added syncrigidbody, added more binary extensions, fiexed some errors with scene changes, added a scene network id that is automatically generated and tested for uniqueness in the editor

upm
Anton Franzluebbers 2022-01-20 23:35:28 -05:00
parent 3fc3d82c52
commit 796037e74f
7 changed files with 244 additions and 21 deletions

View File

@ -25,6 +25,12 @@ namespace VelNet
/// </summary>
public string networkId;
/// <summary>
/// This is generated at editor time and used to generated the network id at runtime.
/// This is needed because finding all objects of type at runtime doesn't have a guaranteed order.
/// </summary>
public int sceneNetworkId;
/// <summary>
/// This may be empty if it's not a prefab (scene object)
/// </summary>
@ -118,6 +124,25 @@ namespace VelNet
}
}
// make the sceneNetworkId a new unique value
if (Application.isEditor && !Application.isPlaying && t.isSceneObject && t.sceneNetworkId == 0)
{
// find the first unused value
int[] used = FindObjectsOfType<NetworkObject>().Select(o => o.sceneNetworkId).ToArray();
int available = -1;
for (int i = 1; i <= used.Max()+1; i++)
{
if (!used.Contains(i))
{
available = i;
break;
}
}
t.sceneNetworkId = available;
PrefabUtility.RecordPrefabInstancePropertyModifications(t);
}
EditorGUILayout.Space();
DrawDefaultInspector();

View File

@ -1,4 +1,7 @@
using System.IO;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
namespace VelNet
@ -34,5 +37,29 @@ namespace VelNet
reader.ReadSingle()
);
}
/// <summary>
/// Compresses the list of bools into bytes using a bitmask
/// </summary>
public static byte[] GetBitmasks(this IEnumerable<bool> bools)
{
List<bool> values = bools.ToList();
List<byte> bytes = new List<byte>();
for (int b = 0; b < Mathf.Ceil(values.Count / 8f); b++)
{
byte currentByte = 0;
for (int bit = 0; bit < 8; bit++)
{
if (values.Count > b * 8 + bit)
{
currentByte |= (byte)((values[b * 8 + bit] ? 1 : 0) << bit);
}
}
bytes.Add(currentByte);
}
return bytes.ToArray();
}
}
}

View File

@ -0,0 +1,143 @@
using System.IO;
using UnityEngine;
namespace VelNet
{
/// <summary>
/// A simple class that will sync the position and rotation of a network object with a rigidbody
/// </summary>
[AddComponentMenu("VelNet/VelNet Sync Rigidbody")]
[RequireComponent(typeof(Rigidbody))]
public class SyncRigidbody : NetworkSerializedObjectStream
{
public bool useLocalTransform;
[Tooltip("0 to disable.")]
public float teleportDistance;
[Tooltip("0 to disable.")]
public float teleportAngle;
public bool syncKinematic;
public bool syncGravity;
public bool syncVelocity;
public bool syncAngularVelocity;
private Vector3 targetPosition;
private Quaternion targetRotation;
private float distanceAtReceiveTime;
private float angleAtReceiveTime;
private Rigidbody rb;
private void Start()
{
rb = GetComponent<Rigidbody>();
if (useLocalTransform)
{
targetPosition = transform.localPosition;
targetRotation = transform.localRotation;
}
else
{
targetPosition = transform.position;
targetRotation = transform.rotation;
}
}
/// <summary>
/// This gets called at serializationRateHz when the object is locally owned
/// </summary>
protected override void SendState(BinaryWriter writer)
{
if (useLocalTransform)
{
writer.Write(transform.localPosition);
writer.Write(transform.localRotation);
}
else
{
writer.Write(transform.position);
writer.Write(transform.rotation);
}
// writer.Write((new bool[] {rb.isKinematic, rb.useGravity}).GetBitmasks());
if (syncKinematic) writer.Write(rb.isKinematic);
if (syncGravity) writer.Write(rb.useGravity);
if (syncVelocity) writer.Write(rb.velocity);
if (syncAngularVelocity) writer.Write(rb.angularVelocity);
}
/// <summary>
/// This gets called whenever a message about the state of this object is received.
/// Usually at serializationRateHz.
/// </summary>
protected override void ReceiveState(BinaryReader reader)
{
targetPosition = reader.ReadVector3();
targetRotation = reader.ReadQuaternion();
if (syncKinematic) rb.isKinematic = reader.ReadBoolean();
if (syncGravity) rb.useGravity = reader.ReadBoolean();
if (syncVelocity) rb.velocity = reader.ReadVector3();
if (syncAngularVelocity) rb.angularVelocity = reader.ReadVector3();
// record the distance from the target for interpolation
if (useLocalTransform)
{
distanceAtReceiveTime = Vector3.Distance(targetPosition, transform.localPosition);
angleAtReceiveTime = Quaternion.Angle(targetRotation, transform.localRotation);
if (teleportDistance != 0 && teleportDistance < distanceAtReceiveTime)
{
transform.localPosition = targetPosition;
}
if (teleportAngle != 0 && teleportAngle < angleAtReceiveTime)
{
transform.localRotation = targetRotation;
}
}
else
{
distanceAtReceiveTime = Vector3.Distance(targetPosition, transform.position);
angleAtReceiveTime = Quaternion.Angle(targetRotation, transform.rotation);
if (teleportDistance != 0 && teleportDistance < distanceAtReceiveTime)
{
transform.position = targetPosition;
}
if (teleportAngle != 0 && teleportAngle < angleAtReceiveTime)
{
transform.rotation = targetRotation;
}
}
}
private void Update()
{
if (IsMine) return;
if (useLocalTransform)
{
transform.localPosition = Vector3.MoveTowards(
transform.localPosition,
targetPosition,
Time.deltaTime * distanceAtReceiveTime * serializationRateHz
);
transform.localRotation = Quaternion.RotateTowards(
transform.localRotation,
targetRotation,
Time.deltaTime * angleAtReceiveTime * serializationRateHz
);
}
else
{
transform.position = Vector3.MoveTowards(
transform.position,
targetPosition,
Time.deltaTime * distanceAtReceiveTime * serializationRateHz
);
transform.rotation = Quaternion.RotateTowards(
transform.rotation,
targetRotation,
Time.deltaTime * angleAtReceiveTime * serializationRateHz
);
}
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 951f5c5e2245481d8f969b94f998c78b
timeCreated: 1642738174

