mirror of
https://github.com/Dadechin/Unity-WebSocket.git
synced 2025-07-03 20:04:33 +00:00
1183 lines
42 KiB
C#
1183 lines
42 KiB
C#
using FishNet.Connection;
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using FishNet.Serializing;
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using FishNet.Transporting;
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using GameKit.Dependencies.Utilities;
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using System;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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using SystemStopwatch = System.Diagnostics.Stopwatch;
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namespace FishNet.Managing.Timing
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{
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/// <summary>
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/// Provides data and actions for network time and tick based systems.
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/// </summary>
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[DisallowMultipleComponent]
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[AddComponentMenu("FishNet/Manager/TimeManager")]
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public sealed partial class TimeManager : MonoBehaviour
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{
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#region Types.
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/// <summary>
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/// How networking timing is performed.
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/// </summary>
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private enum TimingType
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{
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/// <summary>
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/// Send and read data on tick.
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/// </summary>
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Tick = 0,
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/// <summary>
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/// Send and read data as soon as possible. This does not include built-in components, which will still run on tick.
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/// </summary>
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Variable = 1
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}
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/// <summary>
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/// When OnUpdate is performed.
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/// </summary>
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private enum UpdateOrder : byte
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{
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BeforeTick = 0,
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AfterTick = 1,
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}
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#endregion
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#region Public.
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/// <summary>
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/// NetworkManager used with this.
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/// </summary>
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public NetworkManager NetworkManager { get; private set; }
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/// <summary>
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/// Called when the local clients ping is updated.
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/// </summary>
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public event Action<long> OnRoundTripTimeUpdated;
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/// <summary>
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/// Called right before a tick occurs, as well before data is read.
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/// </summary>
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public event Action OnPreTick;
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/// <summary>
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/// Called when a tick occurs.
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/// </summary>
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public event Action OnTick;
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/// <summary>
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/// When using TimeManager for physics timing, this is called immediately before physics simulation will occur for the tick.
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/// While using Unity for physics timing, this is called during FixedUpdate.
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/// This may be useful if you wish to run physics differently for stacked scenes.
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/// </summary>
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public event Action<float> OnPrePhysicsSimulation;
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/// <summary>
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/// When using TimeManager for physics timing, this is called immediately after the physics simulation has occured for the tick.
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/// While using Unity for physics timing, this is called during Update, only if a physics frame.
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/// This may be useful if you wish to run physics differently for stacked scenes.
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/// </summary>
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public event Action<float> OnPostPhysicsSimulation;
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/// <summary>
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/// Called after a tick occurs; physics would have simulated if using PhysicsMode.TimeManager.
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/// </summary>
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public event Action OnPostTick;
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/// <summary>
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/// Called when MonoBehaviours call Update.
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/// </summary>
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public event Action OnUpdate;
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/// <summary>
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/// Called when MonoBehaviours call LateUpdate.
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/// </summary>
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public event Action OnLateUpdate;
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/// <summary>
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/// Called when MonoBehaviours call FixedUpdate.
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/// </summary>
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public event Action OnFixedUpdate;
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/// <summary>
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/// How many ticks must pass to update timing.
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/// </summary>
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internal uint TimingTickInterval => _tickRate;
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/// <summary>
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/// RoundTripTime in milliseconds. This value includes latency from the tick rate.
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/// </summary>
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public long RoundTripTime { get; private set; }
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/// <summary>
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/// Returns half value of RoundTripTime rounded to nearest whole.
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/// </summary>
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public long HalfRoundTripTime => (long)Math.Round((double)RoundTripTime / 2d);
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/// <summary>
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/// True if the number of frames per second are less than the number of expected ticks per second.
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/// </summary>
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internal bool LowFrameRate => ((Time.unscaledTime - _lastMultipleTicksTime) < 1f);
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/// <summary>
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/// Tick on the last received packet, be it from server or client.
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/// </summary>
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public EstimatedTick LastPacketTick { get; internal set; } = new();
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/// <summary>
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/// Current approximate network tick as it is on server.
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/// When running as client only this is an approximation to what the server tick is.
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/// The value of this field may increase and decrease as timing adjusts.
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/// This value is reset upon disconnecting.
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/// Tick can be used to get the server time by using TicksToTime().
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/// Use LocalTick for values that only increase.
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/// </summary>
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public uint Tick { get; internal set; }
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/// <summary>
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/// A fixed deltaTime for TickRate.
