mirror of
https://github.com/Dadechin/Unity-WebSocket.git
synced 2025-07-03 20:04:33 +00:00
369 lines
12 KiB
C#
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() { }
|
|
}
|
|
|
|
}
|
|
|