View File

@ -1,16 +1,19 @@
using System.IO;
using UnityEngine;
namespace VelNet
{
/// <summary>
/// A simple class that will sync the position and rotation of a network object
/// </summary>
[AddComponentMenu("VelNet/VelNet Sync Transform")]
public class SyncTransform : NetworkSerializedObject
public class SyncTransform : NetworkSerializedObjectStream
{
public bool useLocalTransform;
[Tooltip("0 to disable.")]
public float teleportDistance;
[Tooltip("0 to disable.")]
public float teleportAngle;
private Vector3 targetPosition;
private Quaternion targetRotation;
@ -34,28 +37,18 @@ namespace VelNet
/// <summary>
/// This gets called at serializationRateHz when the object is locally owned
/// </summary>
/// <returns>The state of this object to send across the network</returns>
protected override byte[] SendState()
protected override void SendState(BinaryWriter writer)
{
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write(transform.localPosition);
writer.Write(transform.localRotation);
return mem.ToArray();
}
/// <summary>
/// This gets called whenever a message about the state of this object is received.
/// Usually at serializationRateHz.
/// </summary>
/// <param name="message">The network state of this object</param>
protected override void ReceiveState(byte[] message)
protected override void ReceiveState(BinaryReader reader)
{
using MemoryStream mem = new MemoryStream(message);
using BinaryReader reader = new BinaryReader(mem);
targetPosition = reader.ReadVector3();
targetRotation = reader.ReadQuaternion();
@ -64,11 +57,27 @@ namespace VelNet
{
distanceAtReceiveTime = Vector3.Distance(targetPosition, transform.localPosition);
angleAtReceiveTime = Quaternion.Angle(targetRotation, transform.localRotation);
if (teleportDistance != 0 && teleportDistance < distanceAtReceiveTime)
{
transform.localPosition = targetPosition;
}
if (teleportAngle != 0 && teleportAngle < angleAtReceiveTime)
{
transform.localRotation = targetRotation;
}
}
else
{
distanceAtReceiveTime = Vector3.Distance(targetPosition, transform.position);
angleAtReceiveTime = Quaternion.Angle(targetRotation, transform.rotation);
if (teleportDistance != 0 && teleportDistance < distanceAtReceiveTime)
{
transform.position = targetPosition;
}
if (teleportAngle != 0 && teleportAngle < angleAtReceiveTime)
{
transform.rotation = targetRotation;
}
}
}

View File

@ -316,7 +316,11 @@ namespace VelNet
for (int i = 0; i < sceneObjects.Length; i++)
{
sceneObjects[i].networkId = -1 + "-" + i;
if (sceneObjects[i].sceneNetworkId == 0)
{
Debug.LogError("Scene Network ID is 0. Make sure to assign one first.", sceneObjects[i]);
}
sceneObjects[i].networkId = -1 + "-" + sceneObjects[i].sceneNetworkId;
sceneObjects[i].owner = masterPlayer;
sceneObjects[i].isSceneObject = true; // needed for special handling when deleted
objects.Add(sceneObjects[i].networkId, sceneObjects[i]);
@ -727,13 +731,25 @@ namespace VelNet
public static bool TakeOwnership(string networkId)
{
// local player must exist
if (LocalPlayer == null) return false;
if (LocalPlayer == null)
{
Debug.LogError("Can't take ownership. No local player.");
return false;
}
// obj must exist
if (!instance.objects.ContainsKey(networkId)) return false;
if (!instance.objects.ContainsKey(networkId))
{
Debug.LogError("Can't take ownership. Object with that network id doesn't exist.");
return false;
}
// if the ownership is locked, fail
if (instance.objects[networkId].ownershipLocked) return false;
if (instance.objects[networkId].ownershipLocked)
{
Debug.LogError("Can't take ownership. Ownership for this object is locked.");
return false;
}
// immediately successful
instance.objects[networkId].owner = LocalPlayer;

View File

@ -1,7 +1,7 @@
{
"name": "edu.uga.engr.vel.velnet",
"displayName": "VelNet",
"version": "1.0.6",
"version": "1.0.7",
"unity": "2019.1",
"description": "A custom networking library for Unity.",
"keywords": [
@ -23,4 +23,4 @@
"dependencies": {
}
}