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/// </summary>
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[HideInInspector]
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public double TickDelta { get; private set; }
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/// <summary>
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/// True if the TimeManager will or has ticked this frame.
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/// </summary>
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public bool FrameTicked { get; private set; }
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/// <summary>
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/// How long the local server has been connected.
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/// </summary>
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public float ServerUptime { get; private set; }
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/// <summary>
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/// How long the local client has been connected.
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/// </summary>
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public float ClientUptime { get; private set; }
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#endregion
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#region Serialized.
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/// <summary>
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/// When to invoke OnUpdate and other Unity callbacks relayed by the TimeManager.
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/// </summary>
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[Tooltip("When to invoke OnUpdate and other Unity callbacks relayed by the TimeManager.")]
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[SerializeField]
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private UpdateOrder _updateOrder = UpdateOrder.BeforeTick;
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/// <summary>
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/// Timing for sending and receiving data.
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/// </summary>
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[Tooltip("Timing for sending and receiving data.")]
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[SerializeField]
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private TimingType _timingType = TimingType.Tick;
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/// <summary>
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/// While true clients may drop local ticks if their devices are unable to maintain the tick rate.
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/// 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.
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/// </summary>
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[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.")]
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[SerializeField]
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private bool _allowTickDropping = true;
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/// <summary>
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/// Maximum number of ticks which may occur in a single frame before remainder are dropped for the frame.
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/// </summary>
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[Tooltip("Maximum number of ticks which may occur in a single frame before remainder are dropped for the frame.")]
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[Range(1, 25)]
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[SerializeField]
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private byte _maximumFrameTicks = 3;
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/// <summary>
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///
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/// </summary>
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[Tooltip("How many times per second the server will simulate. This does not limit server frame rate.")]
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[Range(1, 240)]
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[SerializeField]
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private ushort _tickRate = 30;
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/// <summary>
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/// How many times per second the server will simulate. This does not limit server frame rate.
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/// </summary>
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public ushort TickRate
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{
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get => _tickRate;
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private set => _tickRate = value;
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}
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/// <summary>
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///
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/// </summary>
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[Tooltip("How often in seconds to a connections ping. This is also responsible for approximating server tick. This value does not affect prediction.")]
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[Range(1, 15)]
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[SerializeField]
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private byte _pingInterval = 1;
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/// <summary>
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/// How often in seconds to a connections ping. This is also responsible for approximating server tick. This value does not affect prediction.
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/// </summary>
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public byte PingInterval => _pingInterval;
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/// <summary>
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///
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/// </summary>
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[Tooltip("How to perform physics.")]
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[SerializeField]
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private PhysicsMode _physicsMode = PhysicsMode.Unity;
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/// <summary>
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/// How to perform physics.
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/// </summary>
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public PhysicsMode PhysicsMode => _physicsMode;
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#endregion
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#region Private.
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/// <summary>
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///
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/// </summary>
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private uint _localTick;
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/// <summary>
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/// A tick that is not synchronized. This value will only increment. May be used for indexing or Ids with custom logic.
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/// When called on the server Tick is returned, otherwise LocalTick is returned.
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/// This value resets upon disconnecting.
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/// </summary>
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public uint LocalTick
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{
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get => (NetworkManager.IsServerStarted) ? Tick : _localTick;
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private set => _localTick = value;
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}
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/// <summary>
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/// Stopwatch used for pings.
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/// </summary>
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private SystemStopwatch _pingStopwatch = new();
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/// <summary>
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/// Ticks passed since last ping.
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/// </summary>
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private uint _pingTicks;
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/// <summary>
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/// MovingAverage instance used to calculate mean ping.
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/// </summary>
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private MovingAverage _pingAverage = new(5);
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/// <summary>
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/// Accumulating frame time to determine when to increase tick.
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/// </summary>
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private double _elapsedTickTime;
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/// <summary>
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/// Internal deltaTime for clients. Controlled by the server.
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/// </summary>
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private double _adjustedTickDelta;
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/// <summary>
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/// Last frame an iteration occurred for incoming.
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/// </summary>
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private int _lastIncomingIterationFrame = -1;
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/// <summary>
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/// True if client received Pong since last ping.
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/// </summary>
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private bool _receivedPong = true;
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/// <summary>
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/// Last unscaledTime multiple ticks occurred in a single frame.
