
|
//If difference is unusually off then reset timings.
|
|
if (Mathf.Abs(difference) >= RESET_STEPS_THRESHOLD)
|
|
{
|
|
_adjustedTickDelta = TickDelta;
|
|
}
|
|
else
|
|
{
|
|
sbyte steps = (sbyte)Mathf.Clamp(difference, sbyte.MinValue, sbyte.MaxValue);
|
|
double percent = (steps < 0) ? CLIENT_SPEEDUP_PERCENT : CLIENT_SLOWDOWN_PERCENT;
|
|
double change = (steps * (percent * TickDelta));
|
|
|
|
_adjustedTickDelta = MathFN.ClampDouble(_adjustedTickDelta + change, _clientTimingRange[0], _clientTimingRange[1]);
|
|
}
|
|
|
|
_clientTicks = 0;
|
|
}
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Sets the TickRate to use. This value is not synchronized, it must be set on client and server independently.
|
|
/// </summary>
|
|
/// <param name="value">New TickRate to use.</param>
|
|
public void SetTickRate(ushort value)
|
|
{
|
|
TickRate = value;
|
|
TickDelta = (1d / TickRate);
|
|
_adjustedTickDelta = TickDelta;
|
|
_clientTimingRange = new double[]
|
|
{
|
|
TickDelta * (1f - CLIENT_TIMING_PERCENT_RANGE),
|
|
TickDelta * (1f + CLIENT_TIMING_PERCENT_RANGE)
|
|
};
|
|
}
|
|
|
|
#region UNITY_EDITOR
|
|
private void OnValidate()
|
|
{
|
|
SetInitialValues();
|
|
}
|
|
#endregion
|
|
|
|
}
|
|
|
|
} |