383 lines
14 KiB
C#
383 lines
14 KiB
C#
using System.Collections.Generic;
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using Network.Defines;
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using Network.NetworkApplication;
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using UnityEngine;
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using Vector3 = UnityEngine.Vector3;
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public class MovementComponent : MonoBehaviour
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{
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[SerializeField] private int _speed = 2;
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[SerializeField] private Rigidbody _rigid;
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[SerializeField] private InputComponent _inputComponent;
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private Player _master;
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private const float TurnSpeedDegreesPerSecond = 180f;
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// 测试时设为 false,可接收服务器状态日志但不应用校正
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[SerializeField] private bool _applyServerCorrection = true;
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private const float UnityYawOffsetDegrees = 90f;
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// Server authoritative movement cadence used for replay substepping.
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// This matches ServerAuthoritativeMovementConfiguration.SimulationInterval (50ms).
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private const float kServerSimulationStepSeconds = 0.05f;
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private bool _isControlled = false;
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private Vector3 _serverPosition;
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private bool _hasServerState = false;
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private ClientAuthoritativePlayerStateSnapshot _lastAuthoritativeState;
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private ControlledPlayerVisualCorrectionState _activeVisualCorrection;
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public long Tick { get; private set; } = 0;
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private long _startTickOffset = 0;
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private long _currentTickOffset = 0;
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private float _simulationAccumulator = 0f;
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private readonly ClientPredictionBuffer _predictionBuffer = new ClientPredictionBuffer();
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private readonly RemotePlayerSnapshotInterpolator _remoteSnapshotInterpolator = new();
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[SerializeField] private float _lerpRate = 0.1f;
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private Vector3 _lastAimDirection = Vector3.forward;
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public void Init(bool isControlled, Player master, ClientMovementBootstrap bootstrap)
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{
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Init(isControlled, master, bootstrap.AuthoritativeMoveSpeed, bootstrap.ServerTick);
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}
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public void Init(bool isControlled, Player master, int speed = 0, long serverTick = 0)
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{
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_master = master;
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_isControlled = isControlled;
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_speed = speed;
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_startTickOffset = serverTick;
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_rigid.interpolation = isControlled ? RigidbodyInterpolation.None : RigidbodyInterpolation.Interpolate;
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_rigid.isKinematic = !isControlled;
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_rigid.velocity = Vector3.zero;
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_rigid.angularVelocity = Vector3.zero;
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// 设置 InputComponent 的 playerId
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if (_inputComponent != null)
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{
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_inputComponent.InjectPlayerId(master.PlayerId);
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}
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if (serverTick != 0 && _isControlled && MainUI.Instance != null)
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MainUI.Instance.OnStartTickOffsetChanged(serverTick);
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}
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private void Update()
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{
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if (_isControlled)
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{
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if (_inputComponent != null)
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{
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MainUI.Instance.OnClientTickChanged(_inputComponent.CurrentTick);
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}
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}
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}
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private void Start()
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{
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// 订阅 InputComponent 的事件来记录预测输入
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if (_inputComponent != null)
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{
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_inputComponent.OnMoveInputCreated += HandleMoveInputCreated;
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}
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}
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private void OnDestroy()
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{
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if (_inputComponent != null)
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{
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_inputComponent.OnMoveInputCreated -= HandleMoveInputCreated;
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}
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}
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private void HandleMoveInputCreated(MoveInput moveInput)
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{
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// 记录到预测缓冲区,用于后续的服务器状态校正和回放
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_predictionBuffer.Record(moveInput);
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}
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/// <summary>
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/// 测试用:设置是否应用服务器状态校正(默认 true)
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/// 设为 false 时只打印服务器状态日志,不影响本地位置
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/// </summary>
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public void SetApplyServerCorrection(bool apply)
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{
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_applyServerCorrection = apply;
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}
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private void FixedUpdate()
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{
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if (_isControlled)
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{
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if (_hasServerState)
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{
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if (MainUI.Instance != null)
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{
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MainUI.Instance.OnServerPosChanged(_serverPosition);
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}
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Reconcile(_lastAuthoritativeState);
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_hasServerState = false;
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}
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// 累积时间,按服务端 50ms 步长进行模拟
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_simulationAccumulator += Time.fixedDeltaTime;
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while (_simulationAccumulator >= kServerSimulationStepSeconds)
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{
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// 使用最近发送的 MoveInput(来自 predictionBuffer)而非实时输入,
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// 确保客户端与服务端的输入时序一致
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Simulate(GetLatestPredictedInput());
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_simulationAccumulator -= kServerSimulationStepSeconds;