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/// </summary>
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private float _lastMultipleTicksTime;
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/// <summary>
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/// Number of TimeManagers open which are using manual physics.
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/// </summary>
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private static uint _manualPhysics;
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/// <summary>
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/// True if FixedUpdate called this frame and using Unity physics mode.
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/// </summary>
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private bool _fixedUpdateTimeStep;
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/// <summary>
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///
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/// </summary>
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private float _physicsTimeScale = 1f;
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/// <summary>
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/// Gets the current physics time scale.
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/// </summary>
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/// <returns></returns>
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public float GetPhysicsTimeScale() => _physicsTimeScale;
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/// <summary>
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/// Sets the physics time scale.
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/// This is not automatically synchronized.
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/// </summary>
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/// <param name="value">New value.</param>
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public void SetPhysicsTimeScale(float value)
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{
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value = Mathf.Clamp(value, 0f, float.PositiveInfinity);
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_physicsTimeScale = value;
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}
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#endregion
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#region Const.
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/// <summary>
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/// Value for a tick that is invalid.
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/// </summary>
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public const uint UNSET_TICK = 0;
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/// <summary>
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/// Playerprefs string to load and save user fixed time.
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/// </summary>
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private const string SAVED_FIXED_TIME_TEXT = "SavedFixedTimeFN";
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#endregion
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#if UNITY_EDITOR
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private void OnDisable()
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{
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//If closing/stopping.
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if (ApplicationState.IsQuitting())
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{
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_manualPhysics = 0;
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UnsetSimulationSettings();
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}
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else if (PhysicsMode == PhysicsMode.TimeManager)
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{
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_manualPhysics = Math.Max(0, _manualPhysics - 1);
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}
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}
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#endif
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/// <summary>
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/// Called when FixedUpdate ticks. This is called before any other script.
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/// </summary>
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internal void TickFixedUpdate()
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{
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OnFixedUpdate?.Invoke();
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/* Invoke onsimulation if using Unity time.
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* Otherwise let the tick cycling part invoke. */
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if (PhysicsMode == PhysicsMode.Unity)
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{
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/* If fixedUpdateTimeStep then that means
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* FixedUpdate already called for this frame, which
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* means a post physics should also be called.
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* This can only happen if a FixedUpdate occurs
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* multiple times per frame. */
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if (_fixedUpdateTimeStep)
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OnPostPhysicsSimulation?.Invoke(Time.fixedDeltaTime);
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_fixedUpdateTimeStep = true;
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OnPrePhysicsSimulation?.Invoke(Time.fixedDeltaTime);
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}
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}
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/// <summary>
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/// Called when Update ticks. This is called before any other script.
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/// </summary>
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internal void TickUpdate()
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{
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if (NetworkManager.IsServerStarted)
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ServerUptime += Time.deltaTime;
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if (NetworkManager.IsClientStarted)
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ClientUptime += Time.deltaTime;
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bool beforeTick = (_updateOrder == UpdateOrder.BeforeTick);
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if (beforeTick)
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{
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OnUpdate?.Invoke();
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MethodLogic();
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}
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else
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{
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MethodLogic();
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OnUpdate?.Invoke();
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}
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void MethodLogic()
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{
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IncreaseTick();
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/* Invoke onsimulation if using Unity time.
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* Otherwise let the tick cycling part invoke. */
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if (PhysicsMode == PhysicsMode.Unity && _fixedUpdateTimeStep)
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{
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_fixedUpdateTimeStep = false;
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OnPostPhysicsSimulation?.Invoke(Time.fixedDeltaTime);
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}
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}
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}
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/// <summary>
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/// Called when LateUpdate ticks. This is called after all other scripts.
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/// </summary>
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internal void TickLateUpdate()
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{
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OnLateUpdate?.Invoke();
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}
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/// <summary>
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/// Initializes this script for use.
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/// </summary>
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internal void InitializeOnce_Internal(NetworkManager networkManager)
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{
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NetworkManager = networkManager;
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LastPacketTick.Initialize(networkManager.TimeManager);
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SetInitialValues();
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networkManager.ServerManager.OnServerConnectionState += ServerManager_OnServerConnectionState;
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networkManager.ClientManager.OnClientConnectionState += ClientManager_OnClientConnectionState;
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AddNetworkLoops();
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}
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/// <summary>
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/// Adds network loops to gameObject.
