266 lines
7.8 KiB
C#
266 lines
7.8 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 static class ClientGameplayInputFlow
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{
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public static bool HasPlanarInput(Vector3 input)
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{
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return new Vector2(input.x, input.z).sqrMagnitude > 0f;
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}
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public static bool TryCreateMoveInput(string playerId, long tick, Vector3 input, bool stopMessagePending, out MoveInput message)
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{
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if (!HasPlanarInput(input) && !stopMessagePending)
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{
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message = null;
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return false;
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}
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message = new MoveInput
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{
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PlayerId = playerId,
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Tick = tick,
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MoveX = input.x,
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MoveY = input.z
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};
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return true;
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}
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public static ShootInput CreateShootInput(string playerId, long tick, Vector3 aimDirection, string targetId = "")
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{
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var planarDirection = new Vector3(aimDirection.x, 0f, aimDirection.z);
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if (planarDirection.sqrMagnitude <= 0f)
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{
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planarDirection = Vector3.forward;
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}
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else
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{
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planarDirection.Normalize();
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}
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return new ShootInput
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{
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PlayerId = playerId,
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Tick = tick,
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DirX = planarDirection.x,
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DirY = planarDirection.z,
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TargetId = targetId ?? string.Empty
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};
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}
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}
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public class MovementComponent : MonoBehaviour
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{
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[SerializeField] private float _sendInterval = 0.05f;
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private Player _master;
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private int _speed = 2;
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[SerializeField] private Rigidbody _rigid;
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private float _lastSendTime = 0;
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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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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 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 _cachedMoveInput;
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private Vector3 _lastAimDirection = Vector3.forward;
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private bool _wasMovingLastFrame;
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private bool _stopMessagePending;
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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 = RigidbodyInterpolation.Interpolate;
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_rigid.isKinematic = !isControlled;
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_rigid.velocity = Vector3.zero;
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if (serverTick != 0 && _isControlled && MainUI.Instance != null) 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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_cachedMoveInput = CaptureMovement();
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var hasMovement = ClientGameplayInputFlow.HasPlanarInput(_cachedMoveInput);
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if (hasMovement)
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{
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_lastAimDirection = _cachedMoveInput;
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_stopMessagePending = false;
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}
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else if (_wasMovingLastFrame)
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{
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_stopMessagePending = true;
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}
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_wasMovingLastFrame = hasMovement;
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var shootInput = CaptureShootInput();
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if (shootInput != null)
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{
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NetworkManager.Instance.SendShootInput(shootInput);
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}
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if (Time.time - _lastSendTime > _sendInterval)
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{
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if (ClientGameplayInputFlow.TryCreateMoveInput(_master.PlayerId, Tick, _cachedMoveInput, _stopMessagePending, out var moveInput))
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{
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NetworkManager.Instance.SendMoveInput(moveInput);
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_predictionBuffer.Record(moveInput);
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_stopMessagePending = false;
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}
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_lastSendTime = Time.time;
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Tick++;
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MainUI.Instance.OnClientTickChanged(Tick);
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}
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}
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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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Simulate(_cachedMoveInput);
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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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if (!_predictionBuffer.TryApplyAuthoritativeState(snapshot.SourceState, out var replayInputs))
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{
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return;
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}
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_serverPosition = snapshot.Position;
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_rigid.position = Vector3.Lerp(_rigid.position, _serverPosition, _lerpRate);
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_rigid.rotation = Quaternion.Slerp(_rigid.rotation, snapshot.RotationQuaternion, _lerpRate);
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_rigid.velocity = snapshot.Velocity;
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ReplayPendingInputs(replayInputs);
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}
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private Vector3 CaptureMovement()
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{
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return new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical"));
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}
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private ShootInput CaptureShootInput()
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{
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if (!Input.GetMouseButtonDown(0))
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{
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return null;
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}
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return ClientGameplayInputFlow.CreateShootInput(_master.PlayerId, Tick, ResolveAimDirection());
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}
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private Vector3 ResolveAimDirection()
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{
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if (ClientGameplayInputFlow.HasPlanarInput(_lastAimDirection))
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{
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return _lastAimDirection;
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}
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var forward = _master != null ? _master.transform.forward : transform.forward;
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var planarForward = new Vector3(forward.x, 0f, forward.z);
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return ClientGameplayInputFlow.HasPlanarInput(planarForward) ? planarForward : Vector3.forward;
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}
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private void Simulate(Vector3 input)
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{
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_rigid.velocity = _speed * input;
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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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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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_hasServerState = true;
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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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if (_currentTickOffset < 0)
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{
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_sendInterval = 0.052f;
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}
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if (_currentTickOffset > 0)
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{
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_sendInterval = 0.048f;
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}
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}
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private void ReplayPendingInputs(IReadOnlyList<MoveInput> replayInputs)
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{
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foreach (var replayInput in replayInputs)
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{
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_rigid.position += _speed * new Vector3(replayInput.MoveX, 0f, replayInput.MoveY) * _sendInterval;
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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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}
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