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}
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// 注意:模拟时间现在在 Simulate() 内部通过 AccumulateLatest 累加
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}
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else
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{
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var sample = _remoteSnapshotInterpolator.Sample(Time.time);
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if (sample.HasValue)
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{
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_rigid.MovePosition(sample.Position);
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_rigid.MoveRotation(sample.Rotation);
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_rigid.velocity = sample.Velocity;
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}
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}
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}
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private void Reconcile(ClientAuthoritativePlayerStateSnapshot snapshot)
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{
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_serverPosition = snapshot.Position;
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if (!_predictionBuffer.TryApplyAuthoritativeState(snapshot.SourceState, Time.time, out var replayInputs))
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{
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return;
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}
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var predictedPosition = _rigid.position;
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var predictedRotation = _rigid.rotation;
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var correction = ControlledPlayerCorrection.Resolve(
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predictedPosition,
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predictedRotation,
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snapshot.Position,
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snapshot.RotationQuaternion,
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new ControlledPlayerCorrectionSettings(kServerSimulationStepSeconds, _speed, TurnSpeedDegreesPerSecond,
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snapDistanceMultiplier: 5f),
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_activeVisualCorrection);
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_activeVisualCorrection = correction.NextState;
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_rigid.position = correction.Position;
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_rigid.rotation = correction.Rotation;
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_rigid.velocity = correction.UsedHardSnap ? snapshot.Velocity : Vector3.zero;
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_rigid.angularVelocity = Vector3.zero;
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// 位置已被校正到服务器位置,不需要再 ReplayPendingInputs
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// 因为 pendingInputs 中的 SimulatedDurationSeconds 是累积的模拟时间,
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// 如果用来 replay 会导致多余的移动。清空 pendingInputs 让客户端从校正位置重新开始
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if (replayInputs.Count > 0)
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{
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_predictionBuffer.ClearPendingInputs();
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}
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// 清零 accumulator 防止 FixedUpdate 中再次 Simulate 导致重复移动
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_simulationAccumulator = 0f;
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if (MainUI.Instance != null)
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{
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MainUI.Instance.OnCorrectionMagnitudeChanged?.Invoke(
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predictedPosition,
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snapshot.Position,
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correction.PositionError,
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correction.RotationErrorDegrees);
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MainUI.Instance.OnAcknowledgedMoveTickChanged?.Invoke(_predictionBuffer.LastAcknowledgedMoveTick ?? 0);
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}
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}
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private Vector3 ResolveAimDirection()
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{
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var planarForward = Vector3.ProjectOnPlane(_rigid.transform.forward, Vector3.up);
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if (ClientGameplayInputFlow.HasPlanarInput(planarForward))
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{
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_lastAimDirection = planarForward;
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return planarForward;
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}
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return ClientGameplayInputFlow.HasPlanarInput(_lastAimDirection)
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? _lastAimDirection
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: ResolveHeadingForward(UnityYawToHeading(_rigid.rotation.eulerAngles.y));
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}
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private void Simulate(Vector3 input)
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{
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ApplyTankMovement(-input.x, input.z, kServerSimulationStepSeconds);
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// 每次 Simulate 后累加模拟时间(用于 Reconcile 时的重放)
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_predictionBuffer.AccumulateLatest(kServerSimulationStepSeconds);
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if (_isControlled)
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{
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if (MainUI.Instance != null)
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{
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MainUI.Instance.OnClientPosChanged(_rigid.position);
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}
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// 打印客户端当前状态,用于与服务端状态对比
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Debug.Log($"[ClientState] Tick={Tick} " +
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$"Pos=({_rigid.position.x:F3}, {_rigid.position.y:F3}, {_rigid.position.z:F3}) " +
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$"Rot={_rigid.rotation.eulerAngles.y:F2}");
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}
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}
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public void OnAuthoritativeState(ClientAuthoritativePlayerStateSnapshot snapshot)
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{
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if (_isControlled)
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{
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_lastAuthoritativeState = snapshot;
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// 打印服务端状态,用于与客户端计算结果对比
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Debug.Log($"[ServerState] Tick={snapshot.SourceState.Tick} " +
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$"Pos=({snapshot.SourceState.Position.X:F3}, {snapshot.SourceState.Position.Y:F3}, {snapshot.SourceState.Position.Z:F3}) " +
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$"Rot={snapshot.SourceState.Rotation:F2} " +
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$"Vel=({snapshot.SourceState.Velocity.X:F3}, {snapshot.SourceState.Velocity.Y:F3}, {snapshot.SourceState.Velocity.Z:F3}) " +
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$"AckTick={snapshot.AcknowledgedMoveTick}");
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// 清理已确认的旧输入,确保客户端使用正确的(已确认的)输入
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var pendingBefore = _predictionBuffer.PendingInputs.Count;
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_predictionBuffer.PruneAcknowledgedInputs(snapshot.AcknowledgedMoveTick);
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var pendingAfter = _predictionBuffer.PendingInputs.Count;
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Debug.Log(
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$"[Prune] AckTick={snapshot.AcknowledgedMoveTick} removed {pendingBefore - pendingAfter}/{pendingBefore} inputs, remaining={pendingAfter}");
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// 收到服务器状态后,必须清空 pendingInputs
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// 因为 pendingInputs 中的 SimulatedDurationSeconds 是累积的模拟时间,
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// 如果不清理,客户端会继续用这些输入移动(测试模式下位置不被服务器校正)
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_predictionBuffer.ClearPendingInputs();