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/// </summary>
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private void AddNetworkLoops()
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{
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//Writer.
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if (!gameObject.TryGetComponent<NetworkWriterLoop>(out _))
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gameObject.AddComponent<NetworkWriterLoop>();
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//Reader.
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if (!gameObject.TryGetComponent<NetworkReaderLoop>(out _))
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gameObject.AddComponent<NetworkReaderLoop>();
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}
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/// <summary>
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/// Called after the local client connection state changes.
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/// </summary>
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private void ClientManager_OnClientConnectionState(ClientConnectionStateArgs obj)
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{
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if (obj.ConnectionState != LocalConnectionState.Started)
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{
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if (!NetworkManager.IsServerStarted)
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LastPacketTick.ResetTicks();
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_pingStopwatch.Stop();
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ClientUptime = 0f;
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//Only reset ticks if also not server.
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if (!NetworkManager.IsServerStarted)
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{
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LocalTick = 0;
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Tick = 0;
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SetTickRate(TickRate);
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}
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}
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//Started.
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else
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{
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_pingStopwatch.Restart();
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}
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}
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/// <summary>
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/// Called after the local server connection state changes.
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/// </summary>
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private void ServerManager_OnServerConnectionState(ServerConnectionStateArgs obj)
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{
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//If no servers are running.
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if (!NetworkManager.ServerManager.IsAnyServerStarted())
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{
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LastPacketTick.ResetTicks();
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ServerUptime = 0f;
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Tick = 0;
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}
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}
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/// <summary>
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/// Sets values to use based on settings.
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/// </summary>
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private void SetInitialValues()
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{
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SetTickRate(TickRate);
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InitializePhysicsMode(PhysicsMode);
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}
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/// <summary>
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/// Sets simulation settings to Unity defaults.
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/// </summary>
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private void UnsetSimulationSettings()
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{
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SetAutomaticPhysicsSimulation(true);
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float simulationTime = PlayerPrefs.GetFloat(SAVED_FIXED_TIME_TEXT, float.MinValue);
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if (simulationTime != float.MinValue)
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Time.fixedDeltaTime = simulationTime;
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}
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/// <summary>
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/// Sets automatic physics simulation mode.
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/// </summary>
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/// <param name="automatic"></param>
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private void SetAutomaticPhysicsSimulation(bool automatic)
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{
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#if UNITY_2022_1_OR_NEWER
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if (automatic)
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{
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Physics.simulationMode = SimulationMode.FixedUpdate;
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Physics2D.simulationMode = SimulationMode2D.FixedUpdate;
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}
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else
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{
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Physics.simulationMode = SimulationMode.Script;
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Physics2D.simulationMode = SimulationMode2D.Script;
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}
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#else
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Physics.autoSimulation = automatic;
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if (automatic)
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Physics2D.simulationMode = SimulationMode2D.FixedUpdate;
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else
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Physics2D.simulationMode = SimulationMode2D.Script;
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#endif
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}
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/// <summary>
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/// Initializes physics mode when starting.
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/// </summary>
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/// <param name="automatic"></param>
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private void InitializePhysicsMode(PhysicsMode mode)
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{
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//Disable.
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if (mode == PhysicsMode.Disabled)
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{
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SetPhysicsMode(mode);
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}
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//Do not automatically simulate.
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else if (mode == PhysicsMode.TimeManager)
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{
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#if UNITY_EDITOR
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//Preserve user tick rate.
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PlayerPrefs.SetFloat(SAVED_FIXED_TIME_TEXT, Time.fixedDeltaTime);
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//Let the player know.
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//if (Time.fixedDeltaTime != (float)TickDelta)
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// Debug.LogWarning("Time.fixedDeltaTime is being overriden with TimeManager.TickDelta");
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#endif
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Time.fixedDeltaTime = (float)TickDelta;
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/* Only check this if network manager
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* is not null. It would be null via
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* OnValidate. */
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if (NetworkManager != null)
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{
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//If at least one time manager is already running manual physics.
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if (_manualPhysics > 0)
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NetworkManager.LogError($"There are multiple TimeManagers instantiated which are using manual physics. Manual physics with multiple TimeManagers is not supported.");
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_manualPhysics++;
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}
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SetPhysicsMode(mode);
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}
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//Automatically simulate.
