merge commit

Hand rotations seem to be communicated, but not being applied properly

moderate braindeadly- hands work over network

prefab tweaks
handTracking
Anton Franzluebbers 2022-01-13 01:09:33 -05:00 committed by Brook Bowers
parent 87f7a1a1a9
commit 438bd19300
13 changed files with 698 additions and 53 deletions

View File

@ -41,6 +41,11 @@ namespace VelNet
} }
} }
public void HandleLeave()
{
VelNetManager.Leave();
}
// Start is called before the first frame update // Start is called before the first frame update
private void Start() private void Start()
{ {

View File

@ -0,0 +1,19 @@
using System.IO;
using UnityEngine.UI;
using VelNet;
public class SyncedTextbox : NetworkSerializedObjectStream
{
public InputField text;
protected override void SendState(BinaryWriter binaryWriter)
{
binaryWriter.Write(text.text);
}
protected override void ReceiveState(BinaryReader binaryReader)
{
text.text = binaryReader.ReadString();
}
}

View File

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View File

@ -18,7 +18,7 @@ public class VelNetMan : MonoBehaviour
{ {
VelNetManager.OnJoinedRoom += room => VelNetManager.OnJoinedRoom += room =>
{ {
GameObject created = VelNetManager.InstantiateNetworkObject(playerPrefab.name); GameObject created = VelNetManager.InstantiateNetworkObject(playerPrefab.name).gameObject;
PlayerMan playerMan = created.GetComponent<PlayerMan>(); PlayerMan playerMan = created.GetComponent<PlayerMan>();
if (playerMan) { if (playerMan) {
playerMan.leftHand.hand = leftHand; playerMan.leftHand.hand = leftHand;

View File

@ -42,16 +42,6 @@ public class VelNetSyncHand : NetworkSerializedObject
private void Start() private void Start()
{ {
targets = new Quaternion[toSync.Length]; targets = new Quaternion[toSync.Length];
InvokeRepeating("NetworkSend", 0, 1 / serializationRateHz);
}
//TODO: remove when NetworkSerializedObject works
private void NetworkSend()
{
if (IsMine && hand != null && hand.IsDataValid)
{
SendBytes(SendState());
}
} }
protected override void ReceiveState(byte[] message) protected override void ReceiveState(byte[] message)
@ -70,7 +60,7 @@ public class VelNetSyncHand : NetworkSerializedObject
using BinaryWriter writer = new BinaryWriter(mem); using BinaryWriter writer = new BinaryWriter(mem);
for(int i = 0; i<toSync.Length; i++) for(int i = 0; i<toSync.Length; i++)
{ {
writer.Write(toSync[0].rotation); //TODO: optimize to just one float for some bones writer.Write(toSync[i].rotation); //TODO: optimize to just one float for some bones
} }
return mem.ToArray(); return mem.ToArray();

View File

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View File

@ -1,3 +1,4 @@
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
#if UNITY_EDITOR #if UNITY_EDITOR
@ -42,6 +43,12 @@ namespace VelNet
} }
// send the message and an identifier for which component it belongs to // send the message and an identifier for which component it belongs to
if (!syncedComponents.Contains(component))
{
Debug.LogError("Can't send message if this component is not registered with the NetworkObject.", this);
return;
}
int index = syncedComponents.IndexOf(component); int index = syncedComponents.IndexOf(component);
owner.SendMessage(this, index.ToString(), message, reliable); owner.SendMessage(this, index.ToString(), message, reliable);
} }
@ -62,14 +69,20 @@ namespace VelNet
public void ReceiveBytes(string identifier, byte[] message, string str_message = "") public void ReceiveBytes(string identifier, byte[] message, string str_message = "")
{ {
// send the message to the right component // send the message to the right component
var index = int.Parse(identifier);
if(index < 0 || index >= syncedComponents.Count) try
{ {
Debug.LogError("Got message for NetworkComponent that doesn't exist: " + identifier + " on " + prefabName); syncedComponents[int.Parse(identifier)].ReceiveBytes(message);
Debug.Log(str_message); }
return; catch (Exception e)
} {
syncedComponents[int.Parse(identifier)].ReceiveBytes(message); Debug.LogError($"Error in handling message:\n{e}", this);
}
}
public void TakeOwnership()
{
VelNetManager.TakeOwnership(networkId);
} }
} }

View File

@ -9,7 +9,7 @@ namespace VelNet
[Tooltip("Send rate of this object. This caps out at the framerate of the game.")] [Tooltip("Send rate of this object. This caps out at the framerate of the game.")]
public float serializationRateHz = 30; public float serializationRateHz = 30;
private void Awake() protected virtual void Awake()
{ {
StartCoroutine(SendMessageUpdate()); StartCoroutine(SendMessageUpdate());
} }

