mirror of
https://github.com/Dadechin/Unity-WebSocket.git
synced 2025-07-04 04:14:34 +00:00
441 lines
16 KiB
C#
441 lines
16 KiB
C#
using FishNet.CodeGenerating;
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using FishNet.Component.Prediction;
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using FishNet.Managing;
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using FishNet.Serializing;
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using GameKit.Dependencies.Utilities;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Scripting;
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namespace FishNet.Object.Prediction
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{
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[Preserve]
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[DefaultWriter]
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public static class PredictionigidbodySerializers
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{
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[DefaultWriter]
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public static void WriteEntryData(this Writer w, PredictionRigidbody.EntryData value)
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{
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PredictionRigidbody.ForceApplicationType appType = value.Type;
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w.WriteUInt8Unpacked((byte)appType);
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PredictionRigidbody.AllForceData data = value.Data;
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switch (appType)
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{
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case PredictionRigidbody.ForceApplicationType.AddTorque:
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case PredictionRigidbody.ForceApplicationType.AddForce:
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case PredictionRigidbody.ForceApplicationType.AddRelativeTorque:
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case PredictionRigidbody.ForceApplicationType.AddRelativeForce:
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w.WriteVector3(data.Vector3Force);
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w.WriteInt32((byte)data.Mode);
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break;
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case PredictionRigidbody.ForceApplicationType.AddExplosiveForce:
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w.WriteSingle(data.FloatForce);
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w.WriteVector3(data.Position);
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w.WriteSingle(data.Radius);
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w.WriteSingle(data.UpwardsModifier);
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w.WriteInt32((byte)data.Mode);
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break;
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case PredictionRigidbody.ForceApplicationType.AddForceAtPosition:
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w.WriteVector3(data.Vector3Force);
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w.WriteVector3(data.Position);
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w.WriteInt32((byte)data.Mode);
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break;
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default:
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NetworkManagerExtensions.LogError($"ForceApplicationType of {appType} is not supported.");
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break;
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}
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}
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[DefaultReader]
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public static PredictionRigidbody.EntryData ReadEntryData(this Reader r)
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{
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PredictionRigidbody.EntryData fd = new();
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PredictionRigidbody.ForceApplicationType appType = (PredictionRigidbody.ForceApplicationType)r.ReadUInt8Unpacked();
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fd.Type = appType;
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PredictionRigidbody.AllForceData data = new();
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switch (appType)
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{
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case PredictionRigidbody.ForceApplicationType.AddTorque:
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case PredictionRigidbody.ForceApplicationType.AddForce:
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case PredictionRigidbody.ForceApplicationType.AddRelativeTorque:
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case PredictionRigidbody.ForceApplicationType.AddRelativeForce:
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data.Vector3Force = r.ReadVector3();
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data.Mode = (ForceMode)r.ReadInt32();
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break;
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case PredictionRigidbody.ForceApplicationType.AddExplosiveForce:
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data.FloatForce = r.ReadSingle();
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data.Position = r.ReadVector3();
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data.Radius = r.ReadSingle();
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data.UpwardsModifier = r.ReadSingle();
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data.Mode = (ForceMode)r.ReadInt32();
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break;
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case PredictionRigidbody.ForceApplicationType.AddForceAtPosition:
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data.Vector3Force = r.ReadVector3();
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data.Position = r.ReadVector3();
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data.Mode = (ForceMode)r.ReadInt32();
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break;
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default:
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NetworkManagerExtensions.LogError($"ForceApplicationType of {appType} is not supported.");
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break;
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}
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fd.Data = data;
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return fd;
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}
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[DefaultWriter]
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public static void WritePredictionRigidbody(this Writer w, PredictionRigidbody pr)
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{
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w.Write(pr.Rigidbody.GetState());
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w.WriteList(pr.GetPendingForces());
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}
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[DefaultReader]
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public static PredictionRigidbody ReadPredictionRigidbody(this Reader r)
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{
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List<PredictionRigidbody.EntryData> lst = CollectionCaches<PredictionRigidbody.EntryData>.RetrieveList();
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RigidbodyState rs = r.Read<RigidbodyState>();
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r.ReadList(ref lst);
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PredictionRigidbody pr = ResettableObjectCaches<PredictionRigidbody>.Retrieve();
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pr.SetReconcileData(rs, lst);
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return pr;
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}
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[DefaultDeltaWriter]
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public static bool WriteDeltaEntryData(this Writer w, PredictionRigidbody.EntryData value)
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{
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w.WriteEntryData(value);
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return true;
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}
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[DefaultDeltaReader]
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public static PredictionRigidbody.EntryData ReadDeltaEntryData(this Reader r) => r.ReadEntryData();
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[DefaultDeltaWriter]
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public static bool WriteDeltaPredictionRigidbody(this Writer w, PredictionRigidbody pr)
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{
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w.WritePredictionRigidbody(pr);
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return true;
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}
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[DefaultDeltaReader]
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public static PredictionRigidbody ReadDeltaPredictionRigidbody(this Reader r) => r.ReadPredictionRigidbody();
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}
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[UseGlobalCustomSerializer]
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[Preserve]
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public class PredictionRigidbody : IResettable
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{
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#region Types.
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public struct AllForceData
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{
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public ForceMode Mode;
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public Vector3 Vector3Force;
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public Vector3 Position;
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public float FloatForce;
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public float Radius;
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public float UpwardsModifier;
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/// <summary>
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/// Used for Force and Torque.
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/// </summary>
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public AllForceData(Vector3 force, ForceMode mode) : this()
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{
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Vector3Force = force;
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Mode = mode;
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}
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/// <summary>
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/// Used for Position.
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/// </summary>
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public AllForceData(Vector3 force, Vector3 position, ForceMode mode) : this()
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{
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Vector3Force = force;
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Position = position;
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Mode = mode;
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}
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/// <summary>
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/// Used for Explosive.
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/// </summary>
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/// <param name="force"></param>
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/// <param name="position"></param>
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/// <param name="radius"></param>
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/// <param name="upwardsModifier"></param>
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/// <param name="mode"></param>
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public AllForceData(float force, Vector3 position, float radius, float upwardsModifier, ForceMode mode) : this()
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{
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FloatForce = force;
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Position = position;
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Radius = radius;
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UpwardsModifier = upwardsModifier;
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Mode = mode;
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}
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}
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public interface IForceData { }
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//How the force was applied.
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[System.Flags]
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public enum ForceApplicationType : byte
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{
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AddForceAtPosition = 1,
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AddExplosiveForce = 2,
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AddForce = 4,
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AddRelativeForce = 8,
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AddTorque = 16,
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AddRelativeTorque = 32,
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}
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[UseGlobalCustomSerializer]
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public struct EntryData
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{
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public ForceApplicationType Type;
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public AllForceData Data;
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public EntryData(ForceApplicationType type, AllForceData data)
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{
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Type = type;
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Data = data;
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}
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public EntryData(EntryData fd)
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{
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Type = fd.Type;
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Data = fd.Data;
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}
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}
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#endregion
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#region Public.
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/// <summary>
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/// Rigidbody which force is applied.
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/// </summary>
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public Rigidbody Rigidbody { get; private set; }
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/// <summary>
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/// Returns if there are any pending forces.
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/// </summary>
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public bool HasPendingForces => (_pendingForces != null && _pendingForces.Count > 0);
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#endregion
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#region Internal.
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/// <summary>
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/// RigidbodyState set only as reconcile data.
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/// </summary>
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[System.NonSerialized]
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internal RigidbodyState RigidbodyState;
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#endregion
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#region Private
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/// <summary>
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/// Forces waiting to be applied.
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/// </summary>
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[ExcludeSerialization]
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private List<EntryData> _pendingForces;
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/// <summary>
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/// Returns current pending forces.
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/// Modifying this collection could cause undesirable results.
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/// </summary>
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public List<EntryData> GetPendingForces() => _pendingForces;
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#endregion
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~PredictionRigidbody()
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{
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if (_pendingForces != null)
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CollectionCaches<EntryData>.StoreAndDefault(ref _pendingForces);
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Rigidbody = null;
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}
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/// <summary>
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/// Rigidbody which force is applied.
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/// </summary>
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/// <param name="rb"></param>
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public void Initialize(Rigidbody rb)
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{
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Rigidbody = rb;
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if (_pendingForces == null)
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_pendingForces = CollectionCaches<EntryData>.RetrieveList();
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else
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_pendingForces.Clear();
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}
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/// <summary>
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/// Adds Velocity force to the Rigidbody.
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/// </summary>
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public void AddForce(Vector3 force, ForceMode mode = ForceMode.Force)
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{
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EntryData fd = new(ForceApplicationType.AddForce, new(force, mode));
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_pendingForces.Add(fd);
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}
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public void AddRelativeForce(Vector3 force, ForceMode mode = ForceMode.Force)
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{
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EntryData fd = new(ForceApplicationType.AddRelativeForce, new(force, mode));
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_pendingForces.Add(fd);
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}
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public void AddTorque(Vector3 force, ForceMode mode = ForceMode.Force)
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{
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EntryData fd = new(ForceApplicationType.AddTorque, new(force, mode));
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_pendingForces.Add(fd);
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}
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public void AddRelativeTorque(Vector3 force, ForceMode mode = ForceMode.Force)
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{
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EntryData fd = new(ForceApplicationType.AddRelativeTorque, new(force, mode));
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_pendingForces.Add(fd);
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}
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public void AddExplosiveForce(float force, Vector3 position, float radius, float upwardsModifier = 0f, ForceMode mode = ForceMode.Force)
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{
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EntryData fd = new(ForceApplicationType.AddExplosiveForce, new(force, position, radius, upwardsModifier, mode));
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_pendingForces.Add(fd);
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}
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public void AddForceAtPosition(Vector3 force, Vector3 position, ForceMode mode = ForceMode.Force)
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{
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EntryData fd = new(ForceApplicationType.AddForceAtPosition, new(force, position, mode));
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_pendingForces.Add(fd);
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}
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/// <summary>
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/// Sets velocity while clearing pending forces.
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/// Simulate should still be called normally.
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/// </summary>
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public void Velocity(Vector3 force)
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{
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Rigidbody.linearVelocity = force;
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RemoveForces(true);
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}
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/// <summary>
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/// Sets angularVelocity while clearning pending forces.
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/// Simulate should still be called normally.
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/// </summary>
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public void AngularVelocity(Vector3 force)
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{
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Rigidbody.angularVelocity = force;
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RemoveForces(false);
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}
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/// <summary>
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/// Applies pending forces to rigidbody in the order they were added.
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/// </summary>
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public void Simulate()
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{
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foreach (EntryData item in _pendingForces)
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{
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AllForceData data = item.Data;
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switch (item.Type)
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{
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case ForceApplicationType.AddTorque:
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Rigidbody.AddTorque(data.Vector3Force, data.Mode);
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break;
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case ForceApplicationType.AddForce:
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Rigidbody.AddForce(data.Vector3Force, data.Mode);
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break;
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case ForceApplicationType.AddRelativeTorque:
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Rigidbody.AddRelativeTorque(data.Vector3Force, data.Mode);
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break;
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case ForceApplicationType.AddRelativeForce:
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Rigidbody.AddRelativeForce(data.Vector3Force, data.Mode);
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break;
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case ForceApplicationType.AddExplosiveForce:
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Rigidbody.AddExplosionForce(data.FloatForce, data.Position, data.Radius, data.UpwardsModifier, data.Mode);
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break;
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case ForceApplicationType.AddForceAtPosition:
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Rigidbody.AddForceAtPosition(data.Vector3Force, data.Position, data.Mode);
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break;
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}
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}
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_pendingForces.Clear();
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}
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/// <summary>
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/// Manually clears pending forces.
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/// </summary>
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/// <param name="velocity">True to clear velocities, false to clear angular velocities.</param>
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public void ClearPendingForces(bool velocity)
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{
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RemoveForces(velocity);
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}
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/// <summary>
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/// Clears pending velocity and angular velocity forces.
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/// </summary>
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public void ClearPendingForces()
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{
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_pendingForces.Clear();
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}
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/// <summary>
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/// Reconciles to a state.
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/// </summary>
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public void Reconcile(PredictionRigidbody pr)
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{
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_pendingForces.Clear();
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if (pr._pendingForces != null)
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{
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foreach (EntryData item in pr._pendingForces)
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_pendingForces.Add(new(item));
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}
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//Set state.
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Rigidbody.SetState(pr.RigidbodyState);
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ResettableObjectCaches<PredictionRigidbody>.Store(pr);
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}
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/// <summary>
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/// Removes forces from pendingForces.
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/// </summary>
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/// <param name="velocity">True to remove if velocity, false if to remove angular velocity.</param>
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private void RemoveForces(bool velocity)
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{
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if (_pendingForces.Count > 0)
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{
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ForceApplicationType velocityApplicationTypes = (ForceApplicationType.AddRelativeForce | ForceApplicationType.AddForce | ForceApplicationType.AddExplosiveForce);
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List<EntryData> newDatas = CollectionCaches<EntryData>.RetrieveList();
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foreach (EntryData item in _pendingForces)
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{
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if (VelocityApplicationTypesContains(item.Type) == !velocity)
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newDatas.Add(item);
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}
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//Add back to _pendingForces if changed.
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if (newDatas.Count != _pendingForces.Count)
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{
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_pendingForces.Clear();
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foreach (EntryData item in newDatas)
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_pendingForces.Add(item);
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}
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CollectionCaches<EntryData>.Store(newDatas);
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bool VelocityApplicationTypesContains(ForceApplicationType apt)
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{
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return (velocityApplicationTypes & apt) == apt;
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}
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}
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}
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internal void SetReconcileData(RigidbodyState rs, List<EntryData> lst)
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{
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RigidbodyState = rs;
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_pendingForces = lst;
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}
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public void ResetState()
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{
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CollectionCaches<EntryData>.StoreAndDefault(ref _pendingForces);
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Rigidbody = null;
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}
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public void InitializeState() { }
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}
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} |