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else
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{
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#if UNITY_EDITOR
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float savedTime = PlayerPrefs.GetFloat(SAVED_FIXED_TIME_TEXT, float.MinValue);
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if (savedTime != float.MinValue && Time.fixedDeltaTime != savedTime)
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|
{
|
|
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)
|
|
SetAutomaticPhysicsSimulation(false);
|
|
//Automatically simulate.
|
|
else
|
|
SetAutomaticPhysicsSimulation(true);
|
|
}
|
|
|
|
#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;
|
|
PooledWriter writer = WriterPool.Retrieve();
|
|
writer.WritePacketIdUnpacked(PacketId.PingPong);
|
|
writer.WriteTickUnpacked(tick);
|
|
NetworkManager.TransportManager.SendToServer((byte)Channel.Unreliable, writer.GetArraySegment());
|
|
writer.Store();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends a pong to a client.
|
|
/// </summary>
|
|
internal void SendPong(NetworkConnection conn, uint clientTick)
|
|
{
|
|
if (!conn.IsActive || !conn.IsAuthenticated)
|
|
return;
|
|
|
|
PooledWriter writer = WriterPool.Retrieve();
|
|
writer.WritePacketIdUnpacked(PacketId.PingPong);
|
|
writer.WriteTickUnpacked(clientTick);
|
|
conn.SendToClient((byte)Channel.Unreliable, writer.GetArraySegment());
|
|
writer.Store();
|
|
}
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Increases the tick based on simulation rate.
|
|
/// </summary>
|
|
private void IncreaseTick()
|
|
{
|
|
bool isClient = NetworkManager.IsClientStarted;
|
|
bool isServer = NetworkManager.IsServerStarted;
|
|
|
|
double timePerSimulation = (isServer) ? TickDelta : _adjustedTickDelta;
|
|
if (timePerSimulation == 0d)
|
|
{
|
|
NetworkManagerExtensions.LogWarning($"Simulation delta cannot be 0. Network timing will not continue.");
|
|
return;
|
|
}
|
|
|
|
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)
|
|
{
|
|
//If ticks require dropping. Set exactly to maximum ticks.
|
|
if (ticksCount > _maximumFrameTicks)
|
|
_elapsedTickTime = (timePerSimulation * (double)_maximumFrameTicks);
|
|
}
|
|
|
|
bool variableTiming = (_timingType == TimingType.Variable);
|
|
bool frameTicked = FrameTicked;
|
|
float tickDelta = ((float)TickDelta * GetPhysicsTimeScale());
|
|
|
|
do
|
|
{
|
|
if (frameTicked)
|
|
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)
|
|
{
|
|
//Tell predicted objecs to reconcile before OnTick.
|
|
NetworkManager.PredictionManager.ReconcileToStates();
|
|
OnTick?.Invoke();
|
|
|
|
if (PhysicsMode == PhysicsMode.TimeManager && tickDelta > 0f)
|
|
{
|
|
OnPrePhysicsSimulation?.Invoke(tickDelta);
|
|
Physics.Simulate(tickDelta);
|
|
Physics2D.Simulate(tickDelta);
|
|
OnPostPhysicsSimulation?.Invoke(tickDelta);
|
|
}
|
|
|
|
OnPostTick?.Invoke();
|
|
//After post tick send states.
|
|
NetworkManager.PredictionManager.SendStateUpdate();
|
|
|
|
/* If isClient this is the
|
|
* last tick during this loop. */
|
|
bool lastTick = (_elapsedTickTime < (timePerSimulation * 2d));
|
|
if (isClient && lastTick)
|
|
TrySendPing(LocalTick + 1);
|
|
if (NetworkManager.IsServerStarted)
|
|
SendTimingAdjustment();
|
|
}
|
|
|
|
//Send out data.
|
|
if (frameTicked || variableTiming)
|
|
TryIterateData(false);
|
|
|
|
if (frameTicked)
|
|
{
|
|
_elapsedTickTime -= timePerSimulation;
|
|
Tick++;
|
|
LocalTick++;
|
|
}
|
|
} while (_elapsedTickTime >= timePerSimulation);
|
|
}
|
|
|
|
|
|
#region Tick conversions.
|
|
/// <summary>
|
|
/// Returns the percentage of how far the TimeManager is into the next tick as a double.
|
|
/// Value will return between 0d and 1d.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public double GetTickPercentAsDouble()
|
|
{
|
|
if (NetworkManager == null)
|
|
return 0d;
|
|
|
|
double percent = (_elapsedTickTime / TickDelta);
|
|
return percent;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the current elapsed amount for the next tick.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public double GetTickElapsedAsDouble() => _elapsedTickTime;
|
|
|
|
/// <summary>
|
|
/// Returns the percentage of how far the TimeManager is into the next tick.
|
|
/// Value will return between 0 and 100.
|
|
/// </summary>
|
|
public byte GetTickPercentAsByte()
|
|
{
|
|
double result = GetTickPercentAsDouble();
|
|
return (byte)(result * 100d);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Converts a 0 to 100 byte value to a 0d to 1d percent value.
|
|
/// This does not check for excessive byte values, such as anything over 100.
|
|
/// </summary>
|
|
public static double GetTickPercentAsDouble(byte value)
|
|
{
|
|
return (value / 100d);
|
|
}
|
|
|
|
/// <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.IsServerStarted) ? TickDelta : _adjustedTickDelta;
|
|
double percent = (_elapsedTickTime / delta);
|
|
|
|
return new(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.LastRemoteTick);
|
|
}
|
|
else
|
|
{
|
|
NetworkManager.LogError($"TickType {tickType.ToString()} is unhandled.");
|
|
return default;
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Converts current ticks to time.
|
|
/// </summary>
|
|
/// <param name="tickType">TickType to compare against.</param>
|
|
/// <returns></returns>
|
|
|
|
public double TicksToTime(TickType tickType = TickType.LocalTick)
|
|
{
|
|
if (tickType == TickType.LocalTick)
|
|
{
|
|
return TicksToTime(LocalTick);
|
|
}
|
|
else if (tickType == TickType.Tick)
|
|
{
|
|
return TicksToTime(Tick);
|
|
}
|
|
else if (tickType == TickType.LastPacketTick)
|
|
{
|
|
return TicksToTime(LastPacketTick.LastRemoteTick);
|
|
}
|
|
else
|
|
{
|
|
NetworkManager.LogError($"TickType {tickType} is unhandled.");
|
|
return 0d;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Converts a PreciseTick to time.
|
|
/// </summary>
|
|
/// <param name="pt">PreciseTick to convert.</param>
|
|
/// <returns></returns>
|
|
|
|
public double TicksToTime(PreciseTick pt)
|
|
{
|
|
double tickTime = TicksToTime(pt.Tick);
|
|
double percentTime = (pt.PercentAsDouble * TickDelta);
|
|
return (tickTime + percentTime);
|
|
}
|
|
|
|
/// <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>
|
|
|
|
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>
|
|
|
|
public double TimePassed(PreciseTick preciseTick, bool allowNegative = false)
|
|
{
|
|
PreciseTick currentPt = GetPreciseTick(TickType.Tick);
|
|
|
|
long tickDifference = ((long)currentPt.Tick - (long)preciseTick.Tick);
|
|
double percentDifference = (currentPt.PercentAsDouble - preciseTick.PercentAsDouble);
|
|
|
|
/* 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 percentTime = (percentDifference * 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>
|
|
|
|
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 as decimal.</param>
|
|
/// <returns></returns>
|
|
|
|
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>
|
|
/// Converts time to ticks.
|
|
/// </summary>
|
|
/// <param name="time">Time to convert as whole (milliseconds)</param>
|
|
/// <returns></returns>
|
|
|
|
public uint TimeToTicks(long time, TickRounding rounding = TickRounding.RoundNearest)
|
|
{
|
|
double dTime = ((double)time / 1000d);
|
|
return TimeToTicks(dTime, rounding);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Converts time to a PreciseTick.
|
|
/// </summary>
|
|
/// <param name="time">Time to convert.</param>
|
|
/// <returns></returns>
|
|
public PreciseTick TimeToPreciseTick(double time) => time.AsPreciseTick(TickDelta);
|
|
|
|
/// <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.IsServerStarted)
|
|
return tick;
|
|
|
|
long difference = (Tick - tick);
|
|
|
|
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.IsServerStarted)
|
|
return localTick;
|
|
|
|
long difference = (LocalTick - localTick);
|
|
|
|
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 due to
|
|
* there possibly being multiple ticks per frame. */
|
|
int frameCount = Time.frameCount;
|
|
if (frameCount == _lastIncomingIterationFrame)
|
|
return;
|
|
_lastIncomingIterationFrame = frameCount;
|
|
|
|
NetworkManager.TransportManager.IterateIncoming(asServer: true);
|
|
NetworkManager.TransportManager.IterateIncoming(asServer: false);
|
|
}
|
|
else
|
|
{
|
|
NetworkManager.TransportManager.IterateOutgoing(asServer: true);
|
|
NetworkManager.TransportManager.IterateOutgoing(asServer: false);
|
|
}
|
|
}
|
|
|
|
|
|
#region Timing adjusting.
