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
parent
3fc3d82c52
commit
796037e74f
|
|
@ -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();
|
||||
|
|
|
|||
|
|
@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 951f5c5e2245481d8f969b94f998c78b
|
||||
timeCreated: 1642738174
|
||||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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": {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue