RUDPClient/Assets/Scripts/MovementComponent.cs

181 lines
5.1 KiB
C#

using System.Collections.Generic;
using Network.Defines;
using Network.NetworkApplication;
using UnityEngine;
using Vector3 = UnityEngine.Vector3;
public class MovementComponent : MonoBehaviour
{
[SerializeField] private float _sendInterval = 0.05f;
private Player _master;
private int _speed = 2;
[SerializeField] private Rigidbody _rigid;
private float _lastSendTime = 0;
private bool _isControlled = false;
private Vector3 _serverPosition;
private bool _hasServerState = false;
private PlayerState _lastServerState;
public long Tick { get; private set; } = 0;
private long _startTickOffset = 0;
private long _currentTickOffset = 0;
private readonly ClientPredictionBuffer _predictionBuffer = new ClientPredictionBuffer();
private Vector3 _serverPos;
private Vector3 _currentPos;
private float _lerpTime;
[SerializeField] private float _lerpRate = 0.1f;
private PlayerInput _cachedInput;
public void Init(bool isControlled, Player master, int speed = 0, long serverTick = 0)
{
this._master = master;
this._isControlled = isControlled;
this._speed = speed;
this._startTickOffset = serverTick;
_rigid.interpolation = RigidbodyInterpolation.Interpolate;
_rigid.isKinematic = !isControlled;
_rigid.velocity = Vector3.zero;
if (serverTick != 0 && _isControlled) MainUI.Instance.OnStartTickOffsetChanged(serverTick);
}
private void Update()
{
if (_isControlled)
{
_cachedInput = CaptureInput();
if (Time.time - _lastSendTime > _sendInterval)
{
if (_cachedInput != null)
{
NetworkManager.Instance.SendPlayerInput(_cachedInput);
}
_lastSendTime = Time.time;
Tick++;
MainUI.Instance.OnClientTickChanged(Tick);
}
}
}
private void FixedUpdate()
{
if (_isControlled)
{
if (_hasServerState)
{
MainUI.Instance.OnServerPosChanged(_serverPosition);
Reconcile(_lastServerState);
_hasServerState = false;
}
Simulate(_cachedInput);
if (_cachedInput != null)
{
_predictionBuffer.Record(_cachedInput);
}
}
else
{
_lerpTime += Time.fixedDeltaTime / 0.05f;
_rigid.MovePosition(Vector3.Lerp(_currentPos, _serverPos, _lerpTime));
}
}
private void Reconcile(PlayerState state)
{
if (!_predictionBuffer.TryApplyAuthoritativeState(state, out var replayInputs))
{
return;
}
_serverPosition = state.Position.ToVector3();
_rigid.position = Vector3.Lerp(_rigid.position, _serverPosition, _lerpRate);
_rigid.velocity = Vector3.zero;
ReplayPendingInputs(replayInputs);
}
private PlayerInput CaptureInput()
{
Vector3 input = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));
if (input == Vector3.zero) return null;
return new PlayerInput()
{
PlayerId = _master.PlayerId,
Input = ProtoExtensions.ToProtoVector3(input),
Tick = Tick
};
}
private void Simulate(PlayerInput input)
{
Vector3 dir = input == null ? Vector3.zero : input.Input.ToVector3();
_rigid.velocity = _speed * dir;
if (_isControlled)
{
MainUI.Instance.OnClientPosChanged(_rigid.position);
}
}
public void OnServerState(PlayerState state)
{
if (_isControlled)
{
if (_predictionBuffer.LastAuthoritativeTick.HasValue &&
state.Tick <= _predictionBuffer.LastAuthoritativeTick.Value)
{
return;
}
_lastServerState = state;
_hasServerState = true;
}
else
{
if (_lastServerState != null && state.Tick < _lastServerState.Tick)
{
return;
}
_lastServerState = state;
_serverPos = state.Position.ToVector3();
_currentPos = _rigid.position;
_lerpTime = 0f;
}
}
public void SetServerTick(long serverTick)
{
_currentTickOffset = serverTick - Tick - _startTickOffset;
if (_isControlled)
{
MainUI.Instance.OnServerTickChanged(serverTick);
}
if (_currentTickOffset < 0)
{
_sendInterval = 0.052f;
}
if (_currentTickOffset > 0)
{
_sendInterval = 0.048f;
}
}
private void ReplayPendingInputs(IReadOnlyList<PlayerInput> replayInputs)
{
foreach (var replayInput in replayInputs)
{
_rigid.position += _speed * replayInput.Input.ToVector3() * _sendInterval;
}
if (_isControlled)
{
MainUI.Instance.OnClientPosChanged(_rigid.position);
}
}
}