|
|
/// <summary>
|
|
/// Changes the adjustedTickDelta, increasing or decreasing it.
|
|
/// </summary>
|
|
/// <param name="additionalMultiplier">Amount to multiply expected change by. This can be used to make larger or smaller changes.</param>
|
|
internal void ChangeAdjustedTickDelta(bool speedUp, double additionalMultiplier = 1d)
|
|
{
|
|
double share = (TickDelta * 0.01d) * additionalMultiplier;
|
|
if (speedUp)
|
|
_adjustedTickDelta -= share;
|
|
else
|
|
_adjustedTickDelta += share;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends a TimingUpdate packet to clients.
|
|
/// </summary>
|
|
private void SendTimingAdjustment()
|
|
{
|
|
//Send every second.
|
|
if (LocalTick % TimingTickInterval == 0)
|
|
{
|
|
//Now send using a packetId.
|
|
PooledWriter writer = WriterPool.Retrieve();
|
|
foreach (NetworkConnection item in NetworkManager.ServerManager.Clients.Values)
|
|
{
|
|
if (!item.IsAuthenticated)
|
|
continue;
|
|
|
|
writer.WritePacketIdUnpacked(PacketId.TimingUpdate);
|
|
writer.WriteTickUnpacked(item.PacketTick.Value());
|
|
item.SendToClient((byte)Channel.Unreliable, writer.GetArraySegment());
|
|
writer.Clear();
|
|
}
|
|
|
|
writer.Store();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called on client when server sends a timing update.
|
|
/// </summary>
|
|
/// <param name="ta"></param>
|
|
internal void ParseTimingUpdate(Reader reader)
|
|
{
|
|
uint clientTick = reader.ReadTickUnpacked();
|
|
//Don't adjust timing on server.
|
|
if (NetworkManager.IsServerStarted)
|
|
return;
|
|
/* This should never be possible since the server is sending a tick back
|
|
* that the client previously sent. In other words, the value returned should
|
|
* always be in the past. */
|
|
if (LocalTick < clientTick)
|
|
return;
|
|
|
|
/* Use the last ordered remote tick rather than
|
|
* lastPacketTick. This will help with out of order
|
|
* packets where the timing update sent before
|
|
* the remote tick but arrived after. By using ordered
|
|
* remote tick we are comparing against however many
|
|
* ticks really passed rather than the difference
|
|
* between the out of order/late packet. */
|
|
uint lastPacketTick = LastPacketTick.RemoteTick;
|
|
//Set Tick based on difference between localTick and clientTick, added onto lastPacketTick.
|
|
uint prevTick = Tick;
|
|
//Added ticks for delay in reading packet.
|
|
const uint socketReadDelay = 1;
|
|
uint nextTick = ((LocalTick - clientTick) / 2) + lastPacketTick + socketReadDelay;
|
|
long difference = ((long)nextTick - (long)prevTick);
|
|
Tick = nextTick;
|
|
|
|
//Maximum difference allowed before resetting values.
|
|
const int maximumDifference = 4;
|
|
//Difference is extreme, reset to default timings. Client probably had an issue.
|
|
if (Mathf.Abs(difference) > maximumDifference)
|
|
{
|
|
_adjustedTickDelta = TickDelta;
|
|
}
|
|
//Otherwise adjust the delta marginally.
|
|
else if (difference != 0)
|
|
{
|
|
/* A negative tickDifference indicates the client is
|
|
* moving too fast, while positive indicates too slow. */
|
|
bool speedUp = (difference > 0);
|
|
ChangeAdjustedTickDelta(speedUp);
|
|
}
|
|
}
|
|
#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;
|
|
}
|
|
|
|
#region UNITY_EDITOR
|
|
private void OnValidate()
|
|
{
|
|
SetInitialValues();
|
|
}
|
|
#endregion
|
|
}
|
|
} |