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_simulationAccumulator = 0f;
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// 只有开启校正时才设置 _hasServerState,否则只打印日志不应用
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if (_applyServerCorrection)
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{
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_hasServerState = true;
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}
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}
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else
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{
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_lastAuthoritativeState = snapshot;
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_remoteSnapshotInterpolator.TryAddSnapshot(snapshot, Time.time);
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}
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}
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public void SetServerTick(long serverTick)
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{
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_currentTickOffset = serverTick - Tick - _startTickOffset;
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if (_isControlled)
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{
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if (MainUI.Instance != null)
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{
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MainUI.Instance.OnServerTickChanged(serverTick);
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}
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}
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}
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/// <summary>
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/// 获取最近发送的 MoveInput,用于与服务器输入时序对齐。
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/// 如果没有记录的输入,返回零向量(停止状态)。
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/// </summary>
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private Vector3 GetLatestPredictedInput()
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{
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var pending = _predictionBuffer.PendingInputs;
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if (pending.Count == 0)
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{
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Debug.Log("[MoveInput] No pending inputs, using zero (stop)");
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return Vector3.zero;
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}
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var latest = pending[^1];
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Debug.Log(
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$"[MoveInput] Using tick={latest.Input.Tick} TurnInput={latest.Input.TurnInput} ThrottleInput={latest.Input.ThrottleInput} ({pending.Count} pending)");
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// MoveInput 的 TurnInput/ThrottleInput 转回 Unity 的 x/z 格式
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// 注意 TurnInput 在 MoveInput 里是正数=右,正数=-input.x=左(需要取反)
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// ThrottleInput 在 MoveInput 里正数=前进,正数=input.z=前
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return new Vector3(-latest.Input.TurnInput, 0f, latest.Input.ThrottleInput);
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}
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private void ReplayPendingInputs(IReadOnlyList<PredictedMoveStep> replayInputs)
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{
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foreach (var replayInput in replayInputs)
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{
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var remaining = replayInput.SimulatedDurationSeconds;
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while (remaining > 0f)
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{
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// Use the server's fixed cadence (50ms) as the substep size to ensure
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// replay trajectory matches live FixedUpdate prediction exactly.
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var step = Mathf.Min(remaining, kServerSimulationStepSeconds);
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ApplyTankMovement(
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replayInput.Input.TurnInput,
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replayInput.Input.ThrottleInput,
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step);
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remaining -= step;
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}
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}
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if (_isControlled)
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{
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if (MainUI.Instance != null)
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{
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MainUI.Instance.OnClientPosChanged(_rigid.position);
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}
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}
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}
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private void ApplyTankMovement(float turnInput, float throttleInput, float deltaTime)
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{
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if (deltaTime <= 0f)
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{
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_rigid.velocity = Vector3.zero;
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return;
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}
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var clampedTurnInput = Mathf.Clamp(turnInput, -1f, 1f);
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var clampedThrottleInput = Mathf.Clamp(throttleInput, -1f, 1f);
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var heading = NormalizeDegrees(UnityYawToHeading(_rigid.rotation.eulerAngles.y) +
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(clampedTurnInput * TurnSpeedDegreesPerSecond * deltaTime));
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_rigid.rotation = Quaternion.Euler(0f, HeadingToUnityYaw(heading), 0f);
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var forward = ResolveHeadingForward(heading);
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var velocity = forward * (clampedThrottleInput * _speed);
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_rigid.velocity = velocity;
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_rigid.position += velocity * deltaTime;
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// 调试日志:打印每步计算细节
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Debug.Log($"[MoveStep] _speed={_speed} deltaTime={deltaTime:F4} throttle={clampedThrottleInput} " +
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$"heading={heading:F2} velocity=({velocity.x:F3}, {velocity.y:F3}, {velocity.z:F3}) " +
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$"pos=({_rigid.position.x:F3}, {_rigid.position.y:F3}, {_rigid.position.z:F3})");
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}
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private static Vector3 ResolveHeadingForward(float headingDegrees)
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{
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var rotationRadians = headingDegrees * Mathf.Deg2Rad;
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return new Vector3(Mathf.Cos(rotationRadians), 0f, Mathf.Sin(rotationRadians));
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}
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private static float HeadingToUnityYaw(float headingDegrees)
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{
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return NormalizeDegrees(UnityYawOffsetDegrees - headingDegrees);
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}
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private static float UnityYawToHeading(float unityYawDegrees)
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{
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return NormalizeDegrees(UnityYawOffsetDegrees - unityYawDegrees);
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}
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private static float NormalizeDegrees(float degrees)
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{
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var normalized = degrees % 360f;
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if (normalized < 0f)
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{
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normalized += 360f;
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}
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return normalized;
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}
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}
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