Unity-WebSocket/Assets/FishNet/Runtime/Object/Prediction/PredictionRigidbody2D.cs
2025-06-28 11:28:54 +03:30

369 lines
12 KiB
C#

using FishNet.CodeGenerating;
using FishNet.Component.Prediction;
using FishNet.Managing;
using FishNet.Serializing;
using GameKit.Dependencies.Utilities;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Scripting;
namespace FishNet.Object.Prediction
{
public static class PredictionRigidbody2DSerializers
{
public static void WriteForceData(this Writer w, PredictionRigidbody2D.EntryData value)
{
PredictionRigidbody2D.ForceApplicationType appType = value.Type;
w.WriteUInt8Unpacked((byte)appType);
PredictionRigidbody2D.AllForceData data = value.Data;
switch (appType)
{
case PredictionRigidbody2D.ForceApplicationType.AddForce:
case PredictionRigidbody2D.ForceApplicationType.AddRelativeForce:
w.WriteVector3(data.Vector3Force);
w.WriteInt32((byte)data.Mode);
break;
case PredictionRigidbody2D.ForceApplicationType.AddTorque:
w.WriteSingle(data.FloatForce);
w.WriteInt32((byte)data.Mode);
break;
case PredictionRigidbody2D.ForceApplicationType.AddForceAtPosition:
w.WriteVector3(data.Vector3Force);
w.WriteVector3(data.Position);
w.WriteInt32((byte)data.Mode);
break;
default:
NetworkManagerExtensions.LogError($"ForceApplicationType of {appType} is not supported.");
break;
}
}
public static PredictionRigidbody2D.EntryData ReadForceData(this Reader r)
{
PredictionRigidbody2D.EntryData fd = new();
PredictionRigidbody2D.ForceApplicationType appType = (PredictionRigidbody2D.ForceApplicationType)r.ReadUInt8Unpacked();
fd.Type = appType;
PredictionRigidbody2D.AllForceData data = new();
switch (appType)
{
case PredictionRigidbody2D.ForceApplicationType.AddForce:
case PredictionRigidbody2D.ForceApplicationType.AddRelativeForce:
data.Vector3Force = r.ReadVector3();
data.Mode = (ForceMode2D)r.ReadUInt8Unpacked();
return fd;
case PredictionRigidbody2D.ForceApplicationType.AddTorque:
data.FloatForce = r.ReadSingle();
data.Mode = (ForceMode2D)r.ReadUInt8Unpacked();
return fd;
case PredictionRigidbody2D.ForceApplicationType.AddForceAtPosition:
data.Vector3Force = r.ReadVector3();
data.Position = r.ReadVector3();
data.Mode = (ForceMode2D)r.ReadUInt8Unpacked();
return fd;
default:
NetworkManagerExtensions.LogError($"ForceApplicationType of {appType} is not supported.");
return fd;
}
}
public static void WritePredictionRigidbody2D(this Writer w, PredictionRigidbody2D pr)
{
w.Write(pr.Rigidbody2D.GetState());
w.WriteList(pr.GetPendingForces());
}
public static PredictionRigidbody2D ReadPredictionRigidbody2D(this Reader r)
{
List<PredictionRigidbody2D.EntryData> lst = CollectionCaches<PredictionRigidbody2D.EntryData>.RetrieveList();
Rigidbody2DState rs = r.Read<Rigidbody2DState>();
r.ReadList(ref lst);
PredictionRigidbody2D pr = ResettableObjectCaches<PredictionRigidbody2D>.Retrieve();
pr.SetReconcileData(rs, lst);
pr.SetPendingForces(lst);
return pr;
}
}
[UseGlobalCustomSerializer]
[Preserve]
public class PredictionRigidbody2D : IResettable
{
#region Types.
//How the force was applied.
[System.Flags]
public enum ForceApplicationType : byte
{
AddForceAtPosition = 1,
AddForce = 4,
AddRelativeForce = 8,
AddTorque = 16,
}
public struct AllForceData
{
public Vector3 Vector3Force;
public float FloatForce;
public Vector3 Position;
public ForceMode2D Mode;
public AllForceData(Vector3 force, ForceMode2D mode) : this()
{
Vector3Force = force;
Mode = mode;
}
public AllForceData(float force, ForceMode2D mode) : this()
{
FloatForce = force;
Mode = mode;
}
public AllForceData(Vector3 force, Vector3 position, ForceMode2D mode) : this()
{
Vector3Force = force;
Position = position;
Mode = mode;
}
}
[UseGlobalCustomSerializer]
public struct EntryData
{
public ForceApplicationType Type;
public AllForceData Data;
public EntryData(ForceApplicationType type, AllForceData data)
{
Type = type;
Data = data;
}
public EntryData(EntryData fd)
{
Type = fd.Type;
Data = fd.Data;
}
}
#endregion
#region Internal.
/// <summary>
/// Rigidbody2DState set only as reconcile data.
/// </summary>
[System.NonSerialized]
internal Rigidbody2DState Rigidbody2DState;
#endregion
#region Public.
/// <summary>
/// Rigidbody which force is applied.
/// </summary>
public Rigidbody2D Rigidbody2D { get; private set; }
/// <summary>
/// Returns if there are any pending forces.
/// </summary>
public bool HasPendingForces => (_pendingForces != null && _pendingForces.Count > 0);
#endregion
#region Private
/// <summary>
/// Forces waiting to be applied.