View File

@ -0,0 +1,47 @@
using System.Collections;
using System.IO;
using UnityEngine;
using UnityEngine.Serialization;
namespace VelNet
{
public abstract class NetworkSerializedObjectStream : NetworkComponent
{
[Tooltip("Send rate of this object. This caps out at the framerate of the game.")]
public float serializationRateHz = 30;
protected virtual void Awake()
{
StartCoroutine(SendMessageUpdate());
}
private IEnumerator SendMessageUpdate()
{
while (true)
{
if (IsMine)
{
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
SendState(writer);
SendBytes(mem.ToArray());
}
yield return new WaitForSeconds(1f / serializationRateHz);
}
// ReSharper disable once IteratorNeverReturns
}
public override void ReceiveBytes(byte[] message)
{
using MemoryStream mem = new MemoryStream(message);
using BinaryReader reader = new BinaryReader(mem);
ReceiveState(reader);
}
protected abstract void SendState(BinaryWriter binaryWriter);
protected abstract void ReceiveState(BinaryReader binaryReader);
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7da4222cdb03a3e43aceb43ef1e28f7e
timeCreated: 1641514434

View File

@ -208,6 +208,9 @@ namespace VelNet
.Where(kvp => kvp.Value == null || !kvp.Value.isSceneObject) .Where(kvp => kvp.Value == null || !kvp.Value.isSceneObject)
.Select(o => o.Key) .Select(o => o.Key)
.ToList().ForEach(NetworkDestroy); .ToList().ForEach(NetworkDestroy);
// then remove references to the ones that are left
objects.Clear();
// empty all the groups // empty all the groups
foreach (string group in instance.groups.Keys) foreach (string group in instance.groups.Keys)
@ -217,7 +220,6 @@ namespace VelNet
instance.groups.Clear(); instance.groups.Clear();
Debug.Log("Left VelNet Room: " + oldRoom);
try try
{ {
OnLeftRoom?.Invoke(oldRoom); OnLeftRoom?.Invoke(oldRoom);
@ -328,13 +330,9 @@ namespace VelNet
masterPlayer.SetAsMasterPlayer(); masterPlayer.SetAsMasterPlayer();
// master player should take over any objects that do not have an owner // master player should take over any objects that do not have an owner
foreach (KeyValuePair<string, NetworkObject> kvp in objects) foreach (KeyValuePair<string, NetworkObject> kvp in objects)
{ {
if (kvp.Value.owner == null) kvp.Value.owner ??= masterPlayer;
{
kvp.Value.owner = masterPlayer;
}
} }
break; break;
@ -659,7 +657,8 @@ namespace VelNet
} }
public static GameObject InstantiateNetworkObject(string prefabName)
public static NetworkObject InstantiateNetworkObject(string prefabName)
{ {
VelNetPlayer localPlayer = LocalPlayer; VelNetPlayer localPlayer = LocalPlayer;
NetworkObject prefab = instance.prefabs.Find(p => p.name == prefabName); NetworkObject prefab = instance.prefabs.Find(p => p.name == prefabName);
@ -669,15 +668,22 @@ namespace VelNet
return null; return null;
} }
string networkId = localPlayer.userid + "-" + localPlayer.lastObjectId++;
if (instance.objects.ContainsKey(networkId))
{
Debug.LogError("Can't instantiate object. Obj with that network ID was already instantiated.", instance.objects[networkId]);
return null;
}
NetworkObject newObject = Instantiate(prefab); NetworkObject newObject = Instantiate(prefab);
newObject.networkId = localPlayer.userid + "-" + localPlayer.lastObjectId++; newObject.networkId = networkId;
newObject.prefabName = prefabName; newObject.prefabName = prefabName;
newObject.owner = localPlayer; newObject.owner = localPlayer;
instance.objects.Add(newObject.networkId, newObject); instance.objects.Add(newObject.networkId, newObject);
// only sent to others, as I already instantiated this. Nice that it happens immediately. // only sent to others, as I already instantiated this. Nice that it happens immediately.
SendTo(MessageType.OTHERS, "7," + newObject.networkId + "," + prefabName); SendTo(MessageType.OTHERS, "7," + newObject.networkId + "," + prefabName);
return newObject.gameObject;
return newObject;
} }
public static void SomebodyInstantiatedNetworkObject(string networkId, string prefabName, VelNetPlayer owner) public static void SomebodyInstantiatedNetworkObject(string networkId, string prefabName, VelNetPlayer owner)
@ -691,11 +697,20 @@ namespace VelNet
instance.objects.Add(newObject.networkId, newObject); instance.objects.Add(newObject.networkId, newObject);
} }
public static void NetworkDestroy(NetworkObject obj)
{
NetworkDestroy(obj.networkId);
}
public static void NetworkDestroy(string networkId) public static void NetworkDestroy(string networkId)
{ {
if (!instance.objects.ContainsKey(networkId)) return; if (!instance.objects.ContainsKey(networkId)) return;
NetworkObject obj = instance.objects[networkId]; NetworkObject obj = instance.objects[networkId];
if (obj == null) return; if (obj == null)
{
instance.objects.Remove(networkId);
return;
}
if (obj.isSceneObject) if (obj.isSceneObject)
{ {
instance.deletedSceneObjects.Add(networkId); instance.deletedSceneObjects.Add(networkId);

View File

@ -1,7 +1,7 @@
{ {
"name": "edu.uga.engr.vel.velnet", "name": "edu.uga.engr.vel.velnet",
"displayName": "VelNet", "displayName": "VelNet",
"version": "1.0.5", "version": "1.0.6",
"unity": "2019.1", "unity": "2019.1",
"description": "A custom networking library for Unity.", "description": "A custom networking library for Unity.",
"keywords": [ "keywords": [