/// </summary>
[ExcludeSerialization]
private List<EntryData> _pendingForces;
/// <summary>
/// Returns current pending forces.
/// Modifying this collection could cause undesirable results.
/// </summary>
public List<EntryData> GetPendingForces() => _pendingForces;
#endregion
~PredictionRigidbody2D()
{
if (_pendingForces != null)
CollectionCaches<EntryData>.StoreAndDefault(ref _pendingForces);
Rigidbody2D = null;
}
/// <summary>
/// Rigidbody which force is applied.
/// </summary>
/// <param name="rb"></param>
public void Initialize(Rigidbody2D rb)
{
Rigidbody2D = rb;
if (_pendingForces == null)
_pendingForces = CollectionCaches<EntryData>.RetrieveList();
else
_pendingForces.Clear();
}
/// <summary>
/// Adds Velocity force to the Rigidbody.
/// </summary>
public void AddForce(Vector3 force, ForceMode2D mode = ForceMode2D.Force)
{
EntryData fd = new(ForceApplicationType.AddForce,
new(force, mode));
_pendingForces.Add(fd);
}
public void AddRelativeForce(Vector3 force, ForceMode2D mode = ForceMode2D.Force)
{
EntryData fd = new(ForceApplicationType.AddRelativeForce,
new(force, mode));
_pendingForces.Add(fd);
}
public void AddTorque(float force, ForceMode2D mode = ForceMode2D.Force)
{
EntryData fd = new(ForceApplicationType.AddTorque,
new(force, mode));
_pendingForces.Add(fd);
}
public void AddForceAtPosition(Vector3 force, Vector3 position, ForceMode2D mode = ForceMode2D.Force)
{
EntryData fd = new(ForceApplicationType.AddForceAtPosition,
new(force, position, mode));
_pendingForces.Add(fd);
}
/// <summary>
/// Sets velocity while clearing pending forces.
/// Simulate should still be called normally.
/// </summary>
public void Velocity(Vector3 force)
{
Rigidbody2D.linearVelocity = force;
RemoveForces(true);
}
/// <summary>
/// Sets angularVelocity while clearning pending forces.
/// Simulate should still be called normally.
/// </summary>
public void AngularVelocity(float force)
{
Rigidbody2D.angularVelocity = force;
RemoveForces(false);
}
/// <summary>
/// Applies pending forces to rigidbody in the order they were added.
/// </summary>
public void Simulate()
{
foreach (EntryData item in _pendingForces)
{
AllForceData data = item.Data;
switch (item.Type)
{
case ForceApplicationType.AddTorque:
Rigidbody2D.AddTorque(data.FloatForce, data.Mode);
break;
case ForceApplicationType.AddForce:
Rigidbody2D.AddForce(data.Vector3Force, data.Mode);
break;
case ForceApplicationType.AddRelativeForce:
Rigidbody2D.AddRelativeForce(data.Vector3Force, data.Mode);
break;
case ForceApplicationType.AddForceAtPosition:
Rigidbody2D.AddForceAtPosition(data.Vector3Force, data.Position, data.Mode);
break;
}
}
_pendingForces.Clear();
}
/// <summary>
/// Manually clears pending forces.
/// </summary>
/// <param name="velocity">True to clear velocities, false to clear angular velocities.</param>
public void ClearPendingForces(bool velocity)
{
RemoveForces(velocity);
}
/// <summary>
/// Clears pending velocity and angular velocity forces.
/// </summary>
public void ClearPendingForces()
{
_pendingForces.Clear();
}
/// <summary>
/// Reconciles to a state.
/// </summary>
public void Reconcile(PredictionRigidbody2D pr)
{
_pendingForces.Clear();
if (pr._pendingForces != null)
{
foreach (EntryData item in pr._pendingForces)
_pendingForces.Add(new(item));
}
Rigidbody2D.SetState(pr.Rigidbody2DState);
ResettableObjectCaches<PredictionRigidbody2D>.Store(pr);
}
/// <summary>
/// Removes forces from pendingForces.
/// </summary>
/// <param name="velocity">True to remove if velocity, false if to remove angular velocity.</param>
private void RemoveForces(bool velocity)
{
if (_pendingForces.Count > 0)
{
bool shouldExist = velocity;
ForceApplicationType velocityApplicationTypes = (ForceApplicationType.AddRelativeForce | ForceApplicationType.AddForce);
List<EntryData> newDatas = CollectionCaches<EntryData>.RetrieveList();
foreach (EntryData item in _pendingForces)
{
if (VelocityApplicationTypesContains(item.Type) == !velocity)
newDatas.Add(item);
}
//Add back to _pendingForces if changed.
if (newDatas.Count != _pendingForces.Count)
{
_pendingForces.Clear();
foreach (EntryData item in newDatas)
_pendingForces.Add(item);
}
CollectionCaches<EntryData>.Store(newDatas);
bool VelocityApplicationTypesContains(ForceApplicationType apt)
{
return (velocityApplicationTypes & apt) == apt;
}
}
}
internal void SetPendingForces(List<EntryData> lst) => _pendingForces = lst;
internal void SetReconcileData(Rigidbody2DState rs, List<EntryData> lst)
{
Rigidbody2DState = rs;
_pendingForces = lst;
}
public void ResetState()
{
CollectionCaches<EntryData>.StoreAndDefault(ref _pendingForces);
Rigidbody2D = null;
}
public void InitializeState() { }
}
}